FAQ by BDawson

Version: 1.5 | Updated: 05/02/99 | Printable Version

SUPER SMASH BROTHERS 101
DR DOGG'S NINTENDO ALL-STAR DAI-RANTOU SMASH BROTHERS 101
Version 1.5
Last Updated: 5/02/99

INTRODUCTION

Welcome to Super Smash Brothers (Nintendo All-Star Dai-Rantou Smash Brothers in 
Japan). The first fighting game made by Nintendo for the Nintendo 64. Everywhere 
I look for information on this game I find guides that have basic information or 
that simply aren't thorough enough for my liking. This is why I have decided to 
write my own Smash Brothers guide. Here you will find in-depth strategies for 
single and multiplayer games and the bonus stages. Plus I've summarized and 
rated all the characters abilities so you know which character is best for you. 
So, please sit back and enjoy.


TABLE OF CONTENTS

Coming Soon

Version History

General Definitions

Characters

Items

Multiplayer Strategies

Team Battle Strategies

Multiplayer Stage Strategies

Tournament Strategies

One Player Strategies

Hidden Secrets

Credits

Legal


COMING SOON

 - Link Character Guide
 - Character vs. Character Stratgies
 - Description of Character Colors
 - At Least One More Hidden Secret


VERSION HISTORY

v1.5 - Added some additional credits.
     - Noted that the hidden character cheats were changed in the US version of 
the game.
     - Added US hidden character cheats.
     - Added Tournament Strategies.
v1.2 - Added extra details for some character moves.
     - Fixed some slight errors.
v1.0 - My first version of this guide.


GENERAL DEFINITIONS

Key

+ - And / Together
, - Then / Followed By
/ - Or
Up - Jump
Down - Drop Below Platform
Right - Move Right
Left - Move Left
A - Standard Attack / Pick Up Item / Use Item
B - Projectile Attack
C Group - Jump / Double Jump / Air Jump
L - Taunt
Z - Shield
Z+A - Throw
Z+Forward - Roll Forward and Turn Around
Z+Back - Roll Back
Tap R - Throw / Drop Item (if close to an opponent you will put your shield up)
Hold R - Shield / Drop Item
R+Up - Throw Item Up
R+Down - Throw Item Down (air)
R+Right - Throw Item Right
R+Left - Throw Item Left
Hold Forward - Run

Parenthesis
Following certain moves are notes in parenthesis. These notes either list 
certain aspects of the move, or when and how the move must be done. Below is a 
listing of the main terms found in parenthesis.

air - Can also be done in air
AIR - Must be done in air
power hit - Power Hit
comeback - Comeback Attack
clear out - Clear Out Attack
ground - Will hit an opponent on the ground.
behind - Will hit an opponent behind you.
juggle - The move will allow you to juggle you opponent.
directional - The move can be angled by pressing up or down.
distance - The further you push the analog stick, the further the move will go.
during... - The move must be done during some other move or action.
after... - The move must be done after some other move or action.
bounces - The move will bounce off a wall.

Definitions

Sudden Death - When playing a multiplayer match using time instead of stock, 
there is always the possibility of a tie. If two or more players end in a tie, 
the game will move into sudden death. During sudden death, the players start in 
the same positions they started in at the beginning of the match however they 
now have 300% damage. This means that any power hit will finish your opponents 
off. However, it does have to be a power hit. Don't expect to do a stand punch 
and launch you opponent. They'll go farther than normal, but it won't kill them.

The Crowd - Although you can't see them, there is a crowd in Smash Brothers that 
chants your name or gasps as you save yourself from death. If you get knocked 
far off the playing area and save yourself, the crowd will gasp in surprise. If 
you are high in damage and hit another opponent who is also high in damage, the 
crowd will start chanting your character's name.

Power Hits - These are your main attacks. When your opponents are high in 
damage, power hits will launch them quite a distance from the playing area and 
possibly make them explode. There are four main power hits which can all be done 
in the air for an additional four power hits. Power hits done in the air are 
referred to as aerial power hits. Use power hits as much as possible to drain 
your opponents energy and take them out quickly.

Throws - One of the most important moves in Smash Brothers is the throw. Use 
this move to grab opponents when their shields are up and toss them out of the 
playing area. Some characters have a longer range on their throws like Link or 
Samus. However if an opponent is within the throws range you won't connect with 
it. Throws are best used when an opponent has left themselves open.

Shield - When an opponent is trying to attack you, the shield will stop you from 
taking any damage. The more damage your shield takes, the smaller or darker it 
will get (depending on your character). If your shield takes too much damage it 
will break and you'll become stunned for a few seconds leaving you open to 
attack. Use this when getting attacked from a distance, but at close range be 
careful you don't get thrown.

Air Jumps - If you get knocked out of the playing area, this is one way to help 
get yourself back in the battle. Try to maneuver yourself as close to the 
playing area as possible, then use the air jump to either grab the edge or set 
up for a comeback attack. You can also use air jumps to position yourself for 
attacks from above.

Comeback Attack - This is your last chance to get back into the battle after 
you've been knocked out by another player. Your comeback attack is generally a 
special move that can be done in the air. Do not do this attack until you're 
sure it will get you back onto the playing area. If you come up short, you won't 
have any other way to get yourself back into the action.

Clear Out Attack - When you're surrounded by several attackers use a clear out 
attack to give yourself some attacking room. This move is usually the same move 
you'll use as a comeback attack.

Edge Attack - Once you've been knocked off of the playing area, if you comeback 
but don't quite make it to the closest platform you can grab the edge of it if 
you're close enough. While you're holding onto the edge, by pressing "A" or "B" 
you will do an attack as your climbing back onto the platform. If you climb back 
up without doing the attack, you'll be temporarily open to attack. This 
technique only applies to platforms located on the bottom of the stage. However, 
if you're in the middle of a comeback attack or any other move, you won't be 
able to grab the edge.

Ratings
Note that these are my personal ratings and your views may differ from what I 
have for each character in these categories.

* - The character is one of the worst in this area.

** - Not the worst, but the character could definitely be better.

*** - The character is about average in this area.

**** - Very good in this particular area.

***** - One of the best character's in this area.

Learning Curve - The harder is it to master a characters moves and techniques, 
the higher this rating will be.

Power - The more damage a character can do, the higher this rating will be.

Speed - This is based on combination of how fast the character can execute power 
hits, throw and run. A higher rating means a character is faster in these areas.

Recovery - The shorter a character's overall recovery time is, the higher this 
rating will be.

Offense - This covers how offensive a character can be played. The better a 
character's moves and attacks will work to continually damage an opponent, the 
higher this rating will be.

Defense - This covers how defensive a character can be played. The better a 
character's moves and attacks will defend against an attacking opponent, the 
higher this rating will be.

Comeback - The higher this rating, the easier it is for a character to comeback 
after being knocked off the playing area.

Overall - This is the overall playing ability of the character. Once a character 
has been mastered, this is a rating of how useful their moves, attacks, agility 
and playing strategies will be in battle.


CHARACTERS

Captain Falcon

Falcon is from F-Zero and F-Zero X. He's more of an advanced character. His 
attacks take some time to execute and therefore you need to have near perfect 
timing to have any success with him. He does have his strong points in that many 
of his attacks distance the opponent from you giving you time to set up your 
next move. However, the captain doesn't have a clear out attack when you're 
surrounded by a group of attackers. The advantages of using Captain Falcon 
aren't enough to warrant the time it will take most players to become skilled 
with him. There are other characters which are just as effective and take much 
less time to learn.

Ratings:

Learning Curve - *****

Power - *****

Speed - ****

Recovery - **

Offense - ***

Defense - **

Comeback - **

Overall - ****

Moves:

Falcon Punch - B (power hit, air, clear out)
Falcon Kick - Hold Down, B (ground, air)
Explosive Grab - Hold Up, B (power hit, air, comeback)
Punch/Kick Combo - A, A, A
Rapid Punches - Rapidly Tap A
Vertical Kick - Hold Up, A (2 hits, behind, ground)
Double Sweep - Down + A (behind, ground, power hit only on first sweep)
Power Kick - Forward + A (ground, power hit)
Elbow Uppercut - Up + A (power hit, juggle, behind)
Low Kick - Hold Down, A (ground)
Side Kick - Hold Forward, A
Flip Kick - Hold Up, A (AIR, behind)
Aerial Stomp - Hold Down, A (AIR, ground)
Aerial Double Kick - Hold Forward, A (AIR, 2 hits)
Aerial Back Fist - Hold Back, A


Donkey Kong

This is the Donkey Kong from his series on the Super Nintendo. He is definitely 
the most powerful character in the game. Use the wind-up punch at full power and 
anyone even close to 100% damage will be gone for good. Don't overuse it or else 
the other players will catch on and distance themselves when you've got it 
charged up. Try using it during jumps when your opponents aren't expecting it. 
His spinning move is also great for coming back from power hits and getting out 
of big groups. The only problems Donkey Kong has are his high learning curve and 
his size. Unfortunately DK is one of the hardest characters to master and it 
will take a DK player much longer to escape attacks because of his size. Use 
your shield to defend against long range attacks, and run to close gaps between 
opponents.

Rating:

Learning Curve - ****

Power - *****

Speed - **

Recovery - *

Offense - *****

Defense - ****

Comeback - ***

Overall - ****

Moves:

Windup - B (air)
Windup Punch - B (during/after Windup, air, behind, power hit)
Spin - Hold Up, B (air, ground, behind, comeback, clear out)
Ground Slap - Hold Down, B (clear out, ground, juggle)
Jab - A
Punch - Hold Forward, A
Low Punch - Hold Down, A (ground)
Upward Swipe - Hold Up, A (air, behind, juggle)
Big Punch - Forward + A (power hit)
Spinning Split Kick - Down + A (behind, clear out, power hit)
Hand Clap - Up + A (power hit)
Foot Stomp - Hold Down, A (AIR, ground)
Roll Punch - Hold Forward, A (AIR)


Fox McCloud

Fox is from Star Fox and Star Fox 64. He carries a laser gun which gives him the 
fastest projectile attack in the game. He's also equipped with a special shield 
which can be used to damage your opponents if you're close enough. As one of the 
faster characters in the game, Fox can get out of tight situations with ease. 
His jump also has a higher arch than most other characters. You can occasionally 
use McCloud's Lift Off move as a clear out, but without a true clear out attack 
you'll have to rely more heavily on his other abilities.

Rating:

Learning Curve - ****

Power - ***

Speed - *****

Recovery - ****

Offense - ***

Defense - ***

Comeback - **

Overall - ***

Moves:

Laser - B (air)
Lift Off - Hold Up, B (directional, air, behind, ground, comeback, clear out)
Shield - Hold Down, B (air, behind)
Double Punch Combo - A, A
Rapid Kick - Rapidly Tap A
Vertical Kick - Hold Up, A (behind)
Tail Spin - Hold Down, A (ground)
Side Kick - Hold Forward, A
Flip Kick - Up + A (power hit, ground, behind)
Splits Kick - Down + A (power hit, ground, behind, clear out)
Flying Spin - Forward + A (power hit, ground)
Aerial Flip Kick - Hold Up, A (AIR)
Aerial Spin - Hold Forward, A (AIR)
Downward Spin Kick - Hold Down, A (4 hits, ground)
Aerial Back Kick - Hold Back, A


Jigglypuff / Purin (Japanese Name)

If any characters don't make it to the US version of this game then Jigglypuff 
will be the first to go. She is the only playable Pokemon to accompany Pikachu 
and her learning curve is definitely one of the highest. Her sleep attack is 
cool as it will leave an opponent completely open to attack, however any 
characters with long range throws will have a field day, and after her first few 
seconds of singing, the attack will no longer work leaving her wide open. Her 
defensive attack where she puts herself to sleep is good when you're surrounded 
but once again, it only defends for the first few seconds of the attack. Then 
she becomes completely open to attack. All that needs to be said about 
Jigglypuff is train, train, train!

Rating:

Learning Curve - *****

Power - **

Speed - **

Recovery - *****

Offense - **

Defense - *****

Comeback - *****

Overall - ***

Moves:

Purin Punch - B (air, behind, juggle, ground)
Sleep - Hold Up, B (behind, air)
Self Sleep - Hold Down, B (air)
Double Punch Combo - A, A
Vertical Kick - Hold Up, A (juggle, ground, behind)
Low Kick - Hold Down, A (ground)
Spin Kick - Hold Forward, A (ground)
Head Butt - Up + A (ground, power hit, behind)
Splits Kick - Down + A (ground, power hit, behind)
Dash Kick - Forward + A (ground, power hit)
Vertical Punch - Hold Up, A (AIR)
Spin Kick - Hold Down, A (AIR, 8 hits, ground)
Double Kick - Hold Forward, A (AIR)
Single Kick - Hold Back, A (AIR)


Kirby

Kirby is of course from all of the various Kirby games. Although he may look 
like a cute little pink ball, he packs a mean punch. Most of his special moves 
act like power hits or chain hits together, and he can absorb an additional 
special move from his opponents. His throw also has strategic value as it can 
move you to a higher platform and out of danger. One of his special moves, the 
brick, even acts as a power hit and a shield. During this move, Kirby cannot 
take any damage unless thrown. He can even take out someone with the hammer with 
this move. If you're looking for an offensive character, Kirby will definitely 
do the job.

Rating:

Learning Curve - ****

Power - ****

Speed - ***

Recovery - ****

Offense - ****

Defense - ****

Comeback - *****

Overall - *****

Moves:

Absorb - B (air)
Sword Uppercut - Hold Up, B (air, directional, 3 hits, comeback)
Brick - Hold Down, B (air, power hit, clear out)
Double Punch Combo - A, A
Rapid Punch - Rapidly Tap A
Vertical Kick - Hold Up, A (juggle, behind)
Low Kick - Hold Down, A (ground)
Spin Kick - Hold Forward, A (ground)
Flip Kick - Up + A (power hit, ground, behind)
Spin Sweep - Down + A (power hit, ground, behind, clear out)
Lunge Kick - Forward + A (power hit, ground)
Spin - Hold Up, A (AIR, ground)
Downward Spin Kick - Hold Down, A (AIR, ground, 3 hits)
Aerial Spin Kick - Hold Foward, A (AIR)
Downward Back Kick - Hold Back, A (AIR)


Link

Fresh off the presses from Zelda 64, Link is ready to smash up his friends at 
Nintendo. If you're new to this game, Link will be one of the easier characters 
to learn. He's one of the more powerful characters, his clear out move has a 
wide range, and he has two projectiles. The bomb does a significant amount of 
damage, and the boomerang can hit opponents going out or coming back. Link's 
throw is long range which can be good or bad depending on how you play. Once 
mastered, Link can be very difficult to defeat.

Rating:

Learning Curve - ***

Power - ****

Speed - **

Recovery - **

Offense - *****

Defense - ****

Comeback - *

Overall - ****

Moves:

Sword Swipe - A
Spinning Sword Thrust - Forward + A (power hit)
Double Low Swipe - Down + A (clear out, power hit)
Triple Upward Swipe - Up + A (3 hits, ground, juggle)
Upward Stab - Hold Up, A (AIR)
Spin Swipe - Hold Forward, A (AIR, behind)
Sword Stab - Rapidly Tap A
Kick - A (AIR)
Double Kick - Hold Back, A (2 hits, AIR)
Upward Thrust - Hold Up, A (behind, clear out, juggle)
Low Swipe - Hold Down, A
Sword Swipe - Hold Forward, A
Sword Spin - Hold Up, B (air, behind, comeback, clear out)
Bomb - Hold Down, B (air)
Throw Bomb - Hold Down, B (after Bomb, explodes on impact, air)
Throw Bomb - R / A (after Bomb, does not explode on impact, air, directional, 
distance, bounces)
Boomerang - B (air, bounces, ground)
Upward Boomerang - B, Up (air, bounces)
Downward Boomerang - B, Down (air, bounces)


Luigi

While not included in Super Mario 64, Luigi makes his presence known in Smash 
Brothers. The differences between Mario and Luigi are quite similar to their 
differences in Super Mario Brothers 2. Luigi can jump higher and longer than 
Mario which in this game can be the difference between life and death. Luigi's 
fireball also only goes straight whereas Mario's has a downward slant to it. 
Other than those two differences however, they're nearly identical. With that in 
mind, there's really no use for Mario unless you're a diehard fan.

Rating:

Learning Curve - *

Power - ***

Speed - *

Recovery - ***

Offense - ***

Defense - ****

Comeback - **

Overall - ***

Moves:

Fireball - B (air, bounces)
Jump Uppercut - Hold Up, B (comeback, power hit, air)
Spin - Hold Down, B (air)
Punch - A
Kick - Hold Forward, A (directional)
Ground Kick - Hold Down, A (ground)
Double Low Kick - Down + A (power hit, ground)
Windup Punch - Forward + A (power hit)
Head Butt - Up + A (power hit, juggle)
Spin Uppercut - Hold Up, A
Flip Kick - Hold Up, A (AIR)
Spin Kick - Hold Forward, A (AIR)
Reverse Kick - Hold Back, A (AIR)
Foot Spin - Hold Down, A (AIR, ground)


Mario

What would a Nintendo game be without this little Italian plumber? And like all 
other games with multiple Nintendo characters, Mario is the all around average 
character. He's an exact replica of Luigi except he doesn't jump quite as long 
and high, and he has some slightly different moves. Mario is basically useless, 
unless you've mastered every other character and feel the need to be complete. 
Otherwise stick with Luigi or one of the more versatile characters.

Rating:

Learning Curve - *

Power - ***

Speed - ***

Recovery - ***

Offense - ***

Defense - ***

Comeback - **

Overall - ***

Moves:

Fireball - B (air, bounces)
Coin Uppercut - Hold Up, B (9 hits, air, comeback)
Spin - Hold Down, B (air)
Punch - A
Kick - Hold Forward, A (directional)
Spin Ground Kick - Hold Down, A (ground)
Double Low Kick - Down + A (power hit, ground))
Windup Punch - Forward + A (power hit)
Head Butt - Up + A (power hit, juggle)
Spin Uppercut - Hold Up, A
Flip Kick - Hold Up, A (AIR)
Spin Kick - Hold Forward, A (AIR)
Reverse Kick - Hold Back, A (AIR)
Foot Spin - Hold Down, A (AIR, ground)


Ness

Making his first appearance since Earthbound (Mother 2 in Japan), Ness is one of 
the hardest characters to master. He's got several powerful special moves that 
have a variety of uses, plus his air jump is one of the highest in the game. If 
used correctly, Ness' projectile has the ability to stun an opponent, setting 
them up for a throw or power hit. His other projectile can be manually 
controlled and you can use it to propel Ness out of danger while attacking other 
players. Once mastered, Ness can be extremely deadly.

Rating:

Learning Curve - *****

Power - ****

Speed - *

Recovery - *

Offense - ****

Defense - ***

Comeback - *****

Overall - ****

Moves:

PK Fire - B (air, ground)
PK Thunder - Hold Up, B (directional, air, ground, power hit, comeback, clear 
out)
Shield - Hold Down, B (air)
Punch/Kick Combo - A, A
Double Palm - Hold Up, A (juggle, behind)
Low Kick - Hold Down, A (ground)
Side Kick - Hold Forward, A
Vertical Yo-Yo - Up + A (ground, behind, power hit, clear out)
Horizontal Yo-Yo - Down + A (ground, behind, power hit, clear out)
Bat - Forward + A (power hit)
Head Butt - Hold Up, A (AIR)
Downward Kick - Hold Down, A (AIR, ground)
Dive Punch - Hold Forward, A (AIR)
Back Kick - Hold Back, A (AIR)


Pikachu

How popular can one little Pokemon get? This guy gets into everything, and he's 
a pretty good fighter too. Pikachu's special moves have a uniqueness to them 
that separates him from all of the other characters. His projectile attack will 
keep going until it hits a wall or gap in the ground. The Lightning Strike will 
hit any opponent above or around him depending on the situation, and can even 
act as a clear out attack. He's also one of the fastest and smallest characters 
in the game and his comeback attack is fast, has limited invincibility and can 
catch opponents off guard. His learning curve is a bit higher than some of the 
other characters, but it's well worth the extra time. He is lacking in the area 
of defense, but if you play mostly offensive you won't have a problem.

Rating:

Learning Curve - ****

Power - ****

Speed - ****

Recovery - *****

Offense - ****

Defense - *

Comeback - ****

Overall - ****

Moves:

Electric Shot - B (air)
Electric Strike - Hold Down, B (air, power hit, clear out)
Teleport - Hold Up, B (air, directional, comeback)
Double Teleport - Hold Up, B (after Teleport, air, directional, comeback)
Head Butt - A
Tail Flip - Hold Up, A (juggle, ground, behind)
Tail Spin - Hold Down, A (ground)
Double Kick - Hold Forward, A (ground)
Super Tail Flip - Up + A (power hit, ground, behind)
Spin Kick - Down + A (power hit, ground, behind, clear out)
Electric Spit - Forward + A (power hit, ground)
Flip Kick - Hold Up, A (AIR)
Downward Electric Head Butt - Hold Down, A (AIR, ground)
Spin - Hold Forward, A (AIR)
Back Kick - Hold Back, A (AIR)


Samus Aran

Making her first appearance on the Nintendo 64, Samus will become an instant 
crowd favorite. In fact, along with Link, she's one of the easiest characters to 
master. Her projectile can be charged up and used as a power hit. Like Donkey 
Kong, while the attack is charging, you can press forward or back to roll and 
dodge any oncoming attack. By rolling up into a ball and dropping bombs, she 
becomes hard to hit and the bombs will briefly stun an opponent if laid 
correctly. Her throw has a longer range than Link's but seems to be a little 
slower. Samus makes a great starting character and a formidable opponent once 
mastered.

Rating:

Learning Curve - **

Power - ****

Speed - ****

Recovery - ****

Offense - *****

Defense - ****

Comeback - **

Overall - ****

Moves:

Blast Charge - B
Blast - B (after Charge, air, power hit at full charge)
Screw Attack - Hold Up, B (14 hits, air, comeback)
Bomb - Hold Down, B (air)
Jab - A
Spin Kick - Hold Forward, A (directional)
Double Kick - Hold Up, A (behind, ground)
Gun Thrust - Forward + A (power hit)
Upward Flame - Up + A (3 hits)
Spin Sweep - Down + A (power hit)
Flip Kick - Down + A (AIR, power hit, juggle)
Downward Flame - Hold Forward, A (3 hits, AIR)
Reverse Kick - Hold Back, A (AIR, behind)


Yoshi

What's Mario without Yoshi? Unfortunately, they don't work very well once 
they've been separated. Yoshi's projectile takes some getting used to. The 
harder you push on the controller the higher it goes. His air jump is one of the 
best in the game which gives him great comeback ability if you still have your 
air jump, however he has no real comeback move. His throw has longer range than 
most characters, but it's shorter than Link and Samus making it difficult to 
avoid. Yoshi has potential, but his learning curve is very steep and his moves 
somewhat limit his overall fighting ability.

Rating:

Learning Curve - ****

Power - ***

Speed - ***

Recovery - ***

Offense - ***

Defense - **

Comeback - ***

Overall - ***

Moves:

Eat - B (stun, air)
Egg Toss - Hold Up, B (distance, air)
Head Stomp - Hold Down, B (air, power hit)
Double Kick Combo - A, A
Head Uppercut - Hold Up, A (juggle, ground)
Tail Spin - Hold Down, A (ground)
Side Kick - Hold Forward, A
Head Butt - Up + A (power hit, behind)
Double Tail Sweep - Down + A (power hit, behind, clear out)
Horizontal Head Butt - Forward + A (ground, power hit)
Tail Flip - Hold Up, A (AIR)
Aerial Run - Hold Down, A (4 hits, ground)
Flip - Hold Forward, A
Back Kick - Hold Back, A


ITEMS

These will regularly appear during one player and multiplayer battles. Items can 
simply appear on the playing area, in a capsule, or by way of a Chansey Pokemon. 
Once an item has appeared it will stay in the same spot for 25 seconds. At that 
time it will start to flash for an additional five seconds before it disappears.

Beam Sword - This is one of the best close range weapons. It has a long reach 
allowing you to hit opponents while still avoiding their attacks. Plus, by doing 
a power hit with the beam sword it greatly increases the chances of blowing up 
an opponent. They'll often times show up in groups, so grab one ASAP.

Bomb Trooper - Once the bomb trooper has appeared it will be motionless for five 
seconds. During this time it's safe to pick it up. It will explode upon impact 
once it's been thrown. After five seconds it will start to walk around. At this 
point you can no longer pick it up. If you touch it, it will blow up. At ten 
seconds the bomb trooper will automatically explode. If your opponent is around 
the damage percentage limit, the bomb trooper will blow them up. Be careful 
though because if you're close enough to the opponent, you'll also get the full 
impact of the explosion.

Bumper - This is a great item for placing right around the edge of a playing 
area. Toss your opponent off the edge and combine the bumper with the Guard The 
Edge strategy found in the General Strategies section of this guide. Now your 
opponent has a much smaller landing area and it will be easier to get the kill.

Fire Flower - The fire flower is basically a flame thrower. You can either hold 
down the A button to get a continuous stream of fire, or you can tap the A 
button to regulate the flow. Each time you press the A button it will do five 
hits. Once you've reached 59 hits the fire flower will no longer work.

Green Shell - Use the green shell as a midrange projectile attack. Each time you 
hit an opponent with a green shell it will act like a power hit. You can also 
use the item without picking it up. By hitting it with a projectile or any other 
attack, it will be active for a short while. Try hitting it with your projectile 
while a group of opponents are duking it out close by.

Hammer - This is the same hammer found in the original Donkey Kong for the 
arcades. In fact, when you pick up the hammer you'll even get the original 
music. Once you've picked up the hammer, each time you hit another player it 
will act like a super power hit. It should take no more than two hits with the 
hammer before an opponent will explode or gets permanently launched off the 
playing area. While you have the hammer it's still possible to get hit by other 
players. It doesn't give you invincibility. You'll also lose the ability to air 
jump while you've got the hammer. The hammer will last for 15 seconds once 
you've picked it up.

Harisen - This is a great weapon for trapping people in corners and racking up 
on damage. It doesn't do power hits, but even if your not in a corner, you can 
usually get off several hits before the opponent is out of range. Just 
continually tap the A button and your opponent will not be able to escape until 
you've done a substantial amount of damage to them. A very good weapon to use 
against players who have little to no damage.

Heart - The heart will bring your damage back down to zero percent. Once you've 
picked up a heart, your damage percentage will rapidly count down until it 
reaches zero. Draw your opponents to the heart, then use it. While your damage 
is getting smaller, any hits you take won't do any damage to you. Once your 
damage hits zero, put your shield up and begin your counter attack.

Homerun Bat - This is one of the best items in the game. A power hit with the 
homerun bat will permanently launch opponents out of the playing area with only 
one or two hits depending on how high their damage is and if they bounce after 
the hit. The only time I have seen the bat not kill on the first hit was when 
the opponent was bounced once by a bomb, then against the stage. Either dodge an 
opponents attack then power hit with the homerun bat or stun your opponent with 
a projectile of upward hitting move. You're almost guaranteed a kill. Try to 
sneak up on groups of opponents to really cash in.

Lay Gun - The lay gun is your basic laser gun. When hit you will be temporarily 
shocked and unable to move. The best use for the lay gun is to juggle your 
opponents off the playing area or to use it in combination with the edge guard 
strategy detailed in the General Strategies section of this guide. You can shoot 
the lay gun 16 times. After that you will no longer be able to use it.

Maxim Tomato - The maxim tomato has almost the same effect as the heart 
container. However, instead of reseting your damage back down to zero percent, 
it will only relieve up to 150%. Draw your opponents to the maxim tomato, then 
use it. While your damage is getting smaller, any hits you take won't do any 
damage. Once your damage hits zero, put your shield up and begin your counter 
attack.

Monster Ball - The monster ball will unleash one of thirteen different Pokemon. 
I've detailed what each Pokemon does below. Pick these up and break them up 
ASAP, even if you have to throw it straight down. Any attack that a Pokemon does 
from a monster ball you threw won't do any damage to you. Try to throw them into 
groups of players for the best results. If your damage is fairly high, stand 
right on to top of the opening monster ball. Most attacking Pokemon will keep 
other players away from you.

Beedrill - One Beedrill comes out of the monster ball, then it flies off screen. 
A few seconds later, the entire hive will come swarming in at different levels 
of attack. Two to three attacks can kill an opponent if their damage is high 
enough. If you see a Beedrill, get as high or as low as possible and put your 
shield up to avoid taking hits.

Blastoise - When unleashed a Blastoise will stay in one spot and shot several 
blasts of water. Any opponent hit by these blasts will be pushed back. Very good 
at keeping opponents off the playing area.

Chansey - This Pokemon will not do any damaging attacks. It tosses out eggs that 
contain items once broken.

Charizard - The Charizard is very good for protecting you. It will shoot flames 
to the left and right. Attack with a power hit or throw while your opponents are 
caught in the flames.

Clefable - When a Clefable is released, it will randomly do one of the other 
Pokemon's attacks.

Goldeen - This is the most useless Pokemon. Unless Goldeen is in water it can't 
hurt anyone. Since there's no water in any of the stages, the Goldeen does 
nothing but flop around.

Hitmonlee - The Hitmonlee will randomly select an opponent and attack with one 
power hit. It is possible to dodge this attack with a correctly timed jump.

Koffing - Another good Pokemon for protection, Koffing appears and shoots 
pollution in all directions. Attack with a power hit or throw while your 
opponents are caught in the pollution.

Meowth - The Meowth will shoot coins in five directions that will bounce your 
opponents and rack up a nice amount of damage. Attack with a power hit or throw 
while your opponents are being bounced by the coins.

Mew - Mew is the secret 151st Pokemon. It also does almost as little as the 
Goldeen. Once it appears, it sparkles, then flies straight up.

Onix - This is a great all around attack. Onix flies up through the top of the 
screen, then rocks fall throughout the area. Very hard to dodge if you're caught 
by one.

Snorlax - If you see a small Snorlax, get out of the way! The small Snorlax 
flies up through the top of the screen. Then he comes back in massive size and 
will take out anyone in his way. Your shield won't help you either.

Starmie - Starmie will seek out the closest opponent, become stationary and 
start shooting. This is great for guarding the edge of a playing area.

Motion Sensor Bomb - The motion sensor bomb is great for catching opponents off 
guard. Lay it close to a group of players, then be careful not to step on it. 
Anyone who touches it will be launched off the playing area. They are also great 
when placed close to the edge of a playing are. It will usually kill anyone over 
70% damage.

Red Shell - The red shell is from Mario Kart and acts the same as it always did. 
Once the shell has been thrown it will home in on whoever is on the same 
platform as the shell. If no one is on the platform it will move back and fourth 
trying to find a target. After ten seconds the shell will disappear.

Star - Just like in Super Mario Bros, the star will give you temporary 
invincibility. You won't be effected by any attacks. Start doing power hits and 
don't look back. Couple this with the homerun bat and you're in business.

Star Rod - If you hold forward, then press A you will do a regular swing and a 
star will shoot from the tip of the rod. If you press forward and A together, 
you will do a power hit and the star will shoot further.


MULTIPLAYER STRATEGIES

Edge Guarding - Once you've knocked an opponent off the edge of the playing 
field, wait for them to come back. If there's other attackers in the area, take 
care of them, but if not stay about two inches from the edge. At that distance 
an opponent won't be able to hit you with an edge attack, and at the same time 
you can defend the playing field. Depending on your character, there are a few 
strategies you can take to keep your opponents from coming back. Characters with 
long range attacks can throw a projectile at the oncoming opponent, hitting them 
out of their comeback attack and causing them to fall. Otherwise you can simply 
do a jumping attack, however that puts yourself in danger of getting hit by the 
comeback attack, or missing and falling off the edge completely. If you're 
skilled enough, you can even throw other opponents at whoever is trying to 
comeback, then repeat the process.

Use The Edge - When you're coming back after being launched, a smart opponent 
will wait for you at the edge of the playing area and try to hit you on your way 
back. If this happens, try to angle yourself to land right on the edge of the 
playing area. That way you'll grab onto the edge. You'll be invincible for the 
first few seconds you're holding on. Do not hold on too long or else your 
opponents will be able to attack you. While you're hanging, you can do an edge 
attack (explained in the General Definitions section) and usually catch the 
opponent off guard and give yourself a chance to counter attack. Whatever 
happens, try not to land close to an opponent after doing a comeback move. 
You'll be left completely open for another launch.

Racquet Ball - On any stage that has a wall on one side of a platform you can 
bounce your opponents off of that wall. If you time your attacks correctly, the 
opponent will not have a chance to escape you can continue bouncing them off the 
wall until their extremely high. Once that happens, do a power move to finish 
your opponent off. This technique works especially well if you have a beam sword 
as it has a much longer reach than most other weapons. If you are using a 
character than has a move like Link's Sword Stab or Kirby's Multi-Punch you can 
get your opponent directly against the wall and hold them their with that move.

Throw Items - This is a technique that can help you out tremendously. Once 
you've picked up an item, try to throw it at an opponent either above or below 
you. Most people won't be paying attention and you'll be able to connect with 
the hit. Plus, connecting with an item will have a similar effect to connecting 
with a power hit. If you have an item that will have an effect after you've 
throw it such as a monster ball, throwing the item into a crowd will cause it to 
hit one player and unleash a Pokemon on the rest.

Hit The Hammer Guy - Once an opponent has grabbed the hammer, your normal 
reaction is to run. This is a good strategy, however under certain circumstances 
it becomes difficult to escape the hammer. Therefore you'll need to either 
defend yourself or get rid of the player with the hammer. Any player with the 
hammer is limited to only one jump and cannot do any of their regular or special 
moves. If you can knock them off the edge, they won't be able to get back while 
they're still holding the hammer. Unlike other items, once you've got the 
hammer, you can't get rid of it until the fifteen second time limit is up. If 
you're under the player with the hammer, do your aerial upward power hit. You'll 
do some damage to them and if their damage is high enough you'll kill them or 
knock them off the edge. Throwing items will also have the same effect. Try 
luring them to the edge of a platform, then doing a double jump and throwing an 
item directly down at them. Whatever you do, keep your distance. If you must put 
your shield up, make sure your opponent has had the hammer for at least ten 
seconds or else your shield won't last and you'll be in even worse trouble. If 
you get killed by the hammer or have just been killed when an opponent picks the 
hammer up, you have an advantage. You are invincible for the first few seconds 
and therefore you can walk right up and attack the person with the hammer. Don't 
try to do as much damage as possible, just get the off the edge. Once they're 
off, they won't be able to get back. But be careful not to stick around too 
long. You're only invincible for a short time.

Find the Highest Damage - It's very difficult to kill another player unless 
they're high in damage or you have the bat. Therefore if you attack the players 
with the highest damage, you'll have the best chance of getting a kill. When an 
opponent reaches the set damage percentage (default at 100%), a single power hit 
or throw will usually kill them. Connecting with one power hit or throw is a lot 
easier than wearing an opponent down with multiple attacks.

Attack From Above - During multiplayer battles, you'll often find 1-on-1 and 2-
on-1 fights where you're not engaged in combat. At this time an attack from 
above is usually most effective. Your opponents will be more involved in their 
own battle than in what you're doing. Doing an aerial downward power hit, or 
tossing a projectile from overhead will clear out a group of your opponents. If 
the other players are at a high damage percentage, an aerial downward power hit 
can even earn you some kills. You should also use this tactic immediately after 
you die if any of the other players are under your starting point. If you've got 
some distance between you and the other players, it also makes a great surprise 
attack. An upward power hit will overpower an aerial downward power hit, so be 
careful when using it.

Roll - When playing against faster characters such as Pikachu or Fox, blocking 
an attack will only leave you open for a throw. Because of this, it is necessary 
to use your roll as much as possible. You can't be damaged while you're rolling 
and your opponents won't expect it. However, while you're going into the roll, 
your shield drops and you can be hit. The same thing can happen as you're coming 
out of the roll. By pressing "A" you'll do a quick throw and your opponent will 
have no way to escape. If they're in front of you, roll forward. You'll turn 
around as you're rolling so that after the roll you're still facing the 
opponent. When the opponent is behind you do a reverse roll, if the opponent 
attacks you won't take any damage and they'll be wide open for attack. If they 
don't attack, you would've still caught them by surprise.

The Last Hit - In timed multiplayer games, the winner is whoever has the highest 
point total by subtracting their number of deaths by their total number of 
kills. This means that the more kills you're attributed to, the better off 
you'll be. Therefore, if you see another player unable to comeback or about to 
be killed, try to position yourself to hit them before they die. The player that 
gets the last hit gets the kill. Even if you're both going off the edge, try 
your hardest to hit the other player with a projectile or some kind of attack.

Health First - Health is one of the most important items in the game. Getting 
health is almost like getting a free life. Both the heart and the maxim tomato 
will reset your damage back to zero or give you a little breather if you have a 
higher damage percentage. When you see one of these items pop up, get to them 
above all else, especially if you've got a high damage percentage. If you've got 
a low damage percentage, pick them up just to keep them away from other players. 
When you've worked hard to get someone up to 100% damage, you don't want them to 
get back down to zero. Try standing near the health and waiting for another 
player to go for it. They'll more than likely be trying to get that health above 
all else. This will work even better if you can get above or below the health as 
you'll have a better angle of attack.

Guard The Weapons - Often times in multiplayer battles, everyone will be bunched 
up in one general area. If items appear in that area, everyone will go for them. 
Get to the items first and grab the best ones. Multiple items will usually 
appear after a barrel or crate has been broken. If someone else grabs the 
barrel, quickly do an aerial downward power hit to break it. If you don't, the 
barrel will roll until it hits something or someone, or falls off the edge. If 
another player grabs the crate, just wait until they've thrown it, then go after 
the items. Crates break on impact with any surface. Do not attempt to break a 
crate or barrel if you've got a high damage percentage. They have a tendency to 
blow up if someone who's not holding them tries to break them. Once you have the 
best item, guard the rest until they disappear. If an opponent tries to grab an 
item, they'll be temporarily open to attack while they're picking the item up. 
You'll have a much better chance if you have the only item, than if every player 
has an item.

Last Minute - During the last minute of play you must be very cautious, yet you 
must attempt to kill as many opponents as possible, as fast as possible. 
Therefore, once you get to the one minute mark you'll need to take a look at all 
of the damage percentages, including your own. If you're still under 50% damage, 
look for the opponent with the highest damage and concentrate your attacks 
there. Once that opponent is out of the way, direct your attacks at anyone over 
50% damage. If they're under 50%, unless you have a bat or some other high 
damage item, you shouldn't bother attacking them. You would more than likely not 
cause enough damage to kill them while placing yourself in danger of being 
attacked. At the 45 second mark, if none of your opponents are over 50% damage, 
sit back and wait for someone to get to at least 50% before you start attacking. 
Once you get to 30 seconds, if no opponents are over 70% damage, simply do your 
best to avoid them. At any point in time during the last minute of play, if you 
reach 80% damage and have the highest damage percentage, stay away from your 
opponents as best you can. These times and damage percentages may vary depending 
on the skill of yourself and your opponents, but use this as a guide to rack in 
on some kills in the last minute of play.


TEAM BATTLE STRATEGIES

All team battle strategies are for team attack off with a timed game. They are 
also focused on the player who is outnumbered. In a 3-on-1 the strategies are 
geared toward the single player and not the team of three. Strategies for team 
attack on, a stock game and for the team with the numbers (the team of three in 
a 3-on-1), are located below the main strategies unless otherwise noted.

3-on-1 - This team battle is a true test of skill. If you're the one, keep 
moving! You'll have three opponents who will ignore each other and concentrate 
all of their efforts on killing you. If you get caught by one of them, the other 
two will be on their way to help out. Your best strategy of attack would be to 
isolate each opponent and chip away at their energy until you can kill them with 
a single power hit. When the other two opponents get close, maneuver past them 
and get over to the opposite side of the stage. Once the first one catches you, 
start chipping away again. Use your projectiles to keep them at bay and allow 
for you to make some distance on the larger stages. On smaller stages this 
technique will seem like a hit and run, but it is necessary. If you get trapped 
by more than one opponent your shield be very ineffective. You're best course of 
action is to escape to the other side of the stage. Also remember that you can 
only hold one item at a time. If multiple beam swords appear, keep one and throw 
the rest off the playing area. You'll have a much greater advantage if you're 
the only one with a weapon. If a motion sensor bomb appears, pick it up 
immediately and throw it anywhere. Even if you have a weapon already. Drop that, 
take care of the bomb, then pick it up again.

2-on-1 - This is very similar to a 3-on-1 battle except that you only have two 
opponents to worry about instead of three. In this situation, concentrate on the 
weaker of the two opponents and use the same method as you would in a 3-on-1 
match. Isolate one of the opponents and chip away at their energy until you can 
kill them with a single power hit. It will be easier if you isolate the weaker 
opponent, however do not ignore the other player. When both opponents get close 
to you, maneuver past them and get over to the opposite side of the stage. Once 
the first one catches you, start chipping away again. On smaller stages this 
technique will seem like a hit and run, but it is necessary. If you get trapped 
by the two opponents your shield won't do you much good. You're best course of 
action is to escape to the other side of the stage. Once you've killed one of 
the opponents the match now becomes 1-on-1 for a short period of time. Use this 
to your advantage by doing as much damage to the remaining opponent as possible. 
If the stage is large enough, you may even be able to have them alternate. You 
kill one, and while the other is one his way back, you kill the remaining 
opponent.

2-on-2 - In this match it's all about team work. Never leave your partner! If 
your two opponents get separated, both of you should concentrate on double 
teaming one of the opponents. Remember that even with team attack off, bombs and 
mines will still hurt your team mate. It is also very important to keep an eye 
on both of your opponents. If you're double teaming one, the other will most 
likely be doing everything he can to get back into the action and help his team 
mate. Concentrate all of your efforts on killing the single opponent. When the 
other starts to get close, one of you should break off the attack and keep the 
other opponent from interrupting. If your opponents are acting as a team, fight 
like you normally would and look for an opening in the other opponent. Once you 
see that opening, leave the one you're attacking and hit the other with a power 
hit. The one you're attacking will not be expecting this tactic and you may even 
save your partner.

2-on-1-on-1 - This is a very unique battle in which it's one team against two 
solo players. If you are the team, simply follow the 2-on-2 strategies. Never 
leave your opponent, and concentrate on double teaming one of the solo players. 
It should be a lot easier to double team in this match because your two 
opponents will not be team mates. They will be after your team, but also after 
each other. Use this to your advantage and don't attack both of them together 
unless you absolutely have to. Watch out for one of the solo players trying to 
steal a kill if the other solo player is high in damage. If you see one of them 
on his way over to steal, one of you should break off your attack and stop the 
remaining opponent from interrupting.

Team vs 1 - When playing a 3-on-1 or 2-on-1 match as the team instead of the 
solo player, the strategy is very simple. Attack in groups at all times. Do not 
let yourselves get separated from each other. If you can surround your opponent, 
then double or triple team them your chances of winning will be greatly 
increased. Work as a team and have one player set your opponent up, while the 
other two prepare a power hit.

Stock - If you're playing stock, your strategy should change somewhat from when 
you are playing a timed game. With a limited amount of lives, it now becomes 
very important that you keep yourself alive as much as possible. Use the same 
strategies as you would in a 3-on-1, 2-on-1 or 2-on-1-on-1 match except make it 
a point to attack only the weakest opponent unless you absolutely must attack 
one of your other opponents. If you can kill the weakest opponent first, that 
will lessen your opponents power as they will have one less partner. This is 
especially true in a 2-on-1 match because it is now a 1-on-1 game. In a 3-on-1 
match, after you've killed the first opponent, go after the next weakest. The 
best player on the other team will more than likely be looking for an opening to 
land a power hit while you're dealing with his team mates. Once you eliminate 
his team mates, he now must face you 1-on-1 and you stand a much better chance. 
Motion sensor bombs are very important in a stock match. No matter who lays the 
bomb, anyone who hits it stands a good chance at dying. Just remember where the 
bombs have been laid and try to lure your opponents into them.

Team Attack On - By selecting this feature in the options menu, everyone will be 
able to hit each other. Even team mates. If you are the one that's outnumbered 
this will work heavily to your advantage. Instead of running when your opponents 
be close to you, wait until they've all surrounded you and put your shield up. 
Any attacks they try against you will hit your shield and their team mates if 
they're close enough. However, if one of your opponents tries to throw you, 
unless one of the other opponents hits him, you may be in trouble as your shield 
does not protect against throws. If you are part of the team, try not to attack 
the opponent at the same time. Get on either side of the opponent to prevent him 
from escaping, but stay far enough away from you team mate as to not get hit by 
their attacks.

High Damage - When you get high in damage you have several options. A heart or 
maxim tomato will appear if a player is in need of one. However, this may take a 
full minute to happen and you may not be able to get to it. If the score is 
fairly close or your opponents are winning you may want to commit suicide. It's 
not the most honorable way to die, but your opponents won't get a kill out of 
it. If you chose to stick it out, remember a few key things. Under normal 
circumstances only a throw or power move will kill you at high damage. A regular 
move or standard projectile will not. An aerial attack can also knock you far 
enough out that you can't come back. While you're waiting for a heart or maxim 
tomato don't do any moves that have a long delay time. If you miss you'll be in 
trouble. Because you're at a high damage level, your opponents will be out for 
blood. They'll probably be concentrating on hitting you with a single power 
move. Power moves typically have delay time. Use this delay time to counter and 
escape. Be sure to listen for the faint noise of an item appearing. After you 
hear it, seek it out.


MULTIPLAYER STAGE STRATEGIES

Castle Hyrule - Link's stage is the second largest next to the Great Fox. The 
only stage threat found in the castle is the whirlwind. Anyone caught in it's 
path will be tossed upward. How high you go depends on your damage percentage. 
If your damage is high enough (usually 80% or higher) you won't be coming down. 
There are also three small platforms at different heights located in the middle 
of the stage. You can use these to avoid opponents utilize the "Attack from 
Above" strategy. The best strategic area of the stage is on the far right side. 
There you'll find a tower-like structure that has a gap in the bottom which 
players can walk through. While in this gap, it's difficult to tell exactly 
what's going on. Use this to your advantage when attacking. Also use the top of 
the tower for the "Attack from Above" strategy and the wall on the left of this 
section for the "Racket Ball" strategy. On the left side of the stage there is a 
step down, followed by a downward incline. If you're just under the step, most 
attacks won't hit you, especially if you're a smaller character such as Kirby or 
Pikachu. However if you do and upward attack you can usually hit an opponent 
just above the step.

Classic Super Mario Bros. - This hidden stage is very dangerous. Since there is 
a very limited area in which you can actually fall of the stage, if you're throw 
off the screen it will usually result in death with little to no chance for 
comeback. The only area in which you can fall off the stage is the middle. There 
are two weighted platforms. If you stand on one and there isn't an equal weight 
on the other, the platform will go straight down. It will then reappear several 
seconds later. There is also a POW button located at different areas of the 
stage. Once the POW is hit, all of your opponents who are touching the ground at 
that time will be launched upward as if they were hit by a power hit. After the 
POW has been hit it will reappear shortly in a different location. The easiest 
way to rack up kills on this stage is to get on the far right side and throw 
opponents to the right. If all of you are in the same area on the right side you 
may have to move out a little further before they die, but no matter how much 
damage the opponent has, they will have little chance to escape death once 
thrown. The same thing can be done on the left side of the stage, but it is 
harder to kill an opponent and you usually won't get a point for it.

DK Jungle - Donkey Kong's stage is unique in that there is a barrel at the 
bottom of the stage that can save you from death if you can get to it. The 
barrel moves horizontally across the bottom of the stage while rotating in a 
circle. Once you're inside, pay attention to which direction the barrel is 
pointing. It will only point up for a few seconds before it beings to rotate 
again. But do not stay in the barrel for too long, it will shoot you out after a 
short period of time. Don't aim for the barrel either. It's very easy to miss 
and moves faster than you may think. The main platform just above the barrel has 
a downward incline toward the center of the stage so take caution when throwing 
or shooting projectiles. There are two smaller platforms near the top of the 
stage on both sides. Use these for the "Attack from Above" strategy or to avoid 
incoming attacks. Two vertically moving platforms in the center of the stage can 
also serve the same purpose. If you get knocked off, remember that you can also 
go up through the bottom platform of the stage for a surprise attack. However 
you must get your entire character above the platform. Otherwise you'll fall 
right back through it.

Great Fox - Fox McCloud's stage is the largest stage in Smash Brothers. There is 
a wide flat stretch in the middle with a slight incline on the left side just 
before the head of the ship and a steep incline on the right side at the Great 
Fox wing. Beyond that there is a small section below the wing. Use this section 
for the "Racket Ball" strategy and use the tip of the wing for the "Attack from 
Above" strategy. Because of the size of this stage, if you get high in damage 
stay away from your opponents until you can find a heart of maxim tomato to 
avoid getting killed. The one hazard this stage has to offer is the Star Fox 
team in their Arwing's. When you're around the edges of the ship they will hover 
in and begin shooting. They'll also fly over the ship and fire off between two 
and four shots. Getting hit by one of these shots has the same effect as a power 
hit. If you hear one hovering in (very distinct noise) get away from the edges 
of the ship.

Kirby - Kirby's stage is very small. There is a tree in the middle of the stage 
that will begin to blow if anyone gets close to one of the edges. When this 
happens, you must move in the opposite direction or else you'll be blown off the 
platform. This is especially frustrating when you're hanging on the edge because 
when you climb back up, it knocks you right back off. Use this in conjunction 
with the "Edge Guarding" strategy to rack up on kills. Because of the small size 
of the stage it is very easy to knock opponents off with only one or two throws 
or power hits once they get up around 50% damage. Kirby and Jigglypuff are the 
only two that will be able to comeback under most circumstances. There are two 
platforms at either end of the stage. Once you're standing on them, the tree 
will not affect you. There is also a platform at the top of the stage which you 
can use for the "Attack from Above" strategy.

Castle In The Sky - The castle in the sky is a very interesting stage. In the 
center of the stage above the upper platform there is a bumper which will do 
damage and knock you away. It also moves horizontally so be careful when you're 
air jumping from the top platform. On either side of the stage there are two 
slanted walls which will save you if you're thrown from the upper platform. If 
you're high in damage, you may want to stay on the top platform to avoid getting 
killed. The middle platform can be used to surprise attack an opponent on the 
upper platform. However, take caution when throwing anything that may explode. 
The platforms are very close together and you will take damage from the 
explosion. Below the middle platform is a longer platform that moves 
horizontally from on end of the level to the other. This is where you should 
concentrate on killing most of your opponents. If the platform is fully 
extended, knock them off and use the "Edge Guarding" strategy. If you get 
knocked off, remember that you can also go up through the bottom platform of the 
stage for a surprise attack. However you must get your entire character above 
the platform. Otherwise you'll fall right back through it. If the platform is 
almost gone on your side, throwing an opponent can kill them even if they aren't 
100%. Lure opponents to the bottom platform where the side walls won't save 
them. You cannot grab the edge on this stage so your opponents will have to get 
back on solid ground or they'll die.

Samus - Samus' stage is unique in that you cannot fall to your death. An acid 
pool at the bottom of the stage will shoot anyone who touches it into the air. 
How high you go depends on how high your damage is. Every so often, the acid 
pool will rise is segments covering first the bottom platform, and eventually 
everything up to just under the top platform. There is also a hovering platform 
on the right side of the stage which moves vertically. Use this for the "Edge 
Guarding" strategy. However when the acid is beginning to rise, the platform 
will be under the pool at it's lowest height. The largest platform at the bottom 
of the stage is ridged and full of inclines. Take caution when attempting to 
throw or shoot a projectile. There are also three smaller platforms at varying 
heights on the right, left and middle of the stage. Use these for the "Attack 
from Above" strategy or for long range projectile attacks.

Yoshi - Yoshi's stage has a small center platform with three platforms at 
different heights in the middle and on either side of the main platform. Use 
these for the "Attack from Above" strategy. On the left of the main platform is 
a single cloud. This is the easiest spot to kill from. If an opponent is thrown 
left from this cloud, they will have very little chance or coming back. There 
are also two other clouds to the right of the main platforms. One is adjacent to 
the top platform and the other is further out at the same height as the bottom 
platform. When standing on any of the cloud take caution. After five seconds the 
clouds will disappear and you will fall through. To avoid this, jump every few 
seconds. However, use a disappearing cloud to your advantage. If an opponent is 
trapped on the far right cloud, make the cloud to the left of it disappear.

Celadon City - Pikachu's stage is one of the easiest stages to kill yourself on. 
The stage is made up of five platforms. One main platform in the center, two 
very small platforms on either side and two vertically moving platforms on the 
left of the main one. The stationary platforms are separated by fairly wide gaps 
and present instant death if you miss time your jumps or attacks. On the far 
left side of the stage is the first moving platform. This is a great spot for 
laying motion sensor bombs. Opponents coming back after being knocked out of the 
playing area will most likely land here. Just to the right of this moving 
platform is the first stationary platform. The moving platform moves vertically 
from this platform up about one or two character lengths. Use the stationary 
platform as a launching point for attacking any opponent on the moving platform. 
Because of the small size of both platforms and their close proximity, many 
attacks executed from the stationary platform will hit opponents on the moving 
one. Directly above and slightly to the right of the stationary platform is the 
second moving platform. Use the first stationary platform to launch attacks from 
below on any opponent standing on the second moving platform. Because the moving 
platform covers part of the stationary platform, if you stay toward the right 
side of the stationary platform it will be easier to avoid attacks from the 
moving platform above you. When the moving platform has reached it's top height, 
it will be several character lengths above the main platform. At this point it 
will give you an advantage for avoiding incoming attacks and delivering your own 
attacks to the waiting opponents below. Be careful when standing on either of 
the moving platforms. If you press down, you will go through the platform. The 
main platform contains the only hazard of the stage. On the right side of this 
platform is a garage-like doorway. When this is open a Pokemon is about to pop 
out. If the door is up, stay away from it. All Pokemon except for the Chansey 
are dangerous and should be avoided at all costs. Above the door is the 
remainder of the main platform. Use this area to stop opponents on the far right 
platform from getting back into the action. It's about one character length 
higher than the far right platform and there's a nice sized gap between the two. 
This makes it very difficult for anyone standing on the far right platform to 
attack you. Finally, the platform on the far right side of the stage should be 
used only for the "Edge Guarding" strategy. Do not hang out in this area because 
it is very easy to either fall off or get trapped and die.


TOURNAMENT STRATEGIES

With the popularity of Smash Brothers, you're bound to find several local 
tournaments in your area. This section is designed to help you do your absolute 
best in these tournaments. If you're a seasoned tournament veteran, you can 
probably skip this section, but for those of you that lack tournament 
experience, this should help you out.

Confidence - One of the keys to doing well in anything is to have confidence. 
You've more than likely played Smash Brothers a great deal to consider yourself 
able to win a tournament. By reading this guide and playing the game, you have 
probably learned a lot about how to win. Not everyone has the internet, or the 
time to play the game on a regular basis. This limits your opponents overall 
knowledge of the game. Go into the tournament with the attitude that you can 
win. However, don't get a big head. Overconfidence can be a bad thing and 
possibly cause you to play with less concentration. If you feel you'll massacre 
your opponents, you may not play as hard as if you think you may lose. Play 
every game like it was the finals and make sure you play to your fullest. You 
never know when an opponent might surprise you with their skill.

Regroup - Going into a tournament, you'll probably be nervous. This is normal 
for players with less tournament experience. Because you are nervous, you may 
not be playing as well as you could at home, or at a friend's house. About 
halfway through the match, take a second to regroup. Pause for just a few short 
seconds after you die and take a look at where you're at and what your opponents 
have been doing. Have you been getting a lot of kills, or dying more than your 
opponents? Which of your opponents is doing the best? Which is doing the worst? 
Target the player who seems to have the least amount of skill and add some kills 
to your score. Watch who the top player is going after and see if you can't 
steal a few kills from that person. If you can't steal any kills, watch for that 
opponent to get high in damage and finish him off as fast as possible. You may 
even want to notify the other players that this person is racking up kills and 
will win if something isn't done. By regrouping, you'll get rid of some nervous 
tension and possibly get yourself back in the game or maintain your lead.

Characters - Although there will be several popular characters (Link, Samus) 
everyone is different. Someone may love Pokemon and only play as JigglyPuff 
(Purin). They may have also become very skilled with JigglyPuff. Therefore it's 
a good idea to at least practice with all of the characters. If you have some 
friends over, play a few multiplayer games with someone other than your normal 
characters. If you and your friends continually use Samus, Link, DK and Kirby, 
then you won't know how to defend against any of the other characters. Knowing 
you opponents attacks, how to avoid them and what to counter with can be the key 
to winning or losing. Even if you're better than your opponent, playing against 
a character that you've never used or played against before is just like playing 
against someone using a new strategy on you. You won't know how to counter their 
attacks and this could easily cause you to lose several lives.

Pay Attention - Depending on how many people are in the tournament, you'll 
probably have time to sit and watch the other matches before and after you play. 
Pay careful attention to how the other people are playing. Watch for weak points 
and openings. Especially in the players that seem to be winning. These are the 
people that you'll have to play in order to win the tournament. If at all 
possible, opt to play last. Everyone will be watching the first game as the 
tournament would just be starting. But after people have played, they may not be 
as concerned with watching the other players. You should hopefully be able to 
catch some people off guard with your strategies.


ONE PLAYER STRATEGIES

Link - This is the first character and as usual is also the easiest. Knock Link 
over to one of the edges and use the "Edge Guard" strategy to keep him off. He 
won't put up much of a fight and should be easily killed.

Yoshi Team - You must defeat 18 Yoshi's in order to pass this stage. However, 
this is much easier than it sounds. Depending on what character you're using, 
your comeback attack will usually be your best strategy. Simply hit each Yoshi 
as they appear with the full force of your comeback attack and you shouldn't 
have a problem. If your comeback move is slow, a power hit will serve the same 
purpose. Also look for groups of Yoshi's to hit more than one at a time. Most of 
the Yoshi's will die after one or two hits making this stage go rather quickly.

Fox McCloud - Just like fighting Link, Fox doesn't put up much of a fight. The 
main thing you'll need to watch out for is his laser gun. Fox can shoot his gun 
very fast and you have trouble getting in close to him. Put your shield up and 
roll toward him if you're close enough. If there's some distance between you, 
double jump and use an aerial, downward power hit or some other aerial attack to 
stop him from shooting. Then pummel him with power hits and throws once you're 
in close. Get him off the ship and use the "Edge Guard" strategy to finish him.

Mario Brothers - This will probably be your first challenging stage. You and a 
randomly selected computer partner will duke it out with Mario and Luigi in a 
team battle. Team attack is off, so don't worry about hitting your partner. The 
easiest thing to do is concentrate on one of the two brothers and let your team 
mate handle himself. Try to get your opponent on the lowest platform. It will be 
much easier to knock them off and use the "Edge Guard" strategy on the lower 
platform than anywhere else on the stage. If you can finish one of them off 
quickly, you can double team the other brother for an easier kill.

Pikachu - The main thing you need to concentrate on in this stage is not falling 
off and watching out for Pokemon. Pikachu is fast and try to throw you or hit 
you with his projectile. Do whatever possible to raise his damage percentage, 
then throw him off the edge. His comeback moves is one of the best in the game, 
so you may have to repeat the process a few times. Because of Pikachu's small 
size, if you can get him around 70% damage, a power hit will usually kill him.

Giant Donkey Kong - This is a 3-on-1 match in which the computer will randomly 
select two computer controlled team mates to help you against Giant Donkey Kong. 
Because of DK's size, don't simply rush in and start attacking. If you have a 
projectile, use that from a distance and rack up DK's damage percentage. In most 
cases, you won't be able to kill him until his damage is over 100%. Items are 
very important. Especially if you get a hammer or bomb trooper.

Kirby Team - Fighting the Kirby Team is very similar to fighting the Yoshi Team. 
Eight Kirby's will attack you two at a time. Each Kirby has absorbed a different 
character's signature move. This should be almost as easy as the Yoshi Team 
stage. Simply use your comeback move or a power hit. One of two hits and they 
should be taken care of.

Samus Aran - This can be a difficult stage. Not only do you have to worry about 
Samus, but you also have to avoid the acid pit at the bottom of the stage. Samus 
is a tough opponent. You won't be able to simply hit her with a few power moves 
and use the "Edge Guard" strategy. Fighting Samus is almost like fighting a 
human opponent. You'll need to get her damage percentage high before you can 
defeat her. Use projectile attacks and power hits, but watch out for her Screw 
Attack and don't let her charge her blaster.

Metal Mario - When fighting Metal Mario, you'll need to use a similar strategy 
as when you fought Giant Donkey Kong. Get on the lower platform and attack Metal 
Mario until he moves down to the bottom platform. At this point, if you have a 
projectile, use it to continue to raise his damage percentage. If you do not 
have a projectile, use power hits. However, remember that he is made out of 
metal and therefore will continue attacking you even as you're hitting him with 
power hits. In most cases, you won't be able to defeat Metal Mario until his is 
over 150% damage. Once this happens, lure him the edge of the platform and try 
to throw him off.

Dummy Team - In this stage, you'll be fighting 30 polygon clones that look 
exactly like the regular characters without the texture mapping. This can become 
very difficult as you'll be fighting up to three clones at a time. Just like in 
the other two team battles, use your comeback or power hits to defeat the 
clones. Also try to hit more than one clone at a time and be careful not to get 
double and triple teamed.

Glove - The Glove can be the most difficult opponent you will face in the one 
player game if you don't use a set strategy against it. Unlike every other 
opponent, the Glove has 300 hit points where the damage percent is usually 
displayed. Once that hits zero, you win. When the Glove points downward and sits 
by the edge of the platform while the end of his finger begins to glow, start 
double jumping. It is about to shoot several times and will miss if you 
continually move. If the Glove moves back into the distance or off the screen to 
either side, put your shield up. After the Glove hits, counter attack with 
everything you've got. When the Glove starts walking toward you, do an aerial 
downward power hit. If the Glove attempts to poke you, jump out of the way. Do 
not put up your shield. If it pokes you long enough your shield will break and 
you'll be in trouble. When the Glove blasts off, watch it in the distance and 
jump as it tries to hit you. Then block as it comes back down into a spin. If 
you follow these tactics, you should have very little trouble with defeating the 
Glove.


HIDDEN SECRETS

Play as Captain Falcon - To play as Captain Falcon simply beat the game with any 
character on at least normal difficulty. After the credits you'll have to fight 
Falcon. Once you've defeated Falcon, you'll be able to choose him.

Play as Jigglypuff / Purin - To play as Jigglypuff / Purin, unlock Captain 
Falcon, then beat the game with any character on at least normal difficulty. 
After the credits you'll have to fight Jigglypuff / Purin. Once you've defeated 
Jigglypuff / Purin, you'll be able to choose her.

Play as Ness - To play as Ness, unlock Captain Falcon and Jigglypuff / Purin 
first, then beat the game with any character on at least normal difficulty 
without continuing. After the credits you'll have to fight Ness. Once you've 
defeated Ness, you'll be able to choose him.

Play as Luigi - To play as Luigi simply beat Bonus Practice 1 with the original 
eight characters. You'll then have to fight Luigi. Once you've defeated Luigi, 
you'll be able to choose him.

Unlock Classic Super Mario Bros. Stage - To unlock the Classic Super Mario Bros. 
stage for use in the versus mode, simply beat the game with all eight original 
characters on at least normal difficulty with three lives.

Unlock Sound Test - To unlock the Sound Test menu in the Data mode, simply 
complete Bonus Practice 1 and 2 with all twelve characters.

Unlock Item Switch - To unlock the Item Switch menu, simply play as the versus 
mode 50 times.


CREDITS

Bryan Dawson - drdogg@fiestanet.com or drdogg@nintendojo.com or DrDogg2@aol.com 
- Head Writer - PhDDogg on AOL IM - 13477025 on ICQ

Game Sages - sages.ign.com - Luigi and Sound Test Codes

Nintendojo - www.nintendojo.com - US hidden character codes

Special Thanks to the whole crew at Game Station. Without them playing me day 
and night I couldn't have figured out all the multiplayer strategies.

Special Thanks to Chris Heggum, Henry Ong and my Smash Brothers crew. Logging in 
over 200 hours of multipalyer action in two months isn't an easy task by 
yourself.


LEGAL

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do not alter it in any way. This FAQ was created and is (c) and owned by Bryan 
Dawson. All copyrights and trademarks are acknowledged that are not specifically 
mentioned in this FAQ.