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    Hyrule Temple Jump Guide by Warrior of Zarona

    Version: 3.0 | Updated: 03/30/04 | Printable Version | Search Guide | Bookmark Guide

    =====================================================================
    
    Super Smash Brothers Melee
    Hyrule Temple Jump Guide Version 3.0
    Copyright Warrior of Zarona (Andrew Bautista) 2003 
    All Rights Reserved
    E-mail: trekon85@hotmail.com   AIM: WarriorofZarona
    This guide should only be found on:
    http://www.gamefaqs.com
    http://www.neoseeker.com
    
    This may be not be reproduced under any circumstances except for 
    personal, private use. It may not be placed on any web site or 
    otherwise distributed publicly without advance written permission. 
    Use of this guide on any other web site or as a part of any public 
    display is strictly prohibited, and a violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by 
    their respective trademark and copyright holders.
    
    
    =====================================================================
    
    Table of Contents
    
    1. History
    2. What is this guide about?
    3. What is the Hyrule Temple Jump?
    4. Character Strategies
          a. Bowser 
          b. Captain Falcon 
          c. Donkey Kong 
          d. Dr. Mario 
          e. Falco 
          f. Fox 
          g. Ganondorf 
          h. Ice Climbers 
          i. Jigglypuff 
          j. Kirby 
          k. Link 
          l. Luigi 
          m. Mario 
          n. Marth 
          o. Mewtwo 
          p. Mr. Game and Watch 
          q. Ness
          r. Pichu 
          s. Pikachu 
          t. Peach 
          u. Roy 
          v. Samus 
          w. Yoshi 
          x. Young Link 
          y. Zelda/Sheik 
    5. Miscellaneous
    6. Credits
    
    =====================================================================
    
    1. History
    
    3/30/04 Version 3.0: Added a bunxh of things, like the new jumps and
    different strategies for them! Check the Reverse Long Jump and the "Down
    Under" Jumps!
    
    11/9/03 Version 2.5: Wow! Thanks to duran1, I have a Reverse Hyrule 
    Temple Jump for Mewtwo! Check Mewtwo's section for details.
    
    7/21/03 Version 2.4: Thanks to Link Strife Leonhart for yet another 
    contribution.
    
    6/10/03 Version 2.3: Thanks to qactuar, I now have a strategy for 
    Falco! Thanks very much for this!
    
    6/08/03 Version 2.2: Merely added another strategy for Captain 
    Falcon. Nothing too special.
    
    6/07/03 Version 2.1: This guide has recently been added to 
    http://www.neoseeker.com. Also, more contributed strategies. Thanks 
    for them, and keep them coming if you find more! *points more towards 
    the Falco section*
    
    6/05/03 Version 2.0: Thanks to The Amazing One, I know have a map of 
    the Hyrule Temple Jump area! Kudos to him!
    
    6/05/03 Version 1.8: I added a new feature for the character 
    strategies: Contributed Strategies! Basically, these are the 
    techniques used by other people other than this guide to make the 
    jump. Also, polished the guide some more, fixing some typos, and 
    taking out some unnecessary detail.
    
    6/04/03 Version 1.5: Made a few important changes to the Ice Climbers 
    after some more testing. Also, added two extra strategies for 
    Zelda/Sheik.
    
    6/03/03 Version 1.3: Merely polished more of the descriptions. Rumor 
    has it that Falco CAN make the jump, but until I find an effective 
    strategy, I'll leave him out of it for now.
    
    6/02/03 Version 1.0: Just started the guide with all the characters 
    ready. Will polish up the guide in the next update.
    
    =====================================================================
    
    2. What is this guide about?
    
    This guide was created to help players jump the legendary leaps in the 
    Hyrule Temple stage. There are three difficult jumps in the stage, 
    aside from the short gap on the left side of the stage. This jump is 
    pathetically easy, and needs not any strategies for it. Each character 
    has their own way of making it, and it serves greatly as means of 
    escape or a great route to use in a racing scenario. In any case, this 
    guide should help players know what to do in such a case that they need 
    to make the three different jumps.
    
    =====================================================================
    
    3. What are the Hyrule Temple Jumps?
    
    The following are the different jumps in the game.
    
    1. The Hyrule Temple Long Jump is the long gap starting from the top-
    right  
    level portion of stage, then falling down and reaching the small 
    platform on the bottom portion of the stage. It takes lots of practice 
    to make across, but it can be easily jumped with timing and precision.
    
    Here is what the actual area looks like. Note that this isn't the 
    entire stage:
    
    /------------------------------------------------\
    |_______          __         ^*=+~-.,    ____    |
    |       |        |  |                      START | 
    |,.-~+=*^        |  |,,..--~~__________________  |
    |            ,+*^                         ,^___  |
    |    __,.-~=^                           ,^       |
    |    __^^+_     __,..-~~+==*^^__________         |
    |          ^+_+^                                 |
    |                                                |
    |____                   THE  HYRULE  TEMPLE      |
    |    ^*=+-.,                                     |
    |           |    ____      LONG  JUMP  AREA      |
    |           |   |    |                           |
    |       ,+*^    |GOAL|                           |
    |__,+*^_        |____|                           |
    |                                                |
    \------------------------------------------------/
    
    - Original Map by The Amazing One
    
    Note where the characters will start. From that point, they will drop 
    them through the area and reach the small platform where it says 
    goal. It's a huge leap, but this guide will 
    hopefully help you in crossing it.
     
    There is also what is called the Reverse Hyrule Temple Jump. This is
    really obvious: Instead of starting from the top and making your way
    to the bottom, you start from the bottom and jump back to the top.
    
    /------------------------------------------------\
    |_______          __         ^*=+~-.,    ____    |
    |       |        |  |                     GOAL   | 
    |,.-~+=*^        |  |,,..--~~__________________  |
    |            ,+*^                         ,^___  |
    |    __,.-~=^                           ,^       |
    |    __^^+_     __,..-~~+==*^^__________         |
    |          ^+_+^                                 |
    |                                                |
    |____             THE REVERSE HYRULE TEMPLE      |
    |    ^*=+-.,                                     |
    |           |    _____     LONG  JUMP  AREA      |
    |           |   |     |                          |
    |       ,+*^    |START|                          |
    |__,+*^_        |_____|                          |
    |                                                |
    \------------------------------------------------/
    
    - Map Redone by Me
    
    It's the hardest jump in the game, and only Mewtwo and Jigglypuff
    can even make the jump.
    
    Lastly, there's a third jump that's been brought to my attention,
    thanks to Infohigh. I officially call it the Hyrule Temple "Down 
    Under" Jump. You'll see why.
    
    It starts off on the big giant piece of land on the bottom portion
    of the stage. The goal is to jump off from the left side of that land,
    make your way across to the right from underneath, then reaching the
    the small gray platform on the right!
    
    /--------------------------------------------------------------\
    |    _____.,,=---------.        __         ^*=+~-.,    ____    |
    |   |   |             |        |  |                            | 
    |\_ |__ |      ,.-~+=*^        |  |,,..--~~__________________  |
    | |_|    '_____'           ,+*^                         ,^___  |
    |                  __,.-~=^                           ,^       |
    |                  __^^+_     __,..-~~+==*^^__________         |
    |                        ^+_+^                                 |
    |  <-- START                                                   |
    |  ________________                   THE  HYRULE  TEMPLE      |
    | |                ^*=+-.,                                     |
    | |                       |    ____    "DOWN UNDER" JUMP AREA  |
    | ;__                     |   |    |                           |
    |    \                ,+*^    |GOAL|                           |
    |    '^*+,_________,+*^_    ^ |____|                           |
    |           *,    /         |                                  |
    |             \  /          |                                  |
    |   ----->     \/        ---'                                  |
    |                                                              |
    \--------------------------------------------------------------/
    
    - Map Redone by InfoHigh
    
    The task is little tougher than the other jumps, but it can be done
    by some characters. Note that the goal is the same platform as the 
    Long Jump.
    
    =====================================================================
    
    4. Character Strategies
    
    Here is the list of strategies that can be used for each and every 
    single character for the Hyrule Temple Jumps. Note that some 
    characters have more than one way of making the jumps. 
    
    Here is the outline for the strategies:
    
    Character Name (Obvious)
    Notes: (Some things I may need to mention here about the character 
    itself)
    Strategy: (Strategy goes here. If there is more than one, it will be 
    defined as A, B, C, etc. Also, each Strategy will come with the 
    following a difficulty level of Easy/Medium/Hard.)
    Contributed Strategy by (Contributor): Easy/Medium/Hard (These are 
    strategies given by other people. Thanks in advance for these! Note 
    that by contributing, I will have the right to edit and change it as 
    I see fit to make it easier for the readers to understand. Feel free 
    to send in your own strategies through e-mail or AIM, with the 
    character's name, the difficulty of the strategy, the strategy 
    itself, and the screen name you wish to be credited as.)
    
    The notes and strategies are separated first by which jump its for,
    then by strategies by me and contributed straeties
    
    Note for the Long Jump: Though it makes it easier for all the 
    characters to hang onto the cliff before making the jump, some 
    characters don't necessarily need to do so. However, it's a great 
    means of escape if you find yourself cornered and hanging on that 
    cliff. This guide will assume that the character is already hanging on 
    the cliff. For best results, lightly tap Left+Down on the control stick 
    for a softer, slower descent. For best results, hold left the entire 
    time of the descent unless otherwise noted.
    
    Some characters must NOT hang from the cliff to make the descent. If 
    this is the case, a *** will be marked next to the strategy.
    
    ---------------------------------------------------------------------
    
    a. Bowser
    
    <LONG JUMP>
    
    Notes: Bowser is pretty heavy, but he falls surprisingly slow. He has 
    one of the best horizontal recoveries in this game, and this helps 
    him greatly with making the jump. His main asset to use is his 
    Whirling Fortress.
    
    Strategy: Easy
    
    Simple enough. Fall down and make a double jump towards the platform 
    halfway down. Travel the rest of the way with Whirling Fortress.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    b. Captain Falcon 
    
    <LONG JUMP>
    
    Notes: Captain Falcon is fast and has jumps with good horizontal 
    force, but it really isn't enough to make a usual jump to make the 
    platform. Unfortunately, he falls quickly as well, but he can make 
    the jump just fine. His main assets here are his Falcon Kick and 
    Falcon Dive.
    
    Strategy: Easy
    
    Fall down as usual, making your jump halfway through, then use Falcon 
    Dive. He should make it easily.
    
    ***Strategy: Medium
    
    Start with Capt. Falcon right on the edge of the cliff, facing to the 
    left. Make a jump backwards and use the Falcon Kick at the peak of 
    your jump. This enables him with a good horizontal start to fall down 
    towards the platform. However, if the attack is used too late, you 
    could fall to your doom. After recovering from the attack, 
    immediately use your second jump towards the platform, followed by 
    the Falcon Dive.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    c. Donkey Kong
    Notes: Like Bowser, Donkey Kong has a great Horizontal Recovery that 
    can certainly make the jump easy to do. His main asset here is his 
    Spinning Punch.
    
    Strategy: Easy
    
    Simply fall down and make your second jump, then use your Spinning 
    Punch to make it to the platform.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    d. Dr. Mario
    
    Notes: Here is the first character that has one of the hardest jumps 
    to make in the game. Unlike Mario, Dr. Mario's Cape can't help with 
    Horizontal Recovery. If anything, it prevents it. His main asset to 
    use here is his Super Jump Punch, his Doctor Tornado, and precise 
    timing with the second jump.
    
    Strategy: Hard
    
    Fall down gently from the cliff, making sure that you press left as 
    much as you can. Keep falling until you reach just about the edge of 
    the bottom screen. Make your second jump, and continue to fall, then 
    use your Super Jump Punch right when you reach the bottom edge again. 
    If you're lucky, he'll JUST make the edge and hang on it. The trick 
    here is to try to get as much air horizontally before using the Super 
    Jump Punch. May take lots of practice, but it can be done. 
    
    Contributed Strategy by The Amazing One: Medium
    
    Start your descent from the ledge. After reaching halfway down (look 
    for the small pillar sticking out from under the stage. Make sure 
    it's right above you) and use Doctor Tornado. Rapidly press B as fast 
    as you can for a Helicopter Effect while pressing left at the same 
    time. When recovering, utilize your midair jump followed by the Super 
    Jump Punch. He should JUST make the ledge.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    e. Falco 
    
    Notes: Ahh, Falco. Simply one of the best characters to use in the 
    game. Unfortunately, he's the ONLY character that can't make this 
    jump at all without PRECISE, and I mean PRECISE, timing. His jumps 
    steer towards more of a vertical than a horizontal angle, and his 
    recovery moves aren't good enough to make it to the platform. 
    However, it CAN be done. His main asset is that precise timing and 
    his Fire Bird.
    
    Contributed Strategy by qactuar: EXTREMELY Hard (Exact wording)
     
    1. Start off by hanging off of the ledge, holding left. 
    2. Wait until you fall off, drift left, and time your double jump so 
    that when you do it, you're lined up with approximately the middle of 
    the gray pillar sticking out of the level(but preferably past it), 
    and that you're about a body-length from hitting your head on it. 
    3. Now comes the hardest part. When you reach the peak of your double 
    jump(Make sure you move left while doing it!), immediately start a 
    Fire Bird, and try to aim so it doesn't fly straight left or at a 45 
    degree angle, but somewhere in between. To do this, hold the joystick 
    in between the "corners" of the socket that signify left and upper-
    left, on the "flat" part, right in the middle. 
    4. After you do this, MAKE SURE YOU HOLD STRAIGHT LEFT EVEN WHILE THE 
    MOVE IS EXECUTING(but not before it actually starts)! You DON'T want 
    to do a successful Fire Bird, then plummet to your doom just because 
    you were careless. He should just BARELY make the edge(he doesn't 
    really even make the edge; the game "thinks he's close enough and 
    puts him there). 
    
    Contributed Strategy by Tinister: Hard (Exact Wording)
    
    Grab the edge, drop off holding left. When you're about under that piece 
    of dark grey platform, do a down+B to the left, wait a teeny bit, then 
    jump out of it and up+B ENE.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    f. Fox 
    
    Note: Fox falls quickly, but his jumps are more average and can 
    certainly get you to the point of making it to the platform. His main 
    asset here is his Fire Fox, which is an excellent recovery move for 
    both Horizontal and Vertical recoveries. It moves far enough for Fox 
    to make the jump.
    
    Strategy: Easy
    
    Simply fall gently and make your second jump, followed by a Fire Fox 
    with a straight trajectory to the left.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    g. Ganondorf
    
    Notes: Ganondorf can make this jump easily. He falls slowly, giving 
    him good lag time. His jumps don't go as far as Capt. Falcon's. His 
    main assets here are Wizard's Foot and Dark Dive. His Wizard's Foot 
    is shorter, but in this case, it's a lot better because you can use 
    it twice here. His Dark Dive moves a bit more horizontally than Capt. 
    Falcon's Falcon Dive.
    
    ***Strategy: Medium
    
    Follow Capt. Falcon's strategy, starting off from your Wizard's Foot. 
    After recovering, make a second jump. At the peak of that jump, use
    ONE more Wizard's Foot. Jump out of that, then use a Dark Dive to 
    make the platform.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    h. Ice Climbers
    
    Note: Ice Climbers have a pretty good jump with great recovery 
    tactics. The only problem here is that the CPU-controlled Nana may 
    not head in the direction you want it to, especially if you start by 
    hanging on the ledge. I suggest not hanging at all and start off be 
    facing left, then jumping backwards, immediately holding left after 
    you drop past the cliff. MAKE SURE NANA IS WITH YOU. The main assets 
    here are Squall Hammer and Belay.
    
    ***Strategy A: Easy
    
    Can be done with Nana or alone. Simply fall down gently, use your 
    second jump halfway down, and use Squall Hammer. Note that you need 
    to rapidly press B to create a helicopter effect, enabling you smooth 
    sailing to the platform. Most of the time, you may end up hanging on 
    the platform's ledge, letting Nana fall down to her doom.
    
    ***Strategy B: Medium
    
    Fall down accordingly and make your second jump just when you reach 
    the bottom edge of the screen, then use Belay when you reach the 
    bottom edge again. If you do things JUST right, you should land right 
    on the edge of the platform, while Nana catches herself on the 
    platform's ledge. Pretty nifty, eh?
    
    <No REVERSE LONG JUMP>
    
    <"DOWN UNDER" JUMP>
    
    Contributed Strategies and Notes by Infohigh.
    
    Notes: Yes, the Ice Climbers are also capable of making this jump; well,
    one ofthem, anyway. You will leave your devoted partner falling to their
    doom... but it's quite fun :) Your most important move here is Belay.
    
    Strategy: Easy
    
    Make sure your partner is ready to follow you as you jump off the left
    edge. You will want to jump backwards, and be far enough away from the
    edge that neither you nor your partner will grab back on (and make sure
    you do not get separated!). While you're falling down the mountain keep
    pushing forward to get as deep under the mountain as you can. Wait for
    the magnifying glasses to appear; you won't even be past the bottom tip
    of the rock yet, when you'll need to use your second jump. That will buy
    you some horizontal distance. You should be at about the middle of the
    rock, when you use Belay. The real trick here is to use it before your
    -partner- falls off the bottom of the screen; but you want to be as far
    to the right as possible, so that she can swing you onto the right side
    of the mountain. You will be able to grab onto the ledge, while your
    partner.. umm... yeah. Oops. :)
    
    
    ---------------------------------------------------------------------
    
    i. Jigglypuff
    
    Note: Easily one of the best characters to make the jump. She floats 
    slowly, has multiple jumps, AND has her Pound attack for extra 
    horizontal power. These are, of course, her main assets.
    
    Strategy: Easy
    
    Simply float down, making occasional (Not rapid) jumps towards the 
    platform. If need be, use Pound for an easier travel.
    
    ***Contributed Strategy by DIGIKID7DJ@aol.com: Easy
    
    Go to the very edge of where you jump facing the opposite direction 
    (the left) and jump backwards. Immediately after you jump start 
    charging rollout. Count 1 second and release and you should either: 
    A. go all the way to the bottom section, or B. Bounce of the bottom 
    section and catch the edge of the platform. 
    
    <REVERSE LONG JUMP>
    
    Note: Jigglypuff can make this jump easily and without any problems at
    all. Her uses of upward pounds and her floatiness, both her main assets
    here, can easily make it there. To use an upward pound, use pound and
    immediately tilt up on the control stick.
    
    Strategy: Easy
    
    Make your first jump to the right, then immediately use an upward pound.
    Continue back and forth up jumps and upward pounds until you make your
    fifth jump. From here,make an upward pound to the left. Now make a jump,
    and you should just make the edge. You can even airdodge upwards to add
    a seventh jump.
    
    <"DOWN UNDER" JUMP>
    
    Note: Jigglypuff, with the best recovery skills in the game, can also 
    make it under the "Down Under" Jump. The same main assets are used here 
    from the Reverse Long Jump.
    
    Strategy: Easy
    
    Fall off and make your descent until you get past the upside down peak 
    of the land. Then begin the upward pound/jump combination and use your 
    airdodge to make the platform.
    
    ---------------------------------------------------------------------
    
    j. Kirby 
    
    Note: Another easy character to use, though he falls quicker than 
    Jigglypuff does. His main assets here are his jumping ability and his 
    Final Cutter.
    
    Strategy: Easy
     
    Use the same strategy with Kirby as you did with Jigglypuff, making 
    occasional, not rapid, jumps towards the platform. Upon nearing it, 
    feel free to use Final Cutter to make the edge.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    k. Link 
    
    Note: Link is fairly heavy and can't jump too far. However, he has an 
    interesting strategy that can be used to make the jumps. His main 
    assets here are his Spin Attack, Hookshot, and Bomb.
    
    Strategy A: Medium
    
    Before hanging onto the ledge, take out a bomb and hold onto it. Fall 
    down gently and make your second jump, followed by a Spin Attack. 
    After the attack, the bomb should explode, enabling you to make 
    another Spin attack towards the platform. This takes some timing, 
    since the bomb explodes at a given time. 
     
    Strategy B: Hard
    
    This strategy is similar to Dr. Mario's. Jump down gently and make 
    your second jump right at the edge of the bottom screen. After making 
    it to the bottom edge of the screen again, use your Spin Attack. He 
    should JUST make the edge.
    
    Contributed Strategy by Link Strife Leonhart: Medium 
    
    Like normal hang off the edge of the platform,and lightly fall off. 
    When Link falls towards to beginning of the pillar, use his second 
    jump.He should almost hit the pillar. When his fall is near the small 
    platform, air dodge to the left, and immediately use his hookshot(z 
    button). When the hookshot hits the small platform, hit the z button 
    again to jump up. now either you will make it, or you will have to 
    use his up-B to make it.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    l. Luigi
    
    Note: Easily one of the best characters to use for the jump. You 
    don't even need to hang on the ledge for him. His main asset is the 
    powerful Rocket.
    
    ***Strategy: Easy
    
    Instead of hanging on the ledge, simply run off the ledge and press 
    Left+B right away, getting Luigi ready for Rocket. Charge it fully if 
    you wish for the best effect. If you're lucky, he'll blast off with a 
    huge explosion, passing the small platform, and shooting you right 
    into the bottom part of the stage itself.
    
    ***Contributed Strategy by The Amazing One: Easy
    
    Instead of simply running of the edge, you can start by climbing to 
    the top platform on the stage. (There are two platforms on the right 
    that are on top of the other.) Run off there and fully charge up 
    Rocket. By the time you're ready, it should shoot right into the 
    platform.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    m. Mario
    
    Note: Mario is definitely easier to use than his counter-part. He has 
    a better horizontal recovery, and I believe he descends slower than 
    Doc does as well. His main assets are Cape, Mario Tornado, and Super 
    Jump Punch.
    
    Strategy A: Medium
    
    Fall down gently, making sure you've pressed left. Use two Capes, 
    with a one second lag time between each, then make your second jump. 
    Use one more cape, then use your Super Jump Punch. Alternatively, you 
    can fall down, jump halfway down, use two capes, then a Super Jump 
    Punch. He should JUST make the edge.
    
    Contributed Strategy by The Amazing One: Hard
    
    Start your descent from the ledge. After reaching halfway down (look 
    for the small pillar sticking out from under the stage. Make sure 
    it's right above you) and use Mario Tornado. Rapidly press B as fast 
    as you can for a Helicopter Effect while pressing left at the same 
    time. When recovering, utilize your midair jump followed by the Super 
    Jump Punch. He should JUST make the ledge.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
     
    n. Marth 
    
    Note: Marth has great vertical recovery and an average horizontal 
    one. He certainly floats down with grace from each of his jumps, 
    making the leap to the platform a lot easier. His main assets are 
    Dolphin Slash and Dancing Blade.
    
    Strategy: Medium
    
    Fall gently, with two Dancing Blade attacks, one second lag time 
    between them. Follow with a second jump, use one more Dancing Blade, 
    then a Dolphin Slash to finish it off. Should JUST make the edge.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    o. Mewtwo
     
    Note: Another easy character to use here. You don't even need any of 
    Mewtwo's Special attacks: the fact that Mewtwo floats around gives 
    him high advantage. His main asset is teleport and his second jump.
    
    Strategy: Easy
    
    Fall down gently, then make a second jump halfway down. You'll most 
    likely make it. If you wish, you can teleport to the ground of the 
    long bottom portion of the stage. 
    
    <REVERSE LONG JUMP>
    
    Notes: Mewtwo has a really difficult jump, and he can barely make it
    sometimes. But again, with timing and precision, he should be able to
    make it there to the edge. His main asset is his use of Back A, and his
    teleport.
    
    Contributed Strategy by duran1: Hard
    
    1. Be at the very edge of the platform, facing left. Rolling right on 
    the platform will suffice. 
    2. Jump and drift right. Easy stuff. 
    3. A bit after you reached your peak, double-jump. Continue to drift 
    towards the right. 
    4. When you are close to reaching the peak of the jump, do an Aerial 
    Back A. Mewtwo, if done correctly, should float higher then normal 
    while he is still doing the jump. MAKE SURE YOUR HEAD DOES NOT HIT 
    THE CEILING. Continue drifting right. 
    5. When you are directly below the edge, teleport directly up. Mewtwo 
    should snag the edge, or get a tinny bit above it. 
    
    Notes to make easier: 
    -Play around with your timing of the extended jump. Try doing it in 
    normal circumstances to practice. It's a very useful technique with 
    Mewtwo. 
    -(Practice Mode)Place a Standing Computer on the upper portion. This 
    may help you judge distances.
    
    <"DOWN UNDER" JUMP>
    
    Contributed "DOWN UNDER" JUMP Strategies and Notes by InfoHigh.
    
    Notes: Mewtwo's second jump is amazing. With proper timing it should
    allow him to gracefully float upwards along the right side of the slope.
    Just like with the Hyrule Temple Long Jump, Mewtwo even has a Reverse
    Strategy for this jump!
    
    Strategy A: Easy
    
    Stand facing to the right at the bottom-left area of the map. (Just roll
    backwards to make sure you're at the very edge.) Jump backwards (left)
    off the edge, and make sure you still face right the whole time. Float
    down and lean to the right as much as possible without grabbing onto the
    starting ledge again. Once Mewtwo is past the bottom tip of the level
    (he should be in a magnifying glass for about half a second), use his
    2nd jump to roll up along the right edge of the mountain. At the peak,
    use his B-up attack at an angle of 45 degrees to grab onto the GOAL
    platform.
    
    If your second jump keeps him trapped on the left side of the mountain,
    you're not going low enough. You -have- to make sure he gets past the
    bottom tip, unnerving as it is. ;)
    
    Strategy B: Medium
    
    This time, start facing to the left. Softly jump off the edge, then lean
    right as you fall along the bottom-left side of the mountain. Just as
    you get past the bottom tip (you'll be in a magnifying glass), use
    Mewtwo's 2nd jump to get up along the right side of the mountain. Right
    when he's reaching the peak of his (backwards) 2nd jump, use his back-A
    midair attack; this should get him to jump a little higher than normal.
    (See Mewtwo's Reverse Strategy Guide for the Hyrule Temple Long Jump in
    this FAQ to get an explanation). After this, use his Teleport ability to
    land right in the centre of the platform (or just grab onto the edge if
    you didn't get high up enough).
    
    Note: The above two techniques (preferably the latter) can both be
    performed from the very top-left area of the map also; above the little
    gazebo-arch. Just jump off that left edge, and float carefully to the
    right as much as possible down until you're in a magnifying glass below
    the bottom peak of the screen. It's a bit challenging but it could be
    used as a nice (tricky) escape during an intense battle. :)
    
    Reverse Strategy: Hard
    
    Mewtwo can do this jump backwards; from right-to-left. That is, from the
    platform at the bottom right of the screen, under the lowest mountain
    "peak", and back up to the wall on the left. To do this, stand on the
    platform at the bottom-right of the level, facing right (backwards), and
    gently jump down and go as left as possible. Soon you'll be in a
    magnifying glass and just clearing the lowest point of the mountain
    base. Use your 2nd jump as soon as you can clear it, quickly followed by
    your midair back-A attack to get that extra little distance (this is
    necessary). At the very peak of this jump you should be directly below
    the vertical slope up to the ledge. Use Teleport straight up and you can
    just barely grab onto the edge and climb up. Neat!
    
    ---------------------------------------------------------------------
    
    p. Mr. Game and Watch 
    
    Note: He's a fairly decent character to use here. He falls down at an 
    average rate, and his recovery isn't too bad at all. His main asset 
    is trampoline.
    
    Strategy: Medium
    
    Fall down gently until you reach the edge of the bottom of the 
    screen. Use your second jump here, then use Trampoline when you reach 
    the bottom edge again. You should JUST make the ledge.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    q. Ness
    
    Note: He has an interesting midair jump, but his recovery can be hard 
    to control. His main asset here is PK Thunder.
    
    Strategy: Medium
    
    Simply fall down, making your second jump halfway down. Use PK 
    Thunder and fly it around so it either hits Ness' back or his butt, 
    depending on where you are. (In other words, aim straight to the left 
    or diagonally up to the left.) The results can be uncontrollable if 
    it connects incorrectly, but it's relatively easy with practice.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    r. Pichu
    
    Note: Pichu has an excellent recovery move, but it lacks control of 
    the landing after the second jolt of his Agility attack. This is, of 
    course, his main asset, as with Skull Bash.
    
    ***Strategy: Medium
    
    Like Luigi, run off the edge and immediately charge up Skull Bash. 
    Pichu's Skull Bash certainly travels farther than Pikachu's. 
    Afterwards, use your second jump and Agility. Warning: Pichu can 
    sometimes miss the platform and fall into the small gap pass it. Be 
    wary of this. Try not to fully charge Skull Bash, as it takes too 
    long for it to do so.
    
    ***Contributed Strategy by The Amazing One: Easy
    
    Instead of simply running off the edge, you can start by climbing to 
    the top platform on the stage. (There are two platforms on the right 
    that are on top of the other.) Run off there and fully charge up 
    Skull Bash. By the time you're ready, it should shoot right into the 
    platform.
    
    <No REVERSE LONG JUMP>
    
    <"DOWN UNDER" JUMP>
    
    
    Contributed Strategies and Notes by InfoHigh.
    
    Notes: With Pichu you will have to decide for yourself when to let go of
    the Skull Bash. This attack can go much farther than Pikachu's, and it's
    a lot more fun. This is your best asset here along with Quick-Attack.
    
    Strategy A: Medium
    
    To begin, don't just jump off the left side of the screen. Instead, jump
    up to the soft (you can duck through it) cage-like platform area that's
    just above the starting place. Be at the left side of it against the
    wall, facing right. Tap down on the control stick to 'duck' through the
    platform, and immediately as you're passing through it start charging
    your Skull Bash. You should just barely bypass the wall. You need to
    release the risky Skull Bash at the right moment; if the other player(s)
    are all near the bottom of the map, then this is right about when Pichu
    gets entirely "swallowed" by the magnifying glass. Anyway, you should be
    horizontally level with the middle of the brownish dirt area of the
    bottom peak of the mountain you're trying to jump under... below the
    grassy area. This is when you let go. The skull bash should slide you
    under the bottom tip of the mountain, at which point you are still in a
    magnifying glass and you have a very short moment of time in which to
    act. Do your 2nd jump, up and forwards, and at its peak use quick
    attack. Like Pikachu, aim it up, and then left+up. With luck you'll just
    be able to grab onto the ledge. Be careful though, it's actually
    possible to overshoot this jump with Pichu and you'll be falling to your
    doom on the other side of the platform.
    
    Strategy B: Hard
    
    This is the same idea, except Pichu can make this jump from the very
    top-left of the level; on top of that Gazebo-like structure. Jump off
    that edge on the left, facing right, and quickly start charging Skull
    Bash. It still won't be able to charge up completely before you need to
    release it, and again your timing has to be perfect. You want to be at
    approximately the same height as before; except now Pichu has a lot more
    powere to propel him under the mountain. You should keenly slide under
    it. If you manage to pull this off without killing yourself, then fall
    to the right for a fraction of a second and then use your 2nd jump and
    Quick Attack. Again, use your quick-attack upwards first, and then
    angled towards the platform. Doing this the extra-long-jump way is
    difficult, but is megafun if you can pull it off. :)
    
    
    ---------------------------------------------------------------------
    
    s. Pikachu
    
    Note: His jumps fly farther than his little counter-part, and his 
    recovery is easier to control. His main asset is Quick Attack and 
    Skull Bash.
    
    ***Strategy: Easy
    
    Simply follow the same strategy as Pichu's. The reason this is marked 
    easier is because Pikachu's landing is a bit more controlled with 
    Quick Attack, and you'll most likely reach just the edge or have made 
    it right on top of the platform. Although his Skull Bash doesn't 
    reach as far, it's still effective in getting you there. Unlike 
    Pichu, feel free to charge it fully.
    
    ***Contributed Strategy by The Amazing One: Easy
    
    Instead of simply running of the edge, you can start by climbing to 
    the top platform on the stage. (There are two platforms on the right 
    that are on top of the other.) Run off there and fully charge up 
    Skull Bash. By the time you're ready, it should give you enough 
    horizontal distance for your second jump and/or Quick Attack.
    
    <No REVERSE LONG JUMP>
    
    <"DOWN UNDER" JUMP>
    
    Contributed Strategies and Notes by InfoHigh
    
    Notes: Pikachu's tricky, as your timing has to be just right. Pikachu's
    Skull Bash and Quick Attack are his main assets. Notice that Pikachu's
    skull bash can raise his height quite a bit during launch. For our
    purposes, this is bad since it makes it difficult to get underneath the
    mountain. ;)
    
    Strategy: Medium
    
    Start facing right, at the bottom-left of the screen. You want to jump
    off the left but stay close to the wall. As soon as Pikachu is about
    halfway past the starting ledge (or maybe a -little- bit higher than
    that), start charging Skull Bash. Let it finish automatically, and you
    will be propelled just under the lowest point of the mountain. You
    should be able to drift a fraction of a second more towards the right;
    this will ensure that your 2nd jump will be able to clear it. If you are
    able to do your 2nd jump past the cliff then you're rocking!! You don't
    have a lot of time, but at the peak of this jump do a quick
    Quick-Attack. The first quick-attack should be mostly vertical, and the
    following one should be angled up+right as necessary. Pikachu should be
    able to grab the edge of the platform after the second quick-attack
    jump.
    
    ---------------------------------------------------------------------
    
    t. Peach
    
    Note: Next to Mewtwo, Peach is one of the best characters to use for 
    this jump. All her recovery moves are great for both Horizontal and 
    Vertical recoveries, which can be used in two strategies here. Her 
    main assets are the fact that she can float and her Peach Parasol.
    
    Strategy A: Easy
    
    Simply drop down, then use your second jump and hold the jump button. 
    Float her with ease towards the platform.
    
    ***Strategy B: Easy
    
    Want the slower, more relaxing approach? Use her Peach Parasol and 
    simply float down to the platform.
    
    <No REVERSE LONG JUMP>
    
    ---------------------------------------------------------------------
    
    u. Roy
    
    Note: Roy falls a lot more quickly than Marth does, and he doesn't 
    have much of a horizontal recover. But it can be done. His main 
    assets are Double-edge Dance and Blazer.
    
    Strategy: Medium
    
    First, drop down gently, making 2 occasional Double-edge Dance 
    attacks. Try to time your second jump halfway down, make one more 
    Double-edge Dance, then use Blazer. Blazer, fortunately, has a better 
    horizontal recovery than Marth's Dolphin Slash simply by holding left 
    on the control stick. He should JUST make the edge.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    v. Samus
    
    Note: She falls down slowly, making for a good descent to the 
    platform. Her main assets here are Screw Attack, Grappling Beam, and 
    Bomb Jumps.
    
    Strategy A: Easy
    
    Fall down and make your second jump right at the edge of the bottom 
    screen. Use screw attack, and you should make it.
    
    Strategy B: Medium
    
    Want a fancy looking recovery? Fall down and make your second jump 
    halfway through. Upon approaching the platform, use two Bomb attacks 
    to enable a Bomb Jump. Reach forward and use a grappling beam, and 
    you're there! You can also use the Screw attack after the Bomb Jump 
    instead.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    w. Yoshi
    
    Note: Yoshi only has two jumps, but his second jump really makes that 
    leap well. His main asset here is Yoshi's signature midair leap.
    
    Strategy: Easy
    Fall down until you reach near the bottom edge of the screen and use 
    the second jump. You should reach it easily.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    --------------------------------------------------------------------
    
    x. Young Link
    
    Note: Young Link certainly has a better hang-time in the air, 
    especially since he's a lot lighter. His main asset is the Spin 
    Attack and Bomb.
    
    Strategy A: Easy
    
    Unlike Link, Y. Link can easily make this jump by using his second 
    jump halfway down and using his Spin attack. He should make it 
    easily.
    
    Strategy B: Medium
    
    Like Link, pull out a Bomb before hanging on the ledge. Fall down, 
    use your midair jump, followed by Spin Attack. When the bomb 
    explodes, use another Spin attack to make it to the ledge.
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    ---------------------------------------------------------------------
    
    y. Zelda/Sheik
    
    Note: Zelda certainly has a great recovery in this game and makes it 
    easy to make the jump, plus the fact that she falls slowly.. Sheik 
    takes a bit more practice, but it can be done. Zelda/Sheik is also 
    the only character that has more than 2 strategies to make the jump. 
    The main assets here are Zelda's Farore's Wind and Sheik's Vanish.
    
    Strategy A: Medium
    
    As Zelda, fall down gently and make your midair jump halfway through. 
    Use Farore's Wind straight towards the platform. Warning: Zelda may 
    miss the platform and fall through the gap between the platform and 
    the bottom portion of the stage. Be careful when utilizing it.
    
    Strategy B: Hard
    
    As Sheik, fall down and jump right when you reach the bottom edge of 
    the screen. At the peak of your second jump, use Vanish. She should 
    JUST make the edge.
    
    Strategy C: Medium
    
    Start off with Zelda and hang on the ledge. Drop and make your second 
    jump halfway down. After half a second after the peak of the second 
    jump, transform into Sheik. Immediately use Vanish and aim left. 
    Zelda can fall slowly, giving you time for the transformation. Since 
    Vanish makes Sheik elevate slightly, it gives you a great chance of 
    making the jump. 
    
    Strategy D: Hard
    
    Start off with Sheik and hang on the ledge. Drop and make your second 
    jump halfway down. At the peak of your second jump, transform into 
    Zelda. Immediately use Farore's Wind and aim left+up. Sheik DOES drop 
    faster, but it's a fancy way of making the jump. Farore's Wind 
    travels far, and aiming at the direction specified gives you the best 
    chance of making the platform. Most likely, you'll make it just to be 
    able to hang on the ledge.
    
    
    <No REVERSE LONG JUMP>
    
    <No "DOWN UNDER" JUMP>
    
    =====================================================================
    
    5. Miscellaneous 
    
    I just basically made this guide for the fact that I was really 
    bored and I wanted something new to do. As said before, you can 
    certainly use this as a great escape tactic, or to use it in a 
    racing route. In fact, I have a racing route that goes perfectly 
    well with this jump, and it'll be included in the next update. 
    
    =====================================================================
    
    6. Credits
    
    I want to thank my mom and dad for giving me life into this world.
    I also want to thank them for getting me a Gamecube so that I could 
    PLAY Super Smash Brothers Melee, one of the best games ever.
    I want to thank the people in the SSBM message board in GameFAQs for 
    tips on some of the characters to make the jump. Forgive me if I 
    don't specify who. Those who contributed to the strategies and the 
    map, I thank you as well.
    
    
    And lastly, I want to thank you for reading this guide. I'm sure it 
    was a bit of a hassle, but I hope that it was very helpful at some 
    point.
    
    If you have any suggestions/comments/flaming/strategies, e-mail me 
    above or send me an instant message. Thanks for reading!
    
    =====================================================================