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    Mr. Game and Watch by JBernal

    Version: 1.0 | Updated: 05/19/02 | Search Guide | Bookmark Guide

    Smash Bros. Melee
    Mr. Game & Watch FAQ
    Written By:Himura
    Copyright (c) 2002 by Joel Bernal
    All rights reserved
    2.Character info
    3.Plus and Minus
    5.Strategy (general)
    6.Strategy-vs. character
    7.Level strategies-incomplete
    9.Credits/Legal Beef
    I.Version-This is the first FAQ that I have attempted, but expect a lot 
    of information to be packed in.  As I figure out more Game and Watch 
    strategies, etc., I will update this FAQ further.  Questions are also 
    welcome, and will get credit as long as they haven't been asked already.  
    Feel free to send in your G&W strategies and I will be glad to add them 
    Status-Version 1.0-not complete (expect more to come)
    2.Character Profile
    Mr. Game and Watch is one of the "What the?!" characters in Melee.  Most 
    gamers now do not know his orgins, except for those who have been around 
    since the earliest days of gaming.  Mr. Game & Watch hails from a series 
    of small handheld games called "Game & Watch".  Each Game and Watch had 
    a different game.  Some games involved controlling the little shadow 
    person (Mr. G & W) based on the objective of the game.  In "Fire" for 
    example, Mr. G&W had to use a trampoline to rescue falling
    people and bounce them to the ambulance for points.  In "Lion", Mr. G&W 
    had to fend off a group of angry lions.  There were around 20+ Game and 
    Watch games, and all were very popular, causing Nintendo to emerge as a 
    successful gaming company.  The Game and Watch was created by Gumpei 
    Yokoi, who also made the Game Boy.  Mr. Game and watch returns
    once again, this time in 128 bits, to fight against more familiar 
    nintendo trademarks. Unlike the rest of the characters, Game and Watch 
    is actually in 2D, and retains familiar sounds, and has animations 
    resembling an old game in his attacks.
    3.Pluses and Minuses
    Easy to control since he isn't fast
    Good third jump move
    Excels against long range characters
    Has 2 potential killer moves
    Varied moves
    Has some fast moves and others with lots of range and power
    Annoying taunt
    Makes annoying and cool noises
    He's 2-D!!!
    Camo-factor (discussed in level Strategy)
    Moves a bit slow sometimes
    Cannot really function against multiple opponents at one time
    Double jump is kinda crappy (but his third makes up for it)
    Lightweight, and will fly pretty easy
    4.Moves-Mr. G&W will require some practice with his moves before you can 
    do good with him. There is variety in his moves, so fooling your 
    opponent will never be a hard thing to do.  On the flip side, it 
    requires that you be able to remember when to use them since there's
    a lot to use at your disposal.  G&W's attacks can range from crappy to 
    insanely powerful, so take note of that.  His regular attacks also have 
    good priority, damage, distance, and range.  If you're a G&W junkie, 
    there's another strategy guide that has the respective G&W games each
    move comes from.
    Press A-Bug spray/Greenhouse-G&W will pull out his sprayer and fire at 
    the opponent for minor damage (2-5%).  Pressing A repeatedly will result 
    in a multi shot attack, much like Fox's kick combo or C. Falcon's punch 
    combo, though a bit slower, and can be broken out of.  However, if 
    opponents are against a wall, its great to use to rack up some damage.  
    Otherwise, two to three shots is enough before they can start trying to 
    knock you back.  Great to use whenever someone is running at you to 
    attack and you're standing still to stop their attack and hit them in 
    the process.
    Dash+A-Helmet-G&W will run at his enemies, put on a football helmet, 
    duck, and then proceed to headbutt opponents.  The problem with this 
    attack is that G&W will go into a weird animation as he ducks his head 
    before hitting the opponent, slowing him down, and leaving you open to 
    attack.  Unlike other character's dash moves, this is best used when you 
    get pretty close to your opponent so they will get hit during the 
    startup animation.  It also knocks them upwards, setting them up for
    a quick upwards smash.  Causes roughly 7% damage. I use it moderately. 
    Forward+A-Chair-G&W will pull out his chair, and slam it forwards, 
    clocking opponents over the head.  This one is a bit slow, but you can 
    use it since it has great range, and a little longer attack time
    during the animation (opponents who touch the chair a little after it 
    falls still will still take a hit).  Its strong too (6-10%), can hit 
    multiple opponents, and will get some good flying distance or can
    kill lightweights at high percentages.  Avoid it at lower percentages 
    though, since it will not move the opponent all that much, and the lag 
    time will leave you open to counterattacks.  I like this move a lot.
    Down+A-Floor/Manhole-As the name implies, this attack uses a piece of 
    the floor.  G&W will flip a piece of the floor from under an opponent 
    (even though its black) and send them upwards.  I like this move better 
    than the downwards smash since its much quicker, is about equally 
    powerful, and can be done a couple of times for a quick combo on a fresh 
    opponent.  It causes around 10% damage, but will send em flying at high 
    percentages (around 90 is enough for lighter ones).  It also knocks them 
    upwards, setting them up for the scuba helmet.  A great surprise move 
    too-if they are trying to run and grab, flip the floor out from under 
    them.  One of my surprise moves.
    Up+A-Flag-G&W pulls out a big flag and waves it over his head, knocking 
    anyone hit upwards for decent distance.  It has about as much damage as 
    the floor, and it too has great range above, and a little to the sides.  
    Great for getting jumping idiots, and killing them at higher 
    percentages.  Alternatively, hit them upwards with this,
    and then follow up with a scuba helmet for some good damage.  This one 
    is kinda quick, and the recovery is quick.  I use this for idiots who 
    like coming from above.
    Smash attacks-Require you to press the A button as you tap any direction 
    at the same time.  G&W has strong smash attacks besides the double 
    hammer, and the range is about as good as a swordsman's attacks.  Some 
    of them are a bit slow though...
    UP+A-Scuba Helmet/Octopus-Game and Watch will put on a scuba helmet, 
    lean his body back, and then slam his head forwards, hitting anyone 
    above him for heavy damage and distance.  If you charge, he will remain 
    in the leaning back animation until you reach full power or let go.  Its 
    got great priority, but its kinda slow to come out, which can be a good 
    or bad thing, depending on your timing and anticipation.  Its a great 
    way to finish an upwards throw or floor attack.  Causes about 23% when 
    fully charged, and can send people into the background or TV screen with 
    about 70-80 percent.  If fully charged, it adds more to the distance.  
    Has decent range too.
    Down+A-Double Hammer/Vermin-Game and Watch pulls out a hammer in each 
    hand, and slams them to the ground.  This move is not powerful enough to 
    really kill anyone unless their damage is high, which you are better off 
    then using the flag or floor attack.  Its slow, and you can get hit 
    during startup.  It hits both sides though, and has good range due to
    the mallets, and should be used as a clearout move if anything.  At 
    least you will damage them somewhat(13%), and might get a kill if you're 
    Forward+A-Torch/Fire-G&W will hold out a torch in one hand, and then 
    will bonk an opponent over the head with it.  If fully charged, this 
    will kill opponents around 50 percent with ease.  Takes off about 25% 
    when charged, and sends them flying real far.  An uncharged attack will 
    cause about 14% and its pretty quick to come out.  This move has the 
    best range of G&W's smashes.  The opponent will light on fire when hit 
    by the torch, and will get stunned for a moment.  Great move for
    edge guarding.
    Air moves-G&W is a pretty good character in the air too, since he hits 
    strong and has good priority and range.  Vary your moves, keep on 
    jumping, and you will piss people off and kill them in the process.
    A-Parachute-As you fall and do this move, G&W will open up a big 
    parachute.  It does about 15% damage, and is a power hit.  The radius is 
    pretty large, and you can hit opponents above you, as well as to the 
    sides.  A good use for this is to time it to where the parachute will be 
    fully open as you land, so if there's anyone on either side of you, they 
    will be knocked back pretty hard.  Never use this move when directly 
    above someone or you will get whacked since his underside is still open.  
    This move will kill opponents at a lower percentage than other moves, 
    and if you can catch them in the air with about 90%, 
    they will die consistently, especially lightweights like Pichu.  One of 
    the better A air attacks in the entire game.
    Up+A-Spray-Like the regular A move, G&W will spray his opponent, only he 
    will aim upwards.  This move serves as a cheap juggle.  It takes off 
    only about 7% per shot, so don't use it to kill opponents.  Better 
    suited for adding on a little damage if you don't want to take a risk 
    with the scuba helmet.  You can fire off another shot by pressing A 
    again.  After two shots, G&W will stop for recovery for about a half 
    second, and then you can fire off two rounds again.  Decent range, but 
    no real distance, though you can hit them with both shots when they 
    aren't at high percentages.  Don't use this too much, or you might get 
    clobbered by a spike.
    Down+A-Key-This move works like Link's Downwards thrust, except it has a 
    G&W twist added in.  Rather than using a sword to impale opponents, G&W 
    pulls out a key and drops on top of an opponent's head.  Is used the 
    same way however.  Takes off about 10% damage.  Unlike Link's thrust, 
    G&W will recover faster if he misses, and a little shockwave will be 
    created when he hits the ground, and can damage opponents lightly if 
    they are near.  Against a fresh character or large character, this can 
    hit twice-once with the key, once with the little wave.  Feel free to 
    use this repeatedly, especially against bigger people.  A good clear out 
    move if you decide to jump into the fray also.  Against smaller people, 
    or to annoy and rack up damage, hop up, and quickly perform the move.  
    Repeat over and over again, just don't miss, and if they are constantly 
    trying to smash you up, their attack will be too slow and will get 
    cancelled out by yours.  Can kill too at reasonable percentages.  This 
    same combo will work with Link's move too.
    Forward+A-Briefcase-I'm really not sure what this is since his moves are 
    ripped sprites of different things from G&W games, but it sorta
    looks like one, so I decided on it.  This is by far my favorite aerial 
    move of G&W's period.  It will cause about 15% damage, and has as
    much range and more priority than the chair shot.  Its also 
    powerful(14%), and can KO Mario's around 90 percent.  Like the chair, it 
    a longer attack time, and when you land, you can still hit opponents.  
    Great for jumping in towards someone, and you don't have to worry
    about getting hit since the range is superb.  You can do another cheap 
    combo with this-hop forwards, briefcase, and repeat.  However, if
    you are trying to land and you are slamming the case at someone, you 
    will have to recover and can be left open for attack.  Great for 
    those assmasters who like to jump around all the time...
    Back+A-Turtle-This move is okay, I don't use it too much since its kinda 
    hard to connect with fully.  G&W will pull out a turtle from 
    who knows where, and it will bite opponents about 4 times for 3 percent 
    damage per hit.  Unless you are directly near the opponent, the
    turtle will usually miss a few bites.  Unless all of them connect, they 
    will hardly get knocked back.  Its quicker than some of his other 
    moves, and is good to use if you are landing and someone's behind you.  
    Don't expect any kills at all though.
    Special moves-This area is where Mr. Game and Watch is really unique.  
    Mastering his special moves and mixing them with regular attacks
    will make you own any other character.  They are varied, and can be used 
    effectively in many different situations.  Two of them can also
    kill in one hit...
    B-Sausages/Chef-This is my favorite B move in the entire game (maybe its 
    because G&W is that darn cool...).  He pulls out his frying pan, and 
    flips sausages into the air.  Each sausage will cause about 3-4% damage, 
    and its the perfect move to be an assmaster with.  You can fire up to 
    five sausages consecutively before you have to stop briefly for a 
    recovery.  However, time your button presses a little slower, and you
    won't have to worry about stopping and leaving an opening.  This move is 
    used best when above an opponent, or when faraway from them.
    The sausages go different distances when flipped, some land close, 
    others go far, but you will hit with at least two of them usually, even
    against midgets like Kirby.  This move has another use-The frying pan in 
    his hand will burn opponents if they come into contact with it for
    about 10 percent damage, and sends them in a straight, slightly 
    downwards path, meaning its a great way to screw someone over if they 
    get burned off the edge with a high damage rating.  If you are against 
    Giga Bowser or another giant character, jump in their face, and start
    flippin' those sausages.  You will hit with every one, and the frying 
    pan will burn at least twice as long as they're decently fresh, 
    causing at least 30% damage.  Its also great when you got them cornered, 
    since they will get burned for sure.  Stop flipping if someone gets 
    close, or is running and doesn't get hit, because there is a delay 
    before you can block or move, leaving you open for a good hit.
    When you get giant, unlike other character's projectiles, the sausages 
    will also grow bigger with the pan, though they won't go as far.
    Same goes when you're tiny, except the sausages get small, and they fly 
    FAR, allowing you to be a punk from even farther away.  Another use is 
    if you are playing super sudden death-A sausage will send them flying 
    far, and getting burnt is a sure kill.  If the ratio is at 2.0 also, a 
    sausage is enough to kill(ask my friend who got killed by one).  It 
    seems overrated, but the sausages are a necessary part of G&W strategy.  
    Its also a good edge guard move to stop third jumps and such.  I am 
    compelled to use the awesome powers of kick arse sausages whenever I use 
    Mr. Game and Watch.
    Forward+B-Judgement-This is the most random of all of G&W's moves, as 
    its nine attacks in one.  Game and Watch pulls out a hammer, and
    a number appears above his head from one to nine.  The numbers are as 
    1-Causes one percent damage to opponents, and twelve to yourself.  Sucks 
    if you get this...
    2-Taps the opponent with the mallet-causes as much damage as a A attack 
    (3-5%)-A little faster too.
    3-Makes a fan sound, and functions the same-causes about 3% damage, and 
    will mess up a shield somewhat.
    4-Makes that sound when a sword hits and works the same-causes 5-10% 
    5-10-15% damage, and zaps the opponent with electricity (stuns for a 
    moment too)
    6-Works like 5, except it causes about 10%, and sets them on fire 
    7-Causes damage like a "B" move, and does corresponding distance; 
    nothing all that special...but you do get a food item also
    8-Causes about 8% damage and freezes-the higher the damage, the longer 
    they stay frozen, and the higher they fly.
    9-Anyone hit by this is about 99% screwed-This works like a smash attack 
    with the home run bat-G&W will spark, and whack enemies with the
    mallet, sending them flying for the sure KO as long as the wall is not 
    there to stop them.  Causes 25% damage, so its a win-win either way.
    You usually kill them though, and you can hit multiple opponents with 
    The number pulled is totally random, and you have a 1 in 9 chance of 
    pulling a 9, though I get it fairly often.  A great move to use, 
    especially if you get fire, electricity, freeze, or the kill.  The more 
    you use it, the more you get the better stuff.  The range isn't 
    spectacular, although you will hit with this more times than none.  You 
    can use this when you are falling down to surprise them, and if you
    pull out a 9 and you are jumping into the fray, everyone's screwed and 
    you will be declared a cheapie and everyone will get mad and gang up
    on you (Time to get the frying pan-hungry for sausage, anyone?)  I use 
    it fairly often.
    Down+B-Oil Panik-This move is what makes Game and Watch excel against 
    people who like to use the Super Scope, Ray Gun, or any "energy"
    type of projectile (Fox blasters, Samus Charge Shots, PK thunder, etc.).  
    Most people wonder what the hell it does since he just pulls out a 
    bucket and stands there.  All you have to do is pull out the bucket and 
    wait for the projectile to come your way.  When it falls into the 
    bucket, G&W beeps and flashes, and part of it fills up.  You can store 3 
    projectiles into the bucket before G&W will begin flashing.  When you 
    have it filled, go up to someone and press Down+B again to pour out an 
    oil slick.  You gotta be kinda of close, but this thing hurts like hell 
    if you get hit.  The stregnth depends on what you put inside.  3 Samus 
    Shots or Super Scope Charged Shots will do 100+ damage on your opponents 
    (like it matters because its always a one hit kill, no matter the 
    percentage).  Weaker projectiles like Fox's laser will still do more 
    damage than fully charged smashes and will send them flying for while.  
    If you hold B after G&W pulls out the bucket, he will keep on holding it 
    until you let go of the button.  You can also turn around when holding 
    it, making it great if someone's trying to shoot you from behind.  This 
    move is best used as a surprise move, since people will catch on and not 
    fire projectiles at you.  As long as its not filled up, the contents 
    carry over even if you die.  A great way to use it is to jump into a 
    melee and drop the slick or land to the side of someone so they will 
    miss their up smash and then oil them.  Always remember this move.  You 
    can still get hit if the projectile doesn't come in contact with the 
    bucket (get hit in the head, back, etc.  Even if you don't use the oil, 
    its a great projectile nullifier.
    Up+B-Trampoline-Another of the weird G&W moves-this one serves as his 
    third jump, and its a good one.  When you use it, 2 firefighters appear
    with a trampoline under G&W, making him bounce off and up.  You get some 
    great vertical distance, and you can move pretty far afterwards.  
    If someone is above you and you are flying up, they will get hit for 3-
    4% damage.  This move should not be used for attack except on Sudden 
    Death, or the 15 minute melee.  A great evasion move too.  You can 
    supposedly attack while landing, but I haven't been able to do it yet...
    Press Z again after you grab someone to hit them with a bell hand for 
    about 3% damage.  If you do it too much, they will escape.  At higher
    percentages, you can hold them for longer before tossing them away or 
    them escaping.  Press any direction to toss them to the side.  Game and
    Watch will juggle them and toss them either forwards, backwards, or up.  
    It gets good distance and does about 8% damage.  This move also can be 
    used in certain stages to rack up kills...
    5.General Strategy-
    The first thing to remember is G&W's stregnths and weaknesses.  Game and 
    Watch works the best against Projectile characters (Ness, Fox, Samus) 
    bar none.  When playing these characters, go ahead and let them run and 
    charge their shots.  As soon as they fire, use Oil Panic to get rid of 
    it.  Oftentimes, after getting toasted by G&W's Oil Panic and getting 
    killed in one hit, they will start to move in closer.  In this case, let 
    them come at you, and be ready to Torch or Floor them.  Most of these 
    characters except Fox are too slow to really cause any trouble since G&W 
    is about medium speed.  When playing a Fox or Falco, be ready to smack 
    them before they get in your face.  Game and Watch has startup delays on 
    a lot of his moves, so you can compensate by anticipating when they will 
    try a close up attack.  You can also Sausage at medium to long range 
    distances with no problem.  Game and Watch's variety of moves allows him 
    to take some kind of advantage in most any situation.  Lots of his hits 
    are powerful enough to kill with relative ease, so keep that in mind, 
    but also look out for recovery times if you miss.  However, the range on 
    most of his moves like the Torch is enough
    to keep enemies at bay, especially those who like to run and grab.  
    Against edge guarders, you shouldn't have too much trouble if you can 
    know when to use the trampoline.  Use it when you are about to fall to 
    their level so they will attempt a smash and miss.  Rather than attack 
    right after (G&W isn't fast enough to get one off most of the time), run 
    to safety.  If you know you will land without having to use Trampoline, 
    use the judgement hammer as you fall into your opponent.  If you get one 
    of the good numbers, you can damage them and escape.  If you happen to 
    get a 9, they're dead.  If you are too low to do any offense, your best 
    bet is to trampoline, and then accelerate the fall (press down) and grab 
    the ledge.  Chances are they'll miss their smash.
    Press A after grabbing the ledge to do a quick attack.  Run off, or if 
    you are in an one on one, roll to the side and grab or do a move of your 
    choice.  Remember the Judgement Hammer.  Don't overuse it, but don't use 
    it little to none at all.  Great to use in the air if someone's coming 
    your way.  Also if you want to be annoying, stand still and torch or 
    hammer them as they approach.  Oil panic should be used when faraway, 
    but never up close since you will get the crap beaten out of you.  If 
    they fire a super scope shot or the like, take it in the bucket.  They 
    will either focus in on someone else, or
    they will toss the scope at you, where you should catch it (press Z as 
    it approaches you).  Sausage as long as you have adequate distance, or 
    if you got people against the wall.  Edge guarding with G&W is easy.  
    You don't have to be right on the edge to do it effectively.  Use the 
    torch, and when you are standing close, but not on the edge, the torch 
    will reach over the edge and fry anyone trying to comeback.  If they are 
    too faraway to use their third jump, flip those sausages, and if they 
    keep on third jumping to get back on the ledge, let them back on, and 
    torch them or Scuba Helmet as they are
    falling.  If they grab, jump backwards and use the briefcase so they 
    will miss their invincible quick attack, and get hit by the case since 
    it has a long attack time.  As discussed above, the Key and Briefcase 
    combos work against almost anyone.  Don't attempt it if you see them 
    charging a smash attack though or you will be in for a rude awakening.  
    Get knocked up in the air?  No prob, since G&W is also good in the air.  
    Use that parachute if you are on the defensive.  The 'chute also works 
    when you are landing (also discussed in moves).  If you are on the 
    offensive, use that Briefcase.  The Turtle shouldn't be used too much, 
    though its good for surprise and multiple opponents behind.  The spray 
    should be only used if someone is trying to fall on top of you or if 
    you are doing a juggle.  His throws are good distance, so grab, toss up, 
    and parachute or scuba helmet.  At higher percentages, toss them away.  
    One thing you should do is NEVER try to pick a fight with multiple 
    opponents.  G&W is too slow to handle them all at one time, and you will 
    get beaten around like a rag doll.  Game and Watch also flies off the 
    top easily, so keep that in mind when attacking from above.  Never get 
    offensive minded or hot blooded or you will find yourself eliminated 
    first.  Also, make sure you use that taunt.  Its annoying, and sounds 
    like a telephone or alarm clock.  If you know someone who has a short 
    temper, use this after a kill or star finish to piss them off.  When 
    people get mad, they lose focus and start messing
    up (I know from experiences with friends), and all you have to do is 
    wait and smash.  Its also annoying to use over and over again, 
    especially if you want someone to stop being a coward and attack.  Heck, 
    I'm annoying enough to use it whenever they get sausaged.  I've already 
    discussed basic strategies against projectile characters.  Heavyweights 
    are somewhat harder to deal with, but they're not bad if you know what 
    you're doing.  Sausages work well because of their
    large size, and so does the key, torch, and briefcase.  Their moves take 
    longer to recover than yours, so fake them out and counter.  Don't 
    bother with throws or the dual hammer smash.  They are fairly easy to 
    juggle too.  If you get knocked into the air or are getting clobbered, 
    don't fight back and run somewhere safe.  You're faster than them, and 
    you can have an attack prepared for when they come at you.  Play 
    cautious at 75+%, because one smash means byebye.  Speedsters are a pain 
    in the rear to deal with, honestly.  Your recovery times and startup 
    lags make you easy to get faked out.  These characters can run circles 
    around you, and attack pretty strongly.  Don't bother chasing them, as 
    they can just run until you mess up.  Against these characters, let them 
    come at you.  Learn the timing of smash moves to send them off into the 
    great beyond.  A few smashes is enough to kill speedsters except for C. 
    Falcon, who will give you hell along with
    Falco because of their added power and resistance.  Items work great, 
    toss one at them so they will jump, and chase them up into the sky and 
    slam them with a briefcase or Parachute.  In the air, you can own them 
    with the Parachute, and the turtle will work well too.  If you sausage 
    them, do it when you are faraway.  Swordsmen, like Speedsters, can also 
    give you problems.  They don't have much in the way of projectiles 
    (except for Link/Y. Link), but their range with their regular attacks 
    can screw you over.  Never fight them hand to hand since they will 
    always win.  Sausages can be your good friend, as well as items.  When 
    jumping in though, beware of Roy/Marth's annoying counter move.  Try to 
    keep them far and sausage them, but if you decide to attack, its best 
    done in the air.  If you get a Swordsman off the edge, they are pretty 
    easy to guard.  If they attack from above, roll at the last minute, and 
    grab or Torch them.  Close range characters like Mario and Luigi are 
    easier to deal with.  Your smash attacks and range are usually better 
    than theirs, so abuse that.  Abuse the sausages to get some damage if
    they are approaching.  Watch out for Yoshi and his down+B move or it 
    might surprise you.  The Briefcase also works wonders in the air.  
    Lightweights don't pose a problem either.  Smash like there's no 
    tomorrow.  If you get them off the edge, guard like crazy with Torches 
    and Sausages.  If they don't want to approach, sausage or taunt them 
    until they come your way.  If they throw projectiles, suck them in.  
    Don't worry about their comeback abilites since G&W's smashes will kill
    them pretty easily.  However the flip side applies, so don't get too 
    offensive minded or you might just find yourself going over the top...
    As for the colors, you can use them strategically to your advantage.  I 
    know you are thinking WTF?!!, but they really do have a use (check out 
    the level strategy)
    If you get metallicized, jump into the fray and torch everyone.  Don't 
    use B moves since they stop as soon as you are hit; smash attacks have 
    built in auto guard.  Same goes if you are giant, but beware of getting 
    knocked around still since your resistance isn't as great.  Sausages 
    work also since they get bigger and so does the pan.  You also can't 
    trampoline as far.  If you are Giant and Metal, kick everyone's butt 
    with smash attacks, and don't worry about getting hurt unless its a
    legendary pokemon.  When tiny, your best bet is to hide until you grow 
    back.  Mr. Game and Watch can get killed in one hit.  The only attack 
    you should use here is sausages, since they will travel much farther and 
    are so tiny that people won't notice them at all.  Hiding is easy due to 
    the camoflague factor.  Against Giants, just jump in their face and 
    sausage them, burning them and sausaging them at the same time.  
    Briefcases followed by sausages or smashes work well too.  Against 
    midgets, just try to hit them with whatever.  Don't go off chasing them 
    though, or you might get surprised.  Metals are easy to deal with.  You 
    can torch, but if they get close, toss them away or off the edge to get 
    them out of your hair.  Use your sausage pan to burn them if they are 
    attempting B moves up close also.
    6.Character-specific Strategy-I have played a lot of matches against 
    every character in the game.  I'll outline the basics, and try to 
    explain what to do in given situations.  
    Vs. Mario-Mario is a close range fighter, and should be dealt with 
    accordingly.  Computers can cause a little trouble, but they are easy to 
    kill off.  A Mario Master, however, can give you a good fight even if 
    you know what you are doing.  At a distance, Mario's like to throw 
    fireballs.  You can retaliate by tossing sausages, but use Oil Panic 
    instead.  When you store all of your oil, don't use it-save it for 
    later.  Once they figure it out, they will continue tossing away(use 
    sausages while advancing), or they will begin to draw closer.  When they 
    get close, use the floor or Torch to get them.  Follow up with some more 
    attacks, abusing the Torch and Briefcase if you're in the air.  Your 
    range is more than his, so don't worry about getting countered.  
    Attacking in the air is good, but watch out for the super jump punch.  
    If you know they are going to use it, use the key to hit them.  Try not 
    to get hit on higher percentages by this or you can get set up for a 
    nasty juggle.  Watch out for the Tornado, as if you are hit, it will set 
    up for a easy headbutt smash that will kill you at a reasonable 
    percentage.  His cape isn't much of a problem, since if it deflects a 
    sausage, it won't cause much trouble.  However, human Marios like to 
    smack you back and forth and piss you off.  If you are getting smacked 
    about, just roll out of the way and regroup.  If he does his little 
    taunt, run up to him and smack him with a scuba helmet or Torch since he 
    will be unable to block for about five seconds.  When knocked off the 
    edge, watch out for his sweep kick smash.  Your best bet is to 
    trampoline over him if at all possible.  You will most likely get hit
    by a jump punch or other move-use trampoline again, and accelerate your 
    fall so you can get to safety faster.  You can also use the parachute 
    when falling to his level to get him out of the way.  Grabbing onto the 
    ledge shouldn't be done unless you have to since you can get nailed by a 
    smash.  If you knock Mario off, make sure you aren't standing directly 
    on the edge, or the jump punch will get you.  Stand back a little and 
    use the torch.  If he grabs, wait and smash, or get out of the way if 
    you are playing defensively. If he decides to run and start trying to 
    grab you, just torch or floor him.  Oil panic will also work here.  You 
    can also toss the oil off the edge to make sure he will not come back.  
    If he leaves himself open while falling, use the judgement hammer.  
    Sausage also works well here for edge guarding.  Shouldn't be
    too difficult if you keep on the offensive up close.  Abuse the Smash.
    Vs. Link-Although a swordsman, Link is a royal pain since he not only 
    outranges you, but he also has projectiles to back it up.  I don't know 
    for sure if you can use Oil on his projectiles.  From faraway, Links 
    like to toss boomerangs.  If you are below them, expect some arrows to 
    come your way.  Wait for the shot, jump up, and spray them.  The bombs 
    can be annoying, but they are catchable and don't cause much damage.  
    Block, get out of the way, or whatever.  You can also sausage from a 
    medium to long range.  The sausages will kill incoming projectiles, and 
    a few may hit.  Link's regular attacks have range that is longer than 
    your torch, so stay just out of that range, but not too faraway either.  
    Watch out for Link's smashes, especially the two hit forwards smash, 
    because you are light and can get Ko'ed pretty easily.  Your best bet is 
    to take Link to the air.  His moves there have lesser range than yours.  
    Briefcase, and parachute if you can.  Watch out for his downwards stab 
    though, becuase its powerful and can surprise you.  If you can get him 
    to miss with an air dodge or whatever, key him to the ground.  You can 
    also attack from above, but don't do it too much because he can get you 
    with his up smash or upwards stab.  Another point that you must keep in 
    mind is: AVOID THE SPIN ATTACK!  Its cheesey, sends you flying, and 
    takes off a lot of damage in the air or on the ground.  To prevent this, 
    stay above Link when in the air, and maintain your distance accordingly.  
    The hop in briefcase manuever works well here.  If he misses the spin, 
    go over there and smash him upwards and juggle him for a bit.  
    Eventually you won't be able to do it anymore.  Feint another attempt, 
    and Link (human) will most likely attempt the downwards stab.  Roll, and 
    Torch him off the edge.  Try to hit with some sausages, and juggle.  
    Edge guarding is pretty easy, since Link is easy to kill when he's off 
    the edge.  Don't stand too close, or you might get hit by the spin 
    attack.  Stand back and Torch.  Also, don't ever count him out, since he 
    can Hookshot the side and come back.  Wait until he's falling, then 
    Scuba Helmet him.  Don't attempt throws at all.  Try to make him miss 
    smash attacks, and then counter.
    Humans don't use the hookshot too much, but watch out or it might come 
    when you least expect it.  Roll or hop, then slam him.  When you get 
    knocked off the edge, Link can be a real assmaster when guarding.  The 
    two hit smash will keep you from coming back if you don't know what to 
    do.  Grab the ledge as fast as you can so he will miss.  You can
    quick attack, but if he does the two hit again, you might get smacked.  
    You can also press Up after grabbing to jump up, and then trampoline to 
    safety.  Swordsmen are the most difficult characters for Mr. Game and 
    Watch, but with some practice and skill, you can give them a solid 
    beating also.  If you somehow fill the bucket, oil Link in the air.
    Vs. Zelda/Sheik-A lightweight, Zelda shouldn't be a problem at all.  
    Your range outclasses hers, expect for a few of Sheik's attacks.  Zelda 
    doesn't use Din's Fire often, but its easy to see coming.  Just oil it.  
    Toss sausages like mad, since Zelda has no real counter to getting hit 
    by them.  Naryu's Love might deflect a few, but the rest will hit.  
    Zelda is slow, but very strong.  Don't get smashed or you might get 
    whacked at a low percentage.  Since you outrange her, a Torch or Floor 
    works well.  You can also throw her around if you like, but do it at 
    higher percentages so you will get some breathing room, and a possible 
    kill if you're near the edge.  Don't bother edge guarding Zelda, since 
    Faeroe's Wind gives her great comeback distance.  Wait for her to land, 
    and smash her up for the star finish.  Zelda in the air is easy if you 
    play keep away.  Watch out for that explosion thingy since it can kill 
    you easily.  You can attack from the air with ease, use keys, 
    parachutes, and briefcases for results.  You can even mix in Judgement 
    hammers every now and then.  When your bucket fills, toss it up close 
    and taunt like mad.  Again, watch out for side and upwards smashes.
    Zelda's throws also are pretty powerful, so don't get tossed near an 
    edge.  Don't worry about someone edge guarding with Zelda, since she 
    isn't all that good at it.  However, skilled Zelda's will use charged 
    smashes to make sure you get whacked, so play it safely and trampoline 
    away.  Zelda at some point or another will transform into Sheik.  If you 
    are in her face when she does this, hit her with a quick A button or 
    something else to keep her from changing.  Sheik should be fought a bit 
    differently from Zelda.  Sheik is faster, but not as annoying as the 
    speedsters.  Get in her face and smash.  If you are faraway,
    sausage to bait her in, then follow with torch, or floor.  You can 
    juggle, but be careful, because if you are above a pit, Shiek can slam 
    you down for the kill.  Avoid aerial combat at all times, since Sheik 
    will just juggle you back and forth until you are killed.  If you end up 
    in the air, use the briefcase.  Sheik's needles aren't much of a worry, 
    just oil them.  The whip is not an issue since its rarely used, and is 
    weak.  When you smash Sheik, get her off the edge.  Her teleport doesn't 
    go as far as Zelda's, and you can just watch her fall or smash her on 
    the way down.  Don't attempt to attack her when she teleports or the 
    explosion will fry you.  Also, don't miss too often since Sheik can 
    combo well.  Her throws are negligible, so don't worry about them.  You 
    can also toss her around if you like.  Sheik's speed can be annoying, 
    but if you can get her up close and personal on the ground, you will 
    always come out on top.  
    Vs. Pikachu-Another Speedster, Pikachu can be a problem, since he's a 
    small target to boot.  Since you have the power advantage, use the 
    smash.  Pikachu, especially human players, like to use hit and run 
    tactics.  Computers like to use the spark projectile thingy at a medium 
    -just oil it, and save.  Hand to hand combat with Pikachu can be a bit 
    more difficult since he has powerful smashes, and one of them has good 
    range.  Don't get too close if human players start using the bolt (you 
    can oil it though), and Torch if you can.  Don't bother charging it 
    unless you are sure of a hit.  Sausages will work okay, but some will 
    overshoot him.  The best use for sausages is when Pikachu tries to jump 
    in on you on the ground.  A few will hit, setting up a scuba helmet.  
    The computer likes to throw a lot, so don't get grabbed at higher 
    percentages since his throws, especially the backthrow are powerful.  
    Another thing that gets real annoying is when Pikachu starts rolling 
    around up close.  If they start doing that, its a good time to use the 
    Double Hammers (Vermin) smash attack since it hits on both sides.  
    Aerial fighting is not really recommended, since Pikachu can bat you 
    around a bit, and the Thunderbolt can screw you over if you're not 
    careful.  If you try to come in from above, a smart player will either 
    up smash or bolt you.  Your key can still hit, but you will get whacked 
    too-not a good tradeoff.  Pikachu's smashes are strong too, so don't 
    leave some openings.  If you can trick him into using the bolt, smash 
    him when he's recovering.  Computers will use the skull bash every once 
    in a while, but its no real bother.  If he barely charges it, torch him 
    when he flies your way since he will travel slow.  If its a full charge, 
    roll as he approaches, or block.  Like Zelda, if you knock him off the 
    edge, don't bother guarding.  Rather, make him use his quick attack 
    (does no damage at all) to get back on, preferably where you are 
    standing so you can smash him when he falls.  Use sausages to make him 
    use the third jump, but be wary, since it can make him move far if its 
    done twice.  If you get knocked off instead, a skilled Pikachu is a 
    royal pain, since he can edge guard very well.  Watch out for his 
    smashes, and above all, watch out for the thunderbolt, since if you 
    trampoline or touch the field of electricity surrounding him, you will 
    get zapped with little to no chance of making it back.  Try to grab the 
    ledge as quickly as possible, or trampoline away.  If you get bolted in 
    the air, it won't kill you unless you got lots of damage, so don't worry 
    too much.  However, if you get the opportunity, use the bucket to store 
    the thunderbolt.  Fill it with three of em, oil Pikachu, and it will do 
    upwards of 70% and send him flying, even with zero damage.  If you do 
    this, save it for the last possible moment to use it, since even if you 
    die, the projectiles will still carry over, even if filled (made a 
    mistake in the moves section).  Again, he likes to pick at you and run, 
    so don't give too much chase.  Time your attacks, and smash him if at 
    all possible.  Your backthrow will also work at higher percentages.  Get 
    in his face and smash until he dies.
    Vs. Fox-Fox has plenty of speed, and decent power, but he lacks in 
    range, especially on his smashes.  For this reason, its a good thing to 
    stay kinda close and pummel him.  Don't worry about his blaster, you can 
    oil it, or run through it and nail him as he puts the gun away.  
    However, don't stay too faraways, or the damage will add up.  Human 
    Foxes like the Fox Illusion (the move where he dashes at you), but you 
    can block it, or even grab/hit him out of it.  If you want to be really 
    sneaky, stand near an edge and let him hit you with it-he will go 
    falling off with no recovery.  Don't use sausages that often, since Fox 
    can deflect them, though you can oil your own sausage back if it comes 
    your way.  Computers can be quite annoying with Fox, taking preference 
    to throws and the reflector.  The reflector will send you downwards if 
    you are hit by it, and computers have a knack for using it in combos.  
    Be careful of his upwards toss, since it will set you up for Fox in the 
    air, which is the worst place to be when playing him.  Fox can juggle 
    extremely well, and if you're not careful, someone who has their timing 
    down can juggle you until you plaster against the TV screen.  If you're 
    in the air, try to get a briefcase or turtle.  The key is not 
    recommended since he can juggle you out of it.  The parachute can work 
    sometimes, but the slight startup time can leave openings if they are 
    expecting it.  
    Using the Judgement hammer as you fall is a good surprise tactic, since 
    if they chase you up, they will get hit by the time they get to your 
    level.  The hop briefcase also works well.  You don't have to worry too 
    much about getting smashed due to his short range, but if you get hit, 
    it can put the hurt on you.  If you see a Firefox coming, get out of the 
    way since they improved the priority and distance over the original 
    game's version.  Hit Fox after he blasts off, since if you play 
    agressive, you can get fried.  Plus its kinda more powerful too, and he 
    will juggle with this as a finisher (especially humans).  Take caution 
    when shooting super scope, or tossing items like shells or bombs, since 
    he can reflect them back at you.  If you have insane reflexes, block it 
    (will mess up your shield), or catch it if you're feeling gung-ho.  If 
    you do toss, do it at a distance so you will have ample time to react.  
    However, if its a deflected shot, you may be able to oil it, which will 
    dish out the pain when the time comes.  If the item misses you and falls 
    to the ground without dissappearing, it will do 1.5x damage next time 
    you hit someone with it.  Same goes with the shield-1.5x shield 
    reduction next time it hits.  If Fox keeps on deflecting, the damage 
    will accumulate, and will hurt like hell next time you or someone else 
    gets hit (humans will be sneaky with this...).  For example, Mr. Saturn 
    takes off about 10 percent when tossed.  If Fox deflects it, it will 
    take off 15% when it hits again.  Next time, ~23%, ~35%, finally ~53%.  
    If Mr. Saturn survives, pick it up, and heave it at him or someone else.  
    It will break his reflector, letting you beat the snot out of him.  If 
    he blocks it, it will shatter his shield.  If he gets hit, its gonna 
    hurt like mad, and probably kill him.  Now YOU WILL FEAR Mr. Saturn  
    (and you thought he was totally useless...).  The same trick can be used 
    for any item (though bombs and the like only deflect once and explode-
    duh...), and the flying distance will also increase appropriately.  If 
    he does this trick (most don't think of it), DO NOT GET HIT.  As for 
    edge guarding, Fox is somewhat easy to guard.  Let him firefox, and 
    Vermin if he's below you, and Torch if he's falling from above.  Don't 
    stand right on the edge or you will get firefoxed.  Also, don't go out 
    after him-he has two nasty tricks up his sleeve that will kill you 
    instantly.  One is the Fox Illusion, which sends you straight down if it 
    hits in the air.  The second is the reflector, which sends you down at 
    an angle and screws you over.  Computers will rarely use this, but human 
    players will.  Don't toss items off the edge or they will get deflected 
    back at you.  Fox can be an edge whore if he wants to also.  Watch out 
    for his side or down smash when coming from below.  If you trampoline 
    above him, make sure you fall fast so you won't get juggled or up 
    smashed into the sky.  An agressive human Fox will also come try to use 
    the reflector while you are attempting to get back on for the kill.  
    Computers aren't a problem, so long as you remember to stay in the air 
    only if you have to.  Stay near the middle of the stage.  For humans, 
    depending on their skill, you can smash them to death, or you might have 
    to play it smart.  Don't throw items, and if you get a sword or 
    clobbering item, don't throw it, and use the added range to put the hurt 
    on him up close.  Get in his face and smash, being careful of his 
    running attack and throws.  Also take note of the Fox Illusion and the 
    Vs. Ness-Against a normal Ness, this is a walk down the park for Mr. 
    Game and Watch.  Computers aren't much different either.  The only 
    Nesses that will give you trouble are players who can use Ness without 
    relying on his projectiles, and the players that can juggle like mad 
    with him.  Oil Panic eliminates PK Fire and Flash as a threat so long as 
    you remember to get out the way if you can't pull out the bucket in 
    time.  Put in 3 fully charged PK flashes inside the bucket and oil a 
    group of opponents-120+ damage for everyone, plus instant death!  
    Everyone but you will wonder what the hell happened.  Computer Ness will 
    also sometimes use the PK thunder to shoot himself into you, though 
    humans will use it even more, especially from the air.  Don't get hit, 
    since it takes off more than 20% in one lick, plus sends you flying (G&W 
    is suspectible to a star finish as low as 60 percent, so don't get 
    whacked).  Sausages are a safe bet, and its easy to get close to Ness.  
    Once you are in his face, smash away.  Don't let him grab you, since his 
    backthrow is pretty powerful and can kill you at 90 percent if you get 
    tossed off an edge.  The upthrow will also set you up for a quick 
    juggle, so don't let Ness get you, especially if he starts running and 
    rolling.  Up close, Ness is not as effective, since they made his yo-yo 
    smashes crap.  However, his bat has more range than the torch, and its 
    damn powerful, so watch out for that.  Humans like the bat a lot 
    (including me).  The PK magnet isn't an issue, unless you are shooting 
    items or pokemon at him.  If you are one of those players who likes 
    running attacks, Ness will clobber you with his bat or walk the dog yoyo 
    smash.  Keep in mind that when Ness charges his yoyo for either smash, 
    it sits behind him, and if you touch it, it will hit multiple times.  
    Ouch.  If he attempts the around the world yoyo up smash, he will 
    probably miss unless he has good timing.  At lower percentages, its not 
    really an issue, but at higher percentages, Ness will take the 
    oppournity to get you into a nasty headbutt juggle.  Ness is another 
    strong character in the air, so keep that in mind when you are in the 
    air.  Don't get directly above him or he can use his headbutt juggle 
    (also hits you far).  He doesn't have too much range for his side air 
    moves, though if you're not careful you might get kicked from behind.  
    Your turtle and briefcase are your best buddies here.  You can also 
    parachute if he tries the hop step, since he will take a second to 
    charge, leaving him open.  If you get too faraway in the air, Ness may 
    try the PK thunder-get out of the way and wait for him to fall before 
    you attack him.  Since Ness is light, your briefcase/parachute can kill 
    him pretty easily.  Once off the edge, Ness is a somewhat easy character 
    to edge-whore.  If he isn't too far from coming back, use sausages to 
    sabotage his recovery.  One will trash his jump, and the rest will 
    destroy the thunder spark if he tries PK thunder, leaving him no 
    recovery (a cheap strategy).  His second jump might make you miss since 
    he has a weird way of jumping, but other than that, its stay a little 
    further on the platform, and Vermin if he's coming from below with PK 
    thunder.  If he's coming from level or above you, wait for him to fall 
    down before smashing him off into the sky or into the KO wall.  If there 
    is sufficent height, Human Nesses will sometimes toss a PK fire to cover 
    their landing.  Just suck it in the bucket.  If you go out to attack 
    Ness, he may use PK magnet to slow his fall for a second before using 
    thunder (advanced Ness strategy).  If you, however, get knocked off, 
    Ness is an assmaster at edge-whoring.  For a particularly nasty 
    surprise, Ness will charge his PK flash and release it as you are 
    trampolining back.  If you get hit, you're screwed since Mr. Game and 
    Watch can fly like the best of them.  Remember that he can move the 
    flash too before he detonates it, but your trampoline is faster, so 
    unless he can predict where you will go next, its not too cheap.  Of 
    note is his down smash, which has range and oftentimes extends off of 
    the edge, hitting you back down if you try to come from below.  
    Computers rarely do this, but anyone who played the original knows about 
    Ness' foot stomp spike attack.  Though it takes some time to charge, 
    Ness will jump to where you are and try to spike you to your doom.  
    Depending on how low or high you are from the platform, you can do the 
    following:  If high, accelerate your fall, moving forwards, and 
    trampoline.  The situation will be reversed.  If coming from below, its 
    a bit harder since you're trying to climb up and you have less room for 
    fakeouts.  Try to trampoline through him before his foot smacks you.  
    Other times, you may just get screwed if his timing was in sync with 
    your fall.  Overall, Ness isn't too much trouble, and if you are playing 
    an expert, skill will win.  Rely on the smashes, don't get tossed, and 
    don't get directly above him when you attack.
    Vs. C.  Falcon-Out of all of the speed characters, C. Falcon is the most 
    powerful and heavy, which is a real bad thing.  Bad since he can hit and 
    run, and bad since getting whacked will kill you pretty quickly.  His 
    range is about equal to yours, so if you decide to smash, make sure you 
    hit him or you will get beaten up.  Falcon has a set of special moves 
    that can annoy the hell out of you if you don't know what you are doing.  
    The Raptor Boost is the CPU's favorite move, since it likes to use it as 
    soon as the match starts up.  It won't kill you unless you have lots of 
    damage, but it sets up for a juggle since you fly straight up.  Falcon 
    punch isn't really a concern since its slow and you can dodge or hit him 
    out of it.  Unless you are fighting a skilled human C. Falcon who has 
    his timing down, you shouldn't get hit.  If you do, you will probably 
    die.  Falcon kick covers lots of distance horizontally, so if you're 
    trying to play keep away, you might get hit by this.  It doesn't really 
    hurt, but at high damage, you will go flying for quite a bit of time.  
    His last move, the Falcon Dive is a real pain in the butt if you like to 
    stay in the air often.  Your 2D-ness will get you killed since its 
    powerful, and allows C. Falcon to use it again or attack in  the air.  
    Computers don't use this too much, but skilled humans will, leaving you 
    the ground as a viable option.  However, its easy to fake someone into 
    using this, and then hitting them as they fall.  Just don't get too 
    aggressive or you might get grabbed.
    You can use sausages if you are at a distance, but watch out for the 
    Falcon Kick if you get too happy with the frying pan.  Don't play hit 
    and run with Falcon, since he can just run over there in a second and 
    clobber you.  Your best strategy is to get in his face and start off 
    with some power hits.  Either an uncharged torch, the Manhole/floor, or 
    even the Flag will work well.  Use these attacks to work up his damage 
    on the ground.  Unless you have him against a wall, don't use the bug 
    spray combo too often, or he will get you back with his punch combo.  If 
    you are stuck against a wall, manhole like mad until it connects.  Your 
    roll is also useful here, and you can even grab, just as long as you 
    don't do it too much, or both AI and humans will catch on.  Keep on the 
    offensive, or the Captain will smash you away.  If you get him in the 
    air with the Floor, feel free to juggle him.  Your Judgement Hammer will 
    also work somewhat well too, just make sure you are close enough to hit.  
    Don't bother with the bucket at all, since C. Falcon has no projectiles 
    unless he picks up an item.  He also grabs, so don't wait for him to 
    come to you, get in his face, and watch out for the Falcon Dive as you 
    jump in with a Briefcase.  In the air is a bit more difficult, since Cap 
    can fight damn well in the air.  Don't get above him, or he can flip 
    kick juggle you for the Star KO.  A Key is a good surprise, just make 
    sure you  use it only once in a while.  Again, abuse the briefcase, 
    since its range is good, and its strong.  The Turtle also works well, 
    but don't land while its out, or you will have a recovery delay.  The 
    parachute will also work somewhat, but you have to wait for it to 
    unfurl, leaving you open to attacks.  Falcon's kicks, the backhand, and 
    the flip kick are the moves to watch out for, since they damage good, 
    and are more or less smash attacks.  While in the air, don't worry too 
    much about a Falcon Dive, unless its a human player.  Edge guarding C. 
    Falcon is pretty easy, since his jump isn't anything spectacular.  Just 
    watch out for the Falcon Dive when he is getting back on.  Toss those 
    sausages while he's coming back to sabotage his jumps, just don't keep 
    hitting him, or he will be able to Falcon dive back on due to your 
    unintended assistance.  Let him fall back on, and smash him up, or Torch 
    him if his damage is only moderate or below.  If he's coming from below, 
    try Vermin or Floor, and if you don't connect, just get out the way.  
    Roll behind him after he does his invincible recovery attack, and grab 
    him, toss off the side, and repeat.  Most people don't know about this, 
    but if he uses Falcon Kick in the air, he will get another second jump 
    (glitch).  You don't ever really have to worry about that unless he is 
    far above you.  One nasty thing to watch out for is the Raptor Boost in 
    the air.  If he's coming back and you see him use it, let him do it.  
    Don't get too eager and chase him out, since he can either stomp you, or 
    Raptor Boost you into the pit (sends you straight down).  If you are 
    getting edge whored, try to save your jumps until the last minute.  If 
    you can, trampoline out of the way.  And if he comes to you to try to 
    stomp you or something, fake him out since your trampoline gets good 
    height.  Watch out for his elbow smash when falling, as well as his 
    upwards smash, and the juggle.  The safest thing is to either get away 
    if you can, or grab the ledge and do whatever after that.  C.  Falcon 
    can be a pain if you let him be, but stay on the offense, and on the 
    ground if at all possible.  
    Vs. Yoshi-Yoshi is another pain if you're playing a cheap computer, or a 
    skilled human.  However, this time around, Yoshi is lighter and is still 
    a big target, so you shouldn't have a problem smashing at all.
    Don't attack from the ground, since he (especially the computer) likes 
    to eat you.  Whether or not he spits you out as a egg is a different 
    story.  Its not strong, but if he gets you enough times, it will add up.  
    Don't bother using the bucket against the eggs, and watch out for them 
    in the air.  Yoshi can also aim their trajectory, so be aware of that 
    when he tosses one.  If you're playing a human, also beware of the butt 
    stomp, since it will send you flying with ease.  Its fast too, so be 
    careful, especially when juggling.  However, computers rarely counter 
    with it, so go ahead and juggle them to your satisfaction.  Your biggest 
    problem with his special moves will be that thing where he rolls around 
    in his egg back and forth.  Don't get trapped in it, since the damage 
    will add up quickly.  If he uses it, just jump out of the way until he 
    stops.  Other than his moves and penchant for fondling 2D paper cutouts, 
    fight him like Mario.  Get in his face, and smash his face in.  The 
    moment you get him in the air, smack him around with some turtles, 
    briefcases, keys, whatever you want.  If he's coming back down and 
    didn't fly up far, send him up higher with a scuba helmet. Since he's 
    kinda big, you can use the judgement hammer or Chef when you are falling 
    in towards him.  Air fighting with Yoshi is a cinch, since he doesn't 
    really have any fast moves that can get you.  Watch out for his flurry 
    kicks, especially if he's coming from below, because that damage will 
    rack up quick.  His smashes are powerful and pack range too, so don't 
    let him get one off if at all possible.  Yoshi is extremely easy to edge 
    guard, since he has no third jump at all.  Just toss sausages off the 
    edge.  His second jump will shun off blows until he reaches the highest 
    point and starts falling-hit him there, and he's screwed.  Just toss the 
    sausages, and hope they mess him up.  If he comes back, toss or smash 
    him off, and try again.  He really has no attack options, so don't worry 
    about getting smacked from above-use an Octopus smash to send him into 
    the wild blue yonder.  The only real attack is the butt stomp, and you 
    can see that from a mile away.  Don't go after him and try to knock him 
    away until after he uses the second jump, because if you hit him during 
    the jump, he will just go through you.  If you are in the flipside 
    situation, watch out for those damned eggs.  Don't worry about getting 
    edge whored by a computer Yoshi, since he's stupid and won't really do 
    much.  Humans will aim those buggers, and the explosion is what will 
    most likely get you and mess your little plan up.  You're gonna have to 
    either stay high in the sky when coming back, or have your second jump 
    and trampoline ready.  Watch out for his smashes, as his long neck will 
    give him good range too.  Yoshi is a pretty easy character to deal with, 
    there's no real concern except for your lightweight, which makes you a 
    easy smash target if you are hit.  
    Vs. Peach-Another Lightweight like Zelda, Peach is an easy character to 
    get out of your hair.  Like Zelda, all you have to do is get in her face 
    and smash away.  Unlike Zelda, there's no Sheik to worry about, and no 
    powerful smashes to worry about.  Her special moves aren't powerful 
    either.  Unless you're playing a human player with great reaction times 
    and reflexes, Toad isn't a problem.  It damages you, but you don't move 
    anywhere.  Just keep that in mind whenever you try to sausage her from a 
    distance (it absorbs projectiles).  Peach can't throw vegetables unless 
    she's on the ground.  If you have a good eye, pay attention to the type 
    of vegetable she pulls out.  The different expressions do different 
    damage.  If she pulls out one with X'ed out eyes, get out of the way, 
    because if it hits, its 30-something damage and will mess you up badly.  
    However the vegetables will hit the ground if they miss-pick that sucker 
    up and throw it at her butt and see her fly.  Sometimes, Peach can also 
    pull out Mr. Saturns or Bombs, though its rare.  So keep that in mind.  
    The parasol isn't a problem unless she tries to use it when you are 
    close, where it will take off about 10 percent and hit you repeatedly.  
    Whenever its open, if you try to attack from above, it will prick you.  
    However, after getting pricked, you can key through it like nothing's 
    there.  Her hip thrust, however is pretty powerful and will send you off 
    if you get hit at high damage.  Computers use this moderately, and 
    humans often forget about it, but its a surprise if you get hit by it.  
    Watch out for it, but its not gonna kill you if you have only moderate 
    damage.  Jump in with a briefcase, and after you hit her, start getting 
    in her face and either manholing, or smashing away.  Use the power hits 
    first to build up damage, and manhole her into the air.  Finish with 
    Octopus.  You can Fire her if she comes your way, or if you are right 
    next to her.  If you get hit by a smash attack, don't worry, because 
    none of them except for the downwards are particularly powerful.  You 
    can also fight her in the air, using whatever you choose, just watch out 
    from coming from above because of the umbrella.  If you smash her off 
    the edge, don't bother with edge guarding because of her long travelling 
    distance.  Her jump lets her float, and the umbrella will let her take 
    the remaining distance.  The only move you should use here is sausages, 
    and if she floats close, jump straight up and use the briefcase.  
    Otherwise, let her fall after using the parasol, and Octopus her into 
    the TV screen.  The only thing that she can use to efficently edge guard 
    you is the vegetables, but they travel in a easy to predict path, so its 
    no concern.  Peach, like other lightweights, falls victim to the Helmet 
    dash attack also.  If you like, toss her around like a paper ball too.  
    Your only problem with Peach is her annoyingly air-headed voice.  Smash 
    her until she can't bother you no more.
    Vs. Kirby (Kriby)-WHEEE!!! Another lightweight...except he's a poof.  
    Again, get in Kriby's face, and smash the gelatin/cotton/marshmallow 
    creme filling out of him.  Kirby has very short range, so you can abuse 
    Fire here, or almost any other smash.  Sausage at a distance, but 
    remember that a few will overshoot.  Feel free to use the Judgement, 
    since its range is longer than most of Kirby's attacks.  Helmet dash 
    attacks work well, and setup the juggle easily.  Kirby's special moves 
    can be an annoyance if used carefully, but they aren't really powerful 
    enough to repeatedly kill you off.  CPU Kriby likes to suck you in the 
    moment he sees an opening.  Don't let him get you, or he will turn into 
    a 2D cutout like you, complete with Chef.  He uses it when close, mainly 
    to burn you with the pan.  Oil his sausages.  Humans will do this also, 
    but they might spit you out in a direction, preferably near a KO wall, 
    so be careful if you're playing a skilled Kriby.  His fireball attack 
    isn't nothing to worry about-unlike Luigi's Green Missle, it doesn't 
    really hurt you, its slow, and it will never misfire.  CPU's will often 
    commit suicide using this move, so if you're near an edge, jump and 
    laugh as he falls.  Kirby also has a Hammer this time around, but its 
    not as powerful as the item, thank god.  Watch out for it nonetheless, 
    since its somewhat powerful, and in the air, it will swing all around 
    him like a minishield.  The Final Cutter is still as crappy as in the 
    original-run under him when he flies up, and then smash him with 
    Octoupus or Torch when he lands.  Either that, or jump over the little 
    blade thingy and Briefcase him, or if too faraway, run off or block it.  
    Very predictable and easy to avoid.  On to his last special.  Cheap, 
    cheesey, damned, whatever you want to call it.  The Stone attack from 
    the original returns again, except its crap this time around (*insert 19 
    Game and Watch taunts* for those people who liked to be cheap with this 
    in the original).  HAHAHAHA!  Now Kirby isn't a cheesemaster anymore 
    (*cough*Anthony*cough*).  It takes about a second to charge, giving you 
    time to move out of the way or whack him out of the transformation.  The 
    priority and damage remain the same, but he falls a bit slower, and its 
    slow, so its easy to avoid.  Like the original, he's invincible when he 
    lands, so here's what you can do:
    1.Throw him away to the side
    2.Hit him with the hammer once to "break" him, and clobber him 
    3.Charge your smash and time the release so he will get hit after he 
    softens up.
    On a side note, he turns into different rocks randomly, but it has no 
    effect on the move.  Kirby has powerful smashes and quick attacks, but 
    you have more range AND quick attacks too.  Run up to him and lay the 
    smackdown by either tossing him like a plush toy, or by smashing him 
    around.  The manhole juggle works well here too.  Knock him around a 
    bit, and get him in the air or off the edge.  At about 80 percent, a 
    parachute is sufficent to get the Star KO.  The Briefcase and Turtle 
    work very well in the air, and the key works, even if he tries to smash 
    you.  Kirby's air attacks hurt, but they take a bit to charge, or they 
    have short range.  Watch out for his little drill kick thingy, because 
    its still a nasty move if you are hit, and it will still spike you, 
    though they toned it down a bit.  If you toss Kriby off the edge, here's 
    what you do:  Toss sausages like mad.  Jump twice, and then toss away so 
    you will ruin his multiple jumps.  When he does the final cutter, move a 
    little bit backwards, since it still can get you in that cheap spike 
    thingy like in the original.  If he's coming from above with that drill 
    kick, Flag him, or Octopus him.  Slam him with the torch if he's equal 
    level with you.  Edge guarding Kriby isn't a prob at all.  If you are 
    getting guarded, take note of the charge time for his drill kick spike.  
    Humans still like to use it, but you can just move out the way, or 
    trampoline before he gets it off. Just try to get back on, since he will 
    just attack you and puff back on.  Roll after grabbing the ledge, and 
    toss his butt off.  Also watch out for a smash attack from the side or 
    above, depending on how you're falling, since they're powerful.  As for 
    throws, don't expect to get grabbed too often, but if you do, they are 
    moderately powerful.  If he attempts his throw from the original, and 
    he's facing the very edge, let him grab you, and revel in laughter as he 
    suplexes you, but falls straight down into crack.  If its a human, taunt 
    him to no end.  Let him have it with that darn bell.  Kirby is no real 
    threat, unless he's either skilled, or if its a computer getting cheap 
    all of a sudden.  He just has varied attacks, but so do you. 
    Vs. Bowser-Due to your lightweight (you are second easiest to KO), 
    Bowsie can be quite a handful.  He's a heavyweight, which means it'll 
    take quite a bit of punishment before he begins to even fly, and all of 
    his smash attacks are enough to KO you at a pretty low percentage, 
    charged or not.  With Bowser, you might want to get close from time to 
    time, but don't overstay your welcome or you might just see your black 
    visage jet off into the sky.  Bowsie also comes with a particularly 
    nasty set of special moves also.  The first, and probably most used move 
    by humans is the Fire Breath.  Unlike the Fire Flower, it will trap you 
    slightly if you are hit by it.  If you are fully burned, it will rack up 
    a decent amout of damage.  However, Bowser will run out after a few 
    seconds, so its not too cheesey.  Its also somewhat easy to see coming, 
    since Bowser rears back before flaming you.  Another plus is that you 
    can Oil the fire.  If you see him rearing back, jump, and smack him in 
    the face.  Your second problem is the Koopa Klaw.  Since Bowser is just 
    so freakin big, he automatically gets some good reach with this move.  
    He swipes at you, and if you are faraway, it will knock you upwards for 
    a good damage, not to mention setting you up for his nasty up smash.  If 
    up close, Bowsie grabs you, bites you, and then chucks you backwards.  
    The flying distance and damage are about equal to an original SSB 
    backthrow, meaning you can get killed easily by this.  Again, its 
    somewhat slow, but the range is large, so if you are too close for 
    comfort, block and Fire him as he recovers.  The third worry is the 
    Whirling Fortress.  Its like DK's Spinning Kong, and Link's Sword Spin 
    rolled into one.  I love this move when I use Bowser, since its a good 
    one.  Anyways, Bowser has some horizontal range on this one, so watch 
    out. If you are hit on the ground, it will hit once and send you 
    sailing.  Get hit in the air, and you get hit multiple times, but its 
    less powerful (though it still takes off a lot).  A ground hit near the 
    edge at 80 percent can kill you.  Watch out for this move when trying to 
    get Bowser in the air.  Not much to say about this, except CPU's and 
    most human players don't use it too often.  Don't be too worried about 
    it, but remember that the freak turtle still has this move.  His last 
    move, and definitely the most powerful, is the Bowser Bomb.  He does his 
    Mario 3 Butt Bounce right on top of your head.  Its fast, and you will 
    get nailed if someone knows how to use this.  Get hit at about 50 
    percent while in the air, and its back to the great Game and Watch 
    Heaven for you.  However, if you make him miss, the recovery time for it 
    is abysmal, so use this to do whatever you choose to the giant turtle.  
    Bowser is a lumbering fatbutt character, so the best way to start 
    getting the damage on is to make him miss a smash or special move to 
    leave him open.  Once you do that, start using the manhole juggle or a 
    few smashes to soften Bowser up.  You can also play keep away with your 
    sausages.  If he tries to use fire breath, just jump over it.  The 
    sausages work very well against bowser since they all hit him, and if he 
    tries to jump in on you, he can get burnt.  Its very easy to burn Bowser 
    due to his size, so don't be afraid to use Chef as an offensive move.  
    Judgement will also work well if you use it as an air attack since you 
    will probably clock him in the head if you are jumping in.  However, 
    don't count on the nine to kill him every time-it will fail if he has 
    low damage.  The briefcase jumpin will work, but if Bowser uses the 
    Koopa Klaw or forwards smash, you might get smote by either one.  
    However, the startup time is usually enough to clock him.  Once you can 
    manage to get him up in the air, use Octopus a couple of times to soften 
    him up, then a flag to knock him up a little farther.  Don't follow 
    Bowser up, since he will probably try to sit on you.  Let him attempt 
    the Bowser bomb, and then Fire him off and away.  Bowser is at his best 
    on the ground, so if you can get him up in the air and stay above or 
    equal level with him, you have an advantage.  Watch out for the whirling 
    fortress though, as its his stregnth move in the air, along with the 
    aerial headbutt (it takes a little bit to come out though).  If you get 
    too far below Bowser in the air, he will try Bowser Bomb.  CPU's do it, 
    and humans will also try to Koopa Klaw you in the air (it will usually 
    miss).  Just Key him if you are above, and Turtle or Briefcase if you 
    are approaching him.  The key hop manuever also works well against 
    Bowser on the ground.  Rolls and air dodges mixed in also will make him 
    miss.  Edge guarding the giant turtle is easy, just toss sausages and 
    smash when he whirling fortresses back.  You can also grab him and toss 
    him off again if you prefer.  As for yourself, Bowsie can edge guard 
    pretty good.  The fire breath will mess up any of your jump attempts-
    just keep on trampolining until you can get back.  However, doing this 
    may set you up for an upwards smash for the kill, so be wary of that.  
    Bowser can also just Klaw you again and throw you far, or he can even be 
    sneaky and do a Bowser Bomb as you land.  However, all you have to do is 
    make him miss.  The fire breath is usually a guranteed hit if he fires 
    off the edge, but the smash isn't if you know how to fall and make him 
    miss.  The main strategy with Bowser, like other heavyweights, is to 
    make him miss or make a mistake first, and then hit him hard.  Don't get 
    too aggressive on the juggles, only throw at high percentages, use the 
    smashes when he misses, and use those sausages to burn him.
    Vs. Ice Climbers-Wheee, its the two annoying eskimo dudes.  Since 
    there's two of them, its twice the annoyance for our portable shadow 
    friend.  However, the CPU controls one (usually Nana), so its not that 
    bad if you look at it.  Their moves, especially the smashes can pack a 
    punch if you're not careful, but remember that the computer mimics the 
    player in most things from jumping to picking up items or attacking.  
    First things first, the specials: the Ice Climbers have a basic B 
    projectile attack that involves sending a small chunk (or two) of ice 
    along the ground.  It will accelerate if it goes down a slope, but all 
    you have to do is jump over or oil it.  If you are hit, there is a 
    random chance of you freezing.  It doesn't really damage, so don't worry 
    about it, since neither CPU or human will use it unless they are faraway 
    (plus its easy to avoid).  Their second special is the freeze breath.  
    They stand facing opposite directions and start breathing cold breath on 
    both sides.  You may get frozen if hit (random), and it will damage if 
    its used over and over again.  This move is very easy to counter-just 
    hop above them and key.  The third move is the squall hammer-they both 
    spin their hammers and travel.  It will do moderate damage if you get 
    caught in it, so be careful.  It also has good horizontal range and can 
    be used in the air too.  Their third jump, Belay isn't an offensive move 
    at all.  Its like your trampoline in that its used to get you back onto 
    the stage and not for attack.  You will get pricked for about 5% if 
    you're below them though.  Remember that its one of the highest, if not 
    the highest recovery jumps in the game.  As for the standard attacks, 
    the Ice Climbers are nasty with their smashes since there's two of them.  
    On the flipside, they can't juggle at all.  Game and Watch 1, Ice 
    Climbers 0.  Anyways, the tried and true Ice Climber strategy works 
    here.  Separate the two from each other, and single out the leader (you 
    can hit the other one, but the damage doesn't count).  The best manuever 
    for this is the Key.  Once you've keyed them, the key to victory (a 
    great pun) lies in singling out the player controlled climber.  Beat the 
    crap out of him, and if at all possible, knock him off the edge.  Nana 
    will try to get back to Popo, but just Turtle or knock her out of the 
    way when she gets close, then resume the beatdown on Popo.  You will 
    either kill Popo, or get him off the edge, leaving him in a bad 
    position-Belay doesn't work with no Nana, and the Squall Hammer won't 
    give much vertical distance-toss a few sausages to mess up his jump.  
    You can do the same with Nana, leaving one crappy climber to deal with.  
    Fire works well if you can single out one of them, and if you get them 
    in the air, Octopus them as they fall.  The Ice Climbers can't fight in 
    the air, so beat the crap out of them with whatever you choose, and use 
    a parachute around 80 percent for the kill.  Don't worry about getting 
    juggled either.  Don't throw them when they're together, since the other 
    will usually hit you out of the throw, but do throw if they are at high 
    percentages.  Edge guarding is simple-follow the above if there's only 
    one climber.  If there's both of them, sausage them, and let them Belay.  
    The height is enough to get them above you-just Octopus them off into 
    the sky.  They can edge guard well, so watch out for their breath, and 
    ice shots-get frozen and you're screwed.  Their forwards smash is also 
    nasty since they hit twice.  Just trampoline above them and get back to 
    the middle of the arena.  They aren't a handful unless you lay off on 
    the smashes and keep grounded when close.  
    Vs. Samus-Another long range character, Samus is no problem with Game 
    and Watch, as long as you know when to use Oil Panic.  Unless Samus gets 
    in your face and shoots you before you can oil, the Charge Shot is of no 
    concern.  Just oil it in, and when your bucket fills, save it for a 
    fresh opponent-1 full charge and any other stuff is enough to kill 
    someone in one hit at zero damage.  If playing keep away is your game 
    (which should be as long as possible), Samus might try to shoot you with 
    homing/regular missiles, which are easy to dodge at a long distance.  At 
    shorter distances, they are a bit harder to dodge, so watch out, since 
    they can cause damage pretty quickly.  Computer and some human Sami like 
    to toss bombs while you are chasing them to cover their back-just don't 
    worry about them since they are very weak.  Your last concern of Samus' 
    moves is the Screw attack-this alone makes fighting Samus in the air a 
    major pain, and it'll screw you up (pun intended), after a few attacks.  
    Samus has decent smash attacks, but yours are better.  Watch out for the 
    Forward smash, since it can damage you, even if uncharged.  The up smash 
    serves mainly to rack up damage, like the original, but it can still 
    kill you if you get hit at a high enough percent.  The downwards smash 
    is painful, but it takes a while to come out, and you can always block 
    it.  The computers also love to throw a lot, so watch out for that, 
    because if you are tossed enough times, the damage adds up.  If its 
    possible, approach Samus on the ground, jumping over any projectiles(oil 
    a charge shot though), and being wary of the Screw attack when you get 
    near Samus.  Use the briefcase to start your attack-use a manhole or two 
    to soften her up, and use an octopus for more damage.  Fire works well, 
    since it has great range, and if you are too faraway for fire, a sausage 
    or two isn't a bad idea.  Samus is a decent character in close range 
    situations, but if you keep on the offense and on the ground, you will 
    be sure to get a star KO.  In the air though, Samus is very cheap.  
    Watch out for that Down+A meteor attack when she is above you (computers 
    use this a lot), and especiall when over open air.  If you hit her, a 
    screw attack is probably going to be the counter, so air dodge if you 
    can.  Also watch out for air missiles when approaching.  Don't attack 
    from behind in the air, since the backwards kick can nail you too.  
    Attack from either below, or at an equal level when in the air.  Also 
    watch out for bombs if you're juggling her around.  Edge guarding Samus 
    can be somewhat more difficult than for other characters, since Samus 
    can jump high, and can use the Grappling Beam to save herself.  Humans 
    will also bomb in the air to move forwards and slow their fall.  Toss 
    sausages, as long as she isn't close to the edge to ruin her jumps.  
    Sometimes, humans will screw attack over and over again, hoping that you 
    will unintentionally assist them with sausages(stop as soon as one 
    hits), but if you stop, they will simply fall and die.  If Samus is 
    below, move out of the way since the screw attack has priority.  Also be 
    wary of the grappling beam that samus uses to save herself-you're 
    probably gonna have to smash her off into the KO wall before she gets 
    out of your hair.  Coming from above or to the sides, use Fire or 
    Octopus appropriately (watch out again, for bombs from above).  Now, if 
    you get knocked off the edge, a computer Samus won't be much of a 
    problem, but humans can give you a nightmare or two.  As a Samus player, 
    I can edge guard nicely against anyone.  From a distance, homing 
    missiles can and will screw you over.  However, I always have a charge 
    shot ready-I shoot the missile first to make them jump, and shoot the 
    blast afterwards to trap them.  Anyways, the missiles can mess you up if 
    you're too faraway to trampoline without a second jump.  Watch out for 
    those, and the occasional charge shot.  If the edge is sloped, a bomb 
    can roll off the ledge, but if you are hit, just trampoline again.  
    Also, watch out for that damned meteor attack from more aggressive 
    players-one hit and you're dead.  If you have a trampoline to spare, an 
    air dodge can foil Samus' plans.  Plan your comeback defensively, and 
    when you get back on, get back to the middle of the stage ASAP.  Samus 
    isn't a problem, just watch out for her air superiority and humans' edge 
    guarding tactics.
    Vs. Jigglypuff-This is an easy battle no matter how you see it, unless 
    you're playing an expert Jigglypuff player (which is very rare).  Like 
    the original, it is still crap and easy to kill too.  Your only concerns 
    with special moves is the rest (humans only), rollout (human more than 
    CPU), and Pound (only if you like to use Helmet a lot).  Anyways, for 
    almost all human players, their trump card is to use the drill kick 
    attack from the air, followed by Rest.  This is the only real deadly 
    tactic that it has, but it is cheap.  However, don't get yourself in 
    this situation by not letting her attack from above.  If you are in 
    imminent danger, shield, and move it upwards, and then roll out of the 
    way if you can.  Otherwise, roll or run to the side and Fire away.  The 
    rollout needs time to charge, and is only used at faraway distances-when 
    she rolls your way, Fire it into a smore.  The pound is the stock move 
    of her attacks, but its still weak, so use your stronger moves to 
    counter it.  All you need to do is get up close and smash a few times to 
    finish her off(a charged attack at 40 percent can kill).  Knock her 
    around in the air or whatever, just play volleyball or baseball with 
    Ness until you get the Star KO.  Again, if you're playing a human, watch 
    out for that stupid combo and you'll be fine.  For edge guarding, 
    sausage like mad, because Jigglypoo can use Pound and jumps to get some 
    insane distance.  When she gets close, Octopus or Fire her off into the 
    KO wall.  Also watch out for CPU's to grab when up close.  
    Jigglystink/crap/trash/*insert suck-related word here* is not a problem 
    at all, computer or human.  
    Vs. Luigi-Fight Luigi like you would Mario.  The differences between 
    Luigi and Mario are as follows...Luigi jumps higher, and falls slower.  
    His fireballs travel in a straight line and die faster.  The super jump 
    punch has no horizontal movement, and the cape is replaced by the dorky 
    Green Missile, a.k.a the "Dick Move", a Skull-Bash like move.  Luigi is 
    also lighter, so you won't have to smash him around as much as his 
    horizontally challenged bro.  The Luigi Cyclone only hits once, is 
    powerful, and has some horizontal movement and speed, so watch out for 
    that at high percentages.  Since he's slower, you can do even better up 
    close.  Smash away.  Edge guarding Luigi is different, however.  Sicne 
    the Jump punch has no horizontal movement, don't expect to be attacked 
    by it.  Luigi will use a mixture of the Green Missile and his second 
    jump.  Beware of a misfired missile, since he flies damn far, and if you 
    are hit, you're gonna get fried.  If you want to get rid of Luigi very 
    easily, the key is to knock him downward, with a flipper or something.  
    Up close, if you let up for too long, you might get flamed into the sky 
    by his Super Jump Punch from the original, but remember that he has to 
    touch you first.  As soon as you get 60 percent, the computer will start 
    to throw you like mad, so keep him at a close distance, but don't get 
    grabbed too often.  For more details, read over the Mario strategy 
    Vs. Roy-Argh, its another swordsman.  Roy is like Link, but a tad 
    slower, heavier, has longer reach, and has no projectiles (thank 
    goodness).  Your main concern with Roy is trying to get close enough to 
    attack without getting hit by his strong attacks.  Humans can be a pain 
    in the butt with Roy's special moves because of his sword.  The charge B 
    move usually will be a stock attack, even uncharged, since those crap 
    hits will add up eventually, as well as mess up air attacks from the 
    front.  Some Roy's like to be punks and let you come in and attack-only 
    to use the counter and hit you back.  If a Roy is good enough, he can 
    counter and damage you using only that.  However, very few people do it 
    only, and if they miss, you can beat the crap out of them.  Also, if 
    they get all counter happy, just grab them and toss them upwards and 
    begin juggling.  The 4 hit sword combo won't give you too much woe as 
    long as you keep your distance, and if you see it coming, jump over Roy, 
    since each hit gets more powerful.  His comeback move can also be an 
    offensive attack since it hits multiple times, so watch out for this in 
    the air (it can be used like Mario's jump punch).  However, it does lose 
    power as it goes up, so keep that in mind.  For starters, you will need 
    to soften him up somehow.  Toss sausages from a distance, since his 
    sword can't reach you, and if he comes at you, roll or jump out of the 
    way.  Items are great for throwing also.  When you go in close to 
    attack, don't attack from the front, as its Roy's strong area.  You're 
    better off attacking from above, or from behind by using rolls and 
    sidestep dodges.  His smashes are nasty and can kill you very easily, 
    but they got recovery delays, so use that to your advantage.  When you 
    get in close, don't smash right away, use a quick powerhit like Manhole 
    or Flag to set him up for a juggle.  Juggle Roy like mad.  Use your 
    Octopus when he's worked up and falling towards you for the Star KO.  If 
    you can keep him in the air, you got an advantage, especially if you're 
    above or below him.  Use all of your air attacks, and use the Parachute 
    from below for the finish.  For edge guarding, toss sausages like mad, 
    and roll away before he uses his comeback.  When he falls, Fire him off.  
    Just repeat until he dies.  Roy can edge guard pretty good, and if you 
    try to get offensive, he can counter you right back off, so watch out 
    for that.  The charge B move can also knock you right back off, so try 
    to get above and away from him when coming back if you can.  Roy is a 
    hard character for G&W to beat, especially a skilled one.  You're going 
    to have to keep him in the air, and lay on the sausage from a distance 
    in order to beat him.  Juggles, items, and any projectiles are your 
    friends here.  
    Vs. Marth-Okay, you got a clone character to deal with.  However, Marth 
    has his own differences that make him even more of a pain than Roy.  He 
    isn't as strong, but he has the longest sword of all swordsmen, is the 
    fastest one, and is lighter, so he is easier to knock away.  His moves 
    work the same way, except the charge B doesn't charge as long, and his 
    Dolphin Slash doesn't hit multiple times and loses power as it goes up.  
    Slight differences aside, you're going to have to get Marth in the air 
    like Roy.  He isn't a fatass though, so it should be easy once you get 
    the chance.  One thing to watch out for when fighting Marth in the air 
    from below is that his Down+A attack works like a meteor/spike and will 
    send you straight down, so watch out for that.  His smashes aren't as 
    powerful, but the added range makes them more dangerous.  For edge 
    guarding and other related stuff, see the Roy strategy.
    Vs. Falco-Oh boy, its Fox's evil twin.  Fighting this 
    parrot/pigeon/whatever he is can be a serious pain, especially one on 
    one against a computer.  Falco works like Fox, but he has his 
    differences too. He falls faster, his attacks have more oomph on them, 
    he runs slower, and his special moves are a bit different.  His up+B 
    doesn't go as far, the blaster actually makes you flinch, his forward+B 
    sends you straight down when hit in the air, and his reflector makes you 
    go up rather than downwards.  Falco is a bit slower, but he's somewhat 
    heavier than Fox, and he can still get you in those pesky Fox combos.  
    CPU Falco is very smart, and will use weenie hits to wear you out or 
    back you up, and then he will knock you off the edge and guard pretty 
    well.  Falco can also juggle pretty good, but his falling speed makes it 
    a bit harder for him.  As for fighting in the air, his down+A is a 
    meteor attack, so beware of that, since its powerful too, and your 2-D 
    butt will go down if hit at a high enough percentage.  Also of note is 
    that his forward+B will do the same thing, so watch out when going out 
    to attack him.  His blaster also makes him an effective edge guarder 
    since it will wreck your second jump.  Go see the Fox strategy for more 
    Vs. Dr. Mario-Dr. Mario is like Mario, except he's a bit slower, 
    heavier, and has more power.  His Dr. Tornado sends you in a random 
    direction, and the super jump punch can kill you at a high percentage, 
    so watch out.  You can oil the Megavitamins, but its a bit harder since 
    they bounce differently.  Fight him exactly like Mario, but keep his 
    differences in mind.  (go see the Mario section)
    Vs. Ganondorf-Ganon is like C. Falcon, but he is more different than the 
    other clone characters.  He's much heavier (heavyweight), jumps lower, 
    is slower, but has lots of power.  A skilled Ganondorf player can kick 
    everyone's arse however he wants.  All of Ganon's special moves are 
    souped up versions of C. Falcon's moves, though slightly slower and more 
    powerful.  His smashes remain the same, but they are much stronger, and 
    can kill you at 60 percent if you're not careful.  He doesn't have that 
    punch combo like Falcon, but its replaced by a quick jab that will faze 
    your attacks, and actually move you at reasonable percentages.  CPU 
    Ganon likes two moves the most: Dark Dive (fake him out for a suicide), 
    and the Gerudo Dragon (hurts and can kill at 100 percent).  Whenever you 
    try to jump in on the CPU, it will most likely attempt Dark Dive, so 
    when he misses, use this oppournity to get him in a quick manhole 
    juggle.  If you're moderately far (sausage distance), he may attempt 
    Gerudo Dragon, so be ready to move out of the way.  Jump up and Key him.  
    Since he's so heavy, you're going to have to work him with power hits 
    before you can start smashing, otherwise he can recover and beat the 
    crap out of you.  Also watch out for his juggles (they aren't as bad as 
    Falcon's, but annoying), and the forwards smash attack.  If you somehow 
    get frozen or have your shield broken, you're screwed if Ganon decides 
    to clock you with a Warlock Punch.  You can fight Ganon in the air if 
    you like, but staying on the ground and making him miss is the easy way 
    to go.  Once you get him off the edge, toss sausages and he won't be 
    coming back since he's a horrible jumper.  For more details, see the C. 
    Falcon strategy, just adjust for Ganon's added power and slowness.
    Vs. Young Link-Another swordsman, but this one's easier since he barely 
    has more range than you.  He's like Link, but he flies easier and is 
    faster.  Avoid the projectiles, especially when advancing, since they 
    are stronger than Link's, especially the bombs, which can setup combos 
    for Y. Link.  His spin attack is weak in the air, but it hits multiple 
    times if you get sucked in on the ground, so watch out.  However, the 
    range isn't as large, so you can dodge it easier.  His smashes are 
    weaker, but his forwards smash, especially the twohitter, is still 
    powerful enough to kill you easily.  The hookshot has reduced range as 
    well, so CPU and humans alike grab less often.  Your best strategy is to 
    get in close with a Key or something, and then use a manhole to get him 
    up in the air.  Octopus works well, and you can fight Young Link safely 
    in the air since his sword isn't as big.  If you practice with Link 
    first, then you'll be more or less prepped for Young Link (go see Link 
    strategy).  His speed might be annoying at times though.
    Vs. Mewtwo-Whee, its another long range character.  You're close range, 
    but you have an ace up your sleeve with Oil Panic.  If he shoots those 
    shadow balls, Oil them.  Toss a bucket filled with at least one charged 
    ball, and its off to the sky for the psychic freak.  Computers like to 
    use the confuse move when up close, so be on the guard for that.  The 
    disable is rarely used since it only puts you to sleep like Jigglypuff's 
    sing move.  If you're fighting a coward Mewtwo, it will teleport 
    whenever you get close-toss sausages from a distance and make him shoot 
    balls at you, or come up close.  Mewtwo is slow, so when he's up close, 
    he's pretty easy to smash around, and when you get him up in the air, 
    he's considerably lighter, so a Fire or Octopus in the air will finish 
    him off faster than it would if you got him off the ground.  You can be 
    offensive with Mewtwo since his attacks are pretty slow off the ground, 
    but make sure you mix in powerhits like manhole or chair with your smash 
    attacks to hit him before he tries a quick smash attack.  In the air, 
    Mewtwo might try to flip you around with his tail-it will do damage if 
    you're worked enough.  Also of note is his A move in the air-the damage 
    adds up really quickly, so briefcase him before he touches you, or get 
    him with Turtle.  Parachute in the air at 90 percent is a pretty 
    successful finisher, so get it ready for a quick surprise.  His smashes 
    also have more range than most of yours, so don't try to come directly 
    at him on the ground, or you will just get sent back to your little 
    portable console in no time.  His smashes are powerful, especially the 
    forwards smash.  Also watch out for the downwards smash, since it will 
    set you up for a kill.  His upwards throw is also powerful too.  Get in 
    his face, and beat the stuffing out of him with a mix of smashes and 
    powerhits, and this match is in the bag for you.  
    Vs. Pichu-Its another clone-this time of Pikachu.  Pichu is faster, and 
    its the lightest character in the game, so when you get the oppournity, 
    smash to your heart's content.  Also of note is that his special moves 
    as well as some of his regular moves damage himself.  Stay away and if 
    he tosses sparks at you, oil them.  Make him use his special moves as 
    much as possible to work up his damage.  All you need to do is move out 
    of the way.  As the fastest character in the game, Pichu might give you 
    headaches jumping/running around all of the time.  Don't give chase, and 
    toss sausages at him.  Stay more or less stationary, and he'll 
    eventually come to you.  If he tries the Skull Bash from faraway, roll, 
    block, or if you got good reflexes, give him a concussion with Fire.  A 
    charged smash at 50 percent will most likely kill Pichu, and a parachute 
    at about 80 percent in the air will also net the Star KO.  Fight him 
    like Pikachu, just add the extra speed and self-inflicted damge factor 
    (see Pikachu strategy).
    Vs. Mr. Game and Watch-I haven't had much experience with Human G&W's, 
    so this will deal mainly with computers.  The first, and most used thing 
    of the CPU is to get up close to you and use the bug spray over and over 
    again to get your damage worked up.  After that, expect a Flag or 
    Manhole to get you in the air.  After that, they usually try to 
    Parachute to kill you.  Remember that you're fighting yourself, and you 
    are pretty powerful with smashes and such, so don't get hit more often 
    then you should.  The computers rarely use sausages or the Judgement 
    Hammer, so don't get worked up over those two.  If you get caught in the 
    bug spray, manhole until you connect.  G&W is light enough to fling in 
    the air at low percentages-once he's up, Octopus or flag, then start 
    using your powerful air moves.  If he jumps in on you, have an Octopus 
    or Fire ready to slam him with.  Computers will also grab a lot if they 
    get close, so expect throws also.  Rolling around will disrupt the 
    computers, so do it every now and then.  There's no real way to say how 
    to fight G&W, the best way is to practice against him yourself, and to 
    scope him out if you can.  
    7.Level Strategies-Level strategies work the same for almost all 
    characters, but with G&W, adding some special twists to them can benefit 
    your matches if you use them correctly.  Remember you are light, so stay 
    near the center of the stage if at all possible, and grounded when at 
    high percentages.  Some stages with close KO walls are your worst 
    enemies if you're not careful, since you will often die at low 
    percentages from attacks that wouldn't kill you on bigger stages.
    On Icicle Mountain-This stage has a decent size, but it scrolls at 
    varying speeds, ranging from no scrolling to very fast either up or 
    down.  You have a good advantage in that your Trampoline sends you very 
    high, so if things start getting hectic and fast, you can always 
    trampoline to keep ahead of everybody.  Avoid the sides at all times.  
    Computers especially like to smash you when you get near the KO wall for 
    the cheap kill.  Stay in the middle, and get pests from above with Flag, 
    or Octopus.  Freezies come fairly often on this stage-Grab one and hold 
    it for a while.  When you see someone on the top tier or offscreen, toss 
    it from below for the Freezie KO.  Grab what items you can-if its going 
    fast, don't bother, but otherwise, do.  Motion sensor mines also are a 
    nice surprise for someone trying to either quickly ascend or descend.  
    Play defensive when at all possible.  If you can, toss someone to the 
    side.  When the stage is about to start going down, jump up and use a 
    parachute or the bug spray to get in a cheap lick, if not send them 
    offscreen. Watch out for others to do the same to you.  Also of note is 
    the slippery surfaces-the Ice Climbers have perfect traction here.  Your 
    Trampoline will also break through the solid ice cubes that may block 
    your ascent.
    On Peach's Castle-This is a fairly large level, so you can play 
    offensively here.  If you can, play territorial by camping on the ground 
    on either side of the spire, Flagging or Octopusing any incoming 
    opponents.  The colored switch blocks release items, so if you see a 
    switch, press it.  The KO walls on the sides are somewhat far, so you 
    can survive for a while if you're getting screwed.  DO NOT stand on the 
    spire.  You're open to attacks from all directions.  Plus the upper KO 
    wall is even closer, and you will die faster up there.  If fighting 
    multiple opponents, let them beat the crap out of each other, and then 
    jump in with Judgement.  Get a 9 and everyone's screwed!  You will 
    immediately be declared cheap.  You can also play hit and run if you 
    like.  Every once and in a while, a giant bullet bill will burrow into 
    the stage.  Toss your opponent into the bullet for some damage points, 
    and when it contacts the stage and starts flashing, do all you can to 
    keep them in the vicinity-smash, throw, whatever.  When it explodes, 
    they are most certainly dead.  Bumpers can help a lot, as can tossing 
    Mr. Saturn or some other item to disrupt their escape jump.  Follow 
    everything mentioned, and you'll be fine.  Also, you can use Red Game 
    and Watch for the nice Camoflague Factor-stand directly next to the 
    spire, and you will go unnoticed sometimes.
    On Rainbow Ride-Its one of those large, interactive stages, so keep on 
    your toes, especially when things start moving.  At the start of the 
    stage, stay at the middle of the ship, close to the sloped wall on the 
    right.  Sausage or Fire opponents to keep them away, and don't bother 
    getting items unless they're close to you.  Most people will stay in one 
    area and wait for someone to come.  Use your wait-and-hit strategies 
    liberally.  When the ship moves, get off as fast as you can, and try to 
    stay behind or above everyone else so you won't get spiked or hit back 
    to where you can't get back on.  Also, don't stay too close to the left 
    side, since the ground beneath you will dissappear as the stage moves, 
    plus you can get smashed for cheap KO's easily.  Same goes for the right 
    side-go too far, and there's no ground to save you if you are knocked 
    away.  The KO wall above is also somewhat close, so don't get smashed 
    upwards.  Abuse the briefcase when moving about to whack opponents and 
    prevent them from hitting you back.  Before the stage scrolls down to 
    the ship again, try to knock them upwards before it quickly goes down 
    for a cheap KO.  Throwing items around is also recommended on this 
    stage.  For the Camo Factor, pick Blue Game and Watch to blend in with 
    the skies.  
    On Kongo Jungle-Okay, the first thing to do is to not concentrate on the 
    DK Rap in the background.  Make it your ally, and if someone hates it 
    enough, the lyrics will disrupt their rythym.  Beware of the Klaptrap 
    jumping out of the river when you are attempting a comeback, since it 
    will mess up your recovery and probably kill you.  Stay on the middle of 
    the bottom platform, or on the high platforms depending on where 
    everyone else is.  The small rock platform on the right side is okay to 
    catch a moment's breath, but opponents will come to you if you stay too 
    long.  A motion sensor bomb planted on the middle of the platform is a 
    nice little surprise too.  Sometimes a log will appear on the left side 
    to aid your recovery, but its unreliable at best since you will overlook 
    or miss it.  Don't rely on the barrel cannon below either, since you 
    can't see it that well, and a klaptrap might be hiding inside it.  Stay 
    down low, and use your flag or octopus for people above, and fire or 
    manhole for people at your level.  Sausages also work well for edge 
    guarding.  Toss items like crazy, since even large characters can get 
    messed up by a renegade bomb at medium percentages.  If someone gets a 
    hammer, you're gonna somehow have to outwit them with some craftiness or 
    hope they drop HHH...
    =====================More to come on this section======================
    9.Credits-Here is where I give props to those directly/indirectly 
    involved with this FAQ...submissions will get due credit too, so send 
    them in.
    GameFAQ's-For being kind enough to host this little old FAQ...
    Myself-For becoming an ace with Mr. Game and Watch, and for writing this 
    FAQ in hopes that people like you reading this now will use this as a 
    definitive source for Mr. Game and Watch strategy
    Anthony-For being a great Smash sparring partner, both on 64 and 
    Cubeage.  I'll best you on one-on-one one day, but I still own 
    Jordan-For buying the Gamecube and being an almost daily sparring 
    partner with Dr. Mario and Tacky Mario.
    Tron-The Link Master, and a good friend of mine
    Hoss-The Ness Master
    Vlade Divac-For being so darn crafty (this is totally random...)
    Nintendo-for making Smash Bros. Melee
    Legal Beef-This FAQ is made by me, Himura, and only I am allowed to put 
    this on any site unless you e-mail me for permission first.  All you 
    have to do is ask, and I will be more than glad to let you use this FAQ 
    as you want.  Its a way of letting me know that there are more Game and 
    Watch players out there reading this...
    E-mail me at seahawks54@hotmail.com for any submissions or other matters 
    relating to this FAQ.  Just put Game and Watch FAQ as the header, and 
    I'll promptly reply.  Hope you all enjoyed this-Himura-

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