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    Ganondorf by mmLink24

    Version: 1.1 | Updated: 10/18/03 | Search Guide | Bookmark Guide

                      >                        <
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                      >  Ganondorf FAQ         <
                      >                        <
    By Larry Xiang, lzxiang24@yahoo.com
    < Version 1.0 > 
      **                         **
      **  Legal Information      **
      **                         **
    This is my work, my FAQ. You do NOT have the permission to reproduce my FAQ 
    under any circumstance except for your private, and personal use. This FAQ 
    may only appear in four websites. That is www.gamefaqs.com, my personal 
    website, neoseeker.com, gamespot.com, and gamenotover.com.  I do not want to 
    see it anywhere else. If you do, email me.  However, if you email me asking 
    for permission to use this FAQ, or parts of it, I may or may not give you 
    consent to do so. My FAQ is protected by law, and breaking that law would be 
    a violation of copyright.    
    Version History      ******
    Version 1.0
    Everything.  I first finished it on this date.
    Version 1.09
    I put in some more info about Ganondorf's moves, and I added some 
    more websites to the legal section.
     >>                      <<
     >>   Table of Contents  <<
     >>                      <<
    1. Introduction
    2. The Great Evil King
    3. How does he fight?
       A. Introduction
       B. Basic Moves
       c. Special Moves
       D. Other Moves
    4. Stage Strategies
    5. The Items
    6. Important Notes and moves--DO NOT MISS
    7. Improving your game--DO NOT MISS
       A. Tips
       B. Exercises
    8. FAQ
    9. Conclusion
    10. Contact Information, and Credits
    11. Legal Information
     >>                << 
     >>  Introduction  <<#################################################
     >>                <<
    Welcome, everyone, this is my FAQ on Ganondorf.  It is safe to say,that
    Ganondorf is the strongest, if not, second strongest character. Ganondorf
    also has one of the best aerial games of all characters. This 
    guide will cover all you need to know about Ganondorf, and his moves.
    It will also cover facts and strategies involved with items, and stages, 
    and give pointers on improving your game. I am, unfortunally, not a SSBM 
    master, so if I was very wrong on a certain point, or stated something
    not true, you can tell me.
    I will NOT include basic info, like the SSBM system, walking, and other 
    basic things. I will NOT be covering the different modes including
    Classic, adventure, and all star.  I will also skip the event matches,
    home run contest, break the target, and the multi-man melee. Yes, it does 
    seem like I'm throwing a lot of information out of this FAQ, but if you 
    want further FAQs on the above mentioned subjects, visit
    spookisfat's cruel melee guide,
    SSkeeto's homerun contest guide,
    Mario 64 Master's Break the targets FAQ,
    DMHawkmoon's Event Match/Melee Mode FAQ, and
    Nintendorks' FAQ/Move list.
    If you want to contact me, my email is lzxiang24@yahoo.com.  However
    I check my mail every 5 days, even every 7 days once school starts. 
    But, as long as your email is "proper", I will reply to it.
    Go to "Contact and Credits" to check what a proper email is.
     >>                       <<
     >>  The Great Evil King  <<#########################################
     >>                       <<
    Who is Ganondorf?  Why, he is the villian of The Legend of Zelda Series.
    He is always seeking after the Triforce, which grants the wish of 
    those who lay their hands on it.  However, the triforce is not 
    usually assembled, so it is broken into three parts: power, wisdom,
    and Courage. 
    To unlock Ganondorf, simply beat event 29.  I will not give any 
    strategies for that event, because if you got that far, you should 
    have enough skill, and if you don't, use the FAQs I mentioned earlier. 
    Ganondorf posseses the triforce of Power, which is no surprise,
    considering how strong he is in Super Smash Brothers Melee.  He has 
    a vast arsenal of strong moves, most of which deals knockback. 
    So, his Pro's are, 
    Many KO moves
    A great spike (down B, explained later)
    A fair chance of recovery (explained later)
    And many more, to be noted later
    Slow speed
    Ganondorf is a great and powerful character.  From my
    personal experience of 1.5 years playing Super Smash Brothers
    Melee, I found Ganondorf to be the most effient, and best 
     >>                       <<
     >>  How does he fight?   <<###############################
     >>                       <<
    Ganondorf has a great arsenal of moves, as I have mentioned
    earlier.  For this next part, I will be using certain words 
    who's meanings may stand unclear. So, here are my definitions,
    not necessarily correct, but here they are.
    Bounce= Moves that give great knockback, which means that the
            opponent is hit far away.
    Strength= A move that has a lot of strength will dish out a lot
              of damage.
    Tempo= the speed of the move. This also includes the time period 
           after the attack is executed.
    Scope= The range that the attack has. 
    Priority= If two players hit each other at the exact same time, who
              will win the move? The one who used a move of greater 
    *= The rating that a move gets. 5 is the max
    /= Represents 1/2.  So */= 1 1/2.
        Part B, basic moves 
    Neutral A
    Strength= 7%
    Just a regular punch.  It also electrifies your opponent, but
    I'm not sure if that helps too much in stunning them.  It comes 
    out really fast, and if you feel there is no time for a smash,
    feel free to use this.  It can be used defensively when you want
    your opponents a distance away from you.  It can also hit 
    mulitiple times, and you can occasionally pin an opponent.  
    Walking A
    Strength= 12%
    Simply walk, than press A.  This, I find, is a great attack. It's
    got good tempo, decent strength, and can set up for the next move 
    to roll in.  It also has great scope.
    Dash A
    Strength= 14%
    Run forward, and press A to make Ganondorf shoulder the opponent.
    It's a good move, but facing experts, or multipal CPUs, there is 
    a rare chance you'll get to finish this move.  However, I gave it
    some more rating because it has great priority, and when fighting 
    mulitiple opponents, it might be helpful.
    Down A
    Strength= 12%
    Ganondorf sweep kicks the ground when you hold down on the control 
    stick.  This is a great move.  The opponent lands right in front of
    you, providing a chance for you to execute another attack.
    Up A
    Strength= 27%
    This is one of Ganondorf's useless attacks.  Ganondorf puts up his 
    leg, and brings it down again with a huge explosion.  The delay is 
    What I'm worried about.  This move takes a long time to execute, and
    isn't apt in serious battles.  But, I believe it is stronger than 
    the Warlock Punch, mainly because of its bounce.  While it can KO a
    lightweight on a small stage at 30%, the warlock punch can't.  But
    tell me if you think I'm wrong.
    Side Smash
    Uncharged= 22%, Charged= 30% 
    Wow, what a great smash.  I am assuming you know what a smash is. If
    you don't, go to Data --> Archieves --> How to play.  This smash has 
    great range, and great bounce.  When you use this smash, count on 
    your opponent getting KO'd on the top boundary of the stage, since 
    this attack takes your enemy 78 degrees up.  With this attack, you 
    can smash on.  There is a good chance it will connect.
    Down Smash
    Uncharged= 20%, Charged= 28%
    In this smash, Ganondorf kicks forward, than backward.  The kick 
    forward will not smash your opponent far, but the backward kick is 
    what you need to smash the opponent.  This move is not too great.
    The results after executing this move are unpredictable since it has 
    two parts for it.  However, if you're lucky, your opponent will get
    caught in the first kick, and be transferred along the ground to the 
    second part of the smash.  You also might want to try it when enemies
    surround you all both sides. 
    Up Smash
    Uncharged= 40%, Charged= 53%
    If only the first kick connects, Uncharged= 22%, Charged= 30%
    This move has two parts, and two different possibilities. 
    Ganondorf will kick both legs into the air, one leg at a time. If your
    opponent is above you, he/she will most likely get caught up in the
    two part attack.  That is when both legs hit.  That smash will send
    the opponent 90 degrees into the air.  The other form of this smash 
    takes place usually when the opponent is directly in front of you.  
    He/she will get hit once, and fly at 45 degrees.  I cannot argue 
    which form is better, since it's the same attack.  But, the form 
    where your opponent is hit once will not occur as often as the other
    form because this smash has very little scope in front.  There is an
    advantage this attack has on certain stages, which I will explain 
    Grab, Throw in Front
    Strength= 9%
    This attack is not apt for comboing on stage, because if your opponent
    is skilled enough, he/she will most likely tech(explained later),
    and it will be too late to attack again.  However, if you throw your 
    opponent off the stage while you're close to the edge, with your
    opponent having 10-30%, you will mostly likely score a KO after 
    executing Down B(explained later).
    Grab, Throw Back
    Strength= 9%
    The spiking combo will not readily work with the back throw if your
    opponent has low percentages.  This is because when you do throw your
    opponent, he/she will have recovered by the time you turn around, 
    jump, and use down B.  So, I have not found any great uses for this 
    attack, but if have, tell me.
    Grab, throw Down
    Strength= 7%
    This is my favorite throw.  When your opponent is at lower percentages,
    you can follow up the down throw with the sweep kick, and maybe the 
    down smash.  When your opponent is at higher percentages, you can
    follow the down throw with an up smash for the KO.
    Grab, Throw up
    Strength= 7%
    Another good throw.  What I like to do is attempt some kind of aerial 
    attack after the throw is performed, like aerial up kick.  Sometimes 
    you will get the chance to up smash after the throw.  Robert Perez
    says that you can also do a chain grab with this move.  This works on  
    fast falling opponents like Fox and Falco.  Just throw them up, and 
    quickly catch them again.  This can be done at lower percentages, like
    %30.  For those reasons, I brought its rating up a little.
    Aerial Neutral
    Strength= 12%, or 24%
    Ganondorf kicks twice when he is in the air.  But, I'm not too clear
    on the percentages.  If anyone knows if the second kick does, or does
    not have greater strength than the first kick, contact me.  
    Nothing is too special about this attack.  I don't use it often 
    though, because Ganondorf has much better aerial attacks than this.
    Though it may seem like this attack hurts a lot, it rarely, if ever,
    connects both kicks.  Not only that, it doesn't provide a lot of 
    bounce either.
    Aerial Down
    Strength= 22%
    Ganondorf kicks his feet down to spike the opponent.  It is argued 
    that this is the strongest spike in the game.  I believe it is, but
    it isn't all that great.  This attack is very difficult to time. 
    It lacks good tempo, and is only good against those CPUs that wait
    on the ground for you to perform this attack.  Humans will either 
    jump up and attack, seeing that it takes a long time for this move 
    to come out, or dodge.  Advanced CPUs will dodge most of the time.
    However, against characters with a lot of priority, like Marth, it is 
    bound to fail.  Nonetheless, it's power and bounce is irresistable.
    Use it when your opponents least expects it.
    Aerial Up
    Strength= 12%
    Ganondorf does a backflip in air, covering a 180 degree arc.  There
    is nothing too special about this move, but it connects most of the
    time.  Bounce is minor, but sometimes it can KO your opponents.
    Aerial Front
    Strength= 17%
    This is a great attack.  There is a slight delay before the actuall 
    punch comes out, but it is quite easy to time it so the attack 
    comes out at the right time.  This punch also has a great knockback,
    so KOs come easy at the edge when your opponent is high.  
    Aerial Back
    Strength= 16%
    Ganondorf will swing his fist behind him, and attack the person 
    behind.  It comes out a lot faster than the previously mentioned 
    move, but also has less knockback.
      Part C, Special Moves
    Warlock Punch
    Strength= 30%
    Most beginners might be attracted to this charged punch, but experts
    will almost never use it.  There is just too little chance of this
    attack connecting.  It can be used, and started in air.  That would 
    increase the chance of it actually connecting, but not by much.  It 
    has a lot of bounce, but experts would laugh if you use this move.
    However, despite all the disavantages of the Warlock Punch, it can 
    still work against CPUs.  I've had level 9's getting punched numerous
    Wizard's Foot
    Strength= 15%
    This is a beautiful move.  It is a good way to finish combo's, 
    it has very good priority, and it can spike.  When you are in 
    mid-air, use this attack, and it will knock your foes straight down,
    which means that with enough skill, you can KO a foe at 20%.  The
    only thing perventing this move from getting 5 stars is the 
    horribly long waiting time after this attack is executed.    
    Gerudo Punch
    Strength= 17%
    Ganondorf swings his fist causing his whole body to follow.  It is 
    an average attack, because it can be stopped, or avoided easily 
    despite its speed.  However, if you succeed, combo possibilities
    are created.  But, if you fail, there will be a horribly long period
    in which you fall to the ground, and slowly get up.  This does NOT 
    count as a recovery jump.  You can do this attack in mid-air, but
    after that the computer treats it like you used the third jump.
    Warlock Grab
    Strength= 17%
    This is a nice move.  Ganondorf jumps up very quickly, and grabs 
    the opponent, inflicting damage once the encounter is over.  This
    attack has fairly good priority.  It can even stop Kirby's stone 
    attack.  A combo I discovered the computers use is Gerudo Punch,
    followed by a warlock grab.  You can use that combo as well.
      Part D, Other Moves
    To jump, press "up" on the control joystick, or press the x, or
    y button.  For me, I use the control stick, but there is little,
    or no difference between the two.
    When hanging on the edge,
    A/B= 10% 
    Ganondorf comes up and attacks the opponent.  I've used this most 
    L/R= Comes up, and rolls along. Great for evasive needs.
    X/Y= From the edge, he jumps up higher than his first jump.
    There are still A LOT of techniques left, but that will be saved for
    number six on the table of contents.
     >>                       <<
     >>  Stage Strategies     <<
     >>                       <<
    In this section, I will give a basic description of the stage, 
    and give a few strategies.  I won't use ACSII art, though, since
    I'm horrible at that.
    Icicle Mountain
    Size= Strolling
    There is one thing you would want to take advantage of in this 
    stage.  Notice how easily people can get KOed off the sides?
    Yeah, NEVER forget that while you're in this stage.  Take advantage
    of those KO boundaries.  However, unfortunally, most of Ganondorf's
    smashes propel the opponent UP, not to the side.  But, we do have
    his aerial front A, and, we have the Wizard's Foot.  Most players 
    would prefer to throw the opponent off, but Ganondorf doesn't have 
    throws that are extremely strong.
    In this stage, there are 4 different strolling options.  There is 
    complete stop, where nothing is moving; there is slowly moving up;
    there is slowly moving down; and there is moving up very fast. 
    The strolling option you have to be careful with that last option.
    Ganondorf surpasses Bowser in terms of jumping, but is still no good.
    You'll find, though, it won't be too difficult to keep up with the pace
    as long as you focus half on your foes, and half on the stage.
    Princess Peach's Castle
    Size= medium-small
    From first look, this stage may appear to be quite large, especially 
    when those buttons are pushed, and those platforms appear.  However,
    this stage is divided by a tall tower.  Most of the time, you won't 
    be fighting on the tower, so this stage has been neatly cut in half.
    There are no hazards you might want to know about except the banzai 
    bill, or whatever it's called.  That thing is truely strong.  It can
    instantly KO anyone.  The strange behavior with CPUs is that they stay
    near the edge when they sense a banzai bill approaching.  So, natually,
    you would want to plunge you foes into the explosion of the banzai 
    bill.  However, I have not yet attempted any of this, but I'm guessing 
    some kind of throw is necessary.  But even than, it would be quite 
    difficult to drag your opponents into the explosion.
    This stage has a relatively small KO boundary at the bottem, so spike
    Rainbow Cruise
    Size= Strolling
    You start out on a medium sized boat.  There isn't anything special 
    about this boat except that the KO boundary is very close on the 
    right side.  After some time of duking it out, the ship drops, and
    it is time to move on.  Here is a place where you must worry about 
    spikers, since there is little solid ground around.  After that, the 
    stage walks you along a big platform.  Here, the concept is same with 
    Icicle Mountain.  You must knock your opponents off the two sides.
    The last sequence of your journey is a sudden drop, where countless 
    times the CPU and I have died.  But don't worry, an arrow will notify
    you.  The strategy I use to get past this part, is to stand on the 
    tan-colored blocks, and wait until one falls.  It will fall slow enough
    to accomodate the speed of the stage.  By taking this path, you will
    have avoided the mess which is taking place on the white platforms.
    Kongo Jungle
    Size= small-medium
    The KO boundaries on both sides seem extremely close.  Just keep 
    that in mind.  It may be faster to score a KO off the sides rather
    than star KOing it above.  On the right, there is a small platform. 
    I usually avoid this place when using Ganondorf.  It's very small, and
    it brings you even closer to the right KO boundary, which means, 
    one bad move, stuck in one good combo, and it's good bye.  There is 
    nothing else note-worthy, except that there are multi-platforms, and 
    the DK rap in the background.  Many may disagree, but I sort of like 
    the DK rap.  However, it has nothing to do with gameplay, so moving 
    Jungle Japes
    Size= medium
    There is only one major thing you would want to know:  The bottom
    KO boundary is the CLOSEST in all stages that have a bottom boundary.
    That mean you can no longer use Wizard's Foot as a spike, because if
    you do, you'll suicide.  The klap trap also comes along occasionally,
    even though it seems like often with all the KOs that klap trap is 
    scoring.  The klap trap looks like a blue crocodile, and it's bite is
    a one hit KO.  You can actually jump in the water, and come out again
    perfectly safe, but it's not worth it with Ganondorf.  Even with 
    characters like Kirby, it doesn't provide any kind of ambush.  So, stay 
    in that middle platform, Below it.  Hopefully you can up smash some 
    opponents up above.
    Great Bay
    Size= medium-medium large
    Several things to note here.  The Right KO boundary is VERY close, and
    it is extremely easy to get KO'ed there.  Make use of that advantage.
    There is a turtle who shifts positions, dives in the water, and 
    submerges again.  I don't usually fight there, though.  Then, there is 
    that annoying Tingle.  He's nothing but exasperation.  With CPUs, they 
    will attack you if you still on the balloon.  With humans, they will 
    also get you.  There have been times when my opponent had +120% in 
    damage, and I launched a good smash.  But, they hit the balloon, and 
    bounced back, still alive with +140%.  
    The water.  Obviously, none of our smashers took swimming lessons, so 
    treat the water like thin air.  Here comes the greatest thing you could
    know about this stage.  You see that there are two platforms on both
    sides?  Those places are KO heaven.  Get down there, and get to a 
    place where the main platform and the lower one overlappes.  That is 
    where any attack projecting someone up, or diagonally up, will 
    instantly KO the opponent.  Here is what happens; an attack sends the 
    opponent soaring up.  But, they hit the main platform, and they bounce 
    into the water at spiked speeds.  So never forget that.  You could be 
    the victim, but you could be the smasher as well.
    Size= Extra Extra Large
    It may seem that with this incredible size, KO chances are reduced to
    a minimum.  That is not true.  All you have to do is make use of the
    side KO Boundaries.  Those lines are actually quite close.
    Nothing else much is to be said about this place, except I usually fight
    Where Player one starts out, which is on that nice piece of flat ground
    and a combo-connected platform up above.
    In the center of the stage, there is a tunnel and a platform.  Very 
    similar to Peach's Castle, it divides the stage in half.  But what's 
    more important is the tunnel.  Some players can pin their opponents 
    against the platform, but Ganondorf has no moves fast enough.  However,
    once I was able to squeeze 5 Neutral A's before the CPU broke free. 
    There is a platform below the tunnel.  That is the place to stay is you
    have +150%.  Sometimes, I can endure until 350% with Ganondorf down 
    there.  Simply crouch and use your Down A.  
    Flat Zone
    Size= Extra Small
    What a chaotic stage.  There are weapons falling from the sky which will
    project you up, and if high enough, you will be KOed.  Also a guy 
    will come around, and dump some oil on the ground.  It's nothing special,
    but it is extra slippery.  The weapons that fall inflict 10% damage, so 
    try to avoid, because you could easily be comboed after getting hit by
    the weapons.  A monkey will come around occasionally to restore some
    lost platforms.  No signifigance there.
    The thing you really need to know, is that the KO boundary is EXTREMELY
    close on all sides except bottom.  Even Ganondorf can be quicky be put
    to oblivion at 70%.  But, not to fear, Ganondorf has a LOT of 
    knockback moves, so it doesn't always have to be a smash to dispose of
    the enemy.  It could also be any aerial attack, or even the walk-->A. 
    Just don't stay in one place, and when you need to move, use wizard's
    foot, or jump.
    Yoshi's Story
    Size= Small
    This is a plain stage with three platforms.  Shy guy will come around 
    and speculate on the match.  Ignore them.  Here is also a good place
    to start using your wizard's foot.  The KO boundaries seem to be
    not too far, nor too close.  You can use up smash if there are people
    on one of the platforms above you. 
    Yoshi's Island
    Size= Medium
    Do not confuse this with Yoshi's story.  It's much different.  There 
    will be yellow blocks that spin when you hit them.  The ones above 
    ground are of no signifigance, like Tingle's balloon.  However, the
    three blocks on ground floor need to be watched at all times.  
    Countless times have my foes plunged into the earth after overlooking 
    those blocks.  You, too, can fall.  One way I see the CPU Ganondorf 
    fall is by using the Gerudo punch (side B).  The easy solution would
    be to avoid that attack whenever you're close to those blocks.  
    Not only that, the KO boundary is rather close along the bottom.
    Actually, the boundary lines are close everwhere, in all directions. 
    However, this is no disadvantage.  Most of ganondorf's smashs will 
    Project the enemy up, and since the KO boundary line up is close, 
    you can smash away.  
    To the right, there will be a little hill.  At first, I thought that
    that hill would be the Ideal KO place.  In a way, it is, since it 
    brings you closer to the Upper KO boundary .  However, for attacks
    that project the opponent 45 degrees and less, the foe will simply
    skid along, and may not be KOed at all.  Of coarse, this is still no
    concern considering the vast arsenal of candidate moves to use on this
    stage.  Once again, smash away.
    Size= small
    Besides looking pretty, and hosting good music, there is nothing 
    noteworthy here.  There are platforms that move up and down very
    The boundary lines are "normal".  Not too close, not too far.  
    Just use normal tactics, and don't forget to spike.
    Green Greens
    Size= Medium
    There are a few things to note here.  There is a tree in the 
    background that will blow wind to one side.  That does nothing
    bad except to annoy you.  Sometimes the tree will spawn apples.
    Some apples heal you, some you can use as projectiles which 
    inflict 11% with Ganondorf's throw.  Some apples are explosive.
    This stage is composed of three main platforms, which are divided
    by two towers of yellow blocks.  Some blocks have a picture of a 
    bomb on them.  Be careful of those blocks.  They inflict 22%
    damage, but doesn't have as much bounce as a normal bomb-omb.
    The KO boundary lines are slight closer on the right and left, but
    that difference is minor.
    Size= Medium-large
    The biggest factor here would be the awnings.  Awnings come around
    every once in a while to spray bullets over the stage.  You will
    rarely get hit, but if you do, no big deal.  Some awnings come closer
    and you can jump on them.  That wouldn't be of any use, except to 
    temporily hide.  When they go, jump off, or be star KOed.  
    The StarFox has it's own gun below the stage.  You can get there 
    easily, and I doubt anyone would follow.  However, the Starfox's 
    gun will come alive occasionally, and that is sure to kill you.
    The Left KO boundary line seems to be the closest.  
    Size= Medium
    This stage can be divided into four parts: Upper left, lower left,
    upper right, and lower right.  With the tilt of the wings, combat 
    can sometimes be really difficult.  For example, it is not so easy 
    anymore to smash and expect it to land.  You can drop from the upper
    platforms into the lower ones by crouching.  That can set up for 
    tricks, like dropping, and then immediately using up-aerial attack.
    Once you are on the lower platforms, it is easy to up smash dumb CPUs
    that drop through without thinking.
    The starfox goes through different phases.  It goes from a sunset
    scene, to a dark cave.  Once in the dark cave, the side KO boundaries
    are temporarily shut off.  It has annoyed me sometimes, and saved my 
    life other times.  Your foe will go flying from the ship, but strike 
    a rock, and bounce right back.  Also when you go through that cave, the
    Starfox seems brighter, and may offend your eyes.  Try to ignore that 
    As for the KO boundary lines, they seem a bit further than the usual.
    Size= Medium small
    You will notice that there are "strings" that connect the platform to 
    the main platform.  There is also another set of adhesives on the main
    floor.  Ignore them.  If you cut them, the stadium is cut in half, and
    the platforms are useless.  This may create a greater atmosphere for 
    KOing, but it is not worth it, considering the adhesives restore itself
    very quickly.  Usually, I stay on the main platform at the bottom.  But 
    the lava rises occasionally, so to be safe, make sure the top platform is
    unoccupied.  Make sure you avoid the lava.  It won't KO you, but it will
    hurt a lot.  
    Brinstar Depths
    Size= Medium
    This is a chaotic rotating stage.  Make sure you keep your eyes on the
    big reptile in the background (Kraid).  When it appears, it will soon 
    slash at the stage, rotating it.  Don't take any risks.  Stay on the
    ground parallell to the lava.  There is no real strategies in this place.
    I don't think you can grab any edges at all because there are none.  
    The KO boundary lines are average, though most will die at the bottom.
    Size= Medium large
    One thing to note is the cars.  Whether I was beginner, or advanced, I
    always got hit by those cars.  Of coarse, a warning is given every time
    a car is about to approach.  So heed those warnings, and don't even fight
    on the road.  Instead, move your fights to the two purple platforms, and
    the blue roof house.  
    Another thing to note is that the KO boundary lines are greatest at the 
    If you do it just right, you can sidestep dodge the cars.  However, that
    is a risk not worth taking.
    Size= Large
    The thing you need to notice is the two gaps between the buildings.  Since
    Ganondorf does not know the wall jump, he can be KOed there.  So if you
    don't pay full attention to the screen, you will make a move, than realize
    that you've fallen into the pit.
    UFO's will come around occasionally.  If you are at the other side of the
    stage when this happens, the camera will zoom out, and it will be difficult 
    to track down your character in this huge stage.  The UFO itself is very
    slippery, and combat is impractical there.  
    The KO boundary line is closer than average to the right.
    Mute City
    Size= Small
    A moving stage, but not strolling.  There will be passing cars.  If they
    hit you, don't worry it's only 10% with minimum knockback.  Still, it 
    would be better to stay safe rather than sorry.  Another hazard that will
    hurt you is the track.  While your main plaform is moving, jumping off 
    will result in 18%, and projection direction of UP.  
    Recovering in this stage is difficult.  There are little, if not none 
    edges to grab.  
    A fun thing to try is to hurt the cars.  If you do a powerful attack, or 
    use a powerful item like a bomb-omb when a car passes, the car will stop, 
    and emit smoke.
    Big Blue
    Size= Medium
    The safest place to stay would be on the platforms that you pass.  Staying
    below on the cars are dangerous because when a slow character like 
    Ganondorf gets knocked onto the track, it's almost over.  The track 
    behaves like the river in Jungle Japes, but runs a lot faster.  The cars
    here are bumpy, making it very hard to land your attacks.  So, the two
    options are aerial attacks, or the platforms.  Also note that the side
    KO boundaries are really close.  
    I don't really like this stage.  Ganondorf will just have to jump around
    and use aerial attacks.  The other thing about this track is that you can 
    use your third jump, land on the track, and if your reflexes are good 
    enough, jump back onto the cars.
    Pokemon Stadium
    Size= Medium to medium small
    Ahhh, now this is a very plain stage, good for serious combat. Until....
    it transforms into some really chaotic stages.  The order is
    Default--> element stage--> default--> element stage.  The order 
    goes like that.  The different stages are fire, rock, water, and grass.
    Nothing else needs to said except that the KO boundaries are all 
    average.  The element stages are complex, but the strategies remain the
    Poke Floats
    Size= Strolling
    This stage is composed of floating pokemon, as the title suggests.  This
    is a great place to use the wizard's foot to spike people.  
    There are just a few places you need to be careful of.  The first place 
    is when you see that duck.  When fighting on its head, the camera will 
    start to move down, and you will be star- KOed.  So, don't let that 
    happen, and only involve yourself 40% to combat, and 60% to the stage.
    There are other tricky spots too, like the big tree, and the place where 
    you meet chancy(egg mother), and golem(head with flexing arms) , or 
    whatever.  You should know which places to give extra attention to the stage. 
    So when do you know to move on?  Well, stay in front of the combat. 
    For example, if everyone else is fighting on squirtle's head, you
    should jump on onix.  There are exceptions, though, like when getting
    to the purple gas pokemon.  Sometimes you will fall faster than the 
    camera, and be KOed.  So, when you feel that you will sure fall through
    the bottom KO boundary, than use up B.  But most importantly, pay 
    attention to the stage.
    Mushroom Kingdom
    Size= Medium large
    In this stage, your percentages will rise, and you won't get KOed
    until the percentage is really high.  Next to temple, you can survive  
    longest on this stage than on any other stage.  This is because of the
    two layers of red blocks making a roof over the main platform.  This
    is not good news for Ganondorf, because if you remember, most of his
    attacks project the enemy in an upward direction.  
    However, the sides of this stage are just like the sides of Icicle
    Mountain.  The side KO boundaries are extrememly close, and Ganondorf
    can easily KO a middleweight with 30% with the Wizard's Foot when the 
    foe is near the edge.  As usual, keep that in mind.  
    Mushroom Kingdom II
    Size= Small
    Just one thing that you need to know.  The side KO boundaries are very
    close.  Don't forget that.  It is the key to winning on this stage.
    Other small things to note is the birdo and the magic carpet.  But, 
    those things are very minor, and won't affect your gameplay too much.
    There are also two pits in this stage.  Of coarse, that is where you
    use the wizard's foot, but sometimes you will die if you use it too 
    close to the ground.  Try using it from a higher place.
    Size= Medium small
    That is the average stage.  The KO boundaries are average, and take 
    advantage of your up smash, which can reach opponents on the two 
    lower platforms.  I heard somewhere that gravity goes lenient 
    sometimes, and everyone's falling speed will slow.  However, I have
    not discovered any change in gravity.
    Final Destination
    Size= Medium
    Just a flat piece of ground.  The KO boundaries are slightly farther
    on all sides.  Or maybe it's average.  But, anyway, this is the 
    average stage, so use your normal tactics, and fight away.
    Dream Land N64
    Size= Medium
    An average stage.  The tree still blows wind, but that can only
    cause slight exasperation.  It shouldn't affect gameplay.  
    The side KO boundaries seem a bit farther.
    Yoshi's Story Past
    Size= Medium to large
    The two lower platforms are tilted, and so is the main plaform.  But
    the bad thing about the two lower platforms, is that you can't up 
    smash any opponents there anymore.  However, the main factor that 
    makes this stage different from the others are the clouds.  Do 
    NOT fight on the clouds, because they will disappear VERY quickly, 
    with little warning.  If your last move happened to have a long 
    recovery, than you will fall through the bottom KO boundary.  With 
    the clouds, the side KO boundaries increase tremendously, making it 
    annoying sometimes when you were supposed to KO someone, but 
    didn't.  To the right, there should be two clouds.  I call the 
    farther cloud, suicide cloud.  You can get there, but without 
    someone else's help, you won't get back.  Avoid the clouds totally,
    and focus on those star KOs.
    Kongo Jungle Past
    Size= Medium
    The only thing that bothers me here is the light.  It is dark, but
    unlike Jungle Japes, you will have a hard time seeing you and 
    your foes.  Other than that, there is a barrel, but like the other
    Kongo Jungle, don't trust it.
     >>                       <<
     >>     The Items         <<###################################
     >>                       <<
    Well, these things restore your health.  Certain foods restore more
    health than others.  But, since Ganondorf is a slow character, I 
    wouldn't get this if you know someone else will reach it first.  
    It's good, but not that good.
    Maxim Tomato
    THIS is good.  It is worth going for even if it means losing health. 
    This tomato will restore 50% of your health.
    Heart Container
    WOW, this is the best recovery item.  Get it when you see it.  It 
    will recover 100% of your health.
    Ray Gun
    A mediocre item.  It fires 16 shots, and gives mininmum knockback.
    Not only that, it's slow.  But when you throw it, it inflicts 12%.
    Fire Flower
    For about 6.8 seconds, this flower will continually spew out fire.
    Sometimes you can get people pinned with this.  Unlike Bowser's
    fire breath, this item pushes the opponent away from you. 
    Throwing it causes 9% damage.
    Super Scope
    With rapid fire, the opponent can suffer a total of 26%.  Throwing
    it inflicts another 14% for a total of 40%.  That's what I 
    usually do.  You can charge it up, and it will fire two shots: 
    28%, and 21%.  The first shot has huge knockback, but both shots
    have little chance of connecting.
    Star Rod
    Throwing it inflicts 15%, but throwing it down causes 18%.  Both ways,
    the opponent will fly at almost 0 degrees, meaning his/her path of
    flight is parallell to the ground.  Great knockback when thrown.  The
    star rod also spews out stars when the controller is pointed slightly
    in one direction.  It can spawn a total of 16 stars.  The star rod is
    great for edge-guarding.  A fully charged smash is 36%.
    Lip's stick
    This thing is great.  Whenever an opponent is hit, they will grow a 
    flower out of their head which drains their percentages.  For example,
    a throw inflicts 12%, but the flower pumps out another 18% for a 
    total of 30%.  A fully charged smash can deal 56% total.
    Beam Sword
    The beam sword does 14% when thrown, and 20% when used as a smash.  
    But it does seem like this sword has beautiful scope.
    Home Run Bat
    The throw deals 21%, and INCREDIBLE knockback.  The smash is a one hit
    KO.  This is a miracle weapon.  Now if only it had more scope.....
    This item swings really quickly, making it possible to inflict 65% in
    10 seconds.  The throw is 9%.  There is no strong bounce, so this is
    another mediocre item.
    You MUST get this item.  It has great range, and superb bounce.  It 
    inflicts 22% with each hit, and KOs middleweights at 70%.  But, persuit
    is difficult while holding this item.  You only get one jump.
    Headless Hammer
    Sometimes, you pick up a regular hammer, and the head falls off.  That's
    bad.  Try to run away.  BUT, when you pick up the fallen head, and throw
    it, it inflicts 35% with MAXIMUM knockback.
    Handle= no star
    Head= ****/
    Green Shell
    Throwing this item inflicts 25% damage on the opponent, and gives beautiful
    knockback.  Be careful, though, since most CPUs can powershield it back to 
    Red Shell
    Throwing it inflicks 16% of damage.  The rolling shell causes 9% with each 
    hit.  When you throw this, it will roll around, targeting the nearest 
    person.  Yes, it does betray you.  But, sometimes it's helpful against 
    If your foe is hit by this flipper, 9% damage will be added to him/her.
    Touching it after that will inflict 1%, but KO worthy knockback.  
    The only time this becomes a threat is when it is placed so that it 
    blocks the edge, and when you approach it at an angle which can spike
    If your foe is hit by this ice cube, 24% will be inflicted.  The foe 
    will also be frozen for 5.5 seconds to allow you to do whatever you
    want.  This is a good edge guarding tool, because if your opponent
    is hit, and there is no ground beneath, the frozen foe will fall to 
    his/her doom.  The freezie also has decent bounce.
    The pink creature will inflict 10% when first thrown.  Next time it 
    will be 11%, than 10%, than 12%, and so on(I believe that is the 
    pattern).  It has mininim bounce.
    The pokeball causes 15% when thrown, but the pokemon itself is what
    you're looking forward to.  Some are useless, but others will help
    you score 3 KOs, or build up +110% on your foes.  Sometimes, you
    can knock a pokemon away.  They are, Cryrill, Chancy, and marill.
    There may be more.
    This is one the items that CPUs LOVE.  They will back out of a fight,
    and track down this item wherever it is.
    Rating varies. However, I recommend you to get the pokeball regardless
    of who it may be.  It's just worth it.
    This bomb dishes out 34% with one throw.  However, CPUs can easily 
    powershield it right back to you.  So, don't pick one up, and 
    instead let the bob-omb go to your foes, and blow them up.  Bob-ombs
    have MAX bounce.
    Motion Sensor Bomb
    Throwing it causes 14% upon your opponent.  A green light will shine
    from the ground.  If you come near it, it will explode, adding 28%
    to anyone affected by the explosion.  This is a GREAT item to use
    against CPUs, because they totally ignore the exsistance of the motion
    sensor bomb.  Roll over one if you want to detonate it without getting
    hurt.  In time mode, if you step on one, and get KOed, you will lose two
    points, even if self-destruct is set on -1.
    Super Mushroom
    This mushroom will increase your size.  With bigger size, you have the
    obvious advantages of weight, and strength.
    Poison Mushroom
    This mushroom is purplish in color, and has a slight frown.  Don't get
    the mushroom if you don't know which one it is, because if you get this
    mushroom, your size will decrease, and you will have to play "run away"
    for 8 seconds.  Sometimes the CPUs will dodge this item.  Than, you will
    be sure that this is the wrong mushroom.
    /(half a star)
    It is a bouncing star.  Take it, and you will enjoy invincibility for
    9 seconds.  This item isn't too useful because the CPUs will run away
    from you, and Ganondorf isn't really good at persuing others.
    With this, you can glide like Peach!!! but.....that is not really a great
    advantage.  Gliding will most definally slow you down in air, and make 
    you a fine target for your foes.  Throwing the parasol is useless. 
    Smashing with it gets out 24% from your opponents.  That's not even as good as 
    Ganondorf's Forward Smash!
    Warp star
    Oh, yeah!  THIS is a great weapon.  You can't even shield from it, and CPUs
    always gets hit by this powerful star.  It does 22%, but the thing that is 
    even more important is the knockback.  GREAT knockback.  You can also control
    its direction with the control stick.  
    Metal Box
    Once you hit this green box, you will enjoy being a man covered with metal for
    11.9 seconds.  With this, your weight increases greatly, but so does your 
    falling speed.  So, when you grab this, get in the fray, but stay away from
    the edges.
    Bunny Hood
    With this mask on, Ganondorf's speed increases by about 60%, and jumping 
    ability increases 40%.  The effect wears off after 12.5 seconds.  This is a 
    very useful item for someone slow, like Ganondorf.  But don't forget to time
    your attacks. 
    Screw attack
    When you see a foe not too far from you, throw this powerful frizzbee at them.
    It will inflict 23% damage, but the really good quality about this item is 
    that your victim will not be able to move after hit!  They will go up a short
    distance, than come down spinning.  It is a perfect chance to follow up with
    a smash.  But don't throw it if your opponent is too close to you, because
    you will get caught up in the spin, and not be able to combo them.
    The other use of this is edge-guarding.  Like the freezie, throw it when your 
    foe has no ground beneath him, and he will plunge into the bottom KO boundary.
    Barrel Cannon
    If this barrel cannon is thrown at you, don't worry.  You won't get hurt.  
    Just make sure the top is facing the approapriate direction, and simply 
    press A to blast out of it.  It does hurt your opponents if you are inside,
    but I do not know by how much.
    Cloaking Device
    For about 10 seconds you will enjoy invisibility, and invincibility.  Sound
    appeasing?  It is, in a way.  However, you can still get KOed, but your
    percentage will not rise.  And the invisibility is useless.  Against humans,
    you probably have a name tag.  Against CPUs, they know where you are better
    than you know where you are.  The CPUs will love this item.  They will grab
    it every time.
     >>                       <<
     >>    Important Notes    <<##############################################
     >>    And Tips           <<
    Sometimes, I will explain things in the next chapter, chapter 7.  These are
    just some interesting, or important things to know about.
    The roll
    Press either the L or the R button, than press a direction(right ,or left).  
    Then, you have just rolled.  There are countless reasons for rolling, 
    which will be explained later.
    This is similar to the roll, but instead of pressing right, or left, press
    down.  Ganondorf will step away from the 2-D stage into the background for
    a short while.  However, it is long enough to avoid even the Onette cars.
    However, I don't use this move very often, so I would appreciate it if 
    someone else knows a practical common use for the sidestep.
    The C-Stick
    In training mode, the C-Stick is for adjusting the camera.  However, in 
    Vs. mode, you will do an uncharged smash in the direction you pressed the 
    C-Stick.  Just out of habit, I don't use it.  But, I would probably save
    about 6 frames each time I did use it.  
    The Airdodge
    In the air, press R/L.  You can even control the direction!  This is a very
    useful evasive move in the air.  Try it, get used to it.  When using this 
    move, you will also automatically L-cancel when landing(explained later).
    Light Shield
    To use the shield, press R/L on the ground.  There are three types of 
    1. A normal shield, 
    2. Light Shield.  I recommend this one because it lasts MUCH longer than the 
    regular shield, and it's quite strong.
    3. Power shield.  This thing required CPU reflexes.  You just have to shield
    immediately before a projectile hits you.  The projectile will bounce back to
    the original owner, and you've saved your butt.  The CPU do it all the time, 
    but for humans it's much more difficult.
    Not long ago, somebody/something invented tiers.  I don't know too much about
    it, but it is a list of playable characters arranged from best to worst.  The
    arrangement is said to be based on statistics, pros, and cons.
    There are those who stubbornly, and persistantly deny its existance.
    There are also die-hard tier fans.
    I am neither.  As I have said, I don't know too much about it, and how EXACTLY
    it works, so I am neutral right now.  The tier list goes something like,
    Sheik, Marth, Peach, Fox,........If you want the whole list, check out the 
    SSBM message boards.
    Anyway, this is a Ganondorf FAQ, and I poured out 6 hours a day into this 
    thing, so do you think I'll betray Ganondorf, and use someone else? NO.  I 
    chose Ganondorf because I have most expierence with him, and I like how he 
    fights.  I like him overall.  That is how you should base your disicians.
    On Experience, and Passion.
    When you do get hit by an attack, you will go flying, and end up on the 
    ground, and recover SLOWLY.  If you press L/R right before you hit the 
    ground, there will be some white sparks, and Ganondorf will be up and 
    running way quicker.
    L- Cancel
    I haven't learned this technique for too long, but basically, you press L/R
    after doing an aerial attack.  You can either air dodge, or do this.  
    Either way, the horrible lag time after Ganondorf finishes his aerial moves 
    will be removed.
    The Wizard's Foot
    Ahh, what a great move!  But, it does have some disadvantages.  One, you 
    should be careful not to die when using this attack.  Watch your opponent
    intently as he/she returns to the stage.  At the precise time, jump out
    (once) and immediately use this move.  Whether or not the foot connects
    with the opponent's head, keep your eye on Ganondorf.  Try to jump up again
    right after using the wizard's foot.  Many times I have failed to recover
    after spiking someone.
    The other thing is the horribly long time you must wait after this attack 
    executed.  Just take note of that, and don't use it too often above the 
    To fastfall, press down after Ganondorf reaches the climax of his jump.
    But, this may only be useful in the Home Run contest.
    Ganondorf's ULTIMATE Recovery.
    The wizard's foot shines again.  If you are at a certain height, you can,
    when knocked out far, 
    Mid air jump--> Wizard's Foot--> Mid air Jump--> Up B, warlock grab.
    This is THE COOLEST feature.  Sometimes it makes Ganondorf's recovery 
    better than Capton Falcon's.
     >>                       <<
     >>     How to Improve    <<##########################################
     >>     Your Game         <<
    This is no easy thing to do.  It requires time, mostly, knowledge, and
    +                 + 
    +  Part A, Tips   + 
    +                 + 
    The Spike
    This is the first tip I'll give you.  Spike!  Use the wizard's foot, and 
    spike away.  Spiking is much better than KOing with a smash, because the
    enemy can die at very low percentages with Ganondorf's powerful spike.
    I doubt even Falco's "#1 spike" has much power, yet effiency as the 
    wizard's foot.  You need not send your opponent very far.  Just far enough
    to use the wizard's foot on them.
    Start Rolling
    Rolling is the best dodging technique there is.  It puts you out of danger,
    and right behind your ex-attacker, setting up requirements for a smash. 
    That is what you should learn first.  Roll behind, than use kind of attack.
    Another thing you can do with rolling is transportation by means of rolls.
    Yes, I do that sometimes because it's fast, and you know you're safe.  
    There is no such thing as an abused roll because anybody who is good at 
    SSBM will abuse the roll.
    Don't get hit
    Play it cautiously.  Don't just run into a fray and expect you to hurt 
    everyone else more than they hurt you.  You should try to stay untouched
    more than you try to smash everyone out of the rink.  Ganondorf does not
    have as much escapee skills as Kirby does, but he still has the roll, 
    air dodge, and the shield.  
    Rarely, if ever, have I gotten the shield stupidity bonus.  It is a bonus
    rewarded to you if your shield breaks.  Simply use the light shield.
    It's faster, and it lasts longer.
    The air dodge is another attack worth abusing.  If an opponent is close 
    to you in air, you can choose the attack, or dodge.  Most of the time,
    I base my decisions on the ground.  If there is another opponent on the
    ground waiting, or a good item in sight, I would air dodge a certain 
    direction, than run to the item, or away from the foe waiting.
    CPUs never air dodge to a certain direction.  But you should.  It will
    eventually become obvious which direction to dodge once you air dodge 
    Know your stage
    This is important.  To "know" a stage, you must play on it often, and
    discovery its layout, and everything else about it.  Don't let a single
    detail escape you.  Also, keep in mind how far the KO boundaries are.
    You may want to base your attacks on that information.
    A useful thing to do when your percentage is high, is to go to a safe 
    place, crouch, and attack.  Crouching will reduce the distance you fly
    when you are hit.  Ganondorf also has a good crouching attack.
    However, I use this technique occasionally, and mostly in Temple.  But,
    it is a good detail to know about.
    Use those smash attacks!  Those are attacks that inflict a lot of damage,
    and can send your enemies far.  They are abusable, but at higher-expert
    levels, they should no longer be abused.  But while you are still 
    building your skill, feel free to abuse the smashes.
    All of your attacks that inflict damage can, and will debilitate.  
    Debilitate is just a fancy word for weaken, or "power lost".  For example,
    Go to training mode, and use an attack on someone.  Now use the same 
    attack again.  The percentage that was inflicted should not have been as 
    great as the first attack.  I don't know too much on this subject, but 
    some attacks decrease by 1%, 2%, and other attacks debilitate by 5%.
    This is also true with items like lip's stick, beam sword, and star rod.
    Recovery Quickly
    You can recovery quickly by Teching, or using the L-cancel.  I can now 
    naturally tech.  Everytime my Ganondorf gets blasted away, I tech before
    hitting the ground.  L-cancel has not yet become second for me, but I'm 
    working on it.
    Getting back to the stage
    The first key to recovering well(yes, this is called "recover" as well)
    is to use your wizard's foot when the situation shows itself worthy.  
    The previous chapter should have talked about using the wizard's foot 
    during recovery.
    The second trick to recovery is to come from either below, or above.  When
    you are knocked out far, someone will be edgeguarding you.  Don't just 
    ignore them, and jump back to the stage naturally.  Maybe you can if you're
    a beginner, but when you're an expert, you will meet master edge-guarders.
    So, let's say you had the chance to come from above.  Either land on a 
    platform, or get past them.  If you landed on a platform, get moving!  
    They will soon use their Up smash, or an aerial attack.  Landing past them
    is a lot harder since Ganondorf wasn't born with jumping skills.  But if
    did land past them, roll to the opposite direction your opponents are facing, 
    and continue combat.
    Most of the time, you should be at about the same height level as your 
    edge-guarder when recovering.  This is when you should strive to grab the 
    edge.  Why grab the edge?  Because the choices from there are a lot safer.
    You can press A/B, and come up attacking your opponent, or roll up with L/R,
    or jump up with X/Y.  So no matter what, try to get on the edge. 
    The last thing to take note of is Ganondorf's great Up-B.  With this up-B,
    you can warlock grab any edge-guarder waiting.  It is an attack with fine
    priority, and it works! 
    Edge Guard
    Previously, we talked about recovering.  Now, we need to consider 
    edge-guarding.  There are two ways to edge-guard.  One way is to stay on 
    the ground where you are, and hope that your opponent is stupid enough 
    to jump right to you.  That is the easy way, but it doesn't always happen. 
    So, you must try the other way, which is to greet your opponent while 
    they're still recovering.  A few times I have suceeded using Ganondorf's 
    aerial side-A.  Another way is the classic Wizard's Foot.
    But be careful, if your opponent uses a recovery attack with lots of 
    priority, you may get hurt, and your opponent gets back to the edge.  
    However, the Wizard's Foot has decent priority.  Of coarse, there are other
    creative ways to edge guard, like jumping below them, and using the Warlock
    grab(up-B).  If you do use the warlock grab, and it is sucessful, you get to
    reuse it again to get back to the stage.
    If your opponent grabbed the edge, you could say you failed.  So, sidestep,or
    roll in case they attack, or persue if they jump, or roll, and continue 
    Juggle and Combo
    Juggling is when your opponent is in the air, and you jump up, and attack.  
    To combo, try to hit your opponent with 2, or more attacks.  Juggling is
    not too easy with Ganondorf since his aerial attacks don't send the 
    opponent up.  But, it is still considered juggling when you meet your 
    opponent in the air, and send him/her farther up into the air, and meet 
    them again, and send them into the air again until your victim is star KOed.
    Every character has some great combos.  To discover them, go to training mode,
    and try a certain move, and follow that move up with a different move.  Now,
    test it in VS matches.  If even a level 9 is not able to escape from that set 
    of moves, you've discovered a combo.  Most of Ganondorf's combos contain two 
    moves, but they can grow.  However, comboing can be stopped when an item gets 
    in the way, or if the stage changes.  I didn't test any of my combos yet, so 
    don't email me asking for them.  However, if you wish, you may donate one.
    Know the CPU
    The CPU has a lot of characteristics, and is VERY predictable.  The good 
    ones power shield like crazy.  No CPU abuses smashed, but some of them 
    abuse rolls. They run to items like pokeballs, and cloaking device.  And 
    then, there is the individual characteristic, like, Kirby uses his 
    B-attack often, Samus likes the grappling beam, and a whole lot more.  I 
    am not going to explain each character, because it's much easier if you 
    just discovered it yourself.  Fight your enemy often to know about them.  
    Be unpredictable
    There is two reasons for this.  First, an attack will debilitate if used
    more than once consecutively, as I have mentioned earlier.  To fight
    effiently, don't get married to any one, or two attacks.
    Once you get the hang of the game, you will know all there is needed about 
    the CPU.  Knowing the CPU will most definally help you fight better.  So, 
    you don't want your enemy to know you.  If he/she does, the disadvantage lies 
    with you.  Sometimes it takes just one match to find out how you fight.  So
    keep those moves varied.  
    +                 + 
    +  Part B         + 
    +  Exercises      + 
    I usually divide all players into 6 catagories: Pacifist, trainee, 
    Smasher 1, smasher 2, expert, and Expert 2.  Now I will give fighting 
    suggestions for each group.  However, my suggestions are definally not 
    perfect.  It is time that blooms your skills.  Now, I recommend you to 
    go to http://ssbmmastersclub.proboards7.com/index.cgi#general.  I have 
    some further challenges (or trials as I call them) waiting for you there.
    Well, if you've gone up to event 29, and beat it, you shouldn't be a 
    pacifist.  But, even if you still are, I'll tell you one thing: take it 
    easy, and fight 1 v 1 with your opponent at lev 1.  That should be easy
    1. Go to training mode.  Now set it to Ganondorf v. Bowser.  Start the 
       timer when "GO!" appears.  Try to use the spike, and KO bowser in less
       than 30 seconds.
    2. Go the classic, and set the difficulty level to Easy.  Now beat it with 
       only two stock.
    3. Go the Adventure, set it on easy, and beat it with three stock.
    4. Go to Vs. Mode, and set it to 3 stock.  The CPU at level 6.  Finish 
    5. Keep playing those stock matches.  When you feel comfortable, change 
       it to 4:00 time mode.
    6. Defeat a level 9 1 on 1.
    Smasher 1
    1. Beat Classic on Normal with 3 stock, no continue.
    2. Beat Adventure on Normal with 4 stock, no Continue.
    3. Practice that spike!  Go to training mode, and set your opponent to 
       Bowser.  Set your stage to Great Bay.  Now defeat him in less than 11 
       seconds!  Sound hard?  Not with a spike.  No items
    4. Make a 16 person tournament with you in it.  The CPUs are level 9s.  
       Finish First.
    5. You should now be able to win VS mode stock and time battles with 
       level 9 CPUs.  This is a good practice.  Just keep on fighting them, 
       and keep on coming out first.
    6. Set items to medium, and set it to team.  Marth(lev 9) is in a team with
       Fox(lev 5).  The mode is 8 stock in Temple.  Just come out first, and
       keep practicing.
    Smasher 2
    1. Beat event 1-50 with Ganondorf.  You may use someone else for event 51.
    2. You should have all-star by now.  Beat it on normal with Ganondorf. No
    3. Beat Classic on hard with no continues, and 4 stock.
    4. Set your handicap to 6, and bowser's handicap to 9.  Bowser is at level 
       9.  No item, 2 stock in Great Bay.  Try to beat his both stocks under
    5. You should have Final Destination by now.  Go there, with two level 9's
       on a team.  Marth, and Fox.  No friendly fire.  6 stock.  Try to beat 
       both of them.  Ganondorf has no teammate.
    Expert 1, and 2
    Uhhh, well, I'm baraly an expert, and if you really are this good, you 
    shouldn't be reading this.
     >>                       <<
     >>    FAQ                <<#######################################
     >>                       <<
    This is the Frequently Asked Questions.  Naturally, I will only post 
    FREQUENTLY asked questions, or ones I thing are important.  I don't 
    want to update this every time a new question pops up, but I will tell
    you the answer first in email.
    Q: How do you unlock Ganondorf:
    A: Finish Event 29.
     >>                       <<
     >>    Conclusion         <<
     >>                       <<
    Well everybody, thank you sooo much for reading this FAQ.  If you decide to
    choose Ganondorf as your best character, GREAT, you won't be disappointed.
    If you chose someone else, hope you can master that character as well.
    Either way, thank you for visiting this FAQ!
    Alright, there's a great chance I'll continue to write FAQs, so I'll still 
    be around helping you guys.
    Ok, good night everyone.
     >>                       << 
     >>   Contact Information <<
     >>   and Credits         <<
    Ok, my email is stated above, but if you want it again, it's 
    Email me only if you have any suggestions, or useful information.  I don't 
    want you to email me for any other reason unless it's really important.
    The credits
    First, I'd like to thank you for reading.
    HAL lab for making making this great game.
    CJayC for hosting this wonderful site, GameFAQs.
    Robert Perez for sending in some tips.
    Gina Pickett for telling me something unknown about Down B.
    Zyre, Cyper, and CyricZ for setting great examples of how an FAQ should look
      **                         **
      **  Legal Information      **###########################################
      **                         **
    This is my work, my FAQ. You do NOT have the permission to reproduce my FAQ 
    under any circumstance except for your private, and personal use. This FAQ 
    may only appear in four websites. That is www.gamefaqs.com, my personal 
    website, neoseeker.com, gamespot.com, and gamenotover.com.  I do not want to 
    see it anywhere else. If you do, email me.  However, if you email me asking 
    for permission to use this FAQ, or parts of it, I may or may not give you 
    consent to do so. My FAQ is protected by law, and breaking that law would be 
    a violation of copyright.    
    Copyright 2003 Larry Xiang
                                 The End

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