_____ _____ ______ __ __
/ ___/ / ___/ | ____ \ | \ / | ******
\ \__ \ \__ | |__| / O | |\ /| | * ********
\__ \ \__ \ | ___ < | | \/ | | ** *********
__/ / __/ / | |__| \ O | | | | *** **********
/___/ /___/ |______/ |_| |_| *** **********
* * * * * * * * * * * * * * * * * * * * * * *
S u p e r S m a s h B r o s . M e l e e ** *********
* * * * * * * * * * * * * * * * * * * * * * * * ********
******
NINTENDORKS FAQ
Version 2.7
written for Nintendorks
and by Nintendorks
TABLE OF CONTENTS
1. General Overview
2. What's Going On?
3. Controller Explanation
4. Characters
~ Mario
~ Link
~ Zelda
~ Pikachu
~ Fox McCloud
~ Ness
~ Captain Falcon
~ Yoshi
~ Donkey Kong
~ Peach
~ Kirby
~ Bowser
~ Ice Climbers
~ Samus
~ Jigglypuff
~ Luigi
~ Roy
~ Marth
~ Falco
~ Dr. Mario
~ Ganondorf
~ Young Link
~ Mewtwo
~ Pichu
~ Mr. Game and Watch
5. Levels
6. Modes of Play
7. Items
8. Secrets
9. Event Mode
10. Bonus List
11. Trophies
12. Pokemon in Pokeballs
13. Advanced Techniques
13. Thanks
14. Legalities
***Also, there is an incredible graphical version of this FAQ here:
http://mizar66.netfirms.com/ssbmguide/index.html
***Here's the official Nintendo website:
http://www.supersmashbrosmelee.com
***And here's the Message Board that spawned this FAQ!
http://pub70.ezboard.com/bnintendorks55364
----------------------------------------------------------------------
1. GENERAL OVERVIEW
Super Smash Bros. Melee came out on December 3rd, 2001, a sequel
to one of the best and most unique 2-D fighters (or any-d fighters, for
that matter) to have ever been made. Available only for the Nintendo
GameCube, SSB:Melee pits Nintendo's most beloved mascots from their
flagship titles against each other in chaotic fighting matches. The
original game, Super Smash Bros, went on to sell 5 million plus
cartridges with only 12 fighters and a handful of arenas. Melee builds
on and improves what Super Smash Bros. didn't do, which at first glance
doesn't seem like a lot. This FAQ will guide you through each
character, with all of their moves explained, how to unlock them, their
strengths and weaknesses, and some general tips for use. The levels
will be explained, as will items, this FAQ will also list tips for all
the modes, and hopefully a complete list of all of those pesky
trophies. So read on, intrepid gamers! Have fun! And go to the website
read by the guys who made this FAQ!
http://www.nintendorks.com
----------------------------------------------------------------------
2. WHAT'S GOING ON?
One could call Smash Bros a fighting game but also a platformer as
well. It's basically a combination of the two. If you played the
original on the N64, then most of the gameplay is unchanged and you
should be able to jump right in. If this is your first time playing
Smash Bros, then you'll have to get used to the differences from other
fighting games.
Although the characters have punches, kicks, and unique special
moves, the strategy is totally different from other fighting games.
Most of the stages are floating in the air, and the object of the game
is not to deplete the opponent's energy, but to knock them off the
stage. This is easier said than done, because all characters have an
air jump, and most characters have a special move that helps them come
back. Instead of energy, every character has a percentage. The more
you're hit, the more your percentage goes up. If you're hit with a
strong attack, such as Smash attacks, you'll go flying. How far you fly
depends on how high your damage is. If you get knocked so far that your
double jump and comeback move aren't enough to get you back to the
stage, you get knocked out.
Every character has basic attacks used with the A button. You can
push A button for a regular attack, as well as tilting the control
stick up and down to indicate the direction of the attack. In addition
to regular attacks, you can do "Smash Attacks", which are vital to
winning. To do a smash attack, you tilt the control stick in a
direction at the same time as pushing the A button. You can do a smash
attack to the side or downward, which will knock your opponent
horizontally, or an upwards smash attack which will send them sky high
(you can also knock out the opponent by knocking them really high).
Of course, every character also has special moves that are unique to
them. These are executed with the B button. Depending on the direction
you tilt the control stick (neutral, sideways, up or down) you'll
perform one of four different special moves. For most characters, up
and B is an attack that can send you horizontally or upwards, helpful
in getting back to the stage.
Besides attacking, jumping is a necessity in this game, as many
attacks differ between using them on the ground or in the air. You'll
also need to jump in order to execute combos or get away, as well as
coming back to the stage. Each character has a jump, and at least one
other jump they can do in the air (characters like Kirby can jump up to
6 times, since they can float). To jump, you can either tilt the
control stick up, or use the X and Y buttons.
Other strategies include dodging, shielding, and throwing. If you
are near an opponent, you can press Z (or R and A at the same time) and
grab him. Pressing Z while holding an opponent will do damage to him.
If you do this too much the opponent can break free, so use this
sparingly. Otherwise, tilting the control stick different directions
will result in throwing your opponent. Throws are weaker than smash
attacks and probably will not KO your opponent, but they do damage and
can be used to start out combos. Press R or L to activate your shield.
This will block attacks (but not throws), but don't use it too much,
because while you use it, it gets smaller, and if it disappears, it
breaks and you get stunned. How far you press in the button depends on
the strength of the shield. If you press the button in a lot, the
shield will be small, but very strong. If you press it in a bit, the
shield will be large but very weak. Most attacks only need a shield
press of medium, to block. Tilting the control stick left or right
while having your shield up will cause you to roll. This is helpful to
evade opponents, and is essential against skillful players.
There are some other techniques too. By pressing R or L in the
air, you'll do an air dodge, which will make you temporarily
invulnerable in the air. You can only do it once until you touch the
ground again. By pressing Z or A when an item is thrown at you, you can
catch the item, but it takes precise timing. Speaking of items, when
you see one, press A to pick it up. If it's a weapon, press A to use
it. Once you're done using it, press Z to drop it or throw it. If it's
a throwing item, then just press A to throw it. Also, if you put up
your shield at the exact moment a projectile attack hits you, you can
deflect it.
Finally, to taunt, press up on the D-pad. It's not necessary but
it's great to do after knocking out your opponent, just for fun.
----------------------------------------------------------------------
3. CONTROLLER EXPLANATION
Control Stick - Move the character
X - Jump
Y - Jump
A - Standard attacks
A + Control Stick - Different standard attacks
B - Special moves
B + Control Stick - Different special moves
L - Defensive shield (can be used with control stick to move around)
R - Defensive shield (can be used with control stick to move around)
L + A - Grab and throw (can be used with control stick to control
direction of throw)
R + A - Grab and throw (can be used with control stick to control
direction of throw)
Z - Grab and throw (can be used with control stick to control direction
of throw)
Control Pad - Taunt (any direction taunts)
C Stick + Direction - Performs the smash move for that direction.
(Cannot be held to charge up the attack, only can be used in melee
battles)
----------------------------------------------------------------------
4. CHARACTERS
***************
**** MARIO ****
***************
---BACKGROUND---
Every video game needs a hero, but none are as well known, nor can
claim to be as well beloved as that endearing, pasta loving plumber
Mario. Ever since his emergence from the sketch pad of Shigeru Miyamoto
all those years ago, Mario has been the driving force behind almost all
of Nintendo's most successful franchises. Stomping on turtles and
beating up goombas everywhere from dirty truck stop arcade coin-ops to
bad Fred Savage movies, Mario has become a true icon of American
culture.
Not far from his roots, Mario returns in true form, still beating the
heads of defenseless Yoshi's and tossing Koopa Kings in and out of the
arenas of Super Smash Bros. Melee for the Nintendo GameCube.
---GENERAL INFO---
From a design standpoint, Super Smash Bros. Melee is by and large the
house that Mario built. Arguably the most balanced character in the
game, that "more familiar than Mickey Mouse" plumber is certainly easy
enough for a beginner to pick up and control right from the get go.
However, as is the case with most of the Melee fighters, the more
advanced a Mario player becomes, the more hidden facets of the
Italian's fighting style are revealed; and therein lies Mario's true
beauty. A real, honest to goodness Mario expert, having taken the time
to master the art of "flying without really flying," can move in
seemingly effortless leaps from platform to platform, clearing the
screen with well timed hits and kicks that may or may not jar a few
golden coins from opponents caught off guard.
Playing as Mario in Melee, just as in his signature platformers we've
all come to know and love, is all about practice. Beginners may be
drawn to him for his namesake, and rightfully so, but his true staying
power in the arsenal of any hardened Smash Bros. veteran is in his lack
of any real weakness.
Classified as a Close Range fighter, Mario is powerful in close
quarters, striking with a decent amount of powerful punches and kicks,
along with an all new Meteor Smash technique. Though not a Lightweight
by any stretch of the imagination, Mario is fortunate to not be plagued
by the slow speed on the ground that would qualify him as one of the
Heavy Hitters. On the contrary, Mario is a relatively quick fighter
that, while not rivaling the raw speed of the your Foxes and Pikachus,
can still compete with some of the fastest players in the game.
---REGULAR ATTACKS---
Forward Smash
Pausing only for a moment to charge the attack, Mario flings his fist
toward his opponent in a small ball of fire that engulfs the unlucky
character. While not the most damaging smash move in the game when
taken solely at face value, Mario's Smash Attack has a secret. The
amount of damage dealt is directly proportionate to the distance away
Mario is from his opponent when beginning the Smash; optimal distance
is about two steps away from hostile characters. Once again, practice
is the key.
Down Smash
Pausing for another brief second, Mario twirls both of his legs in a
roundhouse sweep that hits opponents low on either side of him.
Knocking opponents horizontally, the sweep comes in handy when on more
cramped arenas, as it provides quite an easy way of delivering other
characters right off the edge, setting them up perfectly for a Forward
Smash to the edge of the screen. As well, if backed into a corner, the
sweep's relatively long range is useful in breaking down the quick,
repetitive attacks of Speedsters.
Up Smash
Mario performs a savage head butt, sending nearby characters in a
vertical arc that is quite useful as a combo finish when his opponent
has a relatively high percentage. Also, this move can be especially
useful when dealing with an opponent from above, as it can be used to
send some over eager combatants sky high with relative ease.
---SPECIAL ATTACKS---
B : Fireball
Mario's only projectile. While not particularly powerful, the fireball
can be severely damaging not so much to an opponent's hit percentage,
as to his ego. Following the tradition started by the first Super Mario
Bros., Mario's tried and true fireball flies forward and down, bouncing
off the ground several times before it fizzles out. At any time during
this flight, if the fireball comes into contact with an opponent, it
causes the assailed character to recoil, engulfed in a ball of fire
which stuns them for a brief second. Therein lies the key to the
fireball's strength. When used as a preemptive strike from across the
stage, the fireball can set off an opponent's timing, stunning them for
a moment, and even causing them to mistakenly commit suicide (if they
are sufficiently knocked off balance).
Another quite handy, if cheap, usage of the fireball is to nullify a
flailing character's "third jump" from enabling them to make it back
from being sent off the stage. If timed properly, the fireball can be
an extremely maddening sting that causes an already nearly finished foe
from having any chance of returning from a Smash Attack. As well, the
fireball can be quite useful in "stealing kills" from other characters
in a four-player match by simply "reaching out and touching" a falling
opponent on his way down.
B -> : Super Cape
A new addition to Mario's arsenal for Melee is the golden cape he used
to fly in Super Mario World. In Smash Bros. Melee, the cape is used as
a counter move. Perfect for reflecting projectiles, swords, and even
thrown items back at their point of origin, the cape also enables Mario
to twirl nearby opponents to face the opposite direction, causing
severe confusion in its wake.
Also, in the case of desperately trying to make it back to a stage's
edge, the cape can be invaluable as a kind of "two and a half jump"
that enables Mario an extra boost of horizontal movement just before he
employs his Super Jump Punch to try to cover the rest of the distance.
B ^ : Super Jump Punch
Probably one of Mario's most annoying moves from the original Smash
Bros., the Super Jump Punch has made the transition to Melee completely
intact. When properly pulled off, this move launches Mario in a forward
jumping punch that can trap one or more opponents for roughly a second,
knocking coins from them as they are suspended in the air. More
annoyance than anything else, this move can easily get you into a fist
fight with one of your buddies after several repetitions.
As it's not exactly the most damaging maneuver in Mario's arsenal, and
as it causes him to pause for a moment to return to the ground (leaving
him wide open for projectile counter attacks, or opportunistic ground
assailants), the Super Jump Punch should be reserved for only the
occasions when Mario needs to clear out opponents from above him,
leaving him safe to make a landing. Also, the Super Jump Punch is an
extremely useful third jump, launching Mario in a upward diagonal path
back toward the stage in the case of an accidental fall.
B V : Tornado
A close range maneuver for a close range fighter. The Tornado, when
timed correctly, can be a devastating end to an all out four player
brawl. The move causes Mario to spin in a circle with his fists flying,
sending all nearby opponents flying vertically, setting them up
perfectly for an Upward Smash. Beware, however, as this move can be
countered by an opponent's well placed kick. Use this move
conservatively.
--OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Mario is a Close Range attacker, plain and simple. In the vast majority
of the battles he will face, that will be his advantage. However,
though Mario has his fists, they don't do him a whole heck of a lot of
good against a swordsman's cold steel. The good news: with the
exception of Marth and perhaps Young Link, none of the swordsmen can
compete with Mario's in air speed and agility. Mario's plethora of in
air kicks, along with a few quick, repetitive foot sweeps can easily
win the day against one of the Links. The trick is to stay out of the
reach of his sword, as its cold touch is extremely deadly, especially
in close. Hit and run is the order of the day. As well, mid air
Fireballs and Super Jump Punches may be just what are needed to throw
off the rock solid combos of the Fire Emblem brothers. Stay clear of
Marth and Roy's upward swings by always attacking from behind or below
them. The secret is to stay mobile.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Contrary to what may work against a Swordsman, when facing a Speedster,
Mario should stay grounded, especially when going in against the Pikas'
screen splitting thunderings. What is important in these kinds of
battles is to not allow Mario to lose his focus. Keep both Mario's feet
on the ground and rely on Fireballs to stop Captain Falcon and the Star
Fox Teams's attacks dead in their tracks, making only small hops over
your opponents' heads when called for. When the opportunity presents
itself (like right after a misplaced Falcon Punch) take advantage of
Mario's superior Close Range power to really lay into a Speedster.
Upward Smashes are especially useful when juggling these lighter
characters, and try small jumping kicks to keep them off guard, always
remembering to ground yourself before getting too close.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
As with every time one is matched strength for strength, this can be a
little awkward. Basically, all the techniques and tricks you've worked
up so far kind of go out the window when facing the more well rounded
characters like Dr. Mario and Luigi. But while the temptation is to
move in close and see just who is the better brawler, the truth is
learning to hone your projectiles is the real key to this victory. It
kind of goes without saying, but use the items around you to your
fullest advantage, especially against a Mario/Dr. Mario. Avoid direct
confrontation whenever possible, and try to wear them down with quick
kicks and punches. Certainly a healthy amount of
Smashes are in order, but don't get cocky. Time Mario's punches and
Tornadoes as well as you can, and try to take advantage of their soft
underbelly.
Yoshi and Game & Watch are a different story. Keep out of the reach of
Yoshi's tongue and try to toss Fireballs his way as often as possible.
Well placed jumping kicks to the head are a decent way of working past
the silly dinosaur. Just show him who's boss, and stay out from under
his butt stomp.
Long Range: (Ness, Samus, Mewtwo)
Fireballs are your friend, especially when dealing with a couple
hundred PK fires coming your way. But the way to really beat past these
relatively weak close combatants is to take the battle to them. Move in
close with constant Forward Smashes and dashing foot sweeps to keep
them off balance, and remember to limit your aerial time as Samus and
Ness can knock Mario silly if you let him fly too closely. The trick
here is to really lay into them hard and fast, without allowing your
Samuses and MewTwos to pull back and charge their cannons. Close the
distance quickly and get the job done before they know what hit them.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Most of the time Lightweights are no problem. Just remember to aim
Mario's Smashes and kick straight and true. Your best bet is to treat
these characters just like you would a Speedster.
Don't waste your time leaping to meet them in the air, but let these
puffballs and frilly girls come to you. For a nice change of pace, try
charging your Smash attacks for a great "homerun" visual. However, be
wary of Kirby's falling brick maneuver, Jiggly's sleep, Peach's hip
thrust, and Zelda's lighting quick "Nayru's Love" attack. They come
without warning and are surprisingly strong.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Heard the phrase about the quick and the dead? Never as true as it is
here. Mario may be strong in the close range, but he's met his match in
these characters' massive girth. All is not lost, however, as these
guys simply don't have anything on him as far as the air is concerned.
Use Mario's inherent agility and speed to win against these slowpokes,
striking with leaping kicks and as many fireballs as you can stomach.
Try to stay at least a character's width away from
Bowser and Donkey, as you'll need that extra space to make your jumps
worthwhile. Try to keep from being slapped out of the air by Donkey
Kong by moving in with low foot sweeps and a few well-placed throws.
One word of advice: make it a point to avoid the Super Jump Punch, as
it only takes one mistake to end up on the bad end of a Warlock Punch.
~Mario is playable from the start of the game.
***************
**** LINK *****
***************
---BACKGROUND---
Link was one of the best characters for some in the original Super
Smash Bros, and in the hands of a true master, became one of the most
lethal characters to play with. His only problem? His jumps were weak,
and if he was knocked away, it was very difficult to get back onto the
screen.
In Melee, the game designers have tweaked his jumps to give him some
more flying time, and they've added some new goodies. Playing as Link
involves many projectile/smash attack combos.
---GENERAL INFO---
Face it, most everyone plays as Link. You have to learn, if you want to
become a Link master, to use Link like a razor. With a combination of
rolls, smash attacks, and projectile hits, you can easily destroy any
and all opponents. You have the ultimate ace up your sleeve, however,
in the spin attack. It clears the stage, racks up a hell of a lot of
damage, and now wobbles a bit to cover more area. The spin attack will
be the one attack that will invariably annoy most of your opponents the
most. By really timing it right, and by setting up attackers, you can
become a legend just with one move.
---REGULAR ATTACKS---
Forward Smash
Link's sword comes out in a devastating blow, that if charged enough,
or if enough damage has been racked up on the target, will result in an
automatic KO. The best thing about this is that it doesn't really need
to be charged up much to do a lot of damage. If you connect with the
first hit, and then press A again, with correct timing, you'll pull off
another quick forward hit. This hit can sometimes make or break a
match, as Link will deal two impressive swipes.
Down Smash
Link will pull his sword out and swipe on either side of him. Great for
tripping the other characters up a bit, and is wonderful in conjunction
with the forward smash or sword spin attack, as the other players will
bounce a bit in the air and then come down right in front of you. If
you are in the air, down-a will pull out the sword and then place it
underneath you, turning you into a guided sword missile. Falling on
opponents this way is a very good way to clear the ground upon impact.
Be sure, however, that if you don't connect with opponents to push L or
R to quickly get the sword out of the ground after you fall.
Up Smash
The sword swipes three times straight above Link, and if charged, they
can really send an opponent flying. Also, the up-a attack can be used
to juggle opponents, I've been known to get three characters flying
around above me at the same time with it. It's also good to use with a
flying spin attack.
---SPECIAL ATTACKS---
B : Arrows
New to Melee, Link's Bow and Arrows are a fiendish and quick
projectile. By holding down B, you can pull back farther on the bow and
therefore fire farther with the arrow. It also does more damage, and a
good Link player can judge based on how far the arrow is pulled at
approximately how far it will fly. Real annoying Link players will sit
away from the fray and just pepper the competition with arrows until
they vulture in and let them have it.
B -> : Boomerang
Quicker, smaller, and slightly less powerful than the original
boomerang, this weapon makes a
grand resurgence, and is one of my favorite little projectiles. The
only problem is that if you've got it sailing out, you have to wait for
it to return or leave the screen before you can throw it again, but
aside from that, it's an easy way to do some fun damage.
B ^ : Sword Spin
One of the best moves in the game, period. In the air, it'll deal a
succession of hits and then the final blow, and on the ground it will
just send you sailing. A true Link master will use this without shame
for almost every other move. It clears space, it hits hard, and now it
wobbles in the air which allows you to hit more people. It also lifts
you higher.
B V : Bomb
Another favorite for Link fans, down B pulls out a slightly less
powerful version of the Bob-Omb. It doesn't travel, and it definitely
won't blow you to kingdom come, but it will do some fun damage if
thrown correctly. A great place to throw it is in the middle of a
tussle between the competitors, and a fun combo involves pulling one
out in midair (most of the b moves are best performed while doing
something else, because they aren't the quickest moves to initially
pull off) and then throw it downward on top of an enemy, then come down
quickly with the down-a move.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Well, unless you have a longer sword than the opponent, attacking head
on is not the greatest idea. Link's sword will trump Young Links, but
Marth and Roy have better power and longer swords. BUT, they don't have
projectiles. If up against Marth or Roy, stay away and then throw/shoot
projectiles, then hit them and run away again. Link on Link is just a
matter of finding if they are a head on attacker, or a projectile
attacker and then utilizing their weakness.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Stay away from speedsters, as they are the mortal enemies of Link. The
only good thing about some of them, like Pikachu and Pichu, is that
they can be tossed around easily, and so when you do manage to strike a
blow, strike hard. The best thing is to learn the roll button and then
perform smash moves after the roll. Dodge those Falcon punches and try
and get away from the kicks and laser fire from the StarFox boys.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys aren't that difficult if you remember exactly how far away
your sword spin can hit, and if you utilize your projectiles as well as
possible. Keep THEM away from you, and when they do get close, block
their hits and then whomp on them with the sword from far away. Oh, and
keep Yoshi a little farther because entrapping you in an egg is one of
the worst situations you can be in.
Long Range: (Ness, Samus, Mewtwo)
Ok. Now, all of these three can be very difficult to score hits on,
because they all have an ability to get away from you quickly, and
Samus has the killer third jump...but Link is a pretty good long range
fighter himself, and when it comes down to it, you have THREE different
courses of projectile action. Use them to make them come from their
shelter and attack like a man, and then beat them with the sword. Also,
Link's shield acts as a shield without pulling up your main R/L bubble
shield. Just stand there and you can take fully powered blast shots and
the like just by the shield Link holds in front of him.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Ok, quite simply, if you are up against these four, the sword spin and
smash attacks are essential. After a moderate amount of damage, they
will disappear. Edge guard to your hearts content, and charge smash
them to kingdom come. Watch out for Peach's butt slam, because it's a
doozy, but if you keep a finger on the shield, they won't be a problem.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
These guys are a bit tough to work up to a level where they will fly,
so you need to concentrate on one of them, ignore the others (or if
it's a team battle, have your partner draw fire away) and then just
keep pounding them towards an open edge. Then, when they are off the
edge, guard it, don't let them back up, and hurl projectiles there way.
The sword spin works very nicely in this area, as they are huge and
won't be able to dodge. Link, however, can dodge.
~Link is playable from the start of the game.
***************
*****ZELDA*****
***************
---BACKGROUND---
While Princess Zelda has been a staple character in the "Legend of
Zelda" series (It's named after her for crying out loud!), her role in
SSB:M is her first ever as a playable character (Well, except for those
stupid CD-i games, but they don't count). Her alter-ego, Sheik, on the
other hand, has only ever appeared in one other game: "The Legend of
Zelda: Ocarina of Time", more commonly referred to as Zelda 64. Players
never learned the true identity of Sheik, the supposed last Sheikah,
until the finale of the game, where "he" revealed himself to be Zelda
in disguise, and also the seventh sage.
---GENERAL INFO---
A few of the characters in SSB:M have traits that completely alter the
way you use them, sometimes giving them an edge, but also working as an
Achilles heel. There's the twin Ice Climbers, whom you control two of,
and there's Kirby, who can copy the "B" moves of opponents. However,
Zelda is the most unique character of all. Why? Because she's not one
character, but two. You start a fight as the princess, who is a bit
slow-moving but has some powerful magical attacks, and with the push of
a button coupled with a flick of the control stick, you transform into
Sheik, a completely different character armed with ninja-like moves and
incredible speed. Both are extremely potent characters, and both have
excellent "A" button attacks. You must learn to balance the two if you
want to become a Zelda master.
---REGULAR ATTACKS---
Forward Smash
Zelda: Zelda's got a pretty damn powerful smash. Pulling off the move
causes her to charge up, then zap anyone in front of her. It's sure to
KO anyone with a high damage total.
Sheik: When you pull off Sheik's smash, you unleash a powerful double
kick. The first racks up that damage a bit, and the second sends them
flying. It's a great move because it's quick. One of Sheik's better
finishers.
Down Smash
Zelda: Zelda's down smash is surprisingly poor. Zelda charges up, then
twirls around on one foot with the other foot sticking out. It'll hit
your opponents, but it won't send them flying anywhere. Nayru's Love
can do the same thing, but better.
Sheik: This is one of the cooler looking tricks in the game. Sheik will
charge up and do a helicopter kick while standing on her head. It's
slightly less powerful than the forward smash, but it racks up damage
on both sides, making it a superb clearout move.
Up Smash
Zelda: Zelda's best moves are perhaps her upward hits. Zelda will wave
her hand in the air, casting a short-range spell. If your opponent is
hit, they'll be zapped and blasted upwards. This can easily finish off
your enemies, resulting in a star KO. It's also great for juggling.
Sheik: When the upward smash is performed, Sheik charges up, then
raises her arms while ducking down, smacking nearby characters straight
up. Use this in conjunction with the midair upward smash, a powerful
upward drill kick. Sheik is a formidable juggler when this is done
---SPECIAL ATTACKS---
B : Nayru's Love (Zelda)
When you use this, a blue crystal forms around Zelda, defending her for
a moment. This move has two uses: the first, and most obvious one, is
to reflect projectiles. Unlike Fox's reflector, though, it can't be
held in place for a time, making timing crucial. If you time it right,
however, your opponent's shot will bounce right back at them. Handy,
but difficult to use.
The second use for Nayru's love is as an offensive weapon. When the
crystal disappears, it shatters into smaller crystals which spin
around, hitting adjacent characters repeatedly. It's not too powerful,
but it can free up some space when you're surrounded.
B : Needles (Sheik)
Pressing the "B" button results in Sheik releasing a tiny needle which
flies straight until it hits something. Holding the button results in
Sheik charging up for a more powerful shot with about 3 or 4 needles.
However, by tapping the "Z" button while Sheik is charging, you can
carry the needles around, much like Samus' charge shot, until you need
to use them. The needles are excellent for stopping a character
returning to the platform while in mid-jump. They fall, and you get the
kill, even if you didn't make the original hit. The attack is weak, but
it can knock enemies back at a crucial moment.
B -> : Din's Fire(Zelda)
This move is difficult to pull off, but it's good for a hit against a
distant character. By pressing "B" while tilting the control stick
forward, you release a ball of fire which flies along, gaining speed,
until you release "B". You can steer it up and down, as well. It's very
difficult to hit with, and you won't have many opportunities to use it,
but it can do a fair bit of damage when it hits. Keep practising, and
you're bound to get better at using it.
Your best opportunity to use Din's Fire is probably right at the
beginning of the match, when there is an opponent directly across from
you. Don't waste the chance!
B -> : Whip(Sheik)
This move is one of the more unwieldy moves in the game, but it's very
good for edge guarding. Sheik lashes forward with the whip, and then
holds it out, allowing you to use the control stick to wave it around.
You can score multiple hits on nearby enemies with it, and waving it
over the edge of a platform will stop most return moves, even powerful
ones like the Fire Fox. Like Din's Fire, it requires practice.
B ^ : Farore's Wind(Zelda)
This is one of the best return moves in the game. To use it, press up
and "B", then quickly tilt the control stick in the direction you want
to go. It can't go through solid walls, but it'll go through any "soft"
platform (platforms you can drop and jump through). If you're not
careful, you can suicide with this move, so if you're on a small stage,
make sure to never tilt directly sideways.
As a bonus, Farore's wind can hurt any character touching Zelda at the
time, ala Jigglypuff's "Rest" move. It's not as powerful, but I think
you'll agree that the teleport makes up for that.
B ^ : Teleport(Sheik)
Sheik's teleport operates identically to Zelda's, but there are at
least two differences: Number one, it doesn't go as far. Number two, it
leaves a small explosion behind. This is good for burning nearby
characters while you make your escape, and if you hurt somebody while
you're on your way back to the platform, hey, bonus! You don't have to
worry as much about suiciding with this one.
B V :Transform
Obviously, this is one of Zelda's most important attacks. Without it,
you'd be stuck as just one character. Simply press down and "B", and
with a tinny little fanfare Zelda players will recognize, POOF, you've
transformed! You'll want to transform into Sheik to work up opponents'
percentages, and turn back into Zelda to finish them off with a
powerful throw. Of course, there are always exceptions, depending on
who you're fighting. Balancing the two characters is key.
NOTE: You can use this move right before a match starts, as well. Just
hold A while the fight is loading, and you'll start the match as Sheik
instead. It saves you a bit of time if you know you're going to need
Sheik first.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
The best way to handle these guys is to get them from behind.
Obviously, Sheik is ideal for this. Stick to the air and kick them in
the back, then use the Running+A dash repeatedly, back and forth. When
you rack up enough damage, it's time to get lucky. Transform into Zelda
and attempt to knock them out. When you see the opportunity, seize it,
and grab them for one of Zelda's extremely powerful throws. If the
damage is high enough, throw them upwards. If they don't hit the KO
Ceiling, they'll be at your mercy, for Zelda's upward attacks are her
strongest.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
When facing these guys, you'll never survive as Zelda. The answer
should then be simple: stick to Sheik, who is extremely fast. These
characters are weaker in the air, so juggle to your heart's content.
Use the upward drill kick to keep them helpless, then slam them with
Sheik's midair forward hit. They'll fly far if you've worked them over
enough.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
The strategy for these characters is simple- wear them down with Sheik,
and knock them out with Zelda. That's really all there is to it. Good
ways to get their damage percentage up are to catch them in juggling
combos, and whip them when they try to climb up onto the edges. Make
sure to keep some needles charged up as well. They can be handy if your
opponent gets knocked away early. When the time comes to finish them
with Zelda, simple trap them in a throw and use Din's Fire to keep them
at bay. These characters are average difficulty for Zelda.
Long Range: (Ness, Samus, Mewtwo)
These are quite possibly the easiest characters in the game to beat
with Zelda. They can't stand a chance once they're in the air- Mewtwo
especially. Just choose Zelda or Sheik, whichever you prefer, knock
your opponent into the air, and start juggling! You'll make short work
of them quickly.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
These characters don't even necessitate a transformation. You can
simply stay as Zelda and blast them all over the arena. Sheik has no
trouble with them either, but Zelda's powerful attacks can easily win
you the fight. Lightweights are definitely some of the easiest
characters for Zelda to handle, except for the big exception: facing
another Zelda. You should treat her like a close-range fighter.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Contrary to what is true for lightweights, these characters are by far
the most difficult characters for Zelda to fight. Sheik can hardly make
a dent, and Zelda gets seriously damaged before she can hurt them. If
you're facing more than one person, let the other players do the work,
then try to swoop in for the kill. This works well in time battles,
where you can score your KOs on other, lighter characters. However,
you'll have to face these guys sooner or later, and that's when it's
time to use evasive tactics. Dodge like crazy, and try to get them into
vulnerable positions. It's not easy, but it's possible. Sheik is best
for dodging attacks, so lean towards using her more. Steer clear of
head-on confrontations. You can juggle DK and Ganondorf, but don't try
it with Bowser- his stomp move is too dangerous. However, you can use
that move against him: right after he lands, grab him and toss him.
~Zelda is playable from the start of the game.
***************
*** PIKACHU ***
***************
---BACKGROUND---
Arguably the most popular of the Pokemon, Pikachu broke into the United
States in September of 1998, when Pokemon Red and Blue were released
for the Nintendo Game Boy. This small electric rat excels at quick
moves and thunder attacks. In the Pokemon series of games, it can be
evolved into a Raichu using a Thunder Stone. Pikachus are semi-hard to
catch in the wild and run quickly. His game discography includes the
Pokemon series (Red, Blue, Yellow, Green, Gold, Silver, and Crystal),
Pokemon Pinball, Pokemon Puzzle League, Pokemon Stadium 1&2, Pokemon
Snap, and of course, the original Super Smash Brothers.
---GENERAL INFO---
Pikachu's trademark characteristic is its speed. As in the Game Boy
Games, Pikachu is one of the fastest Pokemon, and can run rings around
some of the larger characters. You should use its speed to your
advantage, performing hit-and-run attacks and occasionally clearing out
small scuffles between other players with your Thunder move (v+b).
Since Pikachu is faster than most other characters, it also excels at
reaching items before other players can get to them. Pikachu also has a
killer third jump, his quick attack (^+b); you can travel in two
directions with this move, plus it will do a small amount of damage to
any character you travel through. Another advantage is Pikachu's size -
he is small and hard to hit - couple that with his fast moves and you
have a very competent character.
---REGULAR ATTACKS---
Forward Smash
Pikachu rears up and projects a beam of pure electricity. This move can
hit multiple times, depending on how close the opponent is at the start
of the move. They will also be momentarily stunned once the attack is
over, opening them up for another attack, or a team attack. It does a
fair amount of damage - usually around 20 percent.
Down Smash
This move is called the electric flower, as it resembles a blossom of
blue energy. This is a decent clear out move for when you are
surrounded and unable to use Thunder - such as in the case of overhead
platforms. The recovery on this move is a little bit on the slow side,
though much faster than thunder - use this move to escape.
Up Smash
Pikachu performs the somersault kick - launching them up into the air
and opening up a juggle possibility, or the opportunity to hit them
with the devastating thunder attack.
---SPECIAL ATTACKS---
B : Thunder Jolt
This move makes Pikachu project an arc of electricity that bounces on
the ground of the stage, even wrapping around sheer angles. It's a good
move to distract an opponent or hit them from long range. In the air,
you'll release a small ball of energy that will expand into the arc
when it hits the ground or a platform.
B -> : Skull Smash
With a cry of Piiiiiii..... Pikachu charges up to release a flying
headbutt, which can do a great deal of damage when fully charged. Be
careful when using this on small platforms, as you can easily fly off
the stage. The longer you hold down this move, the farther you'll
travel.
B ^ : Quick Attack
One of the best comeback moves in the game, you can move very quickly
in any direction with this move, even damaging enemies you pass
through. If you tilt the control stick immediately after you start this
move, you can travel in two directions!
B v : Thunder
Pikachu calls down a massive bolt of lightning from the sky. An awesome
clear out move, and can be used to KO very effectively. Watch out
though, as it won't pass through platforms, and has a long recovery
time, leaving you open for an attack.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Don't go head to head, toe to toe with these guys. Use Pikachu's speed
to evade their attacks, and when they leave themselves open rush in for
a quick combo, then retreat. Against Link and Roy, you can usually roll
behind them for a throw before they know what's going on. Use more
caution with Roy and Young Link as they're a bit faster, but you still
out strip them in terms of speed. When you're running away, make sure
to grab items and throw them at your pursuers to slow them in their
tracks.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
These guys are just as fast, if not faster than you, so don't take the
same strategy you would against slower characters. Evade until these
guys leave themselves open with some of their slower moves,
occasionally fighting in mid air - you should usually be able to get
the jump on an enemy that's not prepared for this, using Pikachu's
thunder drill (Forward Smash + Z in air). Grab items and bombard them,
and move in for the kill with your thunder. Force Pichu into electric
attacks that you block - it will bring up Pichu's damage!
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Don't let these guys get close in. Keep them away with your Thunder
Jolt moves, and grab items to throw at them. If they get close in, try
rolling behind them for the combo, or a throw. Make them wary of
getting to close with your Thunder, especially striking from above.
Long Range: (Ness, Samus, Mewtwo)
Pikachu's fast enough to dodge most of these guys long-range attacks,
so keep a cool head and use your mid air dodge to make them miss. Ness
leaves himself wide open with his Pk Thunder, so move in for the kill
once he misses you. These guys have respectable capabilities close in
though, so don't get too complacent.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Lightweights mostly rely on juggling, and Pikachu with his quick attack
can get away pretty easy. Their main weapon taken away, you should just
be able to move in and use your smash attacks to wear them down. Take
them out with a Thunder, and watch them fly. Use your mid - air thunder
jolt to keep them off the stage, especially Kirby and Jiggly.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Pikachu is basically impervious to these characters, unless the player
controlling them is a master. Pikachu runs circles around these guy's
heads until they're dizzy. Move in with fast attacks, then back off and
bombard these guys with items. Use a hit-and-run strategy with these
guys, and you shouldn't have a problem - just don't get too cocky, as
Pikachu is easily sent flying with one of their power moves.
~Pikachu is playable from the start of the game.
***********
*** FOX ***
***********
---BACKGROUND---
Fox McCloud is the furry hero of the Starfox games. Along with his
wingmen Peppy, Slippy, and Falco (also a playable character in SSB:M),
he protects the Lylat System from certain doom at the hands of the evil
Andross. He has had starring roles in the original Starfox for the
SNES, and Starfox 64. His next game is not the space shoot-em-up many
expected, but rather, Starfox Adventures, a Zelda-like adventure game
developed by Rareware, due sometime in 2002. Starfox adventures
(originally titled Dinosaur Planet) did not feature Fox McCloud at
first, but rather, a different fox named Sabre. However, Shigeru
Miyamoto was inspired by the game's action and adventure, and wanted it
to feature his beloved characters, so let it be written, so let it be
done. And it was.
---GENERAL INFO---
In SSB:M, Fox fits into the category of Speedster. He is blazingly
fast, but lacks a certain punch. However, persistent players will find
that Fox can easily rack up an opponent's damage a ton, making it
simple to KO an opponent effectively. Fox's hits are all generally of
the same power, but he can hit in many directions. Once you harness his
speed, you'll be a force to be reckoned with.
---REGULAR ATTACKS---
Forward Smash
This move unleashes a low kick that'll easily hit some of the pesky,
little fighters like Kirby or Pichu, who are harder to hit. It's got
good power behind it, but it does lack a certain *oomph*. It's actually
better when you don't charge it fully, because then you can work it
into your lighting quick kicking combos.
Down Smash
Fox's down smash causes him to do the splits, tripping up opponents on
both sides. It knocks enemies fairly far for a down smash, but it'll
only be a serious KO threat once your opponent's damage is fairly high.
Up Smash
This move has only one purpose: juggling. Fox will do a backwards
somersault kick that can knock opponent into the air OR effectively
keep them there. This is extremely effective against long range
characters.
---SPECIAL ATTACKS---
B : Blaster
This is best to use on a character with no reflector move, when you're
some distance away from them. It fires blazingly fast, and is great for
damage racking, but there's a problem: it won't make an enemy flinch.
If your foe is charging, running, or performing some such trick, firing
them with your blaster won't stop them. Still, it's an effective,
sneaky way of raising percentages, since human characters probably
won't even notice it, or will think they somehow dodged it.
B -> : Fox Illusion
The Fox Illusion is a much improved version of a dash+A move. Fox will
teleport forward a few paces, leaving behind faint images of himself
(that's just for show). In doing so, he will knock his opponent into
the air, leaving them open to some upward attacks.
B ^ : Firefox
The Firefox is one of the moves that was entirely made up for SSB,
since Fox never really had any moves in his games, other than his
Blaster in multiplayer. This move sets Fox charging up, then shooting
through the air in a burst of flame. It's an excellent return move, and
can be used in any direction (tilt the control stick once Fox starts
charging). Only extremely good timing will stop this move.
B v : Reflector
This move is simple: hold down+B, and a shield will flash and spin
around Fox. If a projectile hits him during this time, it'll be sent
backwards in the opposite direction, hopefully hitting the person who
fired it. It can be hard to remember to use this move, but try hard to
get used to using it. You'll be glad you did.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
These fighters can be tough, so play defensively and evasively. The
best place to hit a swordsman is from below, so try to do that when
possible. Work at them with your blaster from a distance, and try to
use hit and run attacks. Wait for a mistake, then capitalize on it.
Also, make sure to use your reflector on the various projectiles the
Links use. It will help you immensely.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
As soon as the fight begins, hit them with a dash move and don't give
them breathing room. They're going to try to do the same to you, but
instead of being cautious, go all out on them. If you can clear them
out first, you'll have the edge for the rest of the battle. Be sure to
hit A repeatedly to trap them in a web of kicks.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys are stronger than you, and nearly as fast, so be very
careful. For those that have and use projectiles, use your reflector
often. Get in the fray, but don't forget to get out for a moment while
you plan your next move. Try to burn multiple enemies with the Firefox,
and use your upward throw when they try to get close.
Long Range: (Ness, Samus, Mewtwo)
Reflect, reflect, reflect. A reflected charge shot or shadow ball will
catch your opponent off guard and blow them away, hopefully to kingdom
come. You can also elect to get right up close and hit them repeatedly,
as they won't be able to defend themselves very well. Long Ranges are
also extremely susceptible to juggling, so do not hesitate to do that
often. Just watch out for Mewtwo's psychic tricks and Ness's good
smashes.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Since lightweights rely on special moves, get to know what their moves
are, and how to dodge them. Keep a keen eye out for Nayru's Love, Peach
Bomber, Stone, Needle Storm, and Sing, and you will be able to avoid
those moves. Kirby WILL try to suck you up and use your blaster, but
you have the advantage of being able to reflect his blasts. Also, these
characters to leave themselves open to attacks after using certain
moves. That's when a throw is in order.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Depending on your skill, these guys will be impossibly hard or
pathetically easy to beat. At first, you'll find yourself prone to
their powerful charge attacks. However, if you learn to recognize these
moves, you can move out of harm's way and remain unscathed. Whittle
away at their defense with your blaster. They can do othing to stop you
except shield themselves. Then, when their damage percentages get VERY
high, KO them with a well-timed smash.
~Fox is playable from the start of the game.
***************
**** NESS *****
***************
---BACKGROUND---
Ness was a secret character in the original Smash Bros., and now he's
one of the starting characters in Melee. Ness has only appeared in one
game, not including the original N64 Super Smash Bros. That game is the
sequel to the Japanese game Mother, Mother 2. Mother 2 was released in
the US as Earthbound in 1995. Ness uses mostly psychic type attacks and
uses his handy-dandy baseball bat and yo-yo to whip the competition
into shape.
---GENERAL INFO---
Ness is a pretty powerful character, although he is a shell of his
former glory. He excels at both long range and short range attacks,
which makes him very good to use once you figure out the game. However,
don't even think of playing exclusively as him until you've mastered
his abilities, or else his power is wasted on your inability to
successfully play as him. With patience and a lot of practice, Ness is
easily one of the best characters in the game.
---REGULAR ATTACKS---
Forward Smash
Ness whips out his baseball bat and hits a home run when you use his
forward smash attack. If you're close enough to the edge when you hit
another player, and that player has a relatively high percentage, you
can certainly kiss 'em goodbye.
Down Smash
The yo-yo of death comes into play here. Pressing down and A will make
Ness twirl his yo-yo underneath him in a quick, half-circular motion.
Though not very powerful, it does move from back to front, thus
damaging people on both sides. Not recommended for use if you intend to
do major damage.
Up Smash
Exactly like Ness' down and A move, only above him. The yo-yo's lack of
power is quickly remedied, however, if you use his other up A attacks,
which are more powerful and can send a player flying.
---SPECIAL ATTACKS---
B : PK Flash
Press and hold the B button, and a green ball of psychic energy will
come out of Ness' head. Once it comes out, you can maneuver it wherever
you wish for it to go, but only for a short time.
It also moves very slowly. If you would like for it to be more
powerful, just hold down the B button. Very good when players are
rushing toward you and you have enough time to pull it off and blow
them off into space. Also fun to use on large clusters of players.
B -> : PK Fire
Ness' second psychic attack is a short range projectile attack that can
damage the enemy multiple times, though it doesn't cause too much
damage. Helpful when someone is trying to jump back to the level and
you don't want them to. Good when you feel like being bastard and
annoying people.
B ^ : PK Thunder
One of my personal favorite moves, if only for it's excellent ability
to blow people away. While some may detest that it's an unnecessarily
hard to pull off triple jump, when perfected, it can pretty much bring
you back from the dead. Just manuever the thunder bolt underneath Ness'
body and hit him in whatever direction you would like to travel. Not
very useful in narrow pits, like in between buildings and such. If you
need to use your triple jump there, you're pretty much dead. Now, if
you wish to blow people away, like me, just use it while standing on
flat ground near other players and fire yourself into them. Trust me,
it's fun and it works. Finally, you can just fire it off and make it
hit someone doing about 8% damage, but where's the fun in that?
B V : PSI Magnet
This move isn't particularly useful, though it can be helpful
sometimes. Use it before getting hit with a projectile like Fox's laser
and your percent will go down a little.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Ness' projectile attacks are very effective against the swordsmen, as
long as you don't get too close. His PSI Magnet move is totally
ineffective against these characters, so don't even try it (well, maybe
Link's arrows and boomerang will succumb to it). PK Flash works well
against them, as does the many different ways to use PK Thunder. PK
Fire is helpful when the swordsmen is getting too close for comfort.
Just fire it off and they will be incapacitated for a second, and you
can make your getaway.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
As Ness is a slow mover at times, these characters can seriously get on
your nerves. Just remember to stay on your toes (roll a lot, jump at
the sight of them charging you, etc.) and you'll do just fine. Also,
these characters are easy to grab and throw, which can be used to your
advantage, since Ness has a very good throw move.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Short range characters generally don't have too many projectile
attacks, so you can sit back and fire away at them. However, if you
must go up close, frequent dodging and repetitive strikes will get you
out of the situation. Keep them away from you, and you'll do fine.
Long Range: (Ness, Samus, Mewtwo)
Very similar to the close range bunch, but different enough to warrant
new caution. Remember that these guys have different projectiles to
knock you away, and you do too. Staying back may not be the best idea
at times, as they can easily hit you with a projectile while you sit
there and try to maneuver the PK Thunder or whatever you happen to be
doing. Stay on your toes, and don't get stuck in one place for too
long.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Combos are these character's specialty, so be careful. They may go
flying when you hit them with your bat, but they can still beat you up
when you get too close and fall into their web of combos. Throws are
effective against these characters, but they all have an excellent
return ability, so guard the edge and smash attack them off the screen.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Probably the easiest out of the group to beat for Ness, as they are
slow and don't have projectile attacks. Ness can stand in one area and
fire off his attacks at them, and still have enough time to make a
getaway if they get too close. Also, if you choose to go short range on
them, you should be fine. While they are very strong, Ness isn't
exactly a character who is thrown around easily. That doesn't mean you
can just waltz up to them and not expect to be KO'd, but don't think
they will win as quickly as you may think.
~Ness is playable from the start of the game.
**********************
*** Captain Falcon ***
**********************
---BACKGROUND---
Captain Falcon's main claim to fame is that he is one of the all-time
greatest F-Zero racers. But since he has a decent amount of time to
kill during the off season, he's been known to do a little bounty
hunting from time to time. But whether he's roaming the cosmos, racing,
or fighting in the ring, he consitently does one thing: kicks ass.
---GENERAL INFO---
Captain Falcon's biggest advantage is his speed. Except for his
devastating Falcon punch (more on that later), all his attacks are
launched very quickly, most do a good deal of damage, and they tend to
have good reach due to Falcon's height. The disadvantages are the
unusual nature of some oh his attacks, and his lack of projectiles. It
takes a while to get used to the way Falcon moves when he attacks, as
well as the fact that to hit someone you have to be within an arm's (or
leg's) reach of them.
---REGULAR ATTACKS---
Forward Smash
Falcon slams the opponent with a powerful elbow strike. This move
becomes quite powerful when charged, and does decent damage even when
it's not. It also launches the opponent at an almost perfect 45-degree
arc for maximum distance.
Down Smash
This is not a great move. Falcon kicks his foot forward and then
backwards. Poor range, only fair power, and poor distance make this
move only good for a quick diversion attack.
Up Smash
This is one of Falcon's unusual attacks. He does a double kick at about
a 60-degree angle to the ground, generally sending an opponent flying a
good distance upwards and setting up for a Falcon Dive. The unusual
part of this move is the attack box. While most up smashes have the
attack box directly in front of the character, Falcon's is in front of
and above him (a couple feet in front of his face, about). Like the
other up smashes though, this will generally send your opponent
upwards.
---SPECIAL ATTACKS---
B: Falcon Punch
This is one of the most powerful moves in the game. Falcon winds up,
yells, and lets loose a devastating fire punch that can knock out just
about anyone above 50% damage. The disadvantages are the windup time,
and the obviousness of what's coming. Use this attack when landing a
jump or if your opponent is attempting to come back, as almost no
physical attack can stop it. It's not too difficult to get off once you
get good. After a bit of practice, you should find yourself landing
them fairly regularly.
B -> Raptor Boost
Falcon's new move for Melee. He quickly runs across the screen and
uppercuts the opponent, sending them into the air and doing a good bit
of damage. The advantages of this move are the fact that it can attack
someone a good distance away from Falcon, as well as the damage it
does. It may not be possible to finish someone with this move, but it
does build their damage. It's also tough to stop as by the time they
see it coming it's usually too late. This move can be used a horizontal
recovery, and when used in the air will hit opponents down.
B ^: Falcon Dive
Another of Falcon's unusual moves. Falcon leaps into the air, does a
flip, and lands. While this doesn't appear to do anything at first, any
opponent in Falcon's path during the upwards portion of the move is
grabbed, and treated to an explosive hit that sends him flying. This
attack can be used as a vertical recovery.
B V: Falcon Kick
This move sends Falcon flying across the stage, burning up everything
in his path with this firey attack. Not great damage or distance, but
excellent reach on the ground. It also is highly effective as a dive-
bomb attack from the air, once you get the range down. Again, a bit odd
and difficult to use, but worth it once you learn the ropes.
--OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
They have superior reach, and in some cases power, but you're a lot
faster, and the Falcon Kick and Raptor boost make up the range thing.
Neither Marth nor Roy has any projectiles, and good usage of Falcon's
jumps, quick smashes, and special moves lets you beat them pretty
easily. Similar story with the Links, but watch for the strong attacks
and dodge the projectiles. Whatever you do, DON'T use the Falcon punch
unless their shield is broken or you hit them with a freezie. You're
left open way too long, and the swordsmen WILL slice and dice you.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Lots of Falcon Kicks, Raptor Boosts, and strong attacks here. Falcon is
the mots powerful overall of all the speedsters, and you should be able
to beat on them until you can lock on a smash attack. Again, don't
bother with the Falcon punch. They'll definetely get away. Since many
speedsters like to jump, well-timed Falcon Dives are an excellent way
to finish them off.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
This is where it starts to get fun. These guys generally aren't quick
enough to escape a Falcon punch if they've been stunned, and they won't
be able to escape a well-executed Falcon Kick, espescially from the
air. Your up and forward smashes will come in handy against these guys,
as will your down strong attack. All in all, not too tough.
Long Range: (Ness, Samus, Mewtwo)
Falcon moves easily, so move in with your speedy dashes and start in
with the Falcon Kicks, smashes, Raptor Boosts, and Falcon Dives. You
may be able to stun them enough for a Falcon punch, but don't bet on
it. Just keep beating them until you can finish them off with a Dive or
a smash.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
These guys are maybe the only ones stranger than Falcon. Keep the
Falcon Kicks, Raptor Boosts, and strong attacks going nonstop, pausing
only for the occasional smash to finish them off. Most of them need to
be close to do any real damage, so just don't let them move in. Watch
for Peach's Hip Slam, as it's as deadly as the Raptor Boost.
Heavy Hitters: (Donkey Kong, Bowser, Gannondorf)
Donkey Kong and Bowser pose no real threat to you, as they're generally
too slow to do anything about your barrage of attacks. Since they're
big targets, aeriel Falcon Kicks are good here, and they aren't fast
enough to avoid Falcon Punches. It should be noted that Gannondorf is
Falcon's clone, and his Wizard Kick and Gerudo Dragon are as far-
reaching and almost as fast as Falcon's versions of the attacks, so be
on the lookout. You can dodge his Warlock punch no problem, and the
Warlock dive can be avoided by staying out of the air above him.
~Captain Falcon is available at the start.
*************
*** Yoshi ***
*************
---BACKGROUND---
Yoshi was first featured in a game called Super Mario World for the
Super Nintendo. Yoshi would appear out of egg blocks and be Mario's
trusty servant. Although he was featured in Super Mario World he never
got a star role until Super Mario Brothers 2: Yoshi's Island. In
Yoshi's Island as Yoshi you had to protect Baby Mario from Baby Bowser.
There was also a sequel for the Nintendo 64 called Yoshi's Story. He
has also been in Mario Party 1-3, all 3 Mario Karts, Mario Tennis (both
versions the N64 one and the Virtual Boy one), Mario Golf (the N64
version and the Gameboy Color version) and of course Super Smash
Brothers. In the original it was not only amusing to beat up Mario with
him but was also good for juggling and repeated hits.
---GENERAL INFO---
Yoshi is considered by many to be useless, don't believe them. Yoshi
can string together incredible combos. For example you start off with
his down+B move hitting the enemy into the air then shoot an egg at
them and use your up-smash to hit them and your forward smash to finish
them off. It's quite a good combo. He also has his awesome egg move
which when used in the hands of a master can be the most annoying thing
ever. However, the egg move comes at a price since it can't be used as
a third jump Yoshi frequently ends up committing suicide. If you know
what you're doing then you can easily avoid that. Yoshi has good smash
attacks as well. The rest of Yoshi's abilities are decent as well
making him a well-rounded fighter.
---REGULAR ATTACKS---
Forward Smash
Using this attack Yoshi slams the enemy forward with a headbutt. It's a
very powerful attack that you should make a note of using often. It
propels the enemy great distances and is a great finishing touch to any
combo. After juggling the enemy until their percentage is high then
finishing off with this move can be deadly. Once you decided that you
want to stop juggling and start knocking off use this move.
Up Smash
Yoshi's up+smash move is one of my favorites. Using this attack Yoshi
headbutts the air sending the enemy flying up the screen. It's the best
combo starter from the ground and rack up a good bit of damage. Also if
your opponents health is high and you're nowhere near an edge use this
move to send the opponents off the top of the screen.
Down Smash
This attack doesn't do that much damage and barely sends the opponent
flying. Yet this is still a useful move. If you want to cheaply rack up
percentage you can do multiple hits with it, but that still isn't it's
best use. If you do this attack it'll send the opponent the perfect
height to be vertically smashed. This move is best used as a juggle
starter.
---SPECIAL ATTACKS---
B : Egg lay
This is by far Yoshi's most useless move. Using this move Yoshi sticks
out his tongue and craps the enemy out as an egg. This would seem like
a useful move at first but you'll soon discover it sucks. When you put
an enemy into an egg you can only fit 2 attacks in before they break
out. Yoshi's attacks are pretty fast and easy to hit them with anyway.
Yoshi also doesn't have a super strong move to hit them with either. It
can be used to instantly kill an enemy when on the edge of the stage
but that still is pretty crappy. When the egg is in the air the enemy
can move and most smart enemy will come back unless you did this move
on the very edge at which point it becomes totally impractical anyway.
B -> : Rumble Tumble Egg
This move puts Yoshi into an egg that you can control spinning around
like mad (I refer to it as the crazy egg move). This move is very
useful in large stages (like Hyrule temple) and can, with some
practice, also be useful in small stages. At first you'll probably end
up committing suicide a lot. Don't mark this move off as totally
useless yet though; with a bit of skill this move can became the crazy
egg of DEATH. Start off hitting them. If they go to a higher platform
then keep spinning back and forth until they come down. Now skilled
opponents will try to attack you. Requiring even more skill whenever
they attack you can dodge by quickly turning the other way. Now come
right back at them. IT may take skill but this move can be awesome.
B ^ : Egg Throw
The Up+B move was a favorite from the old game and is still kept in all
it's glory. Yoshi hurls eggs out that do significant damage when you
hit an enemy. You can control where you want the egg to go by tilting
the control stick when you throw the egg. This move has a wide variety
of uses. The most common one is to go on a lower section and keep
chucking eggs at enemies. With the exception of Ness no one can reach
you down there allowing you to repeatedly pelt them with eggs. Another
use is in a juggle. Since the egg move is quick it's the perfect move
to hit enemies in the air with. After you start off a combo keep them
up there with the eggs. The final use is the least common and the most
difficult to do. If you have an enemy that throws a lot then once they
walk up to you fire an eggs so it will hit the ground right in front of
you. Once the enemy picks you up he'll be hit with the egg. This
requires precise timing but it's not impossible; I use it frequently.
B V : Hip Drop
Ahh, the down+B move. Another great Yoshi move. If you use this move
from the ground, Yoshi will pound right in front of himself. This isn't
too useful except right when you start out. Sometimes an enemy will be
close enough at the beginning to hit right then. If you use this from
the air you'll slam yourself down. It's extremely useful. The best use
is when your coming back from the edge. Slam your edge guarding
opponent outta there! Whenever you find yourself in the air smash down
on an enemy. A skilled player can hit you while doing this however
(it'll still hurt them though) so it's best to do it just before you
get in their A attack reach. If anyone ever makes an attempt to juggle
you use this move to put them in their place.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
These enemies when played by a human usually seem to be really sure of
themselves. Use this to your advantage. Go far away and pelt them with
eggs then run up to them and juggle like mad. These guys have some good
down+A aerial moves but those can easily be avoided. It's also good to
use the crazy egg move accompanied with dodging. Watch out for Marth
and Roy's Counter and be sure to pelt the Links with eggs from a lower
area.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Speedsters are a might harder for Yoshi - particularly Captain Falcon.
Fox and Falco have good up-smashes so be weary of the down+B move.
However they have weak aerial down+A's so be sure to juggle. Pikachu
and Pichu are best to just run up to and start smashing. However if you
have and edge guarding one then watch out for Thunder. The best
strategy is to grab onto the ledge and spin behind him and use your
forward-smash. Captain Falcon is one of the hardest opponents for
Yoshi. The best strategy is eggs, eggs and more eggs. Never use your
Down+B or it could be fatal and never run right up to him. Hit him with
an egg and then run up to him and hit him to the side and don't juggle
him.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys are the easiest to use eggs on. They're also great to combo.
For Dr. Mario, Luigi and Mario use your eggs and juggle, they also
aren't hard to use the down+B move on. The Ice Climbers are ideal to
use the crazy egg move on since it will seperate them quite easily.
Then use the classic strategy of killing Nana. Mr. Game and Watch is
pretty easy to juggle and is very light so use your smash attacks
often. He has very powerful smash attacks though so if you run up to
him be sure to dodge. Fighting another Yoshi use these strategies. If
he uses the forward+B attack a lot then use your down B to stop him. If
he uses the down+B move a lot then use eggs to stop him in the air. If
he's an egg master then dodge a lot and smash attack him. Just don't
juggle.
Long Range: (Ness, Samus, Mewtwo)
They should be too hard. With the exception of Ness's PK Thunder none
can hit you on a lower platform. Mewtwo should be juggled a lot since
his aerial attacks aren't that great. Ness should be egged a lot and
juggle frequently as well. Samus is another story. Try hitting her
towards the edge if the platform instead.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Yoshi's specialty. They are all masters of juggling so what do we do to
jugglers? Down+B! As an added bonus they're light so you should
probably smash them to the side instead of wasting time juggling them.
Then edge-guard and egg them. Zelda has some awesome finishing moves
that you should be weary of. The crazy egg move is good too since they
don't have any real stop-in-your-tracks moves. Don't juggle Kirby
though.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
They might cause a little trouble but not much. The only on you should
think of juggling is DK. The eggs are very useful so use them often.
It's best best to smash them and dodge their attacks since they're so
slow at the end you can just smash them using your headbutt. Ganondorf
is different however. The crazy egg move is probably the best strategy
against him.
~Yoshi is playable from the start of the game.
*********************
**** DONKEY KONG ****
*********************
---BACKGROUND---
Donkey Kong is actually Mario's first villain, and probably Miyamoto's
first true video game character, as Mario was just a man whose outfit
was chosen by technological limitations. In the original Donkey Kong
arcade, he steals Mario's (then just named "Jumpman") girlfriend
Pauline, and jumps on top of a construction site, throwing barrels down
at a pursuing Mario. There were a couple sequels for the arcade, and
they were all ported eventually to Atari and NES. Jump forward a decade
to 1994, when the Super Nintendo is in need of a game to compete with
the CD based systems coming out. Nintendo gives the Donkey Kong
franchise to Rare, and they make Donkey Kong Country, which sold a ton
of copies, jump started the SNES, and made DK a major Nintendo
franchise again. Since then, Donkey Kong has never appeared without his
stylish tie and attitude, and has joined in with Mario and the gang in
various sports.
---GENERAL INFO---
Donkey Kong's handicaps are obvious: he's slow, and he's a big target.
But, his attacks are powerful. You'll need to memorize the timing of
Donkey Kong's attacks, because a lot of them take a second or two to
execute. You'll also need to be a dodging maniac, since you can easily
get caught in a web of combos by the quicker characters. DK is a
defensive character, as he's not good for a quick hit and run. People
tend to think Donkey Kong sucks because he's slow, but DK can be a
devastating powerhouse in the right hands.
---REGULAR ATTACKS---
Forward Smash
DK claps his hands for a powerful smash attack. It has good range so it
makes a good edge guarding move. It's best to have a set up for this
move, such as DK's down throw.
Up Smash
DK's classic clap attack returns. Since a lot of stages have the
triangular platform formation, this works well to hit people standing
on the platforms from below. His up throw sets up for this nicely. DK's
dash attack is also a good set up for it, it's deceptively powerful.
Down Smash
DK slams his fists down on both sides. It's not as powerful as his
other smash attacks, so it's best used as a clear-out move that's
quicker than his Hand Slap move.
---SPECIAL ATTACKS---
B : Giant Punch
Pressing B will make DK shake his fist in place. Like Samus's charge-up
shot, you can dodge or press Z to pause, then move to another location
and continue charging. If you want to let it loose press B again,
otherwise wait until it's fully charged. When it's fully charged it has
a slight lag, as much as his forward smash, but it's a lot more
powerful, as you might imagine. Against the quicker, smaller characters
this'll be really hard to hit with, so you should probably reserve it
for your fellow heavy weights and just leave the forward smash to the
others. But if you happen to stun the opponent or have a team mate with
a stun move, you'll have a good opportunity to use it.
B -> : Head Butt
If the opponent is on the ground, this move will smash them into the
ground, temporarily paralyzing them. This will let you do damage to
them and they won't move. This move is a good set-up for the wind-up
punch, except that it'll just do the damage and won't knock them out of
the way. A more effective use is to pound them into ground and then to
the Ground Slap move. If you're quick you can cause about 45% damage.
If you do it in the air it doesn't do much, and it doesn't get you any
horizontal distance, so try to avoid using it.
B ^ : Spinning Kong
DK spins his arms around and floats in the air a bit. It could
essentially be a clear-out move, but it's not very powerful, and DK has
better clear-out moves, so you should probably only use this as a come-
back move. It won't get you good vertical distance though, so be very
careful in levels like Fourside.
B V : Hand Slap
DK's good ol' ground slap. You can keep doing this over and over and
really annoy your opponent. At low damage they won't fly high enough to
be able to recover so you can get in some quick damage that way. Other
than that, it won't do you much good in one-on-ones, so save it for
multiplayer matches, where you can run in and start slapping and send
everyone flying. It's also good for 1 player mode when up against teams
of characters, especially the wire frames.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
These guys are tough, but brute strength can overpower fancy tools any
day. Just stay out of the air, these guys can juggle you like mad with
their swords, so stick to the ground and smash them. Use a lot of
throw-smash combos. Pretty much go all out against these guys.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
The speedsters are obviously some of your greatest enemies. They can
run circles around you while all your attacks pathetically miss. This
is where your clear-out moves like your down-smash and ground slap come
in handy. If they keep rolling around you, smash them up and then go in
for a powerful hit. In these situations you may want to take to the
air, since DK has some powerful meteor smashes, and these guys will
most likely try to juggle you from the ground, so surprise them with an
air attack.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
The close rangers aren't a huge threat, they're about an even match for
DK. They're not that fast, so try and work in your more powerful
attacks like the forward smash, throws, and maybe even the Wind-Up
punch. Basically it all depends on how they use their projectiles. DK
has no projectiles so of course he's going to do no good from far away.
You may want to play a little more aggressively with these guys.
Long Range: (Ness, Samus, Mewtwo)
Like the close rangers, go a bit aggressive on these guys, since
they'll most likely keep trying to run away. They're slower than the
previous groups so it should be a bit easier to get in some powerful
hits. Don't get cocky though, because they have some quick, powerful
attacks up their sleeve, and if you get in their face, they won't be
afraid to use them. Use lots of throws on these guys, it shouldn't be
too hard to get close enough.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Your success here heavily relies on the opponent's technique.
Jigglypuff can take you out with Rest right away, so keep smacking her
away with a combination of weak attacks and smash attacks and don't let
her get close. Peach and Zelda aren't as much of a threat, but they can
still be brutal. Don't underestimate their smashing power, especially
Zelda. Use a lot of the same techniques as with the speedsters: clear-
out moves + strong attack will do wonders. They have to get close to do
damage, and you have longer reach. Kirby will probably be pretty easy
to take care of, just don't be stupid and let him get you with his rock
move. And make sure he doesn't use your Giant Punch against you.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Donkey Kong versus Bowser is a pretty even match, with Bowser having
the advantage of a longer range with his fire breath but DK is slightly
faster. However, Ganondorf can be a problem. His smash attacks are the
same speed as yours, but his special attacks are a different story
(besides his Warlock Punch), and he's smaller. That doesn't make him
any more nimble though, so go all out with your strongest attacks. Use
lots of throw set-ups and go for a wind-up punch. You should probably
stay out of the air, since Bowser won't follow you up there, and
Ganondorf can easily knock you out of the sky with his Dark Dive move.
~Donkey Kong is playable from the start of the game.
***************
**** PEACH ****
***************
---BACKGROUND---
Professional damsel in distress, Princess Peach Toadstool spends most
of her days in the clutches of Bowser waiting to be rescued by Mario.
When not being captured, she breaks out of her female stereotype and
joins in games of sports such as tennis and golf, and joins in on some
RPG action. She is not to be confused with Mario Land's princess Daisy
and Donkey Kong's princess Pauline.
---GENERAL INFO---
Peach's main noticeable attribute is her unmatched return ability. She
can practically traverse the entire horizontal distance of Hyrule
Temple without touching the ground. Holding down the jump button on
either jump will let her float a la Super Mario Bros 2. Her comeback
move has her fly upwards and float even more with a parasol. Her double
jump makes her a very good evasive character, so if you're ever in a
tough situation you can just float away to safety. This jumping ability
of course means she's quite light, but not as light as the pipsqueaks
like Pichu and Jigglypuff. Because of this, use her agility and
offensive attacks, because you're not going to last long going on
defense. She also has the best victory taunts, such as "Oooh, did I
win?" and "This is fun!" Guaranteed to piss off the losers.
---REGULAR ATTACKS---
Forward Smash
Peach pulls out a random weapon based on past games and whacks the
opponent with it. It can either be a tennis raquet, which has good
horizontal distance, or a golf club, which hits the opponent high, or
her trademark fry pan, which does the most damage but doesn't send the
opponent flying as far. It's not very reliable as a finishing move, so
just use it to smack people around and build up damage.
Up Smash
Probably Peach's most effective smash attack, Peach thrusts her palms
up as if she were hitting a volley ball. It's best for starting out
juggling combos, and when charged it's even strong enough to finish off
opponents. Use this in combination with one of her air attacks to smack
the opponent far.
Down Smash
This is a unique smash attack in that it's multi-hitting, like many
characters' air down kicks. If the opponent is close enough, they'll be
trapped in a fury of kicks before being sent flying. Like the forward
smash, it's not very reliable as a finishing move, but great for combos
and building up damage. For best results, use it to hit someone against
a wall, and when they bounce off, do an upwards smash attack.
---SPECIAL ATTACKS---
B : Toad
Peach holds out Toad to protect her (he's a very dedicated servant).
This is used as a counter attack, although it only counters physical
attacks. He can absorb projectiles, but its best use is countering
smash attacks and dealing the damage back at the opponent. It takes
insane reflexes and timing, but it's thankfully a quick move. It's good
to use against those cheap people who like to be Roy and Marth and just
use their charge up B move repeatedly.
B -> : Hip Thrust
Peach jumps forward and thrusts her mighty hips, explosive results if
it comes in contact with another character. It's a powerful move and it
sends them flying too, but don't use it too much. It's slow, and once
the opponent grows accustomed to the timing they'll be able to avoid
it. It's best as an attack to use every once in a while to scare the
crap out of the opponent, since most people forget Peach has this move.
B ^ : Parasol
Peach flies up a bit and then opens her parasol and floats down slowly.
Anyone who touches the top is popped up and takes a bit of damage.
Great for ending combos or just catching the opponent off guard from
below, since it's much faster than jumping and attacking. Her slow fall
can be a problem for people who like throwing projectiles, so you can
press down on the control stick to make her fall faster, and then up
again to open it back up. Use this to fake out people trying to attack.
B V : Vegetable Toss
Peach pulls out a vegetable from the ground (she of course has to be on
the ground while doing this move), and A throws it (for better results,
use a smash throw). Like Link's bombs, they're weak and mainly designed
to annoy. Unlike Link's bombs, they don't explode in impact, so if you
miss, your opponent may be able to pick it up and throw it back at you.
The vegetables can also have different faces, which do different
damage. It doesn't make much of a difference except for the one with
closed eyes, that one's pretty powerful. Peach can also randomly pull
out a Mr. Saturn or even a bob-omb, though those are pretty rare.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
The swordsmen may think they have an edge on you, being that you don't
have a sword, but Peach has got long arms, so don't be afraid to go up
close. Don't just run into a charged smash attack or anything though.
If Roy and Marth decide to keep charging their B move, just keep
throwing vegetables at them and make them come to you and not be cheap.
Do the same to the Links if they're boomerang/arrow happy.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
These guys can be trouble, because they love to do a bunch of combos up
close. Instead focus on smashing them from far away, and use a lot of
hit and run techniques. Float around and force them into the air, where
you have the advantage. Except watch out for Captain Falcon's dive and
the Pika's thunder.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys are a perfect match for Peach. Their smash attacks are
strong, but Peach's are faster, and she can get away if things get too
risky. Don't let down your guard though, because they can really give
you a work out if you're not careful. Juggle like a maniac and don't
let them combo on you.
Long Range: (Ness, Samus, Mewtwo)
Be careful of these guys, since they'll often use the same hit and run
techniques you do. If they go too far away, use your vegetables to
pummel them and lure them in. They're otherwise pretty slow at close
range in terms of smash attacks, so lure them in and smash them silly.
They have good air attacks though, so try to keep the fight on the
ground. Their combos rely on the air rather than the ground, and
they're strong too. Also, Toad is one of the best shields against the
long range fire from these characters. He's even better than a shield
as he doesn't really break, and he will repel most anything.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
They're not any stronger than you, so stay in close and fist fight
them. Smack them around with smash attacks and finish them with an air
attack, or an upwards smash if their percentage is high enough. Again,
don't let down your guard, because a bunch of weak hits can really add
up and your percentage will be in the hundreds before you know it.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
These power houses are a threat if they land a hit on you, especially
their smash attacks. This is where your evade really comes in handy.
Hit and run a lot, don't try to juggle much since they're very heavy.
Just do a bunch of small close range combos then run away. Even if you
can roll around them, a good down smash attack can still send you away,
so try to be a good distance from them.
~Peach is playable from the start of the game.
***************
**** KIRBY ****
***************
---BACKGROUND---
Kirby has been in several games for several consoles, the most recent
being Kirby 64: The Crystal Shards, excluding the Smash Bros. series.
He is basically a little pink puffball who literally sucks. He has the
special ability to steal an enemies abilities by eating them. This
comes in very handy when you want to "give someone a taste of their own
medicine," so to speak.
---GENERAL INFO---
Kirby, classified as a lightweight, was one of the cheapest characters
in the original Smash Bros., but he's not as cheap in Melee. If being a
cheap piece of crap was your game, your in for some trouble. Kirby,
while still a good character, was toned down for Melee. His rock move
doesn't do as must damage. But, while his rock doesn't work as well,
Kirby has been equipped with a hammer. Kirby is a decent juggler, and
he is basically an all-around character. He is relatively fast, pretty
powerful, and has good jumping abilities. Be careful, though, he is
knocked off very easily.
---REGULAR ATTACKS---
Forward Smash
If you perform the smash correctly, Kirby will do a nice little jump
kick. If you push the control stick too far, Kirby will turn into a
ball of fire and blast across the screen. Both of these moves can be
useful, but the correct smash doesn't help you commit suicide as the
fireball does.
Be careful when you use this smash. If you are fighting against a heavy
hitter, they can just punch you right off the screen as you jump at
them. Don't attempt to smash a heavy hitter unless they are at VERY
high percentage. Swordsmen can also block you pretty easily, but it's
harder for them to knock you off with one hit.
Down Smash
When you perform a down smash, Kirby does a spinning kick, obviously
going downwards. This can rack up some damage points quickly, and is
great if they are already at a high percentage. Once you're done with
your series of kicks, the enemy often flies into the air, allowing you
to finish them with an up smash if they are at a high percentage.
Up Smash
Kirby does a kick that sends your opponent high into the air. Very
useful for a finishing move, as it sometimes sends your opponent
spinning as well as flying, allowing another smash if they don't quite
fall. This smash doesn't do very much damage, but it's fantastic for
the finish.
---SPECIAL ATTACKS---
B : Inhale
Kirby sucks. Literally. If he is close enough, Kirby will inhale your
opponent. If you are close to an edge, you can walk off to perform a
suicide while also killing your opponent. You can also spit the
opponent out, but that never really does much. But the main thing that
is done when you inhale an opponent is you can eat them and steal an
ability from them (see the Kirby Ability area). Careful, though, if you
taunt you lose this power.
B -> : Hammer
Kirby whips out a hammer and whacks an opponent with it, then puts it
away. The opponent has to be in close range for it to do much damage,
though. Beware, this hammer is nowhere near the power as the item you
can pick up, so use it wisely. If you hit B+-> while in the air, Kirby
will swing it around himself.
B ^ : Final Cutter
This is basically Kirby's save move. You get a lot of vertical
distance, but not much horizontal distance. This is alright because of
Kirby's flying abilities, though. This attack can also damage opponents
by hitting them up and slamming into the dirt.
B V : Rock Slam
Ah, the cheap move. Well, it was. This attack causes Kirby to turn into
a rock and fall downward. In the original Smash Bros., this rarely
missed and did so much damage it wasn't even funny. Now things are
different. This move doesn't hit the opponent as easily, for one. This
move can also be blocked easily. And last, but not least, this attack
doesn't do a much damage as it used to. So, in other words, you can't
win matches by only using this anymore. Use it wisely.
--OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Be careful around these guys, especially Link and Marth. They are the
most powerful. Roy can also be a problem, but Young Link shouldn't give
you much trouble. Anyway, my strategy is to fly around them and drop
behind their back and give them a few hits, then get back into the air.
Once at high enough damage, rock slam away. Careful, these guys have
swords (duh), so they may be able to stop the rock.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
The only problem with these guys is that they are fast and all except
C.Falcon have projectiles. Dodge their projectiles and don't let their
speed overwhelm you. They're fast, but not very powerful. Just whomp up
on them and finish them with a smash.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
None of these guys are faster or more powerful than you are, so just
run up to them and start smacking. Close range enemies can't recover
from juggles very well, so can also just get them into the air and use
A+^ repeatedly to juggle them to high percentage, and smash them off.
Long Range: (Ness, Samus, Mewtwo)
DODGE. THE. PROJECTILES. I cannot stress this enough, especially
against Samus. She can stun you for a few seconds, then get over to you
as fast as lightning and smack you around. Be smart when fighting these
guys, they may be slower than you (with the exception of Samus), but
they can still smack you around. Be careful and dodge their projectiles
and you should be all right.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
They're not any stronger than you, faster than you, or better than you
(at least not the computers, don't think this when fighting humans,
though). Get up there and smack them around, juggle them, do whatever
it takes to get them at high percentage and then smash them away. Your
only problem should be when Zelda turns into Sheik, for Sheik is much
faster than you are, but the same strategy should work.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Here's where the real problems come. These guys can smack you off at
the snap of a finger, and are very difficult to knock off. Ganondorf
can easily stop your rock slam and use it against you. Beware.
Fortunately, most of the attacks that really do a lot of damage require
charging up. This means that you can charge them and unleash hell, but
when you see them charging an attack, run away quickly!
Copied From Appearance Move Damage
Ganondorf Ganondorf's hair and headgear Warlock Punch 30%
Cap. Falcon Falcon's helmet Falcon Punch 23%
D Kong DK's hair covers body Giant Punch 12-30%
Yoshi Yoshi's Head Cap Tongue 8%
Peach Crown Toad Counter*
Bowser Bowser's hair and horns Fire Breath 1% per hit
Luigi Luigi's cap Fireball 6%
Mario Mario's cap Fireball 6%
Dr. Mario Doctor headgear Megavitamin 8%
Young Link Link's Cap Fire Arrow 6-15%
Link Link's Cap Ice Arrow 4-18%
Zelda Turban Nayru's Love 12%**
Sheik Wrap with blonde locks of hair Needles 2% per needle
Samus Samus' helmet Charged Shot 2%-20%
Kirby No change -- --
Ice Climbers Parka Ice Blocks 5%
Ness Backwards baseball cap PK Flash 11-33%
Fox Fox's headgear and ears Blaster 2%
Falco Beak and head feathers Blaster 3%
Roy Roy's hair and headband Flare Blade 6-46%***
Marth Marth's hair and headband Shield Breaker 7-24%
Mr. G&W Body becomes black w/ white eyes Sausage Flip 4%
Mewtwo Mewtwo's tail and head prongs Shadow Ball 3-23%
Jigglypuff Jigglypuff's hair and ears Rollout 9%-14%
Pikachu Pikachu's head Cap Electric Shock 10%
Pichu Pichu's head Cap Electric Shock 10%****
*Damage depends on strength of the original move.
**Also a reflector.
***Causes 10% damage to Roy when fully charged.
****Cost 1% damage to use.
~Kirby is playable from the start of the game.
***************
*** BOWSER ****
***************
---BACKGROUND---
The first time video gamers met the villainous Bowser, King of the
Koopas, it was in Super Mario Bros, an 8-world NES game that addicted
both the young and the old. Bowser, from there, spawned a TV show (the
King Koopa Klub), a movie role (played by Dennis Hopper), many strange
children, endless cartoons, airships, castles, bizarre flying clown
heads, basically, he was the end-boss you loved to hate. Some say that
one day, he will kidnap the Princess and get away with it for once, but
still others say that there's no way, with Mario around. Mario Kart was
the first game to let us play as Bowser, but Super Mario RPG really
showed us what the big King Koopa could do.
In the original Super Smash Bros, he was noticeably missing, and
considering his fame, it was a shame that they didn't manage to work
him in in some way. Super Smash Bros Melee, however, gets it right. For
now, for the first time in history, can you truly get to beat the
Bowser; this time, he doesn't get any flying clown heads, or bridges
spanning lava, or arsenals of psychotic Koopalings, or even a magic
Kamek. But, in the spirit of the Koopa Klub, this is also Bowser's
first time to finally make Mario really pay. So, take charge, Bowser
fans! Fight the good fight!
---GENERAL INFO---
A new, non-clone character in SSB, treat Bowser like you did the old DK
-- power hits, a killer back throw and an Up+B clearing move. He has
high stamina and power but terrible speed and recovery. Bowser must
stay in close and time his attacks correctly. Edge guarding is also
good, because a smash near the edge usually kills.
---REGULAR ATTACKS---
Forward Smash
Bowser lunges with his shoulder. An excellent example of Bowser's, as
this will often kill if it isn't dodged. Try to sneak these hits in as
often as possible, but don't play Bowser as if he were a close range
fighter
Up Smash
Bowser knocks the opponent up into the air with his shell. Strong. As
it's a juggling move, it's easy to repeat it around 3 times in a row on
a fresh opponent to soften them up. Follow up on the second time with a
forward smash or a smash B.
Down Smash
Bowser ducks and spins and hits the opponent a few times, then sends
him upwards. Can also be pseudo-comboed after an Upward Smash if the
opponent doesn't recover. Regardless, follow with an air attack or a
Koopa Klaw.
---SPECIAL ATTACKS---
B : Fire Breath
Bowser breathes fire, much like a Fire Flower. It fizzles after a few
seconds. Excellent for keeping people from rushing you down and forcing
them to go to the air. Unfortunately, it wears out rather quickly, and
doesn't recharge fast. Quite a bonus for edge campers, though.
B -> : Koopa Klaw
Bowser slashes forward with a claw. If close enough he will grab the
opponent and take a bite, at which point you may tap any direction to
throw. The strength of the throw is comparable to the SSB throws of
yore, especially the backthrow.
If too far to grab Bowser will send the opponent flying upwards
instead. This throw is a second set of throws, which harks back to the
original SSB, because all of the directional throws of Bowser (all 8)
are strong.
B ^ : Whirling Fortress
Bowser tucks into his shell and spins around. Hits a few times; the
first hit is the strongest. Decent priority. Excellent for getting a
quick breather. It's not a Link sword spin, but when people are getting
too close, it's just as powerful.
B V : Bowser Bomb
Bowser performs his butt stomp from Super Mario 3. Can kill weenie
characters at reasonable damage (80%+) but has abysmal recovery; if you
hit a fresh opponent they can still hit you before you recover. Also
Bowser's main cause of self-destructs, as the arc at which he jumps is
hard to get right. Practice, as the saying goes, makes perfect.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
They out prioritize you, so combo a lot but otherwise stay the hell
away. None of these guys can get back up particularly well (good vert,
lousy horizontal), so Klaw-throw if possible.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Let them come to you and beat them mercilessly. They're soft and spongy
and about as tough as uncooked spam, so Smash when the opportunity
arises. Otherwise use regular attacks to keep them at bay.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
These guys need to be close to do respectable damage, but they're
faster. Still, you can usually rack up damage proportionally faster
than they can. Also, breathe fire and make with the attacking of the
claws. Let them come to you, and then show them how graciously you'll
destroy them.
Long Range: (Ness, Samus, Mewtwo)
Oh dear Lord. Even if you get in close they can push you right out.
Fire Breath is now useless, so do what you can. Follow, juggle, and end
with a fat Smash attack. The good thing about the range attacks is that
you can block with your shield, and even then, your enormous weight
keeps you from flying. Use this to your advantage. Remember, the
quickest move in Bowser's arsenal is his Bowser Bomb.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Stay in close. They can't keep you out until you have substantial
damage. With Bowser's strength a good smash attack (or even a stomp) is
all you need. They're small, you're big, and unless they pull a David
vs. the Goliath, they aren't that difficult, so stay on the defensive.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
Ganondorf is a problem, but at least DK sucks more than you. Treat them
like swordsmen and edge guard since they can't get back on easily
either. It's basically a battle of the weights, who can beat the other
up and throw them quicker. Bowser has excellent throws.
~Bowser is playable from the start of the game.
******************
** ICE CLIMBERS **
******************
---BACKGROUND---
When SSB:M was announced, people were overjoyed to see all of the old
characters return, and glad to see some additions that had been notably
absent in the original. However, there was one big surprise that came
at the end of the reel showing the characters: There they were! In the
flesh! Those two lovable Inuit dudes, the Ice Climbers! Nintendo has
definitely dug far back into their game archives to unearth these two,
and the Ice Climbers return in 128-bit glory.
For those who don't know, the Ice Climbers are from the classic two-
player NES game called (gasp) Ice Climber. Players bashed through
blocks and fought Topis and Polar Bears, climbing from level to
multicolored level in order to reach the top of the mountain. And when
they made it? They did it all over again! Like in many NES classics,
repetitive fun was the name of the game.
---GENERAL INFO---
The Ice Climbers return in SSB:M with style. Basically, you control
both. You move Popo, the blue Ice Climber, and Nana, the pink one, will
follow, and mimic you. Since there are several different colour
combinations (some of them putting Nana in the lead instead), it can
get confusing as to who you control. Just remember that no matter what,
your Climber will be wearing the bolder, brighter colour.
The Ice Climbers generally have very good jumping, but their third jump
separates them by sending them flying in different arcs, and if you're
too far away from Nana (or worse, she's been KO'd), well, the up+B move
is useless. If Nana is knocked too far away to get back on her own, it
can be well worth it to leap out to her and fling both Climbers safely
back to the platform, saving her without sacrifice. One good thing
about being separated is that Nana will fight tooth and nail to get
back to you. If a player is caught between the two, they should be
prepared for a smash attack from both sides.
It's possible for Nana to be KO'd when you play as the Ice Climbers, so
be careful. If you lose Nana, your attacks are only half as effective,
and your jumping goes from good to dismal.
The Ice Climbers have excellent smashing ability, seeing as there's two
of them. You can even make Nana smash while Popo is grabbing somebody.
They can also carry two items, and hit two people at once. Even if Popo
grabs a hammer that turns out to be fake, Nana can still fight, working
as handy insurance. However, by the same token, it's difficult to get
the full benefit of some items. Since items will only effect one
Climber at a time, you'll usually be left with only one invincible,
metal, or giant Ice Climber, while the other remains normal. Not only
that, but only one of them can grab a ledge at a time- whuh-oh!
---REGULAR ATTACKS---
Forward Smash
Nana and Popo hold their hammers over their heads, then smack them down
on an opponent. There's a slight delay between the two, meaning that
you can deliver a one-two punch. If you miss with Popo, you still might
hit with Nana. This attack is still a great smash when you are alone,
so don't hesitate to use it even when Nana is gone.
Down Smash
When you smash downwards, the Ice Climbers will hold their hammers near
their feet and spin a full 360 degrees. Nana starts the move a little
later, giving you the advantage of a double hit on both sides. Not bad
at all.
Up Smash
This move is pretty well the same as the forward smash, but they swing
their hammers upwards instead. It would be a great juggle starter, but
sadly, the Ice Climbers aren't the greatest jugglers. Still, it can
easily finish off a weakened opponent, and in team battle you may have
a friend who is a better juggler than you.
---SPECIAL ATTACKS---
B: Ice Shot
This is a simple attack. The Ice Climbers each create a little ice
block and smack it across the ground. It'll annoy enemies, and will
pick up a lot of speed heading down ramps. Unfortunately, it's pretty
well grounded. It can't cross gaps without falling, and it gets no
vertical distance whatsoever. However, it's still good when you stand
on a high perch and pelt ice blocks down at those below. If you're
lucky, this move can momentarily freeze opponents. The freezing seems
fairly random, though.
B -> : Squall Hammer
This is a good hit and run move. The Ice Climbers stand back to back,
holding their hammers out, and spin across the ground. You can enter
the fray, get a few hits in, and make your escape, all in one move.
It's handy for damage racking.
When you are separate from Nana, use this as your third jump. You can't
grab ledges, and you don't get much vertical distance, but you go
pretty far horizontally, and it's great compared to your pitiful up+B
hop without Nana.
B ^ : Belay
Without Nana, this is a pitiful hop. With her, it's the highest jump in
the game (however, Peach still holds the record horizontally). The Ice
Climbers will stretch out a cord between them, and fling each other
into the air. Popo is flung substantially higher than Nana, but Nana
also gains more than enough distance to get back. It's impossible to
get knocked too far away to save at least Popo, because you'd have to
be well past the KO wall. However, Nana and Popo have to be fairly
close together to use it, and it's not too precise.
Any character who is hit by either Nana or Popo right after they're
flung will take a bit of damage and be knocked upwards. It won't do
much at low damage, but it's a useful hit at high damage.
B v : Blizzard
It must be REALLY cold up North where the Ice Climbers live, because
even in tropical climates like the Kongo Jungle, their breath is STILL
frozen. When you do this move, the Ice Climbers will face opposite
directions and breath frigid air at enemies. It doesn't have the range
of Bowser's fire breath, but it goes in two directions. Like the Ice
Shot, Blizzard will randomly freeze opponents.
---OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
Don't try to attack these guys head on, as they can react quicky, and
can hit you before you get close enough to hit them. Instead, stand
like a rock (well, a pair of rocks) a short distance away from your
opponent(s). If you are approached, prepare a smash. Then, when they're
down, swarm them and defend your territory. Don't chase them if they
want to run away. Just get rid of them until they try to attack you
again (however, this can be risky if there's other opponents around to
rack up kills on them). The best place to hit these guys is from below,
using Belay and your midair up+A. Swordsmen's defenses are mainly for
attacks from above and in front, so they won't be able to stop you
easily.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
These guys aren't really a problem. They can pummel you quite a bit,
but one smash from you is equal to several hits from them, making it a
pretty even fight. Basically, you'll want to get into the fray and just
hit them every which way. You might want to abuse Squall Hammer a bit,
since it hits repeatedly.
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
There is one simple strategy for fighting other close-rangers: smash
and smash and smash. Don't worry about your special moves, because they
aren't too hot against these guys. You just want them away from you,
where they can't do as much damage. Be sure to edge-guard, as well;
their return moves won't harm you unless you are hit directly. A battle
with another set of Ice Climbers could be neck and neck, but remember
that the Ice Climbers are good at dodging and countering their own
moves.
Long Range: (Ness, Samus, Mewtwo)
No matter what character you are, there's only two options against Long
Range fighters: juggle them, or get in their face. The Ice Climbers
aren't the best jugglers, so you know where that leaves you.
You'll want to treat these guys similarly to the Close Range bunch, but
be more agressive, and focus less on knocking them away from you (that
is, until it's time to finish them). Try to get them in the air, where
they're helpless. Be persistent. They have good smashes, so don't give
them the opportunity to use them.
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
Ever notice how all the lightweights are pink? Er... yeah. Anyway,
these guys are fairly simple to beat. Every move of yours is effective
against these guys, so just use them all whenever the opportunity
arises. Make good use of that grab/smash that only the Ice Climbers can
do, and use belay to launch around the arena at them, since they all
like to move through the air. But be careful of Zelda, as she's
dynamite in Sheik form. Sheik can separate you and juggle you like
nobody's business. Still, the same strategy should work. It'll just be
harder to pull off.
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
These big fellas are nothing to worry about. You are fairly light, and
will fly far if hit, but they'll have trouble chasing both of you at
once. Simply swarm them. Don't give them room to breath, and smash them
away once you've brought down their defenses. They're not much of a
problem for the Climbers (though you may frequently lose Nana if she
can't get away in time).
~The Ice Climbers are playable from the start of the game.
***************
**** SAMUS ****
***************
---BACKGROUND---
The mysterious intergalactic bounty hunter who has thrice saved the
galaxy from the threat of destruction at the hands of the ruthless
Space Pirates and the life-sucking Metroids, Samus Aran wasn't as
popular with fans of the original Super Smash Bros as she should've
been. People new to the game often had a hard time (1) controlling her
somewhat bulky frame, and (2) utilizing her highly-effective attacks,
most of which proved to take more of a learning curve than that
of the cheaper characters (i.e. Kirby, Link, Pikachu etc.). Gamers
found themselves frustrated with her arm cannon's long charge time, her
mediocre regular attacks and the fact that she lacked that one REALLY
powerful move that would give her an edge with beginners. However,
those who chose to stick with Samus found that becoming a master of the
Metroid hunter definitely pays off. Once a player became accustomed to
her discouraging feel, it would soon be discovered that hidden within
Samus was a perfect balance of a long-range fighter and a close-range
brawler, giving almost anyone who chose to stick with her a
considerable edge over every opponent in the game. In Melee, the
designers have chosen not to tweak her considerably in any direction,
although her Screw Attack and charge beam have been slightly improved
over the original.
---GENERAL INFO---
Let's put it this way - if you're looking for someone you can master in
a few minutes and appear to your friends that you've been playing this
game for a couple of years, stick with Link. However, if you're a bit
more devoted and want someone you can mold from a seemingly ineffective
character to a fast, well-balanced frenzy of orange DEATH, Samus is
your lady. Samus has an advantage in every area - long-range combat,
close quarters combat, speed, agility, stamina and excellent defense &
evasion capabilities. The whole entree doesn't come to you on a silver
plate,
however. It'll take a bit of skill and patience before Samus'
performance pays off.
---REGULAR ATTACKS---
Forward Smash
Samus thrusts her mighty arm cannon out at the opponent. If charged
enough, this move can instantly KO an opponent that has some decent
damage done to him/her. Samus doesn't have to charge up for very long
to deal an ample supply of damage, however. This is an excellent move
for opponents madly charging at you, or also a good finishing touch to
a combo. Use it when you're looking for a quick finish, or when your
opponent is wide open or off-guard.
Down Smash
Samus performs a powerful leg sweep, which is great for clearing out
multiple attackers at once. It deals a quantity of damage equal to the
forward smash, but not as effective for KOs as it sends your opponent
flying vertically rather than directly off the screen. Use this move if
you are at close-quarters with an attacker directly behind you, and
lack the time critical to turn around and counter-attack.
Up Smash
Samus creates a fire arch with her arm cannon, from left to right or
vice-versa. This can deal more damage than both the down and forward
smash if charged enough and used correctly, but again, won't result in
any KOs. Use the up smash for opponents directly overhead or within
very close range of you.
---SPECIAL ATTACKS---
B : Charge Beam
Samus' SSB veteran attack. If you tap B, Samus will begin to charge her
arm cannon. Tap B again shortly thereafter and Samus will fire a small,
lightly-damaging burst of plasma energy that moves slowly and doesn't
cover half the screen. This is good only if you're trying to repel an
enemy who is blindly rushing you, leaving an opening for evasion or a
possible counter-attack. However, if you tap B and allow the cannon to
charge up for awhile, you can deliver more potent blasts. The longer
Samus charges, the more powerful the blast will be, and the farther it
will travel as well. Samus has a max on her charge, though, and once
her charge maxes out she will begin to lightly flash, and her cannon
will sparkle. The charge will last until you take moderate-to-heavy
damage, and while you are fully charged you can resume battle with no
altercations to your performance. However, as soon as you tap B you
will blast the charge. An excellent strategy is to wait until your
opponent is off-guard and surprise him with a plasma-
induced trip to Kingdom Come. Also, take note that while Samus is
charging, she is vulnerable to attacks. Hence, whenever you are
charging Samus, you can press left or right on the analog stick
to morph into a ball and travel in the direction you specified. An
excellent evasion maneuver.
B -> Homing Missile
Quite a bit more powerful than standard uncharged plasma blasts, the
homing missile travels farther than a standard blast and also features
a mild homing feature than will zero in on enemies who are not in its
general path. However, don't expect the missile to follow them to New
Jersey - the homing effect is very mild and only works if the opponent
is slightly above or below its path. Also, keep in mind that this is a
great advantage to Samus, as it permits her to fire projectiles even
when she is fully charged - a feature not present in the original Smash
Bros.
If you hold forward on the analog tick and press B, Samus will blast a
homing missile that homes in on the enemy and does mild damage on
impact. However, if you press forward and B simultaneously, Samus will
blast a missile that travels faster in a straight path, and takes
moderate damage instead of light damage, giving you a choice of two
missiles.
B ^ : Screw Attack
Possibly Samus' most useful move as well as one of the best moves in
the game. When utilized, Samus curls up and spins vertically into the
air in an electrical frenzy of power. Anything caught in this storm of
pain - including multiple opponents -- will be sucked into it and will
receive moderate damage before falling to the ground below. A great
maneuver for the following: attacking enemies directly above you,
attacking enemies who are preparing a downward air assault (i.e.
Kirby's block move or Link's downward slash), quickly moving out of the
way of an attack from the side or an air attack (the Screw Attack sends
Samus into the air faster than a standard jump), and serving as an
effective triple jump when you're in desperate need of getting back on
the arena. However, the Screw Attack has its disadvantages as well.
First of all, if you choose to attack Kirby or Link (or anyone else
with a powerful downward attack) using the SA, be sure you connect with
them BEFORE they execute the move. The Screw Attack may be useful for
canceling possible assaults, but it will not protect you from power
attacks that already had the pre-
emptive. Secondly, keep in mind that Samus is vulnerable after
performing the Screw Attack (i.e. can't perform attacks), so if you
miss your opponent when performing it or another opponent is waiting
below, you're wide open.
B V : Bomb
Samus's trademark attack - she will morph into a ball and lay a small
bomb that rolls along slanted ground and explodes on impact of an enemy
(or within a couple of seconds, whichever comes first). Though only
lightly damaging, it's an EXCELLENT defense weapon. Example - you're in
midair and an enemy is waiting on the ground directly below you. It
looks like there's no escape from an inevitable vertical attack, right?
Wrong-O. At the peak of your jump, press down and B repeatedly to drop
down an air raid of bombs, which will nullify the opponent's chance of
attacking you if performed correctly. They also serve as excellent
cover weapons - if you drop bombs while traveling in the opposite
direction, it makes it extremely difficult for an attacking
opponent to follow, which could turn the tables in any battle.
Z : Grappling Beam
Samus' throw attack. Similar to Link's Hookshot (though much slower),
Samus blasts a chain of electricity from her arm cannon that will
grapple an enemy. A good juggle is to throw them upward, quickly jump
up and deliver them a screw kick, and then follow that up with a Screw
Attack -- does excellent damage. Unlike most of the characters,
however, Samus' throwing move deserves mentioning as it serves a double
function - if you're falling to your death and on your last leg, you
can use the Grappling Beam to catch onto the side of an arena. To get
back up, let go of Z and press up + A. This takes some practicing but
can pay off during near-death experiences. Link can do the same thing,
but this is a Samus write-up!
Also, a new item with Samus's grappling beam, repeatedly press Z and
mash the d-pad feverishly. Some combination of buttons therein will
eventually cause Samus' grappling beam to double in length. At that
point, you have to press A when the tip of the beam comes in contact
with someone in order to grab them, since it won't do it automatically
any more. PLUS, if you hold L throughout the whole throw, the grappling
beam will actually home in on an opponent, letting you grab people both
twice as far away from you, and at any variety of angles.
--OPPONENTS---
Swordsmen: (Link, Young Link, Marth, Roy)
You don't want to take swordsmen head-on when you have an array of both
air and projectile options. Marth and Roy are both lethal at close-
range (just look at those swords!!), but they're easy pickings seeing
that they have little defense against long-range combat. A good idea is
to keep your distance, barrage them with homing missiles and once their
damage is up nice and high, send them a charged plasma kiss when they
least expect it. Link is a little trickier seeing that
he has bombs for cover, arrows for long range and that formidable spin
attack for both ground and air attacking. The best strategy is to coax
him into performing an upward spin attack/upward smash attack when
you're overhead. Anticipate his actions and butter him with falling
bombs. Once he's emaciated, finish the job with an unsuspected power
blast. Do the same with Young Link, although close-combat fighting can
overpower the little runt just as easily.
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
Samus is pretty fast herself, but you'll have to master dodging to
truly own these guys. Fox and Falco are masters of eluding projectiles
with their short frame and quick feet, so these guys are better
confronted at close range. Samus' leg and arm attacks have a better
reach than that of Fox/Falco's, so use that to your advantage, and also
keep the > + R parry in mind when fighting. Pikachu/Pichu are both
masters of teleportation, and also have high defense capabilities
against air attacks. Don't attempt an air raid with these guys, but
rather, stay on
your feet and work on them with a combination of ground sweeps and
punch/kick attacks. Be wary that these two are difficult to edge guard
against on account of their teleporting skills, so your best bet is to
inflict heavy damage on them and KO them with a charge blast or smash
attack.
As for Falcon, he has some lightning-fast devastating attacks, so he's
best confronted with a careful dose of dodging + downward smashes. Use
> + R or vice-versa to roll behind the burning speed freak and quickly
connect a leg sweep before he has the chance to put you on the
defensive. With that said, remember that projectiles are pretty
effective against him (just keep your distance!).
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice
Climbers)
Your long-range flexibility can have a tremendous edge against this
lot. Charged blasts and homing missiles can keep you in safe-zone for
the most part