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    Samus by Dark Cloud

    Version: 0.99 | Updated: 01/26/02 | Printable Version | Search Guide | Bookmark Guide

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    Samus Character FAQ for Super Smash Brothers Melee
    Current Version: 0.99  Last Update: 1/26/02  Created: 12/15/01
    E MAIL: dark_cloud@mac.com
    AKA- dark kloud, dark_cloud
    This FAQ is written to give you information on the Super
    Smash Brothers Melee(SSBM) character Samus.  This FAQ assumes
    the reader has basic knowledge of the game.  I hope this FAQ
    helps you to harness the full power that is Samus.
    This document is copyright (c)2001 DARK CLOUD/Alex Pagliaro.
    All Rights Reserved.  In no way shall anyone reproduce this
    document without written consent to the author.  If you would
    like to place this document on your website, please contact
    me at dark_cloud@mac.com.
    Table of Contents
    i) Version Log
    ii) Contacts
    iii) Credits
    1) Character Overview
    2) Basic Controls
    3) Basic Attacks
    4) Basic Strategy
    5) Power Combos and Special Techniques
         a) Combos <-- UPDATED -->
         b) Miscellaneous Techniques <-- UPDATED -->
         c) Bonus Section <-- UPDATED -->
    6) Specific Strategies
    i >> VERSION LOG
    Updates to Come : Going to reformat the guide to make it
                      easier to read a navigate
                      May make a easy TOC locating system
                      More strats and an All Star strat
                      a strength weakness section
    Version 0.99 - 1/26/02 - Fixed some easter egg errors
                             added many credits
                             Added a new combo
                             Added some misc strats
    Version 0.98 - 1/18/02 - Added some new combos
                             and some new tips and strats
                             the guide is almost 100% complete
    Version 0.97 - 1/13/02 - Added some new contributed combos
                             Added the new Bonus Section with
                             some "easter eggs"
                             Added the Miscellaneous Section
                             Added the "Updates To Come"
    Version 0.95 - 1/9/02 - Added a new Cruel Melee strategy.
    Version 0.94 - 1/8/02 - Added a new combo that was contributed.
                            Added a Homerun strat that was
    Version 0.92 - 1/5/02 - Added some Multiman Melee Strategies.
                            Added a new combo.
    Version 0.9 - 1/4/02 - Amazing! Two updates in the same day.
                           And finally, my guide has been placed on
                           GameFaqs.  I feel inspired to update.
                           Added some more "Specific Strategy".
                           Guide is almost complete.
    Version 0.85 - 1/4/02 - Reformated the guide.
    Version 0.8 - 1/3/02 - Added a new combo and added Target Test,
                           Classic, and
                           Homerun Stadium.
    Version 0.7 - 12/29/01 - Changed the guide set-up.  Added some
                             more combos.
    Version 0.6 - 12/28/01 - Added some power combos and special
                             A few more updates until completetion.
    Version 0.5 - 12/27/01 - Sent guide to GameFAQs.  Also added
                             Basic Strategy.
    Version 0.4 - 12/26/01 - A whole day of SSBM to my self.  Added
                             some ASCII
                             Next update will be sent to GameFAQs.
    Version 0.3 - 12/20/01 - My rental has to go back.  Updates will
                             stop until
                             Added the legal stuff.
    Version 0.2 - 12/16/01 - Added Basic Attack and controls.
    Version 0.1 - 12/15/01 - Started Character Guide.  Added
                             character overview.
                             Started an outline of the basic FAQ.
    ii >> Contacts
    You can contact me at dark_cloud@mac.com
    Send me comments or strategies that you have that you would
    like to contribute.
    If you see a mistake please e-mail me.
    I am often on the SSBM Message Boards(at GameFAQs) so you
    can also contact me there, Dark Kloud.
    iii >> Credits
    Thanks to:
    << CjayC - Person in charge of GameFAQs >>
    Thanks for putting my guide on the site and for
    running one of the best gaming sites on the net.
    The "ULTIMATE CONTRIBUTOR" Award goes to:
    |<< Joshua Trbovich - ice_knight777@hotmail.com >>     |
    |1) Credit for sending in the "Gravity Grapple" Combo. |
    |Thanks for the great combo.                           |
    |                                                      |
    |2) More Credit for sending in two new combos and other|
    |strategies.                                           |
    |                                                      |
    |3) Credit for inspiring me to add a whole new section |
    << Sean "Theman101" O'Reilly - nintendo101@lycos.com >>
    Credit for sending in the Homerun Contest Strategy.
    Thanks for helping me get over 1000 ft with Samus.
    << Chard - rwhites6@orion.naz.edu >>
    Credit for sending in the Cruel Melee Strategy
    Thanks for the strategy.
    << Manuel R. Duran - Leevmealone305@aol.com >>
    Credit for sending in some misc strategies.
    Credit for sending in a combo.
    These people are credited for correcting an error
    in the Easter Eggs Section:
    |<< Michael Kolesar - mjm_nsider@hotmail.com >> |
    |                                               |
    |<< GX - Codyvegas@aol.com >>                   |
    |                                               |
    |<< Groat - groat@zophar.net >>                 |
    |                                               |
    |<< Vinnie Iannucci - av_spaz@hotmail.com >>    |
    << THELocke@aol.com >>
    Credit for sending in a Misc. tactic/strategy
    << The many people at the SSBM Message Boards at GameFAQs >>
    Credit for dicovering many of Samus's "easter eggs".
    Please contribute any tips/strategies/ combos you may
    have.  You will get full credit for them.
    Samus is defintely one of the best if not THE BEST
    character in the game. She has a wide range of attacks,
    very good combos all which deal tons of damage, and she
    also has good speed, agility, and recovery from attacks.  It
    might just be me, but I use Samus twenty times better than
    any other character.  I can easily(well, not that easily) beat
    HARD and VERY HARD with Samus when I cannot with other
    characters.  I am writing this character FAQ to provide
    you with all the combos and techniques that can be unleashed
    with Samus.
    The good thing about using Samus is that she is one of the
    original characters so you could use her when playing any SSBM game.
    If your playing  a game that doesn't have all the secret characters
    you will be glad that you use Samus. I once beat a friend in
    SSB(n64) and he made the excuse of not having Ness, that's why he
    lost.  Now if he didn't use a secret character, maybe he would have
    put up more of a challenge (of course, I still would have won).
    TWO >> Basic Controls
    Samus is one of the easiest characters to use and to learn with.
    Here is the legend that I will use to describe controls:
    Smash attack = a very powerful punch, kick, etc. performed by
                   smashing the control stick and pressing A
    Meteor Attack = a charged Smash attack; performed by doing a
                    Smash attack then holding A before releasing;
                    Also an attack that smashes an opponent into
                    the ground(ex. A + V || J).
    Launcher = an attack that will knock your oppenent into the air
    Long Range = an attack that can be performed far away from the
    Button Key:
    A = A button                > = right on control stick
    B = B button                < = left on control stick
    ^ = up on control stick     V = down on control stick
    * = smash                   >> = dash right (<< means left)
    + = combine (ex - A + ^)    J = jump, JJ = double jump
    / = then (see below)        || = while (see below)
    R = R button                L = L button
    Z = Z Trigger               GRAB = Grab Opponent
    I will use the above keys to show attacks and combos
    ex) A + *^ = attack, that means you press A and smash up on
                 the control stick
        A / A = attack, that means you press A THEN press A again
        A || J = attack, that means you press A WHILE jumping
                 (in the air), this may sometimes replace "+"
    A = Weak Punch
    A / A = ONE-TWO Punch (punch then a stronger punch)
    A + > = Fast Kick
    A + *> = Smash Punch, can also be performed by Smashing left *<,
             (hold A to charge then release to perform meteor smash)
    A + *^ = Flame Launcher, can be used to launch opponent into air
    A + ^, A || ^ = High Kick aka Axe Kick, can counter air attacks
                    if timed correctly
    A || J = Forward Kick, press A twice to kick twice if you are
             high enough in the air
    A + > || J = Flame Thrower (very useful)
    A + < || J = Backward kick
    A + V = Ground Flame, very useful, can knock opponent high
            into the air
    A + *V = Round House Sweeper Kick, can be used to knock away
             multiple oppenents and knock opponents into the air
    A + ^ || J = Upper Drill Kick, very useful when performing combos
    A + V || J = Smash Down, very useful when opponent is in the air
                 (see Part FOUR)
    A + >> OR << = Tackle, knocks opponent into air
    R, L = Shield
    Z = Power Shield, can also be used to throw
    R + A, L + A = Grab
    R + A / A / A / etc, L + A / A / A / etc = Grab your opponent
                                               and punch them
    Z / Z / Z / etc = Grab you opponent and punch them
    GRAB + ^ = Throw Up, personally my favorite throw
    GRAB + ^ = Throw Down
    GRAB + < OR > = Throw
    B = Charge Up Shot, the longer you charge it the more powerful
        it becomes
    B + ^ = Screw Attack, oppoent is hit with a 12-hit combo,
            useful for combos
    B + V = Morph Ball Bomb
    B + > OR < = Homing Missile, missile will follow opponent
    B + *> OR *< = Rocket Missile, powerful missile that travels
                   in a straight line
    Samus is a very agile, quick, and powerful character and this
    part of the guide is designed to teach you how to use Samus's
    most basic combos and attacks as fast as possible so you can
    start beating up your friends.  Here are some useful strategies
    you can use during most battles:
     - When you first start out in a battle, charge your
       charge-up shot.
     - You should also fire a few missiles to confuse your opponents
     - Let your opponent come to you, it will be easier to
       attack because while they are coming towards you, you can
       prepare a battle strategy
     - Use Meteor Attacks when you have the chance to.  Timed
       correctly, a well timed meteor smash could put you in
       the lead of a battle.
     - Learn how to dodge and roll well, it can really help you out
     - Samus's Gorund Flame is very useful when your stuck
       in a difficult situation
     - Use Samus's Screw Attack to end a combo, but be careful,
       it will leave you open to attack.
     - Samus's Tackle attack is very useful, you can often tackle
       opponents time after time by running back and forth
       (see below)
     - Use the charge-up shot when the opponent least expects it,
       you will have a
       greater chance of hitting them.
    << Section A --> Combos >>
    NOTE: I suggest reading the below.  It will give you some tips
    and strategies on how to usethe combos and when to use the combos.
    This part of the guide will show you all of the combos that I know.
    If you have a good combo, please send it to me.
    I will give the basic combo, then maybe some optional attacks to
    add, and then the most powerful and best version of the combo.
    I wrote these combos so that you can make your own variations of them.
    For example, taking part of the Dashing Fiend and stringing it together
    wit parts of the Flying Crane and ONE-TWO-THREE.
    Experiment and find the best combos for you.
    Have fun with stringing the combos together.
    Most of these combos are most effective when the opponent has
    a bit of damage(around 20%).  The Projectile Fury can easily put
    40% damage on an opponent if you time it right.  I suggest you use
    it before using the other combos.  The only time I don't suggest
    using the Projectile Fury i when you are fighting in a small
    area.  Fighting in a tight area, I suggest that you use some
    tackles, puches, sweep kicks, and some flamethrowers to put
    damage on the opponent, then use the combos.
    And remember, pratice makes perfect,practice these combos
    over and over and eventually you will master them, but
    not after a lot of practice.
    Projectile Fury - (B) / (B + *>) / (B + *>) / etc.
                      This is an easy combo to perform.
                      You charge your charge-up shot as much as
                      possible before using it.  The charge-up shot
                      is meant to distract the opponent so then you
                      can hit them with some missiles.  You can also
                      throw in some charge-up shots in between the
    Dashing Fiend - (A || >>) / (A || >>) \ (A || >>) / etc.
                    This is a very annoying combo for the opponent
                    because Samus's tackle attack is very quick and
                    powerful.  Most of the time, your opponent will
                    be knocked in the same direction you are traveling
                    but sometimes the opponent will go in the opposite
                    direction which means you will have to turn around
                    to continue the combo.
    Thrower of Flames - (A + > || J) / (A + < || J) / etc.
                     Like the Dashing Fiend, this combo can also be annoying
                     and repetetive(don't worry the more complex combos
                     are coming up).  This combo works best when your opponent
                     is on a platform above you.  Make sure you attack with
                     a flame thrower instead of a backwards kick.  You must
                     quickly change your direction before you
                     perform another flame thrower.
    Quick 'n' Easy - (A + *V) OR (A + V) / (A + > || J).
                     Optional: 1) You may add a (A + *V || J) at the end.
                               2) You could also add (A || J) if you
                                  are still in
                                  the air.
                     The first part of this combo launches your opponent
                     into the air and the second part is to deal out some
                     damage.  If you use the first optional attack it will
                     smash your opponent to the ground.  If you use the
                     second, it will knock your opponent away from you.
                     The second option disallows any counter attack from
                     the opponent.  The Quick 'n' Easy is most powerful
                     when both optionals are combined.
                     Power Version:
                     (A + *V) OR (A + V) / (A || J) / (A || J) / (A + *V || J)
    Hit and Run - (A + *>) / (A + >>).
                  Optional: 1) Add a (A + ^ || J) at the end
                            2) Add another (A + *>)
                            3) see below
                  This combo starts off with a smash punch to knock your
                  opponent away and then a dash tackle to hit them
                  again before they even hit the ground.  You need to be
                  quick with the tackle because if they hit the ground
                  you will not be able to hit them.  Adding option 1 will
                  deal out more damage and opens your opponent
                  to other combo possibilities(see below).  Adding option
                  2 could extend the combo further or end the combo all
                  Power Version:
                  (A + *>) / (A + >>) / (A + ^ || J) / (A + V || J)
                  Getting the timing right is key to using this combo.
                  But if you manage to get the timing right, this will
                  be one of your most
                  powerful and damaging combos.
    Flying Crane - NOTE: This combo is best performed while the
                         opponent is in the air
                   (A || J) / (A || J) / (A || J) / etc.
                   Optional: 1) Use (A + V OR *V) to launch your
                                opponent into the air before using
                                the Flying Crane.
                             2) Add (A + ^ || J) at the end
                             3) Add (B + ^) at the end
                   This combo is really useful for dishing out damage
                   to you opponent.  You may need to dash alittle to
                   keep up with your opponent who is flying thorugh
                   the air.  Just keep kicking. If you add option 1
                   in the beginning, you can start the combo on the
                   ground.  Adding option 2 (a drill kick) can
                   add some more damage to the opponent.  Adding
                   option 3 is like adding option 2.  Becareful because
                   you will be vulerable after performing your special.
                   Power Version: I will write it beginning on the ground.
                   (A + V) OR (A + *V) / (A || J) / (A || J) / (A + ^ || J)
                   / (B + ^)
    ONE-TWO-THREE - (A / A) / (A + >) / (A + >>)
                    Optional: 1) (A || J) at the end while the opponent is
                                 still in the air.
                              2) (A + > || J) at the end
                    This combo starts off with a One-Two Punch, then a fast
                    kick, then a dash tackle to finish.  When you get good
                    enough with this combo you will be able to hit your
                    opponent without ever letting them touch the ground.
                    Power Version:
                    (A / A) / (A + >) / (A + >>) / (A || J)/ Flying Crane
    Ram and Slam - This combo is still being developed.
                   (A + >>) / (A + *V) / (A || J) OR a Flying Crane
                   This combo starts off with a dash tackle, which
                   should knock your opponent into air.  Quickly use
                   the sweeper kick to knock your opponent into the
                   air again(you must use the sweeper kick right when
                   your opponent is about to hit the ground).  Then use
                   the aerial kick to knock them away.
    <<<<<<<<<<<< This combo was contributed by Joshua Trbovich. >>>>>>>>>
    <<<<<<<<<<<<         See credits for more details.          >>>>>>>>>
    Gravity Grapple - (R + A) / (^) / (A + V || J) / (V) / (A + *V)
                      Optional: 1) Use the Flying Crane at the end
                      This combo starts off my grabbing the opponent and
                      then using the UP throw.  While the opponent is
                      still in the air, jump above them and use your
                      smash down attack(A + V || J) to knock your
                      opponent into the floor.  Press down on the control
                      stick to get to the floor fast, then use the
                      sweeper kick to knock your opponent back into the
                      Power Version:
                      (R + A) / (^) / (A + V || J) / (V) / (A + *V) /
                      Flying Crane
    <<<<<<<<<<<< This combo was contributed by Joshua Trbovich. >>>>>>>>>
    <<<<<<<<<<<<         See credits for more details.          >>>>>>>>>
    Gun/Flame Combo: (A + *^) / (A + ^ || J)
                     Optional: 1) Use (A || J) instead of (A + ^ || J)
                     This combo starts off with the flame launcher to
                     knock your opponent into the air.  This is
                     followed by the upper drill kick.  You could also
                     use a regular aerial kick instead of the drill kick.
    <<<<<<<<<<<< This combo was contributed by Joshua Trbovich. >>>>>>>>>
    <<<<<<<<<<<<         See credits for more details.          >>>>>>>>>
    Grapple Multi-Air Combo: (R + A) / (^) / (A + ^ || J) / (B + ^)
                             Optional: 1) Use another aerial attack
                                          instead of (B + ^)
                             This combo starts off by grabbing the
                             opponent and them throwing them up into the
                             air.  This is followed by the upper drill
                             kick and then a Corkscrew attack.  Becareful
                             because you will be vulnerable after (B + ^).
                             Personally, I would rather leave out the
                             Corkscrew and instead follow up with a Flying
                             Crane or a smash down attack(A + V || J).
                             Power Version:
                             (R + A) / (^) / (A + ^ || J) / See optional
                             Optional --> 1) Flying Crane
                                          2) (B + ^)
                                          3) (A + V || J)
    Triple Drill Kick: This combo allows you to upper drill kick an
                       opponent three times.  It may take a while to
                       learn how to efficiently use the combo.
                       (^) / (A + ^ || J) (^ + A || J) / (^ + A || J)
                       This combo starts off with a jumping drill kick.
                       You must hit the control stick and press A at the
                       same time so that you jump in the air while doing
                       a drill kick at the same time.  Then when you hit
                       up again, do another drill kick.  This will send
                       you a little higher and you will be able to perform
                       another drill kick.  This combo take a little
                       practice to get the timing of the jumps and drill
                       kicks correct.
    <<<<<<<<<<<< This combo was contributed by Manuel R. Duran. >>>>>>>>>
    <<<<<<<<<<<<         See credits for more details.          >>>>>>>>>
    Grapple Bash - (GRAB) / (V) / (A + > || J) OR (A + ^ || J) / (A + *V)
                   Optional: 1) End with a screw attack
                   This combo starts off by grabing your opponent, then
                   performing the down throw.  When they bounce up from
                   the ground, use an aerial attack such as (A + > || J)
                   or (A + ^ || J).  When your oppnent falls to the
                   ground, you should be pretty close to them.  Use a
                   sweeping roundhouse kick to end.  If you are close
                   enough, you can also add a screw attack.
    << Section B --> Miscellaneous Techniques >>  <-- UPDATED -->
    This section will give many tips and strategies for miscellaneous
    things in the game such as shielding, recovering, jumping, etc.
    NOTE: This part of the guide was inspired by Joshua Trbovich and
          his contributions to the guide.
    i) Recovery Strategies
    ii) Shielding Strategies
    iii) Jumping Strategies
    << i --> Recovery Strategies >>
    <<<<<<<<<< These strats were contributed by Joshua Trbovich. >>>>>>>>
    <<<<<<<<<<<<         See credits for more details.          >>>>>>>>>
    This was mostly taken directly from the email Joshua sent with
    a little editing here and there
    There are multiple ways to return to a level once you are knocked off.
    Bomb Recovery -> When returning back to the stage, use a bomb (B + V)
                     and you will jump closer to the level each time you
                     use a bomb.  Very effective.
    Grapple Recovery -> If you are not going to make it back to the level,
                        you can use the grapple hook (Z or R + A) as a
                        last resort.  Try to aim the grappling hook so it
                        will hit the edge of the stage.  Then press A (if
                        using R + A) or Z (if using Z) quickly to pull
                        yourself back up.  Also useful not only for
                        recovering but evading the opponent as well.
                        It may take a little practice to get the timing
    Conventional Methods -> Of course, there is always air evade and
                            triple jump.
                            "But why use moves everyone can use when you
                            can get back to the level in style!" - Joshua
    Edge Recovery Notes -> While hanging on the edge, you can recover many
                           ways too. Pressing (X) or (Y) will allow you to
                           let go and jump back on to the stage. Pressing
                           (A) or (B) will allow you to attack as you get
                           back on the level. Or there is always pressing
                           down so you let go, and then triple jumping back
                           up. Keep in mind you are invincible for a few
                           seconds after you grap the ledge.
    <<<<<<<<<< These strats was contributed by Manuel R. Duran. >>>>>>>>>
    <<<<<<<<<<<<         See credits for more details.          >>>>>>>>>
    This was mostly taken directly from the email Manuel sent me.
    Grabbing ->  I find that if you run and grab ,instead of just doing the
                 normal grab, the grappling beam comes out faster and if
                 you miss, the recovery time is not as bad. Thats why i always
                 try to run and grab instead of just standing there.
    Recovering -> When you get sent flying and you're are going to hit the
                  ground, press the z button and you'll do what i call an
                  "insta-recovery" and get immediatly back up. I find this great
                  for throwing off my friends. You can also press the l or r
                  button to roll a certain direction.
    <<<<<<<<<<< This strat was contributed by THELocke@aol.com. >>>>>>>>>
    <<<<<<<<<<<<         See credits for more details.          >>>>>>>>>
    This was taken directly from the email that THELocke sent me.
    Bomb Tactics -> For some of the slower characters in the game, Samus
                    can completely maul them. The tactic is to wait for
                    them to jump over you, probably to unleash a down smash
                    attack. When they do this, Samus is to go into that
                    little ball and constantly blow up those roller ball
                    bombs. Samus bounces up, and if timed right, so does
                    your opponent. I've seen that you can keep this up until
                    doing an insanely cheap amount of damage. Against a
                    computer opponent, I launched both him, in this case
                    Bowser and Samus, off the sceen, so that you I could
                    only see those little screenshots of them both and
                    little Samus blowing the hell out of Bowser. I'm not
                    sure how effective this is against a trained human
                    opponent, since when I tried it on a friend, they were
                    obviously a noob. But Bowser was a level 9 difficulty
                    character, so with this cheap tactic, it's no problem
                    to take 'em out. Just this tactic, and when they fall,
                    one smash attack is usually enough to launch their
                    asses away.
    << Section C --> Bonus Section >>   <-- UPDATED -->
    This section will give the little bonuses, secrets, and "easter
    eggs" that Samus has.  Credit for these goes to the many people
    on the SSBM message board at GameFAQs.
    This is one of the most interesting secret attack in the whole
    game.  This proves that the Nintendo and HAL added some
    extra things for us to find and discover.
    <-- Extra Long Homing Grapple Hook --> <-- UPDATED -->
    This grappling hook can be activated in any level.
    First, pick Samus and go to any level.
    Then, press Z while pressing on the D-pad in a 360
    degree motion (clockwise or counter-clockwise.  It might take
    a few tries but eventually you will see an extra long
    (about twice the normal length) grappling hook come from Samus.
    If at first you don't succeed, try,try and try again.
    Once the extra long grappling hook is activated, everytime
    you grab it will be extra long.
    To use the homing fuction, hold L after you use the
    grappling hook to home in on the nearest target.
    Then, when the tip of the hook hits the opponent, hit
    Z again to pull them in.
    It may take a while to get the timing of the buttons
    right, but it is one of the most useful attacks in the game.
    <-- UPDATE -->
    I developed an easier way to do the secret grappling hook.
    First go to one of samus's home levels.
    Then take your controller, and rotate it so that it is
    vertical instead of horizontal.
    Place your right hand thumb on the d-pad.
    Place you left hand index finger on the R button and the
    left thumb on the A button.
    While holding R, keep tapping A and rotating the d-pad
    in a 360 direction.
    Once the extra long grappling hook is activated, follow
    the above directions to use homing.
    This section is divided up into 6 parts:
          a) Classic Mode Strategy
          b) Adventure Mode Strategy
          c) All Star Mode Strategy
          d) Target Test
          e) Homerun Contest
          f) Multiman Melee
               i) 10 Man Melee
               ii) 100 Man Melee
               iii) 3 Minute Melee
               iv) 15 Minute Melee
               v) Endless Melee
               vi) Cruel Melee
    Each section will give specific help/walkthrough on
    the topic.
    NOTE: A,B, and C were tested on Normal 5 stock.
    NOTE: because you fight random characters, I will list each
          character and my strategy to beat them.
    FOX - Fox is pretty easy to beat.  Its best to keep using
          the Flying Crane combo.  You really don't need to try
          and combo him he is so easy.
          Unless you are trying to beat him on Very Hard,
          then use some Strategy.
    TEAM BATTLE - Whoever you are fighting with and against
                  are random so check below for strategies on
                  the specific characters you
                  are fighting.
    KIRBY - Because Kirby is so light, use strong attacks and
            combos.  I suggest using the Flying Crane and the
    PIKACHU - Like Kirby, Pikachu is also very light.
              Use the same strategy
              as you used with Kirby.
    FALCO - Like Fox, you can beat him by using a few good
            smash attacks and by following a strategy like fox.
    GIANT BATTLE - The character chosen is random.  Use attacks
                   that will hit with a lot of damage like
                   (A + > || J), the flame thrower.  Then use the
                   Flying Crane or some smash attacks
                   to knock the character out.
    SNAG THE TROPHIES - Use a well-timed (A || J) to
                        knock the trophies.
    LUIGI - Fairly easy to beat.  Use your kicking aerial
            attack to beat him. Can be juggle fairly easy.
            I suggest using (A + < || J), backwards aerial kick.
    TEAM MULTIMAN - The character again is random but any character
                    is easily
                    defeated by using (A + *V), the sweep kick.
    RACE TO THE FINISH - Just keep dashing and use Samus's ability
                         to jump off wall effectivley.  You should
                         be able to finish the track.
    METAL BATTLE - Random character.  Use meteor attacks and
                   dash tackle. When the character has enough damage,
                   he/she will be easy to knock off.
    MASTER HAND - Very easy to beat with Samus.  Keep using
                  the Thrower of Flames combo to win.  When the
                  other hand comes, keep using the same combo.  The
                  flame thrower is VERY EFFECTIVE.  Concentrate your
                  attacks on one hand at a time.  You can dodge most
                  of their attacks by jumping.
                  Once one hand is gone, the other hand is easy.
                  Concentrate on dodging attacks and only attack when
                  it is safe.
    NOTE: The strategy here is not totally developed, better strategy
          will soon be posted.
    << Stage 1 --> Mushroom Kingdom >>
    AREA ONE: Side Scroll >> Getting through this part is fairly easy.
    You can just run by most of the enemies or just KO them with any attack.
    Kill the Goombas and Koopas to get the Koopa and Goomba KO bonus.
    When you reach the area with the Yoshi Team, use (A + *V) or
    (A + V) to kill the Yoshis easily.
    At the end of the level, depending on the time left on the clock,
    you will have to fight a Peach+Mario Team or a Peach+Luigi Team.
    AREA TWO: The Battle >> You will be fighting a team of Peach and Mario
    or Peach and Luigi.  This battle is not too hard.  Focus your attacks
    on one person at a time.  When surrounded, use your (A + *V) or
    (A + V) to knock them away.  Then use the Flying Crane to tack on
    damage.  Eventually they will be very easy to Smash hit.  If you
    take to long, becareful of the large Bullet Bill.
    << Stage 2 --> Kongo Jungle >>
    AREA ONE: The Battle >> This battle against a pair of mini Donkey Kongs
    is fairly easy to win.  When they get close, use (A + *V), sweeper kick,
    to knock the DKs into the air.  Then follow up with some aerial attack
    such as (A || J).
    AREA TWO: Giant DK Battle >> You can most easily kill the Giant DK by
    fighting on the left most platform.  DK has a greater chance of falling
    into the water.  Use attacks and combos that will give DK alot of damage
    like the ONE-TWO-THREE.  This combo is quick and will dish out alot
    of damage.  You can also use (A + V) or (A + *V).
    << Stage 3 --> Underground Maze >>
    AREA ONE: The Maze >> Your mission: Find the Triforce.  It is randomly
    placed in one of the rooms located in the maze.  If you walk into the
    wrong room you will have to battle a Link.  Navigating the maze is
    fairly simple.  Just keep looking for the Triforce.  When you
    encounter link, you may want to start off with an aerial attack
    (I recommend the (A + > || J), flamethrower) while Link is
    still coming onto the stage.  Because you have to fight more than one
    Link, you will want to fight quickly and effectivley.  When Link is
    above you, he will most likely use his Down+A Sword Drop thing that
    is very annoying.  Just dodge or roll away and attack.  You may
    be able to get Link in a Dashing Fiend combo.  When he has enough
    damage he will be easily killed.  If you have alot of damage and
    do not want to fight another Link, you can easily skip the battle
    by jumping around the sword in the middle of the room.
    AREA TWO: Hyrule Battle >> Here you fight Zelda.  An extremely
    easy battle.  Charge you charge-up shot at the beginning and while
    Zelda is trying to reach you use Missiles and the charge-up shot.
    Aerial attacks are key here.  I would start off with a Projectile
    Fury, then some Flying Crane, a Dashing Fiend, then finish off
    with a Flying Crane.  Mix it up alittle.  You can easily win
    this battle without getting hit once.
    << Stage 4 --> Brinstar >>
    AREA ONE: Battle Against... Yourself? >> A battle against Samus.
    Use dash tackles, (A + *V), and quick One-Two punches to get this
    battle over with. Samus will also use quick attacks. The Flying
    Crance is also an effective combo here.
    AREA TWO: Escape Brinstar >> Easy to complete.  Just keep
    jumping from one platform to the next.  If you want to get
    a good time, use Samus's ability to jump off walls at the
    right time.
    << Stage 5 --> Green Greens >>
    AREA ONE: The Battle >> A battle against Kirby.  Kirby is
    very easy to defeat because of his weight. Using the Power Version
    of the Flying Crane should easily efeat him.  Keep him in
    the air and keep attacking with either (A + < || J), the backward
    kick, or (A || J).
    AREA TWO: Multi-Kirby >> Easy to beat.  Just keep using (A + *V)
    to kill the Kirbys.  Sometimes you won't hit them all and they
    will attack you.  I like to stay to one side and use (A + V)
    to flame them as they come, faster and safer.  Depending on
    how fast you beat this area, you will fight Giant Kirby or
    go to the next stage.
    AREA THREE: Giant Kirby >> Use the same strategy you use against
    regular Kirby.  It will be alittle harder to knock Kirby into the
    air at first, but soon be will be juggled very easily.
    << Stage 6 --> Corneria >>
    AREA ONE: The Battle >> This battle against Fox can be easily
    one using the Dashing Fiend combo and/or the Flying Crane.
    Using them both is most effective using the Dashing Fiend to get
    him in the air then using the Flying Crane to kill.
    AREA TWO: Fox Gets Help >> Another battle with Fox(sometimes
    Falco).  But this time, Slippy, Peppy, and Falco come by and
    shoot at you.  Use the same strategy as AREA ONE.
    << Stage 7 --> Pokemon Stadium >>
    AREA ONE: Pokemon Battle >> I suggest grabbing as many
    Pokeballs as possible here.  Use only (A + *V) or (A + *>)
    to kill the Pikachu, Pichu, and Jigglypuff.  The Pokeballs
    are also very effective.
    << Stage 8 --> F-Zero Grand Prix >>
    AREA ONE: The Race >> Just keep running and jump onto the nearest
    platform when the alert come on.
    AREA TWO: Captain Falcon >> I'll post a good strategy next
    << Stage 9 --> Onett >>
    AREA ONE: Triple Ness >> Attack one Ness at a time.  Fight
    close to the edges and use strong smash attacks.
    << Stage 10 --> Icicle Mountain >>
    AREA ONE: Travel and Battle:  Jump up the mountain until you reach
    the Ice Climbers.  Not too hard.  When you reach them, keep using
    (A + *V) to easily kill them.
    << Stage 11 --> Battle Field >>
    AREA ONE: Wire Frames: Keep using (A + *V) and (A + V) to kill
    the wire frames easily.
    AREA TWO: Metal Bros.: Strategy next update.
    << Stage 12 --> Final Destination >>
    AREA ONE: Dark Bowser:  Use combo just as the Dashing Fiend,
    ONE-TWO-THREE, the Flying Crane and other high damage combos
    to quickly put damage on bowser.  When Bowser has about 50%,
    he become very vulerable to the Dashing Fiend + Flying Crane
    Combo.  If you beat Bowser quickly, you get to fight Giga Bowser.
    AREA TWO: Giga Bowser: Strategy coming next update.
         1- Hit the target to your right with a aerial kick.
         2- Jump over to the right most platform and
            use an aerial kick hit this target.
         3- Use your Screw Attack(B + ^) to hit the target
            on the platform above you.
         4- Drop down and hit the target in the lower right
         5- Use a bomb(B + V) to hit this target and then
            use your double and triple jump to get back to
            the stage.
         6- Jump across the gap then use a charge-up shot
            to hit the next target.
         7- Jump up the the highest platform and hit this
            target with an aerial kick.
         8- Then use your Screw Attack to hit the highest
         9- Drop down and go to the left.  Hit the target
            on the edge of the stage.
         10- Then jump and hit the target underneath the
             left platform.
    You can easily complete this target test in under 30 seconds.
    <<<< This strategy was contributed by Sean "Theman101" O'Reilly. >>>>>
    <<<<<<<<<<         See credits for more details.          >>>>>>>>>>>>
    First get the bat, then walk up to the bag and use two Axe
    kicks (A + ^).  When he bag hits the ground, do another Axe kick, then
    wait until the bag hits the ground again, then use another axe kick.
    Repeat this process until the bag has about 100% damage, then smash it
    with the bat.  with a little practice, you should be able to get around
    1000 ft.
    NOTE: If you hit the bag before it hits the ground, it will get
          knocked off the platform.
    I am posting the old strategy for reference purposes.  I suggest you use
    the above strategy.
    First I used the (A + *^) then while the bag was still
    in the air, I used another (A + *^), then I moved under it
    again they did it a third time.  Then I grabbed the bat
    and smashed it.  I did about 50-60 damage before I hit it.
    Samus is okay at the Multi-Man Melees.  But she is not the
    greatest character to use for all of them.  She has a good
    knock away attack, the sweeper kick or the groud flamer,
    (A + *V) or (A + V). If you have a better strategy for
    any of the Multi-Man Melees posted here, plase send it to
    me and I will give you full credit for it.
    << i --> 10 Man Melee >>
    Not very difficult.  Keep using (A + *V) or (A +V) to keep
    KOing them as they come close.  You should be able to defeat
    them very quickly.
    << ii --> 100 Man Melee >>
    A little harder than the 10 Man Melee.  This time you must
    try avoid taking too much damage or ele you might die
    near the end.  Keep using (A + *V) or (A + V).  Timing
    is important here.  Try to time them when alot of wire
    frames are next to you.  Another strategy you may try
    is staying on one side of the stage and keep using
    (A + V).  The ground flamer is very quick and most of
    the wire frames won't even be able to touch you.
    You can also use Smash attacks and dash tackles to
    take them out.
    << iii --> 3 Minute Melee >>
    Like the 100 Man Melee, you must also becareful of
    taking too much damage.  Use pretty much the same
    strategy you used on the 100 Man Melee.
    Grab as many items as possible, they should
    be able to help you out(especially pokeballs and
    ray guns).
    << iv --> 15 Minute Melee >>
    Coming Next Update...
    << v --> Endless Melee >>
    Use a strategy similar to the 3 Minute Melee and 10
    Man Melee.
    << vi --> Cruel Melee >>
    <<<<<<<<<<<<< This strategy was contributed by Chard. >>>>>>>>>>>>>>>>
    <<<<<<<<<<<        See credits for more details.          >>>>>>>>>>>>
    This strategy was taken straight from the email chard sent to me:
    this was my stratagy:
    with the frame that starts out next to you do the ground flame attack
    to pop her in the air then alternate between that and the screw attack
    to keep the frames in the air. if they hit you out but you can manage
    to come back make the think your going to the one of the elevated
    platforms, the quikly drop the hang on the edge, get back up with
    the b button this should pop them up in the air then us the screw
    attack. needless to say dodge like mad and use the occaisonal missle.
    Old Strat -->
    I keep this here for reference purposes
    One of the hardest Melees.  I don't know if Samus can even
    get one KO, maybe by luck but I haven't been able to.  If
    you have a strategy for this Melee, please send it in.  I
    wll give you credit for it.  Maybe in a few days I will
    have developed a strategy.