--Super Smash Bros. Melee--

                       Platform: Nintendo Game Cube
                          Character guide - Dr. Mario
                             Started: 2/7/02
                           Last update: 4/23/03
                               Version: 2.5
                              By: XDarkKnightX
                     E-Mail: XDark_KnightX@hotmail.com
 _______
|  ____  \               ___     ___                       __
| |    | |              /   \   /   \                     |__|
| |    | |  _          /     \_/     \               _     __
| |    | | | |_       /   __     __   \     _____   | |_  |  |  _____
| |    | | |  _\     /   /  \___/  \   \   /  _  \  |  _\ |  | |  _  |
| |____/ / | |  _   /   /           \   \  | |_|  \ | |   |  | | |_| |
|_______/  |_| |_| /___/             \___\ |___/\_| |_|   |__| |_____|

                            +++++++++++++++++              
                     T a b l e  o f  C o n t e n t s
                            +++++++++++++++++

                              I. Introduction
                                A. Copyright
                                B. Spoiler
                                C. E-Mail me
                                D. Version History
                                E. Megavitamins and Viruses
                                F. Trophy Information
                                G. Pros and Cons
                             II. Attacks
                                A. Basic
                                B. Special
                                C. Other
                            III. Strategies
                                A. 1 VS 1 battle
                                B. 2 VS 2 battle
			         C. Free For All
                                D. Race to the Finish
                                E. Break the targets
                             IV. Adventure Mode
                              V. Classic Mode
                             VI. Glossary
                            VII. Coming Soon
                             IX. Credits
  
                    M O R E  C O M I N G  L A T E R ! ! !

-Look at 'Coming Soon' section for more info.

*********************************
        I. Introduction
*********************************

+++++++++++++
I-A. Copyright
 ++++++++++++++

Copyright 2001 DarkKnight All rights reserved

The game Super SMASH Bros. Melee, all characters and associated 
materials are copyright Nintendo and Hal Laboratory, Inc.  No breach 
of copyright intended.  This guide and its author make no claims to 
the above stated articles.  All trademarks and copyrights not 
acknowledged in this document are respected.

       This document is to appear on GameFAQs 
<http://www.gamefaqs.com/> only.  For a more detailed legal 
disclaimer, refer to the bottom of this document.

+++++++++++
I-B. Spoiler
 ++++++++++++

Do not continue to read this FAQ any further if you do not want to find 
out any secrets in the game because I uncover some secrets that you may 
want to find out on yourself.

+++++++++++++
I-C. E-Mail Me
 ++++++++++++++

Did you find anything wrong? Any mistakes at all? Did you find any 
spelling/grammar mistakes? Or Do you just want to add to some parts 
or comment on this FAQ? Please feel free to e-mail me with anything 
you want to say at the address at the top of this page. Be sure to 
include your Name/Alias to the E-mail so I know who I'm crediting. 
Thanks! 

+++++++++++++++++++
I-D. Version History 
 +++++++++++++++++++++

(2/8/02)
   1.0- I: A-F complete
        II: A-C complete
        III: Adventure complete
        IV: Glossary complete
        V: Coming Soon complete
        VI: Credits complete

(Credits are X now)
(Coming soon is IX now)
(Glossary is VII now)
(Adventure is IV now)
--------

(2/9/02)
   2.0- III: A-D complete
        V: Classic Mode complete
        VI: Event Mode Started
--------
(5/2/03)
   2.5- III: Added Free For All Strategy
	 Fixed the Move list
	 Tweaked things here and there

++++++++++++++++++++++++++++
I-E. Megavitamins and Viruses
 ++++++++++++++++++++++++++++++

   To get Dr. Mario, defeat Classic Mode with Mario, on any difficulty, 
without losing one life.

   Dr. Mario is a character from 3 games. His appearances have been 
from one from NES, one from Game Boy, and N64. His first debut was in 
the NES game called Dr. Mario. I have that game and it feels like I'm 
playing Tetris sometimes. Although you're fighting viruses, it's a lot 
of the same concept.

    Dr. Mario does all his virus killing, medicine making in his trusty 
white doctor suit. In SSBM, you can change the color into four other 
suits: Green with Yellow Gloves, Black with gray Gloves, 
Red with Blue Gloves or Blue with purple Gloves.

   Dr. Mario doesn't have his own level. Although when you unlock him, 
you fight him in Mushroom Kingdom: Peach's Castle. There is one cool 
thing about him though, you can play his music. To play his music, 
fight in either Peach's Castle or Mushroom Kingdom II (multi-player), 
and hold down the L and R buttons while the game is loading, after you 
choose the stage. 

+++++++++++++++
I-F. Trophy info
+++++++++++++++++

Normal: Immaculate in his medical garb, Dr. Mario destroys killer 
viruses with his amazing vitamin capsules. With his dedicated nurse, 
Princess Peach, at his side, Dr. Mario spends day and night in his 
laboratory working on miracle cures. Somehow, he's managed to keep up 
with all the new viruses that have arisen over the years.

Smash #1: There's hardly any difference in the abilities of Mario and 
Dr. Mario, so choosing is largely a matter of taste. Dr. Mario is a tad 
bit slower due to his lack of exercise, but his Megavitamins pack a bit 
more punch than Mario's Fireballs. The capsules travel on a unique 
trajectory and make a distinct sound on impact.

Smash #2: The differences between Dr. Mario and Mario are more 
pronounced in some areas than others, but basically they can be played 
in similar fashion. While it may be too hard spot the contrasts, they 
do exist. For example, Dr. Mario's Super Sheet is longer and narrower 
than Mario's Cape, and any opponents hit by Dr. Tornado will fly off in 
diverse directions.

------------

   The doctor has mostly the same moves as Mario. The only difference 
between the two is his doctor suit, and Dr. Mario is stronger but not 
as fast. This character is definitely a good character, considering his 
powerful attacks. He is decently well-rounded just like 
Mario.

Appearances:
------------

First: Dr. Mario- NES (1990)

Dr. Mario- Game Boy 

Dr. Mario 64- N64 [1999(?)]

+++++++++++++++++
I-F. Pros and Cons
 ++++++++++++++++++ 

----
Pros
----
-He is very strong
-Can control enemies easily
-Deal out a lot of damage
-Controls are easy 

----
Cons
----
-He can't get back up too well  
-Not very fast                  

As you can see Dr. Mario isn't very fast but he can control a character 
very well using power, so speed wouldn't matter in the heat of the 
battle.

*********************************
          II. Attacks
*********************************

This section will hopefully convey the basic ideas of all the attacks 
of Dr. Mario, how much damage each attack does, what they look like, 
and I also provided my opinions on these subjects.

*NOTE*: In case you haven't noticed, all attacks decrease in damage 
after being used a lot. So damage may vary throughout match.

++++++++++++++++++
II-A. Basic Attacks
 +++++++++++++++++++

Basic attacks are done by using the button, A. These attacks are weak, 
but usually faster than the B button attacks. I use these a lot in 
matches, since a majority of them I can use for juggling, or for 
charging up. These types of moves are used more in my matches than the 
B-Button attacks.

=-=-=-=-=-=-=-=-=
 Ground attacks
=-=-=-=-=-=-=-=-=

A - Quick Punch (Pressed repeatedly- Punch, punch, kick) 3-4% I do not 
use this too much, and never as a combo. This can be easily 
countered/evaded and is a waste of time. If you are in a habit, I 
recommend you get out of it.

A + Up - Tilt- Short uppercut (10%)
         Smash- Smashes down with hand (Chargeable) (Not charged- 8-
12%)(Charged-13-18%). 

A + Down - Tilt- Swings legs around (May send opponent flying) (10%)
          Smash- Same thing as Tilt, except this is chargeable and 
covers back too (Not Charged- 18%) (Charged- 24%). Personally, I don't 
use this attack a lot in my battles. If you use it then hey, more power 
to you (if it works well).

A + Forward - Tilt- High Kick (8%). You might as well do the smash, 
because this percent degenerates after a while, and it's easier to 
force the joystick all the way to the side anyway.
           Smash- High force punch with electric shock (chargeable) 
(Not charged- 19%) (Charged- 23%). This move is recommended for all 
occasions and can deal a good amount of damage when executed properly. 
This move also send opponents flying in the air, which enables you to 
juggle, or do further combos to deal greater damage. This goes well 
with the A + Up either coming before or after, because the enemy is 
unable to do anything, and you can deal damage, while doing more moves 
afterward.
	    Running- He does a slide kick (9-10%). This is an awesome 
starter to a combo or juggles, because it deals a pretty do amount of 
damage to the opponent, and it sends them pretty far up in the air even 
at a low percent. This move is very much recommended.
	


=-=-=-=-=-=-=
 Air Attacks
=-=-=-=-=-=-=

A - Kicks (10%). This is just the normal attack as you are in the air. 
I use this just as much as every other attack in the air. Although this 
can be used plentifully, I recommend the meteor punch if you have the 
chance.

A + Up - Back Flips and hits opponent (10%). This move I usually use in 
the middle of combos, for a few reasons. For one, it hits the opponent 
up, and it deals a good amount of damage, so it is highly recommended.

A + Down - Hold A- Drill Kick - Spins around toward the opponent 
(Multiple hits) (2% each)

A + Forward - Hard Punch (long to execute) (18-25%). Look above for 
description. I also use this technique in the air, since it can be 
started in the air, and can be executed in the air also, enabling a far 
hit for an ending of a combo.

++++++++++++++++++++
II-B. Special attacks
 +++++++++++++++++++++

   Special attacks are the attacks done by the button, B. Usually, 
these attacks are stronger but slower than the A button attacks.

=-=-=-=-=-=-=-=-=
 Ground Attacks
=-=-=-=-=-=-=-=-=

B - Megavitamins - He throws a megavitamin at the direction facing 
(Lasts for 2 seconds) (4-8%). I usually don't use this move a lot.  For 
one, many opponents that are a least decent know to dodge it. It is 
slow and doesn't deal a lot of damage. I only use this for some combos 
or in desperate situations that I need to get out of.

B + Up - Super Jump Punch - Fast uppercut that goes high (Makes coin 
noise for every hit made) (About 2% each - About 5 hits - Final hit 
deals more damage). I use this when I'm done with a juggling combo. It 
is a nice ending and could deal some pretty good damage. I suggest it 
for a wrap up. This move is also useful when you have two enemies 
around you. If you use this move, both will be hit, and sent up in the 
air. This would only be useful if you hit them with every hit, because 
this is a combo. The final hit can send opponents flying up into the 
air. Since this is the B + Up move, you will be rendered useless until 
you hit the ground, so make sure you either KO you opponent(s) or have 
a backup plan.

B + Down - Dr. Tornado - Spins around with arms spread (2-4 hits)(2% 
each). I usually don't use this attack for a few different reasons. For 
one, it leaves you open when you are done. Since I like to juggle, this 
doesn't fit into what I do. Usually it is easy to dodge when started. 
This is usually only useful in FFA when in the middle of the fray 
(further explained in the strategy).

B + Forward - Super Sheet - Swings cape around (7-10%). This seems weak 
when you play with it, but in reality could help. This move is best 
used in the middle of a combo, but shouldn't be used starting or ending 
a combo because the enemy isn't knocked over or blown away and can 
recover easily.

=-=-=-=-=-=-=
 Air Attacks 
=-=-=-=-=-=-=

Same as ground attacks

++++++++++++++++++
II-C. Other Attacks
 +++++++++++++++++++

=-=-=-=-=-=-=-=-=
 Ground Attacks
=-=-=-=-=-=-=-=-=

*NOTE*: If you haven't noticed, Z acts the same as A in the air, such 
as attacks.

Z'A - Head butt (Multiple hits can be made) (About 1% each). I don't 
use this too often when I catch an enemy. I recommend using one of the 
ones listed below.

Z' Forward - Tilt- Spins once and throws in that direction (6-7%)
         
             Fully tilt- Spins around about 3 times and throws in that 
direction (10-12%)

Z' Up- Throws up high (4-6%). I think this is a good choice to deal 
damage and another very good choice to throw the enemy out of the stage. 
When this attack is executed, Dr. Mario flings up the caught enemy very 
high, and if they have a lot of percent, they are out.

Z' Down- Chucks down (3-5%)

R + Forward or Up (Same time) - Evades in that direction. I recommend 
evading a lot in your matches. I evade a lot and it really helps. Since 
Dr. Mario isn't too fast, this can get around an enemy very easily and 
very fast so you can execute a hit or combo faster with less risk of 
getting hit first.

=-=-=-=-=-=-=
 Air Attacks 
=-=-=-=-=-=-=

Z - All A attacks in the air.

R + Forward or Back or Up or  Down - He evades in that direction

*********************************
         III. Strategies
*********************************

+++++++++++++++++++
III-A. 1 VS 1 battle
 ++++++++++++++++++++

   One way to control a 1 VS 1 battle is to run and use A + Forward. As 
you probably know, it will send them into the air. Now do this a couple 
of times to get percentage up and when their percentage is pretty high, 
use A + Forward and charge it up. If they get to close to you and start 
attacking you, then jump and use either A + Up or A +_ Forward. Or if 
you don't want to go off the ground then use the regular A. To juggle, 
which often I usually do, if they are knocked in the air then use A + 
Up in the air to knock them higher and deal more damage. To finish off 
a combo/juggle, sometimes I end with the Super Jump Punch (B + Up). 
This deals some good damage and sends your opponent in the air higher. 
This is a really good finisher and I recommend it. One thing you must 
do in matches is to evade. I can't stress this enough. Evading is 
really important so you can make up for the slow handicap Dr. Mario has. 
Evading is fast for Dr. Mario, especially on the ground, so it is easy 
to execute when you need to and is really useful to get around enemies. 
The best strategy is to hit your opponent a few times, making them 
unable to recover, wait a few moments while they recover, then evade to 
the other side of them and hit them from that side with a meteor punch 
or other such moves to hit them hard and catch them off guard. Evading 
is really useful and I recommend it a lot in all matches against any 
opponent. Practice this a lot in Training or in 1 player or in Vs. Mode. 
Also, after you evade, you can grab your enemy and throw him up to deal 
him damage, and to start a juggle.

+++++++++++++++++++
III-B. 2 VS 2 battle
 ++++++++++++++++++++

   There are two ways to handle this kind of battle. One way is to 
focus on one character at a time and then move on to the next victim. 
You can also bunch both of them together and attack them all out there. 
I like to bunch them up then go all out. That deals out the damage more 
quickly and I control both of them at the same time. So when I bunch 
them up, I usually run and use A + Forward to slide under them sending 
them up and then letting my ally and I knock them from the air with A + 
Forward, or A + Up so I can juggle one or both. If they get out of hand, 
I like to focus on the harder opponent and leave the other one to my 
ally. Then I could really weaken him/her and then I could bunch them up 
again and deal out a lot of damage again. Evading helps in this kind of 
battle, as long as you don't evade into the other opponent. Dr. Tornado 
can help is you drop into the fray of the battle, as it may send the 
opponent off in different directions. Keep in mind that if both 
opponents are next to you, you can use the Super Jump Punch (B + Up) 
and they will both get dealt damage, as well as getting sent upward. If 
your ally is taking care of both of the enemies, then you can stay out 
of the middle and shoot Megavitamins into the fray, dealing some damage, 
while you're out of the way.

++++++++++++++++++
III-C. Free For All
 +++++++++++++++++++

	Dr. Mario is decent for controlling 1 or more opponents. His B + 
Up attack can handle up to 3 opponents, as well as many other attacks. 
This makes it easier for double or even triple combos or juggles, if 
you are good at controlling them. To control them well, you have to be 
fast. Right after you execute a move, you have to know immediately what 
to do. If you hesitate, then your opponent will recover and react. 
Being fast also means evading. Evading would probably be your most 
effective form of getting across an opponent(s) without getting touched. 
I can't stress evading enough. It is terribly important. But one thing 
to keep in mind, is that you can't do evades to move around because you 
are using it so much. When you don't need to use it, don't. Just think 
about it. You could grab, but I wouldn't recommend it since there would 
be 2 other people that could come after you, so use it sparingly. The 
Running A + Forward so you can slide is also effective in that it can 
cover 2, maybe 3, opponents at a time, throwing them up for a decent 
combo or juggle to be executed. Remember, you cannot hesitate with Dr. 
Mario he's already slow enough :).

++++++++++++++++++++++++
III-D. Race to the Finish
 +++++++++++++++++++++++++

   I have never completed Race to the Finish with Dr. Mario but I have 
gotten pretty far. This is what I do: Right at the beginning I slam the 
joy stick to the right and start running. When I get to the hall that 
is high above me, I triple or sometimes double jump to the ledge and I 
keep running. After that there is this big fall down, and when I jump 
into it I hold down so I can go through the platforms so I don't have 
to worry about them. I keep running and once I reach the next ledge, I 
fall but when I am level with the opening I use my double and triple 
jump into it. When I'm in it, I start running again. I have a choice 
now, top middle or bottom. I usually go to the bottom because it is the 
fastest. So once I reach there I keep running and fall down and I hit 
the bottom so I keep running again. Once I get to the big opening I 
jump to the closest platform. Then I jump to the platform below but to 
the right. Then I jump up to the high platform to the right and I jump 
down to the exit.

+++++++++++++++++++++++
III-E. Break the Targets
 ++++++++++++++++++++++++

   (1)
         _         ________
        | |                |          (10)
       --A---           (8)|
        | |                |(9)
     (3)| | ---B--          \
        | |  (4)             \
       ---C--                 \  --E---
        |_|                   |
                __     ___    |   (7)
     (2)    --D---|    (6)|   |   
               |__|     __|
         ___X_
        |_____|
            (5)
--------------------------------------------
KEY:
--Z--- = Platform
(#) = Target
----------------

   This may seem like it would take a long time but once you remember 
it, it is really fast. Jump to platform C and hit target 4. Jump to 
platform B and wait for it to go right and once it is all the way 
right, jump once to target 8 and then double jump and triple jump to 
where platform D is. Now jump on platform D and jump off it once it 
reaches all the way right, to where target 6 is (you may need to double 
or triple jump). Once you get target 6 then wait for platform D comes 
back and double or triple jump onto it. And then jump onto platform C 
and then double jump to platform A. Wait for it to go to the left which 
then you will double jump off it and hit target 1 and fall down and hit 
target 3 fall more then triple jump onto the starting platform. Jump 
back up to platform A and then go to the left of it then jump once off 
to hit target 2 and then double and triple jump to the starting 
platform. Jump up to platform B and jump up to the ledge to the right. 
Move to the right and make sure platform E is either coming down or is 
all the way down then you slide down to platform E hitting target 9 on 
the way. After that, wait for platform E is all the way at the bottom 
and face the left. Now before the platform goes up, jump and throw a 
megavitamin at the slope so it hits it and ricochets off and hits 
target 7. Now go back on to platform E and wait until it is up all it 
can then triple jump to hit the coin. Now SLAM left and keep holding 
it. Hopefully you end up on platform E again. If it doesn't work don't 
worry about it, it took me a few tries before I got it. Now wait again 
for the platform to go up all it can then triple jump to the ledge at 
the top left. Now go back down to the starting platform and jump off to 
the right. Stay as close to the platform as you can and then hit the 
last target.

*********************************
          IV. Adventure
*********************************

*NOTE* - Difficulty's are based on how they compare with each 
other.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Stage 1 : Mushroom Kingdom 1 - Peach's Castle
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Level 1: Enemy: Yoshi Gang
- Difficulty: Easy
Level 2: Enemy: Peach and Mario/Luigi
- Difficulty: Easy

Level 1:
   This is the easiest level you'll encounter. All the enemies in this 
level are either Goombas or Koopas and its one hit K.O. (but the Koopa 
comes out of its shell after a while). Just jump on top of them. It 
reminds me of the old Super Mario days... anyway back to 
the guide. When you get up to the Yoshi Gang, use A + Up when the 
Yoshi's jump on top of you. If they are beside you and they are going 
nowhere, use you dash and A + Forward move on them. It should knock 
them out easy.

Level 2:
   This is a bit harder since you are fighting 2 real opponents. Now, 
you may get hit around but don't worry about it. There are two ways to 
fighting this battle. You could either fight one at a time, or try to 
use strong attacks against both opponents. I like to use the try to use 
strong attacks against both opponents because then I have control over 
both of them at a time. When they are bunched together, I like to use 
the dash and A + Forward so I can send both of them into the air, then 
I would jump up and use my A + Up to juggle them. If the jump into the 
air and use A + Up doesn't work, I usually go for hitting them with the 
dash attack and then charging up my A + Forward so if they are at a 
high percentage, then they would fly away.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Stage 2 : Kongo Jungle - Jungle Japes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: 2 small DK's
- Difficulty: Easy
Level 2: Enemy: 1 Large DK
- Difficulty: Easy

Level 1: This is another easy battle. It's easy because you are 
fighting 2 small DK's. The reason it would be so easy is because they 
are not aggressive, and they don't attack a lot. Another thing is, they 
are acting stupid because sometimes they like to sit in one place. One 
way to beat this, is to use the dash and A + Forward technique so they 
fly into the air, then keep jumping into the air and using the A + Up 
to juggle them. When they get to a high percentage, knock them away 
using either jump and A + Forward or, A + Up and then charge up the A + 
Forward attack so once they come back to you (because they love to 
follow you), let go of the charged up attack at them and they go 
flying. If they don't come back, do the same thing over again.

Level 2: This is a pretty easy battle. Once again the DK is set on a 
very low difficulty. First of all he is too big to hit you and he likes 
to follow you then stand around. Try to out run him and run side to 
side. Go to one platform on one side, and once he gets there, jump off 
and switch. Once you get into a good position to fight (usually when he 
is coming at you because you just switched sides), try and charge up 
the A + Forward attack and when he gets close, use it on him. What I 
like to do is to wait for him at one side and then got the middle and 
wait for him to come back. Once he comes at me, I already have my A + 
Forward charged up and I hit him with it. IT should send him flying off 
the edge I was aiming at. Then I would jump on the platform in the 
direction that he flew and wait for him again with a charged up A + 
Forward. I keep doing that and also switching sides.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Stage 3 : Underground Maze - Hyrule Temple
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Multiple Links
- Difficulty: Easy
Level 2: Enemy: Zelda
- Difficulty: Medium

Level 1: This is another easy level because all you have to do is find 
the Triforce, and hopefully you find it. Once you find the Triforce. 
The only catch is, at some places where the Triforce might be, there is 
a sword and then if you enter the room you have to fight link. It seems 
treacherous but it is not. It's easy because you might not have to 
fight Link. What I do is look around for the room with the TriForce, by 
not entering the room but slowly walking toward it to see what is in 
the middle of the room, either the TriForce or the sword. This is a 
good way because then you may not have to fight any Links, but on the 
other hand there are some rooms that are after some rooms that may have 
the Triforce. So try and look around for it but if you looked in every 
room possible without fighting Links then you will have to fight Links.
They aren't that hard anyway. Do the same strategy as always. Use your 
Dash and A + Forward to send him up in the air then use either jump and 
A + Up or on the ground A + Forward and charge it up.

Level 2: Zelda is pretty easy but she gets annoying with all her 
evades. The best way to get rid of this is to Run and push A + Forward 
so she jumps out of the way, then turn around and use it again. It 
usually confuses her and makes you get the hit. From here, as you know, 
I like to juggle her around. So once she's in the air, I jump up and 
use A + Up to fling her up again. I do it again and when I had enough I 
jump up and use A + Forward to knock her away. That should leave a 
bruise or two on her. After that, try to go really near her but not too 
close and charge up you're A + Forward. So once she comes after you, 
you 
can knock her away again. This strategy puts you in complete control. 
If it doesn't work the first time, she usually will hit you but then 
you will soon get the upper hand if you do this strategy again. Keep 
practicing the Run and A + Forward and get it down pact. It will really 
help to beat a lot of guys. After that, try practice juggling, after 
that, this strategy should be a piece of cake.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Stage 4 : Brinstar - Code Red Escape
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Samus
- Difficulty: Medium
Level 2: Enemy: The clock
- Difficulty: Easy/Medium

Level 1: Samus seems like an aggressive attacker in this stage. She 
really isn't. Try to out run her, try to go from one platform, down or 
up to another and then wait for her. Once she comes up or back down, 
then you are ready with some attacks. A good strategy I like to use is 
to go on the top platform and then wait for her to come up, and then go 
to the bottom platform and once she follows, I use my A + Up so I can 
hit her back up. Once I hit her with A + Up then I jump up and I do it 
again on the top platform and I juggle again. But early on, I like to 
use the jump and A + Forward because it is easy to blast her out of 
this 
stage. If it doesn't work the first time, try and go to the beginning 
and outrun her again. Then go on through the strategy. Evading really 
helps on the bottom platform especially.

Level 2: This isn't actually a fighting stage so it's not that hard and 
it doesn't matter if you lose. The hard part about this is Dr. Mario's 
third jump is angled so it is hard to skip to those little platforms 
and easily get through the level. The only way I finish it is to not 
worry about skipping all the platforms, I get all the platforms I can 
by jumping and double jumping. So you should have at least 2 seconds or 
so left at the end. *In case you didn't know Dr. Mario's third jump is 
jump + B + Up.*

=-=-=-=-=-=-=-=-=-=-=-=-=
 Stage 5 : Green Greens
=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Kirby
- Difficulty: Easy
Level 2: Enemy: Multiple Kirby's
- Difficulty: Easy

Level 1: This is a very easy level. Kirby doesn't attack very well 
against Dr. Mario. So I like to get in a spot so there is a good amount 
of time for Kirby to run at you and I power up my A + Forward so if he 
comes close, I can deal a lot of damage and makes him fly away, 
vulnerable to another attack. If you hit him away, you have two 
choices. You can either run after him and use run and A + Forward, or 
you can get a little bit closer to Kirby and charge up you A + Forward. 
I prefer running after him and using the dash attack. That way I don't 
have to wait for him to come back and I can go up to him and send him 
back up flying so I can use  jump + A + Up or Forward. Both strategies 
put you in complete control of Kirby.

Level 2: Like always, it is another weakling gang that looks hard but 
is really easy. Like I always say, stay in the middle of the stage and 
wait for them to come to you. When they do come to you, use A + Up to 
send them flying this always works. If this somehow fails, then use A + 
Forward.

=-=-=-=-=-=-=-=-=-=-=
 Stage 6 : Corneria
=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Fox
- Difficulty: Easy
Level 2: Enemy: Fox (and his Ar-winged friends)
- Difficulty: Easy

Level 1: Fox is fast so you better watch out. When he comes running at 
you use you run and A + Forward attack so you send him in the air r 
evade to the other side. Then try and juggle him by using his aerial A 
+ Up and keep doing that. When you had enough, try doing jump + A + 
Forward so you can hopefully send him off the stage. If that doesn't 
work try it again and send him in the same direction so you have a 
better chance of KOing him. When you send him up in the air, if you are 
in need of percentage then use jump + B + Up. That gets a little but it 
is very fast and it could go on forever. Send him in the air, jump + B 
+ Up, send him in the air... and so on.

Level 2: Use the same strategy as before, because nothing is different 
except for fox's red shirt and 3 Ar-wings, and you might even face 
Falco.

=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Stage 7 : Pokemon Stadium
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: 12 Pikachus
- Difficulty: Easy  

Level 1: This is easy as cake. Again gangs are the easiest thing. Stand 
in the middle of the stage and wait for the gang members to come to you 
(in this case, Pikachu's) and once they get near you, use A + Up to 
send them away. If they are next to you, use the run and A + Forward.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Stage 8 : F-Zero Grand Prix 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Cars
- Difficulty: Easy
Level 2: Enemy: Captain Falcon
- Difficulty: Medium

Level 1: This is just like Race to the finish. Except this time you 
need to watch out for the cars. Since Dr. Mario is pretty decent at 
running, I like to skip every other platform, in case it feels like the 
cars will be coming soon. This shouldn't be a level that should be 
explained.

Level 2: This is pretty easy considering the small platform to stand 
on. This is good because of Dr. Mario's attacks. When the stage starts, 
attack him with Run + A + Forward so you can send him in into the air. 
The juggle him twice and then send him out using jump + A + Forward. If 
it doesn't work at first keep trying the run attack. Make sure you 
evade a lot so you can make up for Dr. Mario being slow. 

=-=-=-=-=-=-=-=-=
 Stage 9 : Onett
=-=-=-=-=-=-=-=-=
Level 1: Enemy: 3 Ness' 
- Difficulty: Easy

Level 1: The only problem here is that there are three of them. They 
all act stupid. They aren't aggressive and they don't look like they 
are triggered to kill you. So the best way I found out is to bunch them 
together and then use Run and A + Forward to knock them all away. Then 
use Super Sheet (B + Forward) to send some damage. A minute later I 
stand away and wait for them to come after me and when they do, I have 
my A + Forward ready and charged to whack them out. If it doesn't work, 
try sending all the damage you can with juggling. Evading doesn't 
usually work here, unless you knock out one or two of them, considering 
you evade and end up in another enemies range. I suggest using B + Up a 
lot while they are together to deal damage to all three of them while 
sending them up. This then enables you to juggle one or two of them.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Stage 10 : Icicle Mountain
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: The Level
- Difficulty: Easy
Level 2: Enemy: Ice Climbers
- Difficulty: Easy

Level 1: This is really easy. All you need to do is double jump and 
then use jump + B + Up to triple jump. Keep doing that over and over.

Level 2: These ice climbers are cake. All you need to do is focus on 
one and charge up his A + Forward. If one of the groups comes near then 
you unleash it and they fly away. If they don't fly away right away, 
try it again.

=-=-=-=-=-=-=-=-=-=-=-=-=
 Stage 11 : Battle Field
=-=-=-=-=-=-=-=-=-=-=-=-=
Level 1: Enemy: Metal Mario or Metal Mario and Luigi
- Difficulty: Easy

Level 1: Since Mario is too heavy to be sent flying I just keep using 
the dash attack. Back and forth I keep trying to use the dash attack. 
If he starts blocking it then I use A + Up to stop him then I keep 
repeating. When he gets up to about 150%, then I start using A + Left 
or 
Right. I try to get him to the left (or right) as much as I can, so I 
can 
hit him off. Evading could be used sparingly because both are slow, but 
might be necessary in the later difficulties. Once at a high percentage, 
they can be hit off the stage, and because they are metal, they are 
heavy. Because they are heavy, they can't jump. So you need to avoid 
them and just deal as much damage as you can, and trying to hit them as 
soon as possible.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Stage 12 : Final Destination
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*NOTE* I did not face Giga Bowser yet so I do not know how to defeat 
him yet.
Level 1: Enemy: Bowser or Giga Bowser
- Difficulty: Medium

Level 1: Like the strategy before. I try and juggle him no matter how 
much he's off the ground, just keep repeating it. And if he starts to 
take advantage, I use A + Forward so I can knock him away for a few 
seconds. After awhile, to about 175% I start going end to end using, A 
+ Forward to knock him off. Evading can be fun, especially for bowser 
because he can be slow. Make sure you try your best to juggle, as 
Bowser will be rendered useless if you do this. The best way is to A + 
Forward then evade, grab him and press up, jump under him and use A + 
Up then B + Up for the final attack.

Giga Bowser: -Coming Soon

*****
Congratulations, you have completed Adventure mode with Dr. Mario. Good 
practice is to move on to the next level of difficulty and challenge 
yourself with your new learned or reviewed techniques of yours. Good 
Luck!

*********************************
         V. Classic Mode
*********************************
*NOTE* Some of these strategies are explained in the Strategies section 
(These are * (starred)) *NOTE*

*Stage 1 : You Vs. 1 melee battle

*Stage 2 : You and ally Vs. 2 melee battle

*Stage 3 : Break the Targets

*Stage 4 : You Vs. 1 melee battle

Stage 5 : You and 2 allies Vs. 1 Giant melee battle

   This battle is pretty easy considering your allies like to fight him 
more than you do. When the giant does come near me though, I like to 
jump and use A + Forward to get some percentage. Also, If he is next to 
me then I would run and use A + Forward so I can send him up a little 
and get some percentage. If he runs away, always follow him, he usually 
doesn't hit you anyway. When I'm ready, I stand in one place so if he 
gets close to me I charge up my A Forward. Another option would have to 
be B + Up to send him upward and away from you where your allies could 
take care of him. This should be easy to get an Impervious bonus on. 
Maybe even Switzerland if you're lucky.

Stage 6 : Save the Trophies

   This level really doesn't need explaining but all you need to do is 
hit the trophy as much as you can until you think the trophy will land 
into the hoop. A + Up would work fine I guess. 

*Stage 7 : You Vs. 1 melee battle

Stage 8 : You Vs. Team melee battle

   If you read the Adventure mode then you know what I am going to say. 
My strategy is to stand in the middle of the stage so all the people 
come at you then you either use A + Up or run and A + Forward. It 
depends on where the people are (Next to you or above you).

*Stage 9 : Race to The finish

Stage 10 : You Vs. 1 Metal melee battle

   This is definitely a weird strategy. Or at least it sounds weird. 
What I like to do is to go back and forth through level doing run and A 
+ Forward moves. Like start at the left run and do A + Forward then run 
to the right end. Then do the same thing going the other way. After 
about 100%, I like to stand at one end and charge up my A + Forward so 
if he/she comes near me then I have it ready to hit him and make him 
fly off. 

Stage 11 : You Vs. Master Hand (or, and crazy hand) (Final) melee 
battle

   Master hand can be pretty hard if you are at a high difficulty. My 
strategy is to stand right below him and jump up and hit him once when 
I go up and when I'm falling, I hit him again with A + Forward. This 
should get from 20 - 30 hp each time. You should keep jumping and 
hitting. You should also always stay on the right side.

   I have also included what you should do every time he does any 
moves. Here they are:

Grab (He sparkles):
   So what I do is double jump and then fall and jump again. 

Rocket Punch:
   Wait for him to disappear then when you see him again wait about 1 
or 2 seconds then do a double jump.

Slap Down:
   He will raise really high in the air, so you will know pretty easily. 
The moment he is seen you must (slowly) double jump.

Punch:
   You can tell if he is going to punch you if he gets into a fist. To 
avoid getting hit run to the other side of the stage by the time you 
get to the other side he should punch by then. After he punches you can 
hit him at least twice.

Rocket Fingers:
   You can tell if he is doing this if he puts his fingers in a weird 
position and then turns right side up like a rocket then he starts to 
blast off. The fire that comes out hurts you but it doesn't matter. 
Just make sure you are out of the way. When he blasts off, he 
disappears. When you see him, wait about 2 seconds and then double jump 
really slowly. He comes near the bottom and flies through the level. So 
if you need to, triple jump to get out of the way.

Sweep:
   There isn't much time noticing this but he moves back then he comes 
at you really fast. If you see him move back make sure you do a double 
jump to get out of the way.
   

*********************************
          VI. Glossary
*********************************

(#%) - When you see that next to an attack, that means how much 
damage it may cause to the opponent.

A (or B or L/R...or Z) - This is the button that you push on the 
controller 
to attack. 

Chargeable - This means that you can charge the attack by holding the 
button (A or B, whichever stated).

'(Apostrophe) - This tells to execute the command ordered after the 
'(apostrophe), and not at the same time as the command before the 
apostrophe.

Right - Push right on the Joy Stick.

Left - Push left on the Joy Stick.

Up - Push up on the Joy Stick.

Down - Push down on the Joy Stick.

*********************************
         VII. Coming Soon 
*********************************
This section is obviously about what is coming soon. Here is what is 
going to be in the next update (hopefully):

-Classic Mode
-Maybe Event stages

Coming Soon!

*********************************
           IX. Credits
*********************************
Thanks go out to-

-Nintendo and HAL LABORATORY for making this awesome game!
-GameFAQs (CJayC!) for hosting this FAQ (Thanks!)
-Atom Edge for the Copyright Info!
-And you, the reader!

  ----------           
 |**********|
  ----------
     |**|
     |**|
     |__| HANK YOU FOR READING MY CHARACTER GUIDE!! :)


*********************
Copyright Information
*********************

                    Copyright 2001 DarkKnight
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                          Copyright 2001 DarkKnight
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