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    Spike Moves FAQ by Kirby Still On Top

    Version: 1.0 | Updated: 07/12/02 | Printable Version | Search Guide | Bookmark Guide

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