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                  Super Smash Brothers Melee
                  Character Spikes FAQ
                  V 1.0
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An In-Depth FAQ by Kirby Still On Top
Created for GameFAQs:  www.gamefaqs.com
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Table of Contents:

I   -  Introduction / Definitions
II  -  Categorization of Spikes 
III -  List of Character Spikes
IV  -  Miscellaneous Spikes / Additional Information
V   -  Contact Information
VI  -  Special Thanks
VII -  Legal Mumbo Jumbo
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I - Introduction / Definitions
 
        The object of this FAQ is to compile all of the Spikes in Super Smash
Brothers Melee into one list, for the benefit of everyone that never knew 
their characters ultimate KO move.  Some of you may not know what a Spike is,
some of you may have the terms "Spike" and "Meteor Smash" mixed up.  Well, 
Iím going to clarify everything right now.  In Super Smash Brothers Melee, 
the object of any battle is to kill your opponent by way of knocking them off
the screen.  Some common ways people attempt to do so, are by smashing them 
upwards to the border in the sky, knocking them way off the screen to the 
side, or just getting them far enough to the side that they canít make it 
back and are forced to drop off the bottom of the screen.  While these are 
all very good methods of killing your opponent.  None of them are as deadly,
exciting, or as reliable as a spike!  


Spike:

        A "Spike" (Term from Super Smash Brothers 64) is any move that when 
executed, sends the opponent hurling directly downwards, with little to no 
chance of recovering.  In many expert opinions, this is the most effective 
way to kill somebody who has been knocked off the board, and is trying to 
return.  As long as there is no ground under the enemy, a spike is the move
of choice for most Melee masters.


Meteor Smash:

        Now as far as Meteor Smashes go, a "Meteor Smash" is a term used in 
the game that is supposed to have the same definition as a spike.  However,
due to some major differences noticed in terms of which spikes are considered
Meteor Smashes and which aren't, I can not classify this as a Meteor Smash 
list.  A player can tell when they've performed a Meteor Smash to KO somebody 
because after the match is over, they will get the Meteor Smash Bonus 
(800 Points).  Every Meteor Smash in the game has some sort of spike quality
to it.  Most of them are just regular spikes, but some will only work like 
spikes if you time them correctly (Type 2, explained in section II), either
way it will still earn you the bonus as long as you KO them with the move 
somehow.  A regular example of this is Young Links Down A Meteor Smash which
will only spike if you use the move from under the enemy.  An extreme example
of a Meteor Smash that does not spike is Samus' Tilt Up A, which has the same
qualities of a spike if your opponent is standing on the ground, but will not
spike if they are airborne, deeming the move practically useless as a spike.
Some spikes that are not counted as Meteor Smashes include Ganondorf's 
Down B, Falco's Down A and Marths Down A. That list gets pretty long, 
therefore it was necessary for me to call this a Spike FAQ, rather than a 
Meteor Smash FAQ. 
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II - Categorization of Spikes + Additional Information

In order to label the many different spikes in this game, I have created 3 
types of spike categories:


Categories:

Type 1- Standard Aerial Spikes - May or may not have a delay, but are not 
bound by any other timing or spacing issues (almost always Aerial Down A).

Type 2- Advanced Aerial Spikes - These include some of the less obvious 
aerial spikes that involve mastery of both timing and spacing as well as some
obscure B move spikes (some of these are very weak, IE: Peach, Fox, 
Jigglypuff, Mario).

Type 3- Grounded Spikes - Spikes that can be done when your character is
standing on the ground (near the edge preferably).



Ratings:

I will list the levels of Difficulty, Power and Range for each spike, on a 
scale of 1 to 5 (1 being the worst, 5 being the best).  I will also make note
of which Spikes have delay times, and which are counted as Meteor Smashes.  

Difficulty is a term I'm applying to how hard it is to actually make the spike
connect.  5 means that it's not difficult at all, 1 means it's next to 
impossible.  

Power will be represented by the distance a spike sends someone and not by 
the spikes damage percentage since some spikes have varying damage and because
most of the time damage percentage means nothing in terms of the spikes actual
power. 

Range applies to the moves length, duration and is effected by the area with
which you are able to do the move from (Type 3's are very limited range-wise).

And finally, I will also give an Overall Spikes Rating for each character 
(regardless of how many spikes they have) under their names.  This rating is 
not only based on the above statistics, but on the characters comeback 
ability, the usefulness of the characters spikes in battle, and particular 
character strategies that might increase or decrease the worth of their 
spikes.  This will be on a scale of 1 to 10 (1 being the worst, 10 being the 
best).  I must also tell you that this particular statistic is obviously 
biased somewhat by my opinions and is hardly official, although I've tried 
to keep my judgements based purely on the facts.
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III - List of Character Spikes


Out of the 25 characters, 4 have 0 spikes, 7 have 1 spike, 10 have 2 spikes, 
3 have 3 spikes, and 1 lucky character has 5 spikes. There are 12 Type 1ís, 
15 Type 2ís and 14 Type 3ís.  41 total spikes known to date.


These 4 characters have no spikes known to date:
------------------------------------------------

Pikachu

Pichu

Dr. Mario

Bowser 


These are the 7 characters that have one spike:
-----------------------------------------------


Samus: 
------

Overall - 8

Type 1 Spike- Aerial Down A [Samus puching downward].  About as standard as
spikes come.  It can be performed successfully at any angle, position and 
time just like all other Type 1 spikes.  I should note that so far, Samus is
the only character known to have a Meteor Smash that doesn't truly spike 
(Tilt Up A).
Diffuculty- 5
Power- 4
Range- 4 
Meteor Smash?- Yes
Delay?- Yes


Ness: 
-----

Overall - 8

Type 1 Spike- Aerial Down A [Ness stomping downward].  Once again, same 
requirements as Samusí spike. 
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes


Mewtwo: 
-------

Overall - 6

Type 1 Spike- Aerial Down A [Mewtwo kicking downward].  Same requirements as 
the above spikes, but slightly weaker than average with poor range. 
Diffuculty- 4 
Power- 3
Range- 2
Meteor Smash?- Yes
Delay?- Yes


Jigglypuff: 
-----------

Overall - 2

Type 2 Spike- Aerial Down A [Jigglypuff Kicking downward repeatedly].  This 
drill kick spike does not come out as easily as Kirbyís or Falcoís, because
there is a special trick to it.  In order to use this drill kick as a spike,
you have to space yourself so that the opponent is only hit by the very tip
of your feet.  If you perform this correctly, youíll know because itíll only
hit the enemy once, and they will be sent hurling downwards, though not very
much.  If the drill kick hits them more than once, they will get caught up in
it and it will seem useless.  The easiest way to practice this is to make a 
CPU jump over and over in training mode, then hover above them drill kicking
until it works.  Itís best to use the drill kick on the way up (after 
jumping), otherwise chances are, your enemy will get caught up in the other 
hits and will not be spiked.   Either way, the spike isnít very strong.
Diffuculty- 1
Power- 1
Range- 1
Meteor Smash?- Yes
Delay?- No


Mr. Game And Watch: 
-------------------

Overall - 5

Type 2 Spike- Aerial Down A [Mr. Game And Watch stabbing his key Downward].
This Spike has a minor requirement.  For this spike to work, you must be 
right next to the enemy as you do it.  This is because only the first part 
of the move will spike.  If you hit your enemy a second after you press the
button, they will just fly upwards. 
Diffuculty- 4 
Power- 4
Range- 3
Meteor Smash?- Yes
Delay?- Yes


Ice Climbers: 
-------------

Overall - 6

Type 2 Spike- Aerial Forward A [Ice Climbers Swinging their Hammers 
Downward].  This Spike also has a catch to it.  In order for this spike to 
work, you must be above your enemy when you swing.  It kind of makes sense
when you consider that theyíre swinging hammers downwards.  unfortunately,
sometimes the second Ice Climbers swing will mess up the spike from the first
swing and send the opponent back upwards.
Diffuculty- 3
Power- 4
Range- 3 
Meteor Smash?- Yes
Delay?- Yes


Link: 
-----

Overall - 1

Type 3 Spike- Tilt Down A [Link stabs his sword down and forward].  Keep in 
mind that Type 3 means that the spike works when you are standing on the 
ground.  For those who are confused about what "tilt" means.  Itís simply the
move you perform while holding down, not the down smash.  This move is best 
used for edge guarding, which is when you are standing on the edge and the 
enemy is trying to get back after being hit away.  It does not always work 
because the enemy needs to be very close to Link, and thatís not easy 
considering that Link must be grounded.  In my opinion, this move works best
when the enemy is hanging on the edge.  To test it, have an enemy hang on the
edge, walk almost all the way to the edge, hold down, and press A.
Diffuculty- 4
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- Minor


Here are the 10 characters, each with two spikes:
-------------------------------------------------


Young Link: 
-----------

Overall - 3

Type 2 Spike- Aerial Down A [Young Link stabbing his sword downward].  This
move involves a big twist.  Y. links aerial down A seemingly just sends the
opponent upwards.  But if your enemy is completely above you as you use it,
barely connecting with them, they will be fired (literally) downwards.
Diffuculty- 2
Power- 5
Range- 1
Meteor Smash?- Yes
Delay?- Minor

Type 3 Spike- Tilt Down A [Young Link stabs his sword down and forward].  
This is pretty much the exact same as Links spike above.
Diffuculty- 4
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- Minor


Fox: 
----

Overall - 3

Type 2 Spike- Aerial Down A [Fox kicking downward repeatedly].  Same exact
technique as Jigglypuff (A lot of people consider his reflector a spike, but 
since it hits them diagonally like a thrown star rod, I donít consider it to
be a spike).
Diffuculty- 1 
Power- 1
Range- 1
Meteor Smash?- No
Delay?- No

Type 3 Spike- Z + Down [Fox Throws downward].  For this spike to work you 
must catch your enemy (With Z) while standing as far towards the edge of the
board as possible, as they are jumping back.  They must be far enough off the
board so that when you throw them down they will not hit the ground, but 
instead go hurling to their doom. 
Diffuculty- 5
Power- 5
Range- 1
Meteor Smash?- Yes
Delay?- No


Peach:
------

Overall - 2

Type 2 Spike- Aerial Down A [Peach kicks down repeatedly].  Works the same as
Jigglypuff and Fox's spikes, but somehow seems much more difficult.
Diffuculty- 1
Power- 1
Range- 1
Meteor Smash?- No
Delay?- Yes

Type 3 Spike- Tilt Down A [Peach swipes her arm forward].  Same technique as 
Link except that it doesnít seem to work if the enemy is hanging on the 
ledge.  
Diffuculty- 4
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- Minor


Zelda:
------

Overall - 6

Type 1 Spike- Aerial Down A [Zelda kicking downward].  Same exact spacing as 
Samus, though weaker than average. Sadly, Sheik does not have a spike.
Diffuculty- 5
Power- 2
Range- 3
Meteor Smash?- Yes 
Delay?- Yes

Type 3 Spike- Tilt Down A [Zelda kicks down and forward].  Same movements as 
Links Type 3 Spike.  
Diffuculty- 4
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- Minor


Mario:
------

Overall - 8

Type 1 Spike- Aerial Forward A [Mario swings hiw fist downward].  Average as
far as Type 1ís go.
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes

Type 2 Spike- Aerial Down B [Mario Spins around swinging his fists].  For 
this spike to work, you must execute this move when you are directly above 
your opponent, and attempt to only hit them once, much like Jigglypuff and
Foxís drill kicks.  This is one of the games weakest spikes.
Diffuculty- 2
Power- 1
Range- 1
Meteor Smash?- Yes 
Delay?- No


Luigi: 
------

Overall - 3

Type 2 Spike- Aerial Down A [Luigi stomps downward].  If you execute this 
move when you are directly under your opponent, they will be sent downwards,
much the same as Young links spike.
Diffuculty- 2
Power- 4
Range-1 
Meteor Smash?- Yes
Delay?- Minor

Type 3 Spike- Up on D-pad [Luigi kicks opponent off ledge}.  This oneís 
practically an easter egg.  Believe it or not, Luigiís taunt is a spike.  It
works ok if youíre on a platform and somebody jumps from under, but itís best
use is when an enemy is hanging on the ledge.  Itís actually a pretty 
powerful spike:)
Diffuculty- 5
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- Yes


Yoshi: 
------

Overall - 7

Type 1 Spike- Aerial Down A [Yoshi kicks downward repeatedly].  Pretty good
drill kick spike, no requirements, but youíd better be ready to come back 
with only one jump.  The best way to use this move is directly after using a
jump, on your way up.  To bring out the spikes full potential, it's best to 
try to only hit once with this move, like Jigglypuff's spike.
Diffuculty- 5
Power- 3
Range- 5
Meteor Smash?- Yes
Delay?- Yes

Type 1 Spike- Aerial Forward A [Yoshi Swipes his head downward].  Pretty 
straight forward.
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes


Captain Falcon:
---------------

Overall - 8

Type 1 Spike- Aerial Down A [Captain Falcon Stomps downward].  The typical 
Type 1 Spike.
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes

Type 2 Spike- Aerial Forward B [Captain Falcon Bursts Forward and swings his
fist downward].  If you perform C. Falcons forward B move in the air, it will
spike the opponent upon connecting.  However, I would never advise leaving 
the board while attempting it because you lose all jumping ability 
afterwards.
Diffuculty- 4
Power- 4
Range- 5
Meteor Smash?- Yes
Delay?- Yes


Ganondorf:
----------

Overall - 9

Type 1 Spike- Aerial Down A [Ganondorf Stomps downward].  Easily the most 
powerful spike in the game.
Diffuculty- 5
Power- 5
Range- 4
Meteor Smash?- Yes
Delay?- Yes

Type 2 Spike- Aerial Down B [Ganondorf Flies downward foot first].  When 
performed in the air, Ganondorfs down B will spike the opponent.  This is a 
great edge guarding move and isnít too risky because once you use your down B
move, you get your second jump back, assuming youíve already used it.
Diffuculty- 4
Power- 4
Range- 5
Meteor Smash?- No
Delay?- Yes


Marth:
------

Overall - 7

Type 2 Spike- Aerial Down A [Marth swipes his sword downward].  This works 
exactly like the Ice Climbers Spike, in that you must be over your opponent 
to spike them. 
Diffuculty- 4
Power- 4
Range- 4
Meteor Smash?- No
Delay?- No

Type 3 Spike- Down B on the third hit of Marth's Forward B combination [Marth 
stabs his sword downward].  For those who arenít aware, holding forward and 
pressing B multiple times with Marth and Roy will do a sword swinging 
combination.  The first two swings are easy and take no timing, but to land
the third swing, you must wait a split second in between the second time you
press B, and the third.  You must also wait a split second after the third 
time you press B, in order to get the fourth swing out.  Now it gets more 
complicated.  The 4 hit combo has variations which I shall explain.  The 
first hit has to be Forward B so it will always look the same.  But on the 
second hit, you have the option to do a Forward B swing, or an Up B swing.  
Then for the third and fourth swings, you have the option to use Up B, Down B
or Forward B as it suits you.  It just so happens that when you use Down B 
for Marthís third swing in the Combo, the enemy will be spiked.  Naturally,
this spike works best when youíre edge guarding.  I should note that this 
spike can also be done in the air without worrying about spacing (qualifying
it as a Type 2 Spike also).
Diffuculty- 3
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- First two moves.


Here are the 3 characters with three Spikes:
--------------------------------------------


Roy:
----

Overall - 4

Type 2 Spike- Aerial Down A [Roy swipes his sword Downward].  This works the 
exact same as Y. Links and Luigiís spikes, in that you must execute it from
under your opponent.
Diffuculty- 2
Power- 4
Range- 2
Meteor Smash?- Yes
Delay?- No

Type 3 Spike- Up B on the third hit of Royís Forward B combination [Roy 
swings his sword downward again].  Please refer to Marthís Forward B Combo 
Spike explanation for instructions on performing this spike.  The only 
difference in executing the moves is that itís Up B on the third hit instead
of Down B. One more little requrement for this spike is that Roy connects 
with the middle of his blade, otherwise the opponent will fly upward and not 
downward.
Diffuculty- 3
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- First two moves.

Type 3 Spike- Smash Up A [Roy stabs his sword upward].  If you manage to hit
your opponent with the very tip of roy's sword, they will be spiked
downwards.  This is not a very useful spike since it can hardly ever be used
to send them into a pit, but if you're on the very edge, sometimes it will 
do just that.  I should note that this spike sends the enemy on a somewhat 
diagonal trajectory, almost to the level of Fox's reflector, so I was tempted
to not add it.  However, it's trajectory is close enough to downward and the
move is secretive enough that I felt I had to add it to my list.
Diffuculty- 1
Power- 5
Range- 1
Meteor Smash?- No
Delay?- Yes


Donkey Kong:
------------

Overall - 10

Type 1 Spike- Aerial Down A [Donkey Kong stomps his feet downward].  
Standard as can be.
Diffuculty- 5
Power- 4
Range- 4
Meteor Smash?- Yes
Delay?- Yes

Type 2 Spike- Aerial Forward A [Donkey Kong swings his fists downward].  This
one works the same as the Ice Climbers' spike in that you must be above your 
opponent for this to work.
Diffuculty- 3
Power- 4
Range- 3
Meteor Smash?- Yes
Delay?- Yes

Type 3 Spike- Forward B [Donkey swings his head downward].  This appears to
be a standard Type 1 spike except that you can do it on the ground as well as
in the air.  To use it on the ground you must be near the edge while the 
enemy is trying to jump back on.  Note that if performed in the air, it's the
only spike in the game where you stay stationary during its startup and 
execution.
Diffuculty- 5
Power- 4
Range- 3
Meteor Smash?- Yes
Delay?- Yes


Falco:
------

Overall - 10

Type 1 Spike- Aerial Down A [Falco kicks downward repeatedly].  An excellent
drill kick that never hits more than once.  Easily the best spike in the game
because of it's excellent range and lack of delay time. 
Diffuculty- 5
Power- 4
Range- 5
Meteor Smash?- No
Delay?- No

Type 2 Spike- Aerial Forward B [Falco dashes forward]. All you have to do is
cross your opponents path in the air with this move and they will be flung 
downwards.  This is a great spike for returning to the edge because of itís
quickness and length.
Diffuculty- 4
Power- 3
Range- 5
Meteor Smash?- No
Delay?- Yes

Type 3 Spike- Z + Down [Fox Throws downward].  This works the same as Fox's
throw spike, except that unfortunately Falco's laser shots will stop the 
enemy on their way down.  But usually by that time the enemy will be far 
enough below enough so that they can't recover anyway. 
Diffuculty- 5
Power- 4
Range- 1
Meteor Smash?- Yes
Delay?- No


And finally, Mr. five Spikes:
-----------------------------


Kirby:
------

Overall - 8

Type 1 Spike- Aerial Down A [Kirby kicks downward repeatedly].  In SSB64 
this used to be even better than Falcoís drill kick of Melee.  However, now
it is hampered by a time-delay and weaker power.  Nevertheless, it is still
a very effective spike and shouldnít be taken for granted.
Diffuculty- 5
Power- 3
Range- 5
Meteor Smash?- Yes
Delay?- No

Type 2 Spike- Aerial Up B [Kirby swings his sword downward].  This was also 
infinitely better in SSB64, but who am I to reminisce.  This move is a two 
part move involving kirby swinging his sword up and then down.  The up swing 
will not spike, and actually seems to hamper the second swings capability to 
spike.  However, if you land only the second swing, on the way down, they 
will be spiked.
Diffuculty- 2
Power- 2
Range- 3
Meteor Smash?- Yes
Delay?- The first swing.

Type 3 Spike- Z + Up [Kirby plummets with enemy].  For this throw to work, 
Kirby must be standing on the edge, facing away from it.  If you are 
positioned as such, and the enemy is in front of you, just grab him and tap 
up.  Kirby will lift into the air and come crashing down into the pit, 
killing himself in the process.  It's a great tactic if you're at a high 
percentage and the person whom you're grabbing is at a low percentage.
Diffuculty- 5
Power- 5
Range- 1
Meteor Smash?- No
Delay?- No

Type 3 Spike- Z + Backwards [Kirby plummets with enemy].  Another suicidal 
throw that works just like the one above, except you don't have to be 
standing quite as close to the edge.  
Diffuculty- 5
Power- 5
Range- 1
Meteor Smash?- No
Delay?- No

Type 3 Spike- Z + Forward [Kirby plummets with enemy].  Yes another 
Kamakaze throw spike for Kirby.  For this one you need to be standing on the
edge, facing the abyss.  There is a pretty decent range for this spike 
considering that it involves a throw.  One thing to be weary of is that if 
you wait to long to start the throw, the enemy will sometimes break out of it
while you're in the middle of throwing them, which will leave you all by 
yourself as you plummet to the bottom of the screen.
Diffuculty- 5
Power- 5
Range- 2
Meteor Smash?- No
Delay?- No
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IV - Miscellaneous Spikes / Additional Information


Miscellaneous Spikes:

Warp Stars- If you pick up a warp star and connect with an airborne 
character on your way down, they will be spiked and come down with you.  
However, this is only as useful as Kirby's 3 throw Spikes are, since the only
way to kill the enemy with it is to kill yourself with them (unless you get 
them right on the edge).  You do not get the Meteor Smash Bonus for this, or
any other item spikes.

Flippers- If any character jumps into a flipper directly above them, they 
will be spiked.  Pretty simple.

Super Scopes- Uncharged Super Scope shots in the air act as Spikes if they 
hit the top of your enemys body.  Best used for when the enemy is trying to
jump back to the edge from below.

Samus' Tilt Up A- As I said before, this Meteor Smash only seems to spike if 
the opponent is on the ground next to Samus.  If anybody can figure out a way
to make this move spike when the opponent is airborne, I will add the spike 
to my list and give the person credit for it's discovery.

Donkey Kongs Kamekaze Throw- As many of you know, Donkey Kong can pick up 
his opponent (Z + Forward) and jump off the side with them.  In theory, this
should lead to both characters falling off the bottom of the screen.  
However, the reason I could not add this as a spike is because any good 
player will break out of DK's grasp by pressing buttons rapidly long before
he can jump anywhere with them.  Even if you're playing someone who doesn't
realize they can escape and you manage to take them down with you, this move
does not count as a Meteor Smash.

Yoshis Egg- If you use Yoshis neutral B move while next to an edge, you can
spit the enemy out in egg form over the edge and theoretically they will fall
straight down.  However, while the enemy is in the egg, they can shift 
themselves to the left and right as well as being able to break out of it 
very quickly through pressing buttons.  Even if the enemy does plummet to the
bottom as an egg, the move does not count as a Meteor Smash.

Kirby's Swallow- If you use Kirbys neutral B move to suck an opponent into 
your body, then jump off the edge with them still in you, you can plummet as
far down as you'd like, spit them out, and try to return to the top.  You 
can always just kamekaze with them also.

Additional Information:

One thing that must be noted is that in most cases, the trajectory a spiked
character is sent on will be altered by the motion of the spiker.  For 
example, if Yoshi spikes Samus while jumping to the left, Samus will be sent
downwards but also a little bit to the right.  Hence, if Yoshi is jumping to
the right as he spikes, Samus will be flung down and to the left.  Note that
moves that send opponents downward, but at a large angle such as Fox's 
reflector, Pikachu and Pichu's Aerial Up A, Jigglypuffs Smash Down A and 
thrown Star Rods do not count as spikes.

Finally, I should also include that there is a technique to save yourself 
from being spiked that many people do not know about.  I'll call it a "Meteor
Cancel" since there doesn't seem to be any official term for it.  Basically,
whenever you are spiked, if you have any jumps left and your timing is good 
enough, you can jump (Up, X, Y or Up B) directly after you're spiked and your
character will recover much faster than normal.  You can tell if you Meteor 
Cancelled because you will see blue sparks around your character, much the 
same as the blue sparks you will see right before many Metoer Smashes.
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V - Contact Information

Email: Piccolo_170@yahoo.com
(Please say "SSBM" or "GameFAQs" in the topic, or I will probably dismiss it 
as junkmail)

AIM/MSN/YIM: "KirbyStillOnTop"
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VI - Special Thanks


My eternal thankfulness goes to to:

H.A.L. for this wonderful game, CJayC for this wonderful site.


Special thanks goes to:

Leo7 for Kirby's Forward Throw Spike and the Super Scope Spike

CloudMS7 for Roy's Smash Up A Spike

VScorpion for DK's Aerial Forward A Spike

Dark Falco for Falco's Down Throw Spike

Dragontamer5788 for Fox's Down Throw Spike

FoxMcCloud for Kirby's Backwards Throw Spike

Videogaming for Zelda's Tilt Down A Spike

Frak for Young Link's Tilt Down A Spike
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VII - Legal Mumbo Jumbo

This In-Depth Character FAQ is Copyrighted 2002 Kirby Still On Top. This FAQ 
may not be copied and/or reproduced for any reason, under any circumstances.
You are allowed to save this to your hard drive for personal use. If you find
this FAQ on any place other than www.gamefaqs.com, please report it to me by 
email.  
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