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    FAQ/Move List by Nintendorks

    Version: 2.7 | Updated: 03/27/02 | Printable Version | Search Guide | Bookmark Guide

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    S u p e r   S m a s h   B r o s .   M e l e e   **  *********
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    Version 2.7
    written for Nintendorks
      and by Nintendorks
    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:
    ***Here's the official Nintendo website:
    ***And here's the Message Board that spawned this FAQ!
         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!
         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.
    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 
    **** MARIO ****
    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 
    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.
    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.
    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 
    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 
    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 
    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 *****
    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 
    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.
    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.
    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.
    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 
    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.
    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. 
    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 
    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 
    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.  
    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 
    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 
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    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 *** 
    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.
    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.
    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 
    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.
    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 
    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 
    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 *** 
    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.
    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 
    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. 
    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 
    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 
    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 *****
    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.
    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.
    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.
    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 
    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 
    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 *** 
    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. 
    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 
    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.  
    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 
    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 *** 
    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. 
    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 
    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. 
    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 
    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 
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    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 
    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 
    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 ****
    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.
    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. 
    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. 
    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 
    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 **** 
    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. 
    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. 
    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. 
    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 
    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 **** 
    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. 
    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. 
    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. 
    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  
    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 **** 
    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. 
    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 
    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. 
    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. 
    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 
    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 **  
    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! 
    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. 
    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. 
    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 
    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  
    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 
    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 ****
    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 
    however. It'll take a bit of skill and patience before Samus' 
    performance pays off.
    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.
    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 
    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 
    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.
    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 
    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 
    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 depending on your judgment and accuracy, so stay on the 
    side of the arena opposite your close-range foe and pellet him with 
    your arsenal. If your foe advances on you, use bombs to provide cover 
    and escape to safety. Although Samus is an effective close-quarters 
    combatant, Mario, Luigi and the rest have an advantage as far as 
    strength and combo flexibility. Make it a point to stick with your guns 
    when confronting these fools, and only move in for the kill when the 
    price is right.
    Long Range: (Ness, Samus, Mewtwo) 
    As Samus, you can either fight fire with fire here, or attack them head 
    on. Ness' long attacks are for the most part slow, but you also have a 
    curve at close range as he's a relatively weak brawler, so make it a 
    point to frenzy him with A attacks if you fight him at close range (you 
    don't want to give him the opportunity to wield his bat). Mewtwo can be 
    a worthy long-range opponent as his projectile attack is 
    uninterceptable, so it's a good idea to front him with a mixture of 
    down+A attacks and the Screw Attack. As far as Samus, she has 
    everything you have, so form your own tactics here.
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
    These are all pinatas against the likes of Samus. Send them up into the 
    soaring skies with a down smash sweep, and then tender them with a 
    Screw Attack. Another fun strategy is to toss them upwards into the air 
    with Z, jump up and deliver them an up + A kick, and follow that up 
    with a Screw Attack (does considerable damage). Or you can just blast 
    them to death. Samus is a general powerhouse to these foes if utilized 
    correctly, and most people will find that lightweights aren't much 
    against Samus' balance. Just be weary of Kirby's downward block attack, 
    which can cancel out any Screw Attack. Also be aware of Jigglypuff's 
    rest move, which is absolutely fatal in certain situations.
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
    All brawn but no... speed. Samus' quickness and agility will give you the 
    edge here, and pretty much every special move Samus possesses can be 
    used effectively against the lot. Ganondorf has a lethal uppercut which 
    can be suppressed with a healthy dose of air-to-ground bombs. His smash 
    attacks give ample warning and allow time for an opening in which you 
    can deliver an attack of your own. Donkey Kong, though powerful, is 
    extremely slow and can be dispatched with relentless close-range 
    battering. Bowser is slow, bulky and short-range for the most part, so 
    you're safe from this guy if you make good use of your cannon. In 
    general, all take a great deal of damage before they'll begin flying, 
    so have some patience when fighting them. Also, edge guarding is 
    intrinsic with these characters, so make use of run + A attacks when a 
    fighter is climbing from the edge. Also, if one of these sluggish 
    pugilists happen to be drifting toward the edge of the arena, you can 
    kick them to their doom easily by jumping right above them and pressing 
    down + A.
    This goes for all characters, but especially the heavy-hitters as they 
    seem to be more vulnerable to this maneuver. 
    ~Samus is playable from the start of the game.
    Jigglypuff was a secret character in the original Smash Bros and 
    returns as a secret character in Melee. She's from the Pokemon games, 
    and in Japan is the most well known Pokemon besides Pikachu. In 
    Pokemon, she uses physical attacks like body slams and punches, as well 
    as a Sing move that put enemies to sleep. Many of these moves carry 
    over to Smash Bros. 
    ---GENERAL INFO--- 
    Without a doubt, Jigglypuff was the most hated in the original. 
    Although in Melee Pichu may be hated too, many are still convinced that 
    Jigglypuff is by far the weakest character and is completely useless. 
    All it takes is some patience and skill, and you can humiliate your 
    friends by beating them with Jigglypuff. People don't bother to develop 
    any techniques against Jigglypuff, so if you're skilled, you can always 
    surprise them. However, mastering Jigglypuff takes a lot of skill, and 
    you'll need to be familiar with the advanced techniques like dodging 
    and juggling. Most of Jigglypuff's moves aren't that powerful, and the 
    ones that are powerful are hard to hit, so the main strategy is combos 
    ending with a powerful smash attack. 
    Forward Smash 
    This is a good finisher if the enemy is on the edge of the level. It's 
    also good for a quicker version of the Pound while on the ground. Use 
    this in combination with her dash attack to give a ton of consecutive 
    ground hits that can quickly rack up damage on a flat surface. Use this 
    also as an opponent comes back to the stage to smash them back out. 
    Works better when charged, obviously. 
    Down Smash 
    Use this in conjunction with the forward smash. It may not finish the 
    opponent, but if you're surrounded, it's a good clear out move. It's 
    also good for just generally getting the opponent away from you. Not a 
    great charge move as it's not very powerful to begin with, it's better 
    used quickly. 
    Up Smash 
    This is probably Jiggly's ultimate finisher. It's easy to pull off, and 
    if the enemy's generally around 90% they'll probably be KOed 
    (exceptions of course are the heavier characters like DK and Bowser). 
    This is a good charge up smash attack, just hold down A and let'er rip 
    once the enemy gets near. 
    B : Rollout 
    Hold down B and Jigglypuff will roll in place. Release, and she'll go 
    flying in the direction you were facing. It really only does anything 
    if you charge it a lot, if you don't, she just rolls forward slowly and 
    doesn't do any more damage than a rolling beach ball. Be careful when 
    using this move, it's not recommended unless you're in a large level or 
    you have a really clear shot. If you miss, you'll probably end up 
    rolling right off the edge of the level without any way to recover. 
    You'll only stop if you hit a wall, a character, or if you're able to 
    stop yourself by rolling back and forth. It can be steered, so if you 
    miss once and are able to turn around, you can hit them on the way back 
    and still do significant damage. Use sparingly; it may seem like an 
    easy power hit at first, but skilled players will be able to avoid it 
    easily if you used it too much. Plus it takes a few seconds to charge 
    up, giving people time to get out of the way. It's best used in 
    multiplayer matches when the others aren't paying attention to you. 
    B -> : Pound 
    Jigglypuff's pound has been upgraded in Melee to send opponents flying 
    farther, making it a more effective juggling move. Use this a lot, 
    because no one else has a move like it, and people aren't expecting it. 
    It's a good move to use against edge guarders, and it's also used 
    somewhat as a comeback move that you can use repeatedly. When knocked 
    far, instead of using up all your jumps, just pound your way back. 
    Since the drill kick no longer pops opponents up, 
    this is a good combo starter. 
    B ^ : Sing 
    The Sing move hasn't changed much from the original. If you feel lucky 
    you may want to try this, but unless you catch the opponent right at 
    the beginning of the song, they'll usually wake up right when you 
    finish. The best technique for this is during a team match, where you 
    sing the opponent to sleep, and while you're still singing, your 
    partner comes and attacks. The sing only puts them to sleep if they're 
    on the ground and within your shield radius, so it's not a very 
    effective move beyond just annoying the opponent. Since Jigglypuff 
    doesn't have a vertical comeback move, you'll often find yourself in 
    situations where you get knocked down and are able to float back up 
    just below where you would normally grab on, only to fall back down 
    helplessly. In situations like these, do an aerial dodge, but hold up 
    while doing it. You'll pop up a bit, giving you a bit more vertical 
    B V : Rest 
    This move can blow away rookies not only literally but mentally as 
    well, since many don't know the true power of this move and at first 
    have no idea what hit them. It can KO even heavy characters like Donkey 
    Kong with their damage in the 50s. If you can pull it off (it's quite 
    difficult) then you can get a very easy kill right away. When you first 
    start the move, Jigglypuff flashes for a second, and then goes to 
    sleep. While she's flashing, any character touching her will take 
    damage. Their character model has to actually be overlapping hers, so 
    it's hard to get someone by just walking up to them. It's best to get 
    someone from below by jumping inside them. If you're playing a skilled 
    player, you shouldn't bother trying it on small characters like Pikachu 
    and Kirby. This move takes a lot of practice to use. 
    Swordsmen: (Link, Young Link, Marth, Roy) 
    Jiggly's great at combos, but that doesn't help if you can't get close 
    to the character. Her main weakness is lack of projectiles, which make 
    it hard to attack swordsmen who can protect themselves from all 
    directions. Your best bet is to use smash attacks, Pound, and maybe get 
    in a Rollout if you can. At low %'s you can try juggling, but once 
    their damage gets high, they'll be able to block the juggling, 
    especially Link's downward sword stab. Marth and Roy are probably her 
    most difficult opponents, since they're great close range fighters, and 
    she has no projectiles to utilize their weakness. Your best bet is to 
    attack them in the air and use your pound a lot, or dodge and get them 
    from behind, since they don't have the sword spin like the Links. 
    Resting is a bit risky, but if you're feeling lucky you can try it. 
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
    Other than the swordsmen, Jigglypuff's greatest enemies are ones who 
    can use the same juggling techniques she can, but faster. Their 
    juggling is based on speed rather than their attacks though, so many 
    players choose not to juggle with them, as it is harder to pull off 
    (the CPU however has no problem performing amazing combos). Still, 
    while they can't juggle as well they do have a speed advantage. Use 
    combos on them, and a lot of smash attacks too, since many speedy 
    characters are also lightweight and get knocked out pretty easily 
    around 90-100%. Fox and Falco are the worst of the bunch, since they 
    can get in a ton of hits and rack up 20-30% damage before you can even 
    blink. Jigglypuff handles better in the air though, so use your 
    floating ability to your advantage. Don't attempt a rest attack here, 
    you'll never be able to land it on them, unless the player is stupid or 
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    These players are like the speedsters but not nearly as fast. Because 
    of this they're not as much of a threat, but their attacks are 
    generally stronger so their combos are more lethal. If you manage to 
    get a hit on them, do some combos, but don't go overboard because they 
    may be able to retaliate easily. Many of these characters are weaker in 
    the air than on the ground, so use your air maneuverability to your 
    Long Range: (Ness, Samus, Mewtwo) 
    These characters are good close range fighters, but have powerful long 
    range attacks too, which will lead many people to use the long range 
    attacks as much as the short range attacks. They're not good at combos 
    as much as just sending you flying, so just use combos against them, 
    but be careful when attacking them head on, as they may be able to 
    release a charged shot and knock you away. 
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
    The lightweight characters are easy to clear out early on unless 
    they're quite skilled. The lightweight characters however rely on 
    combos instead of powerful attacks, so be cautious. Juggling won't work 
    as well as just combos in the ground and air simultaneously, ending 
    with a good smash attack. 
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
    Unless the player is really good, heavy hitters are a piece of cake in 
    the hands of a skilled Jigglypuff. Their moves take a long time to 
    execute and can be dodged and predicted easily. Be weary, because if 
    they do manage to get a hit on you, it'll hurt you a lot and kill you 
    at relatively low damage. If you're really good at dodging and evading 
    attacks, the heavyweights shouldn't be too much trouble. Also, these 
    are the prime targets for her rest move, since they're so big, 
    especially Bowser and DK. A good strategy is to wait for them to 
    perform one of their attacks that have a slow recovery, then drop 
    inside them from above and rest. Just hope you don't miss, because then 
    you're vulnerable to a powerful smash attack. 
    ~Jigglypuff is unlocked by beating Adventure or Classic on any 
    **** LUIGI **** 
    Anyone who is even remotely interested in the Mario brothers will at 
    least recognize this name. Luigi made his debut as Mario's little 
    brother in the Donkey Kong Arcade series. Since then he has appeared 
    many times, sometimes as a cameo, others as an NPC, and often as a 
    playable character. Luigi is jokingly referred to as "the eternal 
    undershadow," and this is in many ways true. Mario takes the spotlight 
    in almost all of his games, and Luigi is dismissed with a casual line 
    or two before being pushed into the background where he spends most of 
    his time whistling and checking mail. Interestingly, Luigi as a non-
    playable-character has revealed many aspects of his personality that 
    would have otherwise let him remain completely the same as Mario, 
    except with a different color palette. Luigi is a laid-back soul, and 
    takes it easy most of the time. He's not the adventurous type, although 
    he'll tag along with Mario given half the chance. We also learned in 
    recent days that Luigi really REALLY doesn't like ghosts! Luigi soon 
    become a completely different person than Mario, and the two have 
    developed separate lives since their first appearance. 
    ---GENERAL INFO--- 
    One can argue that Luigi is just another clone of Mario, but this is 
    not the case. As fans of the original Super Smash Bros. will notice, 
    Luigi's more outstanding traits have been highlighted a bit more in the 
    transition to 'Melee. Luigi still jumps higher, of course, and remains 
    one of the highest jumpers in the game. He also jumps up in the same 
    manner as Mario -- goes up fast, comes down slow. Luigi and Mario both 
    move at about the same speed, and are just as quick to dodge and 
    outmaneuver enemies. Luigi, however, is a slightly easier target 
    because he is taller, and while his moves seem to knock the enemies 
    back farther, his recovery time is a bit on the slow side. 
    Luigi's fighting style also seems to be a bit panicked, so he lacks the 
    "confidence" of Mario's attacks. Therefore, his attacks tend to be 
    strong, one-hit-only moves instead of the strategic, juggle-friendly 
    Mario ones. Luigi's dash appears to be just a tad slower, as well. But 
    when you look at the bigger picture, Luigi's and Mario's best traits 
    still hold true together -- neither brother has a real weakness to 
    exploit. Both Luigi and Mario can adapt to any situation almost 
    instantaneously, so any disadvantages normally observed by certain 
    characters never apply to either one, making them quite considerable 
    foes! Obviously, if you're very skilled with Mario, Luigi is a shoe-in 
    to be among your best characters. All in all, Luigi is every bit as 
    formidable as Mario is. 
    Forward Smash 
    This is easily one of my favorite smashes not because it's strong or 
    anything, but because it just looks so weird it's funny. Luigi will 
    lean back, turn his hand out palm up, and then thrust his arm forward. 
    Either Luigi has a hidden high-power acceleration device hidden up his 
    sleeve, or the laws of physics like to bend themselves in his favor, 
    because the enemy will go as far as Mario's forward smash attack! 
    Easily among Luigi's better moves, but it has a bad preparation and 
    recovery time, so use sparingly. Was second runner-up for the "most 
    deceptively powerful move" award, right next to Jigglypuff's "Nap." 
    Down Smash 
    Luigi will swing his legs forward and underneath him break-dance style, 
    like Mario. This foot sweep is great for clearing out enemies, since it 
    works almost instantly and covers ground on both sides of him. Keep in 
    mind that it is easy to counterattack, and has an only average K.O. 
    chance, though. 
    Up Smash 
    Luigi will rear back and take the term "use your head" to a whole new 
    level. Just like Mario. This has one of the best K.O. rates in the 
    game, so feel free to give Luigi whiplash if you have to, just take 
    into account that both the range and the recovery time are poorer than 
    his other attacks or you'll find a smash attack coming your way. 
    B : Fireball 
    Ah, the classics never get tiring, do they? Luigi's trademark green 
    fireball is back! Luigi will draw his arms in and thrust his left arm 
    forward in a semi-pointing motion, releasing the fireball. Unlike 
    Mario's, it goes only forward, and dies away quicker. And who cares if 
    the damage isn't all that hot? (No pun intended) At least it can keep 
    those nosy close-range fighters off your back long enough to set up a 
    better move, and believe me, this move is more handy than you might 
    B -> : Green Missile 
    Mario's cape has been replaced by the "Green Missile," an odd attack 
    that is not only surprisingly strong, but also allows Luigi to get back 
    onto the stage! This attack operates in much the same way as Pikachu's 
    "Skull Bash." Press Forward+B, and Luigi will start concentrating and 
    building up energy. Release, and Luigi will take off (literally!) in 
    the direction you pressed the joystick in. The longer you hold B, the 
    farther he will go and the more damage that the enemy will incur. You 
    can use this as many times as you need in midair, which is handy since 
    his Up+B move has no horizontal movement. 
    This move has an interesting twist, as well: There is an approximately 
    12.5% (one in eight) chance whenever Luigi uses this move that he will 
    "misfire," blasting him almost three times the distance he would 
    normally! (When not charged.) Not to mention it does more damage, 
    assuming you can actually hit the enemy instead of sailing over their 
    heads. Therefore, this is NOT a wise move to use in a small stage, 
    because you can actually T.K.O. yourself using this move because of the 
    misfire chances. Still, those same chances can help you get back to 
    solid ground.... 
    B ^ : Super Jump Punch 
    Luigi's version of this move goes straight up, and does not move left 
    or right one bit. And it only hits once. Thoroughly disgusted? Don't 
    be! Anyone who remembers the original SSB will recall that if the 
    opponent was RIGHT in front of Luigi when he used this technique, they 
    would receive much damage and be sent flying into the wild blue yonder. 
    The same holds true now, so keep that in mind if you're in the fray. 
    One more thing to remember: Of course this move can be used as a triple 
    jump, but since it only goes upwards it might not be the greatest 
    decision if you're too far from the ledge. Try the Green Missile 
    instead, and use this only as a last resort. 
    B V : Luigi Tornado 
    This move operates similar to Mario's edition of this technique (go 
    figure) in that it's good for clearing out enemies, but Luigi instead 
    delivers a single strong whack, sending them flying in the opposite 
    direction. Plus, you can cover much more horizontal ground (press 
    left/right after executing this move) than the Mario Tornado, making it 
    good for clearing out groups rather than just anyone close to you. You 
    cannot rise into the air nearly as much as the Mario Tornado by tapping 
    B, though, so this works best for grounded opponents. 
    Swordsmen: (Link, Young Link, Marth, Roy) 
    Swordsmen can be problematic for the younger Mario Brother, since they 
    have a longer reach than you do, can juggle very well, and several 
    quick damage-dealing attacks. Fortunately for you, they lack a single 
    powerful smash move and tend to be slow in most respects, so use that 
    to your advantage. Stay close to them, and be sure to keep just out of 
    their blades' reach. Rush in, deliver a flurry of quick punches (the 
    standard A attack works best), then leap back until you can set up your 
    next move. Don't worry about being K.O.-ed until your damage is in the 
    mid-hundreds, but don't get cocky either. 
    Since Luigi is, although slower than average, faster and more mobile 
    than any of these clowns in midair, some timely aerial attacks can work 
    wonders. Also, footsweeps and juggling attacks are your friends here. 
    Don't let up on the pressure and try to avoid using powerful attacks 
    until you can hit them a ways, because although they're slower, they 
    can't be hit very far and can still come back and give you trouble the 
    moment you turn your back to them. Once their damage is high enough, 
    give them a good whack to finish them off. Stay moving, don't let them 
    fight back, make sure you know how to do the various dodges, and you 
    won't have too much of a problem. 
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
    The key to winning against a Speedster: Know your dodges, and don't 
    move. It sounds a little strange, but if you know Mario well enough you 
    know that you shouldn't move too much around a Speedster, and for Luigi 
    it goes doubly so. Speedsters can come in fast, beat you around the 
    head, and take off before you even know what hit you. What you want to 
    do is get close to the action, about two to four character widths away. 
    Then root yourself to the spot and wait until one of these guys gets 
    too close. Give them heck with several A attacks before hitting them 
    off a good distance, then stand still again and wait for them to come 
    back. If they're all in one little area, use a Luigi Tornado to send 
    them flying in all directions, but be wary: Speedsters have a notorious 
    habit of hitting you from behind when you're not looking, so keep an 
    eye peeled for a stray fighter, especially if he just got K.O.-ed. 
    Finally, avoid using smash attacks if possible unless their damage 
    percentages are in the hundreds or so (with the exception of Pichu, the 
    second-most aerodynamic Pokemon known to man -- the first being 
    Jigglypuff, of course), because all of Luigi's smashes have just enough 
    lag time for Speedsters to take advantage of. Have patience, and the 
    K.O.s will follow soon enough. 
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    Your instincts will tell you to get right in there and fight, and with 
    Luigi that's probably what you'll want to be doing most of the time. 
    Close Range opponents tend to do just that: Get in close and start 
    beating you to a pulp. Since most Close Range opponents are as slow (if 
    not slower) than Luigi is, battles with these characters will usually 
    consist of a pattern of all-out brawls, frenzies, split-up parties, and 
    the occasional one-second breather. Unlike the case with Mario, there's 
    no real strategy to be applied here. Just be sure to use Luigi's wide 
    range of physical attacks to your advantage and to remember the various 
    battle techniques. If you find yourself straying too far from the 
    action, rush right back in there while chucking Fireballs on 
    unsuspecting opponents, or charge up a Green Missile and send yourself 
    flying into the masses; chances are good you'll hit someone. Remember 
    to dodge and use Luigi's superior aerial attacks, too. 
    Long Range: (Ness, Samus, Mewtwo) 
    Long Range attackers are a big problem for Luigi if you're not 
    experienced with him. If they're too far to get in the battle, they can 
    use their handy projectiles to attack from a distance, but they're 
    competent fighters even up close. Each Long Range combatant has a 
    completely different style, too, and all of them have good midair 
    attacks, so applying Luigi's usual strategy of jumping and/or getting 
    in close can have potentially disastrous results if you're not careful. 
    Most of the time these guys will keep jumping and moving just out of 
    your reach, changing tactics only to get in close and pummel you or to 
    charge up their strong projectile attacks. If these guys begin to get 
    on your nerves, wait for a time when their defenses are weak; for 
    example, if one of them is in midair or caught in the middle of 
    recovering from an attack. Then get yourself in the right position and 
    juggle, smash, or generally just beat the crap out of them to your 
    pleasure. Most of your energies when dealing with this type will be 
    devoted to waiting for a mistake if not pursuing the fleeing opponent. 
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
    One would think that Lightweights wouldn't be a problem for the 
    competent Luigi, but if you don't watch what you're doing, these guys 
    will smack you to kingdom come before you know it. Remember that they 
    have several tactical advantages over you: They're quick to recover, 
    they have a wide variety of moves, they have projectiles and/or they 
    attack faster than most. The best way to deal with the various 
    princesses and puffballs is to wait for an opportunity to attack, then 
    attack and keep at them. You're bound to receive some damage while 
    doing this, but the key is to keep them off their feet. Throw fireballs 
    to chip at them from a distance, and the Luigi Tornado works wonders on 
    them, too. Once their damage is high enough, send them flying with a 
    good smash attack or a Super Jump Punch. 
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
    Luigi's met his match here. His close-range prowess will land him into 
    big trouble with these powerful foes. Your best bet is to rely on their 
    abysmal midair capabilities and focus on attacking them from midair and 
    from safe distances. Fireballs are your best friends here! Since their 
    damage can go up to the mid-hundreds and still have a good chance of 
    surviving a K.O. attempt, focus on chipping at them with fireballs and 
    quick punches and kicks, and avoid a brawl with them if at all 
    possible. Once their damage gets high enough, leap in with a strong 
    aerial attack to send them flying. You probably won't K.O. them, but 
    you will set them up with a good opportunity to chase after the 
    opponent and smash attack them from there. Using the Super Jump Punch 
    can be both a blessing and a curse here; Heavy Hitters' massive girth 
    makes them prime targets for Luigi's all-powerful version of Mario's 
    classic attack, but be sure that no one else is close enough to take 
    advantage of its terrible recovery time, or else you'll find yourself 
    staring at someone's fist shortly before being sent zooming through 
    outer space. 
    ~Luigi can be unlocked by defeating him instead of Mario in Adventure 
    Mode. Simply beat the first stage with the seconds timer ending in two, 
    e.g: nn:n2:nn, (n) being any number. Do this correctly, and Luigi will 
    take the place of Mario in the following battle. Win, and Luigi will 
    challenge you when you finish Adventure Mode. Defeat him in under a 
    minute to unlock him.
    *** ROY *** 
    Roy starred in the Super Famicom (a.k.a. "Super Nintendo" in other 
    countries) series entitled "Fire Emblem." Unfortunately, none of the 
    games made it to America, or any other countries as far as I know, but 
    Roy -- and Marth, for that matter -- made an unexpected comeback one-
    twenty-eight-bit style for the Nintendo Gamecube. 
    In a nutshell, Roy lead Pharae's armies into battle after his father, 
    the son of the lord of Pharae Principailty, became sick. Long story 
    short, our hero started out on the classical grand adventure that 
    fighters so often do when destiny calls. 
    ---GENERAL INFO--- 
    Roy is what Marth is and isn't: Both Marth and Roy make nice, solid 
    blows, and both have the feel of a refined swordsman, but where Marth 
    excels in grace, Roy is a little more of a powerhouse. 
    Roy is a good all-around fighter, and often has the advantage of a 
    longer reach when it comes to close-quarters combat, due to his sword. 
    Since the blade's reach is wider than most other attacks, Roy can cover 
    almost all sides of his person without having to worry too much about 
    where the enemy is coming from. He deals out more damage than most 
    players, too, and can dodge and leap his way through danger if his 
    position is getting a bit too iffy for the player. Moreover, his 
    stature is a wee bit on the short side, a detail that several players 
    overlook. On hilly areas, his height allows Roy to avoid attacks 
    Roy, however, has three primary disadvantages over the average 
    character: The first and most important two, is that he tends to be a 
    bit slow, and appears to have sub-par recovery times, so panicky 
    situations could leave you as a colorful smear on the floor, and we 
    wouldn't want that, now would we? The third thing that one does not 
    notice at first is the fact that Roy cannot defend his backside very 
    well. Like Marth, his attacks generally cover frontal and aerial 
    opponents, so if you know what's good for you, you'll keep Roy out of 
    the fray. 
    But his good points more or less outweigh these petty little details, 
    and in the hands of a player who at least knows what he's doing, Roy 
    can dish out some pretty serious harm. 
    Forward Smash 
    Roy spins around and swings his sword overhead. This move is quite 
    powerful, easily among the stronger smash attacks in the game, and it 
    can K.O. an opponent even if their damage is in the low eighties. 
    Up Smash 
    Roy thrusts his sword straight up. It is deceptively strong, because 
    any enemies caught in it will receive up to five hits, with nice flames 
    surrounding the opponent as they sail up into the air. Though the 
    damage is respectable, its chances of knocking out an opponent are only 
    Down Smash 
    Roy will lash out with his sword in front, then in back. Since this 
    move is so low, it usually hits only enemies on the ground. Also, the 
    second slash (to the back) is slightly weaker, but both have decent 
    K.O. rates. 
    B : Flare Blade 
    This one's a pleasant surprise to watch for the first time, especially 
    if it's fully charged. Just hold down the B button and Roy will assume 
    a ready stance while charging up. Release, and Roy will bring his sword 
    down in a vertical slash. This move isn't so much damaging as it is 
    impressive; even if it's barely charged at all, the opponent will go 
    flying through the air as long as they have a fairly high damage 
    percentage. Charging this move up all the way will take quite a while 
    (and thus is unfortunately not worth it unless your enemy is a complete 
    idiot), even longer than Marth, but the payoff is spectacular. Instead 
    of a normal slice through the air, Roy will smash his sword into the 
    ground in the same motion, resulting in a huge explosion that almost 
    guarantees an instant K.O. unless the arena is very large. Oddly 
    enough, though, the explosion's range is only slightly higher than the 
    original attack. 
    I wouldn't recommend charging this one up too much, because you're a 
    pretty easy target, especially from behind. Nonetheless, the range is 
    better than average, and makes for a nice finish to any enemy. 
    B -> : Double-Edge Dance 
    The Double-Edge Dance, like Marth's Dancing Blade, causes Roy to lash 
    out with a series of up to four blows with his sword. The result of 
    Roy's attacks are slightly different than Marth's, though. The keys to 
    this attack are the use of the joystick and the B (or A, if you prefer) 
    buttons, and precision timing. Pressing Forward+B only starts the 
    combination; the rest of the combo is up to you. After the initial 
    swing, you can press Up+B, B, or Down+B for each successive swing to 
    employ any of three attacks for each stage in the combination. (Get all 
    that?) For example, you could start with Forward+B, then go on to use 
    B, Down+B, and finally Up+B. Each joystick and button combination 
    produces a different result for each attack, so the only thing I can 
    say to use it efficiently is "practice, practice, practice!" 
    Oh, and one more thing.... Have you even fallen prey to the cry, "I 
    can't use Marth's and Roy's Forward+B attacks!"? Again, timing is a big 
    factor in this move. If you tap the B button too quickly, Roy -- or 
    Marth, whichever -- will respond only to the first one. Try tapping B 
    after each time Roy FINISHES his attack, not while he's in the process 
    of swinging. With practice, you can learn the timing of each attack and 
    get faster and faster, so you can use this move quickly and 
    B ^ : Rising Flare 
    This move is great to clear out any annoying opponents that stick close 
    to you. When employing this technique, Roy flies into the air with his 
    sword out, exactly like Marth's Dolphin Slash. The most obvious 
    difference between Marth's attack, though, is that Roy's hits multiple 
    You can switch direction as soon as you pull this move off, which is 
    often handy if there's an opponent coming in on you from behind. For 
    example, if you're facing right, press Up+B and immediately pull the 
    joystick to the left to have Roy turn around just before he leaps up. 
    If you press in the direction that Roy is facing, you can also go a bit 
    farther. This move can be used as the triple jump, but since it goes 
    almost completely vertical, you'll have to wait until the last second 
    before using it. 
    B V : Counter 
    This move is a little difficult to time, but is well worth it. Roy will 
    just adopt a defensive posture and flash purple for a moment. During 
    this time, any physical attack from another character will result in a 
    (surprise, surprise) counter-attack from Roy. This move is especially 
    handy against strong characters like Captain Falcon; Even the Falcon 
    Punch can be countered by this move! The only downside to this move is 
    that it has a terrible recovery time, so Roy can be smacked around to 
    the opponent's content after he lowers his blade. Obviously, unless 
    you're extremely lucky, this move is not good to use in the middle of a 
    Swordsmen: (Link, Young Link, Marth, Roy) 
    Usually, when fighting against the same type of opponent, it all comes 
    down to which player is more skilled, but Roy is an exception to the 
    rule. Although Roy is generally the slower among the bunch, he actually 
    does pretty well against other swordsmen. His attacks are not very easy 
    to dodge, and if Roy gets in a tight spot he can get away without too 
    much hassle. Bottom line: Just stick close to your enemy, wait for them 
    to make a mistake, then let 'em have it! And if things get too tough 
    you can back off a little and wait with a good, strong attack ready. 
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
    Roy does best at close quarters, so these guys can be a problem. Moving 
    yourself up and dancing just out of their reach is a good idea, because 
    you can strike when they're not expecting it and you can take off if 
    they have the upper hand. Thus, dodging is a must for speedsters. 
    Rolling dodges are especially effective. Just make sure you have an 
    escape route and if you're going to attack, do it quick and get out of 
    the way again. Try to avoid jumping. 
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    Roy does better than average with most close-quarters combatants, 
    because of his long-reaching blade. Straight-on attacking is all good 
    and fine, but if you can master dodge techniques, you'll have these 
    guys in your pocket. When they start busting out with smash attacks, 
    just give them a good whack to get them away and chase after them. 
    Also, don't try your stronger attacks at first -- remember, you're 
    slower than they are, so try chipping at their health first before 
    unleashing your more devastating blows. 
    Long Range: (Ness, Samus, Mewtwo) 
    Roy doesn't deal with projectiles well from a distance, so if this type 
    starts giving you problems, chase after them and kick the tobacco juice 
    out of them. As long as you stay close, long-range fighters will have 
    difficulty dealing with your more powerful attacks. 
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
    These guys can be a real pain. Since these characters focus on wearing 
    you down slowly but surely from a safe distance, you might find it a 
    trifle difficult when they start pulling hit-and-run moves. Roy, as is 
    true with most other slow characters, will have to focus on standing 
    still, moving only to leap out of the way, dodge, or chase after the 
    fleeing opponent. These guys are everything you're not (fast, quick to 
    recover, etc.), so try and hit them when you can, and hard. 
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
    Roy is one of the few that can compete with this category easily, since 
    he has enough strength to match them and the agility to maneuver in 
    ways that they can't. Simply counter their slower nature with well-
    placed blows, and since they tend to cover their behinds worse than you 
    do, take advantage of any time they're not paying attention to you. In 
    no time you can whittle them down enough to smash them to kingdom come! 
    ~Roy can be challenged and unlocked by successfully completing Classic 
    mode with Marth. 
    **** MARTH **** 
    Not a lot about Marth is known over here in the states. He's the main 
    character from a Japan-only game called Fire Emblem, and is the prince 
    of a nation under siege by dark forces. Most importantly of all, he has 
    an incredibly large sword. 
    ---GENERAL INFO--- 
    Marth may seem like a limited character at first, having no projectiles 
    and attacking only with his sword. And while his attacks can be one-
    dimensional, they're quick, powerful, and varied enough to make him a 
    potent and versatile character. His heavy bodyweight and ability to 
    recover make him a very tough character to knock out, and his speed 
    makes him a tough opponent in the hands of a skilled player. 
    Forward Smash 
    Your basic overhead sword attack. Sword goes back, sword comes down on 
    someone's head. A powerful attack even when not charged. Use it every 
    chance you get, as the sword's reach is makes it one of the more useful 
    smash attacks. 
    Down Smash 
    Marth ducks and sweeps the sword around on both sides of himself. Kind 
    of slow compared to some of Marth's other attacks, but powerful and 
    with good range. It also sends your opponent into a nice, high arc, so 
    it can be used to set up an attack when he lands. 
    Up Smash 
    Up Smash
    Marth stabs his sword straight up in an impressive-looking if not 
    altogether great attack. The horizontal range is limited, but the 
    vertical range is very good. It's also a very powerful attack if it 
    hits straight-on, and can KO an opponent that's not been very damaged 
    if charge up.  
    B : Shield Breaker 
    This attack resembles the forward smash, but it's a lot more powerful 
    and a little slower. Hold B and Marth will pull his sword back and 
    start to glow. When B is released or when the attack is fully charged, 
    Marth finishes the swing. This move is best used for edge guarding, or 
    as a quick attack to knock someone away. It can be tough to find the 
    time to charge up, but the attack is devastating if fully charged. 
    B -> : Swords Dance 
    A slightly confusing move at first, but very versatile and useful in 
    the hands of an expert. Marth turns red makes a swing that does very 
    little damage. But if you hit B again when the stroke ends, he'll 
    attack again. Repeat for about 4 hits of increasing power. Up and down 
    directions can also be added in after the first hit, giving you greater 
    range. The move also causes Marth to move horizontally, so it can be 
    used as a recovery as well as an aerial attack.  
    B ^ : Dolphin Slash 
    Marth leaps into the air and stabs his sword upwards. This attack loses 
    power the higher in the jump it makes contact, so it's best used when 
    your opponent is closely above you, or right next to you. It's quick 
    and has good reach, which makes it a good counter for aerial attacks. 
    It's also Marth's vertical recovery, but it lacks horizontal movement. 
    Use the Swords Dance first to move over to the side. 
    B V : Counter 
    This move blocks attacks and hits the opponent with a powerful swipe of 
    the sword. It can also be used to bat away projectiles. Its effects 
    will only last for a second though, so timing is crucial.  
    Swordsmen: (Link, Young Link, Marth, Roy) 
    Fighting the other swordsmen isn't too tough. Use Counter on Link's 
    projectiles, or just dodge them while moving into mid-range. Marth has 
    the longest reach of any of the swordsmen, so once you're close it's 
    just a matter of slashing away. Use your superior speed against Roy, as 
    his flame attacks do a LOT of damage. Marth's strong attacks are quick 
    and do a fair amount of damage, so just keep going with those until you 
    see a chance for a smash or Shield Breaker.  
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
    The speedsters aren't too tough, as Marth isn't too slow himself. 
    Counter is your friend, use it whenever they get close enough to get in 
    a shot, and just keep using the strong attacks and smash attacks to 
    keep them back. Swords Dance isn't too useful against these guys as 
    their speed lets them hit you in the gap between strokes.  
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    Counter, Counter, Counter. As soon as they get close enough to attack, 
    use it. They'll get knocked away far enough that you can take a few 
    shots before they move in again. swords dance works here, and the third 
    or fourth stroke does significant damage, usually enough to send them 
    off the edge if not KO them. 
    Long Range: (Ness, Samus, Mewtwo) 
    These guys are a bit difficult due to Marth's lack of projectiles. Your 
    running slash is essential against these opponents, because that's the 
    best way to get in close enough to take away their advantage. Counter 
    the projectiles that you can, try to dodge the rest, but don't let them 
    get away once they're close. Beat them bloody with your basic A attack 
    and strong attacks, then finish them off with a smash or a Shield 
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
    These guys are no sweat for Marth. Frequent smash attacks and shield 
    breakers are almost always enough to finish them off in seconds. 
    Shiek's speed is really your only concern, but good use of Counter 
    should keep all his physical attacks from landing too often.  
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
    These guys are slow and lack projectiles, so use the time that gives 
    you to charge up a shield breaker attack while they're trying to move 
    in. You should be able to get in a little charge, which ups the damage 
    significantly. Keep using that, the smash, and Swords Dance to rack up 
    enough damage to let them fly. Watch for Ganondorf's Wizard Dive, as 
    Marth is tall enough to grab right off the ground. The Gerudo Dragon 
    and Wizards Foot can be annoying, but a Counter or strong attack can 
    handle those.  
    ~Unlock Marth by playing all fourteen characters in Melee mode, just 
    playing AS them.
    *** FALCO *** 
    Falco has starred as Fox's wingman in both the original Starfox and 
    Starfox 64 (Lylat Wars in Britain). He, along with Peppy Hare, Slippy 
    Toad, and of course, Fox McCloud, make up the skilled Starfox Team, 
    which protects the Lylat system from the wiles of Andross, simian mad 
    scientist extraordinaire. Falco's a bird, but which species is anyone's 
    guess. Perhaps he's some kind of parrot. Perhaps he's a Falcon. Nobody 
    What we do know is that Falco is easily the most obnoxious smartass of 
    a character ever found in any Nintendo game. Though he has been friends 
    with Fox McCloud for ages, he often comments rudely about Fox's 
    abilities as a pilot, and clearly believes he'd make a better leader 
    for the Starfox team. Despite his poor attitude, he really is the most 
    valuable of your wingmen in the Starfox games.
    ---GENERAL INFO--- 
    Falco makes his fighting debut as a "clone" of Fox. Don't be fooled, 
    though. Though the two may share moves, Falco has quite a few 
    differences from his furry counterpart. He's a bit slower, but can jump 
    substantially higher (donning a bunny hood can actually be lethal when 
    playing as Falco), and has more power in him. However, he's still fast 
    enough to run circles around his opponents, and opponents with high 
    percentages won't be able to escape him no matter how hard they try. 
    Falco is also extremely resilient- it takes a lot to get rid of him for 
    good, and this is perhaps his strongest point.
    Forward Smash
    Falco charges up, and lets out a kick, turning to hit his opponent. 
    Unlike most smashes, it's better for racking up damage than actually 
    knocking enemies away. It also hits quite low, and has no trouble 
    hitting small characters like Pichu. 
    Down Smash
    Yow! Falco does the splits when you use the downward smash, kicking 
    enemies on either side of him. It's a good clearout move, like most 
    downward smashes, and hits both sides at the exact same time (most 
    downward smashes don't, hitting one side after another). Of course, 
    it's less powerful than the forward smash, but can get the job done. 
    Up Smash
    Falco's upward smash is an upward somersault kick. It can get an easy 
    high KO on weakened enemies, and is a good juggling move. It'll also 
    get rid of any annoying pests in front of you. It's probably more 
    useful than the forward smash.
    B : Blaster 
    This is similar in operation to Fox's blaster, but has a few 
    differences. First, it's less rapid. Second, it is a bit more powerful. 
    Third (and most importantly), it actually knocks enemies back a bit 
    (Fox's blaster hurts enemies, but it doesn't budge them an inch). Use 
    it whenever there's an opponent in clear view across the stage from 
    you, or when you want to detonate a bob-omb from a safe distance. 
    B -> : Falco Phantasm
    Most characters have a dash move that sends opponents into the air, but 
    the Falco Phantasm kicks it up a notch and sends them higher, doing 
    more damage. It's invaluable as a juggle starter, and don't hesitate to 
    use it on a group of enemies. 
    B ^ : Firebird
    Like Fox's Firefox, this move will set Falco charging up for a moment, 
    before shooting through the air in a burst of flame. You can use this 
    in any direction you like, and it'll burn edge-guarders with ease. It 
    won't go as far as the Firefox, but Falco's other jumps more than make 
    up for that. If you have time to charge up, use this move horizontally 
    as a more powerful alternative to the Falco Phantasm. It is very much 
    worth it. 
    B v : Reflector
    SSB:M has much less focus on projectiles than its predecessor, but when 
    the time comes for a long distance fight, this is a wonderful tool. If 
    Falco is hit by a projectile while using this, the projectile will 
    instantly be sent the other way, back at the opponent. Useless against 
    some characters (like captain Falcon or DK), but extremely helpful 
    against many others. 
    Swordsmen: (Link, Young Link, Marth, Roy)
    Against Swordsmen, you want to be the first to act. Start juggling 
    combos from above and below, and then try to trap them in your multi-
    hitting kicks (done by pressing A quickly). Throws are handy to keep 
    them out of commission for a moment or two. Just don't give them a 
    chance to hit you, and they're putty in your hands. 
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
    When facing other speedsters, it's a race to be the first to entrap the 
    other in a series of quick hits. Be the first, and you're fine. You can 
    damage your opponent a ton and then finish them. If you get caught, 
    dodge, jump, do whatever it takes to get out of your opponents' grip so 
    you can try to get back at your foe.
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    You want to treat these guys like Swordsmen. You're really just a 
    faster version of them who is only slightly weaker, so act accordingly. 
    Toss them around and entrap them in multiple back and forth hits with 
    the Falco Phantasm. It's also a good idea to blast at these guys with 
    the Firebird. 
    Long Range: (Ness, Samus, Mewtwo)
    Your reflector is invaluable here. Whenever one of these characters 
    fires a high-powered blast at you, quickly hold down + B, and you'll be 
    saved from what could be a painful death. Your reflector will even 
    protect you from Ness' PK Flash. Otherwise, treat these guys like Close 
    Ranges, and juggle more than you normally would, since that's their 
    weak point. 
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
    Don't let these guys touch the ground, and they'll have a lot more 
    trouble. Since Falco's smash attacks tend to send enemies high in the 
    air, use them a lot. Edge-guard like crazy, and lightweights shouldn't 
    be able to harm you badly. 
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
    Heavyweights are the difficult ones for Falco. Basically, do what you 
    usually do and don't give them breathing room. You'll want to rely more 
    on your blaster, since these guys have mostly close-up attacks. Also, 
    be sure to blast at them with the Firebird, and don't bother using the 
    Falco Phantasm. You can win if you work at them long enough. 
    ~Falco is playable by beating 100 Man Melee OR by playing 300 Vs. 
    **** DR. MARIO ****
    Dr. Mario, drug dealer...er...pharmacist extraordinaire, makes his way 
    into the all-star cast of Super Smash Bros. Melee as a hidden 
    character. Prancing around in his stylish white lab coat, he can make 
    short work of any opponent (provided you follow this guide) and still 
    have it appear effortless. First arriving on the NES in his own game, 
    Dr. Mario helped you destroy viruses in a clever Tetris clone, also 
    called Dr. Mario. Most recently seen on the N64's incarnation of the 
    game, Dr. Mario returns to kick some *deleted* with a MELON.
    ---GENERAL INFO--- 
    While Dr. Mario may be just a clone of his somewhat faster counterpart 
    Mario, his well-rounded skills make him an equally wise choice for 
    beginners and experts alike. Although lacking in far ranging 
    projectiles, Dr. Mario more than makes up for it in his strong close 
    range attacks. Diving right into the scrap is what Dr. Mario is about, 
    specializing in quick, fierce jabs and the occasional throw. Being a 
    skilled attack sniper can cheese out CPU opponents and frustrate human 
    players to the point where choosing anyone but Dr. Mario seems 
    Dr. Mario's strengths lie in his Smash Attacks, which include the very 
    powerful Meteor Smash, and his speed. Even though Dr. Mario has 
    powerful attacks, he is not hindered by the slowness you would expect 
    from Bowser or Donkey Kong.
    Forward Smash
    Dr. Mario's forward Smash works best when closer to the opponent. Not 
    far away as in off the screen, but two or three paces back. The 
    electrical blast can knock the wind out of most characters, so smash 
    Down Smash
    Dr. Mario spins his feet around like a drunken break dancer and clears 
    out the pack of fools that dare come close to you. Use this to clear 
    out a clump of characters, or beat somebody away from the edge who's 
    trying to get back to the platform. Charge it up fully and you can send 
    your opponents to the moon. 
    Up Smash 
    This move is useful when an opponent is jumping towards you or is 
    falling down from the sky. This knocks them off trajectory and sends 
    them away from you. Also use this when you yourself have been knocked 
    off the platform by using it after the double jump. 
    B : Megavitamin 
    Instead of the standard fireball that Mario shoots, Dr. Mario shoots 
    out a pill (called a Megavitamin) that bounces along the platform, 
    making cool retro sound effects in the process. This being Dr. Mario's 
    only real projectile, it lacks the force you need to keep enemies at 
    bay. You can fire the Megavitamins in the air, but they fall downwards 
    towards the ground. The best and cheapest use for these Megavitamins is 
    to shoot them at somebody trying to make it back to the platform. 
    Several of these Megavitamins to the face will guarantee they won't be 
    returning this trip around.  
    B -> : Super Sheet
    This is the Doc's version of the Super Cape. It is virtually identical, 
    except that it's gleaming white and probably well sterilized. It'll 
    flip your opponent around (great for wrecking their moves while they're 
    charging up) and damage them a bit. It'll also work as a reflector, but 
    your timing has to be just so for it to work.  
    B ^ :  Super Jump Punch
    This is virtually identical to Mario's edition of the attack. Dr. Mario 
    leaps through the air in a fixed trajectory and entraps his enemies in 
    a combo attack. It can be annoying when trying to make precise jumps, 
    but for the most part it's a very good move that should be employed 
    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 : Doc Tornado
    This is like the Mario Tornado but with more range. You can move around 
    more, chasing after opponents who try to escape. The final hit isn't 
    all that powerful, but this IS a damaging move. Use it often on those 
    who like to come in close.  
    Swordsmen: (Link, Young Link, Marth, Roy) 
    Swordsmen are going to be ready and waiting when you try to pull your 
    close range hits on them. This means that you should make use of your 
    megavitamins and pelt them from a high perch. When the Links try to 
    throw projectiles at you, use the Super Sheet to send 'em back their 
    way. Be sure to use your Super Jump Punch from below, as well.  
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
    Keep on the ground and stay there firmly. They're going to be jumping 
    all over the place, so be ready to catch them in a deadly Doc Tornado. 
    It can really mess up their combos if you spin them around with the 
    Super Sheet, so use that liberally. Keep at it. They're faster, but 
    you're stronger, and you'll be happily surprised when you see whose 
    percentages are higher. 
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    When it comes time to face close ranges, it's time to know how you 
    play, and counter it. You should always know what the best thing for 
    your opponent to do is, and then counter it. Give them a heavy dose of 
    vitamins (ha ha) and watch out for their smashes. It all comes down to 
    skill, here. 
    Long Range: (Ness, Samus, Mewtwo)
    Two words: Super Sheet. Reflect those shots and missiles, and they 
    should end up hurting more than you. Be sure to juggle, as well, and 
    make them back into a corner. Only Samus can properly defend herself up 
    close, so act accordingly. 
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
    Lightweights use their special attacks a lot, so be sure to use yours. 
    Most of their attacks require you to be somewhat close, so naturally 
    you want to keep away. These characters can sometimes suicide if they 
    use the wrong move at the wrong time, so try and trick Jiggly into 
    rolling off a cliff, Kirby into dropping into a pit, and Zelda into 
    teleporting somewhere dangerous. 
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
    Watch out. Heavyweights have tons of power, and Dr. Mario, while 
    strong, will have to work extremely hard to clear them away. 
    Fortunately, their power moves have abysmal recovery time, so swoop in 
    to hit them after they finish whatever uber-powerful attack they have 
    in store. Use your Super sheet to foul up their smashes and charge 
    moves, and stay on the move. Just don't stay in one place and try to 
    keep in control.
    ~Dr. Mario is playable by beating Classic mode with Mario without dying 
    OR by playing 100 Vs. matches.
    ** GANONDORF **
    Ganondorf, the mortal enemy of Link and Zelda, makes his triumphant 
    leap to 128 bits after starring in a dismal total of 1 games on the 
    N64. Before that, he was featured in just about all of the original 
    Zelda games, or at least his Triforce Induced Pig-like form, Ganon was. 
    In Melee, he's a secret character, referred to as a "clone" of Captain 
    Falcon. The word clone does no justice to just how great of a 
    powerhouse Ganondorf really is. With his souped up Captain Falcon 
    moves, in the hand of a master, Ganondorf can obliterate opponents, and 
    on a small level, he's downright unfair.
    ---GENERAL INFO---
    The secret to playing Ganondorf lies in his power moves. Used 
    correctly, his warlock punch will KO just about any character with 
    minimal damage. His only real problem is how slow he is, but only in 
    running speed. his hits are as quick but yet more powerful than Captain 
    Falcons, and it takes a bit more to knock him off. The key strategy to 
    Ganondorf is to hit hard, and prey on the weaklings. If you go and 
    attack the ones with either the highest hit percentage or the smallest, 
    Ganondorf will easily take them out. Also, learning to dodge back and 
    forth around characters is key, as his dodge flips you quicker than you 
    would go if you were running.
    Forward Smash
    An elbow hit, but yet very very powerful. It will KO opponents with the 
    higher percentages, but only the very high. Great for clearing an 
    opponent from you.
    Down Smash
    If you hold it and charge it, he'll kick incredibly powerful on both 
    sides of himself, and opponents will, if hit in the second kick, go 
    flying in the air straight up. This is a great kick to perform in a 
    combo, as the flying enemy is then ready for your smash attacks.
    Up Smash
    If charged, this attack will send a kick flying upwards, which is great 
    for juggling, but a bit slow.
    B : Warlock Punch
    An insanely powerful punch, when charged up, this punch will not only 
    KO just about anyone on contact, but it will also envelop the character 
    in a purple haze and darken their color scheme for a little while. It's 
    pretty cool to watch, and if you can get this punch off at full power, 
    then you will be dealing some major damage.
    B -> : Gerudo Dragon
    This is one of my favorite attacks, as it not only deals some damage, 
    but it throws the character upwards, prone to a combo hit or two. It's 
    a great way to clear the character from the stage, and teams can use it 
    as a pitch, to which the other player would bat the character off the 
    stage. Once again, it envelops the character in the same purple haze. 
    B ^ : Dark Dive
    Ok, the Captain Falcon grab was and is a good move, but just the fact 
    that Ganondorf's shocks you, envelops you in the purple haze, AND does 
    more damage is reason enough to misuse this. It's a great move in the 
    fact that if you successfully pull it off, you can do it again and 
    again on other badguys. This move is a great one to pull off when 
    enemies are trying to get back on the edge, because if you pull it off, 
    you can just do it again to get back on the edge. If you're going one-
    on-one, use this often. Remember, it doesn't matter how you do the job, 
    just that it gets done.
    B V : Wizard's Foot
    A heavily modified Falcon Kick, this kick has you sliding across the 
    stage to deal a fair amount of damage. It's not Ganondorf's best move, 
    but it's good for getting a pesky character from touching you if you're 
    trying to escape them.
    Swordsmen: (Link, Young Link, Marth, Roy)
    Ganondorf has a fair amount of range to his close up attacks, and if 
    you really want to be cheap up against swordsmen, utilize the fact that 
    their sword swipes take some time to hit and roll under them to perform 
    a heavy smash hit to their backside. If you're coming down on top of 
    them, use the down-b downward dive kick on top of them to prevent them 
    from juggling you. But the main move for Ganon when facing any enemy is 
    the Gerudo Dragon, because it will throw them upwards and can be used 
    as a combo, or as a lob for other players to hit.
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
    Ganondorf does not work well with these characters, and you must be 
    quick to roll. Try hard to just deal heavy damage to the smaller 
    characters in this set, and use the Dark Dive to keep them off the 
    stage. Captain Falcon is a match of duality, but realize that 
    Ganondorf's attacks are much more powerful, and so if you watch, his 
    hit percentage should rise faster than yours, meaning he'll be much 
    easier to KO.
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    As you don't really have any projectiles, the best thing to do to these 
    characters is the moves that can hit them and start from far away, like 
    the Wizard's Foot or Gerudo Dragon. The Gerudo Dragon is especially 
    fun, as you can then jump and Dark Dive them away from you, and repeat 
    if necessary. Try to not get close to them, because if you do, they'll 
    hit you before you can fully power up a move necessary to escape or 
    deal damage. 
    Long Range: (Ness, Samus, Mewtwo)
    Well, Ganondorf's strength relies on his ability to get up close to the 
    other characters, but he does have some moves that have range, like the 
    Wizard's Foot. Try to catch the long range characters in strong hits 
    and punches, or toss them up. If you do get them in a close up attack, 
    you will win with your superior strength. Running away will just make 
    you into a target.
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
    If you can get the first hit off, then you can KO this chumps easily. 
    Just be sure to keep your fingers ready for shielding, and use EVERY 
    attack on the lightweights. If you keep coming at them from all sides, 
    you'll be sure to land a lot of hits. Just watch out for the hits they 
    can land on you, and keep yourself spry. It's good that Ganondorf is a 
    quick heavy hitter, because when you're up against the lightweights, 
    you'll need that speed.
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
    Battles between heavy hitters is basically one of Last Man Standing. 
    Ganondorf is probably the best of the pack here, and can quickly 
    trounce the others if played right. Stay in the middle of the stage, 
    and then just land hits on the other heavy hitters as they approach 
    you. If they succeed in knocking you off, you have a lot of jump still 
    in you, so don't worry. Just keep on using smash moves to knock them 
    away, and then keep them off. If you're up against DK, hit him off and 
    Dark Dive him till he's under the level of the platform, where he can't 
    ~Ganondorf is playable by beating Event #29.
    ** YOUNG LINK ** 
    Young Link is Miyamoto's original vision for the hero of the Zelda 
    games (a vision he is trying to reproduce in the GCN version of Zelda, 
    but we won't get into that). He is seven years younger than Link's 
    adult form, and retains his youth and innocence. The division between 
    Young Link and Adult Link occurred with The Legend of Zelda: Ocarina of 
    Time where players started the game as Link at ten years old, and 
    finished the game at the age of seventeen. Young Link was also featured 
    in The Legend of Zelda: Majora's Mask, where he donned magical masks 
    that could transform him into a Goron, a Zora, or a Deku Scrub.
    ---GENERAL INFO--- 
    Like all of the clones in SSB:M, Young Link retains the same moves as 
    his base character (Link), with a few notable differences. He's quite a 
    bit quicker and more nimble, but the moves that were excellent 
    finishers as Link are somewhat less effective. Young Link has to 
    struggle quite a bit to get rid of pesky opponents. That being said, 
    Young Link is still extremely skilled at weakening opponents, and is 
    very handy in team battles where he can raise percentages while a 
    partner can knock opponents out. Also, Young Link is an extremely 
    skilled juggler. Not only does he keep enemies in the air, but he jumps 
    up there after them for powerful aerial attacks.
    Forward Smash
    Young Link charges, and swings his sword out. This is pathetically 
    weak, except for one thing: pressing A again will cause him to release 
    a second hit, which is significantly mroe powerful, and is one of Young 
    Link's few good finishers. 
    Down Smash
    Here, Young Link will slash out on both sides, tripping up opponents. 
    You won't be using this much, since the sword spin is much better in 
    those situations where you're surrounded. 
    Up Smash
    Young Link's up smash is three quick swipes above his head. It'll never 
    KO an opponent unless you're playing in sudden death mode, but it sure 
    is handy for hurting enemies. If you miss with one strike, you may just 
    hit with the next. 
    B:  Fire Bow
    This move operates identically to Link's bow, but is much more 
    powerful. Why? Because the arrows are flaming. This is infinitely 
    useful, and is one of the best projectiles in the game. Never hesitate 
    to pelt an opponent with these fiery pointy sticks of doom.  
    B -> : Boomerang 
    This isn't a lot different that Link's boomerang. Throw it, it'll fly, 
    and then it'll come back. Even if you miss at first, you can jump 
    around a bit to alter its trajectory so that it hits enemies on the way 
    back (it'll always try its best to home in on you). Also, if you smash 
    with it, instead of just tilting the control stick, the boomerang will 
    fly farther. 
    B ^ : Sword Spin
    This move is a lot like Link's, but you'll want to do it in different 
    places. It's crap in the air, now (it knocks enemies too far away to 
    hit them again, but not far enough to KO them), but on the ground it'll 
    pull enemies in and entrap them in a multi-hitting attack that sends 
    them flying at the end, much like the Mario Tornado. Never hesitate to 
    use this move in a tricky situation. 
    B v : Bomb
    Another good porjectile, the bomb is also handy for damage racking. 
    Best of all, if a character uses their shiel to bounce it upwards, 
    it'll fly into the air, then fall on them again. Just be sure you don't 
    hold it for too long. It'll explode in your face, too. 
    Swordsmen: (Link, Young Link, Marth, Roy)
    Unfortunately, your Kokiri Sword is the smallest of the bunch here, 
    meaning that you'll have to stay back and rely on projectiles. Pelt 
    these guys with fire arrows and bombs until their damage is in the high 
    hundreds. Then, finish them with the down + A midair sword stab, or the 
    second hit of your forward smash attack. It's easy as pie against Marth 
    and Roy, but facing another Hylian hero can be difficult, since they 
    can projectile you back. You'll want to find a superior sniping perch 
    against Link and Young Link, and occasionally swoop in for an aerial 
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)
    These guys are fast, but Young Link's no slowpoke himself. battles here 
    will inevitably become close-up brawls, so make good use of your sword 
    spin on the ground. Take to the skies if you're feeling overwhelmed, 
    and keep whittling away at their defense, without letting them do it to 
    you. You should be able to clear them out eventually. 
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    Young Link's no slouch at close-range fighting either. If they want to 
    get down and dirty, be ready to oblige. Use your ground sword spin 
    liberally, and use projectiles when necessary. Close range fighters 
    aren't a serious problem here. 
    Long Range: (Ness, Samus, Mewtwo)
    Aerial, aerial, aerial! These guys are dangerous when grounded, but if 
    you can get them into the air and keep them there, you'll have an 
    incredibly easy time beating these guys. They're useless in the skies, 
    so capitalize like mad on that. 
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda)
    On the upside, these are the only characters who are REALLY susceptible 
    to your finishers early on. On the downside, their special moves are 
    absolutely brutal. It's time to be the artful dodger, and use the L & R 
    buttons frequently to escape their various projectiles, blasts, and 
    hits. If you can get the jump on lightweights early on, you can win 
    with no problem. Just watch out for Sheik, because her speed can be 
    difficult to counter. 
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)
    No problem. Their attacks are very slow, and Young Link is a very fast 
    dodger. You can literally outrun Ganondorf's Wizard's Foot, leap over 
    DK's Giant Punch, and shield yourself from the Bowser Bomb with ample 
    time. Heavy hitters are tough to finish, but easy to weaken, and easy 
    to dodge. The battle will be long, but certainly not hard. 
    ~Young Link is playable by beating Classic Mode with 10 characters OR 
    by playing 500 Vs. matches.
    **** MEWTWO **** 
    Mewtwo, the 150th Pokemon, is greatly feared and respected by many 
    trainers in the world of Pokemon. This psychic Pokemon was cloned from 
    Mew, and can only be found in a very remote cave in the game. However, 
    the search is well worth it for any trainer looking for him. Mewtwo's 
    psychic powers are unparalleled, as are his Recovery skills. Mewtwo 
    finally brings his powers to the world of Melee, where his psychic 
    abilities can match the brute strength of any foe. 
    ---GENERAL INFO--- 
    As you would probably guess, Mewtwo mainly uses his psychic powers 
    while fighting, but not in the way you might think. With his psychic 
    powers, Mewtwo can create and fire dark energy, which can be 
    devastating to his opponents if used correctly. This dark energy is 
    used for everything from weak A attacks to creating a giant dark ball 
    and shooting it at your opponent. 
    Mewtwo's throws are among the most powerful in the game. In his up 
    throw, Mewtwo twirls the opponent around his body using his mind, then 
    throws his opponent straight up into the air with great force. And in 
    his front throw, Mewtwo kind of holds his opponent in the air and 
    pummels him with small dark energy balls. Not great for throwing people 
    far, but perfect for racking up damage. It can hit multiple opponents, 
    One thing to keep in mind is that Mewtwo is not best designed for 
    sending opponent's flying. Instead, he is designed to be a very 
    "technical" character, using many moves to throw his opponent off guard 
    and set up for the few strong attacks Mewtwo has. Also, I would 
    reccomend you stay grounded while fighting as Mewtwo; for some reason, 
    he seems lighter and easier to knock out in mid-air. Probably because 
    it's his psychic powers holding him up. 
    Mewtwo's jumping skills are quite good, double jumping much in the same 
    way as Ness. While in the air, Mewtwo has two particularly powerful 
    attacks. With his neutral A attack, he charges himself with 
    electricity, which will shock anybody nearby. This can rack up some 
    SERIOUS damage if you shock them for long enough. And with his Side+A 
    attack, he charges his hand with dark energy and lashes out at his 
    opponent. It'll send nearly anyone with decent damge flying. 
    Forward Smash 
    With his Forward Smash, Mewtwo drives his hands forward (like how Ryu 
    shoots a Hadoken) and shoots out a bit of dark energy. The good thing 
    about this attack is that it's quite powerful, and has more range than 
    most Forward Smashes. However, it's can be pretty slow, and dodged 
    fairly easily by someone expecting it. Not recommended for repeated use 
    on small, quick targets. 
    Down Smash 
    Like many of Mewtwo's moves, his Down Smash is different from most 
    other characters. Instead of sweeping those around him, Mewtwo points 
    in front of him with one finger, creating a small energy explosion at 
    that point. Again, it can be slow, and you must be facing the opponent 
    and fairly close to him/her for it to work. But when it hits, it is 
    nearly as powerful as Mewtwo's forward smash. It'll usually send them 
    flying upward, giving Mewtwo a good chance to juggle or take advantage 
    with his powerful midair attacks. 
    Up Smash 
    Yet another dark energy move. In this case, Mewtwo drives his palm 
    upward, creating a ball of energy in his hand that will strike multiple 
    hits on anyone who touches it. Does some pretty good damage by itself, 
    but won't send anyone flying unless you can keep them on the ball of 
    energy until the end of the move. In that case, they will go flying 
    upwards, knocking out nearly anyone with higher damage. Mewtwo's 
    primary juggling move. 
    B : Shadow Ball 
    Mewtwo reaches back and cups his hands, then begins charging up an 
    energy ball. The ball gets larger and larger until it is about half 
    Mewtwo's size. If it's shot at that stage, it can be one of the most 
    powerful projectiles in the game, rivaling Samus's Charge Shot in 
    strength. Also like Samus' charge shot, it is possible to move while 
    charging just by pressing left or right while charging. However, one 
    difference is that once the ball is done charging, you will not break 
    from that stance until you move or shoot the ball. And once you shoot 
    the ball, it will go in a slightly zig-zag pattern until you hit your 
    target or a surface. Because of this zig-zag pattern, aiming can be 
    hard, so try to use this at point-blank range or shooting it into a 
    crowd of people. 
    B -> : Confusion 
    With Confusion, Mewtwo reaches out with his hand and clutches at the 
    air, which lifts any nearby opponents in front of him and spins them 
    around in mid-air. When they land, they're facing the opposite 
    direction. It works much like Mario's Cape, in the fact that it turns 
    opponents around, causes little damage, and won't send opponents 
    flying. However, it has a bit more range, and in some instances can 
    block projectiles. Very useful for "Confusing" anyone who tries to land 
    a strong attack at point-blank range. 
    B ^ : Teleport 
    Does exactly what it says. With a small flash of light, Mewtwo will 
    dissapear, only to appear higher a second later. After disappearing, 
    you can tilt the control stick in the upwards direction you would like 
    to go. It doesn't send you as far as Zelda's (closer to Shiek, 
    actually), but it's still great for coming back to a stage, or even 
    dodging an attack as it moves very quickly. Plus, it looks pretty damn 
    B V : Hypnotize 
    Here, Mewtwo jerks his head forward, shooting out a small ray with his 
    eyes. Anyone close and in front of Mewtwo will be Hypnotized, similar 
    to what they would look like if they were struck by Jigglypuff's sleep 
    (except not sleeping). Again, this move isn't really for attacking as 
    it is for throwing your opponent off guard. If you're fighting on a 
    team, this move is a perfect set-up to a strong attack from your 
    teammate, as it is fairly quick and will not leave Mewtwo very 
    Swordsmen: (Link, Young Link, Marth, Roy) 
    These men can give you trouble if you try to take them out with your 
    normal attacks, due to their smash attack range being greater than 
    yours. Ergo, don't use your normal attacks. Simple, eh? Instead, try 
    attacking them from the air, using Confusion and Hypnotize, anything to 
    throw them off guard while you either A) charge up your Shadow Ball or 
    B) get behind them to use your smash attacks. Beware while you are in 
    mid-air, however; the swordsmen have the ability to shoot you out of 
    the sky if you're not careful. 
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
    These guys will probably give Mewtwo the most trouble, as a good deal 
    of his attacks take a bit of time to use. So, when facing them, play on 
    the defensive. If they charge at you, hit them with a Confusion or 
    Hypnotize to stop them in their tracks. If they come from above, use 
    your A+ ^ Smash to shoot 'em outta the sky. And if they ever get close, 
    grab 'em and shoot them straight up in the sky. While doing this, look 
    for an opportunity to use your Shadow Ball or your stronger smash 
    attacks. Your original tactics should eventually rack up enough damage 
    to send any of them flying with one strong attack.  
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    You OWN these guys. Mewtwo's close range attacks have a better range 
    and are almost always more powerful than theirs. However, be cautious 
    of the projectiles the Mario brothers and Ice Climbers use. If they're 
    smart, the projectiles can throw you off guard while they get inside 
    and pound the hell out of you. So, avoid the projectiles when you can, 
    or absorb the damage and wait for them to get close enough for you to 
    smack them. The key thing here is not to let them get TOO close. Do 
    that, and you'll be set. 
    Long Range: (Ness, Samus, Mewtwo) 
    Ness should be virtually no problem here. All you need to do is avoid 
    his PK Fire and follow the advice for the Close Rangers above. Samus is 
    a different story. Because she has fairly quick projectiles with her 
    missiles and energy shots, they can be hard to avoid since Mewtwo 
    doesn't move very fast. What you need to do in this case is use your 
    shield liberally while slowly closing in on her. Once you can get close 
    enough to prevent her from using projectiles, you should be sit. Do 
    watch out for her quick smash attacks, however.  
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
    The main problem with the two pink puffballs is that they're too damn 
    small. Your most powerful attacks, save your A+Down Smash, will have a 
    very hard time hitting them. Instead, make an attempt to grab them and 
    throw them, or get them in the air somehow. Juggle as much as you can, 
    then repeat the process. Soon, you'll have enough damage to send them 
    flying with a decent attack. As for Peach and Zelda, the main problems 
    are with their speed. But this proves to be a small obstacle indeed. 
    Following many of the tips used for Speedsters will help you out here, 
    as Zelda and Peach have very little else that provides a threat to 
    Mewtwo. Buuut, what about Shiek? If you're not careful, she'll juggle 
    you like a friggin chainsaw at a state fair. So, don't give her that 
    opportunity. Avoid her when you can, use your shield liberally and take 
    advantage when you block an attack. Just keep on your toes and don't 
    let Shiek take advantage, and you'll be fine.  
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
    Mewtwo can take care of DK and Bowser fairly easily. As slow as Mewtwo 
    moves, it's nowhere near as slow as those two. He'll be able to avoid 
    their attacks easily, then land attacks of his own while they're 
    recovering. Ganondorf, on the other hand, might present some problems. 
    His attacks aren't as slow as Bowser or DK, but they're just as 
    powerful, plus he moves faster overall. If he ever tries to land a 
    Smash or B button attack while you're both grounded, you'll have enough 
    to time to stop him with a Confusion or Hypnotize. The main thing with 
    Ganondorf is to STAY OUT OF THE AIR. He will kick your ass up there 
    with his B + Up attack and his powerful mid-air punches and kicks. AS 
    long as you both stay grounded, you should be alright. 
    ~To unlock Mewtwo, you must either rack up 20 hours of combined vs. 
    play (20 hours with 1 human player, 10 with 2, and so on...) or play 
    700 vs. matches. It's SUGGESTED that you simply leave your Gamecube on 
    overnight and leave a game going to get the 20 hours.
    *** PICHU *** 
    Pichu first appeared in Pokemon Gold/Silver for the Gameboy Color (they 
    were released simultaneously) as the pre-evolved form of Pikachu that 
    you would receive by breeding 2 Pikachus. Since that Pichu has also 
    been featured in Pokemon Stadium 2 for the Nintendo 64, Pokemon Crystal 
    for the Gameboy Color and a game for the Pokemon Mini. Pichu wasn't in 
    the original Super Smash Brothers and comes to Melee as a 'clone' of 
    ---GENERAL INFO--- 
    Pichu is the lightest character in the game. Some of his attacks don't 
    do as much as Pikachu's. Whenever Pichu uses an electric attack he 
    damages himself (because he is as competent with electricity as Pikachu 
    is). When you look at those stats Pichu does appear to be crappy. Fear 
    not as no character is crappy in Super Smash Brothers Melee. Pichu is 
    like a speeding bullet in speed not only is he a quick runner; his 
    attacks are fast as well. He has some very powerful moves and has good 
    dodges. The damage that he does to himself is quite minimal as well. 
    Pichu has an awesome <- throw to so use it as well. Although Pichu is 
    light and easy to knock around with practice and skill you can become a 
    Pichu master.  
    Forward Smash 
    Ahh... the beloved meteor smash. Pichu charges up and shoots out a small 
    electric charge. This attack doesn't hurt you that much (about 2%) and 
    sends enemies flying. It's an excellent finisher. The attack takes a 
    few seconds to perform it can be a good edge guarder against players 
    with slow jumps. 
    Down Smash 
    Pichu swings his head to both sides of him bashing enemies. It isn't 
    that fantastic since Pichu already has a clear-out move (thunder). If 
    you need to clear out quicker though then use this move. 
    Up Smash 
    Pichu slams his head into the air above him. It's quite powerful and a 
    great build-up to his thunder attack. It's also good to start a juggle. 
    B: Thunderjolt 
    Pressing the B button will send out an electric charge that'll bounce 
    up and down off the ground until it hits somebody. It does about 8%, 
    but does 1% to you. It is Pichu's only move that he can hit someone in 
    the air with. If you use the Thunderjolt in the air or on the edge of a 
    platform it flies diagonally until it hits someone. Great if you don't 
    want to bother with Thunder as an edge-guarder. 
    B ->: Headbutt 
    Quite simply Pichu's best move. If you press ->+B Pichu will fling 
    himself a little hitting an enemy in front of him. It does moderate 
    damage. If you hold it, it can become a killing machine. Holding it up 
    fully can do a blow as devastating as the Falcon Punch. Pichu flings 
    himself forward more the more it's charged up so charge with caution if 
    you're on a small stage. Oh it only does about 1% damage to Pichu too.  
    B ^: Quick Attack 
    This is Pichu's come-back move. It's very quick and it sends you quite 
    far. Pichu shoots himself into the air. If you tap the control stick 
    again you will do what's called the double teleport. Unlike Pikachu's 
    however it doesn't damage enemies. 1% damage to yourself if you do a 
    single teleport an extra 2% damage if you do another one. 
    B V: Thunder 
    Now we're getting to the good stuff. Thunder is an unbelievable 
    powerful clear-out move. Pichu calls upon a cloud in which a lightning 
    bolt comes out and hits Pichu. There are 3 strategies for this move. 
    The first is as a clear-out move. Since there's a small span of 
    electrical charge coming out when Pichu hits himself you can hit 
    multiple enemies if they're crowding around you. The second is an 
    ultra-hyper cheap edge-guarder. It's almost impossible for the enemy to 
    dodge this if the timing is right. The third is if enemies are on a 
    higher platform if you're directly underneath them you can hit them 
    from above. As an added bonus if you use that method you don't get 
    hurt. The other two methods will probably do about 4% damage to 
    Swordsmen: (Link, Young Link, Marth, Roy)  
    Swordsmen are a huge pain in the ass. However, they suck at aerial if 
    you can start at them from the air then get down on the ground to do 
    battle you should be fine. You can also use your Thunderbolt to stun 
    them then waltz up and close range the hell out of them. Your throw is 
    a good idea ass they are pretty weak against edge guarding. Frequent 
    dodges can also work (ex. You run up to the enemy and dodge back. You 
    repeat then the next time, flip to the other side of him and attack). 
    Remember about Roy and Marth's Counter attack, as it seems to be 
    forgotten quite frequently. 
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
    These folk are about medium difficulty for Pichu. Fox and Falco 
    shouldn't be too hard as they have strong aerial ability; use your 
    Thunder to kick their ass. Capt. Falcon isn't that much trouble either 
    because of your quick aerial ability. His good attacks are all slow or 
    start from a distance so use thunderbolt to stop the Falcon kick and 
    the B-> attack while dodging his other attacks. The Pikachu/Pichu duo 
    are VERY annoying. Your excellent edge-gaurding abilities don't matter 
    at all. Your faster than Pikachu so use your speed to your advantage. 
    Pichu should be thrown frequently as speedsters all seem to be 
    vulnerable to throws and you have an excellent one.  
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    Ahh... the close-rangers; sometimes they are the hardest, sometimes they 
    are the easiest. Your victory is pretty dependant on how well they 
    utilize their projectiles. For the Mario team it'd be best to remain 
    aerial as you have good air attacks. Juggling them is also does well. 
    For Yoshi, Game and Watch and the Ice Climbers you should dodge 
    frequently. They have awesome smash attacks and will KO you at any 
    point of weakness. You have superior projectiles and they all are weak 
    against edge-guarding. With the exception of Yoshi you should use 
    Thunder as frequently as possible.  
    Long Range: (Ness, Samus, Mewtwo) 
    Throw everything you've been doing before out the window as these guys 
    are the only you should stick to. Stay grounded too as all of them have 
    excellent aerial attacks. You should be able to dodge their projectiles 
    without skipping a beat and they have crappy ground with the exception 
    of Ness's bat. They're completely helpless against your thunder. 
    Whatever you do though, do not edge-guard Ness. 
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda)  
    These guys are tough. Pihcu is quite vulnerable to juggling so stay 
    grounded. With the exception of Zelda all can be edge-guarded to death. 
    They're also fairly slow so try dodging. With the exception of Kirby 
    they all are good juggles. Their projectiles are slow so starting with 
    a thunderbolt is always a good idea. Use the same strategies you would 
    for Capt. Falcon against Shiek. 
    Heavy Hitters: (Donkey Kong, Bowser, Gannondorf)  
    These guys would seem hard but with the right amount of dodging can 
    become very easy. None of their hard-hitting attacks are quick so 
    dodging the right way can be great. Bowser's Down-B move takes a fair 
    while to actually start so you can juggle them easily. Bowser and 
    Donkey Kong can be edge-guarded quite easily, but Gannondorf is more 
    troublesome to edge-guard. Using your quickness and agility should 
    allow you to prevail. Stay on guard as they take a lot to defeat and 
    even if they haven't hit you your damage will still rack up and one 
    well-placed DK Punch/Claw Swipe/Warlock Punch/whatever can kill you. 
    Stay alert and you should be fine. 
    ~Pichu is unlocked by completing Event 37
    *** Mr. Game and Watch *** 
    Originally starring in the Game and Watch portable series (created by 
    Gunpei Yokoi) this character came as a total surprise. He has starred 
    in many games including the popular Fire Rescue Game and Watch. This 
    monochrome simplistic looking character never had a name until Super 
    Smash Brothers: Melee came along. 
    ---GENERAL INFO--- 
    What makes Mr. Game and Watch rock are his amazing smash attacks. They 
    rack up a great amount of damage and -most importantly- they send 
    opponents incredible distances. Mr. Game and Watch also has a decent 
    throw, good comeback ability, a move that has the potential to do 100% 
    damage and has quick jumps. His main downside is he's incredibly light. 
    He's tied with Jigglypuff for 2nd easiest to hit off (the easiest is 
    Pichu) and he can't run very quickly. However in the right hands he can 
    still be amazing. 
    Forward Smash 
    Mr. Game and Watch's best attack period, he pulls out a frying pan and 
    smacks the opponent. Using this you can both rack up incredible amounts 
    of damage and send them flying. It's also very quick. It is the perfect 
    finisher and is also very good for edge-guarding. Never hesitate to use 
    this move. 
    Up Smash 
    This one is great at sending opponents flying off the top of the 
    screen. Mr. Game and Watch puts on a scuba mask and headbutts the 
    opponent to oblivion. It's a good juggle-starter and racks up a fair 
    bit of damage too. If someone is coming down it can block most attacks 
    Down Smash 
    This attack isn't as powerful as the other two but it can still be 
    useful. Mr. Game and Watch pulls out two hammers and smashes both sides 
    of him. It usually isn't that great of a move but if you have an enemy 
    on both sides then use this move. It's a great clear-out move. 
    B : Sausages 
    Mr. Game and Watch pulls out his frying pan and flips sausages into the 
    air. This move actually has two uses, it can be used as a long distant 
    sausage attack or a close up frying attack. As far as the sausages go 
    they're not very powerful but they are his only long distance attack 
    and have varied distances. It's great to use to hit someone trying to 
    come back to the platform. The second use is close distance. Mr Game 
    and Watches frying pan is very hot so if someone touches it they can 
    get hurt. It's good to use this to hit them back the pummel them with 
    B -> : Hammer 
    Mr. Game and Watch takes out a hammer and hits the opponents. The 
    number on top of Mr. Game and Watches head shows how much damage it''l 
    do and possibly it's effect. The numbers range from 1 (incredible weak) 
    to 9 (amazingly strong and can almost instantly kill the opponent). 
    Some of them also have effect. For example if the number is eight the 
    opponent will be temporarily frozen. The more you use this the better 
    chance of it being a nine is so use it often. 
    B ^ : Trampoline 
    In this move two firefighters magically appear with a trampoline and 
    bounce Mr. Game and Watch into the air. Mr. Game and Watch gets sent 
    pretty high up in the air so it's a good comeback move. It can be used 
    to hit someone but it's usually pretty useless. It doesn't send them 
    very far up and does little damage. Only use it to hit someone on a 
    platform above you or to start a juggle. 
    B V : Oil Spill 
    This has the potential to be THE most powerful attack in the game. Mr. 
    Game and Watch holds a bucket that can catch projectiles. That's not 
    all however if Mr. Game and Watch catches three projectiles then he'll 
    turn glowing. If you press down+B again he'll dump the contents out 
    doing major damage. You move a bit slower though. The best strategy for 
    this attack is to wait for the ideal time to attack. When you're new to 
    Mr. Game and Watch you'll frequently miss but with enough practice you 
    can use this for an instant KO. 
    Swordsmen: (Link, Young Link, Marth, Roy) 
    These are Mr. Game and Watch's worst enemies. It's hard to get close to 
    them so it's best to hit them with sausages then start juggling them. 
    Marth and Roy are tough because of their counter and huge swords so try 
    to dodge often and smash when you get the chance. The Link's might 
    throw projectiles at you so suck them into the bucket. A good strategy 
    would be to hit them into the air. If they use links aerial down A move 
    then dodge at the last second and smack them with your frying pan. 
    Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
    These guys are quick but precise timing will do you good. When one of 
    them come running up then use a smash A attack on them. Remember to use 
    the bucket to suck up their projectiles too. Pikachu and Pichu are 
    easily knocked around so smash often. For Fox and Falco you'll just 
    have to use timing. They are easy to juggle so use that to your 
    advantage. Captain Falcon will give you the most trouble but his 
    attacks are slow so you'd be best to dodge then smash him and edge 
    guard (watch out for his up+B though) 
    Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
    These guys should be pretty easy because you have powerful smash 
    attacks. For Mario, Dr. Mario and Luigi get close and keep on smashing 
    your heart out. Yoshi has the same strategy except watch out for his 
    eggs and his down-B move. Ice Climbers will give you the most trouble 
    since they have better smash attacks then you so your best bet would be 
    to separate them then keep on attack one and make sure the other 
    doesn't get near. When facing another Mr. Game and Watch try a mixture 
    of sausages and smash attacks. It's essential to see what kind of a 
    fighter he is. 
    Long Range: (Ness, Samus, Mewtwo) 
    These guys are Mr. Game and Watches greatest strength. If they go far 
    away and try shooting projectiles at you then take out your bucket and 
    unleash oil on them. If you get close to them you can pummel them with 
    your smash attacks. Be sure to dodge Ness's bat and watch out for 
    Mewtwo's smash attacks; they're pretty powerful. The main trick Samus 
    has up her sleeve is the screw attack so practice your air dodges.  
    Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
    Mr. Game and Watch shouldn't have too much trouble with these guys just 
    smash, smash and smash. Their tremendous comeback ability is no match 
    if you hit them right off the side of the screen. They have quick 
    attacks so Mr. Game and Watch's run A will be useful. Once you get them 
    off the stage edge guard like mad. Jigglypuff's rest attack is 
    extremely dangerous so watch out. Try using sausages to lure them in 
    then smash them into oblivion. 
    Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
    These guys shouldn't cause too much trouble. Make sure to smash a lot. 
    It may take longer but they're really slow so hitting them should be 
    hard. Most of their attacks are slow too so dodge frequently. Ganondorf 
    can annihilate you with combos so dodge often. Edge guarding is a good 
    idea but they all have hurtful up+B moves so be weary and dodge.
    ~Mr. Game and Watch is playable by completing all of the Target Tests, 
    Adventure Modes, or Classic modes for the other 24 characters.
    5. LEVELS
    An update of a level in the classic game Ice Climber, this stage is one 
    of the more interesting stages of the game. For one thing, there are 
    many many different platforms for the player to be on. Another thing is 
    that the level will periodically move upwards or downwards, either 
    quickly or slowly. Not only does this add to the challenge of the 
    level, but it also adds a certain amount of strategy that is needed 
    while playing.  
    Unlocking: Already Unlocked 
    Size: Moderate; doesn't side scroll, only up and down. 
    Hazards: The level scrolling either up or down at varying speeds. 
    Strategy: Play defensively here, and try to smash approaching opponents 
    off the sides. Players will die a lot here, so staying alive when the 
    stage moves is key. Good jumpers will usually win here, but even a 
    skilled heavyweight can survive. If you can, try to time a meteor 
    attack when the stage is rising at its fastest speed, in order to 
    completely finish your opponent.  
    On this level you fight atop Peach's castle from Mario 64. There really 
    isn't too much to this level, besides the main roof being divided in 
    two by a spire. There are buttons that randomly appear that can be 
    pressed that will make platforms appear in different areas throughout 
    the level, and there are two small floating platforms on both sides of 
    the spire.  
    Unlocking: Already Unlocked 
    Size: Moderate 
    Hazards: Bullet Bills will come down from the sky every once in a while 
    and drill into the castle, eventually creating a huge explosion. 
    Strategy: A good arena for some defensive battles around the spire. You 
    don't want to be the one to cross over the tower. Let your opponent do 
    that, and greet them with a smash attack. When the battles subside, 
    cross to the otehr side and repeat this strategy. While platforms are 
    added with switches, they don't substantially alter the playing field. 
    sometimes they can even extend the stage close for the KO wall, 
    requiring less effort to get rid of an opponent. When a Bullet Bill 
    comes, try to use throws to send your opponents over there, saving your 
    own skin. The blast is deadly, and a well-placed bumper can keep your 
    opponent stuck at ground zero.  
    A combination of Rainbow Ride and Tick Tock Clock from Mario 64, this 
    level is one of the levels that keeps you on your toes. You start off 
    on an airship, gliding across the skies. After a little while, the 
    airship bumps into a platform and falls to the ground, leaving you to 
    jump off the ship and onto the platform. The level continues to scroll 
    and makes you go through many different platforms, including donut 
    lifts, a swinging platform, and magic carpets.  
    Unlocking: Already Unlocked 
    Size: Large 
    Hazards: There is a big chance of people falling off, going too far, or 
    not going far enough off the scrolling screen. Beware. There are also 
    donut lifts, which fall after holding the player's weight for a little 
    while. Also, platforms just disappear when they near the end of the 
    Strategy: When you're on the boat, you want to try to knock your 
    opponent downwards off the left side. Let your enemies do the 
    approaching, and play territorial. When the boat falls, you'll mainly 
    want to try to hit your opponents with your Up+B moves as you climb 
    upwards. As soon as the stage levels out and you pass the giant 
    pendulum, Try to smash enemies to the left, into the quickly advancing 
    KO wall. When you drop, don't drop too soon, or you'll die. Tryp to hit 
    your opponents upwards before landing on the boat again.  
    A remake of Kongo Jungle from the first game, this version adds more 
    platforms in the main play area (two more to be exact, bringing the 
    total to 4) and 2 smaller platforms off to the sides to help one come 
    back from a Smash Attack. There is also a barrel under the stage, which 
    will fire the player back onto the stage (or whatever direction it's 
    pointing when it's fired).  
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: Every once in a while, a Klap Trap will swim down the river 
    and go right into the barrel, causing anyone who happens to wonder in 
    while it's in there some damage. 
    Strategy: This stage makes for some crazy vertical battles. The best 
    palces to hit your opponents are from above and below. Strike right 
    down the middle to send your opponents flying, and get 'em from below 
    when they're on the main platforms. Along the bottom, hit them quickly 
    from either side. You just have to know what attack to use, and when.  
    A rather straightforward level, there is one main platform in the 
    middle and two smaller ones off to the sides. Under the platforms is a 
    raging river; one that sweeps the player away in its current if they're 
    unlucky enough to fall in.  
    Unlocking: Already Unlocked 
    Size: Moderate 
    Hazards: The raging river is hard to avoid, as it seems to suck you in, 
    and there are Klap Traps that jump out of the water periodically. 
    Strategy: Since the holes are very easy to fall into, you'll want to be 
    very cautious. However, once you get a feel for this level, you can use 
    your opponents' unease against them. If you're facing a computer, 
    they'll almost always suicide in the river, so just be cheap and trick 
    them into doing that. Against a human, use those wide range moves like 
    the Falcon Kick, the Firefox, and the Rumble Tumble Egg. If you can 
    keep in control, your opponent is toast.  
    From Majora's Mask, this level consists of one main area and a moving 
    platform. The moving platform is a large turtle, who is familiar to 
    those who played Majora's Mask. Besides just the turtles back, players 
    can also jump on the 2 palm trees that grow on it. The main platform 
    has 3 areas, 2 of which are about sea level. The higher one is more 
    desirable to be on, as the lower ones allow for the player to be 
    knocked into the water easily.  
    Unlocking: Already Unlocked 
    Size: Moderate when turtle is present, otherwise small 
    Hazards: The turtle dives in and out of the water whenever it feels 
    like it, so the player must be wary of that. 
    Strategy: Your main concern here is to stay on the stage. Sure, it 
    doesn't move, but getting back onto the lower platforms can be diffcult 
    when you're within the water and unable to see yourself. By the same 
    token, knock your enemies away every chance you get. Once an enemy is 
    in the air, you have complete control over them. The turtle shouldn't 
    be too much of a concern. Most of the fighting will take place near the 
    lab. If you're caught in a juggling combo, escape to Tingle's balloon. 
    It'll pop quickly, but you'll be able to regain control.  
    Inspired by Zelda 2: The Adventure of Link, this is easily the largest 
    level in the game. There are many different areas, like temple ruins, 
    underneath the temple, and on the temple. There are many many platforms 
    scattered about the level, and there are a few different ways to get to 
    certain areas from another.  
    Unlocking: Already Unlocked 
    Size: Huge 
    Hazards: None really, besides the immense size. It can get hard to see 
    your player... 
    Strategy: Ok, so this level is probably one of the most fun levels in 
    the entire game, and it might be the best from the two games. The left 
    edge contains a gazebo, and standing on top or on the bottom allows 
    maximum edge guarding ability. The gazebo's roof can be jumped through, 
    so if people come to challenge you, play around and through that and 
    use it to your advantage, before letting them use it against you. The 
    middle of the level has four different tiers, the top, middle, bottom, 
    and the very bottom. If you're on the very top of the ruins, you can be 
    smacked from underneath, so watch out. Smash attack people to the left, 
    because the right is too far away. A good strategy is to stay 
    underneath and jump up or drop down to be annoying, annoying like the 
    Hammer Bros. in Super Mario Bros. In the second layer, you have the 
    little cave that leads down and to the left. This is the best play to 
    camp if you have a high hit percentage, because if you're hit, you'll 
    bounce off the walls, and smash attacks won't throw you hardly 
    anywhere. Also, if people come into the cave from the top, use up a and 
    up b attacks, and vice versa for the bottom. You'll be declared very 
    annoying. On the third tier down, you've got a huge platform under the 
    main platform, a great place to dispose of the characters you've worked 
    up in the cavern second layer. It's fun to hit people down here, then 
    edge guard, and, if people attack you, jump up to safety, or run away 
    on the two different ways. Just don't go down to the fourth tier, the 
    very bottom, because falling off here basically means that you're dead. 
    Stay away from the very bottom at all costs, but if someone is down 
    there, make them pay for their mistake by smash attacking them off the 
    side and then guarding. On the right side of the whole stage is a set 
    of ruins that make projectiles a pain, so if you are a close up 
    fighter, stay in this area and draw the others towards you, then smash 
    attack them to the right and off the edge. The off screen area is a 
    little closer to the right side, so hitting characters off this side 
    will result in more explosion KOs. You can pummel characters against 
    the right and left side of the little knob that sticks up near the 
    mouth of the cavern, and longer weaponed characters can hit through the 
    A great strategy for beginners in this level is one I affectionately 
    call "making the rounds." Used in many multiplayer games, it involves 
    having a circular path that you go around in, hitting targets along 
    that track. The track is the circle through the cave, onto the third 
    tier, back up to the main platform and to the cave again. If you're 
    chased, go quicker through the roundabout, and then come down on them 
    when they are in a comprimising situation. I like to go clockwise, 
    because then I can come down on the enemies as the jump upwards to the 
    main platform. Park in the cavern until you realize that you're going 
    to be whomped on, and then run through the circle and catch the enemy 
    off guard. This can be modified somewhat for individual style.  
    This is a very generic, simple level. It's the familiar setup with the 
    base platform, with three floating platforms above, arranged in a 
    triangle. A cloud moves along a dotted line circling either side of the 
    stage, but you can't rely on it to stick around. The only other thing 
    worth mentioning is the fact that Fly-Guys (Shy-Guys with propellers, 
    duh!) will fly past bearing food. You'll obviously want to be the first 
    to grab it, for some quick healing (nothing substantial though. It 
    won't be anyone's favourite level, but there's nothing wrong with it.  
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: Nothing dangerous, but don't stick around on the floating 
    cloud, or you'll be pushed off. 
    Strategy: This one of those levels where basic strategies will work 
    just fine. However, the platforms are relatively small, so aerial 
    attacks will probably win the day here. Of course, be sure to get all 
    the food that you can when the Fly-Guys come. Most characters have a 
    dash move that will knock opponents off to the side or into the air for 
    a bit, so use that to monopolize the snacks. Other than that, it's 
    really just a case of "May the best man win". 
    Fashioned after Yoshi's Island in Super Mario World, this level 
    contains nothing special, except for the spinning blocks. You hit the 
    blocks, it rotates for a little while. There are 2 platforms comprised 
    entirely of these, and one platform over a gap in the level comprised 
    of these. Needless to say, playing on this level can get frantic and 
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: The spinning blocks over the gap. 
    Strategy: Beware the center gap. Any type of attack will set the blocks 
    spinning, and that means it's ridiculously easy to fall in. However, a 
    good spike down the hole will finish an opponent, so do that when you 
    can. The other part that makes this level a living hell is the 
    inclines. There's one on each side, and they both leave you dangerously 
    vulnerable if you're above someone. However, there's an upside. Some 
    characters have attacks that become very potent when racing downhill on 
    the inclines. For example, if the Ice Climbers stand on the tiny pipe 
    just behind the big one, face right, and use the Ice Shot attack, the 
    ice blocks fly down the top of the pipe and race across the level 
    absurdly fast. Very annoying, and very effective. The inclines make 
    good sniping perches as well, for long-ranged characters like Samus. 
    A run of the mill level, this is very straightforward. There is one 
    main platform with 3 raised. The top raised one stays put, while the 
    other 2 go up or down, depending on the water stream underneath them. 
    Other that that, nothing happens in this level.  
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: None 
    Strategy: A basic level for simple fights. There's really nothing to 
    say here in terms of strategy, because the fight is largely dependant 
    on who you're fighting.  
    A remake of Kirby's Dreamland in the original game, this level offers a 
    little more than its predecessor. For one thing, there are 2 platforms 
    added, one to each side. Separating the platforms from the main part of 
    the stage are star blocks (and occasionally bomb blocks) from the Kirby 
    games. The player can break them apart, but the bomb blocks will blow 
    you away.  
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: Wispy Woods (the tree) will blow the players a certain 
    direction and it tosses apples out that hurt you, the bomb blocks can 
    blow you away. 
    Strategy: Most of the action is going to take place in the center of 
    the level. Wide-range moves work particularly well there, as do aerial 
    attacks. When you have the chance, try to trick your opponents into 
    setting off the bombs. They're very dangerous. Also, if you can meteor 
    someone down below the piles of blocks, it will be very ahrd for them 
    to get back up.  
    Basically a port of the Great Fox level from the original. You fight 
    atop the Star Fox mothership, and Arwings periodically fly by and fire 
    at the ship, highly damaging anyone in their firing range.  
    Unlocking: Already Unlocked 
    Size: Large 
    Hazards: Arwings that zap you. 
    Strategy: Compared to some of the other levels, this stage isn't very 
    hazardous and is a basic stage for some competitive battles. If your % 
    is low, try and work your opponent to one of the sides, preferably the 
    left side, and knock him off and edge guard to knock him out at a low 
    percent. If your damage is high, stay towards the middle and work up 
    the opponent's damage. Another good technique is to hit someone against 
    the side of the ship on the right repeatedly and work up some combos 
    Still on the Great Fox, but at a different angle. Instead you fight on 
    the four wings.  
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: The Arwings are still here shooting at you. 
    Strategy: This is a much smaller level than Corneria, but it has more 
    sides so combos work well here. The best strategy here is to edge guard 
    on the wings, swing the bottom wings dip very far down and they won't 
    have much time to react. Meteor attacks work well from there for the 
    same reason.  
    A remake of the Brinstar from the original, this level remains pretty 
    much inact except for it periodically breaking. A segment of the level 
    on the right can break off if attacked enough. Also, the acid rises, 
    but it's not always there to save you; sometimes it goes down too far 
    and you'll be KOed.  
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: The acid rises and kills you. 
    Strategy: It's hard to work out good combos here since at any time the 
    acid can rise up and interrupt you. Be on defensive here, pay equal 
    attention to the level and to your opponent. Try to stay on the upper 
    levels longer than down lower so you'll have more warning when the acid 
    rises. Basically this level is a test to see who can avoid the acid the 
    longest. If you have a meteor attack, you can use it to drive someone 
    into the acid, and when they pop up, finish them off with a smash 
    Ness's hometown is one of the few levels without edges, you just get 
    KOed if you go out too far. It has two houses, with a Drug Store in the 
    middle. The Drug Store has two awnings to fight on, but if you step on 
    them two much they fall down. Periodically cars speed by out of control 
    and skid into the level.  
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: Cars speed by and can knock you back and forth between the 
    houses or knock you out of the level. If you see the warning sign, stay 
    off the ground. 
    Strategy: A good, cheap strategy here is to get someone against the 
    wall and just keep repeatedly hitting them while they get stuck. You 
    can't do it too long though because a car could come by. Other than 
    that it's a pretty basic level, so just use regular strategies. 
    The F-Zero race track is one of the most insane levels of the game. You 
    start on a singular platform speeding along a race track. The platform 
    stops and disappears, leaving you to fight on the street. Then 3 
    platforms pop up, and cars come by. Then you speed off again down the 
    track. Sometimes you'll stop by a tunnel which can act as an extra 
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: The fast moving track can be a hazard, since if you're on the 
    street and the platform takes off, you'll take damage. Also, the cars 
    speeding by can literally knock you off your feet. 
    Strategy: This level requires speedy KOs. Things are too frantic for 
    flashy combos or special tricks, you've gotta keep on your feet and 
    just attack with everything. 
    You play on a large table similiar to a pool table, in a stadium. There 
    are two platforms on either side. Every few minutes, the whole stadium 
    changes to reflect a random element. For grass, a tree grows out and 
    there are platforms around it, making the stadium look like a forest. 
    For water, there are a few water spouts and fountains. For rock, big 
    rocks along with a really large one on the left rise up.  
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: Not a whole lot of hazards here, not even the stage 
    transformations have any hazards to go along with them. 
    Strategy: When the stage is in its natural form, just use basic 
    strategies. However, when it transforms, be sure to get opponents up 
    against a wall and don't let them escape. The windmill in one 
    particular form makes an excellent sniping point, as well, and the mine 
    form lends itself well to attacks from below.  
    At first it may seem like a remake of the original Classic Mushroom 
    Kingdom, but besides the graphics, the design is totally different. 
    Instead of one main pit in the middle, there are two. The see-saw 
    platforms are still there, one for each pit. Also, the bricks are now 
    breakable, and fill a lot more of the level. Question blocks randomly 
    appear, and when broken reveal items. Unfortunately, the warp pipes are 
    Unlocking: Already Unlocked 
    Size: Small 
    Hazards: The only hazards really are your own clumsiness, since this 
    level can be hard to navigate sometimes.  
    Strategy: Unless you're a heavy character, your best bet is to stay on 
    the sides, away from the bricks, because they don't give you a lot of 
    room and you can get heavy damage from people knocking you against 
    them. Staying on the side is also dangerous since at low percents a 
    simple smash attack can KO you.  
    This arena takes some inspiration from both Metroid and Super Metroid - 
    touched off by a haunting arranged version of the classic theme 
    "Kraid's Hideout" from the original game. The entire structure of the 
    arena resembles a large, bumpy, organic rock suspended high up above an 
    enormous lake of deadly lava below. The stage consists of several 
    different fighting planes, yet only one plane is fully accessible to 
    fight on at a time as the entire stage will rotate every minute or so, 
    turning what may have been a previously safe plane into a treacherous 
    side-wall, or the bottom of the arena.  
    Unlocking: Play a total of 50 Vs. matches 
    Size: Small, no matter what position the rock is in. 
    Hazards: Nothing really worth mentioning here, unless you want to count 
    responsible for turning the stage around every fifteen seconds as a 
    'hazard'. Yes, Super Metroid veterans will be delighted to see the 
    Brinstar-guarding mega-lizard Kraid in all his full glory here. Poor 
    Ridley didn't get much of a cameo in the original Smash Bros., as his 
    only appearance was a random shot of his shadowy figure flying across 
    the background in the original Zebes stage. Here, however, Kraid not 
    only takes up the entire screen (once again!), but he swings his 
    massive claws down upon the arena he towers, causing the entire stage 
    to completely tilt to one side or the other. Therefore, the entire 
    battle area is in itself a hazard! If players aren't alert, they may 
    fall off the rock as a result of this, making Brinstar Depths one of 
    the most unique, as well as nerve-racking, battle stages in Smash Bros. 
    Strategy: The best strategy you want to aim for in the Brinstar Depths 
    is obvious -- take advantage of the rotating planes, and avoid falling 
    a victim of it yourself. To do this, though, you'll have to get 
    accustomed to your surroundings. Now, take note that Brinstar Depths, 
    due to the fact that it randomly rotates, is actually many arenas in 
    one. Technically, there are six main planes to fight on - default, 
    left-shift, double-left shift, right shift, double-right shift, and 
    triple-right shift. However, there is often a small imbalance involved 
    whenever Kraid returns the arena from its previous tilt, create a huge 
    number of different battle planes (but we won't get into them as that's 
    a tad too technical).
    DEFAULT - aka the top side of the arena (or the area you'll always 
    start on at the beginning of a match). From the default position, take 
    note of the small, suspended rock platform to the left. This platform 
    serves little use other than a place for temporary recuperation. This 
    platform is not passable from the direct top or vice-versa (unlike most 
    platforms in SSBM), so the only way to get on top of it is to jump ~on~ 
    it and not ~through~ it. This may sound like extraneous information, 
    but keep in mind that if you're standing on the center of the platform, 
    you're generally safe from attacks directly ~below~ you. Hence, this 
    platform serves as a good base for projectile-based fighters, as you 
    can send attacks from afar at your opponent, and seeing that you're on 
    a sturdy platform you can usually see most attacks coming (they'll 
    often have to jump to a level on par with yours to attack, giving you 
    ample time to form a defense plan). The platform also serves well for 
    characters with an attack that takes time to be charged (i.e. Samus, 
    Donkey Kong), as you're less vulnerable to many attacks while standing 
    on this small refuge. Beware the immediate left of the platform, 
    however, as it sits dangerously close to the far left side of the 
    arena, where you're open for a KO if hit from the right with a powerful 
    attack. Now, take note of the glowing pillar that sits near the center 
    of the plane. This small pillar serves as a guard against many attacks 
    (although it will not protect against smash attacks or other close 
    range attacks if you're standing right next to it, so keep that in 
    mind), and also cannot be crossed without jumping over it (er...duh.) 
    Take advantage of your opponent's low guard here. Keep in mind that the 
    enemy must jump over this pole to get to your side and vice-versa. If 
    the enemy advances at you by jumping over the pillar, have a ready 
    counter-attack ready (such as an upward smash move or a projectile 
    attack). If it's you that must jump over the pillar, have an escape 
    route ready in case your enemy decides to maul you before you land 
    (keep your air dodge in mind here!). There is also an identical pillar 
    sticking out from the right corner of the arena, which will serve 
    greater use later as we will discuss in the strategy. Now, at the 
    bottom right of the arena, another platform hangs in midair (similar to 
    the platform to the left). If you happen to fall off the right side, 
    this is your last resort, so keep a mental note of its location.
    Now, here's where it gets interesting. Within seconds of the battle's 
    start, Kraid will lift his ugly face directly facing you, the player. 
    After roaring in rage a couple of times, he will send his fist down 
    upon the arena, causing it to randomly rotate left or right. REMEMBER: 
    in order to anticipate which way the stage is going to tilt, keep your 
    eye on his movements. If he swings his right arm down (or left arm from 
    the player's perspective), then the stage is going to tilt to the left. 
    If he swings his left arm down (or right arm from the player's 
    perspective), then the stage will tilt to the right. After which, 
    everything is all topsy-turvy. Whooo... don't fall. Now, starting from 
    the default plane -
    LEFT - Remember the pillar that stuck out from the right corner? It's 
    now the center pillar, and the former bottom right platform is now 
    suspended to the immediate right. Note that there is no support to the 
    bottom-right now, so take advantage of this situation and don't fall a 
    victim of it. Try to keep your opponent to the right as it is 
    especially treacherous on that side.
    DOUBLE-LEFT - The former right platform is now directly centered 
    overhead, and you'll notice that the default plane has become the 
    bottom plane.... Top-side up that is. The battle area is a bit more 
    bumpy now, so vertical and aerial attacks are key over straight 
    horizontal attacks. Also, take advantage of the platform overhead and 
    corner your enemy beneath - knocking an opponent straight up into it 
    will send them ricocheting straight down again, making way for some 
    excellent combo possibilities.
    RIGHT - If Kraid initially rotates the arena to the right, you'll 
    notice that both pillars become ledges for the right sidewall (which 
    was previously the default plane). Take advantage of the ledges and 
    send your opponent flying down below, where they'll find it difficult 
    to get over the pillars from beneath. Also, take note that the platform 
    that was originally at the bottom-right has become directly centered at 
    the bottom. Make it a last resort and try to land on it if you're 
    falling to your doom.
    DOUBLE-RIGHT - Original left platform is now suspended at the right, 
    the default plane's center pillar is now the only ledge on the narrow 
    right sidewall, the previous left wall is now the top plane, the bottom 
    right platform has become the bottom left platform and the original 
    far-right pillar now hangs off the wall (it's useless). The top plane 
    is very narrow here, so close-ranging fighting is a given. Lure your 
    enemies to the right sidewall from the pillar-ledge and smash them to 
    the right, and edge guard.
    TRIPLE-RIGHT - Bottom plane now top plane (reversed), a platform lies 
    to the bottom left and the bottom right. Plenty of quazi-safety lay 
    near the bottom so focus on sending your opponents flying to the far 
    left or right (or up) rather than down.
    And always be sure to land your strongest offensive whenever or right 
    before the stage turns. During the time the stage is moving, the 
    opponent will always have the toughest time getting back on his or her 
    feet after getting knocked off.  
     This stage, taken from Earthbound, is SSB:M's replacement to SSB's 
    Saffron City. At first, players will tend to suicide a lot, but as 
    their skill improves, so will their footing.
    Set along the skyline of the populated city of Fourside, this stage is 
    a haven for wall-jumpers. Occasionally, a flying saucer will descend 
    from the heavens, offering a flat (yet VERY slippery) surface for a 
    quick one-on one joust.  
    Unlocking: Play a total of 100 Vs. Matches 
    Size: Medium 
    Hazards: It's easy to fall down the gaps between buldings, but other 
    than that, the flying saucers and the moving platform on the right 
    don't really present a danger.  
    Strategy: The best way to KO someone here is to meteor them down one of 
    the gaps on either side of the central building. Mario's midair forward 
    A move is ideal, but if your character isn't skilled with meteor 
    attacks, it's best to try other strategies. Try to catch someone in a 
    juggling combo right as they traverse over the central building. Also, 
    it can be a good idea to hide under the platform on the left, smacking 
    those above.  
    This is probably the most hectic arena in the game. you'll start out 
    fighting on top of the Falcon Flyer (Captain Falcon's flying rocket), 
    but below you lies a racetrack teeming with F-Zero cars. Eventually, 
    the Falcon Flyer will leave the screen, and you'll have to nimbly 
    navigate the various (highly detailed) rocket powered vehicles. 
    Occasionally, some platforms will pass by, creating an infinite amount 
    of stage setups. The Falcon flyer will return every once in a while, as 
    well. Once again, SSB:M proves that physics just plain don't matter in 
    video games (if you watch the skyline, you'll notce the level actually 
    goes upside-down!).  
    Unlocking: Play a total of 150 Vs. matches 
    Size: Small 
    Hazards: Whatever you do, don't touch the track itself. Since the stage 
    is moving along it, you'll be left behind and KO'd. It can be difficult 
    to tell where the KO walls are, so watch out. If the screen is no 
    longer zooming out to acommodate your character, get back towards the 
    main area. 
    Strategy: This stage can be very hard to stay alive in, but if you can 
    manage it, you have a great tactical advantage. Always keep track of 
    where the platforms are. If you've got a move that can teleport you 
    horizontally, that is probably your greatest advantage. Use that move 
    often if you have it, and keep your opponents on the run. Finally, try 
    to use moves that knock your opponent out cold on the ground for a 
    moment. If you can knock them onto the track, they probably won't be 
    able to get up quickly enough. Most of all, keep in the air. A player 
    who stays grounded is a player who dies fast.  
    If you're one of those guys who likes to call themself a "mature" 
    gamer, you'll want to remove this level from the random stage switch, 
    and never play on it if you can help it. Similar to Rainbow Ride, this 
    stage consists of several different platforms constantly scrolling 
    through the skies. The difference? The platforms are giant Pokemon 
    shaped balloons. Players start on top of a Squirtle, and finish atop 
    several Unown flying rapidly across the screen.  
    Unlocking: Play a total of 200 Vs. Matches 
    Size: Large 
    Hazards: Since the balloons never stick around for long, it's important 
    to keep moving.  
    Strategy: Like Big Blue, you've got an advantage over your opponent if 
    you can learn to navigate the stage. And, like Big Blue, it's best to 
    use Aerial attacks. One good meteor attack can finish an opponent here, 
    since the platforms have curved edges that don't supply a good footing 
    for a recovering player. Of course, don't hang around on any one float 
    for long. When you get into the quicker sections of the level, focus 
    less on fighting than getting down where you're supposed to be. 
    However, once you get down to the Slowpoke (the pink one with the long, 
    curving tail), you can really focus on trying to KO your opponent.  
    This stage is cool-looking, but highly dangerous. Set over a waterfall 
    from Super Mario Brothers 2, Mushroom Kingdom 2 (its correct name 
    should actually be Subcon) is scored by the 8-bit version of the SMB2 
    theme. Occsionally, you'll see familiar enemies Birdo and Pidgit walk 
    or fly by in pixelly form, which is a nice touch.  
    Unlocking: Win the Birdo Trophy 
    Size: Medium 
    Hazards: Birdo sometimes spits eggs, and the waterfall sucks you down, 
    just like the river in Jungle Japes. 
    Strategy: Your main concern is to stay away from the KO walls and pits 
    here. They are extremely treacherous. Needless to say, that's where you 
    want your opponents to be. If you've got a Meteor Attack, use that down 
    the pits, and if you don't smash to the sides. Fights here can often 
    lead to King of the Hill games: everyone wants to be in the center.  
    This is a simple, generic Smash Brothers level. Nothing more, nothing 
    less. It is made for a simple, all-out brawl, and is best played 
    without items. There's really ntohing else notable about this level, 
    other than the fact that it is the level where Metal Mario and the 
    Fighting Wireframe Team are fought.  
    Unlocking: Beat All-Star Mode 
    Size: Small 
    Hazards: None. 
    Strategy: Along with Final Destination, the most basic stage in the 
    game. There's absolutely no hazards or moving platforms of any type. 
    The only thing you have to rely on here is your pure skill. Nothing 
    else can help you, other than items.  
    This stage is simple: a long, flat platform. This is where you fight 
    the Master hand(s), along with Bowser or Giga Bowser. There are no 
    other platforms or hazards, just the arena and a background filled with 
    Unlocking: Beat Event 51 
    Size: Medium 
    Hazards: None  
    Strategy: Though this stage is perfectly flat, there are actually some 
    important things to know. Number one, stay grounded for the most part, 
    unless you're juggling. There's no platforms or sniping perches to 
    swoop down from, and just some jumps from the ground won't give you 
    much of an advantage over your opponent. Number two, watch out for 
    wide-area moves like Rollout or Rumble Tumble Egg. There's no obstacles 
    for them, so that means you will be vulnerable. However, if you've got 
    one of these types of moves, use the hell out of it.  
    Ah, the classic, simple Smash brothers stage. This is the stage that so 
    many other stages were built upon. Base platform, with three platforms 
    above it, the highest one being in the center. Classic...  
    Unlocking: Beat Target Test with all characters 
    Size: Small 
    Hazards: Wispy Woods will try to blow you away 
    Strategy: There's not much to be said about this level. Use the same 
    strategies you always have. When Wispy Woods starts blowing, try to 
    smash your foes in the same direction. It makes it that much more 
    difficult for them to get back.  
    The second of the stages from the original, this is the largest of the 
    three. Not only is the main area very big, but there are a few clouds 
    off to the side which extend the level considerably.  
    Unlocking: Hit over 1300/1400 feet in the Homerun contest 
    Size: Medium 
    Hazards: The clouds on the sides will disappear temporarily if stood on 
    too long.  
    Strategy: Since the main area is a set of platforms aligned vertically, 
    try and hit your enemies from below. Combo hits are incredibly useful 
    here. If the battle heads off to the clouds on the sides, try to knock 
    your opponent downwards before heading back to the stage. The clouds 
    are a dangerous place to go, so naturally you'll want to send your 
    opponents there. Edge-guard like crazy here. If your opponents mess up 
    and end up beneath the platform, they're toast.  
    The last of the original SSB stages, Kongo Jungle is also the most 
    dynamic. Though nothing compared to the constantly changing Mute City 
    and the self-scrolling Rainbow Ride in terms of stage alteration, the 
    moving platforms and barrel beneath the stage add elements of strategy 
    and timing that normally wouldn't be there.  
    Unlocking: Beat the 15-Minute Melee 
    Size: Small 
    Hazards: Nothing dangerous. 
    Strategy: This is one of the few stages where long-range and close-
    range attacks can coexist effectively. You also have a much better 
    chance of making a successful return than in most stages, thanks to the 
    barrel cannon and "soft" base platform. Use this to your advantage, but 
    don't let your opponents do it. If an enemy is about to reach the 
    barrel, throw something- ANYTHING- at them to foul them up. Edge-guard 
    a lot, as it's the key to success here. Most importantly, make use of 
    items. The arrangement of platforms lends itself particularly well to 
    jumping with a hammer or lining up a shotgun blast.  
    This is one of the most interesting, but most treacherous stages in the 
    game. You fight INSIDE a Game and Watch console, and your characters 
    (you can't see it too well, but a spinning Rumble Tumble Egg can reveal 
    it) are actually flattened like paper cut-outs. Unfortunately, the 
    stage is insanely tiny, making survival difficult.  
    Unlocking: Beat Classic Mode with Mr. Game & Watch 
    Size: Small 
    Hazards: Occasionally, tools fall from the sky, and a man spills oil on 
    the ground. The platforms also shift a lot.  
    Strategy: The stage is incredibly small, so use that against your 
    opponents. Smash them to the sides, and if they roll in the wrong 
    direction when recovering (I'm not kidding), they'll get KO'd. Also, 
    you can score a kill at 0% damage by knocking a foe upwards. A well-
    placed smack from below is all you need for that extra point.  
    ====REGULAR MATCHES==== 
     These are the main single-player matches against the computer. It pits 
    you against opponents each with one life, mainly for survival. You'll 
    have to compete against weaker characters, stronger characters, in 
    teams, metal characters, and sometimes against the environment and no 
    characters at all. There are always opportunities to get trophies, 
    whether you have to work for it or not. There are three modes, each 
    somewhat similar but contain many differences: 
     This is the standard single-player inspired by the original Super 
    Smash Bros.. It pits you against random opponents (all with one life) 
    for survival, and even though you have no idea who you will be 
    fighting, there is always a set pattern: 
    1. Standard Battle - You have to KO one opponent in the opponent's 
    2. Team Battle - You and a random computer partner against two computer 
    characters, and the last one standing wins for that character's team. 
    3. Bonus Stage: Break the Targets - You are alone in your chosen 
    character's "Break the Targets" stage from the Stadium, and basically 
    all you have to do is use your character's skills to break specially-
    placed targets. The more you break and the faster you break them, the 
    higher your score. 
    4. Standard Battle - Like before, you VS. one random character in that 
    character's stage. 
    5. Team Battle - You and two other random computer characters go 
    against one giant character (as if they had eaten a Super Mushroom) 
    with greater attack power and defense. Use strong Smash Attacks to 
    knock this guy out quickly. 
    6. Bonus Stage: Snag the Trophies! - Three random trophies fall from 
    the sky, and you have to kick, punch, whatever the trophies into a cup 
    in the middle. Whether you get none or all three of the trophies still 
    allows you beat the level. Try to use up attacks to knock it higher 
    into the air, then use weak attacks to move it across the stage into 
    the cup. Skip trophies that you already have, unless you have all of 
    them, then just try to get the last one for a challenge :-).  
    7. Standard Battle - Just like before, KO one random opponent in their 
    8. Team Battle - This time, you don't have a team. You alone must fight 
    10 of one random character, as they fall in two's or three's from the 
    sky. In Very Easy, Easy and Normal, these characters are easy and can 
    be taken out with a single smash attack, but in Hard and above they 
    aren't so easily beaten. 
    9. Bonus Stage: Race to the Finish! - This maze-like level has doors 
    all over it so you can beat this in two seconds if you want, but the 
    more doors you skip the more coins you'll get. You run and jump across 
    this level, avoiding lava, spikes, and jumping on platforms to get 
    farther in the allotted time. Make sure you jump into the nearest door 
    when it starts counting down from five. 
    10. Standard Battle - This time is actually different. You have to 
    fight a random metal character, which means they don't flinch when hit, 
    and it's much harder to knock them from the stage. Basically just beat 
    up on them until their percentage is around 200 or so, then try to 
    smash or throw them off they stage when they get close t the edge. This 
    fight is always in the Special Stage, Battlefield. 
    11. Final Battle - This is the boss of the Classic match. Like in Super 
    Smash Bros., it is a huge floating hand with very strong attacks and a 
    set amount of HP. Just use Up Smash Attacks and learn to avoid his 
    attacks, and you can easily beat this boss. However, in Normal and 
    higher, the Crazy Hand appears. This hand has different attacks from 
    the Master Hand, and they work together to knock you off the screen. 
    Since the Master Hand appears after you've already hurt the Master 
    Hand, take him out first, and then go after the Crazy Hand. This fight 
    is always in the Special Stage, Final Destination. 
     These battles have many themed worlds to go through before actually 
    getting to the battle, and sometimes you don't have to battle at all. 
    This mode makes a few mini-worlds with obstacles from the character's 
    original game to get through till the end, and there's a way to get 
    some trophies, too. These battles are always the same: 
    1. MUSHROOM KINGDOM: Side-scrolling race obstructed by Goombas, Koopa-
    Troopas, and Para-Troopas. 
    Fight: Defeat a team of ten Yoshis in the middle of the stage.  
    Trophy: Yes 
    Final Fight: Fight Mario and Peach at Peach's Castle  
    Finish: Defeat Mario and Peach 
    A. Use the Troopas' shells to take out more than one Goomba at a time.  
    B. Use the para troopas to hop across the level 
    C. Keep a lookout for trophies on the ground and on platforms 
    (sometimes they appear from killing Goombas and Troopas) 
    D. If you end the level at a time that ends with two (such as 4:32 or 
    5:12), then Luigi will appear instead of Mario, and he will challenge 
    you at the end of the Adventure mode and if you defeat him you will 
    unlock Luigi. 
    2. KONGO JUNGLE: Two fights with very different forms of Donkey Kong. 
    Fight: You VS. Two Small Donkey Kongs in Kongo Jungle  
    Trophy: No 
    Final Fight: Fight a huge Donkey Kong in Jungle Japes,  
    Finish: KO Giant DK 
    A. Usually a Smash Attack or two will KO the two tiny Donkey Kongs. 
    B. Use Up Smash Attacks to beat up on the Giant Donkey Kong. Do not try 
    to throw him. 
    3. UNDERGOUND MAZE: Race to get to the a randomly-placed finish, beat 
    Link 0-5 times while avoiding Redeads, Octorocks and Like-Likes.  
    Fight: 0-5 Links in different rooms throughout the level 
    Trophy: Yes (sometimes you have to kill an enemy) 
    Final Fight: You VS. Zelda in the Temple 
    Finish: KO Zelda 
    A. From the beginning, fall down along the left wall until you get to 
    the gap and continue upwards from there. 
    B. You can get 30,000 more points with a special Bonus if you fight all 
    5 Links before finishing the level. 
    C. If a Redead grabs you, tap your buttons to make him let go. 
    4. BRINSTAR: A fight and a race for survival. 
    Fight: You VS. Samus in the Brinstar level. 
    Trophy: Yes 
    Final Fight: None 
    Finish: After the fight, jump onto the platforms until you get to the 
    top within 40 seconds. 
    A. Keep a lookout for the trophy on platforms going to the top 
    B. Often the trophy will be on the platform to the left or right of the 
    finish platform, so when you make the last jump to jump onto that 
    floor, try to be to the left or right of the floor. 
    5. GREEN GREENS: Battles with many different Kirbys 
    Fight: You VS. 1 Normal Kirby in the Green Greens level. 
    Trophy: No 
    Final Fight: You VS. 10 Kirbys with powers from random characters 
    (using his B attack) in the Green Greens level. 
    Finish: KO last Kirby in the team. 
    A. Kirby is a very light character, so a few Up Smash Attacks should KO 
    B. The Kirby Team is even lighter, so try to time your Up Smash Attacks 
    so that you hit all three of them as they drop on top of you for three 
    instant KOs. 
    C. If you don't get hit by any of the Kirbys, a Giant Kirby will drop 
    down and battle you. He will be harder to KO, so just beat up on him 
    and try to smash him upwards as well, since the blocks on the side 
    usually stop characters from being smashed from the side. 
    6. CORNERIA: Two fights against Star Fox  
    Fight: You VS. Fox on the Corneria level 
    Trophy: No 
    Final Fight: You VS. Fox with often attacks from the ARWINGs. 
    Finish: KO Fox again 
    A. If Fox doesn't hit you at all before you KO him, in the next battle 
    Falco will fight instead of Fox. 
    B. Try hitting Fox/Falco into the ARWING shots to hurt him more. 
    7. POKEMON STADIUM: Fight an assortment of Pokemon, with Pokemon. 
    Fight: You VS. 10 Pikachus, 1 Jigglypuff, and 1 Pichu in Kanto Stadium 
    Trophy: No 
    Final Fight: None 
    Finish: KO last Pokemon. 
    A. Many Pokeballs fall from the level. Try to pick them all up and you 
    can beat this level without ever making one attack. 
    B. Pichu and Jigglypuff will try to use the Pokeballs more than the 
    Pikachus. Take them out before the Pikachus. 
    8. F-ZERO GRAND PRIX: Run a marathon on a racetrack (avoiding the 
    racecars) and fight a racer. 
    Fight: You VS. Captain Falcon in Mute City 
    Trophy: Yes 
    Final Fight: None 
    Finish: KO Captain Falcon 
    A. Make sure you tap the Control Stick to run instead just walking fast 
    by moving the control stick to the right. 
    B. If you have a fast character, you can skip two platforms before you 
    have to jump on one to avoid the cars. If you have a slow character, 
    try jumping on every other one.  
    C. Keep a lookout for a trophy on the platforms or on the road. 
    D. After the cars start coming, you can jump off your platform after 
    about three seconds or so, since the cars go so fast that by the time 
    you touch the ground they will already be gone. 
    9. ONETT: Fight three Nesses 
    Fight: 3 Ness characters of standard health on the Onnet level.  
    Trophy: No 
    Final Fight: None 
    Finish: KO last Ness 
    A. There are a lot of Mr. Saturn items in this level. They aren't 
    particularly useful unless you want the Bonuses, so try to avoid them.  
    B. Try to stay on the ropes to the right. Here they trees don't block 
    you, the cars on the bottom can't get you, and the Nesses usually will 
    attack head on to get to you. Try to Smash them to the right to KO them 
    10. ICICLE MOUNTAIN: Race to the top to fight the Ice Climbers, 
    avoiding the Topis, Polar Bears, and Freezies 
    Fight: You VS. 2 Ice Climbers in Icicle Mountain level 
    Trophy: Yes 
    Final Fight: None 
    Finish: KO the last Ice Climber 
    A. Halfway through the level the screen will start going up much 
    faster. Be ready and try not to snag a trophy during this time. 
    B. When the screen is going slow, try to kill both a Topi and a Polar 
    Bear, and grab a Freezie to hit a Topi with. You can get Bonuses this 
    C. Try not to smash the Ice Climbers up, because sometimes they will 
    land on the platforms above you. Try smashing them to the side to 
    quickly KO them. 
    11. BATTLEFIELD: Defeat 3 or 4 tough opponents 
    Fight 1: You VS. 15 Wire-frame opponents in Battlefield level 
    Fight 2: You VS. 1 Metal Mario in Battlefield level 
    Trophy: Yes (You will get a trophy of your character if you beat this) 
    Final Fight: You VS. 1 Bowser in Final Destination level 
    Finish: KO Bowser  
    A. After unlocking Luigi, Luigi will also appear Metal with Mario. Do 
    not rely on flinching or throwing to beat them, try smashing them near 
    the edge. 
    B. For some reason, you jump higher and fall slower in the wireframe 
    battle. Adjust to this and be careful. 
    C. On Normal and harder, after defeating Bowser, he will come back and 
    become Giga Bowser. He is very big and very powerful. Try to reserve at 
    least one life for him, as he is hard to KO. 
    -ALL STAR- 
    7. ITEMS
    Barrel Cannon 
     Throw this barrel at an enemy and they'll get stuck inside. The barrel 
    will then continue to move and spin all around. Hit your A button to 
    launch them in whatever direction the barrel is facing.  
    Use: This is particularly useful on small stages or ones with gaps, 
    like Mushroom Kingdom or Fourside. Simply trap an opponent in the 
    barrel, wait till it's over a cliff and facing down, then launch them 
    to their death. This item is easily confused with the "capsule" Barrels 
    that contain other items. You should also note that these items travel 
    slowly, so you can easily avoid one heading in your direction. 
    Value: 3 
    Origin: Donkey Kong Country 
    Downside: None, really. It's just not all that good. 
    Beam Sword 
     The almighty Beam Sword from the original SSB makes its triumphant 
    return in Melee.  
    Use: Do I really need to tell you how to use a sword? When your 
    character is holding one, they will use it instead of their standard "A 
    button" moves. The sword will extend their reach, damage, and flying 
    potential higher than that of the standard attack. The sword is, of 
    course, also more powerful when used as a smash attack. The item is 
    still very good, but it tends to be overshadowed by some of the new 
    Value: 7 
    Origin: Ripped off of Star Wars 
    Downside: None 
     A very powerful bomb that can easily KO an opponent but often results 
    in suicide.  
    Use: The Bob-Omb first drops onto the battlefield as a standard bomb. 
    If you are standing near one in this state, feel free to pick it up and 
    hurl at the nearest opponent. However, once it begins moving, STAY 
    AWAY, because colliding with one will either kill or heavily damage 
    your character. If you're on the other side of the screen, just don't 
    bother. By the time you see it and then get over there, the bomb will 
    begin moving soon and it's simply not worth the risk of almost dying. 
    If somebody throws a bomb at you, you could either jump, block, or 
    catch it. If you have the skill to catch it, then more power to you. 
    Try throwing it back if there's time left before it explodes. 
    Otherwise, use the shield or your character's projectile deflection 
    move where applicable. Playing the game, you'll likely find that the 
    bomb item accidentally or randomly kills somebody more than it is 
    effectively used as a weapon. direction. 
    Value: 2 
    Origin: Mario Series 
    Downside: Easy to kill yourself. Easy to be killed by one randomly 
    walking around. 
    Bunny Hood 
     Imagine your character on speed.  
    Use: When your character dons the Bunny Hood, aside from looking 
    fruity, he or she will be able to move twice as fast and also jump much 
    higher. These effects last for only a limited time, so use them quickly 
    and use them well. How, you ask? In combos, certainly. Smack an 
    opponent into the sky and use your incredibly speed and height to KO 
    them on their way down. If you're a "lumbering fatass" character like 
    Bowser, the item is particularly useful because it removes your 
    character's basic flaw. 
    Value: 4 
    Origin: Legend of Zelda: The Ocarina of Time 
    Downside: Faster speed means you fall faster as well. If you're not 
    used to playing as a fast character, make sure you take this into 
    account. It also wears off suddenly, so don't go for a meteor attack 
    too far away from the edge if the time's about to end. You could wind 
    up with a second jump much weaker than expected. 
    Cloaking Device 
     You've got semi-invisibility a-la predator. What're you going to do 
    with it? 
    Use: Start doing smash attacks on other characters who are otherwise 
    preoccupied and won't notice you. You're totally invisible while 
    standing still, so also try camping on a high- trafficked platform 
    charging your smash moves, then unleashing on whoever happens by. Also, 
    you never take damage while invisible. You can get knocked around, but 
    your percentage will never rise until you're visible again. It's nice 
    if you can find the other players, to whomp on them, but it's easier to 
    find them and do said whomping if they aren't invisible and invincible.
    Value: 3 
    Origin: Perfect Dark, which ripped it from the Predator movies 
    Downside: You can't see yourself either. It's easy to lose track and 
    suicide or misjudge an attack so that it misses. When you attack, you 
    will become visible for a short period of time. Use this to see (or be 
     If the Beam Sword sucked, it would be the fan. 
    Use: The fan is very very weak, but is swung rapidly. In theory, you 
    could use it to rack up damage on somebody real close to you. Still, 
    it's less effective than just using regular moves. The only real thing 
    keeping this item from being totally worthless is that a smash attack 
    or two from it will break an opponent's shield. If you've got a 
    turtling newbie player ticking you off, you'll have found the perfect 
    opportunity to use it. Most of the time, just don't bother picking this 
    Value: 2 
    Origin: Just a silly little accessory that frilly ladies carried around 
    back in the day. No one knows why. 
    Downside: Incredible Levels of Suckitude 
    Fire Flower 
     Blow fire for heavy damage.  
    Use: Hold the item and hit A to blow fire at the enemies much like that 
    of Bowser's attack. An opponent in the flame will be unable to move and 
    quickly gain damage until the flower runs out of power. Once this 
    happens, throw at the opponent to stun them for another second before 
    you use a smash move for the KO. 
    Value: 5 
    Origin: Mario Series 
    Downside: Runs out spontaneously, vulnerability from the back while 
    using, difficult to tell from Lip's Stick item. 
     Set this somewhere and it will bop enemies around.  
    Use: Pick up the item and throw it somewhere to have it stop in the air 
    after a short distance. Until it disappears, enemies colliding with the 
    bumper will be driven backward. If this happens to be powerful enough 
    that it KO's the opponent, you wil get the kill, but this essentially 
    never happens. Don't bother.  
    Value: 1 
    Origin: Balloon Fight 
    Downside: Worthlessness 
     Restore a very small amount of health.  
    Use: Food often comes in groups of about five or six from the Party 
    Ball item carriers. Stand over a group and just keep smacking A to 
    recover about 25%. Get some if it's off in a corner, but don't 
    jeopardize yourself for it. It's definitely not worth the effort of a 
    tomato or heart container. 
    Value: 1 
    Origin: Nothing in particular, though HAL Labs used food for similar 
    purposes in later Kirby games  
    Downside: Doesn't do much 
     A small blue ice creature sliding along the stage. It resembles a 
    wide, blue flame.  
    Use: The freezie moves along the stage naturally, even before anything 
    touches it. Hence, they're more difficult to pick up than most items. 
    Grab it and throw at an opponent to deal some damage and encase them in 
    ice for about three seconds. While they're in ice, they are totally 
    vulnerable, but also very heavy, so don't expect to start juggling 
    combos. The best use for this is to use it on an enemy that's off the 
    edge of the stage somewhere trying to recover. Hit them with the 
    freezie and they'll be unable to stop falling to their death in time. 
    Value: 3 
    Origin: Mario Bros (original) 
    Downside: Limited use, difficulty to catch. 
    Green Shell 
     Use it to throw at an enemy. If it encounters an obstacle it will 
    bounce off and travel along the ground, hitting anything in its path.  
    Use: The green shell is a basic, but effective, weapon. Using it 
    doesn't involve much strategy, just aim and chuck it. If you can get a 
    computer opponent to fall on it while it's bouncing between 2 objects 
    it will often juggle them in the air for a few seconds. I think it's 
    possible to get it to stop moving by jumping directly on top of it. 
    Value: 4 
    Origin: Super Mario Kart 
    Downside: Can hit you while bouncing around, which is pretty annoying. 
     Picking up the hammer causes you to swing it wildly, severely damaging 
    anybody in your path.  
    Use: 1. Pick up
    2. Run towards enemy
    3. Pound enemy with hammer
    4. Repeat
    Watch out, as the hammer has been toned down. You must actually strike 
    the character with the head of the hammer, and you are not invincible 
    and can be knocked around easily while holding the hammer. 
    Value: 8 
    Origin: Donkey Kong 
    Downside: Occasionally the head of the hammer will fall off, leaving 
    you running around with only the handle. You can, however, pick up the 
    head and throw it at someone after it's fallen off. Using the hammer 
    also reduces your jumping height and prevents you from executing a 
    double jump, or any other move for that matter. 
    Heart Container 
     Restores 100% health  
    Use: Use it to decrease your damage percentage. While the damage falls, 
    you sparkle, and are invincible, so use this heart as a very short term 
    super star. 
    Value: 8 
    Origin: The Legend of Zelda 
    Downside: The Heart Container's ONLY downside is that it takes forever 
    to fall to the ground. In this length of time, everyone is scrambling 
    to get it, and you've got a king-of-the-mountain type game over who 
    gets to claim the heart container. So, only go at it when it's almost 
    to the ground, and use a good clearing move, snag it, and attack.  
    Homerun Bat 
     The only item with a mini-game based around it. If timed well, an 
    instant KO powerhouse.  
    Use: This is fairly powerful when you just smack people with it. But 
    when you smash, you're guaranteed an instant KO unless there's 
    something in the way of your opponent's trajectory. Extremely useful 
    against newbies. 
    Value: 9 
    Origin: The ever-crappy sport of BASEBALL. 
    Downside: The smash can be difficult to time. 
    Lip's Stick 
     This flower can slowly cause damage to enemies.  
    Use: When you smack an opponent with this, a flower will appear on 
    their head, gradually damaging them. The more (or harder) you hit, the 
    bigger the flower gets, and the more damage it does. 
    Value: 4 
    Origin: Panel de Pon (Oh, those wacky Japanese games!) 
    Downside: One of the less good blunt weapons. 
    Maxim Tomato 
     Restores 50% Health  
    Use: Use it to decrease your damage percentage. 
    Value: 6 
    Origin: Kirby's Dreamland 
    Downside: The little sucker is tiny, and when a huge all-out brawl is 
    going on, it kind of looks like a pokeball. 
    Metal Box 
     Temporarily makes your character metal.  
    Use: The metal box makes your character shiny! It will also make you 
    heavier and therefore harder to throw, knock down, or injure. May 
    increase your attacks effectiveness. It doesn't seem to affect your 
    jumping ability, except you fall much quicker as a metal character.  
    Value: 3 
    Origin: Super Mario 64 
    Downside: Not really all that useful, unless you're a smaller character 
    up against the big tough guys. 
    Motion Sensor Bomb 
     After being placed on the ground, this item activates itself and 
    explodes when something touches it.  
    Use: Great for placing near the edge of a stage, next to another item, 
    or anywhere where your opponent frequently goes. 
    Value: 5 
    Origin: Goldeneye, Perfect Dark 
    Downside: If you forget that it's there (very hard to see), or get 
    knocked into it, it will damage you, and while it's not as powerful as 
    the bob-omb, it packs quite a wallop. 
    Mr. Saturn 
     He walks around.  
    Use: Well, you can pick him up and throw him at people, causing some 
    damage. Mainly, it's just another thing to throw around. 
    Value: 1 
    Origin: Earthbound 
    Downside: Lack of any real use. 
     A weapon, or a handy item to stay afloat with.  
    Use: The parasol can be used to hit people, or to float gently 
    downwards with. However, if you're Peach, just ditch the thing; your 
    own parasol is better. 
    Value: 2 
    Origin: A wonderful invention which protects your head from pathetic 
    little droplets of water. 
    Downside: Almost entirely useless. 
    Party Ball 
     Add spice to the fight by unleashing a ballful of items!  
    Use: When you toss a party ball, it will rise up into the air and flash 
    for a moment. It will then open up and release either (A) a barrage of 
    handy items, (B) a giant pile of delicious food, or (C) four dangerous 
    Bob-ombs, which you should avoid at all costs. 
    Value: 5 
    Origin: None 
    Downside: Not all too useful, and the Bob-ombs are downright deadly. 
    Poison Mushroom 
     This is what happens to mushrooms who hang with the wrong crowd. If 
    you grab it, it'll shrink you.  
    Use: The Poison Mushroom looks almost exactly like the Super Mushroom, 
    except it's paler, and has angry eyes that are difficult to see. 
    Picking one up will make you the smallest of small, rendering your KO 
    abilities useless. Be extremely careful so as not to get one. 
    Value: -9 
    Origin: Mario Series 
    Downside: Duh, that's a tough one. 
     A dozen items in one, this ball releases a random Pokemon which shall 
    do your bidding.  
    Use: Grab this item and toss it on the ground. Then, watch as your 
    opponents are suddenly attacked by some vicious (but usually cute) 
    creature. It's completely random which Pokemon you get, but there are a 
    LOT of them. Scroll down or click here for a list of Pokemon. 
    Value: 9 
    Origin: Pokemon 
    Downside: Every once in a while, you're landed with a crappy Pokemon 
    like Goldeen. 
    Ray Gun 
     It's a gun. It shoots lasers.  
    Use: It's quite simple. Pick up the gun, and press A to fire it 
    repeatedly. You can juggle opponents off edges with it from a distance, 
    and stop the barrage when they're too far away to get back. 
    Value: 6 
    Origin: Nowhere in particular 
    Downside: Obstacles get in the way. 
    Red Shell 
     Perhaps you think the red shell is better than the green shell. 
    Perhaps you are a fool.  
    Use: Throw this on the ground, and it'll race back and forth on the 
    platform, chasing after all players- yes, including you. It sounds 
    good, but it is a major annoyance. Just throw it away. It's no help to 
    Value: 2 
    Origin: Super Mario Kart 
    Downside: Incredibly annoying. 
    Screw Attack 
     It's a screwball! Holding this item will let you Screw Attack just 
    like Samus!  
    Use: Hold this item, and every jump you take will be complemented by 
    Samus' popular multi-hitting Screw Attack. Very handy to hang on to, 
    but it's worth ditching for a better item. One thing you should know is 
    that throwing this at an opponent will send them Screwing upwards, so 
    don't throw it downwards at anybody. 
    Value: 7 
    Origin: Metroid 
    Downside: The aforementioned dangers of throwing the item. 
     Be invincible, like Boris from Goldeneye! Except for the "getting hit 
    by masses of liquid nitrogen" part.  
    Use: This handy item bounces along until you touch it. When you have 
    one, you're invincible, pure and simple. No attack can touch you. Feel 
    free to incorporate those grabbing techniques that were so difficult to 
    pull off before. 
    Value: 8 
    Origin: Mario Series (this isn't the Earthbound Starman, he's 
    different, and special in his own way)
    Downside: It doesn't last too long. 
    Star Rod 
     A blunt weapon AND a projectile generator.  
    Use: You can smack someone with this just fine, but it'll also fire 
    stars at enemies when you smash with it. Captain Falcon can fire 4 
    stars at once with it, and Sheik can fire 2. 
    Value: 5 
    Origin: Kirby games (there was also a similar star Rod in Paper Mario, 
    but that's not what this is) 
    Downside: It's weak. 
    Super Scope 
     A rapid fire shotgun, or a high-powered charge shot.  
    Use: When you've got a Super Scope, you've got two options. You can 
    entrap your opponent in a barrage of speedy blasts, or you can charge 
    the gun up for a blast more powerful than Samus's charge shot. 
    Value: 8 
    Origin: Super NES Peripheral (no, it isn't a weapon in real life) 
    Downside: A reflected charge shot can be deadly. 
    Super Mushroom 
     Grow big, just like Super Mario!  
    Use: This item will slide along the stage, and enlarge the first person 
    who manages to touch it. Being bigger has wonderful advantages, since 
    you're tougher to knock away and much stronger. You also have higher 
    jumping. The effects won't last too long, however. 
    Value: 9 
    Origin: Mario Series 
    Downside: Try not to pick up a Poison Mushroom (below)! 
    Warp Star 
     Your character flies into the air and slams back on the ground, 
    creating an explosion that harms everyone but you.  
    Use: Grab this item to launch into the air, crashing down onto the 
    ground for a powerful hit where you land. You can steer it a bit by 
    holding the control stick in a direction. 
    Value: 7 
    Origin: Kirby's Dream Land 
    Downside: Difficult to maneuver. 
    8. SECRETS
    Unlock Mewtwo with 20 total hours of Combined Vs. gameplay.
    Unlock Jigglypuff by completing the Classic or the Adventure mode once, 
    any difficulty.
    Unlock Mr. Game & Watch by completing all of the Target Tests, 
    Adventure Modes, or Classic modes for the other 24 characters.
    Unlock Marth by playing all fourteen characters in Melee mode.
    Unlock Roy by beating Adventure mode or Classic mode with Marth without 
    continuing, any difficulty.
    Unlock Dr. Mario by besting Classic mode with Mario, no dying. 
    Unlock Luigi by finishing first stage in adventure mode with 2 seconds 
    left (_:_ 2:_ _, ie 1:0 2:96). Luigi replaces Mario in the next fight.
    Unlock Ganondorf by beating Event 29.
    Unlock Falco by beating 100 Man Melee for the first time, or by playing 
    300 Vs. Matches.
    In the April 2002 Electronic Gaming Monthly, they said that by killing 
    20 of the wire-frames in cruel melee, you could unlock both Sonic and 
    Tails, and then beating classic with them warranted a special surprise. 
    This was their APRIL FOOLS DAY JOKE. The date printed on the little 
    information box about unlocking the characters was April 1, 2002, even 
    though that date hadn't come yet, and april 1st is APRIL FOOLS DAY. DO 
    All Melees other than Cruel Melee have the same strategy. Be DK, and 
    stand in the middle of the stage. Press down+b to do your ground pound. 
    Repeat this. Continuously. Everything other than the 15 minute melee 
    should be VERY easy with this strategy, and even the 15 minute melee 
    should only take a few tries. The Cruel Melee is much more difficult. 
    Be Ness. Jump off the edge, and PK thunder yourself back towards the 
    edge. Try to hit yourself into the Wire-frame fighters. Do this 
    repeatedly, and you should kill a few of them. A few of them should 
    also kill themselves. Just try to kill 5, because then you'll get a new 
    Unlock Pichu by beating Event 37 or playing 200 Vs. Matches 
    Unlock Young Link by beating Classic mode with 10 people or by playing 
    500 Vs. matches.
    Unlock Planet Zebes: Brinstar Depths by playing 50 Vs. matches. 
    Unlock Eagleland: Fourside by playing 100 Vs. matches. 
    Unlock F-Zero Grand Prix: Big Blue by playing 150 Vs. matches. 
    Unlock Kanto Skies: Poke Floats by playing 200 Vs. matches. 
    Unlock Mushroom Kingdom II by getting the Birdo trophy.
    Unlock Superflat World: Flat Zone by unlocking Mr. Game & Watch and 
    defeating Classic mode with 
    Unlock Battlefield by defeating All-Star Mode with any character, any 
    Unlock Final Destination by clearing all 51 Event Matches. 
    Unlock Popupuland by completing Target Test successfully with all 25 
    Unlock Yoshi's Island by hitting over 1320 (I got 1308 and no dice, but 
    1325 gave me the level) feet in the Homerun Contest with Yoshi. 
    The Homerun Challenge will give you two trophies and a secret level. 
    The strategy is really very simple. Be Yoshi. Walk up to the sandbag. 
    Barely jump, (do not jump over the sandbag) and press down+a to do your 
    bicycle kick. Repeat. Do this as many times as possible, (I've never 
    been able to do more than four) then grab the bat and smash the sandbag 
    to oblivion.
    Unlock Kongo Jungle by finishing 15-minute Man Melee with any 
    ~Unlock the Score Display (displays your bonus score during the melee 
    match instead of after it) by racking up 5000 Kos
    ~Unlock Celebi in pokeballs by first getting the score display, then 
    Celebi will become available, although very rare.
    ~Unlock the Sound Test by beating all 51 Events in Event Mode AND 
    getting all of the levels. Thanks to EVERYONE for pointing that out.
    ~Unlock All-Star Mode by unlocking 25 characters.
    ~Unlock the Random Stage Switch by opening unlocking all of the stages. 
    This does not include
    the three classic stages and two generic stages (Final Destination and 
    ~Unlock the alternate music in certain stages by pressing L and R on 
    the controller before you press A to select a level. Keep them held 
    down until the level starts.
    ~Here are the levels with alternate music:
    Icicle Mountain- Balloon Fight
    Great Bay- Saria's Song
    Hyrule Temple- Fire Emblem
    Yoshi's Island- Super Mario Bros. 3 theme
    Onett- Pollyanna, from Earthbound
    Big Blue- Mach Rider 
    Pokemon Stadium- Pokemon Gold/Silver 
    Both Mushroom Kingdoms- Dr. Mario, Fever selection 
    Battlefield- Multi-Man Melee 
    Final Destination- Alternate SSB theme rendition
    ~Here are fun ways to screw with the trophy gallery:
    If you hold the Y button and press A to enter the trophy collection, 
    they will be arranged in a triangular format.
    If you hold the L Shoulder button and press A to enter the trophy 
    collection, they will be arranged in straight rows.
    And if you hold the R Shoulder button and press A to enter the trophy 
    collection, they will be arranged in a circular pattern.
    ~If you go to the sound test and pick any song, when you go to the 
    trophy mode, the background music will be the piece you just picked in 
    the sound test mode.
    ~Oh, and if you have a Pikmin save on your memory card when you start 
    up Melee, you'll get a Captain Olimar trophy. YES IT'S IN THE FAQ 
    ***Here are some new oddities for the characters***
    ~Take Fox or Falco to either Star Fox stage, and press left and right 
    on the d-pad repeatedly. Eventually, they'll clench a fist, bend over, 
    shake a bit, and summon their fellow wingmen for some random chatter. 
    No practical use, but pretty cool. 
    ~And now a new one's been discovered. With Samus, 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.
    ~Are there any more for any characters? Send them in if you find them!
    Lv. 01: Trouble King 
    "Fight Bowser in a classic Mushroom Kingdom clash!"
    Mario (2) vs. Bowser (2)
    This is pretty damn simple. Stay moving, be an item hog, and use the 
    smash attack and you should win with absolutely no problem at all.
    Lv. 02: Lord of the Jungle 
    "A duel of epic proportions! Which ape is top primate?"
    Giant DK (2) vs. Mini-DK (2)
    This can actually be kinda challenging, because you are too damn big, 
    and some of your attacks just go over Mini-DK's head. However, he can't 
    do @#%$ for damage, so just use your Up + A slap when he is on a 
    platform and the ground-slap when on the ground. Once he's in the air, 
    keep him there until you star finish him. The Up + A charge attack is 
    quite good for juggling him.
    Lv. 03: Bomb-fest
    "Bombs are everywhere in this explosive battle."
    Character of Choice (1) vs. Link (1) vs. Samus (1)
    This is a rather ridiculous fight. You versus Link and Samus, both 
    bomb-equipped, with explosives everywhere. Every Poke Ball in the this 
    level contains a highly explosive Electrode. (Remember? He used to pop 
    out of the door in Celadon on Smash Bros 64.) Anyway, for this battle, 
    stay in the air, don't use a lightweight, and grab all items. Pretty 
    Lv. 04: Dino-wrangling
    "A giant Yoshi is on the loose! Somebody stop it!"
    Chosen Character (3) vs. Giant Yoshi (1)
    Damn, if that isn't one huge, highly detailed Yoshi? His size is his 
    disadvantage though. I'm going to recommend Link on this one. His 
    powerful A-button attacks work well, and the downward sword stab rocks 
    here. If you do it right, you can get a 2 or 3 stab combo in. This 
    racks up damage. Once his is at about 150% damage, smash attack him or 
    down-stab him to his doom.
    Lv. 05: Spare Change 
    "Don't stop until you get 200 coins!"
    Ness vs. Falcon (first to 200 coins, time limit of 1:20:00)
    Smash newbies: the hardest part of this level is learning to use Ness. 
    Refer to the other part of the FAQ, and then go into training to 
    familiarize yourself with his bat, yo-yo, and goofy jump and comeback 
    move. Now then, the coin battle. Bronze coins are 1, Silver are 5, and 
    Gold a whopping 10. The key here is to keep Falcon away, even if he 
    hits you. Simply knock him away, grab the coins. Lather, rinse, repeat. 
    It should be noted that the cars in Onett produce a large amount of 
    coins, and if you can knock Falcon into one, you would be rewarded.
    Anyone Unlocked (1 life) vs. 3 Kirbys (2 lives each) 
    Using the same strategy that you use for multi man melee (use DK and 
    continually use your Down+B) should work here.
    Anyone Unlocked (2 lives) vs. Pikachu (2 lives) 
    The important thing to know here is that you can only hurt Pikachu with 
    Pokemon. Any character should work but a quick character would be good 
    if you're having trouble.
    Anyone Unlocked (3 lives) vs. Samus (3 lives)
    This is just a simple fight, so you've got two choices. You can go with 
    your favourite character, and employ the strategies you usually use, or 
    you can find a character who is an excellent juggler (I recommend 
    Sheik) and try to get Samus in the air where she's extremely 
    vulnerable. It's all based on preference. You both start the fight with 
    a fair bit of damage, so getting the first strike is worth it.
    Event #9: Hide 'N' Shiek
    "only Shiek KOs count! Wait for the change..."
    Chosen Character (1) vs. Two Zeldas (2 each)
    KO two Zeldas. KO's only count if you KO them as Shiek.
    In case you haven't noticed, Zelda seems to think it's necessary to 
    transform between her two forms EVERY FIVE SECONDS. If you wait for the 
    transformation to hit her, you'll die. Just beat Zelda up with weak 
    attacks in either form. Once her damage gets high, wait for the 
    transformation, and hit her with a strong attack. BOOM. One less enemy 
    to worry about. Repeat as necessary.
    Anyone Unlocked (2 lives) vs. Mario, Donkey Kong, Yoshi, Peach, Bowser 
    (1 life each)
    All-Star matches pit you against a set of characters, one by one, on 
    their own stages. You get two stock, but any damage you get carries 
    over to the next fight. It sounds hard, but it's not really too 
    difficult until the later All-Star matches.
    Here, I'd recommend using a character with a powerful move (like 
    Captain Falcon's Falcon Punch). Since these foes are ridiculously easy 
    to hit and rarely dodge, a few hits from that powerful move will KO 
    them. Ganondorf's Warlock Punch WOULD work best, but there's almost no 
    way you'd have him, since you get him via a later event.  
    Anyone Unlocked (1 life) vs. Two Ice Climbers (Immortal)
    Here you'll want to find a character who is a high jumper, and a 
    skilled dodger. Luigi is preferable, but if you haven't got him, try 
    Captain Falcon, or, oddly enough, the Ice Climbers. Just escape into a 
    high corner and go up with the stage. If you are approached by an Ice 
    Climber, dodge past them and head to the clearest part of the screen. 
    The time will be up before you know it.  
    Anyone Unlocked (1 life) vs. Captain Falcon (1 life)
    Here, it's simple. Just find a character with a really powerful move 
    and time it so that Falcon gets slammed in the face and gets sent 
    flying. You can do it with a character who has a good throw, too, but 
    the power method is preferable, since you're short on time.
    Event #13: Yoshi's Egg
    "Protect the single remaining Yoshi egg from being broken!"
    Yoshi (1) vs. Donkey Kong, Pikachu, Fox (unlimited, I think.)
    Protect Yoshi's egg from your foes.
    This is pretty easy. To beat it easily, you might want to try being a 
    coward. As soon as the event begins, grab the egg. Once you've got the 
    precious egg, run from the enemies, if they attack you one enemy at a 
    time, they'll be easy enough to dodge. If they team up on you, throw 
    the egg at them. Just be sure to grab it again, and don't throw it too 
    often. Basically, just grab the egg and avoid your foes. It's only #13, 
    so they should be relatively easy to avoid.
    Anyone Unlocked (2 lives) vs. 3 Random Characters (2 lives each)
    Trophy Tussle matches pit you on top of a giant version of a certain 
    trophy, where you duke it out with three random opponents. Everyone has 
    2 stock. Since your opponents are random, it can be difficult to come 
    up with strategies for this.  
    A good character to use for this first Trophy Tussle is either Mario or 
    the Ice Climbers. Their midair Forward + A moves (known as Meteor 
    Attacks) will send the opponents flying down the side of the goomba 
    (the trophy you are fighting on here) and down to the bottom. It'll be 
    hard for them to recover.
    Anyone Unlocked (2 lives with Poison Mushroom) vs. Samus, Zelda, Peach 
    (2 lives each)
    Okay, so your enemies aren't all that much bigger than normal, and 
    you're not all that much smaller than normal, but there's a size 
    difference alright. However, you can use the size of your opponents 
    against them. Pick Jigglypuff. Then, use your rest (down + B) move on 
    them (you have to kinda be inside the other character to do it right). 
    It'll kill them in one hit. Do it twice for everyone, and you'll win 
    the match easily. Sheik can be tricky to hit, but you can do it (or 
    just wait until she turns back into Zelda)
    Kirby (1 life) vs. 10 Kirbys
    This is a pretty easy event, and you'll need just a little luck. Hang 
    out near a warp star, and if a group of Kirbys comes near you, grab it 
    and slam them. They'll be gone before you know it.
    Samus (1 life) vs. Bowser and Captain Falcon (1 life each)
    There's no real sure-fire way to beat this one, but it'll get a whole 
    lot easier if Captain Falcon suicides. Basically, you have to be the 
    one to KO Bowser. Not Falcon. Not by suicide on Bowser's part. YOU have 
    to do it, or you fail. Basically, just work away at Bowser with your 
    screw attack and missiles, then try to land the KO with a charged shot. 
    You're probably only going to win this one if Captain Falcon dies. But 
    don't get lazy when that happens. You still have to kill Bowser, and 
    keep him from suiciding.
    Link (2 lives) vs. Link's Shadow (2 lives)
    Well, in this level, you fight against a dark, black shadow version of 
    Link. For Link players, the battle is mildly challenging, but for 
    anyone else, it's one of the hardest stages thus-far. So, here's a 
    crash course on Link. In the battle, you're going to want to use/abuse 
    the up-B sword spin. It's essential that when the shadow Link is coming 
    at from above or the side, you knock him away with the sword spin, and 
    block his own sword spins with your shield. Also, any time you come 
    down from above him, down-a pogo stick your sword into his head. Don't 
    fight him tete-a-tete as he's a bit faster with his sword and can roll 
    around you (unless you're good at Link, but then you shouldn't be 
    reading this). If you're far away from him (and a lot of the time you 
    should be) then just pelt him with all of your projectiles. If you find 
    yourself with a high percent damage, go into the cave in the middle of 
    the level and camp. Smash hits just bounce you around, and you won't 
    die. Read the above Link strategy and the Hyrule temple strategy for 
    more help. 
    Mario (1 life) vs. Bowser and Peach
    Keeping Peach safe isn't too much of a concern, actually. Sure, if you 
    just sit there, she'll probably die, but it doesn't take much 
    intervention to keep her safe. Your main concern is your own skin. Your 
    best move here is your Super Cape. It'll spin Bowser around and screw 
    him up for a moment. While Bowser is focusing on Peach, grab all the 
    items you can find. A super scope is always handy, and if you get a 
    starman, Bowser will stop what he's doing and run away from you. Just 
    keep Bowser occupied without letting him hurt you.
    Anyone Unlocked (2 lives) vs. Samus, Link, Zelda, Captain Falcon, Fox 
    (1 life each)
    Here, you can still use some character with a powerful move, but you 
    want someone who's nimble and maneuverable, as well. Here I'd recommend 
    Link and his midair down+A stab. It'll send your opponents flying 
    upwards, and you can juggle them until they're gone.
    Anyone Unlocked (1 life) vs. Two Ice Climbers 
    For this one, choose Zelda or Ness. Approach the Ice Climbers, and grab 
    one. If it's Popo, toss him upwards. If it's Nana, throw her backwards 
    off the stage, then pursue her and keep knocking her away. If you're 
    Ness, you'll want to charge your bat for a well-timed home run KO. Once 
    the first Nana is dead and gone, head to the other pair and repeat. It 
    WILL take you a few tries. Don't give up.
    Event #22: Super Mario 128
    "Battle 128 tiny Marios in a wild endurance match!"
    Chosen Character (1) vs. 128 Marios (1 each, poison mushroom)
    KO 128 tiny Marios
    All 128 Marios go flying at the drop of a hat, so you'd think this 
    would be ridiculously easy. But 128 IS a lot. Simply pick your best 
    character, and use a strong attack with a wide range. (such as DK's 
    ground pound, or Link's sword spin) Do that continuously, and don't let 
    the Mario's get any items (such as bob-ombs, pokeballs, or Warp stars) 
    that could kill you. Also stay away from any items (such as bob-ombs or 
    capsules that may explode) that you could kill yourself with. If you 
    don't let items become a factor, the Mario's are weak enough to make 
    this pretty easy.
    Event #23: Slippy's Invention
    "Slippy: With my new device, you guys'll be invisible!"
    Chosen Character (2, cloaking device) vs. Fox and Falco (2 each, 
    cloaking device)
    KO Fox and Falco. Everybody's invisible.
    The cloaking device is the most annoying item ever. When your enemies 
    are invisible, they're hard to find, and they obviously have no trouble 
    finding you. When you're invisible, It's hard to find yourself, and the 
    computer still has no trouble finding you. In this event, the computer 
    will always know where they are, and they'll always know where you are. 
    You will have no idea where anybody is. So don't move. If you do, 
    you'll walk off the edge without noticing. Just stand more or less in 
    the same place, wait for them to come to you, and attack them. You 
    should be able to beat them after only a few tries.
    Anyone Unlocked (1 life) vs. 29 Yoshis, 1 Giant Yoshi (1 life each)
    Here you'll want to choose a character with either a quick and powerful 
    move, or a wide-ranged move. Captain Falcon is a good example of the 
    former, and Link a good example of the latter. Simply overuse that 
    move, and the Yoshi's will be flying off the screen. When the big one 
    arrives, you should have plenty of time to wear it down and knock it 
    Bowser (1 life, Super Mushroom) vs. Donkey Kong (2 lives, Super 
    Mushroom), Tiny Mario, Tiny Peach (1 life each)
    Don't worry about the tiny Mario and Peach. They'll die instantly. What 
    you want to do is dodge DK (unless you're a Bowser player) until he 
    suicides down one of the spaces between buildings. If you're really 
    good with Bowser, incorporate your usual strategies against 
    heavyweights. Just don't fall down those cracks, and you'll be fine.
    Anyone Unlocked (2 lives) vs. 3 Random Characters (2 lives each)
    This one is much harder than the previous Trophy Tussle. There will 
    always be one character who goes off to the left and defends that 
    territory. Leave them be until the other two are gone. For those two 
    who are after you, just employ your best multi-opponent strategies (you 
    might want to keep restarting until you get some lightweights). When 
    they're gone, just try to keep knocking the last opponent off the edge 
    of the stage.
    Samus (1 life) vs. Three Metal Samuses (2 lives each)
    The easiest way to beat this one is to use the stage against the metal 
    Samuses (Sami?). When it rotates, try to knock them downwards. They'll 
    fall fast, and have difficulty getting back up. If they land on a 
    platform below the stage, play the waiting game, and they'll soon try 
    to do some jumping trick and fall to their deaths. Of course, if you're 
    good with Samus, you can get more into the fight if you like.
    Anyone Unlocked (1 life) vs. 14 Kirbys (1 life each)
    The best character to use here is Roy (hopefully you have him). Just 
    use your regular B and up+B moves repeatedly, and try not to get 
    knocked too far. If they try to close in on you, make good use of 
    Counter (down+B). Those blasted Kirbys will be gone before you know it.
    Link (1 life) vs. Zelda (1 life), Ganondorf (2 lives)
    Ok, this is the level that, if you win, you'll end up fighting 
    Ganondorf, and you'll be playing as Link. Fun stuff, if you're not a 
    Link fan. If you are, just as it's mentioned in Link's Shadow, this one 
    is a breeze to play, and Ganondorf isn't too hard a foe. But, once 
    again, non-Link players will meet with some difficulty. Throughout the 
    course of the level, stick with Zelda, and just whomp on Ganondorf with 
    sword swipes and sword spins. If you're really not into hand to hand 
    action, run away to the other side of Zelda, with Ganondorf in between 
    and keep hitting him with arrows and bombs, letting Zelda do most of 
    the work. Then, come down on top of Ganondorf with a down-a sword to 
    the head, or do a smash attack to send him flying, repeat as necessary. 
    To fight Ganondorf, you can run away and then pelt him with 
    projectiles, or you can just be quicker than he is and dodge his hits 
    (which he winds up to do, so it's not that hard to spot when a hit is 
    coming) and then smack him around with your sword. Like last time, 
    smash attack him off the stage. If you're really having problems, start 
    to play as Link a bit against Captain Falcon with Zelda to practice. 
    Captain Falcon is a tad faster, so it's like batting practice with a 
    heavier bat, when you do face Ganondorf, he'll be easier.
    Anyone Unlocked (2 lives) vs. Kirby, Pikachu, Ness, Ice Climbers (1 
    life each)
    While only Kirby is technically classified as a lightweight, they're 
    all pretty light characters. I recommend a close-range character, like 
    the Ice Climbers or Mario. Smash them repeatedly back and forth. They 
    can't do much to stop you.
    Anyone Unlocked vs. Mario, Luigi
    This is the only Time Match event in the entire game. Basically, you 
    have to rack up the most KOs on the Mario Brothers before time runs 
    out. Use your best character and pummel away at them, and keep trying. 
    It's tough, but a persistent player can do it.  
    Falco (1 life) vs. Jigglypuff
    For this one, you simply want to get credit for the times when 
    Jigglypuff dies. Stay in the air and use Falco's various kicks to clear 
    Jiggly out of there. Use the occasional throw as well. It's just timing 
    and luck here. Hopefully you have both.
    Captain Falcon (1 life) vs. F-Zero Racers
    This event places you in the single player F-Zero Grand Prix level, and 
    sends you running along as Captain Falcon- at twice the speed. It's all 
    timing. As soon as the race starts, dash. Run past the first couple of 
    platforms, go over the drop, and continue until you reach the next 
    platform (you may need to jump in advance). When the cars stop, run 
    along and cross the gaps until you reach the platform with a little 
    ramp on the end. Stand on it and duck. Then, dash to the finish line 
    (jumping if necessary to stay alive).
    Young Link (3 lives) vs. Link (3 lives)
    In this level, you fight as Young Link versus Adult Link on the Seaside 
    Lab, the key to this level involves the fact that to succeed you 
    shouldn't DON'T SWORD FIGHT LINK...his sword is longer and in direct 
    skirmishes he can out parry you. So, the best strategy is to just keep 
    hitting him with projectiles, and running away from his close range 
    attacks. Then if he falls towards you, hit him with a spinning attack, 
    and then run away, trying to get him onto the platform on the bottom 
    right, where the turtle head is. If he falls into the water UNDER the 
    seaside lab, he's not getting back. This also applies to the other 
    side, because the best bet is to just stay away, and let Link kill 
    himself, but keep on hitting him with projectiles. If you
    have time in your running away, come out of the air with the down-a 
    sword move to rack up some heavy damage, and keep running. 
    Luigi (1 life) vs. Dr. Mario, Peach (1 life each)
    This is probably the most difficult match yet. Here you'll want to 
    employ a strategy usually reserved for Ness. Jump off to one side of 
    the stage, then use the Green Missile (Side + B) to blast at Dr. Mario 
    and Nurse Peach. Hopefully, one will suicide, and it'll be much easier 
    from then on. Then, you can get in close and beat your opponent up. 
    Refer to the Luigi Profile if necessary.
    Ness (1 life) vs. Samus, Kirby, Fox, Captain Falcon, Falco (1 life 
    This level has Ness, with one life, against five characters in a row, 
    on first the secret Earthbound stage and then the Wire Frame Stage. The 
    characters increase in difficulty as the level progresses, with Samus 
    and Kirby at INCREDIBLY easy, Fox at annoying, Captain Falcon at hard, 
    and Falco at lucky. There are very few tricks on this one. It just 
    requires an insane amount of skill playing as Ness. Know this: the bat 
    is your friend. Pretty much the only damage I dealt when beating this 
    was with my trusty forward smash. Know the bat. Love the bat. In time 
    you should be able to get to Capt. Falcon and Falco with little to no 
    damage. Then it is all a mixture of luck, skill, and good items. Good 
    Here's a few more tips. The main point of the first section, on 
    fourside, is to get the least amount of damage incurred as possible. 
    This means keeping the other characters AWAY from you. When a computer 
    controlled character is on a low difficulty setting (like Samus, Kirby, 
    and Fox), they do most of their damage through direct close-up hits. 
    This does not mean run away. This means time your hits correctly, and 
    use the bat ALWAYS. Nothing else. It's best to stay on the ledge to the 
    right of the main center building, where the helicopter lands, because 
    that's where Fox generates, and he's the toughest of them all. If he 
    really beats you around, restart. If you get lucky with Fox, and it 
    happens more often then you think, you go to the second part, on the 
    Here's where it gets tricky. As Ness, you have the greatest ability to 
    run away of ANY character. Use that, and use any and all items at your 
    disposal. But note, neither Falco nor C. Falcon will pick up boxes, so 
    don't expect them to. My brother was so pissed because he waited for 
    Falco to pick up a box and then whammo, Falco kicked him to oblivion. 
    This happened too often to be healthy for him. Also, don't pick up 
    boxes. Ness is kind of weak, and it's too slow with those quick 
    characters darting around. Run away, attack with projectiles, get up 
    the percentage with Falco and C. Falcon, and then pepper them with bat 
    hits and item hits. Try and try again. You'll get it.
    Anyone Unlocked (1 life) vs. Four Giant Wire Frames and a Jigglypuff (2 
    lives each)
    To beat this incredibly frustrating event, FORGET THE WIRE-FRAMES. Just 
    let them run around and attack you, and keep jumping from them towards 
    the ultimate prizes: the pokeballs. Each pokeball contains one of the 
    legendary pokemon, like Entei, Raikou, Suicune, Ho-oh, Lugia, Articuno, 
    Moltres and Zapdos. Oh, and the unfortunate few contain Wobbuffet. Your 
    goal is to get the pokeballs and throw them ASAP. Only Jigglypuff will 
    grab the other balls, and if she's knocked off the stage, the rest of 
    the level is easy. So, grab the pokeballs, throw them, and go for 
    another. Most of the time, the pokeballs will spout these veritable 
    fountains of destruction, but once in a while, Wobbuffet will come out 
    (which always seems to happen at the most inopportune times). Keep on 
    jumping to the pokeballs and throwing them. Nothing ruins your day like 
    the 50% damage that one of these pokemon can rack up on you. Once you 
    kill Jigglypuff (either let the pokemon do it, or, once she's at a high 
    enough percentage, smash attack her) just use pokemon on the wire-
    frames and smash attack them to infinity.
    Anyone Unlocked (2 lives) vs. Mario, Luigi, Peach (2 lives each)
    This is a simple multiplayer battle as a character of your choice 
    (which makes it easier). Just choose your best multi-opponent character 
    and smash away at these guys. It's really best to just do it your own 
    way, but I'd recommend you use a swordsman to prevent these close-range 
    characters from getting too near.
    Jigglypuff (2 lives) vs. Three Jigglypuffs (2 lives each)
    Jigglypuff can kill each enemy Jigglypuff in one hit. Simply grab a 
    Jigglypuff, and tap up to throw it upwards...it doesn't come back. Do 
    this 3 times for each Jigglypuff, and it's very easy to be done with 
    this event in less than a minute.
    Anyone Unlocked (2 lives) vs. Marth, Luigi, Jigglypuff, MewTwo, Mr. 
    Game and Watch (1 life each)
    This is where the all-star matches suddenly become very tough. Since 
    this bunch is so varied, you're best with your personal favorite 
    character. Use your usual tactics, and if you're skilled enough, you'll 
    come out on top.  
    Marth (2 lives) vs. Link (2 lives)
    You'll want to practice a bit with Marth for this match. If you can 
    learn how to use his Dancing Blade (forward+B) move properly, you have 
    a great advantage. Just hit Link from all sides until he croaks. Use 
    the up+B and forward smash frequently, and use the regular B move when 
    Link is distant but headed towards you.
    Luigi (2 lives) vs. Giant Bowser (2 lives)
    Like it or not, you're going to win this when Bowser suicides twice. 
    Just try to stay alive. If you're lucky, you can get him to stomp down 
    the left side of the Squirtle balloon (the blue turtle), losing a life. 
    Then, if you're luckier still, Bowser will just stand on top of the 
    Onix (the stone snake) and let it carry him across the KO wall- another 
    lucky suicide. You're not going to be the one to knock him off no 
    matter how hard you try, but you can weaken him well with your up+B 
    Super Jump Punch.  
    Fox (2 lives) vs. Captain Falcon and Falco (2 lives each)
    One of the most frustrating events. Primarily, you want to run away 
    from them. Get in some damage when you can, but stay away from them, 
    especially if they are together. Eventually, a mix of your damage and 
    the computer screwing up and falling off will result in a few 
    knockoffs. Good luck.
    Anyone Unlocked (1 life) vs. Zelda and Mewtwo (1 life each)
    In this level, they try and trick you into fighting Zelda, but Mewtwo 
    suddenly attacks, on a very high difficulty. First of all, ignore 
    Zelda. You beat this event by beating Mewtwo. Second of all, the best 
    way at beating this is to use Ness. The strategy is to jump off the 
    edge of the level. Zelda and Mewtwo will wait for you at the edge. When 
    you are just above ground level in the air (off the side of the level), 
    use your PK Thunder rescue move to shoot yourself into your opponents. 
    The benefits are twofold. Firstly, it does decent damage once you are 
    practiced enough to hit at a good rate. Secondly, for some reason 
    Mewtwo kills himself A LOT when you are constantly doing this.
    Mr. Game and Watch (3 lives) vs. 25 Mr. Game and Watches (1 life each)
    In this highly annoying event, you have to KO 25 G&Ws when your 
    character has a hex on him that makes him fly whenever any hit lands on 
    him. Try to stay away from any and all smash moves by the opponents. 
    This event is cake once you know the best move to eliminate your foes. 
    That move is your down+A move. No, not the down smash with the mallets. 
    Just the down+A move where it looks like he is flipping a piece of the 
    floor up and down. Get off to the edge of the level with your back to 
    the side and abuse this move. Knocks them off in one hit...
    Anyone Unlocked (3 lives) vs. Marth and Roy (3 lives each)
    Ok, I ended up beating this event as Link, because I realized how to 
    play as Link versus either of the Fire Emblem boys. RUN AWAY. This 
    trick enabled me to very easily conquer this rather frustrating event, 
    and boy was I glad. Neither Marth nor Roy have any long range attacks, 
    and you do. Three of them. Any character who can shoot things and yet 
    have power (Samus, for example, Falco or Fox as well) would be good for 
    this event, but I like Link for his long-sword and range of options. If 
    you use the items, use the strategy for the level that this event is 
    played on (give them the run-around) and hide out in the cave when 
    you're heavily damaged, you'll escape the wrath of Marth and Roy. Read 
    up on both the character you're using's FAQ (Link is a good choice) and 
    then the FAQ on Hyrule Temple. It's all explained there. Running is not 
    a bad idea, and it's not for the weak.
    Anyone Unlocked (2 lives) vs. 3 Random Characters (2 lives each)
    Yet another extremely frustrating event. This level gives you the 
    Majora's Mask trophy, but you have to battle on the mask and against a 
    trio of annoying random characters. Luckily, the other characters can 
    and will hurt each other, but they all come after you. I like to stay 
    in the middle of the level with the horns on either side of me. Yes, 
    your damage will get sky high, but so will the computer peoples' (not 
    quite as high, but substantial). Also, the horns on either
    side will make it very hard for you to get knocked off the side of the 
    stage. Just try to get in as much damage as possible. When you have an 
    isolation with one opponent, take that opportunity to deliver a heavy 
    blow to try for the KO. My favorite character for this is Link and his 
    up+B special and down+A air attack. Good luck.
    Anyone Unlocked (2 lives) vs. Pikachu (Infinite Lives), Two Pichus (1 
    life each)
    In this event you're pitted against a very difficult Pikachu and 2 
    fairly difficult Pichus. The objective is to get both of the Pichus 
    off, Pikachu's just there to annoy you. The Pichus will stay close 
    together until one of them dies. Once that happens the remaining one 
    with stay close to Pikachu making it even more annoying. The best 
    character to pick would be Mr. Game and Watch because his smash attacks 
    are the best. Whenever Pikachu comes near you hit him away with his 
    torch. Then aggressively go after the Pichus using your smash attacks. 
    Keep on doing this. Eventually one will commit suicide. Now it'll be 
    harder. As long as you haven't lost a life yet you should be ok though. 
    Pikachu will try to defend Pichu so hit him away and keep smash-
    attacking Pichu. It may take a few tries but eventually you should be 
    able to do it.
    Anyone Unlocked (2 lives) vs. Dr. Mario, Falco, Pichu, Young Link, Roy, 
    and Ganondorf (1 life each)
    With Roy, you can pass your enemies without taking any damage. For the 
    first battle with Dr. Mario, don't move when it starts. Mario will jump 
    up on the platform, jump again, and hit his head on a block and break 
    it. At the very second he does that, press and hold B. Once he gets 
    over to you, let go of B to attack him. Charge your B attack again - if 
    you did it right, Mario will jump onto the top left set of blocks and 
    back down at you. Let go of B and he'll fly right off! If he ever grabs 
    onto the ledge in front of you, just start over. No reason to be 
    damaged now. For Falco, once it starts charge your B attack again and 
    let go when he's near. He should hit the wall of the ship - now smash 
    him a few times. He'll try to get on the other side of you, so be 
    careful here. Just smash him off the stage, you shouldn't take that 
    much damage here. Next comes Pichu. As soon as it starts, charge up a 
    right+A smash and hit Pichu when he jumps at you. Now just drop down 
    and start Smashing Pichu until he dies. Young Link is much harder than 
    the battles before. As it starts, charge your B attack and unleash it 
    as soon as he's in range. If you're too late, he'll grab you or throw a 
    boomerang at you. All I can say here is fight him as best as you can, 
    use lots of smashes. If he flies off the edge, charge your B attack and 
    give it to him when he's near. Next is Roy. As it starts, charge your B 
    attack again and let Roy have it once he's near. Now run into the 
    underground area, it's impossible to die in here. Just keep smashing 
    Roy and use your B attack a lot - fully charged will kill him easily. 
    Ganondorf is really hard, as usual. If you hang around the edges a lot, 
    he might just fall off the platform and die. Otherwise, there isn't 
    much to say other than to fight him as best as you can!
    Anyone Unlocked (1 life) vs. Two Master hands with 300 HP each
    The people who designed this level are butts, and pit you against two 
    master hands, each with 300
    HP. They'll work alone, and together, in order to quash you. It's a 
    tough match, but I like to use Yoshi and his down+A air attack on this 
    level. Essentially, you want to do that whenever possible. In between, 
    you will have to become very good at air dodging and ground rolls. 
    Takes much practice to conquer but can be done. Good luck.
    Here's a more in-depth way to play the level. As Yoshi, you're going to 
    want to first learn what to avoid in each of the attacks the hands 
    make, and you're going to need to learn how to perform the down-a kick. 
    Basically, I like to hold down the stick and then press a like a 
    bazillion times, because holding a down doesn't seem like it does as 
    much damage as repeatedly tapping a. Go after the left hand first. 
    Stand right under the spot on the hand where the thumb sprouts from the 
    hand, and then jump, and come down with the kicks. Do it once, and 
    maybe another time, then get ready to jump over an attack. I once beat 
    the left hand with 2% damage by just dodging attacks and kicking the 
    hand. Then, defeat the right hand with the same manner, but only do one
    kick per attack, and watch out. The right hand has a lot more smash 
    attacks, and Yoshi is fairly light. Try and watch out especially for 
    when the hands float with their palms open, because they'll swoop in 
    and grab you, increasing damage by a lot. Just watch for the signs of 
    the attacks and specifically dodge them.
    LEVEL 51:
    Anyone Unlocked (3 lives) vs. Giga Bowser, Ganondorf, MewTwo (3 lives 
    If you thought the last level was hard, here's one that makes it look 
    like a cakewalk. You have to make 9 KOs on high level characters, on 
    one of the smallest levels in the game. To make it worse, an insanely 
    huge Bowser prowls the stage, and so you basically get 0 space. My 
    strategy for this is the same as Event 44. I use Ness, jump off the 
    side of the level, and use PK Thunder to shoot myself into my 
    opponents. Lather, rinse, repeat. Mewtwo and Ganondorf have a 
    wonderfully high suicide rate when doing this. And you don't even have 
    to have good aim to get Bowser's damage up, as he is huge and nearly 
    impossible to miss.  
    Another, alternate way of defeating this level involves Jigglypuff. Use 
    the down+B move on Bowser, usually that against him at as little as 20% 
    damage will kill him. This gets rid of Giga Bowser fairly easy, but you 
    will end up with a rather high damage after you get him off. Now, it 
    gets hard. You have to take down both Mewtwo and Ganondorf usually with 
    as little as a life left. It really is a combination of luck, pure 
    skill, more luck, luck in getting good items, and even more luck. 
    Hopefully, in taking out Bowser, you have taken out a couple of lives 
    out of either Mewtwo or Ganondorf. The problem with Mewtwo and 
    Ganondorf, is that if you come through the air, Ganondorf will Up+B 
    move you, killing you in as little as 3 or 4 times, come by the ground, 
    and Mewtwo will stun you with the repeated A attack, and then Ganon 
    will once again destroy you. I've found one way to get around this 
    (well, besides mad rolling, dodging and luck), use Jiggly's B button 
    attack, roll up, and hit them, hopefully killing them, and avoiding 
    falling off. This won't work every time, so hopefully some good items 
    will come into play. Once one is eliminated, you can fight accordingly 
    with the other, with Mewtwo try to drop in on the top, resting against 
    him, against Ganondorf, go on the land, or using the roll attack once 
    Here's a third way. As Jigglypuff, fly up above Bowser and then fall 
    into him with rest, hopefully knocking him off. Keep repeating this, 
    paying no attention to the others, until Bowser dies. Now, once he's 
    dead, you should probably be at one life left, and if you're lucky, 
    you'll have a small amount of damage. Now, the waiting begins. Float 
    back and forth over the heads of both Mewtwo and Ganondorf, trying not 
    to get too close to them. You are waiting for items to pop up, like 
    mines or bob-ombs. It'll take a long time, and it'll be very boring, 
    but just float and wait, float and wait. They won't really attack you, 
    except maybe Mewtwo will shoot you, so if Mewtwo gets a weapon, let him 
    hold it, as he won't attack you then. Pick up anything and either shoot 
    it or throw it, and you'll easily beat this level, it'll just take a 
    Ok, here we go with a FOURTH way, sent in by abkid56. Pick Jigglypuff, 
    kill Giga Bowser with rest attack, yadayadayada. Then you could do 
    these two in any order. Start hanging on the edge, and Ganondorf and 
    Mewtwo will start trying to attack you while missing (keep dropping 
    down and grabbing the edge again to get less damage). Ganondorf will 
    eventually use his Up+B (Dark Dive) attack and kill himself, wait until 
    Ganondorf does this to kill himself off. Then, for Mewtwo, always use 
    B, the roll out move. I prefer using the roll out attack and killing 
    Mewtwo first cause he always gets in the way when you are hanging on 
    the edge, racking up your damage. Ganondorf will almost always dodge 
    the roll out attack so NEVER try it on him, only Mewtwo. This way is 
    the way I got it. So, in summary, you could roll out Mewtwo for the 
    win, then hang on and wait until Ganondorf commits suicide, OR you 
    could let Ganondorf die and then roll out Mewtwo, risking Mewtwo's 
    attacks on the edge.
    10. BONUS LIST
    Title: (points) Description
    Bird of Prey: (4000) Used only aerial attacks. 
    Combo King: (2500) Used many combos. (Average # of combos is 2.5 or 
    Juggler: (1500) Struck an enemy many times while keeping him airborne. 
    Backstabber: (2000) High % of attacks were from rear. (70% or more of 
    Sweeper: (2500) High % of attacks were low. (50% or more of total) 
    Clean Sweep: (5000) All attacks were low attacks. 
    Meteor Smash: (800) KO'd foe with a Meteor Attack. 
    Meteor Clear: (3000) Cleared the level with a Meteor Attack. 
    Meteor Master: (8000) Every Meteor Attack KO'd an opponent. (minimum of 
    Meteor Survivor: (2000) Succeeded in recovering from a Meteor Attack. 
    Flying Meteor: (4000) Hit a flying enemy with a Meteor Attack. 
    Exceptional Aim: (4000) Hit with most attacks. 
    Perfect Aim: (10000) Hit with all attacks. (At least 8 attacks per 
    All Ground: (6000) Used all standard ground attacks against enemies. 
    All Aerial: (4000) Used all standard aerial attacks on enemies. 
    All Variations: (10000) Used all attacks except finishing blows on 
    All on One: (20000) Used all attacks except finishing blows on one 
    Lethal Weapon: (7000) Hit with a wide variety of attacks. 
    Berserker: (3500) Attacked in a frenzy. (60 attacks or more in 1 
    Smash King: (3000) Used many Smash Attacks. (50% or more of all hits) 
    Smash Maniac: (3500) Only used Smash Attacks. 
    Smash-less: (1500) Used no Smash Attacks. 
    Specialist: (2200) Hit with only special moves. 
    Dedicated Specialist: (3100) Used only one kind of special move. 
    One-Two Punch: (1800) Hit consecutively with all weak attacks. 
    First Strike: (500) Delivered first blow of match. 
    150% Damage: (1000) Took 150% damage or more. Not valid in team 
    200% Damage: (3000) Took 200% damage or more. Not valid in team 
    250% Damage: (7000) Took 250% damage or more. Not valid in team 
    300% Damage: (10000) Took 300% damage or more. Not valid in team 
    350% Damage: (???15000???) Took 350% damage or more. Not valid in team 
    Heavy Damage: (20000) Took 400% damage or more. Not valid in team 
    Sniper: (2000) Hit only with flying items. 
    Brawler: (2000) Hit only with direct attacks. 
    Precise Aim: (10000) All attacks hit immediately after execution. 
    Pitcher: (6000) Fought only with grabs and throws. 
    Butterfingers: (-500) Had a high rate of grab and dash-grab failures. 
    All Thumbs: (-1500) All dash-grab attempts failed. (At least 4 
    Cuddly Bear: (2000) Performed at least 3 grabs, but did not attack or 
    throw enemy. 
    Compass Tosser: (3500) Used all four directional-throw moves. 
    Throw Down: (2500) Threw last foe to clear game. 
    Pummeler: (1500) Did a lot of damage by holding and punching foes. 
    Fists of Fury: (2500) After grabbing, always held and punched, never 
    Close Call: (2000) Threw just before enemy broke your hold. 
    Opportunist: (-1000) Didn't attack for a very long period of time. 
    Spectator: (-2500) Spent a long time on sloped terrain. 
    Statue: (500) Little left-to-right movement. 
    Never Look Back: (5000) Never changed direction. 
    Stiff Knees: (300) Did not crouch. 
    Run, Don't Walk: (6500) Did not walk. (Extremely short distance doesn't 
    Ambler: (2500) Walked a lot. 
    No Hurry: (1000) Did not run. 
    Marathon Man: (2000) Ran a lot. 
    Eagle: (1500) Went airborne a lot. 
    Aerialist: (2500) Did not jump from the ground. (No overlap with Cement 
    Acrobat: (3000) Always did a midair jump. (No overlap with Cement 
    Cement Shoes: (4000) Never jumped, including midair jumps. 
    Head Banger: (800) Hit walls a lot. (3 or more times per minute)  
    Elbow Room: (2000) Bumped into or pushed foes a lot. 
    Power Shielder: (5000) Used Power Shield often. (3 times or more in 1 
    Shield Buster: (x2500) Broke enemy's shield. 
    Shattered Shield: (x-1000) Shield was broken by enemy. 
    Shield Stupidity: (x-2000) Broke own shield. 
    Shield Saver: (500) Dropped shield just before it was broken. 
    Skid Master: (1000) Had long stun-slide distance. (9 feet or more in 1 
    Rock Climber: (800) Hung from many edges. (4 times or more in 1 minute) 
    Edge Hog: (x2500) Hung from edge to prevent opponent from doing the 
    Cliffhanger: (2000) Grabbed a lot of edges after being knocked off the 
    Life on the Edge: (x800) After being hit, grabbed edge without a midair 
    Poser: (2000) Taunted often. (6 or more times in 1 minute) 
    Poser Poseur: (x500) Taunted right after someone else. (Within 1 
    Poser Power: (x700) Attacked someone with a taunt. 
    Pose Breaker: (x800) Gave a quick weak attack to a taunting opponent. 
    Instant Poser: (x100) Taunted right after knocking down a foe. (Within 
    1 second) 
    Control Freak: (1000) Tapped the Control Stick twice as fast as second 
    fastest tapper. 
    Button Masher: (700) Pressed buttons twice as fast as second fastest 
    Button Holder: (4000) Held down the A or B button. (For the entire 
    Rock Steady: (3000) Did not fall down. 
    Pratfaller: (1500) Always landed face up. 
    Face Planter: (1500) Always fell face down. 
    Twinkle Toes: (2500) Succeeded on every attempt to absorb damage. 
    Floor Diver: (1500) Dropped through floors often. (Over 12 times in 1 
    No R 4 U: (300) Did not press the L & R Buttons. 
    Climactic Clash: (x1200) Hit same enemy with progressively stronger 
    Floored: (300) Took a lot of damage from floors. (Over 50% of damage) 
    Punching Bag: (100) Got stuck between two enemies and hit back and 
    Stale Moves: (-2000) Persistently used same attack. 
    Blind Eye: (3000) Always looking in opposite direction as oncoming 
    Crowd Favorite: (2500) Audience cheered for player. 
    Master of Suspense: (2500) Surprised the crowd often. (3 or more times 
    in 1 minute) 
    Lost in Space: (2000) Frequently magnified. (1/4 of time in a 
    magnifying glass) 
    Lost Luggage: (3000) Was in magnifying glass on all four sides of the 
    Half-Minute Man: (2500) Beat level within 30 seconds. 
    Pacifist: (3000) Never attacked even once including misses. 
    Peaceful Warrior: (5000) Never attacked, but didn't lose the match. 
    Moment of Silence: (3000) Took no damage for 1 minute. (No overlap with 
    Impervious: (7000) Didn't suffer a single attack. 
    Immortal: (5000) Never got knocked down. 
    Switzerland: (12000) Never attacked anyone, never took any damage. 
    Predator: (-1500) Attacked only opponents with high amounts of damage. 
    Down, But Not Out: (2000) Fell all the way down, but got back up the 
    most in a match. 
    Solar Being: (800) Only left stage by flying off screen and becoming a 
    Stalker: (-1000) Always attacked a particular player. 
    Bully: (-2000) Always KO'd a particular player. 
    Coward: (-500) Spent a long time a great distance away from enemies. 
    In the Fray: (2000) Average distance between you and foes was very 
    Friendly Foe: (3000) Never pushed an enemy. 
    Center Stage: (2000) Spent a long time in the middle of the arena. 
    Merciful Master: (3000) Won without KO'ing anybody. 
    Star KO: (x300) KO'd an enemy and truned him or her into a star. 
    Rocket KO: (5000) Sent all team enemies flying off the top of the 
    Wimpy KO: (x4000) KO'd a foe with a weak attack. 
    Bull's-eye KO: (x800) KO'd a foe with a firing item. 
    Poser KO: (x5000) KO'd an enemy with a taunt. 
    Cheap KO: (x500) KO'd an enemy from behind. 
    Bank-Shot KO: (x3000) KO'd an enemy with a deflected item. 
    Timely KO: (x3500) KO'd a foe at the time limit. 
    Special KO: (x800) KO'd an enemy with a special attack. 
    Hangman's KO: (x2000) Attacked an enemy that was hanging from an edge 
    for a KO. 
    KO 64: (x640) KO'd an enemy when the enemy was at 64% damage. 
    Bubble-Blast KO: (x1200) Attacked a magnified enemy and KO'd him or 
    Sacrificial KO: (x1500) The same attack KO'd both you and your enemy. 
    Avenger KO: (x2500) KO'd a foe right after foe KO'd you. (Within 5 
    Double KO: (x2000) KO'd two enemies at once. 
    Triple KO: (x4000) KO'd three enemies at once. 
    Quadruple KO: (x8000) KO'd four enemies at once. 
    Quintuple KO: (x15000) KO'd five enemies at once. 
    Dead-Weight KO: (x4000) KO'd an enemy by throwing another enemy at him 
    or her. 
    Kiss-the-Floor KO: (x1000) Threw an enemy onto a damaging floor for a 
    Assisted KO: (x1500) KO'd a foe with an item. 
    Foresight: (x500) Hit the front of the screen. 
    First to Fall: (-1000) First one to be KO'd after match begins. 
    Cliff Diver: (500) Let go of the edge of a cliff and fell off the 
    Quitter: (x-1000) Fell off stage without even trying to recover. 
    Shameful Fall: (x-1500) At less than 50% damage, got KO'd by a foe with 
    over 100% damage. 
    World Traveler: (2000) Got KO'd off all four sides of the screen. 
    Ground Pounded: (500) Got KO'd by a damaging floor. 
    Environmental Hazard: (1000) Got KO'd by a part of the stage 
    Angelic: (2000) Was standing on revival platform when match ended. 
    Magnified Finish: (1000) Ended the match in a magnifying glass. 
    Fighter Stance: (500) Finished match while taunting. 
    Mystic: (2000) Ended match while offscreen. 
    Shooting Star: (1500) Ended match as a star. 
    Lucky Number Seven: (3000) Finished with :07 left. 
    Last Second: (5000) Finished with :01 left. 
    Lucky Threes: (3330) Finished with 3:33 left. 
    Jackpot: (1110) Damage at end was the same number repeated three times. 
    Full Power: (2000) Damage at 0% at finish. 
    Item-less: (1800) Did not use any items. 
    Item Specialist: (2000) Only hit with item attacks. 
    Item Chucker: (3000) Hit only by throwing items. 
    Item Smasher: (3000) Used only smash attacks with swinging weapons. 
    Capsule KO: (x800) KO'd an enemy with a capsule. 
    Carrier KO: (x800) KO'd a foe with a large item carrier. 
    Weight Lifter: (1500) Frequently held heavy items. (Over 5 seconds per 
    Item Catcher: (x1000) Caught an item thrown at you. 
    Reciprocator: (x2000) Threw an item thrown at you back at an enemy. 
    Item Self-Destruct: (-1000) Item caused player to self-destruct. 
    Triple Items: (3000) Got the same item three times in a row. 
    Materialist: (100) Spent the longest amount of tiem holding items. 
    Minimalist: (1500) Spent the least amount of time holding items. 
    Item Hog: (4000) Got ten or more different kinds of items. 
    Item Collector: (4000) Got every kind of item that appeared. 
    Connoisseur: (3000) Got every kind of food that appeared. 
    Gourmet: (2000) Used only food items. (3 or more) 
    Battering Ram: (1500) Used only battering items. (3 or more) 
    Straight Shooter: (1500) Used only shooting items. (3 or more) 
    Wimp: (1500) Used only recovery items. (3 or more) 
    Shape-Shifter: (1500) Used only transformation items. (3 or more) 
    Chuck Wagon: (1500) Only grabbed throwing items. (3 or more) 
    Parasol Finish: (1600) Was parachuting with the parasol at match's end. 
    Gardener Finish: (2000) Put a flower on an enemy's head at match's end. 
    Flower Finish: (1700) Had a flower on head when the match ended. 
    Super Scoper: (2000) Did 100% damage or more firing the Super Scope. 
    Screwed Up: (2000) Held Screw Attack for 30 seconds or more. 
    Screw-Attack KO: (x2500) Used a Screw Attack to KO an enemy. 
    Warp Star KO: (x1000) KO'd a foe using a Warp Star. 
    Mycologist: (2500) Got three or more mushrooms. 
    Mario Maniac: (8000) Used only Mushrooms, Fire Flowers, and Starmen. 
    Metal KO: (x800) KO'd an enemy while metal. 
    Freezie KO: (x2000) Froze enemy with Freezie, then KO'd him or her. 
    Flipper KO: (x2000) KO'd enemy with a flipper. 
    Mr. Saturn Fan: (3000) Only item used was Mr. Saturn. 
    Mrs. Saturn: (1500) Held Mr. Saturn for 30 seconds or more. 
    Saturn Siblings: (4000) Got three or more Mr. Saturns. 
    Saturn Ringer: (4000) Caught a Mr. Saturn thrown at you. 
    Giant KO: (x600) KO'd a foe while giant. 
    Tiny KO: (x2500) KO'd a foe while tiny. 
    Invisible KO: (x800) KO'd a foe while invisible. 
    Bunny-Hood Blast: (x1200) KO'd someone while wearing a Bunny Hood. 
    Vegetarian: (1800) Got two or more Maxim Tomatoes. 
    Heartthrob: (2800) Got two or more Heart Containers. 
    Invincible Finish: (x1200) Player is invincible at the end of the 
    Invincible KO: (x800) KO'd a foe while invincible. 
    Beam Swordsman: (x800) KO'd a foe with a Beam Sword. 
    Home-Run King: (x600) KO'd an enemy with the Home-Run Bat. 
    Laser Marksman: (4000) Hit with every blast from the Ray Gun until it 
    ran out. 
    Flame Thrower: (1600) Got a 10 combo or higher with the Fire Flower. 
    Hammer Throw: (1500) Threw the hammer away. 
    Headless Hammer: (2500) Grabbed a broken hammer. 
    Super Spy: (x800) KO'd someone with a Motion-Sensor Bomb. 
    Bob-omb's Away: (-500) KO'd by a wandering Bob-omb. 
    Bob-omb Sqaud: (x2500) Grabbed a Bob-omb just before it exploded, and 
    wasn't hurt. 
    Pokemon KO: (1000) KO'd a foe with a Pokemon. 
    Mew Catcher: (10000) Mew appeared. 
    Celebi Catcher: (8000) Celebi appeared. 
    Goomba KO: (100) KO'd a Goomba. 
    Koopa KO: (200) KO'd a Koopa. 
    Paratroopa KO: (300) KO'd a Paratroopa. 
    ReDead KO: (300) KO'd a ReDead. 
    Like Like KO: (500) KO'd a Like Like. 
    Octorok KO: (150) KO'd an Octorok. 
    Topi KO: (200) KO'd a Topi. 
    Polar Bear KO: (800) KO'd a Polar Bear. 
    Shy Guy KO: (20) KO'd a Shy Guy. 
    First Place: (1000) Got 1st place in a timed match. 
    Last Place: (-1000) Got last place in a timed match. 
    Wire to Wire: (2000) Led in points from the start to the finish. 
    Whipping Boy: (-1500) Trailed in points from the start to the finish. 
    KO Artist: (3000) Had a lot of KOs. (More than 3 and double second 
    KO Master: (1500) Had the most KOs. (Not awarded if Artist is earned) 
    Offensive Artist: (2000) Caused a lot of damage. 
    Offensive Master: (1000) Caused the most damage. 
    Frequent Faller: (-1000) Had a lot of falls. 
    Fall Guy: (-500) Had the most falls. 
    Self-Destructor: (-2000) Had a lot of self-destructs. 
    Master of Disaster: (-1000) Had the most self-destructs. 
    KOs: (x500) Counts each KO. 
    Falls: (x-500) Counts each fall. (Self-destructs not counted) 
    SDs: (x-500) Counts each self-destruct. 
    Target Master: (30000) Smashed all targets in Target Test! 
    Hobbyist: (1000) Got at least one trophy before the stage ended. 
    Collector: (30000) Snagged all trophies that appeared! 
    No-Damage Clear: (300000) Cleared all levels without taking any damage. 
    No-Miss Clear: (10000) Cleared without losing a single life. 
    Continuation: (-20000) Cleared by continuing. 
    Speedster: (10000) Cleared all levels quickly. 
    Speed Demon: (20000) Cleared all levels very quickly. 
    Melee Master: (100000) Cleared All-Star mode without recovering damage 
    even once. 
    Classic Clear: (50000) Cleared the Classic mode. 
    Adventure Clear: (50000) Cleared the Adventure mode. 
    All-Star Clear: (50000) Cleared the All-Star mode. 
    Very-Hard Clear: (200000) Cleared the Very-Hard mode. 
    Crazy Hand KO: (80000) Defeated Crazy Hand in Classic mode. 
    Luigi KO: (20) Defeated Luigi in Adventure mode. 
    Link Master: (30000) Defeated all five Links in Adventure mode. 
    Giant Kirby KO: (10000) Defeated Giant Kirby in Adventure mode. 
    Metal Bros. KO: (8000) Defeated Metal Bros. in Adventure mode. 
    Giga Bowser KO: (100000) Defeated Giga Bowser in Adventure mode. 
    11. TROPHIES
    Here's a full list of every trophy that can be found in the game.
    Andross (metallic)  
    Ayumi Tachibana  
    Baby Bowser  
    Baby Mario  
    Ball Kirby  
    Balloon Fighter  
    Barrel Cannon 
    Beam Sword  
    Bowser (smash)  
    Bowser (smash)  
    Bullet Bill  
    Bunny Hood  
    Captain Falcon  
    Captain Falcon (smash) 
    Captain Falcon (smash) 
    Captain Olimar  
    Chozo Statue  
    Cloaking Device  
    Crazy Hand  
    Dixie Kong  
    Donbe & Hikari  
    Donkey Kong  
    Donkey Kong (smash) 
    Donkey Kong (smash) 
    Donkey Kong Junior  
    Dr. Mario  
    Dr. Mario (smash)  
    Dr. Mario (smash)  
    Dr. Stewart  
    Dr. Wright  
    Eggplant Man  
    Falco Lombardi  
    Falco Lombardi (smash) 
    Falco Lombardi (smash) 
    Falcon Flyer  
    Female Wire Frame  
    Fighter Kirby  
    Fighting Wire Frames  
    Final Destination  
    Fire Flower  
    Fire Kirby  
    Fountain of Dreams  
    Four Giants  
    Fox McCloud  
    Fox McCloud (smash) 
    Fox McCloud (smash) 
    F-Zero Racers  
    Game & Watch  
    Ganondorf (smash)  
    Ganondorf (smash)  
    Giga Bowser  
    Great Fox  
    Green Shell  
    Hate Giant  
    Heart Container  
    Home-Run Bat  
    Ice Climbers  
    Ice Climbers (smash) 
    Ice Climbers (smash) 
    Jigglypuff (smash) 
    Jigglypuff (smash) 
    Jody Summer  
    Kensuke Kimachi  
    King Dedede  
    King K. Rool  
    Kirby (smash)  
    Kirby (smash)  
    Kirby Hat #1  
    Kirby Hat #2  
    Kirby Hat #3  
    Kirby Hat #4  
    Kirby Hat #5  
    Klap Trap  
    Koopa Clown Car  
    Koopa Paratroopa  
    Koopa Troopa  
    Landmaster Tank  
    Like Like  
    Link (smash)  
    Link (smash)  
    Lip's Stick  
    Lon Lon Milk  
    Love Giant  
    Luigi (smash) 
    Luigi (smash) 
    Mach Rider  
    Majora's Mask  
    Male Wire Frame  
    Mario (smash)  
    Mario (smash)  
    Marth (smash)  
    Marth (smash)  
    Muruo Maruhige  
    Master Hand  
    Master Sword  
    Maxim Tomato  
    Metal Box  
    Metal Mario  
    Mewtwo (smash)  
    Mewtwo (smash)  
    Motion-Sensor Bomb  
    Mr. Game & Watch  
    Mr. Game & Watch (smash) 
    Mr. Game & Watch (smash) 
    Mr. Resetti  
    Mr. Saturn  
    Mute City  
    Ness (smash) 
    Ness (smash) 
    Ocarina of Time  
    Pak E. Derm  
    Paper Mario  
    Party Ball  
    Peach (smash) 
    Peach (smash) 
    Peppy Hare  
    Pichu (smash)  
    Pichu (smash)  
    Pikachu (smash) 
    Pikachu (smash) 
    Poison Mushroom  
    Poke Ball  
    Pokemon Stadium  
    Polar Bear  
    Princess Peach's Castle  
    Professor Oak  
    Raccoon Mario  
    Racing Kart  
    Raphael Raven  
    Ray Gun  
    Ray MK II  
    Red Shell  
    Roy (smash)  
    Roy (smash)  
    Ryota Hayami  
    Samurai Goroh  
    Samus Aran  
    Samus Aran (smash)  
    Samus Aran (smash)  
    Samus' Starship  
    Screw Attack  
    Sheik (smash)  
    Sheik (smash)  
    Shy Guys  
    Slippy Toad  
    Smash Coins  
    Star Rod  
    Starman (EarthBound)  
    Super Mushroom  
    Super Scope  
    Tom Nook  
    Vacuum Luigi  
    Waddle Dee  
    Warp Star  
    Whispy Woods  
    Yoshi (smash)  
    Yoshi (smash)  
    Young Link  
    Young Link (smash)  
    Young Link (smash)  
    Zelda (smash)  
    Zelda (smash)  
    Pokemon Number - 144
    Looks Like - A very large blue bird.
    Attack - Flying into the air, Articuno will start to flap his wings, 
    causing enemies that get caught to freeze like they were freezie 
    Pokemon Number - 182
    Looks Like - A little dancing flower (with two red flowers on its head) 
    that emits purple haze.
    Attack - The purple haze has the effect of Jigglypuff's singing - it 
    puts you to sleep. Only if you are very close to Bellossom will you be 
    affected, though.
    Pokemon Number - 9
    Looks Like - A fat blue turtle dinosaur with guns on his back.
    Attack - Blastoise will shoot water in 14 pulses, with each pulse 
    pushing him back a little farther.
    Pokemon Number - 251
    Looks Like - A tiny green fairy
    Attack - Like Mew from the last game, Celebi just rises in the air, and 
    you get the great Celebi Catcher bonus, which is essential for the 
    bonus mode.
    Pokemon Number - 113
    Looks Like - A large fat egg with eyes, little wing-like arms, and an 
    egg at her belly.
    Attack - Chansey throws out 6 eggs, with items inside.
    Pokemon Number - 6
    Looks Like - A big red fire-breathing dragon
    Attack - Charizard stands in place and alternately breaths fire to the 
    right and left of himself.
    Pokemon Number - 152
    Looks Like - A small green dog-like pokemon with a necklace and a leaf 
    emerging from its head.
    Attack - Chikorita will throw 12 leaves across the screen that do a 
    little bit of damage, but is great for stunning the opponents.
    Pokemon Number - 35
    Looks Like - It looks like a tiny white sphere with a curly cue on his 
    head and big brown tipped ears. Kind of cute.
    Attack - It's random which attack it does, but some of the attacks it 
    does are:
    -It will shoot fire from both sides, damaging opponents who get caught.
    -It will cause a massive hurricane around it, damaging the opponents.
    Pokemon Number - 155
    Looks Like - A long-snouted blue dog-animal with red spikes on his 
    Attack - Cyndaquil will rise up, shoot fire in the direction he was 
    thrown, and then disappear.
    Pokemon Number - 101
    Looks Like - A big red and white, angry ball.
    Attack - Electrode closes his eyes, starts to glow and shake, then gets 
    dark, and suddenly lights up with electricity, and explodes. Watch for 
    the electricity to show his imminent explosion.
    Pokemon Number - 244
    Looks Like - A big brown dog with white cloudy hair streaming from it's 
    Attack - Entei will shoot a moderately large stream of fire straight up 
    from it's back, intensely damaging any and all foes caught in it.
    Pokemon Number - 118
    Looks Like - A red goldfish that flops around.
    Attack - Goldeen is a water pokemon, and if it's not in water, it 
    basically just bounces around, useless.
    Pokemon Number - 250
    Looks Like - A very large, rainbow colored, bird.
    Attack - Ho-oh will fly upwards and rain down flames onto the spot he 
    was released. Very painful.
    Pokemon Number - 249
    Looks Like - A big white/blue bird with a long neck and a large belly.
    Attack - Lugia flies upwards, then in the background shoots a whirlwind 
    around in a circle, catching enemies and dealing a large amount of 
    Pokemon Number - 183
    Looks Like - A little blue circular mouse, with a sphere for a tail.
    Attack - Marill runs, just runs across the screen until it falls off 
    the edge. If it encounters an enemy it does 1% damage.
    Pokemon Number - 151
    Looks Like - A tiny little cat-like pokemon.
    Attack - Like in the last game, Mew likes to appear, sparkle for a bit, 
    then fly away. At least it gives you a huge amount of points for the 
    Mew Catcher bonus (10,000) Fun stuff.
    Pokemon Number - 146
    Looks Like - A big, red/yellow flame-winged bird.
    Attack - Moltres will fly up a short distance and flap his wings. Any 
    enemy that touches Moltres will be burned, and caught in the pokemon.
    Pokemon Number - 233
    Looks Like - A big streamlined blue and red duck.
    Attack - Porygon2 will launch from the pokeball towards the nearest 
    enemy, hitting him with smash attack force, then, in a neat effect, 
    will disappear.
    Pokemon Number - 243
    Looks Like - A yellow-electrical dog, with long purple curled up hair 
    and a electrical bolt blue tail.
    Attack - Raikou will emit a circle of electricity around him, and any 
    enemy will be caught up and electrocuted badly.
    Pokemon Number - 212
    Looks Like - A red walking insectoid.
    Attack - Scizor will run at the nearest enemy to inflict a smash attack 
    strength hit. It will jump upwards and keep running to hit the enemy.
    Pokemon Number - 143
    Looks Like - A big fat blue bear-like pokemon, without the hair.
    Attack - Snorlax will fall from the pokeball to the ground, damaging 
    the pokemon, then, he'll rise upwards and fall from the sky in his big 
    form, smacking any opponents who get caught.
    Pokemon Number - 121
    Looks Like - A yellow flying starfish.
    Attack - Staryu will float around for a bit, pick an enemy and then fly 
    towards him, stop and fire a large number of shots similar to a super 
    Pokemon Number - 245
    Looks Like - A big blue dog with white diamonds along the length of 
    it's body and long, flowing purple hair.
    Attack - It will unleash a huge storm around him, catching up and 
    damaging any and all who touch it.
    Pokemon Number - 175
    Looks Like - A little red, white and blue egg with a head popping out.
    Attack - Once again, this pokemon has a random sheath of attacks, which 
    -It will emit purple sparks, and then the entire screen will go black 
    for a few seconds, then come back.
    -It will cause an earthquake to shake the screen, stopping enemies.
    -It will cause other enemies to fall asleep, like Bellossom.
    Pokemon Number - 201
    Looks Like - Well, the Unown will pop from the pokeball and look like a 
    letter with an eyeball. Different letters pop out randomly.
    Attack - The Unown will fly off the screen, then in a random direction, 
    a swarm of Unowns will cross the screen and deal 5% damage a hit. This 
    is like Beedrill from the original Super Smash Bros.
    Pokemon Number - 3
    Looks Like - A blue frog with a flower petal on it's back.
    Attack - Venusaur will stomp the ground and any enemy near enough will 
    get tossed around, vulnerable to smash attacks.
    Pokemon Number - 110
    Looks Like - A purple cratery sphere, connected to two smaller purple 
    Attack - It will contract massively, and then start to pump out a 
    noxious gas which will do damage to other players and knock them 
    Pokemon Number - 202
    Looks Like - A big blue bowling pin with a small black tail that peeks 
    Attack - Wobbuffet stands where he's thrown, salutes, and then bounces 
    around like one of those punching bag clowns. He'll damage the person 
    who threw him.
    Pokemon Number - 145
    Looks Like - A big yellow electrical bird.
    Attack - Zapdos will fly in place, and electrocute any and all enemies 
    that get near him. 
    You already know that the R and L buttons allow you to block, dodge, 
    roll, and what have you.  But there's more to it than you would expect, 
    and one can never be a master 'Smasher without the following.  
    First and foremost, it is HIGHLY recommended that you get used to 
    pressing the R and L buttons all the way down, and quickly.  Sure, 
    pressing them part of the way in has its many strategical advantages 
    (shield gets worn out less quickly, can block many weak attacks and 
    projectiles, etc.), but to dodge and perform other quick recovery moves, 
    you'll have to press them in all the way.  
    Now that we have that out of the way, let's discuss some techniques to 
    make you an even better fighter than you already are!  
    (NOTE: From this point on, I will refer to both the R and L buttons as 
    just the L button, both to save space and because it's more convenient 
    to use.  They have the exact same function, anyway, so just deal with 
    You probably have already noticed that if your character is knocked a 
    distance into the air, when they hit the floor they will lie there for a 
    moment, stunned.  This is the perfect opportunity for opponents to smack 
    you around and string together combos.  To avoid that "stunned" period, 
    hit the L button a moment or two before you hit the ground.  Your 
    character will perform a fancy little hand-plant or something when they 
    hit the ground and immediately flip back on his/her feet.  This move is 
    absolutely priceless to know, because not only is it quick, but in the 
    process of recovering any attacks won't hit you!  
    Be sure to hold the L button down until you hit the ground, because 
    sometimes if you let go too early the game will ignore the command to 
    recover.  It just takes a bit of practice, and you'll get the feel for 
    it in no time!  Also, by holding left or right on the joystick as you 
    use this technique, you can perform the equivalent of a rolling dodge 
    after that hand-plant, which is handy if your opponent is busy setting 
    up a smash attack aimed at the spot where you were going to fall.  
    This can be done on ANY surface you can hit when you're sent flying, 
    including walls and ceilings, although the roll can only be used on 
    floors, as far as I know.  Handy if you don't want to bounce off a wall 
    and fly off the stage.  
    The next technique, which is pretty much useless but can save your butt 
    in iffy situations, is the wall jump.  Simply leap toward a vertical 
    surface and tap the joystick in the opposite direction when you're close 
    enough.  Your character will kick off the wall.  Not only is this 
    EXTREMELY useful in stages like Fourside, but it doesn't count as a 
    jump, so you can even air jump afterwards if you haven't already!  The 
    wall jump can only be performed by certain characters: Mario, C.Falcon, 
    Falco, Fox, Samus, Sheik, Young Link, and Pichu are the only characters 
    that can wall jump to my knowledge.  
    Finally is the tactic that I call the "aerial recover."  I have no idea 
    if that's its real name.  During that falling period when you can move 
    around, but you're still tumbling down through the air, tap the joystick 
    left or right.  I highly emphasize "tap" because it's just that.  TAP 
    it!  Your character will stop rotating and will instead right 
    his/herself and fall normally.  Since you cannot air dodge while 
    tumbling down, this move can be EXTREMELY helpful if the opponent is 
    plotting your swift demise while you helplessly fall toward the ground.  
    I am not sure if every character can do this, (see the wall jump, above) 
    so you'll have to experiment.
    12. THANKS
    Well, this is an FAQ that was made by a bunch of people together, by 
    just putting out a call on Nintendorks.com, we all submitted our own 
    little parts, and then I combined them. It was a great group effort. 
    First off, thanks to Oni Locke, Yumblie, Gemini, Forbis316, chrunck, 
    Soybean, TheWindFish, The Chimp, Ridley, Ferquin, Mizar66, NothingMan, 
    SpiffyBiff, hylien007, RMBbhlaab, WDIIA, Amazing AJ, abkid56, 
    PDFarsight, VanRoosta, McSneer, JeffCanard, Capn Nintendo, Stumpy Joe 
    (Brandon, the head nintendork), Sniick, RPGMaster7, Shoryu, OLBAM, 
    EKDS5K, El Luchadore Magnifico (sorry E.L.M.), and David Curran.
    Ok, this FAQ first off is copyright 2001 by the Nintendorks, and only 
    the editor, RubixsQube, is allowed to put it up on any site. If it is 
    found on any other site, that is ILLEGAL, and only through expressed 
    written consent by me, RubixsQube (typicalnerd@hotmail.com) will it be 
    allowed to be on any other site besides gamefaqs.com, nintendorks.com, 
    neoseeker.com, or the original geocities website.
    Thanks, have a nice day, and you know what, because they asked SO 
    nicely, Ridley is cool, and Oni Locke is your god. Give him money. Tal, 
    however, eats cats and listens to Hitler speeches. drmaw is the father 
    of modern medicine, and EKDS5k is neither evil NOR a spybot. Discuss.
    *Fixed some formatting
    *Eliminated extra paragraph marks
    *Added section borders
    *Made formatting on characters' names more prominent
    *Edited content, fixed grammatical errors
    *Added Modes of Play
    *Added Controller Explanation
    *Added a new strategy for Event 51, and 49
    *Added Kirby Powers
    *Added Bowser
    *Added Peach
    *Added Zelda
    *Added Mr. Game and Watch
    *Added Events 39 and 49
    *Added Kirby
    *Added Yoshi
    *Added Bonus List
    *Edited Mr. Game and Watch
    *Edited Jiggly
    *Added Roy
    *Added Pikachu
    *Added some events
    *Edited Bowser
    *Added Marth
    *Edited Brinstar
    *Added Pokemon
    *Major editing on some of the characters
    *More Bonuses
    *Added Trophies
    *Added Mewtwo
    *Added New Secrets
    *Added Luigi
    *Added some more items
    *Edited Bonus List
    *Added more event strategies
    *Added Advanced Techniques
    *Added Secrets to Characters
    *Added Samus' missile explanation
    *Added Ice Climbers
    *Added Pichu
    *Added more events
    *Added Captain Falcon
    *Added Fox
    *Added Falco
    *Added Dr. Mario (FINISHED CHARACTERS!)
    *Thanked Mizar66 for his PHENOMENAL graphical FAQ
    *Fixed sound test information
    *Kicked EGM in the groin for printing that Sonic and Tails are playable 
    as a dumb April Fools Day joke
    *So, I get an email from David Curran, saying that I don't have Donkey 
    Kong in the FAQ, and gee wiz, he was right! Well, I fixed that, and 
    thanks goes out specially to David. Ok, I'll send this in ASAP, and now 
    I have to send it to nintendorks as well.
    Current Version: v2.7
    Last Modified: 27 Mar 2002, 2100 EST