Super Smash Bros. Melee

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Super Smash Brothers Melee 101

SUPER SMASH BROTHERS MELEE 101
DR DOGG'S NINTENDO ALL-STAR DAI-RANTOU SMASH BROTHERS DX 101
Version 1.2
Last Updated: 12.04.2001

INTRODUCTION

Welcome to Super Smash Brothers Melee (Nintendo All-Star Dai-Rantou
Smash Brothers DX in Japan). The first fighting game made by Nintendo/HAL
for the Nintendo GAMECUBE. Smash Brothers Melee is brand new, and
therefore information is somewhat scarce. This is why I have decided to write
my own Smash Brothers Melee guide. Many people have given me praise on my
original Smash Brothers 101 guide, so I hope I can make this one even better.
Once the guide has been completed, you will find in-depth strategies for
single and multiplayer games as well as the bonus stages. Plus, I will
summarized and rate all the characters abilities so you know which character
is best for you. I wanted to get this started and online before the US version
hit stores, so please allow some time for this to grow. Now just sit back and 
enjoy.


TABLE OF CONTENTS

Coming Soon

Version History

General Definitions

General Character Moves

Character Moves

Hidden Secrets

Credits

Legal


COMING SOON

 - Items
 - Trophies
 - Classic Mode
 - Adventure Mode
 - All-Star Mode
 - Event Mode Breakdown
 - Home-Run Contest
 - Break The Target
 - Multi-Man Melee
 - Character Strategies
 - Multiplayer Strategies
 - Team Battle Strategies
 - Multiplayer Stage Strategies
 - Tournament Strategies
 - Hidden Secrets


VERSION HISTORY

v1.0
 - General Definitions
 - General Character Moves
 - Character Moves
v1.2
 - Some Official Move Names
 - Hidden Secrets Section


GENERAL DEFINITIONS

Legend

+ - And / Together
, - Then / Followed By
/ - Or

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 the air
AIR - Must be done in the air
smash attack - Move is considered a Smash Attack
platform - Attack goes through platforms
power hit - Item or attack is capable of being used to perform a power hit
charge - Special attack can be charged to produce a greater result
stun - Attack will stun opponent for a short time
comeback - Comeback Attack
clear out - Clear Out Attack
close - You must be close to your opponent to perform this technique
ground - Will hit an opponent on the ground
behind - Will hit an opponent behind you
juggle - The move will allow you to juggle or combo your opponent
directional - The move can be done at alternate angles by pressing up or down
distance - The longer you hold the analog stick or button, 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 Smash Attack, Meteor Attack, or Power
Hit will finish your opponents off. However, it has to be one of these attacks.
Don't expect to do a standard punch and launch your opponent. They'll go farther
than normal, but it won't kill them. If there are still two or more players left
after 30 seconds of Sudden Death, bombs will begin to drop from the sky.

The Crowd - Although you can't see them, there is a crowd in Smash Brothers Melee
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 kill an opponent, the crowd will start chanting your
characters name.

Smash Attack - Just like the original Smash Brothers, if you press forward and A
at the same time, your character will perform a Smash Attack. These are your most
powerful non-item attacks. There are three main Smash Attacks that can be done by
pressing up, down, or forward and A. If an opponent is high in damage, a Smash
Attack will generally finish them off.

Meteor Attack - Every Smash Attack has a Meteor Attack counterpart. If you press
forward and hold A instead of tapping it, your character will begin to charge the
attack. The longer you hold A, the longer your character will charge the attack,
and the greater the damage done once it’s executed.

Power Hits - When you are using an item that can be swung like a sword (beam 
sword,
star rod, etc.), if you press forward and A your character will perform a slightly
different version of a Smash Attack. Power Hits are generally just as powerful as
Smash Attacks, except they offer varying attributes. For example, the beam sword
gives your Smash Attack more range, while the star rod adds a projectile to your
Smash Attack. Power Hits can also be charged to perform a Meteor Attack.

Note: Prince Marth and Roy will do a double attack when performing Power Hits.
Instead of swinging only the item in hand, they will follow it up by swinging 
their
sword as well.

Special Attack Power Hits - Some special attacks can also qualify as a Power Hit.
Anything that can eliminate your opponent with one hit at higher damage 
percentages,
but is not technically a Smash Attack, can be considered a power hit. This type of
power hit cannot be charged like a Meteor Attack.

Grabs - One of the most important moves in Smash Brothers Melee is the grab. In 
the
original Smash Brothers, this move was used to grab opponents and toss them out of
the playing area. In Melee, the properties have changed a bit. You can now throw
your opponent up or down as well as forward or behind you. This opens up combo and
juggle possibilities. Some characters have a longer range on their grabs, like 
Link
or Samus. Depending on the character, a grab may not be a good choice of attack.
Some grabs will also launch opponents farther than others. Grabs are best used 
when
an opponent has left themselves open near an edge, or has their shield up.

Shield - When an opponent is trying to attack you, the shield will stop them from
doing 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. 
Your
shield can also break if you use it too long. Even if you are not being attacked,
your shield will grow smaller or darker the longer you leave it up. Use the shield
when getting attacked from a distance, but at close range be careful you don't get
thrown.

Dodge - This is by far the most important addition to the Smash Brothers series. 
By
pressing R or L in combination with Down, your character will step to the side,
avoiding all attacks except throws. If you hold R or L and continually tap Down, 
you
can dodge multiple times in quick succession. Use this technique against 
projectile
attacks and anything that would cause your opponent to be open after a miss.

Roll - Similar to a dodge, the roll has been retained from the original Smash
Brothers. Simply press R or L along with forward or back and your character will 
roll
in whatever direction you pressed. A forward roll will turn your character 
around, so
take note of the distance your character rolls. You don’t want to end up with your
back facing your opponent. During the roll animation your character cannot be 
harmed
by attack. However, at the beginning and end of the roll you can be damaged, and 
at
any time you can be thrown out of a roll.

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, or aerial dodge. 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, and will knock away opponents on either side of you. Be 
careful as
most Clear Out Attacks will leave you open if they’re blocked.

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. You can also press up while
you’re hanging from the edge and your character will jump instead of climbing up.

Ratings

Note: 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 characters in this area.

Learning Curve - The harder it is 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. The 
more
powerful characters are generally slower, while the faster characters are usually
less powerful.

Speed - This is based on combination of how fast the character can grab, run, and
execute Smash Attacks. A higher rating means a character is faster in these areas.
Faster characters should use their speed and agility to out maneuver slower 
opponents.

Recovery - There is recover time after every move. This is the time after a move
when you character cannot move, put their shield up, or attack. The shorter a
characters overall recovery time is, the higher this rating will be. Characters 
with
higher recovery ratings will have to be aware of when and how they are using their
attacks. A missed or blocked high recovery attack can cause you a great deal of 
damage.

Grab - The higher this rating is, the further an opponent will fly after being 
grabbed.
Characters with higher grab ratings should use this technique when near an edge. 
If
your character has a low grab rating, use a Smash Attack or power hit instead.

Offense - This covers how offensive a character can be played. The better a 
characters
moves and attacks will work to continually damage an opponent, the higher this 
rating
will be. Characters with high offensive ratings are usually best played 
aggressively.

Defense - This covers how defensive a character can be played. The better a 
characters
moves and attacks will defend against an attacking opponent, the higher this 
rating
will be. In most cases, a character with a high defensive rating should wait for 
their
opponent to attack, or anticipate an incoming attack and counter.

Comeback - The higher this rating, the easier it is for a character to comeback 
after
being knocked off the playing area. This could mean a character has a good air 
jump, or
a comeback attack that covers a lot of groud.

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, and against other characters are master 
levels.


GENERAL CHARACTER MOVES

The following moves are common to all characters. These are the fundamental 
aspects of
Super Smash Brothers Melee. You must have a good knowledge of the following moves 
and
attacks before you can become a great player.

Up - Jump
Down - Duck / Drop Below Platform
Forward - Walk
Back - Turn Around

Hold Down - Fall Quickly / Fall Through Platforms (while in the air)
Quickly Hold Forward - Dash

A - Standard Attack / Pick Up Item / Use Item
B - Special Attack
R / L - Shield
X / Y - Jump / Double Jump / Air Jump (the longer you hold the button down, the 
higher
you jump)
Z - Grab / Drop Item

Z+Forward - Throw Item Forward
Z+Back - Turn Around and Throw Item
Hold Z - Shield
Hold Z, Forward - Roll Forward and Turn Around
Hold Z, Back - Roll Back

R+A / L+A - Grab / Throw Item
R+Forward / L+Forward - Roll Forward and Turn Around
R+Back / L+Back - Roll Back
R+Down / L+Down - Dodge

R+Down / L+Down - Aerial Dodge (AIR)
R+Up / L+Up - Upward Dodge (AIR)
R+Forward / L+Forward - Forward Dodge (AIR)
R+Back / L+Back - Backward Dodge (AIR)

Up on Directional Pad - Taunt


CHARACTERS MOVES

Bowser

The king of the Koopas has finally graced the realm of Smash Brothers. While at 
first
he may seem slow and less than stellar, given the proper time and training, he can
become a formidable opponent. His attacks are very powerful and many of them 
allow for
combo opportunities as well. Bowsers only real downfalls come in his lack of 
speed and
his minimal defensive skills. While his clear out attack works well, his roll is 
very
short and his size makes him an easy target to hit. Combine that with his 
relatively
long recovery time and beating faster characters becomes quite a difficult task.

Ratings:

Learning Curve - ****

Power - *****

Speed - *

Recovery - **

Grab - ****

Offense - ****

Defense - **

Comeback - **

Overall - ***

Special Attacks:

Flame Breath - B (ground, stun)
Extended Flame Breath - Hold B (ground, stun)
Leaping Bowser Stomp - Down + B (clear out, ground, power hit)
Bowser Stomp - Down + B (AIR, clear out, ground, power hit)
Bowser Shell Spin - Up + B (air, behind, clear out, comeback, ground, power hit)
Claw Slash - Forward + B (air, ground, juggle, power hit)
Claw Grab - Forward + B (air, close)
Bowser Bite - B (after Claw Grab, you can bite up to 8 times)
Koopa Head Ram - Forward (after Claw Grab, juggle, stun)
Koopa Toss - Back (after Claw Grab)

Regular Attacks:

Quick Slash - A
Quick Double Slash - A, A
Koopa Shell Spin - Down + A (behind, ground, juggle, smash attack, stun)
Koopa Shell Slam - Down + A (AIR, ground, platform)
Bowser Head Smash - Forward + A (ground, smash attack)
Shell Hop - Up + A (behind, clear out, juggle, smash attack)
Overhead Swipe - Hold Up, A (behind, juggle)
Double Ground Swipe - Hold Down, A (ground)
Koopa Punch - Hold Forward, A
Upward Swipe - Hold Up, A (AIR)
Forward Swipe - Hold Forward, A (AIR)
Shell Attack - Hold Back, A (AIR)


Captain Falcon

Falcon is one of the many returning characters from the original Smash Brothers. 
He's
also more of an advanced character. Many of his attacks take some time to execute 
and
therefore you need to have very precise timing to have any success with him. He 
does
have his strong points in that many of his attacks distance the opponent from 
Falcon,
giving you time to set up your next move. However, the Captain doesn't have a 
quick
clear out attack when you're surrounded by a group of attackers. His new attack, 
the
Falcon Dash Uppercut helps his juggling game a great deal. Just be careful of 
quick
poking opponents as Falcon can easily be knocked out of this new move. The
advantages of using Captain Falcon aren't enough to warrant the time it will take
most players to become skilled with him. Ganondorf is very similar to Falcon,
except his attacks seem to have better priority and dish out more damage. There 
are
also other characters which are just as effective and take much less time to 
learn.

Ratings:

Learning Curve - ****

Power - ****

Speed - ****

Recovery - **

Grab - **

Offense - ***

Defense - **

Comeback - **

Overall - ***

Special Attacks:

Falcon Punch - B (air, power hit)
Falcon Kick - Down + B (air, ground, stun)
Falcon Grab - Up + B (air, close, comeback, platform)
Falcon Dash - Forward + B
Falcon Dash Uppercut - Forward + B (behind, close, ground, juggle, stun)

Regular Attacks:

Jab - A
1,2 Punch - A, A
1,2, Knee, Multi-Punch Combo - A, A, A
Continuous Rapid Punches - Rapidly Tap A (during 1,2, Knee, Multi-Punch Combo, 
stun)
Double Vertical Kicks - Up + A (ground, juggle, smash attack)
Double Soccer Kick - Down + A (behind, ground, smash attack only on first kick)
Falcon Elbow - Forward + A (smash attack)
Vertical Stomp Kick - Hold Up, A (behind, ground)
Spin Sweep - Hold Down, A (ground, juggle)
Spin Side Kick - Hold Forward, A
Flip Kick - Hold Up, A (AIR)
Aerial Stomp - Hold Down, A (AIR, ground, juggle)
Aerial Knee Stun - Hold Forward, A (AIR, stun)
Aerial Back Fist - Hold Back, A (AIR)


Donkey Kong

This is the Donkey Kong from his series on the Super Nintendo. He is one of the 
most
powerful characters 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 Smash Attacks and getting out of big groups. DK’s
new Smackdown attack is great for setting up combos and juggles. Old school DK
players need to work this attack into their game. 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 
dash
in to close gaps between opponents.

Rating:

Learning Curve - ****

Power - *****

Speed - **

Recovery - **

Grab - *****

Offense - *****

Defense - ***

Comeback - ***

Overall - ****

Special Attacks:

Windup - B (air)
Windup Punch - B (during/after Windup, air, behind, power hit)
Spin - Up + B (air, behind, clear out, comeback, ground)
Ground Slap - Down + B (behind, clear out, ground, juggle, stun)
Smackdown - Forward + B (air, juggle, stun)

Regular Attacks:

Side Swipe - A
Side Swipe, Uppercut - A, A
DK Clap - Forward + A (ground, smash attack)
DK Double Fist - Down + A (behind, clear out, ground, smash attack)
DK Overhead Clap - Up + A (juggle, platform, smash attack, stun)
Horizontal Slap - Hold Forward, A
Low Slap - Hold Down, A (ground)
Upward Swipe - Hold Up, A (behind, juggle)
Aerial Spin Punch - A (AIR, behind)
Aerial Head Butt - Hold Up, A (AIR)
Aerial Foot Stomp - Hold Down, A (AIR, ground)
Aerial Roll Punch - Hold Forward, A (AIR)
Aerial Back Kick - Hold Back, A (AIR, behind)


Dr. Mario

The good doctor has been welcomed into the Smash Brothers family. His moves are 
very
similar to Mario’s. In fact, there are only a few differences between Mario and
physician counterpart. Dr. Mario shoots pills instead of fireballs, and he’s also 
a
bit slower and stronger than his plumber variation. This doesn’t mean the two can 
be
played alike. If you’re looking for speed and agility, use Mario. If you want more
power and slightly more stamina, make Dr. Mario your character.

Ratings:

Learning Curve - ***

Power - ***

Speed - **

Recovery - **

Grab - ****

Offense - ***

Defense - *****

Comeback - **

Overall - ****

Special Attacks:

Pill Toss - B (air, bounces)
Spin Attack - Down + B (air, behind, clear out, ground, power hit)
Coin Uppercut - Up + B (air, comeback, ground, juggle)
Cape Counter - Forward + B (air, behind)

Regular Attacks:

Quick Jab - A
Quick 1,2 Punch - A, A
1,2 Punch, Boot - A, A, A
Physician Sweep - Down + A (behind, clear out, grounded, smash attack)
X-Ray Palm - Forward + A (smash attack)
Doctor’s Smash - Up + A (behind, juggle, smash attack)
Nurses Uppercut - Hold Up, A
Nurses Sweep - Hold Down, A (ground)
Nurses Boot - Hold Forward, A
Flip Kick - Hold Up, A (AIR, behind)
Spinning Heel Kick - Hold Down, A (AIR, ground, juggle)
Aerial Doctor’s Smash - Hold Forward, A (AIR)
Aerial Back Kick - Hold Back, A (AIR, behind)


Falco Lombardi

Fox McCloud has been joined by another member of the Star Fox team. In a similar
fashion to Mario and Dr. Mario, Falco shares Fox McCloud’s arsenal of attacks. 
Their
main differences once again fall under speed and power. Falco’s Laser Blast does
more damage and slightly stuns the opponent. He also has more recovery time after
some of his attacks. Lombardi’s jump is well above the average height of jumps in
Melee. Use this to your advantage when running from an opponent, or setting up an
aerial attack. Once again, if you’re looking for speed, take Fox for a spin. Power
and stamina players stick with Falco.

Ratings:

Learning Curve - ****

Power - ***

Speed - ****

Recovery - **

Grab - ***

Offense - ***

Defense - ****

Comeback - **

Overall - ***

Special Attacks:

Laser - B (air, stun)
Lift Off - Up + B (air, behind, clear out, comeback, directional, ground, 
platform, stun)
Shield - Down + B (air, behind, juggle)
Falco Dash - Forward + B (air, behind, clear out, ground, stun)

Regular Attacks:

Quick Jab - A
Double Punch Combo - A, A
Double Punch, Rapid Kick Combo - A, A, A
Continuous Rapid Kicks - Rapidly Tap A (during Double Punch, Rapid Kick Combo, 
stun)
Flip Kick - Up + A (ground, juggle, smash attack)
Splits Kick - Down + A (behind, clear out, ground, smash attack)
Flying Falco Kick - Forward + A (ground, juggle, smash attack)
Vertical Back Kick - Hold Up, A (behind, juggle)
Tail Spin - Hold Down, A (ground, juggle)
Side Kick - Hold Forward, A
Aerial Flip Kick - Hold Up, A (AIR, juggle)
Aerial Multi-Kick - Hold Forward, A (AIR)
Downward Spin Kick - Hold Down, A (AIR, ground)
Aerial Back Kick - Hold Back, A (AIR, behind)


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
that can serve two purposes. It can be used to damage your opponents if you're
close enough, and it will also deflect projectile attacks. As one of the faster
characters in the game, Fox can get out of tight situations with ease. 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. McCloud’s new
attack is a quick ground dash. It’s so fast, it almost appears as if Fox is
teleporting. Use this move from mid-range and you should be safe against most
counterattacks.

Ratings:

Learning Curve - ****

Power - **

Speed - *****

Recovery - ****

Grab - ***

Offense - ***

Defense - ****

Comeback - **

Overall - ***

Special Attacks:

Laser - B (air)
Lift Off - Up + B (air, behind, clear out, comeback, directional, ground, 
platform, stun)
Shield - Down + B (air, behind, juggle)
Fox Dash - Forward + B (air, behind, clear out, ground, juggle, stun)

Regular Attacks:

Quick Jab - A
Double Punch Combo - A, A
Double Punch, Rapid Kick Combo - A, A, A
Continuous Rapid Kicks - Rapidly Tap A (during Double Punch, Rapid Kick Combo, 
stun)
Flip Kick - Up + A (behind, ground, juggle, smash attack)
Splits Kick - Down + A (behind, clear out, ground, smash attack)
Flying Fox Kick - Forward + A (ground, juggle, smash attack)
Vertical Back Kick - Hold Up, A (behind, juggle)
Tail Spin - Hold Down, A (ground, juggle)
Side Kick - Hold Forward, A
Aerial Flip Kick - Hold Up, A (AIR, juggle)
Aerial Multi-Kick - Hold Forward, A (AIR)
Downward Spin Kick - Hold Down, A (AIR, ground)
Aerial Back Kick - Hold Back, A (AIR, behind)


Ganondorf

The Gerudo tribesman has come to wreak havoc on the simple battles of Melee. His
abilities are very similar to those of Captain Falcon, yet he is not a complete
clone.  While Falcon excels in speed and agility, Ganondorf is all about brute
force. His attacks will do more damage than Falcon’s, and will also stun your
opponent for a longer period of time. As with most power characters, Ganondorf is
also a little on the slow side. Many of his attacks also have a lengthy recovery
time, so be careful when and how you attack.

Ratings:

Learning Curve - ****

Power - *****

Speed - **

Recovery - **

Grab - *

Offense - ****

Defense - **

Comeback - ***

Overall - ***

Special Attacks:

Warlock Punch - B (air, power hit)
Warlock Kick - Down + B (air, ground, power hit, stun)
Warlock Grab - Up + B (air, close, comeback, platform, stun)
Warlock Dash - Forward + B
Warlock Dash Uppercut - Forward + B (behind, close, ground, juggle, stun)
Gerudo Smash - Forward + B (AIR, stun)

Regular Attacks:

Jab - A
Double Vertical Kicks - Up + A (ground, juggle, smash attack)
Double Gerudo Kick - Down + A (behind, ground, juggle, smash attack, stun)
Warlock Elbow - Forward + A (juggle, smash attack, stun)
Delayed Gerudo Stomp - Hold Up, A (ground, power hit, stun)
Spin Sweep - Hold Down, A (ground, juggle)
Spin Side Kick - Hold Forward, A
Flip Kick - Hold Up, A (AIR, behind)
Aerial Stomp - Hold Down, A (AIR, ground, juggle)
Aerial Gerudo Smash - Hold Forward, A (AIR, power hit, stun)
Aerial Back Fist - Hold Back, A (AIR, behind)


Ice Climbers

Pepe and Nana have returned from the land of lost video games. The Ice Climbers
are back and out for revenge. This unique duo fight as a team. You choose which
Ice Climber you wish to control, then the other mimics your actions. Both
characters can be hit, but only the one you control takes damage. Even if the
secondary character gets KO’d, you can still fight it out with just the primary
Ice Climber. However, without your partner your attacks will not be as potent,
and you’ll have trouble coming back after getting launched out of the playing
field. While you can jump right in and start hammering away with them, once you
have a grasp on everything the two are capable of, they will become a fearsome
pair.

Ratings:

Learning Curve - *****

Power - *****

Speed - ****

Recovery - **

Grab - **

Offense - ***

Defense - **

Comeback - **

Overall - ***

Special Attacks:

Icicle Shot - B (air, bounces)
Icicle Mallet - B (air, behind, close, juggle)
Frozen Breath - Down + B (air, behind, ground)
Sling shot - Up + B (air, comeback, secondary Ice Climber must be close)
Mallet Spin - Forward + B (air, comeback, distance)

Regular Attacks:

Downward Mallet - A
Double Mallet Swing - A, A (behind)
Mallet Smash - Forward + A (ground, smash attack)
Mallet Sweep - Down + A (ground, smash attack)
Vertical Mallet Smash - Up + A (juggle, smash attack, stun)
Vertical Mallet Spin - Hold Up, A (ground, juggle)
Mini Mallet Sweep - Hold Down, A (ground, juggle)
Horizontal Mallet - Hold Forward, A
Aerial Vertical Mallet - Hold Up, A (AIR)
Mallet Drop - Hold Down, A (AIR, ground)
Aerial Mallet Smash - Hold Forward, A (AIR, ground)
Reverse Horizontal Mallet - Hold Back, A (AIR, juggle)


Jigglypuff

As one of four playable Pokemon characters in Smash Brothers Melee, Jigglypuff has
the steepest learning curve in the game. Her sleep attack is effective when used
properly, 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 put people to sleep, leaving her
wide open. Her defensive attack in which 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 counterattacks. All that needs to
be said about Jigglypuff is train, train, train!

Ratings:

Learning Curve - *****

Power - ***

Speed - ***

Recovery - ****

Grab - **

Offense - **

Defense - *****

Comeback - *****

Overall - ****

Special Attacks:

Jiggly Spin - B (???, still experimenting)
Jiggly Punch - Forward + B (air, juggle, ground)
Sleep - Up + B (air, behind, platform, stun)
Self Sleep - Down + B (air)

Regular Attacks:

Jab - A
Double Jab - A, A
Dash Kick - Forward + A (ground, smash attack)
Head Butt - Up + A (behind, ground, smash attack)
Spin Splits Kick - Down + A (behind, ground, smash attack)
Spin Kick - Hold Forward, A (ground)
Vertical Kick - Hold Up, A (juggle, ground, behind)
Low Kick - Hold Down, A (ground)
Vertical Punch - Hold Up, A (AIR, ground, juggle)
Spin Kick - Hold Down, A (AIR, ground)
Double Kick - Hold Forward, A (AIR)
Single Kick - Hold Back, A (AIR, behind, juggle)


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 if he
attacks with this move. His new Melee attack gives him a hammer to swing at foes.
On the groud, you may opt for a Smash Attack, but in the air, this multi-hit
technique is very useful. If you're looking for an offensive character, Kirby will
definitely do the job.

Ratings:

Learning Curve - ***

Power - ****

Speed - ***

Recovery - ****

Grab - ***

Offense - ****

Defense - ****

Comeback - *****

Overall - *****

Special Attacks:

Inhale - B (air)
Star Spit - A (after Inhale)
Absorb - B (after Inhale)
Absorb Cancel - Taunt (after Absorb)
Sword Uppercut - Up + B (air, behind, comeback, directional)
Brick - Down + B (air, clear out, ground, power hit)
Mallet Swing - Forward + B (behind, ground, power hit from behind)
Mallet Spin - Forward + B (AIR, behind, ground, stun)

Regular Attacks:

Jab - A
1,2 Punch - A, A
Rapid Punch Combo - A, A, A (stun)
Continuous Rapid Punch - Rapidly Tap A (during Rapid Punch Combo, stun)
Flip Kick - Up + A (behind, ground, juggle, smash attack)
Spin Sweep - Down + A (behind, clear out, ground, smash attack)
Lunge Kick - Forward + A (ground, juggle, smash attack)
Vertical Kick - Hold Up, A (behind, ground, juggle)
Low Kick - Hold Down, A (ground)
Spin Kick - Hold Forward, A (ground)
Aerial Vertical Kick - Hold Up, A (AIR, behind, ground)
Downward Spin Kick - Hold Down, A (AIR, ground)
Aerial Multi-Kick - Hold Forward, A (AIR)
Aerial Back Kick - Hold Back, A (AIR, behind)


Link

As one of the most popular characters in the original Smash Brothers, Link remains
one of the easier characters to learn and master. He's one of the more powerful
characters, his clear out move has a wide range, and he now has three projectile
attacks. The bomb has been toned down a bit, but is still very useful. The
boomerang can hit opponents going out or coming back and will stun opponents.
His new Arrow Shot covers more distance than the bomb, and does more damage than
the boomerang. Link's grab is also long range, which can be good or bad depending
on how you play. However, his best addition is his ability to grab edges with the
hook shot. Link players no longer have to rely on the sword spin as a comeback 
move.
Once mastered, Link can be very difficult to defeat.

Ratings:

Learning Curve - **

Power - ****

Speed - ***

Recovery - **

Grab - **

Offense - *****

Defense - ****

Comeback - ****

Overall - *****

Special Attacks:

Silver Arrow - B (air, charge, distance)
Sword Spin - Up + B (air, behind, clear out, comeback, ground)
Bomb Pull - Down + B (air)
Bomb Throw - Down + B (after Bomb Pull, explodes on impact, air, stun)
Bomb Toss - A (after Bomb Pull, explodes on impact, air, directional, distance, 
stun)
Boomerang - Forward + B (air, bounces, directional, ground, stun)

Regular Attacks:

Sword Swipe - A
Double Sword Swipe - A, A
Sword Swipe Combo - A, A, A
Rapid Sword Combo - A, A, A (close, stun)
Continuous Rapid Sword - Rapidly Tap A (during Rapid Sword Combo)
Sword Thrust - Forward + A (ground, smash attack)
Double Sword Thrust - Forward + A, A (ground, smash attack)
Double Low Swipe - Down + A (behind, clear out, ground, smash attack)
Triple Upward Swipe - Up + A (behind, ground, juggle, smash attack)
Upward Thrust - Hold Up, A (behind, clear out, ground, juggle)
Low Swipe - Hold Down, A (ground, juggle)
Sword Swipe - Hold Forward, A (behind)
Kick - A (AIR)
Upward Stab - Hold Up, A (AIR, platform)
Spin Swipe - Hold Forward, A (AIR, behind)
Double Back Kick - Hold Back, A (AIR, behind)


Luigi

Not only did Luigi get his own game with the launch of the GAMECUBE, but he has 
been
given new abilities that separate him from Mario even moreso than the original 
Smash.
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. Luigi’s newest attack makes him the only 
character
in the game that can use a special attack multiple times while in the air. The 
Luigi
Rocket attack adds a great deal to his comeback abilities, as well as his 
offensive
skills.

Ratings:

Learning Curve - **

Power - ***

Speed - **

Recovery - ***

Grab - ***

Offense - ***

Defense - ****

Comeback - ***

Overall - ***

Special Attacks:

Fireball - B (air, bounces, stun)
Flaming Uppercut - Up + B (air, comeback)
Spin - Down + B (air, behind, clear out, ground)
Luigi Rocket - Forward + B (air, charge, distance, power hit, stun)

Regular Attacks:

Jab - A
1,2 Punch - A, A
Butt Thrust Combo - A, A, A
Finger Smash - Forward + A (smash attack)
360 Low Kick - Down + A (behind, clear out, ground, juggle, smash attack)
Luigi Slap - Up + A (behind, juggle, smash attack)
Reverse Kick - Hold Forward, A (directional)
Upward Punch - Hold Up, A (behind, juggle)
Ground Kick - Hold Down, A (ground)
Flip Kick - Hold Up, A (AIR, behind, juggle)
Luigi Chop - Hold Forward, A (AIR)
Foot Spin - Hold Down, A (AIR, ground)
Reverse Kick - Hold Back, A (AIR, behind)


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. At
least at first glance. In Melee, Mario has been given the ability to deflect 
almost any
attack. Projectiles, the homerun bat, Smash Attacks, he can deflect it all. The 
Cape
Counter has given Mario new life in the Smash series. New players and veterans 
alike
should be able to dominate over most characters with Mario’s newfound skills.

Ratings:

Learning Curve - ****

Power - ***

Speed - ***

Recovery - ****

Grab - ****

Offense - ***

Defense - *****

Comeback - **

Overall - ****

Special Attacks:

Fireball - B (air, bounces, stun)
Spin Attack - Down + B (air, behind, clear out, ground, juggle, power hit)
Coin Uppercut - Up + B (air, behind, comeback, ground)
Cape Counter - Forward + B (air, behind)

Regular Attacks:

Quick Jab - A
Quick 1,2 Punch - A, A
1,2 Punch, Boot - A, A, A
Plumber Sweep - Down + A (behind, clear out, grounded, smash attack)
Fire Palm - Forward + A (smash attack)
Mario Smash - Up + A (behind, juggle, smash attack)
Punch Uppercut - Hold Up, A (juggle)
Kick Sweep - Hold Down, A (ground)
Spin Kick - Hold Forward, A
Flip Kick - Hold Up, A (AIR, behind)
Spinning Heel Kick - Hold Down, A (AIR, ground, juggle)
Aerial Plumber’s Smash - Hold Forward, A (AIR)
Aerial Back Kick - Hold Back, A (AIR, behind)


Mewtwo

The genetically enhanced Pokemon has come back in movie form, and in Smash 
Brothers
Melee.
At first glance, he may appear to be just an average character. However, in the 
hands
of a master, Mewtwo is an unstoppable force. His attacks are deceptive and 
damaging, his
grab is one of the best in the game, and his comeback techniques make him very 
difficult
to KO. Beware of this Pokemon. He will destroy you...

Ratings:

Learning Curve - ****

Power - *****

Speed - ***

Recovery - ****

Grab - *****

Offense - *****

Defense - *****

Comeback - *****

Overall - *****

Special Attacks:

Psychic Charge - B (air, stun)
Evade - Forward / Back (during Psychic Charge)
Psychic Ball - B (air, during/after Psychic Charge, power hit, stun)
Psychic Force - (after complete Psychic Charge, behind, stun)
Psychic Force Cancel - Forward / Back / A / B (during Psychic Force)
Psychic Stun - Down + B (air, stun)
Psychic Push - Down + B (after Psychic Stun)
Teleport - Up + B (air, comeback, directional, platform)
Psychic Flip - Forward + B (air, platform)

Regular Attacks:

Psychic Spark - A (stun)
Psychic Shock Combo - A, A (stun)
Continuous Shock - Rapidly Tap A (during Psychic Shock Combo, stun)
Psychic Blast - Forward + A (smash attack, stun)
Vertical Psychic Blast - Up + A (behind, juggle, smash attack, stun)
Low Psychic Blast - Down + A (ground, smash attack, stun)
Tail Flip - Hold Up, A (behind, ground, juggle)
Tail Sweep - Hold Down, A (ground, juggle)
Tail Whip - Hold Forward, A
Aerial Psychic Shock - A (AIR, stun)
Aerial Flip - Hold Up, A (AIR)
Psychic Flip - Hold Down, A (AIR, juggle)
Aerial Psychic Blast - Hold Forward, A (AIR, juggle, stun)
Aerial Tail Whip - Hold Back, A (AIR, behind)


Mr. Game & Watch

New video game enthusiasts probably don’t know who this character is.
Mr. Game & Watch is from the Game & Watch series of portable games that
Nintendo made before the original Game Boy. Think of Tiger Electronics
games, only more than a decade ago. In Melee, Mr. G&W is one of the better
characters. Because his attacks are made up of less frames of animation
than the other characters, he can be very deceptive. In the hands of a
skilled player, his well-rounded game will make him difficult to defeat.

Ratings:

Learning Curve - ***

Power - ****

Speed - ***

Recovery - ****

Grab - ****

Offense - ***

Defense - ****

Comeback - ****

Overall - ****

Special Attacks:

Bacon Toss - B (air, platform, can toss up to five pieces of bacon in succession)
Bucket Catch - Down + B (air, absorbs up to three projectiles)
Bucket Dump - Down + B (air, after Bucket Catch has absorbed three projectiles)
Assist Jump - Up + B (air, behind, comeback)
Varied Number Hammer - Forward + B (air, stun on certain numbers)

Regular Attacks:

Pump - A
Rapid Pump - Rapidly Tap A
Double Ground Hammer - Down + A (behind, clear out, ground, smash attack)
Flaming Stick - Forward + A (ground, smash attack)
Scuba Helmet Smash - Up + A (behind, juggle, smash attack)
Flag Uppercut - Hold Up, A (behind, ground, juggle)
Pot Hole - Hold Down, A (ground, juggle)
Chair - Hold Forward, A
Parachute - A (AIR, power hit)
Aerial Blow - Hold Up, A (AIR, juggle, platform)
Downward Key - Hold Down, A (AIR, ground, juggle)
Box Slam - Hold Forward, A (AIR)
Reverse Crab Claw - Hold Back, A (AIR, juggle)


Ness

Making only his second 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' PK Fire attack has the ability to stun an
opponent, setting them up for a throw or Smash Attack. His other projectiles
can be manually controlled, and either propel Ness out of danger while
attacking other players, or attack characters from a safe distance. Once
mastered, Ness is extremely deadly.

Ratings:

Learning Curve - *****

Power - ****

Speed - *

Recovery - **

Grab - ****

Offense - ****

Defense - ***

Comeback - *****

Overall - ****

Special Attacks:

PK Burst - B (air, charge, directional, distance, ground, juggle, platform, power 
hit,
stun)
PK Fire - Forward + B (air, ground, juggle, stun)
PK Thunder - Up + B (air, behind, comeback, clear out, directional, ground, power 
hit,
stun)
Plasma Shield - Down + B (air)

Regular Attacks:

Jab, Step Kick - A (behind)
1,2 Punch, Step Kick - A, A (behind)
Punch/Kick Combo - A, A, A (behind)
Vertical Yo-Yo - Up + A (behind, clear out, ground, juggle, smash attack, stun)
Horizontal Yo-Yo - Down + A (behind, clear out, ground, smash attack)
Bat - Forward + A (ground, smash attack)
Double Palm - Hold Up, A (behind, ground, juggle)
Low Kick - Hold Down, A (ground)
Side Kick - Hold Forward, A
Aerial Spin - A (AIR)
Head Butt - Hold Up, A (AIR, juggle)
Downward Kick - Hold Down, A (AIR, ground, juggle)
Dive Shock - Hold Forward, A (AIR, stun)
Shock Kick - Hold Back, A (AIR, behind, stun)


Pichu

Pikachu’s Pokemon Gold and Silver counterpart is more than just a simple clone.
While he shares all of Pikachu’s attacks, his moves have slightly different
properties. Any electricity attack will cause Pichu damage. His Electric Strike
will send opponents straight up, instead of knocking them away like Pikachu’s.
This gives Pichu a better juggling ability, but also leaves enemies close by if
they’re low on damage. Pikachu players will need to learn how Pichu’s moves
differ in order to use him properly.

Ratings:

Learning Curve - *****

Power - ****

Speed - *****

Recovery - *****

Grab - ***

Offense - ****

Defense - *

Comeback - ****

Overall - ****

Special Atttacks:

Electric Shot - B (air, bounces, stun)
Electric Strike - Down + B (air, clear out, juggle, stun)
Teleport - Up + B (air, directional, comeback)
Double Teleport - Any Direction (after Teleport, air, directional, comeback, stun)
Pichu Launch - Forward + B (air, charge, comeback, distance, ground, power hit)

Regular Attacks:

Head Butt - A
Super Head Butt - Up + A (behind, ground, juggle, smash attack)
Pichu Spin - Down + A (behind, clear out, ground, smash attack)
Electric Spit - Forward + A (ground, smash attack)
Tail Flip - Hold Up, A (behind, ground, juggle)
Tail Spin - Hold Down, A (ground)
Double Kick - Hold Forward, A (ground)
Pichu Flip - A (AIR, behind)
Flip Kick - Hold Up, A (AIR, juggle)
Downward Electric Head Butt - Hold Down, A (AIR, ground, stun)
Electric Spin - Hold Forward, A (AIR, stun)
Back Spin - Hold Back, A (AIR, behind)


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 (except Pichu). His projectile
attack will keep going until it hits a wall or gap in the ground. The Electric
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. His comeback attack is fast, has limited invincibility
and can catch opponents off guard, while doig damage as well. 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. You will need to watch your damage though. Pikachu can get
KO’d at relatively low damage percentages.

Ratings:

Learning Curve - ****

Power - ****

Speed - ****

Recovery - ****

Grab - ***

Offense - ****

Defense - *

Comeback - ****

Overall - ****

Special Atttacks:

Electric Shot - B (air, bounces, stun)
Electric Strike - Down + B (air, clear out, power hit)
Teleport - Up + B (air, directional, comeback, stun)
Double Teleport - Any Direction (after Teleport, air, directional, comeback, stun)
Pikachu Launch - Forward + B (air, charge, comeback, distance, ground, power hit)

Regular Attacks:

Head Butt - A
Super Head Butt - Up + A (behind, ground, juggle, smash attack)
Pikachu Shock Spin - Down + A (behind, ground, juggle, smash attack, stun)
Electric Spit - Forward + A (ground, smash attack)
Tail Flip - Hold Up, A (behind, ground, juggle)
Tail Spin - Hold Down, A (ground)
Double Kick - Hold Forward, A (ground)
Pikachu Flip - A (AIR, behind)
Flip Kick - Hold Up, A (AIR, juggle)
Downward Electric Head Butt - Hold Down, A (AIR, ground, stun)
Electric Spin - Hold Forward, A (AIR, stun)
Back Spin - Hold Back, A (AIR, behind)


Prince Marth

The Fire Emblem series never made it to the US, but thankfully, Prince Marth did.
Marth plays similar to Link, but with the added finesse of a master swordsman.
His mix of power, speed, and agility will make him a choice character for many
people new to the game. However, the simple fact is that Roy is everything Marth
is and quite a bit more. It’s very difficult to warrant playing as Marth, unless
you’re just looking for a change from Roy.

Ratings:

Learning Curve - ***

Power - ***

Speed - ****

Recovery - ***

Grab - *

Offense - ***

Defense - ****

Comeback - **

Overall - ***

Special Attacks:

Shield Breaker - B (air, charge, ground, platform, power hit, will break shields 
at max
charge)
Sword Counter - Down + B (air, behind)
Sword Uppercut - Up + B (air, comeback)
Red Slash - Forward + B (air, comeback, ground, juggle)
Green Slash - B (after Red Slash, air, ground, juggle)
Blue Slash - B (after Green Slash, air, ground, juggle)
Final Red Slash - B (after Blue Slash, air, ground)

Regular Attacks:

Single Slash - A
Double Slash - A, A
Double Low Slash - Down + A (behind, ground, smash attack)
Great Slash - Forward + A (ground, platform, smash attack)
Vertical Force Slash - Up + A (behind, juggle, platform, smash attack)
Vertical Slash - Hold Up, A (behind, ground, juggle)
Sword Poke - Hold Down, A (ground)
Wide Slash - Hold Forward, A (ground)
Whipping Slash - A (AIR, behind)
Upward Slash - Hold Up, A (AIR, platform)
Downward Slash - Hold Down, A (AIR)
Aerial Slash - Hold Forward, A (AIR)
Reverse Slash - Hold Back, A (AIR, behind)


Princess Peach

Smash Brothers Melee features the Mushroom Kingdom in full force. Mario, Luigi
and Yoshi have now been joined by Peach and Bowser. To get a grasp on Peach’s
capabilities, think of how she played in Super Mario Brothers 2. She’s retained
many of her abilities from that game, as well as a very useful umbrella. While
the princess may not dish out a great deal of damage, she is extremely skilled
at juggling her opponents. She can also link several moves together to assist
her in coming back after getting knocked out of the playing field. This results
in giving her the best comeback ability in the game. Spend some time in
Training Mode figuring out what moves you can juggle and link together, then
you’ll be a force to reckon with.

Ratings:

Learning Curve - *****

Power - ***

Speed - ***

Recovery - ****

Grab - **

Offense - ***

Defense - *****

Comeback - *****

Overall - *****

Special Attacks:

Toad Counter - B (air, stun)
Onion Pull - Down + B
Onion Toss - Down + B (after Onion Pull)
Umbrella Uppercut - Up + B (air, comeback, juggle, platform)
Umbrella Float - (air, juggle, automatically occurs after Umbrella Uppercut)
Umbrella Float Cancel - Down (during Umbrella Float / Umbrella Re-Float)
Umbrella Re-Float - Up (after Umbrella Float Cancel)
Rear Slam - Forward + B (air, clear out, power hit, stun)
Float - Hold Up / Hold X / Hold Y (AIR, comeback, directional)

Regular Attacks:

Slap - A
Double Slap - A, A
Dress Spin - Down + A (behind, ground, smash attack)
Random Smash - Forward + A (behind, ground, smash attack)
Ballerina Spin - Up + A (behind, ground, juggle, smash attack)
Princess Head Butt - Hold Up, A (behind, ground, juggle)
Low Slap - Hold Down, A (ground, juggle)
Vertical Kick - Hold Forward, A (behind, ground, juggle)
Aerial Spin - A (AIR, behind)
Aerial Vertical Kick - Hold Up, A (AIR)
Aerial Multi-Stomp - Hold Down, A (AIR, behind)
Aerial Slap - Hold Forward, A (AIR)
Aerial Rear Slam - Hold Back, A (AIR, behind)


Princess Zelda

A second princess has joined the ranks of Melee, only this time she’s from the
Hyrule gang. With the ability to change back and forth between Zelda and Sheik,
the princess is a formidable opponent. Unlike some of the other characters in
Melee, Zelda and Sheik are very different characters. Zelda’s strategy should
revolve around proper setups for her attacks. You can’t jump right in with
Smash Attacks and special moves. Everything will have to be planned out and
setup. Her two different play styles should be used to completely change your
playing strategy mid-match.

Ratings:

Learning Curve - ****

Power - ***

Speed - ***

Recovery - ****

Grab - ***

Offense - ***

Defense - ***

Comeback - ****

Overall - ***

Special Attacks:

Crystal Spin - B (air, behind, ground)
Teleport - Up + B (air, behind, directional, comeback)
Mystic Fire Ball - Forward + B (air, directional, distance, stun)
Sheik Transformation - Down + B (air)

Regular Attacks:

Mystic Shock - A (stun)
Spin Kick - Down + A (behind, ground, smash attack)
Mystic Smash Shock - Forward + A (ground, smash attack)
Mystic Circle - Up + A (behind, ground, juggle, smash attack)
Mystic Wave - Hold Up, A (behind, juggle)
Low Kick - Hold Down, A
Mystic Swing - Hold Forward, A (juggle)
Mystic Spin - A (AIR, behind, juggle)
Flaming Smash - Hold Up, A (AIR, platform, stun)
Downward Multi-Kick - Hold Down, A (AIR, behind)
Flying Kick - Hold Forward, A (AIR)
Flying Back Kick - Hold Back, A (AIR, behind)


Roy

As the second half of the Fire Emblem crew, Roy is one of the best characters
in Super Smash Brothers Melee... Period. He delivers a great deal of damage,
has the ability to counter virtually any attack on the ground, or in the air,
and half of his moves will slightly stun your opponent. Roy’s sword gives him
an extended reach and the ability to attack opponents on certain platforms
above him. The only possible downfall Roy has is his lack of a good comeback
move. While you can combine a few of his moves to help get him back in the
playing area, his comeback ability simply cannot compare to some of the other
characters. However, all of his good points severely outweigh this one bad point.

Ratings:

Learning Curve - ***

Power - *****

Speed - ****

Recovery - ***

Grab - *

Offense - ****

Defense - *****

Comeback - **

Overall - *****

Special Attacks:

Flaming Shield Breaker - B (air, charge, ground, platform, power hit, stun, will 
break
shields at max charge, will KO at max charge on first use in match)
Flame Sword Counter - Down + B (air, behind, stun)
Flaming Sword Uppercut - Up + B (air, comeback, stun)
Red Slash - Forward + B (air, comeback, ground, juggle)
Green Slash - B (after Red Slash, air, ground, juggle)
Blue Slash - B (after Green Slash, air, ground, juggle)
Flaming Final Red Slash - B (after Blue Slash, air, ground, power hit, stun)

Regular Attacks:

Single Slash - A
Double Low Slash - Down + A (behind, ground, smash attack)
Great Slash - Forward + A (ground, smash attack)
Flaming Force Slash - Up + A (behind, juggle, platform, smash attack, stun)
Vertical Slash - Hold Up, A (behind, ground, juggle)
Precision Sword Poke - Hold Down, A (ground, juggle)
Wide Slash - Hold Forward, A (ground)
Whipping Slash - A (AIR, behind)
Upward Slash - Hold Up, A (AIR, platform)
Downward Slash - Hold Down, A (AIR)
Aerial Slash - Hold Forward, A (AIR)
Reverse Slash - Hold Back, A (AIR, behind)


Samus Aran

Making her first appearance on the Nintendo GAMECUBE, Samus will become an
instant crowd favorite for new players. 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 incoming 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. All in all, Samus makes a great
starting character and a formidable opponent once mastered.

Ratings:

Learning Curve - **

Power - ****

Speed - ****

Recovery - ****

Grab - **

Offense - ****

Defense - ***

Comeback - ***

Overall - ***

Special Attacks:

Blast Charge - B
Blast - B (after/during Blast Charge, air, power hit at full charge)
Screw Attack - Up + B (air, comeback, platform, stun)
Bomb - Down + B (air, stun)
Straight Missile - Forward + B (air, stun)
Homing Missile - Hold Forward + B (air, stun)

Regular Attacks:

Jab - A
Jab, Overhead - A, A
Gun Thrust - Forward + A (ground, smash attack)
Upward Flame - Up + A (behind, juggle, smash attack, stun)
Spin Sweep - Down + A (behind, ground, juggle, smash attack)
Spin Kick - Hold Forward, A (directional, ground)
Double Kick - Hold Up, A (ground, juggle)
Front Kick - A (AIR, behind)
Gun Smash - Down + A (AIR, juggle, power hit)
Downward Flame - Hold Forward, A (AIR, juggle, stun)
Reverse Kick - Hold Back, A (AIR, behind)


Sheik

A second princess has joined the ranks of Melee, only this time she’s from
the Hyrule gang. With the ability to change back and forth between Zelda and
Sheik, the princess is a formidable opponent. Unlike some of the other
characters in Melee, Zelda and Sheik are very different characters. Sheik’s
strategy should be very offensive. Many of her attacks can be chained
together to form juggles and combos. Use this to rack up the damage, then
send your opponents flying with a Smash Attack.

Ratings:

Learning Curve - *****

Power - ***

Speed - ****

Recovery - ****

Grab - **

Offense - ****

Defense - **

Comeback - ***

Overall - ****

Special Attacks:

Needle Throw - B (air)
Multi-Needle Throw - Hold B (air, charge for up to six needles)
Explosive Teleport - Up + B (air, behind, comeback, directional, juggle)
Whip Layout - Forward + B (air, behind, ground)
Custom Whip Layout - Forward + Hold B (behind, directional, ground, juggle, 
platform)
Zelda Transformation - Down + B

Regular Attacks:

Sheik Slap - A
Double Sheik Slap - A, A
Rapid Slap Combo - A, A, A
Continuous Slapping - Rapidly Tap A (during Rapid Slap Combo)
Spinning Sheik Kick - Down + A (behind, ground, smash attack)
Double Sheik Kick - Forward + A (ground, smash attack)
Sheik Palm Thrust - Up + A (behind, ground, juggle, smash attack)
Reverse Vertical Kick - Hold Up, A (behind, juggle)
Low Sheik Spin - Hold Down, A (ground, juggle)
Forward Sheik Spin - Hold Forward, A (juggle)
Aerial Simple Kick - A (AIR)
Inverted Sheik Spin - Hold Up, A (AIR, behind)
Slanted Sheik Kick - Hold Down, A (AIR, behind, ground, juggle)
Aerial Sheik Slap - Hold Forward, A (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 or farther 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 extremely steep and his moves somewhat limit his overall fighting
ability.

Ratings:

Learning Curve - *****

Power - ***

Speed - ***

Recovery - ***

Grab - *

Offense - ***

Defense - ***

Comeback - ***

Overall - ***

Special Attacks:

Eat - B (air, stun)
Egg Toss - Up + B (air, directional, distance, ground)
Head Stomp - Down + B (air, ground, juggle)
Egg Roll - Forward + B (air, directional, ground)
Egg Roll Cancel - Back, B (during Egg Roll)

Regular Attacks:

Yoshi Boot - A
Double Yoshi Boot - A, A
Head Butt - Up + A (behind, juggle, smash attack)
Double Tail Whip - Down + A (behind, clear out, ground, smash attack)
Horizontal Head Butt - Forward + A (ground, smash attack)
Vertical Tail Whip - Hold Up, A (behind, ground, juggle)
Tail Spin - Hold Down, A (ground)
Side Kick - Hold Forward, A (juggle, ground)
Aerial Tap Kick - A (AIR, behind)
Tail Flip - Hold Up, A (AIR, behind)
Aerial Run - Hold Down, A (AIR, behind, ground)
Head Smash - Hold Forward, A (AIR, juggle)
Reverse Multi-Kick - Hold Back, A (AIR)


Young Link

It’s Link, but seven years in the past and with a slightly different outlook
for the future. Don’t be fooled into thinking Young Link is a mirror image of
the original. While they share the same moves, the younger version is weaker
and more agile than the aging legend. His Sword Spin will open up
opportunities to juggle your opponents, but it will also keep them closer to
you, and within attacking distance. He also shoots a fire arrow instead of
the silver arrows of older Link’s arsenal. The fire arrow will stun, but it
doesn’t seem to have the same range as the silver arrows. If you always wanted
a smaller, faster version of Link, he’s right here.

Ratings:

Learning Curve - ***

Power - **

Speed - ****

Recovery - ****

Grab - *

Offense - ****

Defense - ***

Comeback - ***

Overall - ****

Special Attacks:

Fire Arrow - B (air, charge, distance, juggle, stun)
Sword Spin - Up + B (air, behind, comeback, ground, juggle)
Bomb Pull - Down + B (air)
Bomb Throw - Down + B (after Bomb Pull, air, explodes on impact, stun)
Bomb Toss - A (after Bomb Pull, air, explodes on impact, directional,
Distance, stun)
Boomerang - Forward + B (air, bounces, directional, ground, juggle, stun)

Regular Attacks:

Sword Swipe - A
Double Sword Swipe - A, A
Sword Swipe Combo - A, A, A
Rapid Sword Combo - A, A, A (close)
Continuous Rapid Sword - Rapidly Tap A (during Rapid Sword Combo)
Sword Thrust - Forward + A (ground, juggle)
Double Sword Thrust - Forward + A, A (ground, smash attack on second hit)
Double Low Swipe - Down + A (behind, clear out, ground, smash attack)
Triple Upward Swipe - Up + A (behind, ground, juggle, smash attack)
Upward Thrust - Hold Up, A (behind, clear out, ground, juggle)
Low Swipe - Hold Down, A (ground, juggle)
Sword Swipe - Hold Forward, A
Kick - A (AIR)
Upward Stab - Hold Up, A (AIR, platform)
Spin Swipe - Hold Forward, A (AIR, behind)
Double Back Kick - Hold Back, A (AIR, behind)


HIDDEN SECRETS

Hidden Characters:

Play as Jigglypuff - Beat Classic Mode or Adventure Mode with any character. You
can use any number of stock, and unlimited continues. Once you’ve cleared either
mode, Jigglypuff will challenge you. Beat her and Jigglypuff will become playable.

Play as Luigi - Beat Stage One of Adventure Mode with a time in which the number
of seconds ends in a 2 (i.e. 10:02:00). A cut-scene will follow showing Luigi
beating out Mario to fight alongside Princess Peach. Beat Luigi and Peach without
losing a life, then complete the rest of Adventure Mode and Luigi will challenge
you. Beat him and Luigi will become playable.

Play as Dr. Mario - Beat Classic Mode with Mario on any level without continuing,
or beat Adventure Mode with Mario without losing a life. Once you have done either
method, Dr. Mario will challenge you. Beat him and Dr. Mario will become playable.

Play as Young Link - Beat Classic Mode with ten characters. Link and Zelda must be
2 of the 10 characters you beat it with. You can also unlock Young Link by playing
500 Versus Mode battles. Once you have beaten Classic Mode with the 10th
character, or played the 500th Versus Mode match, Young Link will challenge you,
or the winner of the Versus match. Beat him and Young Link will become playable.

Play as Prince Marth - Beat Classic Mode with all 14 default characters, or play 
70
Versus matches. Once you have completed either task, Marth will challenge you, or
the winner of the 70th Versus match. Beat him and Prince Marth will become 
playable.

Play as Roy - After unlocking Marth, beat Adventure Mode without continuing, using
any character, or beat Classic Mode with Marth without losing a life. Once you 
have
completed either task, Roy will challenge you. Beat him, and Roy will become
playable.

Play as Ganondorf - Beat Event #29. Once you have completed the event, Ganondorf
will challenge you. Beat him and Ganondorf will become playable.

Play as Falco Lombardi - Clear the 100-Man Melee, or play 300 Versus matches. Once
you have completed either task, Falco will challenge you, or the winner of the 
300th
Versus match. Beat him and Falco will become playable.

Play as Pichu - Beat Event #37, clear Classic Mode with Mewtwo, or play 200 Versus
matches. Once you have completed one of these tasks, Pichu will challenge you, or
the winner of the 200th Versus match. Beat him and Pichu will become playable.

Play as Mewtwo - Play Versus Mode long enough so the Combined Versus Mode timer in
the Misc Records area of Data reaches 20 hours. You can also unlock him by playing
700 games in the Versus Mode. Mewtwo will challenge the winner of the match that
meets whichever requirement first.
Note: Each human player in Versus Mode adds to the Combined Versus Mode timer. So
playing four player matches (all human players) for 5 hours will result in 20 
hours
of combined play.

Play as Mr. Game & Watch - Beat Adventure Mode or Classic Mode with 24 characters
(every character except Mr. Game & Watch). You can use any number of stock, and
unlimited continues. Once you have completed either task, Mr. Game & Watch will
challenge you. Beat him and Mr. Game & Watch will become playable.

Hidden Stages:

Unlock Classic Kongo Jungle - Complete 15-Minute Melee with any character.

Unlock Classic Yoshi's Island - Hit Sandbag at least 1200 feet (400 meters) in the
Homerun Contest.

Unlock Classic Pupupuland - Complete Target Test (Break the Target) with all 25
characters. You must finish each test in under 2 minutes.

Unlock Planet Zebes: Brinstar Depths - Play 50 Versus Mode matches.

Unlock Eagleland: Fourside - Play 100 Versus Mode matches.

Unlock F-Zero Grand Prix: Big Blue - Play 150 Versus Mode matches.

Unlock Kanto Skies: Poké Floats - Play 200 Versus Mode matches.

Unlock Super Mario Bros. II: Mushroom Kingdom II - Beat Classic Mode with Princess
Peach on any difficulty level, without losing a life.

Unlock Superflat World: Flat Zone - Beat Classic Mode with Mr. Game & Watch. You 
can
use any number of stock, and unlimited continues. You can also unlock the stage by
completing Event #45.

Unlock Battlefield - Beat All-Star Mode with any character.

Unlock Final Destination - Clear all 51 Event Matches.


Other Hidden Stuff:

Unlock Events #31-39 - Complete the first 30 events and unlock Jigglypuff, Dr. 
Mario,
Young Link, and Falco.

Unlock Events #40-50 - Unlock all 11 secret characters.

Unlock Event #51 - Complete the first 50 Event levels.

Unlock Sound Test - Once you have completed all 51 Event Mode matches, the Sound 
Test
will become available.

Unlock All-Star Mode - Once you have completed Adventure Mode and Classic Mode 
with all
25 characters, All-Star Mode will become available.

Unlock Random Stage Switch - Once you have unlocked all of the stages a random 
stage
switch will become available. This allows you to select which stages will not be 
played
on when using random stage select in Versus Mode.


CREDITS

Bryan Dawson - bdawson@cloudchaser.com - Head Writer - PhDDogg on AOL IM - 
13477025 on
ICQ

Official Smash Brothers Melee Site - http://www.smashbros.com/battle/index.html -
Official Move Names

Smash World Forums - http://www.smashboards.com - Some Hidden Secrets

GameFAQs Smash Brothers Forums - http://www.gamefaqs.com - Some Hidden Secrets


LEGAL

This FAQ cannot be reproduced in whole or in part without first contacting me by 
e-mail
and receiving a written reply allowing you to do so.  It cannot be reproduced 
without
being shown in its unaltered, original form and entirety, including this 
disclaimer.
Allowing you to use any part of this FAQ does not give you ownership of this 
document.
You may put it up on your site, etc. as long as you 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.

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