This Ain't No Wimppy FAQ Like Those Other Ones - Guide for Super Smash Bros. Melee

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                     name:peter mcdaniel
                    e-mail:[email protected]
                    username:deathwings20
                    date done:02-25-02
                    started:12-06-02
                    ver:1.000000000000000000000.00000.000.0..................1



super smash bros melee faq


ahh ain't it sweet mario killing people



CONTROLLER EXPLANATION

Control Stick - Move the character 
X - Jump 
Y - Jump 
A - Standard attacks 
A + Control Stick - Different standard attacks 
B - Special moves 
B + Control Stick - Different special moves 
L - Defensive shield (can be used with control stick to move around) 
R - Defensive shield (can be used with control stick to move around) 
L + A - Grab and throw (can be used with control stick to control 
direction of throw) 
R + A - Grab and throw (can be used with control stick to control 
direction of throw) 
Z - Grab and throw (can be used with control stick to control direction 
of throw)
Control Pad - Taunt (any direction taunts)
C Stick + Direction - Performs the smash move for that direction. 
(Cannot be held to charge up the attack, only can be used in melee 
battles)
 
----------------------------------------------------------------------



***************
**** MARIO ****
***************

---BACKGROUND--- 

Every video game needs a hero, but none are as well known, nor can 
claim to be as well beloved as that endearing, pasta loving plumber 
Mario. Ever since his emergence from the sketch pad of Shigeru Miyamoto 
all those years ago, Mario has been the driving force behind almost all 
of Nintendo's most successful franchises. Stomping on turtles and 
beating up goombas everywhere from dirty truck stop arcade coin-ops to 
bad Fred Savage movies, Mario has become a true icon of American 
culture.

Not far from his roots, Mario returns in true form, still beating the 
heads of defenseless Yoshi's and tossing Koopa Kings in and out of the 
arenas of Super Smash Bros. Melee for the Nintendo GameCube.

---GENERAL INFO--- 

From a design standpoint, Super Smash Bros. Melee is by and large the 
house that Mario built. Arguably the most balanced character in the 
game, that "more familiar than Mickey Mouse" plumber is certainly easy 
enough for a beginner to pick up and control right from the get go. 
However, as is the case with most of the Melee fighters, the more 
advanced a Mario player becomes, the more hidden facets of the 
Italian's fighting style are revealed; and therein lies Mario's true 
beauty. A real, honest to goodness Mario expert, having taken the time 
to master the art of "flying without really flying," can move in 
seemingly effortless leaps from platform to platform, clearing the 
screen with well timed hits and kicks that may or may not jar a few 
golden coins from opponents caught off guard.

Playing as Mario in Melee, just as in his signature platformers we've 
all come to know and love, is all about practice. Beginners may be 
drawn to him for his namesake, and rightfully so, but his true staying 
power in the arsenal of any hardened Smash Bros. veteran is in his lack 
of any real weakness. 

Classified as a Close Range fighter, Mario is powerful in close 
quarters, striking with a decent amount of powerful punches and kicks, 
along with an all new Meteor Smash technique. Though not a Lightweight 
by any stretch of the imagination, Mario is fortunate to not be plagued 
by the slow speed on the ground that would qualify him as one of the 
Heavy Hitters. On the contrary, Mario is a relatively quick fighter 
that, while not rivaling the raw speed of the your Foxes and Pikachus, 
can still compete with some of the fastest players in the game.

---REGULAR ATTACKS--- 

Forward Smash

Pausing only for a moment to charge the attack, Mario flings his fist 
toward his opponent in a small ball of fire that engulfs the unlucky 
character. While not the most damaging smash move in the game when 
taken solely at face value, Mario's Smash Attack has a secret. The 
amount of damage dealt is directly proportionate to the distance away 
Mario is from his opponent when beginning the Smash; optimal distance 
is about two steps away from hostile characters. Once again, practice 
is the key.

Down Smash

Pausing for another brief second, Mario twirls both of his legs in a 
roundhouse sweep that hits opponents low on either side of him. 
Knocking opponents horizontally, the sweep comes in handy when on more 
cramped arenas, as it provides quite an easy way of delivering other 
characters right off the edge, setting them up perfectly for a Forward 
Smash to the edge of the screen. As well, if backed into a corner, the 
sweep's relatively long range is useful in breaking down the quick, 
repetitive attacks of Speedsters.

Up Smash 

Mario performs a savage head butt, sending nearby characters in a 
vertical arc that is quite useful as a combo finish when his opponent 
has a relatively high percentage. Also, this move can be especially 
useful when dealing with an opponent from above, as it can be used to 
send some over eager combatants sky high with relative ease.

---SPECIAL ATTACKS--- 

B : Fireball 

Mario's only projectile. While not particularly powerful, the fireball 
can be severely damaging not so much to an opponent's hit percentage, 
as to his ego. Following the tradition started by the first Super Mario 
Bros., Mario's tried and true fireball flies forward and down, bouncing 
off the ground several times before it fizzles out. At any time during 
this flight, if the fireball comes into contact with an opponent, it 
causes the assailed character to recoil, engulfed in a ball of fire  
which stuns them for a brief second. Therein lies the key to the 
fireball's strength. When used as a preemptive strike from across the 
stage, the fireball can set off an opponent's timing, stunning them for 
a moment, and even causing them to mistakenly commit suicide (if they 
are sufficiently knocked off balance). 

Another quite handy, if cheap, usage of the fireball is to nullify a 
flailing character's "third jump" from enabling them to make it back 
from being sent off the stage. If timed properly, the fireball can be 
an extremely maddening sting that causes an already nearly finished foe 
from having any chance of returning from a Smash Attack. As well, the 
fireball can be quite useful in "stealing kills" from other characters 
in a four-player match by simply "reaching out and touching" a falling 
opponent on his way down.

B -> : Super Cape

A new addition to Mario's arsenal for Melee is the golden cape he used 
to fly in Super Mario World. In Smash Bros. Melee, the cape is used as 
a counter move. Perfect for reflecting projectiles, swords, and even 
thrown items back at their point of origin, the cape also enables Mario 
to twirl nearby opponents to face the opposite direction, causing 
severe confusion in its wake.

Also, in the case of desperately trying to make it back to a stage's 
edge, the cape can be invaluable as a kind of "two and a half jump" 
that enables Mario an extra boost of horizontal movement just before he 
employs his Super Jump Punch to try to cover the rest of the distance.

B ^ : Super Jump Punch

Probably one of Mario's most annoying moves from the original Smash 
Bros., the Super Jump Punch has made the transition to Melee completely 
intact. When properly pulled off, this move launches Mario in a forward 
jumping punch that can trap one or more opponents for roughly a second, 
knocking coins from them as they are suspended in the air. More 
annoyance than anything else, this move can easily get you into a fist 
fight with one of your buddies after several repetitions.

As it's not exactly the most damaging maneuver in Mario's arsenal, and 
as it causes him to pause for a moment to return to the ground (leaving 
him wide open for projectile counter attacks, or opportunistic ground 
assailants), the Super Jump Punch should be reserved for only the 
occasions when Mario needs to clear out opponents from above him, 
leaving him safe to make a landing. Also, the Super Jump Punch is an 
extremely useful third jump, launching Mario in a upward diagonal path 
back toward the stage in the case of an accidental fall.

B V : Tornado 

A close range maneuver for a close range fighter. The Tornado, when 
timed correctly, can be a devastating end to an all out four player 
brawl. The move causes Mario to spin in a circle with his fists flying, 
sending all nearby opponents flying vertically, setting them up 
perfectly for an Upward Smash. Beware, however, as this move can be 
countered by an opponent's well placed kick. Use this move 
conservatively.


--OPPONENTS--- 

Swordsmen: (Link, Young Link, Marth, Roy) 

Mario is a Close Range attacker, plain and simple. In the vast majority 
of the battles he will face, that will be his advantage. However, 
though Mario has his fists, they don't do him a whole heck of a lot of 
good against a swordsman's cold steel. The good news: with the 
exception of Marth and perhaps Young Link, none of the swordsmen can 
compete with Mario's in air speed and agility. Mario's plethora of in 
air kicks, along with a few quick, repetitive foot sweeps can easily 
win the day against one of the Links. The trick is to stay out of the 
reach of his sword, as its cold touch is extremely deadly, especially 
in close. Hit and run is the order of the day. As well, mid air 
Fireballs and Super Jump Punches may be just what are needed to throw 
off the rock solid combos of the Fire Emblem brothers. Stay clear of 
Marth and Roy's upward swings by always attacking from behind or below 
them. The secret is to stay mobile.

Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)

Contrary to what may work against a Swordsman, when facing a Speedster, 
Mario should stay grounded, especially when going in against the Pikas' 
screen splitting thunderings. What is important in these kinds of 
battles is to not allow Mario to lose his focus. Keep both Mario's feet 
on the ground and rely on Fireballs to stop Captain Falcon and the Star 
Fox Teams's attacks dead in their tracks, making only small hops over 
your opponents' heads when called for. When the opportunity presents 
itself (like right after a misplaced Falcon Punch) take advantage of 
Mario's superior Close Range power to really lay into a Speedster. 
Upward Smashes are especially useful when juggling these lighter 
characters, and try small jumping kicks to keep them off guard, always 
remembering to ground yourself before getting too close.

Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 

As with every time one is matched strength for strength, this can be a 
little awkward. Basically, all the techniques and tricks you've worked 
up so far kind of go out the window when facing the more well rounded 
characters like Dr. Mario and Luigi. But while the temptation is to 
move in close and see just who is the better brawler, the truth is 
learning to hone your projectiles is the real key to this victory. It 
kind of goes without saying, but use the items around you to your 
fullest advantage, especially against a Mario/Dr. Mario. Avoid direct 
confrontation whenever possible, and try to wear them down with quick 
kicks and punches. Certainly a healthy amount of 
Smashes are in order, but don't get cocky. Time Mario's punches and 
Tornadoes as well as you can, and try to take advantage of their soft 
underbelly.

Yoshi and Game & Watch are a different story. Keep out of the reach of 
Yoshi's tongue and try to toss Fireballs his way as often as possible. 
Well placed jumping kicks to the head are a decent way of working past 
the silly dinosaur. Just show him who's boss, and stay out from under 
his butt stomp.

Long Range: (Ness, Samus, Mewtwo)

Fireballs are your friend, especially when dealing with a couple 
hundred PK fires coming your way. But the way to really beat past these 
relatively weak close combatants is to take the battle to them. Move in 
close with constant Forward Smashes and dashing foot sweeps to keep 
them off balance, and remember to limit your aerial time as Samus and 
Ness can knock Mario silly if you let him fly too closely. The trick 
here is to really lay into them hard and fast, without allowing your 
Samuses and MewTwos to pull back and charge their cannons. Close the 
distance quickly and get the job done before they know what hit them.

Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 

Most of the time Lightweights are no problem. Just remember to aim 
Mario's Smashes and kick straight and true. Your best bet is to treat 
these characters just like you would a Speedster. 
Don't waste your time leaping to meet them in the air, but let these 
puffballs and frilly girls come to you. For a nice change of pace, try 
charging your Smash attacks for a great "homerun" visual. However, be 
wary of Kirby's falling brick maneuver, Jiggly's sleep, Peach's hip 
thrust, and Zelda's lighting quick "Nayru's Love" attack. They come 
without warning and are surprisingly strong.

Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 

Heard the phrase about the quick and the dead? Never as true as it is 
here. Mario may be strong in the close range, but he's met his match in 
these characters' massive girth. All is not lost, however, as these 
guys simply don't have anything on him as far as the air is concerned. 
Use Mario's inherent agility and speed to win against these slowpokes, 
striking with leaping kicks and as many fireballs as you can stomach. 
Try to stay at least a character's width away from 
Bowser and Donkey, as you'll need that extra space to make your jumps 
worthwhile. Try to keep from being slapped out of the air by Donkey 
Kong by moving in with low foot sweeps and a few well-placed throws. 
One word of advice: make it a point to avoid the Super Jump Punch, as 
it only takes one mistake to end up on the bad end of a Warlock Punch.

~Mario is playable from the start of the game. 

***************
**** LINK *****
***************

---BACKGROUND---

Link was one of the best characters for some in the original Super 
Smash Bros, and in the hands of a true master, became one of the most 
lethal characters to play with. His only problem? His jumps were weak, 
and if he was knocked away, it was very difficult to get back onto the 
screen.

In Melee, the game designers have tweaked his jumps to give him some 
more flying time, and they've added some new goodies. Playing as Link 
involves many projectile/smash attack combos.

---GENERAL INFO---

Face it, most everyone plays as Link. You have to learn, if you want to 
become a Link master, to use Link like a razor. With a combination of 
rolls, smash attacks, and projectile hits, you can easily destroy any 
and all opponents. You have the ultimate ace up your sleeve, however, 
in the spin attack. It clears the stage, racks up a hell of a lot of 
damage, and now wobbles a bit to cover more area. The spin attack will 
be the one attack that will invariably annoy most of your opponents the 
most. By really timing it right, and by setting up attackers, you can 
become a legend just with one move.

---REGULAR ATTACKS---

Forward Smash

Link's sword comes out in a devastating blow, that if charged enough, 
or if enough damage has been racked up on the target, will result in an 
automatic KO. The best thing about this is that it doesn't really need 
to be charged up much to do a lot of damage. If you connect with the 
first hit, and then press A again, with correct timing, you'll pull off 
another quick forward hit. This hit can sometimes make or break a 
match, as Link will deal two impressive swipes.

Down Smash

Link will pull his sword out and swipe on either side of him. Great for 
tripping the other characters up a bit, and is wonderful in conjunction 
with the forward smash or sword spin attack, as the other players will 
bounce a bit in the air and then come down right in front of you. If 
you are in the air, down-a will pull out the sword and then place it 
underneath you, turning you into a guided sword missile. Falling on 
opponents this way is a very good way to clear the ground upon impact. 
Be sure, however, that if you don't connect with opponents to push L or 
R to quickly get the sword out of the ground after you fall.

Up Smash

The sword swipes three times straight above Link, and if charged, they 
can really send an opponent flying. Also, the up-a attack can be used 
to juggle opponents, I've been known to get three characters flying 
around above me at the same time with it. It's also good to use with a 
flying spin attack.

---SPECIAL ATTACKS---

B : Arrows

New to Melee, Link's Bow and Arrows are a fiendish and quick 
projectile. By holding down B, you can pull back farther on the bow and 
therefore fire farther with the arrow. It also does more damage, and a 
good Link player can judge based on how far the arrow is pulled at 
approximately how far it will fly. Real annoying Link players will sit 
away from the fray and just pepper the competition with arrows until 
they vulture in and let them have it.

B -> : Boomerang

Quicker, smaller, and slightly less powerful than the original 
boomerang, this weapon makes a
grand resurgence, and is one of my favorite little projectiles. The 
only problem is that if you've got it sailing out, you have to wait for 
it to return or leave the screen before you can throw it again, but 
aside from that, it's an easy way to do some fun damage.

B ^ : Sword Spin

One of the best moves in the game, period. In the air, it'll deal a 
succession of hits and then the final blow, and on the ground it will 
just send you sailing. A true Link master will use this without shame 
for almost every other move. It clears space, it hits hard, and now it 
wobbles in the air which allows you to hit more people. It also lifts 
you higher.

B V : Bomb

Another favorite for Link fans, down B pulls out a slightly less 
powerful version of the Bob-Omb. It doesn't travel, and it definitely 
won't blow you to kingdom come, but it will do some fun damage if 
thrown correctly. A great place to throw it is in the middle of a 
tussle between the competitors, and a fun combo involves pulling one 
out in midair (most of the b moves are best performed while doing 
something else, because they aren't the quickest moves to initially 
pull off) and then throw it downward on top of an enemy, then come down 
quickly with the down-a move.

---OPPONENTS--- 

Swordsmen: (Link, Young Link, Marth, Roy)

Well, unless you have a longer sword than the opponent, attacking head 
on is not the greatest idea. Link's sword will trump Young Links, but 
Marth and Roy have better power and longer swords. BUT, they don't have 
projectiles. If up against Marth or Roy, stay away and then throw/shoot 
projectiles, then hit them and run away again. Link on Link is just a 
matter of finding if they are a head on attacker, or a projectile 
attacker and then utilizing their weakness.

Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)

Stay away from speedsters, as they are the mortal enemies of Link. The 
only good thing about some of them, like Pikachu and Pichu, is that 
they can be tossed around easily, and so when you do manage to strike a 
blow, strike hard. The best thing is to learn the roll button and then 
perform smash moves after the roll. Dodge those Falcon punches and try 
and get away from the kicks and laser fire from the StarFox boys.

Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers)

These guys aren't that difficult if you remember exactly how far away 
your sword spin can hit, and if you utilize your projectiles as well as 
possible. Keep THEM away from you, and when they do get close, block 
their hits and then whomp on them with the sword from far away. Oh, and 
keep Yoshi a little farther because entrapping you in an egg is one of 
the worst situations you can be in.

Long Range: (Ness, Samus, Mewtwo)

Ok. Now, all of these three can be very difficult to score hits on, 
because they all have an ability to get away from you quickly, and 
Samus has the killer third jump...but Link is a pretty good long range 
fighter himself, and when it comes down to it, you have THREE different 
courses of projectile action. Use them to make them come from their 
shelter and attack like a man, and then beat them with the sword. Also, 
Link's shield acts as a shield without pulling up your main R/L bubble 
shield. Just stand there and you can take fully powered blast shots and 
the like just by the shield Link holds in front of him.

Lightweights: (Kirby, Jigglypuff, Peach, Zelda)

Ok, quite simply, if you are up against these four, the sword spin and 
smash attacks are essential. After a moderate amount of damage, they 
will disappear. Edge guard to your hearts content, and charge smash 
them to kingdom come. Watch out for Peach's butt slam, because it's a 
doozy, but if you keep a finger on the shield, they won't be a problem.

Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)

These guys are a bit tough to work up to a level where they will fly, 
so you need to concentrate on one of them, ignore the others (or if 
it's a team battle, have your partner draw fire away) and then just 
keep pounding them towards an open edge. Then, when they are off the 
edge, guard it, don't let them back up, and hurl projectiles there way. 
The sword spin works very nicely in this area, as they are huge and 
won't be able to dodge. Link, however, can dodge.

~Link is playable from the start of the game.

*************** 
*****ZELDA***** 
*************** 
 
---BACKGROUND--- 
 
While Princess Zelda has been a staple character in the "Legend of 
Zelda" series (It's named after her for crying out loud!), her role in 
SSB:M is her first ever as a playable character (Well, except for those 
stupid CD-i games, but they don't count). Her alter-ego, Sheik, on the 
other hand, has only ever appeared in one other game: "The Legend of 
Zelda: Ocarina of Time", more commonly referred to as Zelda 64. Players 
never learned the true identity of Sheik, the supposed last Sheikah, 
until the finale of the game, where "he" revealed himself to be Zelda 
in disguise, and also the seventh sage. 
 
---GENERAL INFO--- 
 
A few of the characters in SSB:M have traits that completely alter the 
way you use them, sometimes giving them an edge, but also working as an 
Achilles heel. There's the twin Ice Climbers, whom you control two of, 
and there's Kirby, who can copy the "B" moves of opponents. However, 
Zelda is the most unique character of all. Why? Because she's not one 
character, but two. You start a fight as the princess, who is a bit 
slow-moving but has some powerful magical attacks, and with the push of 
a button coupled with a flick of the control stick, you transform into 
Sheik, a completely different character armed with ninja-like moves and 
incredible speed. Both are extremely potent characters, and both have 
excellent "A" button attacks. You must learn to balance the two if you 
want to become a Zelda master. 
 
---REGULAR ATTACKS--- 
 
Forward Smash 

Zelda: Zelda's got a pretty damn powerful smash. Pulling off the move 
causes her to charge up, then zap anyone in front of her. It's sure to 
KO anyone with a high damage total. 
 
Sheik: When you pull off Sheik's smash, you unleash a powerful double 
kick. The first racks up that damage a bit, and the second sends them 
flying. It's a great move because it's quick. One of Sheik's better 
finishers.  
 
Down Smash 

Zelda: Zelda's down smash is surprisingly poor. Zelda charges up, then 
twirls around on one foot with the other foot sticking out. It'll hit 
your opponents, but it won't send them flying anywhere. Nayru's Love 
can do the same thing, but better. 
 
Sheik: This is one of the cooler looking tricks in the game. Sheik will 
charge up and do a helicopter kick while standing on her head. It's 
slightly less powerful than the forward smash, but it racks up damage 
on both sides, making it a superb clearout move.  
 
Up Smash 

Zelda: Zelda's best moves are perhaps her upward hits. Zelda will wave 
her hand in the air, casting a short-range spell. If your opponent is 
hit, they'll be zapped and blasted upwards. This can easily finish off 
your enemies, resulting in a star KO. It's also great for juggling. 
 
Sheik: When the upward smash is performed, Sheik charges up, then 
raises her arms while ducking down, smacking nearby characters straight 
up. Use this in conjunction with the midair upward smash, a powerful 
upward drill kick. Sheik is a formidable juggler when this is done 
 
---SPECIAL ATTACKS--- 
 
B : Nayru's Love (Zelda) 

When you use this, a blue crystal forms around Zelda, defending her for 
a moment. This move has two uses: the first, and most obvious one, is 
to reflect projectiles. Unlike Fox's reflector, though, it can't be 
held in place for a time, making timing crucial. If you time it right, 
however, your opponent's shot will bounce right back at them. Handy, 
but difficult to use. 
 
The second use for Nayru's love is as an offensive weapon. When the 
crystal disappears, it shatters into smaller crystals which spin 
around, hitting adjacent characters repeatedly. It's not too powerful, 
but it can free up some space when you're surrounded. 
 
B : Needles (Sheik) 

Pressing the "B" button results in Sheik releasing a tiny needle which 
flies straight until it hits something. Holding the button results in 
Sheik charging up for a more powerful shot with about 3 or 4 needles. 
However, by tapping the "Z" button while Sheik is charging, you can 
carry the needles around, much like Samus' charge shot, until you need 
to use them. The needles are excellent for stopping a character 
returning to the platform while in mid-jump. They fall, and you get the 
kill, even if you didn't make the original hit. The attack is weak, but 
it can knock enemies back at a crucial moment.  
 
B -> : Din's Fire(Zelda) 

This move is difficult to pull off, but it's good for a hit against a 
distant character. By pressing "B" while tilting the control stick 
forward, you release a ball of fire which flies along, gaining speed, 
until you release "B". You can steer it up and down, as well. It's very 
difficult to hit with, and you won't have many opportunities to use it, 
but it can do a fair bit of damage when it hits. Keep practising, and 
you're bound to get better at using it. 
 
Your best opportunity to use Din's Fire is probably right at the 
beginning of the match, when there is an opponent directly across from 
you. Don't waste the chance! 
 
B -> : Whip(Sheik) 

This move is one of the more unwieldy moves in the game, but it's very 
good for edge guarding. Sheik lashes forward with the whip, and then 
holds it out, allowing you to use the control stick to wave it around. 
You can score multiple hits on nearby enemies with it, and waving it 
over the edge of a platform will stop most return moves, even powerful 
ones like the Fire Fox. Like Din's Fire, it requires practice.  
 
B ^ : Farore's Wind(Zelda)  

This is one of the best return moves in the game. To use it, press up 
and "B", then quickly tilt the control stick in the direction you want 
to go. It can't go through solid walls, but it'll go through any "soft" 
platform (platforms you can drop and jump through). If you're not 
careful, you can suicide with this move, so if you're on a small stage, 
make sure to never tilt directly sideways. 
 
As a bonus, Farore's wind can hurt any character touching Zelda at the 
time, ala Jigglypuff's "Rest" move. It's not as powerful, but I think 
you'll agree that the teleport makes up for that. 
 
B ^ : Teleport(Sheik)  

Sheik's teleport operates identically to Zelda's, but there are at 
least two differences: Number one, it doesn't go as far. Number two, it 
leaves a small explosion behind. This is good for burning nearby 
characters while you make your escape, and if you hurt somebody while 
you're on your way back to the platform, hey, bonus! You don't have to 
worry as much about suiciding with this one.  
 
B V :Transform 

Obviously, this is one of Zelda's most important attacks. Without it, 
you'd be stuck as just one character. Simply press down and "B", and 
with a tinny little fanfare Zelda players will recognize, POOF, you've 
transformed! You'll want to transform into Sheik to work up opponents' 
percentages, and turn back into Zelda to finish them off with a 
powerful throw. Of course, there are always exceptions, depending on 
who you're fighting. Balancing the two characters is key. 
 
NOTE: You can use this move right before a match starts, as well. Just 
hold A while the fight is loading, and you'll start the match as Sheik 
instead. It saves you a bit of time if you know you're going to need 
Sheik first.  
 
---OPPONENTS--- 
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
The best way to handle these guys is to get them from behind. 
Obviously, Sheik is ideal for this. Stick to the air and kick them in 
the back, then use the Running+A dash repeatedly, back and forth. When 
you rack up enough damage, it's time to get lucky. Transform into Zelda 
and attempt to knock them out. When you see the opportunity, seize it, 
and grab them for one of Zelda's extremely powerful throws. If the 
damage is high enough, throw them upwards. If they don't hit the KO 
Ceiling, they'll be at your mercy, for Zelda's upward attacks are her 
strongest. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
When facing these guys, you'll never survive as Zelda. The answer 
should then be simple: stick to Sheik, who is extremely fast. These 
characters are weaker in the air, so juggle to your heart's content. 
Use the upward drill kick to keep them helpless, then slam them with 
Sheik's midair forward hit. They'll fly far if you've worked them over 
enough. 
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 
 
The strategy for these characters is simple- wear them down with Sheik, 
and knock them out with Zelda. That's really all there is to it. Good 
ways to get their damage percentage up are to catch them in juggling 
combos, and whip them when they try to climb up onto the edges. Make 
sure to keep some needles charged up as well. They can be handy if your 
opponent gets knocked away early. When the time comes to finish them 
with Zelda, simple trap them in a throw and use Din's Fire to keep them 
at bay. These characters are average difficulty for Zelda.  
 
Long Range: (Ness, Samus, Mewtwo) 
 
These are quite possibly the easiest characters in the game to beat 
with Zelda. They can't stand a chance once they're in the air- Mewtwo 
especially. Just choose Zelda or Sheik, whichever you prefer, knock 
your opponent into the air, and start juggling! You'll make short work 
of them quickly.  
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
These characters don't even necessitate a transformation. You can 
simply stay as Zelda and blast them all over the arena. Sheik has no 
trouble with them either, but Zelda's powerful attacks can easily win 
you the fight. Lightweights are definitely some of the easiest 
characters for Zelda to handle, except for the big exception: facing 
another Zelda. You should treat her like a close-range fighter. 
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
 
Contrary to what is true for lightweights, these characters are by far 
the most difficult characters for Zelda to fight. Sheik can hardly make 
a dent, and Zelda gets seriously damaged before she can hurt them. If 
you're facing more than one person, let the other players do the work, 
then try to swoop in for the kill. This works well in time battles, 
where you can score your KOs on other, lighter characters. However, 
you'll have to face these guys sooner or later, and that's when it's 
time to use evasive tactics. Dodge like crazy, and try to get them into 
vulnerable positions. It's not easy, but it's possible. Sheik is best 
for dodging attacks, so lean towards using her more. Steer clear of 
head-on confrontations. You can juggle DK and Ganondorf, but don't try 
it with Bowser- his stomp move is too dangerous. However, you can use 
that move against him: right after he lands, grab him and toss him.

~Zelda is playable from the start of the game.

*************** 
*** PIKACHU *** 
*************** 

---BACKGROUND--- 
 
Arguably the most popular of the Pokemon, Pikachu broke into the United 
States in September of 1998, when Pokemon Red and Blue were released 
for the Nintendo Game Boy. This small electric rat excels at quick 
moves and thunder attacks. In the Pokemon series of games, it can be 
evolved into a Raichu using a Thunder Stone. Pikachus are semi-hard to 
catch in the wild and run quickly. His game discography includes the 
Pokemon series (Red, Blue, Yellow, Green, Gold, Silver, and Crystal), 
Pokemon Pinball, Pokemon Puzzle League, Pokemon Stadium 1&2, Pokemon 
Snap, and of course, the original Super Smash Brothers. 
 
---GENERAL INFO--- 

Pikachu's trademark characteristic is its speed. As in the Game Boy 
Games, Pikachu is one of the fastest Pokemon, and can run rings around 
some of the larger characters. You should use its speed to your 
advantage, performing hit-and-run attacks and occasionally clearing out 
small scuffles between other players with your Thunder move (v+b). 
Since Pikachu is faster than most other characters, it also excels at 
reaching items before other players can get to them. Pikachu also has a 
killer third jump, his quick attack (^+b); you can travel in two 
directions with this move, plus it will do a small amount of damage to 
any character you travel through. Another advantage is Pikachu's size - 
he is small and hard to hit - couple that with his fast moves and you 
have a very competent character.

---REGULAR ATTACKS--- 

Forward Smash

Pikachu rears up and projects a beam of pure electricity. This move can 
hit multiple times, depending on how close the opponent is at the start 
of the move. They will also be momentarily stunned once the attack is 
over, opening them up for another attack, or a team attack. It does a 
fair amount of damage - usually around 20 percent.

Down Smash

This move is called the electric flower, as it resembles a blossom of 
blue energy. This is a decent clear out move for when you are 
surrounded and unable to use Thunder - such as in the case of overhead 
platforms. The recovery on this move is a little bit on the slow side, 
though much faster than thunder - use this move to escape.

Up Smash

Pikachu performs the somersault kick - launching them up into the air 
and opening up a juggle possibility, or the opportunity to hit them 
with the devastating thunder attack.


---SPECIAL ATTACKS--- 

B : Thunder Jolt

This move makes Pikachu project an arc of electricity that bounces on 
the ground of the stage, even wrapping around sheer angles. It's a good 
move to distract an opponent or hit them from long range. In the air, 
you'll release a small ball of energy that will expand into the arc 
when it hits the ground or a platform.

B -> : Skull Smash

With a cry of Piiiiiii..... Pikachu charges up to release a flying 
headbutt, which can do a great deal of damage when fully charged. Be 
careful when using this on small platforms, as you can easily fly off 
the stage. The longer you hold down this move, the farther you'll 
travel.

B ^ : Quick Attack

One of the best comeback moves in the game, you can move very quickly 
in any direction with this move, even damaging enemies you pass 
through. If you tilt the control stick immediately after you start this 
move, you can travel in two directions!

B v : Thunder

Pikachu calls down a massive bolt of lightning from the sky. An awesome 
clear out move, and can be used to KO very effectively. Watch out 
though, as it won't pass through platforms, and has a long recovery 
time, leaving you open for an attack.

---OPPONENTS---

Swordsmen: (Link, Young Link, Marth, Roy)

Don't go head to head, toe to toe with these guys. Use Pikachu's speed 
to evade their attacks, and when they leave themselves open rush in for 
a quick combo, then retreat. Against Link and Roy, you can usually roll 
behind them for a throw before they know what's going on. Use more 
caution with Roy and Young Link as they're a bit faster, but you still 
out strip them in terms of speed. When you're running away, make sure 
to grab items and throw them at your pursuers to slow them in their 
tracks.

Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)

These guys are just as fast, if not faster than you, so don't take the 
same strategy you would against slower characters. Evade until these 
guys leave themselves open with some of their slower moves, 
occasionally fighting in mid air - you should usually be able to get 
the jump on an enemy that's not prepared for this, using Pikachu's 
thunder drill (Forward Smash + Z in air). Grab items and bombard them, 
and move in for the kill with your thunder. Force Pichu into electric 
attacks that you block - it will bring up Pichu's damage!

Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers)

Don't let these guys get close in. Keep them away with your Thunder 
Jolt moves, and grab items to throw at them. If they get close in, try 
rolling behind them for the combo, or a throw. Make them wary of 
getting to close with your Thunder, especially striking from above.

Long Range: (Ness, Samus, Mewtwo)

Pikachu's fast enough to dodge most of these guys long-range attacks, 
so keep a cool head and use your mid air dodge to make them miss. Ness 
leaves himself wide open with his Pk Thunder, so move in for the kill 
once he misses you. These guys have respectable capabilities close in 
though, so don't get too complacent.

Lightweights: (Kirby, Jigglypuff, Peach, Zelda)

Lightweights mostly rely on juggling, and Pikachu with his quick attack 
can get away pretty easy. Their main weapon taken away, you should just 
be able to move in and use your smash attacks to wear them down. Take 
them out with a Thunder, and watch them fly. Use your mid - air thunder 
jolt to keep them off the stage, especially Kirby and Jiggly.

Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)

Pikachu is basically impervious to these characters, unless the player 
controlling them is a master. Pikachu runs circles around these guy's 
heads until they're dizzy. Move in with fast attacks, then back off and 
bombard these guys with items. Use a hit-and-run strategy with these 
guys, and you shouldn't have a problem - just don't get too cocky, as 
Pikachu is easily sent flying with one of their power moves.

~Pikachu is playable from the start of the game.

*********** 
*** FOX *** 
*********** 

---BACKGROUND--- 
 
Fox McCloud is the furry hero of the Starfox games. Along with his 
wingmen Peppy, Slippy, and Falco (also a playable character in SSB:M), 
he protects the Lylat System from certain doom at the hands of the evil 
Andross. He has had starring roles in the original Starfox for the 
SNES, and Starfox 64. His next game is not the space shoot-em-up many 
expected, but rather, Starfox Adventures, a Zelda-like adventure game 
developed by Rareware, due sometime in 2002. Starfox adventures 
(originally titled Dinosaur Planet) did not feature Fox McCloud at 
first, but rather, a different fox named Sabre. However, Shigeru 
Miyamoto was inspired by the game's action and adventure, and wanted it 
to feature his beloved characters, so let it be written, so let it be 
done. And it was.
 
---GENERAL INFO--- 

In SSB:M, Fox fits into the category of Speedster. He is blazingly 
fast, but lacks a certain punch. However, persistent players will find 
that Fox can easily rack up an opponent's damage a ton, making it 
simple to KO an opponent effectively. Fox's hits are all generally of 
the same power, but he can hit in many directions. Once you harness his 
speed, you'll be a force to be reckoned with.

---REGULAR ATTACKS--- 

Forward Smash

This move unleashes a low kick that'll easily hit some of the pesky, 
little fighters like Kirby or Pichu, who are harder to hit. It's got 
good power behind it, but it does lack a certain *oomph*. It's actually 
better when you don't charge it fully, because then you can work it 
into your lighting quick kicking combos.  

Down Smash

Fox's down smash causes him to do the splits, tripping up opponents on 
both sides. It knocks enemies fairly far for a down smash, but it'll 
only be a serious KO threat once your opponent's damage is fairly high. 

Up Smash

This move has only one purpose: juggling. Fox will do a backwards 
somersault kick that can knock opponent into the air OR effectively 
keep them there. This is extremely effective against long range 
characters. 


---SPECIAL ATTACKS--- 

B : Blaster 

This is best to use on a character with no reflector move, when you're 
some distance away from them. It fires blazingly fast, and is great for 
damage racking, but there's a problem: it won't make an enemy flinch. 
If your foe is charging, running, or performing some such trick, firing 
them with your blaster won't stop them. Still, it's an effective, 
sneaky way of raising percentages, since human characters probably 
won't even notice it, or will think they somehow dodged it. 

B -> : Fox Illusion

The Fox Illusion is a much improved version of a dash+A move. Fox will 
teleport forward a few paces, leaving behind faint images of himself 
(that's just for show). In doing so, he will knock his opponent into 
the air, leaving them open to some upward attacks. 

B ^ : Firefox

The Firefox is one of the moves that was entirely made up for SSB, 
since Fox never really had any moves in his games, other than his 
Blaster in multiplayer. This move sets Fox charging up, then shooting 
through the air in a burst of flame. It's an excellent return move, and 
can be used in any direction (tilt the control stick once Fox starts 
charging). Only extremely good timing will stop this move. 

B v : Reflector

This move is simple: hold down+B, and a shield will flash and spin 
around Fox. If a projectile hits him during this time, it'll be sent 
backwards in the opposite direction, hopefully hitting the person who 
fired it. It can be hard to remember to use this move, but try hard to 
get used to using it. You'll be glad you did. 

---OPPONENTS---

Swordsmen: (Link, Young Link, Marth, Roy)

These fighters can be tough, so play defensively and evasively. The 
best place to hit a swordsman is from below, so try to do that when 
possible. Work at them with your blaster from a distance, and try to 
use hit and run attacks. Wait for a mistake, then capitalize on it. 
Also, make sure to use your reflector on the various projectiles the 
Links use. It will help you immensely. 

Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)

As soon as the fight begins, hit them with a dash move and don't give 
them breathing room. They're going to try to do the same to you, but 
instead of being cautious, go all out on them. If you can clear them 
out first, you'll have the edge for the rest of the battle. Be sure to 
hit A repeatedly to trap them in a web of kicks. 

Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers)

These guys are stronger than you, and nearly as fast, so be very 
careful. For those that have and use projectiles, use your reflector 
often. Get in the fray, but don't forget to get out for a moment while 
you plan your next move. Try to burn multiple enemies with the Firefox, 
and use your upward throw when they try to get close. 

Long Range: (Ness, Samus, Mewtwo)

Reflect, reflect, reflect. A reflected charge shot or shadow ball will 
catch your opponent off guard and blow them away, hopefully to kingdom 
come. You can also elect to get right up close and hit them repeatedly, 
as they won't be able to defend themselves very well. Long Ranges are 
also extremely susceptible to juggling, so do not hesitate to do that 
often. Just watch out for Mewtwo's psychic tricks and Ness's good 
smashes. 

Lightweights: (Kirby, Jigglypuff, Peach, Zelda)

Since lightweights rely on special moves, get to know what their moves 
are, and how to dodge them. Keep a keen eye out for Nayru's Love, Peach 
Bomber, Stone, Needle Storm, and Sing, and you will be able to avoid 
those moves. Kirby WILL try to suck you up and use your blaster, but 
you have the advantage of being able to reflect his blasts. Also, these 
characters to leave themselves open to attacks after using certain 
moves. That's when a throw is in order. 

Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)

Depending on your skill, these guys will be impossibly hard or 
pathetically easy to beat. At first, you'll find yourself prone to 
their powerful charge attacks. However, if you learn to recognize these 
moves, you can move out of harm's way and remain unscathed. Whittle 
away at their defense with your blaster. They can do othing to stop you 
except shield themselves. Then, when their damage percentages get VERY 
high, KO them with a well-timed smash.  

~Fox is playable from the start of the game.

***************
**** NESS *****
***************

---BACKGROUND---

Ness was a secret character in the original Smash Bros., and now he's 
one of the starting characters in Melee. Ness has only appeared in one 
game, not including the original N64 Super Smash Bros. That game is the 
sequel to the Japanese game Mother, Mother 2. Mother 2 was released in 
the US as Earthbound in 1995. Ness uses mostly psychic type attacks and 
uses his handy-dandy baseball bat and yo-yo to whip the competition 
into shape.

---GENERAL INFO---

Ness is a pretty powerful character, although he is a shell of his 
former glory. He excels at both long range and short range attacks, 
which makes him very good to use once you figure out the game. However, 
don't even think of playing exclusively as him until you've mastered 
his abilities, or else his power is wasted on your inability to 
successfully play as him. With patience and a lot of practice, Ness is 
easily one of the best characters in the game.

---REGULAR ATTACKS---

Forward Smash

Ness whips out his baseball bat and hits a home run when you use his 
forward smash attack. If you're close enough to the edge when you hit 
another player, and that player has a relatively high percentage, you 
can certainly kiss 'em goodbye.

Down Smash

The yo-yo of death comes into play here. Pressing down and A will make 
Ness twirl his yo-yo underneath him in a quick, half-circular motion. 
Though not very powerful, it does move from back to front, thus 
damaging people on both sides. Not recommended for use if you intend to 
do major damage.

Up Smash

Exactly like Ness' down and A move, only above him. The yo-yo's lack of 
power is quickly remedied, however, if you use his other up A attacks, 
which are more powerful and can send a player flying.

---SPECIAL ATTACKS---

B : PK Flash

Press and hold the B button, and a green ball of psychic energy will 
come out of Ness' head. Once it comes out, you can maneuver it wherever 
you wish for it to go, but only for a short time.
It also moves very slowly. If you would like for it to be more 
powerful, just hold down the B button. Very good when players are 
rushing toward you and you have enough time to pull it off and blow 
them off into space. Also fun to use on large clusters of players.

B -> : PK Fire

Ness' second psychic attack is a short range projectile attack that can 
damage the enemy multiple times, though it doesn't cause too much 
damage. Helpful when someone is trying to jump back to the level and 
you don't want them to. Good when you feel like being bastard and 
annoying people.

B ^ : PK Thunder

One of my personal favorite moves, if only for it's excellent ability 
to blow people away. While some may detest that it's an unnecessarily 
hard to pull off triple jump, when perfected, it can pretty much bring 
you back from the dead. Just manuever the thunder bolt underneath Ness' 
body and hit him in whatever direction you would like to travel. Not 
very useful in narrow pits, like in between buildings and such. If you 
need to use your triple jump there, you're pretty much dead. Now, if 
you wish to blow people away, like me, just use it while standing on 
flat ground near other players and fire yourself into them. Trust me, 
it's fun and it works. Finally,  you can just fire it off and make it 
hit someone doing about 8% damage, but where's the fun in that?

B V : PSI Magnet

This move isn't particularly useful, though it can be helpful 
sometimes. Use it before getting hit with a projectile like Fox's laser 
and your percent will go down a little.

---OPPONENTS---

Swordsmen: (Link, Young Link, Marth, Roy)

Ness' projectile attacks are very effective against the swordsmen, as 
long as you don't get too close. His PSI Magnet move is totally 
ineffective against these characters, so don't even try it (well, maybe 
Link's arrows and boomerang will succumb to it). PK Flash works well 
against them, as does the many different ways to use PK Thunder. PK 
Fire is helpful when the swordsmen is getting too close for comfort. 
Just fire it off and they will be incapacitated for a second, and you 
can make your getaway.

Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)

As Ness is a slow mover at times, these characters can seriously get on 
your nerves. Just remember to stay on your toes (roll a lot, jump at 
the sight of them charging you, etc.) and you'll do just fine. Also, 
these characters are easy to grab and throw, which can be used to your 
advantage, since Ness has a very good throw move.

Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers)

Short range characters generally don't have too many projectile 
attacks, so you can sit back and fire away at them. However, if you 
must go up close, frequent dodging and repetitive strikes will get you 
out of the situation. Keep them away from you, and you'll do fine.

Long Range: (Ness, Samus, Mewtwo)

Very similar to the close range bunch, but different enough to warrant 
new caution. Remember that these guys have different projectiles to 
knock you away, and you do too. Staying back may not be the best idea 
at times, as they can easily hit you with a projectile while you sit 
there and try to maneuver the PK Thunder or whatever you happen to be 
doing. Stay on your toes, and don't get stuck in one place for too 
long.

Lightweights: (Kirby, Jigglypuff, Peach, Zelda)

Combos are these character's specialty, so be careful. They may go 
flying when you hit them with your bat, but they can still  beat you up 
when you get too close and fall into their web of combos. Throws are 
effective against these characters, but they all have an excellent 
return ability, so guard the edge and smash attack them off the screen.

Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)

Probably the easiest out of the group to beat for Ness, as they are 
slow and don't have projectile attacks. Ness can stand in one area and 
fire off his attacks at them, and still have enough time to make a 
getaway if they get too close. Also, if you choose to go short range on 
them, you should be fine. While they are very strong, Ness isn't 
exactly a character who is thrown around easily. That doesn't mean you 
can just waltz up to them and not expect to be KO'd, but don't think 
they will win as quickly as you may think.

~Ness is playable from the start of the game.

********************** 
*** Captain Falcon *** 
**********************

---BACKGROUND--- 
 
Captain Falcon's main claim to fame is that he is one of the all-time 
greatest F-Zero racers. But since he has a decent amount of time to 
kill during the off season, he's been known to do a little bounty 
hunting from time to time. But whether he's roaming the cosmos, racing, 
or fighting in the ring, he consitently does one thing: kicks ass. 

---GENERAL INFO--- 
 
Captain Falcon's biggest advantage is his speed. Except for his 
devastating Falcon punch (more on that later), all his attacks are 
launched very quickly, most do a good deal of damage, and they tend to 
have good reach due to Falcon's height. The disadvantages are the 
unusual nature of some oh his attacks, and his lack of projectiles. It 
takes a while to get used to the way Falcon moves when he attacks, as 
well as the fact that to hit someone you have to be within an arm's (or 
leg's) reach of them. 
---REGULAR ATTACKS--- 
 
Forward Smash 
 
Falcon slams the opponent with a powerful elbow strike. This move 
becomes quite powerful when charged, and does decent damage even when 
it's not. It also launches the opponent at an almost perfect 45-degree 
arc for maximum distance.  
 
Down Smash 
 
This is not a great move. Falcon kicks his foot forward and then 
backwards. Poor range, only fair power, and poor distance make this 
move only good for a quick diversion attack. 
 
Up Smash 
 
This is one of Falcon's unusual attacks. He does a double kick at about 
a 60-degree angle to the ground, generally sending an opponent flying a 
good distance upwards and setting up for a Falcon Dive. The unusual 
part of this move is the attack box. While most up smashes have the 
attack box directly in front of the character, Falcon's is in front of 
and above him (a couple feet in front of his face, about). Like the 
other up smashes though, this will generally send your opponent 
upwards.  
 
---SPECIAL ATTACKS--- 
 
B: Falcon Punch 
 
This is one of the most powerful moves in the game. Falcon winds up, 
yells, and lets loose a devastating fire punch that can knock out just 
about anyone above 50% damage. The disadvantages are the windup time, 
and the obviousness of what's coming. Use this attack when landing a 
jump or if your opponent is attempting to come back, as almost no 
physical attack can stop it. It's not too difficult to get off once you 
get good. After a bit of practice, you should find yourself landing 
them fairly regularly.  
 
B -> Raptor Boost 
 
Falcon's new move for Melee. He quickly runs across the screen and 
uppercuts the opponent, sending them into the air and doing a good bit 
of damage. The advantages of this move are the fact that it can attack 
someone a good distance away from Falcon, as well as the damage it 
does. It may not be possible to finish someone with this move, but it 
does build their damage. It's also tough to stop as by the time they 
see it coming it's usually too late. This move can be used a horizontal 
recovery, and when used in the air will hit opponents down. 
 
B ^: Falcon Dive 
 
Another of Falcon's unusual moves. Falcon leaps into the air, does a 
flip, and lands. While this doesn't appear to do anything at first, any 
opponent in Falcon's path during the upwards portion of the move is 
grabbed, and treated to an explosive hit that sends him flying. This 
attack can be used as a vertical recovery.  
 
B V: Falcon Kick 
 
This move sends Falcon flying across the stage, burning up everything 
in his path with this firey attack. Not great damage or distance, but 
excellent reach on the ground. It also is highly effective as a dive-
bomb attack from the air, once you get the range down. Again, a bit odd 
and difficult to use, but worth it once you learn the ropes.  
 
 
 
--OPPONENTS---  
 
Swordsmen: (Link, Young Link, Marth, Roy)  
 
They have superior reach, and in some cases power, but you're a lot 
faster, and the Falcon Kick and Raptor boost make up the range thing. 
Neither Marth nor Roy has any projectiles, and good usage of Falcon's 
jumps, quick smashes, and special moves lets you beat them pretty 
easily. Similar story with the Links, but watch for the strong attacks 
and dodge the projectiles. Whatever you do, DON'T use the Falcon punch 
unless their shield is broken or you hit them with a freezie. You're 
left open way too long, and the swordsmen WILL slice and dice you. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
Lots of Falcon Kicks, Raptor Boosts, and strong attacks here. Falcon is 
the mots powerful overall of all the speedsters, and you should be able 
to beat on them until you can lock on a smash attack. Again, don't 
bother with the Falcon punch. They'll definetely get away. Since many 
speedsters like to jump, well-timed Falcon Dives are an excellent way 
to finish them off.  
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers)  
 
This is where it starts to get fun. These guys generally aren't quick 
enough to escape a Falcon punch if they've been stunned, and they won't 
be able to escape a well-executed Falcon Kick, espescially from the 
air. Your up and forward smashes will come in handy against these guys, 
as will your down strong attack. All in all, not too tough.  
 
Long Range: (Ness, Samus, Mewtwo) 
 
Falcon moves easily, so move in with your speedy dashes and start in 
with the Falcon Kicks, smashes, Raptor Boosts, and Falcon Dives. You 
may be able to stun them enough for a Falcon punch, but don't bet on 
it. Just keep beating them until you can finish them off with a Dive or 
a smash. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)  
 
These guys are maybe the only ones stranger than Falcon. Keep the 
Falcon Kicks, Raptor Boosts, and strong attacks going nonstop, pausing 
only for the occasional smash to finish them off. Most of them need to 
be close to do any real damage, so just don't let them move in. Watch 
for Peach's Hip Slam, as it's as deadly as the Raptor Boost. 
 
Heavy Hitters: (Donkey Kong, Bowser, Gannondorf)  
 
Donkey Kong and Bowser pose no real threat to you, as they're generally 
too slow to do anything about your barrage of attacks. Since they're 
big targets, aeriel Falcon Kicks are good here, and they aren't fast 
enough to avoid Falcon Punches. It should be noted that Gannondorf is 
Falcon's clone, and his Wizard Kick and Gerudo Dragon are as far-
reaching and almost as fast as Falcon's versions of the attacks, so be 
on the lookout. You can dodge his Warlock punch no problem, and the 
Warlock dive can be avoided by staying out of the air above him.  
 
~DK is available at the start.

************* 
*** Yoshi *** 
************* 
 
---BACKGROUND--- 

Yoshi was first featured in a game called Super Mario World for the 
Super Nintendo. Yoshi would appear out of egg blocks and be Mario's 
trusty servant. Although he was featured in Super Mario World he never 
got a star role until Super Mario Brothers 2: Yoshi's Island. In 
Yoshi's Island as Yoshi you had to protect Baby Mario from Baby Bowser. 
There was also a sequel for the Nintendo 64 called Yoshi's Story. He 
has also been in Mario Party 1-3, all 3 Mario Karts, Mario Tennis (both 
versions the N64 one and the Virtual Boy one), Mario Golf (the N64 
version and the Gameboy Color version) and of course Super Smash 
Brothers. In the original it was not only amusing to beat up Mario with 
him but was also good for juggling and repeated hits. 

---GENERAL INFO--- 
 
Yoshi is considered by many to be useless, don't believe them. Yoshi 
can string together incredible combos. For example you start off with 
his down+B move hitting the enemy into the air then shoot an egg at 
them and use your up-smash to hit them and your forward smash to finish 
them off. It's quite a good combo. He also has his awesome egg move 
which when used in the hands of a master can be the most annoying thing 
ever. However, the egg move comes at a price since it can't be used as 
a third jump Yoshi frequently ends up committing suicide. If you know 
what you're doing then you can easily avoid that. Yoshi has good smash 
attacks as well. The rest of Yoshi's abilities are decent as well 
making him a well-rounded fighter. 
 
---REGULAR ATTACKS--- 
 
Forward Smash 

Using this attack Yoshi slams the enemy forward with a headbutt. It's a 
very powerful attack that you should make a note of using often. It 
propels the enemy great distances and is a great finishing touch to any 
combo. After juggling the enemy until their percentage is high then 
finishing off with this move can be deadly. Once you decided that you 
want to stop juggling and start knocking off use this move. 
 
Up Smash 

Yoshi's up+smash move is one of my favorites. Using this attack Yoshi 
headbutts the air sending the enemy flying up the screen. It's the best 
combo starter from the ground and rack up a good bit of damage. Also if 
your opponents health is high and you're nowhere near an edge use this 
move to send the opponents off the top of the screen. 
 
Down Smash 

This attack doesn't do that much damage and barely sends the opponent 
flying. Yet this is still a useful move. If you want to cheaply rack up 
percentage you can do multiple hits with it, but that still isn't it's 
best use. If you do this attack it'll send the opponent the perfect 
height to be vertically smashed. This move is best used as a juggle 
starter. 
 
---SPECIAL ATTACKS--- 
 
B : Egg lay 

This is by far Yoshi's most useless move. Using this move Yoshi sticks 
out his tongue and craps the enemy out as an egg. This would seem like 
a useful move at first but you'll soon discover it sucks. When you put 
an enemy into an egg you can only fit 2 attacks in before they break 
out. Yoshi's attacks are pretty fast and easy to hit them with anyway. 
Yoshi also doesn't have a super strong move to hit them with either. It 
can be used to instantly kill an enemy when on the edge of the stage 
but that still is pretty crappy. When the egg is in the air the enemy 
can move and most smart enemy will come back unless you did this move 
on the very edge at which point it becomes totally impractical anyway. 
 
B -> : Rumble Tumble Egg  

This move puts Yoshi into an egg that you can control spinning around 
like mad (I refer to it as the crazy egg move). This move is very 
useful in large stages (like Hyrule temple) and can, with some 
practice, also be useful in small stages. At first you'll probably end 
up committing suicide a lot. Don't mark this move off as totally 
useless yet though; with a bit of skill this move can became the crazy 
egg of DEATH. Start off hitting them. If they go to a higher platform 
then keep spinning back and forth until they come down. Now skilled 
opponents will try to attack you. Requiring even more skill whenever 
they attack you can dodge by quickly turning the other way. Now come 
right back at them. IT may take skill but this move can be awesome. 
 
B ^ : Egg Throw 

The Up+B move was a favorite from the old game and is still kept in all 
it's glory. Yoshi hurls eggs out that do significant damage when you 
hit an enemy. You can control where you want the egg to go by tilting 
the control stick when you throw the egg. This move has a wide variety 
of uses. The most common one is to go on a lower section and keep 
chucking eggs at enemies. With the exception of Ness no one can reach 
you down there allowing you to repeatedly pelt them with eggs. Another 
use is in a juggle. Since the egg move is quick it's the perfect move 
to hit enemies in the air with. After you start off a combo keep them 
up there with the eggs. The final use is the least common and the most 
difficult to do. If you have an enemy that throws a lot then once they 
walk up to you fire an eggs so it will hit the ground right in front of 
you. Once the enemy picks you up he'll be hit with the egg. This 
requires precise timing but it's not impossible; I use it frequently. 
 
B V : Hip Drop 

Ahh, the down+B move. Another great Yoshi move. If you use this move 
from the ground, Yoshi will pound right in front of himself. This isn't 
too useful except right when you start out. Sometimes an enemy will be 
close enough at the beginning to hit right then. If you use this from 
the air you'll slam yourself down. It's extremely useful. The best use 
is when your coming back from the edge. Slam your edge guarding 
opponent outta there! Whenever you find yourself in the air smash down 
on an enemy. A skilled player can hit you while doing this however 
(it'll still hurt them though) so it's best to do it just before you 
get in their A attack reach. If anyone ever makes an attempt to juggle 
you use this move to put them in their place. 
 
---OPPONENTS--- 
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
These enemies when played by a human usually seem to be really sure of 
themselves. Use this to your advantage. Go far away and pelt them with 
eggs then run up to them and juggle like mad. These guys have some good 
down+A aerial moves but those can easily be avoided. It's also good to 
use the crazy egg move accompanied with dodging. Watch out for Marth 
and Roy's Counter and be sure to pelt the Links with eggs from a lower 
area. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
Speedsters are a might harder for Yoshi - particularly Captain Falcon. 
Fox and Falco have good up-smashes so be weary of the down+B move. 
However they have weak aerial down+A's so be sure to juggle. Pikachu 
and Pichu are best to just run up to and start smashing. However if you 
have and edge guarding one then watch out for Thunder. The best 
strategy is to grab onto the ledge and spin behind him and use your 
forward-smash. Captain Falcon is one of the hardest opponents for 
Yoshi. The best strategy is eggs, eggs and more eggs. Never use your 
Down+B or it could be fatal and never run right up to him. Hit him with 
an egg and then run up to him and hit him to the side and don't juggle 
him.  
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 
 
These guys are the easiest to use eggs on. They're also great to combo. 
For Dr. Mario, Luigi and Mario use your eggs and juggle, they also 
aren't hard to use the down+B move on. The Ice Climbers are ideal to 
use the crazy egg move on since it will seperate them quite easily. 
Then use the classic strategy of killing Nana. Mr. Game and Watch is 
pretty easy to juggle and is very light so use your smash attacks 
often. He has very powerful smash attacks though so if you run up to 
him be sure to dodge. Fighting another Yoshi use these strategies. If 
he uses the forward+B attack a lot then use your down B to stop him. If 
he uses the down+B move a lot then use eggs to stop him in the air. If 
he's an egg master then dodge a lot and smash attack him. Just don't 
juggle. 
 
Long Range: (Ness, Samus, Mewtwo) 
 
They should be too hard. With the exception of Ness's PK Thunder none 
can hit you on a lower platform. Mewtwo should be juggled a lot since 
his aerial attacks aren't that great. Ness should be egged a lot and 
juggle frequently as well. Samus is another story. Try hitting her 
towards the edge if the platform instead. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
Yoshi's specialty. They are all masters of juggling so what do we do to 
jugglers? Down+B! As an added bonus they're light so you should 
probably smash them to the side instead of wasting time juggling them. 
Then edge-guard and egg them. Zelda has some awesome finishing moves 
that you should be weary of. The crazy egg move is good too since they 
don't have any real stop-in-your-tracks moves. Don't juggle Kirby 
though.  
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
 
They might cause a little trouble but not much. The only on you should 
think of juggling is DK. The eggs are very useful so use them often. 
It's best best to smash them and dodge their attacks since they're so 
slow at the end you can just smash them using your headbutt. Ganondorf 
is different however. The crazy egg move is probably the best strategy 
against him.

~Yoshi is playable from the start of the game.

*************** 
**** PEACH **** 
*************** 
 
---BACKGROUND--- 
 
Professional damsel in distress, Princess Peach Toadstool spends most 
of her days in the clutches of Bowser waiting to be rescued by Mario. 
When not being captured, she breaks out of her female stereotype and 
joins in games of sports such as tennis and golf, and joins in on some 
RPG action. She is not to be confused with Mario Land's princess Daisy 
and Donkey Kong's princess Pauline. 
 
---GENERAL INFO--- 
 
Peach's main noticeable attribute is her unmatched return ability. She 
can practically traverse the entire horizontal distance of Hyrule 
Temple without touching the ground. Holding down the jump button on 
either jump will let her float a la Super Mario Bros 2. Her comeback 
move has her fly upwards and float even more with a parasol. Her double 
jump makes her a very good evasive character, so if you're ever in a 
tough situation you can just float away to safety. This jumping ability 
of course means she's quite light, but not as light as the pipsqueaks 
like Pichu and Jigglypuff. Because of this, use her agility and 
offensive attacks, because you're not going to last long going on 
defense. She also has the best victory taunts, such as "Oooh, did I 
win?" and "This is fun!" Guaranteed to piss off the losers. 
 
---REGULAR ATTACKS--- 
 
Forward Smash 

Peach pulls out a random weapon based on past games and whacks the 
opponent with it. It can either be a tennis raquet, which has good 
horizontal distance, or a golf club, which hits the opponent high, or 
her trademark fry pan, which does the most damage but doesn't send the 
opponent flying as far. It's not very reliable as a finishing move, so 
just use it to smack people around and build up damage. 
 
Up Smash 

Probably Peach's most effective smash attack, Peach thrusts her palms 
up as if she were hitting a volley ball. It's best for starting out 
juggling combos, and when charged it's even strong enough to finish off 
opponents. Use this in combination with one of her air attacks to smack 
the opponent far. 
 
Down Smash 

This is a unique smash attack in that it's multi-hitting, like many 
characters' air down kicks. If the opponent is close enough, they'll be 
trapped in a fury of kicks before being sent flying. Like the forward 
smash, it's not very reliable as a finishing move, but great for combos 
and building up damage. For best results, use it to hit someone against 
a wall, and when they bounce off, do an upwards smash attack. 
 
---SPECIAL ATTACKS--- 
 
B : Toad 

Peach holds out Toad to protect her (he's a very dedicated servant). 
This is used as a counter attack, although it only counters physical 
attacks. He can absorb projectiles, but its best use is countering 
smash attacks and dealing the damage back at the opponent. It takes 
insane reflexes and timing, but it's thankfully a quick move. It's good 
to use against those cheap people who like to be Roy and Marth and just 
use their charge up B move repeatedly. 
 
B -> : Hip Thrust 

Peach jumps forward and thrusts her mighty hips, explosive results if 
it comes in contact with another character. It's a powerful move and it 
sends them flying too, but don't use it too much. It's slow, and once 
the opponent grows accustomed to the timing they'll be able to avoid 
it. It's best as an attack to use every once in a while to scare the 
crap out of the opponent, since most people forget Peach has this move. 
 
B ^ : Parasol 

Peach flies up a bit and then opens her parasol and floats down slowly. 
Anyone who touches the top is popped up and takes a bit of damage. 
Great for ending combos or just catching the opponent off guard from 
below, since it's much faster than jumping and attacking. Her slow fall 
can be a problem for people who like throwing projectiles, so you can 
press down on the control stick to make her fall faster, and then up 
again to open it back up. Use this to fake out people trying to attack. 
 
B V : Vegetable Toss 

Peach pulls out a vegetable from the ground (she of course has to be on 
the ground while doing this move), and A throws it (for better results, 
use a smash throw). Like Link's bombs, they're weak and mainly designed 
to annoy. Unlike Link's bombs, they don't explode in impact, so if you 
miss, your opponent may be able to pick it up and throw it back at you. 
The vegetables can also have different faces, which do different 
damage. It doesn't make much of a difference except for the one with 
closed eyes, that one's pretty powerful. Peach can also randomly pull 
out a Mr. Saturn or even a bob-omb, though those are pretty rare. 
 
---OPPONENTS--- 
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
The swordsmen may think they have an edge on you, being that you don't 
have a sword, but Peach has got long arms, so don't be afraid to go up 
close. Don't just run into a charged smash attack or anything though. 
If Roy and Marth decide to keep charging their B move, just keep 
throwing vegetables at them and make them come to you and not be cheap. 
Do the same to the Links if they're boomerang/arrow happy. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
These guys can be trouble, because they love to do a bunch of combos up 
close. Instead focus on smashing them from far away, and use a lot of 
hit and run techniques. Float around and force them into the air, where 
you have the advantage. Except watch out for Captain Falcon's dive and 
the Pika's thunder. 
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 
 
These guys are a perfect match for Peach. Their smash attacks are 
strong, but Peach's are faster, and she can get away if things get too 
risky. Don't let down your guard though, because they can really give 
you a work out if you're not careful. Juggle like a maniac and don't 
let them combo on you. 
 
Long Range: (Ness, Samus, Mewtwo) 
 
Be careful of these guys, since they'll often use the same hit and run 
techniques you do. If they go too far away, use your vegetables to 
pummel them and lure them in. They're otherwise pretty slow at close 
range in terms of smash attacks, so lure them in and smash them silly. 
They have good air attacks though, so try to keep the fight on the 
ground. Their combos rely on the air rather than the ground, and 
they're strong too. Also, Toad is one of the best shields against the 
long range fire from these characters. He's even better than a shield 
as he doesn't really break, and he will repel most anything. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
They're not any stronger than you, so stay in close and fist fight 
them. Smack them around with smash attacks and finish them with an air 
attack, or an upwards smash if their percentage is high enough. Again, 
don't let down your guard, because a bunch of weak hits can really add 
up and your percentage will be in the hundreds before you know it. 
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
 
These power houses are a threat if they land a hit on you, especially 
their smash attacks. This is where your evade really comes in handy. 
Hit and run a lot, don't try to juggle much since they're very heavy. 
Just do a bunch of small close range combos then run away. Even if you 
can roll around them, a good down smash attack can still send you away, 
so try to be a good distance from them.

~Peach is playable from the start of the game.

*************** 
**** KIRBY **** 
*************** 
 
---BACKGROUND---  

Kirby has been in several games for several consoles, the most recent 
being Kirby 64: The Crystal Shards, excluding the Smash Bros. series. 
He is basically a little pink puffball who literally sucks. He has the 
special ability to steal an enemies abilities by eating them. This 
comes in very handy when you want to "give someone a taste of their own 
medicine," so to speak. 
 
---GENERAL INFO---  

Kirby, classified as a lightweight, was one of the cheapest characters 
in the original Smash Bros., but he's not as cheap in Melee. If being a 
cheap piece of crap was your game, your in for some trouble. Kirby, 
while still a good character, was toned down for Melee. His rock move 
doesn't do as must damage. But, while his rock doesn't work as well, 
Kirby has been equipped with a hammer. Kirby is a decent juggler, and 
he is basically an all-around character. He is relatively fast, pretty 
powerful, and has good jumping abilities. Be careful, though, he is 
knocked off very easily. 
 
---REGULAR ATTACKS---  
 
Forward Smash 

If you perform the smash correctly, Kirby will do a nice little jump 
kick. If you push the control stick too far, Kirby will turn into a 
ball of fire and blast across the screen. Both of these moves can be 
useful, but the correct smash doesn't help you commit suicide as the 
fireball does. 
 
Be careful when you use this smash. If you are fighting against a heavy 
hitter, they can just punch you right off the screen as you jump at 
them. Don't attempt to smash a heavy hitter unless they are at VERY 
high percentage. Swordsmen can also block you pretty easily, but it's 
harder for them to knock you off with one hit. 
 
Down Smash 

When you perform a down smash, Kirby does a spinning kick, obviously 
going downwards. This can rack up some damage points quickly, and is 
great if they are already at a high percentage. Once you're done with 
your series of kicks, the enemy often flies into the air, allowing you 
to finish them with an up smash if they are at a high percentage. 
 
Up Smash  

Kirby does a kick that sends your opponent high into the air. Very 
useful for a finishing move, as it sometimes sends your opponent 
spinning as well as flying, allowing another smash if they don't quite 
fall. This smash doesn't do very much damage, but it's fantastic for 
the finish. 
 
---SPECIAL ATTACKS---  
 
B : Inhale  

Kirby sucks. Literally. If he is close enough, Kirby will inhale your 
opponent. If you are close to an edge, you can walk off to perform a 
suicide while also killing your opponent. You can also spit the 
opponent out, but that never really does much. But the main thing that 
is done when you inhale an opponent is you can eat them and steal an 
ability from them (see the Kirby Ability area). Careful, though, if you 
taunt you lose this power. 
 
B -> : Hammer  

Kirby whips out a hammer and whacks an opponent with it, then puts it 
away. The opponent has to be in close range for it to do much damage, 
though. Beware, this hammer is nowhere near the power as the item you 
can pick up, so use it wisely. If you hit B+-> while in the air, Kirby 
will swing it around himself. 
 
B ^ : Final Cutter  

This is basically Kirby's save move. You get a lot of vertical 
distance, but not much horizontal distance. This is alright because of 
Kirby's flying abilities, though. This attack can also damage opponents 
by hitting them up and slamming into the dirt. 
 
B V : Rock Slam  

Ah, the cheap move. Well, it was. This attack causes Kirby to turn into 
a rock and fall downward. In the original Smash Bros., this rarely 
missed and did so much damage it wasn't even funny. Now things are 
different. This move doesn't hit the opponent as easily, for one. This 
move can also be blocked easily. And last, but not least, this attack 
doesn't do a much damage as it used to. So, in other words, you can't 
win matches by only using this anymore. Use it wisely. 
 
 
--OPPONENTS---  
 
Swordsmen: (Link, Young Link, Marth, Roy)  

Be careful around these guys, especially Link and Marth. They are the 
most powerful. Roy can also be a problem, but Young Link shouldn't give 
you much trouble. Anyway, my strategy is to fly around them and drop 
behind their back and give them a few hits, then get back into the air. 
Once at high enough damage, rock slam away. Careful, these guys have 
swords (duh), so they may be able to stop the rock.  
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 

The only problem with these guys is that they are fast and all except 
C.Falcon have projectiles. Dodge their projectiles and don't let their 
speed overwhelm you. They're fast, but not very powerful. Just whomp up 
on them and finish them with a smash.  
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice  
Climbers)  

None of these guys are faster or more powerful than you are, so just 
run up to them and start smacking. Close range enemies can't recover 
from juggles very well, so can also just get them into the air and use 
A+^ repeatedly to juggle them to high percentage, and smash them off.  
 
Long Range: (Ness, Samus, Mewtwo) 

DODGE. THE. PROJECTILES. I cannot stress this enough, especially 
against Samus. She can stun you for a few seconds, then get over to you 
as fast as lightning and smack you around. Be smart when fighting these 
guys, they may be slower than you (with the exception of Samus), but 
they can still smack you around. Be careful and dodge their projectiles 
and you should be all right. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)  

They're not any stronger than you, faster than you, or better than you 
(at least not the computers, don't think this when fighting humans, 
though). Get up there and smack them around, juggle them, do whatever 
it takes to get them at high percentage and then smash them away. Your 
only problem should be when Zelda turns into Sheik, for Sheik is much 
faster than you are, but the same strategy should work. 
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)  

Here's where the real problems come. These guys can smack you off at 
the snap of a finger, and are very difficult to knock off. Ganondorf 
can easily stop your rock slam and use it against you. Beware. 
Fortunately, most of the attacks that really do a lot of damage require 
charging up. This means that you can charge them and unleash hell, but 
when you see them charging an attack, run away quickly! 
 
Copied From Appearance                        Move               Damage 
 
Ganondorf    Ganondorf's hair and headgear     Warlock Punch        30% 
Cap. Falcon  Falcon's helmet                   Falcon Punch         23% 
D Kong       DK's hair covers body             Giant Punch       12-30% 
Yoshi        Yoshi's Head Cap                  Tongue                8% 
Peach        Crown                             Toad            Counter* 
Bowser       Bowser's hair and horns           Fire Breath   1% per hit 
Luigi        Luigi's cap                       Fireball              6% 
Mario        Mario's cap                       Fireball              6% 
Dr. Mario    Doctor headgear                   Megavitamin           8% 
Young Link   Link's Cap                        Fire Arrow         6-15% 
Link         Link's Cap                        Ice Arrow          4-18% 
Zelda        Turban                            Nayru's Love       12%** 
Sheik        Wrap with blonde locks of hair    Needles    2% per needle 
Samus        Samus' helmet                     Charged Shot      2%-20% 
Kirby        No change                         --                    -- 
Ice Climbers Parka                             Ice Blocks            5% 
Ness         Backwards baseball cap            PK Flash          11-33% 
Fox          Fox's headgear and ears           Blaster               2% 
Falco        Beak and head feathers            Blaster               3% 
Roy          Roy's hair and headband           Flare Blade     6-46%*** 
Marth        Marth's hair and headband         Shield Breaker     7-24% 
Mr. G&W      Body becomes black w/ white eyes  Sausage Flip          4% 
Mewtwo       Mewtwo's tail and head prongs     Shadow Ball        3-23% 
Jigglypuff   Jigglypuff's hair and ears        Rollout           9%-14% 
Pikachu      Pikachu's head Cap                Electric Shock       10% 
Pichu        Pichu's head Cap                  Electric Shock   10%**** 
       
 
*Damage depends on strength of the original move. 
**Also a reflector. 
***Causes 10% damage to Roy when fully charged. 
****Cost 1% damage to use.

~Kirby is playable from the start of the game.

*************** 
*** BOWSER **** 
*************** 
 
---BACKGROUND--- 
 
The first time video gamers met the villainous Bowser, King of the 
Koopas, it was in Super Mario Bros, an 8-world NES game that addicted 
both the young and the old. Bowser, from there, spawned a TV show (the 
King Koopa Klub), a movie role (played by Dennis Hopper), many strange 
children, endless cartoons, airships, castles, bizarre flying clown 
heads, basically, he was the end-boss you loved to hate. Some say that 
one day, he will kidnap the Princess and get away with it for once, but 
still others say that there's no way, with Mario around. Mario Kart was 
the first game to let us play as Bowser, but Super Mario RPG really 
showed us what the big King Koopa could do. 

In the original Super Smash Bros, he was noticeably missing, and 
considering his fame, it was a shame that they didn't manage to work 
him in in some way. Super Smash Bros Melee, however, gets it right. For 
now, for the first time in history, can you truly get to beat the 
Bowser; this time, he doesn't get any flying clown heads, or bridges 
spanning lava, or arsenals of psychotic Koopalings, or even a magic 
Kamek. But, in the spirit of the Koopa Klub, this is also Bowser's 
first time to finally make Mario really pay. So, take charge, Bowser 
fans! Fight the good fight!
 
---GENERAL INFO--- 
 
A new, non-clone character in SSB, treat Bowser like you did the old DK 
-- power hits, a killer back throw and an Up+B clearing move. He has 
high stamina and power but terrible speed and recovery. Bowser must 
stay in close and time his attacks correctly. Edge guarding is also 
good, because a smash near the edge usually kills. 
 
---REGULAR ATTACKS--- 
 
Forward Smash 

Bowser lunges with his shoulder. An excellent example of Bowser's, as 
this will often kill if it isn't dodged. Try to sneak these hits in as 
often as possible, but don't play Bowser as if he were a close range 
fighter  
 
Up Smash 

Bowser knocks the opponent up into the air with his shell. Strong. As 
it's a juggling move, it's easy to repeat it around 3 times in a row on 
a fresh opponent to soften them up. Follow up on the second time with a 
forward smash or a smash B. 
 
Down Smash 

Bowser ducks and spins and hits the opponent a few times, then sends 
him upwards. Can also be pseudo-comboed after an Upward Smash if the 
opponent doesn't recover. Regardless, follow with an air attack or a 
Koopa Klaw. 
 
---SPECIAL ATTACKS--- 
 
B : Fire Breath 

Bowser breathes fire, much like a Fire Flower. It fizzles after a few 
seconds. Excellent for keeping people from rushing you down and forcing 
them to go to the air. Unfortunately, it wears out rather quickly, and 
doesn't recharge fast. Quite a bonus for edge campers, though. 
 
B -> : Koopa Klaw 

Bowser slashes forward with a claw. If close enough he will grab the 
opponent and take a bite, at which point you may tap any direction to 
throw. The strength of the throw is comparable to the SSB throws of 
yore, especially the backthrow. 
 
If too far to grab Bowser will send the opponent flying upwards 
instead. This throw is a second set of throws, which harks back to the 
original SSB, because all of the directional throws of Bowser (all 8) 
are strong. 
 
B ^ : Whirling Fortress 

Bowser tucks into his shell and spins around. Hits a few times; the 
first hit is the strongest. Decent priority. Excellent for getting a 
quick breather. It's not a Link sword spin, but when people are getting 
too close, it's just as powerful. 
 
B V : Bowser Bomb 

Bowser performs his butt stomp from Super Mario 3. Can kill weenie 
characters at reasonable damage (80%+) but has abysmal recovery; if you 
hit a fresh opponent they can still hit you before you recover. Also 
Bowser's main cause of self-destructs, as the arc at which he jumps is 
hard to get right. Practice, as the saying goes, makes perfect. 
 
---OPPONENTS--- 
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
They out prioritize you, so combo a lot but otherwise stay the hell 
away. None of these guys can get back up particularly well (good vert, 
lousy horizontal), so Klaw-throw if possible. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
Let them come to you and beat them mercilessly. They're soft and spongy 
and about as tough as uncooked spam, so Smash when the opportunity 
arises. Otherwise use regular attacks to keep them at bay. 
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 
 
These guys need to be close to do respectable damage, but they're 
faster. Still, you can usually rack up damage proportionally faster 
than they can. Also, breathe fire and make with the attacking of the 
claws. Let them come to you, and then show them how graciously you'll 
destroy them. 
 
Long Range: (Ness, Samus, Mewtwo) 
 
Oh dear Lord. Even if you get in close they can push you right out. 
Fire Breath is now useless, so do what you can. Follow, juggle, and end 
with a fat Smash attack. The good thing about the range attacks is that 
you can block with your shield, and even then, your enormous weight 
keeps you from flying. Use this to your advantage. Remember, the 
quickest move in Bowser's arsenal is his Bowser Bomb. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
Stay in close. They can't keep you out until you have substantial 
damage. With Bowser's strength a good smash attack (or even a stomp) is 
all you need. They're small, you're big, and unless they pull a David 
vs. the Goliath, they aren't that difficult, so stay on the defensive. 
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
 
Ganondorf is a problem, but at least DK sucks more than you. Treat them 
like swordsmen and edge guard since they can't get back on easily 
either. It's basically a battle of the weights, who can beat the other 
up and throw them quicker. Bowser has excellent throws.

~Bowser is playable from the start of the game.

******************  
** ICE CLIMBERS **  
******************  
 
---BACKGROUND---  
 
When SSB:M was announced, people were overjoyed to see all of the old 
characters return, and glad to see some additions that had been notably 
absent in the original. However, there was one big surprise that came 
at the end of the reel showing the characters: There they were! In the 
flesh! Those two lovable Inuit dudes, the Ice Climbers! Nintendo has 
definitely dug far back into their game archives to unearth these two, 
and the Ice Climbers return in 128-bit glory. 
 
For those who don't know, the Ice Climbers are from the classic two-
player NES game called (gasp) Ice Climber. Players bashed through 
blocks and fought Topis and Polar Bears, climbing from level to 
multicolored level in order to reach the top of the mountain. And when 
they made it? They did it all over again! Like in many NES classics, 
repetitive fun was the name of the game. 
 
---GENERAL INFO---  
 
The Ice Climbers return in SSB:M with style. Basically, you control 
both. You move Popo, the blue Ice Climber, and Nana, the pink one, will 
follow, and mimic you. Since there are several different colour 
combinations (some of them putting Nana in the lead instead), it can 
get confusing as to who you control. Just remember that no matter what, 
your Climber will be wearing the bolder, brighter colour. 
 
The Ice Climbers generally have very good jumping, but their third jump 
separates them by sending them flying in different arcs, and if you're 
too far away from Nana (or worse, she's been KO'd), well, the up+B move 
is useless. If Nana is knocked too far away to get back on her own, it 
can be well worth it to leap out to her and fling both Climbers safely 
back to the platform, saving her without sacrifice. One good thing 
about being separated is that Nana will fight tooth and nail to get 
back to you. If a player is caught between the two, they should be 
prepared for a smash attack from both sides. 
 
It's possible for Nana to be KO'd when you play as the Ice Climbers, so 
be careful. If you lose Nana, your attacks are only half as effective, 
and your jumping goes from good to dismal. 
 
The Ice Climbers have excellent smashing ability, seeing as there's two 
of them. You can even make Nana smash while Popo is grabbing somebody. 
They can also carry two items, and hit two people at once. Even if Popo 
grabs a hammer that turns out to be fake, Nana can still fight, working 
as handy insurance. However, by the same token, it's difficult to get 
the full benefit of some items. Since items will only effect one 
Climber at a time, you'll usually be left with only one invincible, 
metal, or giant Ice Climber, while the other remains normal. Not only 
that, but only one of them can grab a ledge at a time- whuh-oh! 
 
---REGULAR ATTACKS---  
 
Forward Smash 
 
Nana and Popo hold their hammers over their heads, then smack them down 
on an opponent. There's a slight delay between the two, meaning that 
you can deliver a one-two punch. If you miss with Popo, you still might 
hit with Nana. This attack is still a great smash when you are alone, 
so don't hesitate to use it even when Nana is gone. 
 
Down Smash 
 
When you smash downwards, the Ice Climbers will hold their hammers near 
their feet and spin a full 360 degrees. Nana starts the move a little 
later, giving you the advantage of a double hit on both sides. Not bad 
at all. 
 
Up Smash 
 
This move is pretty well the same as the forward smash, but they swing 
their hammers upwards instead. It would be a great juggle starter, but 
sadly, the Ice Climbers aren't the greatest jugglers. Still, it can 
easily finish off a weakened opponent, and in team battle you may have 
a friend who is a better juggler than you. 
 
 
---SPECIAL ATTACKS---  
 
B: Ice Shot 
 
This is a simple attack. The Ice Climbers each create a little ice 
block and smack it across the ground. It'll annoy enemies, and will 
pick up a lot of speed heading down ramps. Unfortunately, it's pretty 
well grounded. It can't cross gaps without falling, and it gets no 
vertical distance whatsoever. However, it's still good when you stand 
on a high perch and pelt ice blocks down at those below. If you're 
lucky, this move can momentarily freeze opponents. The freezing seems 
fairly random, though. 
 
B -> : Squall Hammer 
 
This is a good hit and run move. The Ice Climbers stand back to back, 
holding their hammers out, and spin across the ground. You can enter 
the fray, get a few hits in, and make your escape, all in one move. 
It's handy for damage racking. 
 
When you are separate from Nana, use this as your third jump. You can't 
grab ledges, and you don't get much vertical distance, but you go 
pretty far horizontally, and it's great compared to your pitiful up+B 
hop without Nana.  
 
B ^ : Belay 
 
Without Nana, this is a pitiful hop. With her, it's the highest jump in 
the game (however, Peach still holds the record horizontally). The Ice 
Climbers will stretch out a cord between them, and fling each other 
into the air. Popo is flung substantially higher than Nana, but Nana 
also gains more than enough distance to get back. It's impossible to 
get knocked too far away to save at least Popo, because you'd have to 
be well past the KO wall. However, Nana and Popo have to be fairly 
close together to use it, and it's not too precise. 
 
Any character who is hit by either Nana or Popo right after they're 
flung will take a bit of damage and be knocked upwards. It won't do 
much at low damage, but it's a useful hit at high damage.  
 
B v : Blizzard 
 
It must be REALLY cold up North where the Ice Climbers live, because 
even in tropical climates like the Kongo Jungle, their breath is STILL 
frozen. When you do this move, the Ice Climbers will face opposite 
directions and breath frigid air at enemies. It doesn't have the range 
of Bowser's fire breath, but it goes in two directions. Like the Ice 
Shot, Blizzard will randomly freeze opponents. 
 
---OPPONENTS--- 
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
Don't try to attack these guys head on, as they can react quicky, and 
can hit you before you get close enough to hit them. Instead, stand 
like a rock (well, a pair of rocks) a short distance away from your 
opponent(s). If you are approached, prepare a smash. Then, when they're 
down, swarm them and defend your territory. Don't chase them if they 
want to run away. Just get rid of them until they try to attack you 
again (however, this can be risky if there's other opponents around to 
rack up kills on them). The best place to hit these guys is from below, 
using Belay and your midair up+A. Swordsmen's defenses are mainly for 
attacks from above and in front, so they won't be able to stop you 
easily. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
These guys aren't really a problem. They can pummel you quite a bit, 
but one smash from you is equal to several hits from them, making it a 
pretty even fight. Basically, you'll want to get into the fray and just 
hit them every which way. You might want to abuse Squall Hammer a bit, 
since it hits repeatedly. 
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice  
Climbers) 
 
There is one simple strategy for fighting other close-rangers: smash 
and smash and smash. Don't worry about your special moves, because they 
aren't too hot against these guys. You just want them away from you, 
where they can't do as much damage. Be sure to edge-guard, as well; 
their return moves won't harm you unless you are hit directly. A battle 
with another set of Ice Climbers could be neck and neck, but remember 
that the Ice Climbers are good at dodging and countering their own 
moves. 
 
Long Range: (Ness, Samus, Mewtwo) 
 
No matter what character you are, there's only two options against Long 
Range fighters: juggle them, or get in their face. The Ice Climbers 
aren't the best jugglers, so you know where that leaves you. 
 
You'll want to treat these guys similarly to the Close Range bunch, but 
be more agressive, and focus less on knocking them away from you (that 
is, until it's time to finish them). Try to get them in the air, where 
they're helpless. Be persistent. They have good smashes, so don't give 
them the opportunity to use them. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
Ever notice how all the lightweights are pink? Er... yeah. Anyway, 
these guys are fairly simple to beat. Every move of yours is effective 
against these guys, so just use them all whenever the opportunity 
arises. Make good use of that grab/smash that only the Ice Climbers can 
do, and use belay to launch around the arena at them, since they all 
like to move through the air. But be careful of Zelda, as she's 
dynamite in Sheik form. Sheik can separate you and juggle you like 
nobody's business. Still, the same strategy should work. It'll just be 
harder to pull off.  
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
 
These big fellas are nothing to worry about. You are fairly light, and 
will fly far if hit, but they'll have trouble chasing both of you at 
once. Simply swarm them. Don't give them room to breath, and smash them 
away once you've brought down their defenses. They're not much of a 
problem for the Climbers (though you may frequently lose Nana if she 
can't get away in time). 
 
~The Ice Climbers are playable from the start of the game.

***************
**** SAMUS ****
***************

---BACKGROUND--- 

The mysterious intergalactic bounty hunter who has thrice saved the 
galaxy from the threat of destruction at the hands of the ruthless 
Space Pirates and the life-sucking Metroids, Samus Aran wasn't as 
popular with fans of the original Super Smash Bros as she should've 
been. People new to the game often had a hard time (1) controlling her 
somewhat bulky frame, and (2) utilizing her highly-effective attacks, 
most of which proved to take more of a learning curve than that
of the cheaper characters (i.e. Kirby, Link, Pikachu etc.). Gamers 
found themselves frustrated with her arm cannon's long charge time, her 
mediocre regular attacks and the fact that she lacked that one REALLY 
powerful move that would give her an edge with beginners. However, 
those who chose to stick with Samus found that becoming a master of the 
Metroid hunter definitely pays off. Once a player became accustomed to 
her discouraging feel, it would soon be discovered that hidden within 
Samus was a perfect balance of a long-range fighter and a close-range 
brawler, giving almost anyone who chose to stick with her a 
considerable edge over every opponent in the game. In Melee, the 
designers have chosen not to tweak her considerably in any direction, 
although her Screw Attack and charge beam have been slightly improved 
over the original. 

---GENERAL INFO--- 

Let's put it this way - if you're looking for someone you can master in 
a few minutes and appear to your friends that you've been playing this 
game for a couple of years, stick with Link. However, if you're a bit 
more devoted and want someone you can mold from a seemingly ineffective 
character to a fast, well-balanced frenzy of orange DEATH, Samus is 
your lady. Samus has an advantage in every area - long-range combat, 
close quarters combat, speed, agility, stamina and excellent defense & 
evasion capabilities. The whole entree doesn't come to you on a silver 
plate,
however. It'll take a bit of skill and patience before Samus' 
performance pays off.

---REGULAR ATTACKS--- 

Forward Smash

Samus thrusts her mighty arm cannon out at the opponent. If charged 
enough, this move can instantly KO an opponent that has some decent 
damage done to him/her. Samus doesn't have to charge up for very long 
to deal an ample supply of damage, however. This is an excellent move 
for opponents madly charging at you, or also a good finishing touch to 
a combo. Use it when you're looking for a quick finish, or when your 
opponent is wide open or off-guard. 

Down Smash

Samus performs a powerful leg sweep, which is great for clearing out 
multiple attackers at once. It deals a quantity of damage equal to the 
forward smash, but not as effective for KOs as it sends your opponent 
flying vertically rather than directly off the screen. Use this move if 
you are at close-quarters with an attacker directly behind you, and 
lack the time critical to turn around and counter-attack.

Up Smash 

Samus creates a fire arch with her arm cannon, from left to right or 
vice-versa. This can deal more damage than both the down and forward 
smash if charged enough and used correctly, but again, won't result in 
any KOs. Use the up smash for opponents directly overhead or within 
very close range of you.

---SPECIAL ATTACKS--- 

B : Charge Beam 

Samus' SSB veteran attack. If you tap B, Samus will begin to charge her 
arm cannon. Tap B again shortly thereafter and Samus will fire a small, 
lightly-damaging burst of plasma energy that moves slowly and doesn't 
cover half the screen. This is good only if you're trying to repel an 
enemy who is blindly rushing you, leaving an opening for evasion or a 
possible counter-attack. However, if you tap B and allow the cannon to 
charge up for awhile, you can deliver more potent blasts. The longer 
Samus charges, the more powerful the blast will be, and the farther it 
will travel as well. Samus has a max on her charge, though, and once 
her charge maxes out she will begin to lightly flash, and her cannon 
will sparkle. The charge will last until you take moderate-to-heavy 
damage, and while you are fully charged you can resume battle with no 
altercations to your performance. However, as soon as you tap B you 
will blast the charge. An excellent strategy is to wait until your 
opponent is off-guard and surprise him with a plasma-
induced trip to Kingdom Come. Also, take note that while Samus is 
charging, she is vulnerable to attacks. Hence, whenever you are 
charging Samus, you can press left or right on the analog stick
to morph into a ball and travel in the direction you specified. An 
excellent evasion maneuver.

B -> Homing Missile 

Quite a bit more powerful than standard uncharged plasma blasts, the 
homing missile travels farther than a standard blast and also features 
a mild homing feature than will zero in on enemies who are not in its 
general path. However, don't expect the missile to follow them to New 
Jersey - the homing effect is very mild and only works if the opponent 
is slightly above or below its path. Also, keep in mind that this is a 
great advantage to Samus, as it permits her to fire projectiles even 
when she is fully charged - a feature not present in the original Smash 
Bros.

If you hold forward on the analog tick and press B, Samus will blast a 
homing missile that homes in on the enemy and does mild damage on 
impact. However, if you press forward and B simultaneously, Samus will 
blast a missile that travels faster in a straight path, and takes 
moderate damage instead of light damage, giving you a choice of two 
missiles.

B ^ : Screw Attack

Possibly Samus' most useful move as well as one of the best moves in 
the game. When utilized, Samus curls up and spins vertically into the 
air in an electrical frenzy of power. Anything caught in this storm of 
pain - including multiple opponents -- will be sucked into it and will 
receive moderate damage before falling to the ground below. A great 
maneuver for the following: attacking enemies directly above you, 
attacking enemies who are preparing a downward air assault (i.e. 
Kirby's block move or Link's downward slash), quickly moving out of the 
way of an attack from the side or an air attack (the Screw Attack sends 
Samus into the air faster than a standard jump), and serving as an 
effective triple jump when you're in desperate need of getting back on 
the arena. However, the Screw Attack has its disadvantages as well. 
First of all, if you choose to attack Kirby or Link (or anyone else 
with a powerful downward attack) using the SA, be sure you connect with 
them BEFORE they execute the move. The Screw Attack may be useful for 
canceling possible assaults, but it will not protect you from power 
attacks that already had the pre-
emptive. Secondly, keep in mind that Samus is vulnerable after 
performing the Screw Attack (i.e. can't perform attacks), so if you 
miss your opponent when performing it or another opponent is waiting 
below, you're wide open.

B V : Bomb 

Samus's trademark attack - she will morph into a ball and lay a small 
bomb that rolls along slanted ground and explodes on impact of an enemy 
(or within a couple of seconds, whichever comes first). Though only 
lightly damaging, it's an EXCELLENT defense weapon. Example - you're in 
midair and an enemy is waiting on the ground directly below you. It 
looks like there's no escape from an inevitable vertical attack, right? 
Wrong-O. At the peak of your jump, press down and B repeatedly to drop 
down an air raid of bombs, which will nullify the opponent's chance of 
attacking you if performed correctly. They also serve as excellent 
cover weapons - if you drop bombs while traveling in the opposite 
direction, it makes it extremely difficult for an attacking
 opponent to follow, which could turn the tables in any battle. 

Z : Grappling Beam

Samus' throw attack. Similar to Link's Hookshot (though much slower), 
Samus blasts a chain of electricity from her arm cannon that will 
grapple an enemy. A good juggle is to throw them upward, quickly jump 
up and deliver them a screw kick, and then follow that up with a Screw 
Attack -- does excellent damage. Unlike most of the characters, 
however, Samus' throwing move deserves mentioning as it serves a double 
function - if you're falling to your death and on your last leg, you 
can use the Grappling Beam to catch onto the side of an arena. To get 
back up, let go of Z and press up + A. This takes some practicing but 
can pay off during near-death experiences. Link can do the same thing, 
but this is a Samus write-up!

Also, a new item with Samus's grappling beam, repeatedly press Z and 
mash the d-pad feverishly. Some combination of buttons therein will 
eventually cause Samus' grappling beam to double in length. At that 
point, you have to press A when the tip of the beam comes in contact 
with someone in order to grab them, since it won't do it automatically 
any more. PLUS, if you hold L throughout the whole throw, the grappling 
beam will actually home in on an opponent, letting you grab people both 
twice as far away from you, and at any variety of angles.

--OPPONENTS--- 

Swordsmen: (Link, Young Link, Marth, Roy) 

You don't want to take swordsmen head-on when you have an array of both 
air and projectile options. Marth and Roy are both lethal at close-
range (just look at those swords!!), but they're easy pickings seeing 
that they have little defense against long-range combat. A good idea is 
to keep your distance, barrage them with homing missiles and once their 
damage is up nice and high, send them a charged plasma kiss when they 
least expect it. Link is a little trickier seeing that
he has bombs for cover, arrows for long range and that formidable spin 
attack for both ground and air attacking. The best strategy is to coax 
him into performing an upward spin attack/upward smash attack when 
you're overhead. Anticipate his actions and butter him with falling 
bombs. Once he's emaciated, finish the job with an unsuspected power 
blast. Do the same with Young Link, although close-combat fighting can 
overpower the little runt just as easily. 

Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 

Samus is pretty fast herself, but you'll have to master dodging to 
truly own these guys. Fox and Falco are masters of eluding projectiles 
with their short frame and quick feet, so these guys are better 
confronted at close range. Samus' leg and arm attacks have a better 
reach than that of Fox/Falco's, so use that to your advantage, and also 
keep the > + R parry in mind when fighting. Pikachu/Pichu are both 
masters of teleportation, and also have high defense capabilities 
against air attacks. Don't attempt an air raid with these guys, but 
rather, stay on
your feet and work on them with a combination of ground sweeps and 
punch/kick attacks. Be wary that these two are difficult to edge guard 
against on account of their teleporting skills, so your best bet is to 
inflict heavy damage on them and KO them with a charge blast or smash 
attack.
As for Falcon, he has some lightning-fast devastating attacks, so he's 
best confronted with a careful dose of dodging + downward smashes. Use 
> + R or vice-versa to roll behind the burning speed freak and quickly 
connect a leg sweep before he has the chance to put you on the 
defensive. With that said, remember that projectiles are pretty 
effective against him (just keep your distance!).

Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 

Your long-range flexibility can have a tremendous edge against this 
lot. Charged blasts and homing missiles can keep you in safe-zone for 
the most part depending on your judgment and accuracy, so stay on the 
side of the arena opposite your close-range foe and pellet him with 
your arsenal. If your foe advances on you, use bombs to provide cover 
and escape to safety. Although Samus is an effective close-quarters 
combatant, Mario, Luigi and the rest have an advantage as far as 
strength and combo flexibility. Make it a point to stick with your guns 
when confronting these fools, and only move in for the kill when the 
price is right.

Long Range: (Ness, Samus, Mewtwo) 

As Samus, you can either fight fire with fire here, or attack them head 
on. Ness' long attacks are for the most part slow, but you also have a 
curve at close range as he's a relatively weak brawler, so make it a 
point to frenzy him with A attacks if you fight him at close range (you 
don't want to give him the opportunity to wield his bat). Mewtwo can be 
a worthy long-range opponent as his projectile attack is 
uninterceptable, so it's a good idea to front him with a mixture of 
down+A attacks and the Screw Attack. As far as Samus, she has 
everything you have, so form your own tactics here.

Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 

These are all pinatas against the likes of Samus. Send them up into the 
soaring skies with a down smash sweep, and then tender them with a 
Screw Attack. Another fun strategy is to toss them upwards into the air 
with Z, jump up and deliver them an up + A kick, and follow that up 
with a Screw Attack (does considerable damage). Or you can just blast 
them to death. Samus is a general powerhouse to these foes if utilized 
correctly, and most people will find that lightweights aren't much 
against Samus' balance. Just be weary of Kirby's downward block attack, 
which can cancel out any Screw Attack. Also be aware of Jigglypuff's 
rest move, which is absolutely fatal in certain situations.

Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 

All brawn but no... speed. Samus' quickness and agility will give you the 
edge here, and pretty much every special move Samus possesses can be 
used effectively against the lot. Ganondorf has a lethal uppercut which 
can be suppressed with a healthy dose of air-to-ground bombs. His smash 
attacks give ample warning and allow time for an opening in which you 
can deliver an attack of your own. Donkey Kong, though powerful, is 
extremely slow and can be dispatched with relentless close-range 
battering. Bowser is slow, bulky and short-range for the most part, so 
you're safe from this guy if you make good use of your cannon. In 
general, all take a great deal of damage before they'll begin flying, 
so have some patience when fighting them. Also, edge guarding is 
intrinsic with these characters, so make use of run + A attacks when a 
fighter is climbing from the edge. Also, if one of these sluggish 
pugilists happen to be drifting toward the edge of the arena, you can 
kick them to their doom easily by jumping right above them and pressing 
down + A.
This goes for all characters, but especially the heavy-hitters as they 
seem to be more vulnerable to this maneuver. 

~Samus is playable from the start of the game.

**************** 
***JIGGLYPUFF*** 
**************** 
 
---BACKGROUND--- 
 
Jigglypuff was a secret character in the original Smash Bros and 
returns as a secret character in Melee. She's from the Pokemon games, 
and in Japan is the most well known Pokemon besides Pikachu. In 
Pokemon, she uses physical attacks like body slams and punches, as well 
as a Sing move that put enemies to sleep. Many of these moves carry 
over to Smash Bros. 
 
---GENERAL INFO--- 
 
Without a doubt, Jigglypuff was the most hated in the original. 
Although in Melee Pichu may be hated too, many are still convinced that 
Jigglypuff is by far the weakest character and is completely useless. 
All it takes is some patience and skill, and you can humiliate your 
friends by beating them with Jigglypuff. People don't bother to develop 
any techniques against Jigglypuff, so if you're skilled, you can always 
surprise them. However, mastering Jigglypuff takes a lot of skill, and 
you'll need to be familiar with the advanced techniques like dodging 
and juggling. Most of Jigglypuff's moves aren't that powerful, and the 
ones that are powerful are hard to hit, so the main strategy is combos 
ending with a powerful smash attack. 
 
---REGULAR ATTACKS--- 
 
Forward Smash 
 
This is a good finisher if the enemy is on the edge of the level. It's 
also good for a quicker version of the Pound while on the ground. Use 
this in combination with her dash attack to give a ton of consecutive 
ground hits that can quickly rack up damage on a flat surface. Use this 
also as an opponent comes back to the stage to smash them back out. 
Works better when charged, obviously. 
 
Down Smash 
 
Use this in conjunction with the forward smash. It may not finish the 
opponent, but if you're surrounded, it's a good clear out move. It's 
also good for just generally getting the opponent away from you. Not a 
great charge move as it's not very powerful to begin with, it's better 
used quickly. 
 
Up Smash 
 
This is probably Jiggly's ultimate finisher. It's easy to pull off, and 
if the enemy's generally around 90% they'll probably be KOed 
(exceptions of course are the heavier characters like DK and Bowser). 
This is a good charge up smash attack, just hold down A and let'er rip 
once the enemy gets near. 
 
---SPECIAL ATTACKS--- 
 
B : Rollout 
 
Hold down B and Jigglypuff will roll in place. Release, and she'll go 
flying in the direction you were facing. It really only does anything 
if you charge it a lot, if you don't, she just rolls forward slowly and 
doesn't do any more damage than a rolling beach ball. Be careful when 
using this move, it's not recommended unless you're in a large level or 
you have a really clear shot. If you miss, you'll probably end up 
rolling right off the edge of the level without any way to recover. 
You'll only stop if you hit a wall, a character, or if you're able to 
stop yourself by rolling back and forth. It can be steered, so if you 
miss once and are able to turn around, you can hit them on the way back 
and still do significant damage. Use sparingly; it may seem like an 
easy power hit at first, but skilled players will be able to avoid it 
easily if you used it too much. Plus it takes a few seconds to charge 
up, giving people time to get out of the way. It's best used in 
multiplayer matches when the others aren't paying attention to you. 
 
B -> : Pound 
 
Jigglypuff's pound has been upgraded in Melee to send opponents flying 
farther, making it a more effective juggling move. Use this a lot, 
because no one else has a move like it, and people aren't expecting it. 
It's a good move to use against edge guarders, and it's also used 
somewhat as a comeback move that you can use repeatedly. When knocked 
far, instead of using up all your jumps, just pound your way back. 
Since the drill kick no longer pops opponents up, 
this is a good combo starter. 
 
B ^ : Sing 
 
The Sing move hasn't changed much from the original. If you feel lucky 
you may want to try this, but unless you catch the opponent right at 
the beginning of the song, they'll usually wake up right when you 
finish. The best technique for this is during a team match, where you 
sing the opponent to sleep, and while you're still singing, your 
partner comes and attacks. The sing only puts them to sleep if they're 
on the ground and within your shield radius, so it's not a very 
effective move beyond just annoying the opponent. Since Jigglypuff 
doesn't have a vertical comeback move, you'll often find yourself in 
situations where you get knocked down and are able to float back up 
just below where you would normally grab on, only to fall back down 
helplessly. In situations like these, do an aerial dodge, but hold up 
while doing it. You'll pop up a bit, giving you a bit more vertical 
distance. 
 
B V : Rest 
 
This move can blow away rookies not only literally but mentally as 
well, since many don't know the true power of this move and at first 
have no idea what hit them. It can KO even heavy characters like Donkey 
Kong with their damage in the 50s. If you can pull it off (it's quite 
difficult) then you can get a very easy kill right away. When you first 
start the move, Jigglypuff flashes for a second, and then goes to 
sleep. While she's flashing, any character touching her will take 
damage. Their character model has to actually be overlapping hers, so 
it's hard to get someone by just walking up to them. It's best to get 
someone from below by jumping inside them. If you're playing a skilled 
player, you shouldn't bother trying it on small characters like Pikachu 
and Kirby. This move takes a lot of practice to use. 
 
---OPPONENTS--- 
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
Jiggly's great at combos, but that doesn't help if you can't get close 
to the character. Her main weakness is lack of projectiles, which make 
it hard to attack swordsmen who can protect themselves from all 
directions. Your best bet is to use smash attacks, Pound, and maybe get 
in a Rollout if you can. At low %'s you can try juggling, but once 
their damage gets high, they'll be able to block the juggling, 
especially Link's downward sword stab. Marth and Roy are probably her 
most difficult opponents, since they're great close range fighters, and 
she has no projectiles to utilize their weakness. Your best bet is to 
attack them in the air and use your pound a lot, or dodge and get them 
from behind, since they don't have the sword spin like the Links. 
Resting is a bit risky, but if you're feeling lucky you can try it. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
Other than the swordsmen, Jigglypuff's greatest enemies are ones who 
can use the same juggling techniques she can, but faster. Their 
juggling is based on speed rather than their attacks though, so many 
players choose not to juggle with them, as it is harder to pull off 
(the CPU however has no problem performing amazing combos). Still, 
while they can't juggle as well they do have a speed advantage. Use 
combos on them, and a lot of smash attacks too, since many speedy 
characters are also lightweight and get knocked out pretty easily 
around 90-100%. Fox and Falco are the worst of the bunch, since they 
can get in a ton of hits and rack up 20-30% damage before you can even 
blink. Jigglypuff handles better in the air though, so use your 
floating ability to your advantage. Don't attempt a rest attack here, 
you'll never be able to land it on them, unless the player is stupid or 
something. 
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 
 
These players are like the speedsters but not nearly as fast. Because 
of this they're not as much of a threat, but their attacks are 
generally stronger so their combos are more lethal. If you manage to 
get a hit on them, do some combos, but don't go overboard because they 
may be able to retaliate easily. Many of these characters are weaker in 
the air than on the ground, so use your air maneuverability to your 
advantage. 
 
Long Range: (Ness, Samus, Mewtwo) 
 
These characters are good close range fighters, but have powerful long 
range attacks too, which will lead many people to use the long range 
attacks as much as the short range attacks. They're not good at combos 
as much as just sending you flying, so just use combos against them, 
but be careful when attacking them head on, as they may be able to 
release a charged shot and knock you away. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
The lightweight characters are easy to clear out early on unless 
they're quite skilled. The lightweight characters however rely on 
combos instead of powerful attacks, so be cautious. Juggling won't work 
as well as just combos in the ground and air simultaneously, ending 
with a good smash attack. 
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
 
Unless the player is really good, heavy hitters are a piece of cake in 
the hands of a skilled Jigglypuff. Their moves take a long time to 
execute and can be dodged and predicted easily. Be weary, because if 
they do manage to get a hit on you, it'll hurt you a lot and kill you 
at relatively low damage. If you're really good at dodging and evading 
attacks, the heavyweights shouldn't be too much trouble. Also, these 
are the prime targets for her rest move, since they're so big, 
especially Bowser and DK. A good strategy is to wait for them to 
perform one of their attacks that have a slow recovery, then drop 
inside them from above and rest. Just hope you don't miss, because then 
you're vulnerable to a powerful smash attack. 
 
~Jigglypuff is unlocked by beating Adventure or Classic on any 
difficulty.

*************** 
**** LUIGI **** 
***************
 
---BACKGROUND--- 
Anyone who is even remotely interested in the Mario brothers will at 
least recognize this name. Luigi made his debut as Mario's little 
brother in the Donkey Kong Arcade series. Since then he has appeared 
many times, sometimes as a cameo, others as an NPC, and often as a 
playable character. Luigi is jokingly referred to as "the eternal 
undershadow," and this is in many ways true. Mario takes the spotlight 
in almost all of his games, and Luigi is dismissed with a casual line 
or two before being pushed into the background where he spends most of 
his time whistling and checking mail. Interestingly, Luigi as a non-
playable-character has revealed many aspects of his personality that 
would have otherwise let him remain completely the same as Mario, 
except with a different color palette. Luigi is a laid-back soul, and 
takes it easy most of the time. He's not the adventurous type, although 
he'll tag along with Mario given half the chance. We also learned in 
recent days that Luigi really REALLY doesn't like ghosts! Luigi soon 
become a completely different person than Mario, and the two have 
developed separate lives since their first appearance. 
 
---GENERAL INFO--- 
One can argue that Luigi is just another clone of Mario, but this is 
not the case. As fans of the original Super Smash Bros. will notice, 
Luigi's more outstanding traits have been highlighted a bit more in the 
transition to 'Melee. Luigi still jumps higher, of course, and remains 
one of the highest jumpers in the game. He also jumps up in the same 
manner as Mario -- goes up fast, comes down slow. Luigi and Mario both 
move at about the same speed, and are just as quick to dodge and 
outmaneuver enemies. Luigi, however, is a slightly easier target 
because he is taller, and while his moves seem to knock the enemies 
back farther, his recovery time is a bit on the slow side. 
Luigi's fighting style also seems to be a bit panicked, so he lacks the 
"confidence" of Mario's attacks. Therefore, his attacks tend to be 
strong, one-hit-only moves instead of the strategic, juggle-friendly 
Mario ones. Luigi's dash appears to be just a tad slower, as well. But 
when you look at the bigger picture, Luigi's and Mario's best traits 
still hold true together -- neither brother has a real weakness to 
exploit. Both Luigi and Mario can adapt to any situation almost 
instantaneously, so any disadvantages normally observed by certain 
characters never apply to either one, making them quite considerable 
foes! Obviously, if you're very skilled with Mario, Luigi is a shoe-in 
to be among your best characters. All in all, Luigi is every bit as 
formidable as Mario is. 
 
---REGULAR ATTACKS--- 
 
Forward Smash 
 
This is easily one of my favorite smashes not because it's strong or 
anything, but because it just looks so weird it's funny. Luigi will 
lean back, turn his hand out palm up, and then thrust his arm forward. 
Either Luigi has a hidden high-power acceleration device hidden up his 
sleeve, or the laws of physics like to bend themselves in his favor, 
because the enemy will go as far as Mario's forward smash attack! 
Easily among Luigi's better moves, but it has a bad preparation and 
recovery time, so use sparingly. Was second runner-up for the "most 
deceptively powerful move" award, right next to Jigglypuff's "Nap." 
 
Down Smash 
 
Luigi will swing his legs forward and underneath him break-dance style, 
like Mario. This foot sweep is great for clearing out enemies, since it 
works almost instantly and covers ground on both sides of him. Keep in 
mind that it is easy to counterattack, and has an only average K.O. 
chance, though. 
 
Up Smash 
 
Luigi will rear back and take the term "use your head" to a whole new 
level. Just like Mario. This has one of the best K.O. rates in the 
game, so feel free to give Luigi whiplash if you have to, just take 
into account that both the range and the recovery time are poorer than 
his other attacks or you'll find a smash attack coming your way. 
 
---SPECIAL ATTACKS--- 
 
B : Fireball 
 
Ah, the classics never get tiring, do they? Luigi's trademark green 
fireball is back! Luigi will draw his arms in and thrust his left arm 
forward in a semi-pointing motion, releasing the fireball. Unlike 
Mario's, it goes only forward, and dies away quicker. And who cares if 
the damage isn't all that hot? (No pun intended) At least it can keep 
those nosy close-range fighters off your back long enough to set up a 
better move, and believe me, this move is more handy than you might 
think. 
 
B -> : Green Missile 
 
Mario's cape has been replaced by the "Green Missile," an odd attack 
that is not only surprisingly strong, but also allows Luigi to get back 
onto the stage! This attack operates in much the same way as Pikachu's 
"Skull Bash." Press Forward+B, and Luigi will start concentrating and 
building up energy. Release, and Luigi will take off (literally!) in 
the direction you pressed the joystick in. The longer you hold B, the 
farther he will go and the more damage that the enemy will incur. You 
can use this as many times as you need in midair, which is handy since 
his Up+B move has no horizontal movement. 
This move has an interesting twist, as well: There is an approximately 
12.5% (one in eight) chance whenever Luigi uses this move that he will 
"misfire," blasting him almost three times the distance he would 
normally! (When not charged.) Not to mention it does more damage, 
assuming you can actually hit the enemy instead of sailing over their 
heads. Therefore, this is NOT a wise move to use in a small stage, 
because you can actually T.K.O. yourself using this move because of the 
misfire chances. Still, those same chances can help you get back to 
solid ground.... 
 
B ^ : Super Jump Punch 
 
Luigi's version of this move goes straight up, and does not move left 
or right one bit. And it only hits once. Thoroughly disgusted? Don't 
be! Anyone who remembers the original SSB will recall that if the 
opponent was RIGHT in front of Luigi when he used this technique, they 
would receive much damage and be sent flying into the wild blue yonder. 
The same holds true now, so keep that in mind if you're in the fray. 
One more thing to remember: Of course this move can be used as a triple 
jump, but since it only goes upwards it might not be the greatest 
decision if you're too far from the ledge. Try the Green Missile 
instead, and use this only as a last resort. 
 
B V : Luigi Tornado 
 
This move operates similar to Mario's edition of this technique (go 
figure) in that it's good for clearing out enemies, but Luigi instead 
delivers a single strong whack, sending them flying in the opposite 
direction. Plus, you can cover much more horizontal ground (press 
left/right after executing this move) than the Mario Tornado, making it 
good for clearing out groups rather than just anyone close to you. You 
cannot rise into the air nearly as much as the Mario Tornado by tapping 
B, though, so this works best for grounded opponents. 
 
---OPPONENTS---  
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
Swordsmen can be problematic for the younger Mario Brother, since they 
have a longer reach than you do, can juggle very well, and several 
quick damage-dealing attacks. Fortunately for you, they lack a single 
powerful smash move and tend to be slow in most respects, so use that 
to your advantage. Stay close to them, and be sure to keep just out of 
their blades' reach. Rush in, deliver a flurry of quick punches (the 
standard A attack works best), then leap back until you can set up your 
next move. Don't worry about being K.O.-ed until your damage is in the 
mid-hundreds, but don't get cocky either. 
Since Luigi is, although slower than average, faster and more mobile 
than any of these clowns in midair, some timely aerial attacks can work 
wonders. Also, footsweeps and juggling attacks are your friends here. 
Don't let up on the pressure and try to avoid using powerful attacks 
until you can hit them a ways, because although they're slower, they 
can't be hit very far and can still come back and give you trouble the 
moment you turn your back to them. Once their damage is high enough, 
give them a good whack to finish them off. Stay moving, don't let them 
fight back, make sure you know how to do the various dodges, and you 
won't have too much of a problem. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
The key to winning against a Speedster: Know your dodges, and don't 
move. It sounds a little strange, but if you know Mario well enough you 
know that you shouldn't move too much around a Speedster, and for Luigi 
it goes doubly so. Speedsters can come in fast, beat you around the 
head, and take off before you even know what hit you. What you want to 
do is get close to the action, about two to four character widths away. 
Then root yourself to the spot and wait until one of these guys gets 
too close. Give them heck with several A attacks before hitting them 
off a good distance, then stand still again and wait for them to come 
back. If they're all in one little area, use a Luigi Tornado to send 
them flying in all directions, but be wary: Speedsters have a notorious 
habit of hitting you from behind when you're not looking, so keep an 
eye peeled for a stray fighter, especially if he just got K.O.-ed. 
Finally, avoid using smash attacks if possible unless their damage 
percentages are in the hundreds or so (with the exception of Pichu, the 
second-most aerodynamic Pokemon known to man -- the first being 
Jigglypuff, of course), because all of Luigi's smashes have just enough 
lag time for Speedsters to take advantage of. Have patience, and the 
K.O.s will follow soon enough. 
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 
 
Your instincts will tell you to get right in there and fight, and with 
Luigi that's probably what you'll want to be doing most of the time. 
Close Range opponents tend to do just that: Get in close and start 
beating you to a pulp. Since most Close Range opponents are as slow (if 
not slower) than Luigi is, battles with these characters will usually 
consist of a pattern of all-out brawls, frenzies, split-up parties, and 
the occasional one-second breather. Unlike the case with Mario, there's 
no real strategy to be applied here. Just be sure to use Luigi's wide 
range of physical attacks to your advantage and to remember the various 
battle techniques. If you find yourself straying too far from the 
action, rush right back in there while chucking Fireballs on 
unsuspecting opponents, or charge up a Green Missile and send yourself 
flying into the masses; chances are good you'll hit someone. Remember 
to dodge and use Luigi's superior aerial attacks, too. 
 
Long Range: (Ness, Samus, Mewtwo) 
 
Long Range attackers are a big problem for Luigi if you're not 
experienced with him. If they're too far to get in the battle, they can 
use their handy projectiles to attack from a distance, but they're 
competent fighters even up close. Each Long Range combatant has a 
completely different style, too, and all of them have good midair 
attacks, so applying Luigi's usual strategy of jumping and/or getting 
in close can have potentially disastrous results if you're not careful. 
Most of the time these guys will keep jumping and moving just out of 
your reach, changing tactics only to get in close and pummel you or to 
charge up their strong projectile attacks. If these guys begin to get 
on your nerves, wait for a time when their defenses are weak; for 
example, if one of them is in midair or caught in the middle of 
recovering from an attack. Then get yourself in the right position and 
juggle, smash, or generally just beat the crap out of them to your 
pleasure. Most of your energies when dealing with this type will be 
devoted to waiting for a mistake if not pursuing the fleeing opponent. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
One would think that Lightweights wouldn't be a problem for the 
competent Luigi, but if you don't watch what you're doing, these guys 
will smack you to kingdom come before you know it. Remember that they 
have several tactical advantages over you: They're quick to recover, 
they have a wide variety of moves, they have projectiles and/or they 
attack faster than most. The best way to deal with the various 
princesses and puffballs is to wait for an opportunity to attack, then 
attack and keep at them. You're bound to receive some damage while 
doing this, but the key is to keep them off their feet. Throw fireballs 
to chip at them from a distance, and the Luigi Tornado works wonders on 
them, too. Once their damage is high enough, send them flying with a 
good smash attack or a Super Jump Punch. 
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
 
Luigi's met his match here. His close-range prowess will land him into 
big trouble with these powerful foes. Your best bet is to rely on their 
abysmal midair capabilities and focus on attacking them from midair and 
from safe distances. Fireballs are your best friends here! Since their 
damage can go up to the mid-hundreds and still have a good chance of 
surviving a K.O. attempt, focus on chipping at them with fireballs and 
quick punches and kicks, and avoid a brawl with them if at all 
possible. Once their damage gets high enough, leap in with a strong 
aerial attack to send them flying. You probably won't K.O. them, but 
you will set them up with a good opportunity to chase after the 
opponent and smash attack them from there. Using the Super Jump Punch 
can be both a blessing and a curse here; Heavy Hitters' massive girth 
makes them prime targets for Luigi's all-powerful version of Mario's 
classic attack, but be sure that no one else is close enough to take 
advantage of its terrible recovery time, or else you'll find yourself 
staring at someone's fist shortly before being sent zooming through 
outer space. 
 
~Luigi can be unlocked by defeating him instead of Mario in Adventure 
Mode. Simply beat the first stage with the seconds timer ending in two, 
e.g: nn:n2:nn, (n) being any number. Do this correctly, and Luigi will 
take the place of Mario in the following battle. Win, and Luigi will 
challenge you when you finish Adventure Mode. Defeat him in under a 
minute to unlock him.

*********** 
*** ROY *** 
*********** 
 
---BACKGROUND--- 

Roy starred in the Super Famicom (a.k.a. "Super Nintendo" in other 
countries) series entitled "Fire Emblem." Unfortunately, none of the 
games made it to America, or any other countries as far as I know, but 
Roy -- and Marth, for that matter -- made an unexpected comeback one-
twenty-eight-bit style for the Nintendo Gamecube. 
In a nutshell, Roy lead Pharae's armies into battle after his father, 
the son of the lord of Pharae Principailty, became sick. Long story 
short, our hero started out on the classical grand adventure that 
fighters so often do when destiny calls. 
 
---GENERAL INFO--- 

Roy is what Marth is and isn't: Both Marth and Roy make nice, solid 
blows, and both have the feel of a refined swordsman, but where Marth 
excels in grace, Roy is a little more of a powerhouse. 
Roy is a good all-around fighter, and often has the advantage of a 
longer reach when it comes to close-quarters combat, due to his sword. 
Since the blade's reach is wider than most other attacks, Roy can cover 
almost all sides of his person without having to worry too much about 
where the enemy is coming from. He deals out more damage than most 
players, too, and can dodge and leap his way through danger if his 
position is getting a bit too iffy for the player. Moreover, his 
stature is a wee bit on the short side, a detail that several players 
overlook. On hilly areas, his height allows Roy to avoid attacks 
easier. 
Roy, however, has three primary disadvantages over the average 
character: The first and most important two, is that he tends to be a 
bit slow, and appears to have sub-par recovery times, so panicky 
situations could leave you as a colorful smear on the floor, and we 
wouldn't want that, now would we? The third thing that one does not 
notice at first is the fact that Roy cannot defend his backside very 
well. Like Marth, his attacks generally cover frontal and aerial 
opponents, so if you know what's good for you, you'll keep Roy out of 
the fray. 
But his good points more or less outweigh these petty little details, 
and in the hands of a player who at least knows what he's doing, Roy 
can dish out some pretty serious harm. 
 
---REGULAR ATTACKS--- 
 
Forward Smash 

Roy spins around and swings his sword overhead. This move is quite 
powerful, easily among the stronger smash attacks in the game, and it 
can K.O. an opponent even if their damage is in the low eighties. 
 
Up Smash 

Roy thrusts his sword straight up. It is deceptively strong, because 
any enemies caught in it will receive up to five hits, with nice flames 
surrounding the opponent as they sail up into the air. Though the 
damage is respectable, its chances of knocking out an opponent are only 
average. 
 
Down Smash 

Roy will lash out with his sword in front, then in back. Since this 
move is so low, it usually hits only enemies on the ground. Also, the 
second slash (to the back) is slightly weaker, but both have decent 
K.O. rates. 
 
---SPECIAL ATTACKS--- 
 
B : Flare Blade 

This one's a pleasant surprise to watch for the first time, especially 
if it's fully charged. Just hold down the B button and Roy will assume 
a ready stance while charging up. Release, and Roy will bring his sword 
down in a vertical slash. This move isn't so much damaging as it is 
impressive; even if it's barely charged at all, the opponent will go 
flying through the air as long as they have a fairly high damage 
percentage. Charging this move up all the way will take quite a while 
(and thus is unfortunately not worth it unless your enemy is a complete 
idiot), even longer than Marth, but the payoff is spectacular. Instead 
of a normal slice through the air, Roy will smash his sword into the 
ground in the same motion, resulting in a huge explosion that almost 
guarantees an instant K.O. unless the arena is very large. Oddly 
enough, though, the explosion's range is only slightly higher than the 
original attack. 
I wouldn't recommend charging this one up too much, because you're a 
pretty easy target, especially from behind. Nonetheless, the range is 
better than average, and makes for a nice finish to any enemy. 
 
B -> : Double-Edge Dance 

The Double-Edge Dance, like Marth's Dancing Blade, causes Roy to lash 
out with a series of up to four blows with his sword. The result of 
Roy's attacks are slightly different than Marth's, though. The keys to 
this attack are the use of the joystick and the B (or A, if you prefer) 
buttons, and precision timing. Pressing Forward+B only starts the 
combination; the rest of the combo is up to you. After the initial 
swing, you can press Up+B, B, or Down+B for each successive swing to 
employ any of three attacks for each stage in the combination. (Get all 
that?) For example, you could start with Forward+B, then go on to use 
B, Down+B, and finally Up+B. Each joystick and button combination 
produces a different result for each attack, so the only thing I can 
say to use it efficiently is "practice, practice, practice!" 
Oh, and one more thing.... Have you even fallen prey to the cry, "I 
can't use Marth's and Roy's Forward+B attacks!"? Again, timing is a big 
factor in this move. If you tap the B button too quickly, Roy -- or 
Marth, whichever -- will respond only to the first one. Try tapping B 
after each time Roy FINISHES his attack, not while he's in the process 
of swinging. With practice, you can learn the timing of each attack and 
get faster and faster, so you can use this move quickly and 
effectively. 
 
B ^ : Rising Flare 

This move is great to clear out any annoying opponents that stick close 
to you. When employing this technique, Roy flies into the air with his 
sword out, exactly like Marth's Dolphin Slash. The most obvious 
difference between Marth's attack, though, is that Roy's hits multiple 
times. 
You can switch direction as soon as you pull this move off, which is 
often handy if there's an opponent coming in on you from behind. For 
example, if you're facing right, press Up+B and immediately pull the 
joystick to the left to have Roy turn around just before he leaps up. 
If you press in the direction that Roy is facing, you can also go a bit 
farther. This move can be used as the triple jump, but since it goes 
almost completely vertical, you'll have to wait until the last second 
before using it. 
 
B V : Counter 

This move is a little difficult to time, but is well worth it. Roy will 
just adopt a defensive posture and flash purple for a moment. During 
this time, any physical attack from another character will result in a 
(surprise, surprise) counter-attack from Roy. This move is especially 
handy against strong characters like Captain Falcon; Even the Falcon 
Punch can be countered by this move! The only downside to this move is 
that it has a terrible recovery time, so Roy can be smacked around to 
the opponent's content after he lowers his blade. Obviously, unless 
you're extremely lucky, this move is not good to use in the middle of a 
brawl. 
 
---OPPONENTS--- 
 
Swordsmen: (Link, Young Link, Marth, Roy) 

Usually, when fighting against the same type of opponent, it all comes 
down to which player is more skilled, but Roy is an exception to the 
rule. Although Roy is generally the slower among the bunch, he actually 
does pretty well against other swordsmen. His attacks are not very easy 
to dodge, and if Roy gets in a tight spot he can get away without too 
much hassle. Bottom line: Just stick close to your enemy, wait for them 
to make a mistake, then let 'em have it! And if things get too tough 
you can back off a little and wait with a good, strong attack ready. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 

Roy does best at close quarters, so these guys can be a problem. Moving 
yourself up and dancing just out of their reach is a good idea, because 
you can strike when they're not expecting it and you can take off if 
they have the upper hand. Thus, dodging is a must for speedsters. 
Rolling dodges are especially effective. Just make sure you have an 
escape route and if you're going to attack, do it quick and get out of 
the way again. Try to avoid jumping. 
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 

Roy does better than average with most close-quarters combatants, 
because of his long-reaching blade. Straight-on attacking is all good 
and fine, but if you can master dodge techniques, you'll have these 
guys in your pocket. When they start busting out with smash attacks, 
just give them a good whack to get them away and chase after them. 
Also, don't try your stronger attacks at first -- remember, you're 
slower than they are, so try chipping at their health first before 
unleashing your more devastating blows. 
 
Long Range: (Ness, Samus, Mewtwo) 

Roy doesn't deal with projectiles well from a distance, so if this type 
starts giving you problems, chase after them and kick the tobacco juice 
out of them. As long as you stay close, long-range fighters will have 
difficulty dealing with your more powerful attacks. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 

These guys can be a real pain. Since these characters focus on wearing 
you down slowly but surely from a safe distance, you might find it a 
trifle difficult when they start pulling hit-and-run moves. Roy, as is 
true with most other slow characters, will have to focus on standing 
still, moving only to leap out of the way, dodge, or chase after the 
fleeing opponent. These guys are everything you're not (fast, quick to 
recover, etc.), so try and hit them when you can, and hard. 
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 

Roy is one of the few that can compete with this category easily, since 
he has enough strength to match them and the agility to maneuver in 
ways that they can't. Simply counter their slower nature with well-
placed blows, and since they tend to cover their behinds worse than you 
do, take advantage of any time they're not paying attention to you. In 
no time you can whittle them down enough to smash them to kingdom come! 
 
~Roy can be challenged and unlocked by successfully completing Classic 
mode with Marth. 

***************
**** MARTH **** 
***************
 
---BACKGROUND--- 

Not a lot about Marth is known over here in the states. He's the main 
character from a Japan-only game called Fire Emblem, and is the prince 
of a nation under siege by dark forces. Most importantly of all, he has 
an incredibly large sword. 
 
---GENERAL INFO--- 

Marth may seem like a limited character at first, having no projectiles 
and attacking only with his sword. And while his attacks can be one-
dimensional, they're quick, powerful, and varied enough to make him a 
potent and versatile character. His heavy bodyweight and ability to 
recover make him a very tough character to knock out, and his speed 
makes him a tough opponent in the hands of a skilled player. 
 
---REGULAR ATTACKS--- 
 
Forward Smash 
 
Your basic overhead sword attack. Sword goes back, sword comes down on 
someone's head. A powerful attack even when not charged. Use it every 
chance you get, as the sword's reach is makes it one of the more useful 
smash attacks. 
 
Down Smash 
 
Marth ducks and sweeps the sword around on both sides of himself. Kind 
of slow compared to some of Marth's other attacks, but powerful and 
with good range. It also sends your opponent into a nice, high arc, so 
it can be used to set up an attack when he lands. 
Up Smash 

Up Smash
 
Marth stabs his sword straight up in an impressive-looking if not 
altogether great attack. The horizontal range is limited, but the 
vertical range is very good. It's also a very powerful attack if it 
hits straight-on, and can KO an opponent that's not been very damaged 
if charge up.  
 
---SPECIAL ATTACKS--- 
 
B : Shield Breaker 

This attack resembles the forward smash, but it's a lot more powerful 
and a little slower. Hold B and Marth will pull his sword back and 
start to glow. When B is released or when the attack is fully charged, 
Marth finishes the swing. This move is best used for edge guarding, or 
as a quick attack to knock someone away. It can be tough to find the 
time to charge up, but the attack is devastating if fully charged. 
 
B -> : Swords Dance 

A slightly confusing move at first, but very versatile and useful in 
the hands of an expert. Marth turns red makes a swing that does very 
little damage. But if you hit B again when the stroke ends, he'll 
attack again. Repeat for about 4 hits of increasing power. Up and down 
directions can also be added in after the first hit, giving you greater 
range. The move also causes Marth to move horizontally, so it can be 
used as a recovery as well as an aerial attack.  
 
B ^ : Dolphin Slash 
 
Marth leaps into the air and stabs his sword upwards. This attack loses 
power the higher in the jump it makes contact, so it's best used when 
your opponent is closely above you, or right next to you. It's quick 
and has good reach, which makes it a good counter for aerial attacks. 
It's also Marth's vertical recovery, but it lacks horizontal movement. 
Use the Swords Dance first to move over to the side. 
 
B V : Counter 

This move blocks attacks and hits the opponent with a powerful swipe of 
the sword. It can also be used to bat away projectiles. Its effects 
will only last for a second though, so timing is crucial.  
 
---OPPONENTS---  
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
Fighting the other swordsmen isn't too tough. Use Counter on Link's 
projectiles, or just dodge them while moving into mid-range. Marth has 
the longest reach of any of the swordsmen, so once you're close it's 
just a matter of slashing away. Use your superior speed against Roy, as 
his flame attacks do a LOT of damage. Marth's strong attacks are quick 
and do a fair amount of damage, so just keep going with those until you 
see a chance for a smash or Shield Breaker.  
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
The speedsters aren't too tough, as Marth isn't too slow himself. 
Counter is your friend, use it whenever they get close enough to get in 
a shot, and just keep using the strong attacks and smash attacks to 
keep them back. Swords Dance isn't too useful against these guys as 
their speed lets them hit you in the gap between strokes.  
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 
 
Counter, Counter, Counter. As soon as they get close enough to attack, 
use it. They'll get knocked away far enough that you can take a few 
shots before they move in again. swords dance works here, and the third 
or fourth stroke does significant damage, usually enough to send them 
off the edge if not KO them. 
 
Long Range: (Ness, Samus, Mewtwo) 
 
These guys are a bit difficult due to Marth's lack of projectiles. Your 
running slash is essential against these opponents, because that's the 
best way to get in close enough to take away their advantage. Counter 
the projectiles that you can, try to dodge the rest, but don't let them 
get away once they're close. Beat them bloody with your basic A attack 
and strong attacks, then finish them off with a smash or a Shield 
Breaker. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
These guys are no sweat for Marth. Frequent smash attacks and shield 
breakers are almost always enough to finish them off in seconds. 
Shiek's speed is really your only concern, but good use of Counter 
should keep all his physical attacks from landing too often.  
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 

These guys are slow and lack projectiles, so use the time that gives 
you to charge up a shield breaker attack while they're trying to move 
in. You should be able to get in a little charge, which ups the damage 
significantly. Keep using that, the smash, and Swords Dance to rack up 
enough damage to let them fly. Watch for Ganondorf's Wizard Dive, as 
Marth is tall enough to grab right off the ground. The Gerudo Dragon 
and Wizards Foot can be annoying, but a Counter or strong attack can 
handle those.  
 
~Unlock Marth by playing all fourteen characters in Melee mode, just 
playing AS them.

************* 
*** FALCO *** 
************* 

---BACKGROUND--- 
 
Falco has starred as Fox's wingman in both the original Starfox and 
Starfox 64 (Lylat Wars in Britain). He, along with Peppy Hare, Slippy 
Toad, and of course, Fox McCloud, make up the skilled Starfox Team, 
which protects the Lylat system from the wiles of Andross, simian mad 
scientist extraordinaire. Falco's a bird, but which species is anyone's 
guess. Perhaps he's some kind of parrot. Perhaps he's a Falcon. Nobody 
knows...

What we do know is that Falco is easily the most obnoxious smartass of 
a character ever found in any Nintendo game. Though he has been friends 
with Fox McCloud for ages, he often comments rudely about Fox's 
abilities as a pilot, and clearly believes he'd make a better leader 
for the Starfox team. Despite his poor attitude, he really is the most 
valuable of your wingmen in the Starfox games.
 
---GENERAL INFO--- 

Falco makes his fighting debut as a "clone" of Fox. Don't be fooled, 
though. Though the two may share moves, Falco has quite a few 
differences from his furry counterpart. He's a bit slower, but can jump 
substantially higher (donning a bunny hood can actually be lethal when 
playing as Falco), and has more power in him. However, he's still fast 
enough to run circles around his opponents, and opponents with high 
percentages won't be able to escape him no matter how hard they try. 
Falco is also extremely resilient- it takes a lot to get rid of him for 
good, and this is perhaps his strongest point.


---REGULAR ATTACKS--- 

Forward Smash

Falco charges up, and lets out a kick, turning to hit his opponent. 
Unlike most smashes, it's better for racking up damage than actually 
knocking enemies away. It also hits quite low, and has no trouble 
hitting small characters like Pichu. 

Down Smash

Yow! Falco does the splits when you use the downward smash, kicking 
enemies on either side of him. It's a good clearout move, like most 
downward smashes, and hits both sides at the exact same time (most 
downward smashes don't, hitting one side after another). Of course, 
it's less powerful than the forward smash, but can get the job done. 

Up Smash

Falco's upward smash is an upward somersault kick. It can get an easy 
high KO on weakened enemies, and is a good juggling move. It'll also 
get rid of any annoying pests in front of you. It's probably more 
useful than the forward smash.


---SPECIAL ATTACKS--- 

B : Blaster 

This is similar in operation to Fox's blaster, but has a few 
differences. First, it's less rapid. Second, it is a bit more powerful. 
Third (and most importantly), it actually knocks enemies back a bit 
(Fox's blaster hurts enemies, but it doesn't budge them an inch). Use 
it whenever there's an opponent in clear view across the stage from 
you, or when you want to detonate a bob-omb from a safe distance. 

B -> : Falco Phantasm

Most characters have a dash move that sends opponents into the air, but 
the Falco Phantasm kicks it up a notch and sends them higher, doing 
more damage. It's invaluable as a juggle starter, and don't hesitate to 
use it on a group of enemies. 

B ^ : Firebird

Like Fox's Firefox, this move will set Falco charging up for a moment, 
before shooting through the air in a burst of flame. You can use this 
in any direction you like, and it'll burn edge-guarders with ease. It 
won't go as far as the Firefox, but Falco's other jumps more than make 
up for that. If you have time to charge up, use this move horizontally 
as a more powerful alternative to the Falco Phantasm. It is very much 
worth it. 

B v : Reflector

SSB:M has much less focus on projectiles than its predecessor, but when 
the time comes for a long distance fight, this is a wonderful tool. If 
Falco is hit by a projectile while using this, the projectile will 
instantly be sent the other way, back at the opponent. Useless against 
some characters (like captain Falcon or DK), but extremely helpful 
against many others. 

---OPPONENTS---

Swordsmen: (Link, Young Link, Marth, Roy)

Against Swordsmen, you want to be the first to act. Start juggling 
combos from above and below, and then try to trap them in your multi-
hitting kicks (done by pressing A quickly). Throws are handy to keep 
them out of commission for a moment or two. Just don't give them a 
chance to hit you, and they're putty in your hands. 

Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)

When facing other speedsters, it's a race to be the first to entrap the 
other in a series of quick hits. Be the first, and you're fine. You can 
damage your opponent a ton and then finish them. If you get caught, 
dodge, jump, do whatever it takes to get out of your opponents' grip so 
you can try to get back at your foe.

Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers)

You want to treat these guys like Swordsmen. You're really just a 
faster version of them who is only slightly weaker, so act accordingly. 
Toss them around and entrap them in multiple back and forth hits with 
the Falco Phantasm. It's also a good idea to blast at these guys with 
the Firebird. 

Long Range: (Ness, Samus, Mewtwo)

Your reflector is invaluable here. Whenever one of these characters 
fires a high-powered blast at you, quickly hold down + B, and you'll be 
saved from what could be a painful death. Your reflector will even 
protect you from Ness' PK Flash. Otherwise, treat these guys like Close 
Ranges, and juggle more than you normally would, since that's their 
weak point. 

Lightweights: (Kirby, Jigglypuff, Peach, Zelda)

Don't let these guys touch the ground, and they'll have a lot more 
trouble. Since Falco's smash attacks tend to send enemies high in the 
air, use them a lot. Edge-guard like crazy, and lightweights shouldn't 
be able to harm you badly. 

Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)

Heavyweights are the difficult ones for Falco. Basically, do what you 
usually do and don't give them breathing room. You'll want to rely more 
on your blaster, since these guys have mostly close-up attacks. Also, 
be sure to blast at them with the Firebird, and don't bother using the 
Falco Phantasm. You can win if you work at them long enough. 

~Falco is playable by beating 100 Man Melee OR by playing 300 Vs. 
matches.

*******************
**** DR. MARIO ****
*******************

---BACKGROUND--- 

Dr. Mario, drug dealer...er...pharmacist extraordinaire, makes his way 
into the all-star cast of Super Smash Bros. Melee as a hidden 
character. Prancing around in his stylish white lab coat, he can make 
short work of any opponent (provided you follow this guide) and still 
have it appear effortless. First arriving on the NES in his own game, 
Dr. Mario helped you destroy viruses in a clever Tetris clone, also 
called Dr. Mario. Most recently seen on the N64's incarnation of the 
game, Dr. Mario returns to kick some *deleted* with a MELON.

---GENERAL INFO--- 

While Dr. Mario may be just a clone of his somewhat faster counterpart 
Mario, his well-rounded skills make him an equally wise choice for 
beginners and experts alike. Although lacking in far ranging 
projectiles, Dr. Mario more than makes up for it in his strong close 
range attacks. Diving right into the scrap is what Dr. Mario is about, 
specializing in quick, fierce jabs and the occasional throw. Being a 
skilled attack sniper can cheese out CPU opponents and frustrate human 
players to the point where choosing anyone but Dr. Mario seems 
questionable.

Dr. Mario's strengths lie in his Smash Attacks, which include the very 
powerful Meteor Smash, and his speed. Even though Dr. Mario has 
powerful attacks, he is not hindered by the slowness you would expect 
from Bowser or Donkey Kong.

---REGULAR ATTACKS--- 

Forward Smash

Dr. Mario's forward Smash works best when closer to the opponent. Not 
far away as in off the screen, but two or three paces back. The 
electrical blast can knock the wind out of most characters, so smash 
away.  

Down Smash

Dr. Mario spins his feet around like a drunken break dancer and clears 
out the pack of fools that dare come close to you. Use this to clear 
out a clump of characters, or beat somebody away from the edge who's 
trying to get back to the platform. Charge it up fully and you can send 
your opponents to the moon. 

Up Smash 

This move is useful when an opponent is jumping towards you or is 
falling down from the sky. This knocks them off trajectory and sends 
them away from you. Also use this when you yourself have been knocked 
off the platform by using it after the double jump. 

---SPECIAL ATTACKS--- 

B : Megavitamin 

Instead of the standard fireball that Mario shoots, Dr. Mario shoots 
out a pill (called a Megavitamin) that bounces along the platform, 
making cool retro sound effects in the process. This being Dr. Mario's 
only real projectile, it lacks the force you need to keep enemies at 
bay. You can fire the Megavitamins in the air, but they fall downwards 
towards the ground. The best and cheapest use for these Megavitamins is 
to shoot them at somebody trying to make it back to the platform. 
Several of these Megavitamins to the face will guarantee they won't be 
returning this trip around.  

B -> : Super Sheet

This is the Doc's version of the Super Cape. It is virtually identical, 
except that it's gleaming white and probably well sterilized. It'll 
flip your opponent around (great for wrecking their moves while they're 
charging up) and damage them a bit. It'll also work as a reflector, but 
your timing has to be just so for it to work.  

B ^ :  Super Jump Punch

This is virtually identical to Mario's edition of the attack. Dr. Mario 
leaps through the air in a fixed trajectory and entraps his enemies in 
a combo attack. It can be annoying when trying to make precise jumps, 
but for the most part it's a very good move that should be employed 
often.

As it's not exactly the most damaging maneuver in Mario's arsenal, and 
as it causes him to pause for a moment to return to the ground (leaving 
him wide open for projectile counter attacks, or opportunistic ground 
assailants), the Super Jump Punch should be reserved for only the 
occasions when Mario needs to clear out opponents from above him, 
leaving him safe to make a landing. Also, the Super Jump Punch is an 
extremely useful third jump, launching Mario in a upward diagonal path 
back toward the stage in the case of an accidental fall.

B V : Doc Tornado

This is like the Mario Tornado but with more range. You can move around 
more, chasing after opponents who try to escape. The final hit isn't 
all that powerful, but this IS a damaging move. Use it often on those 
who like to come in close.  


--OPPONENTS--- 

Swordsmen: (Link, Young Link, Marth, Roy) 

Swordsmen are going to be ready and waiting when you try to pull your 
close range hits on them. This means that you should make use of your 
megavitamins and pelt them from a high perch. When the Links try to 
throw projectiles at you, use the Super Sheet to send 'em back their 
way. Be sure to use your Super Jump Punch from below, as well.  

Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)

Keep on the ground and stay there firmly. They're going to be jumping 
all over the place, so be ready to catch them in a deadly Doc Tornado. 
It can really mess up their combos if you spin them around with the 
Super Sheet, so use that liberally. Keep at it. They're faster, but 
you're stronger, and you'll be happily surprised when you see whose 
percentages are higher. 

Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 

When it comes time to face close ranges, it's time to know how you 
play, and counter it. You should always know what the best thing for 
your opponent to do is, and then counter it. Give them a heavy dose of 
vitamins (ha ha) and watch out for their smashes. It all comes down to 
skill, here. 

Long Range: (Ness, Samus, Mewtwo)

Two words: Super Sheet. Reflect those shots and missiles, and they 
should end up hurting more than you. Be sure to juggle, as well, and 
make them back into a corner. Only Samus can properly defend herself up 
close, so act accordingly. 

Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 

Lightweights use their special attacks a lot, so be sure to use yours. 
Most of their attacks require you to be somewhat close, so naturally 
you want to keep away. These characters can sometimes suicide if they 
use the wrong move at the wrong time, so try and trick Jiggly into 
rolling off a cliff, Kirby into dropping into a pit, and Zelda into 
teleporting somewhere dangerous. 

Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 

Watch out. Heavyweights have tons of power, and Dr. Mario, while 
strong, will have to work extremely hard to clear them away. 
Fortunately, their power moves have abysmal recovery time, so swoop in 
to hit them after they finish whatever uber-powerful attack they have 
in store. Use your Super sheet to foul up their smashes and charge 
moves, and stay on the move. Just don't stay in one place and try to 
keep in control.

~Dr. Mario is playable by beating Classic mode with Mario without dying 
OR by playing 100 Vs. matches.


***************
** GANONDORF **
***************

---BACKGROUND---

Ganondorf, the mortal enemy of Link and Zelda, makes his triumphant 
leap to 128 bits after starring in a dismal total of 1 games on the 
N64. Before that, he was featured in just about all of the original 
Zelda games, or at least his Triforce Induced Pig-like form, Ganon was. 
In Melee, he's a secret character, referred to as a "clone" of Captain 
Falcon. The word clone does no justice to just how great of a 
powerhouse Ganondorf really is. With his souped up Captain Falcon 
moves, in the hand of a master, Ganondorf can obliterate opponents, and 
on a small level, he's downright unfair.

---GENERAL INFO---

The secret to playing Ganondorf lies in his power moves. Used 
correctly, his warlock punch will KO just about any character with 
minimal damage. His only real problem is how slow he is, but only in 
running speed. his hits are as quick but yet more powerful than Captain 
Falcons, and it takes a bit more to knock him off. The key strategy to 
Ganondorf is to hit hard, and prey on the weaklings. If you go and 
attack the ones with either the highest hit percentage or the smallest, 
Ganondorf will easily take them out. Also, learning to dodge back and 
forth around characters is key, as his dodge flips you quicker than you 
would go if you were running.

---REGULAR ATTACKS---

Forward Smash

An elbow hit, but yet very very powerful. It will KO opponents with the 
higher percentages, but only the very high. Great for clearing an 
opponent from you.

Down Smash

If you hold it and charge it, he'll kick incredibly powerful on both 
sides of himself, and opponents will, if hit in the second kick, go 
flying in the air straight up. This is a great kick to perform in a 
combo, as the flying enemy is then ready for your smash attacks.

Up Smash

If charged, this attack will send a kick flying upwards, which is great 
for juggling, but a bit slow.

---SPECIAL ATTACKS---

B : Warlock Punch

An insanely powerful punch, when charged up, this punch will not only 
KO just about anyone on contact, but it will also envelop the character 
in a purple haze and darken their color scheme for a little while. It's 
pretty cool to watch, and if you can get this punch off at full power, 
then you will be dealing some major damage.

B -> : Gerudo Dragon

This is one of my favorite attacks, as it not only deals some damage, 
but it throws the character upwards, prone to a combo hit or two. It's 
a great way to clear the character from the stage, and teams can use it 
as a pitch, to which the other player would bat the character off the 
stage. Once again, it envelops the character in the same purple haze. 

B ^ : Dark Dive

Ok, the Captain Falcon grab was and is a good move, but just the fact 
that Ganondorf's shocks you, envelops you in the purple haze, AND does 
more damage is reason enough to misuse this. It's a great move in the 
fact that if you successfully pull it off, you can do it again and 
again on other badguys. This move is a great one to pull off when 
enemies are trying to get back on the edge, because if you pull it off, 
you can just do it again to get back on the edge. If you're going one-
on-one, use this often. Remember, it doesn't matter how you do the job, 
just that it gets done.

B V : Wizard's Foot

A heavily modified Falcon Kick, this kick has you sliding across the 
stage to deal a fair amount of damage. It's not Ganondorf's best move, 
but it's good for getting a pesky character from touching you if you're 
trying to escape them.

---OPPONENTS---

Swordsmen: (Link, Young Link, Marth, Roy)

Ganondorf has a fair amount of range to his close up attacks, and if 
you really want to be cheap up against swordsmen, utilize the fact that 
their sword swipes take some time to hit and roll under them to perform 
a heavy smash hit to their backside. If you're coming down on top of 
them, use the down-b downward dive kick on top of them to prevent them 
from juggling you. But the main move for Ganon when facing any enemy is 
the Gerudo Dragon, because it will throw them upwards and can be used 
as a combo, or as a lob for other players to hit.

Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)

Ganondorf does not work well with these characters, and you must be 
quick to roll. Try hard to just deal heavy damage to the smaller 
characters in this set, and use the Dark Dive to keep them off the 
stage. Captain Falcon is a match of duality, but realize that 
Ganondorf's attacks are much more powerful, and so if you watch, his 
hit percentage should rise faster than yours, meaning he'll be much 
easier to KO.

Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers)

As you don't really have any projectiles, the best thing to do to these 
characters is the moves that can hit them and start from far away, like 
the Wizard's Foot or Gerudo Dragon. The Gerudo Dragon is especially 
fun, as you can then jump and Dark Dive them away from you, and repeat 
if necessary. Try to not get close to them, because if you do, they'll 
hit you before you can fully power up a move necessary to escape or 
deal damage. 

Long Range: (Ness, Samus, Mewtwo)

Well, Ganondorf's strength relies on his ability to get up close to the 
other characters, but he does have some moves that have range, like the 
Wizard's Foot. Try to catch the long range characters in strong hits 
and punches, or toss them up. If you do get them in a close up attack, 
you will win with your superior strength. Running away will just make 
you into a target.

Lightweights: (Kirby, Jigglypuff, Peach, Zelda)

If you can get the first hit off, then you can KO this chumps easily. 
Just be sure to keep your fingers ready for shielding, and use EVERY 
attack on the lightweights. If you keep coming at them from all sides, 
you'll be sure to land a lot of hits. Just watch out for the hits they 
can land on you, and keep yourself spry. It's good that Ganondorf is a 
quick heavy hitter, because when you're up against the lightweights, 
you'll need that speed.

Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)

Battles between heavy hitters is basically one of Last Man Standing. 
Ganondorf is probably the best of the pack here, and can quickly 
trounce the others if played right. Stay in the middle of the stage, 
and then just land hits on the other heavy hitters as they approach 
you. If they succeed in knocking you off, you have a lot of jump still 
in you, so don't worry. Just keep on using smash moves to knock them 
away, and then keep them off. If you're up against DK, hit him off and 
Dark Dive him till he's under the level of the platform, where he can't 
return.

~Ganondorf is playable by beating Event #29.


**************** 
** YOUNG LINK ** 
**************** 

---BACKGROUND--- 

Young Link is Miyamoto's original vision for the hero of the Zelda 
games (a vision he is trying to reproduce in the GCN version of Zelda, 
but we won't get into that). He is seven years younger than Link's 
adult form, and retains his youth and innocence. The division between 
Young Link and Adult Link occurred with The Legend of Zelda: Ocarina of 
Time where players started the game as Link at ten years old, and 
finished the game at the age of seventeen. Young Link was also featured 
in The Legend of Zelda: Majora's Mask, where he donned magical masks 
that could transform him into a Goron, a Zora, or a Deku Scrub.

---GENERAL INFO--- 

Like all of the clones in SSB:M, Young Link retains the same moves as 
his base character (Link), with a few notable differences. He's quite a 
bit quicker and more nimble, but the moves that were excellent 
finishers as Link are somewhat less effective. Young Link has to 
struggle quite a bit to get rid of pesky opponents. That being said, 
Young Link is still extremely skilled at weakening opponents, and is 
very handy in team battles where he can raise percentages while a 
partner can knock opponents out. Also, Young Link is an extremely 
skilled juggler. Not only does he keep enemies in the air, but he jumps 
up there after them for powerful aerial attacks.

---REGULAR ATTACKS--- 

Forward Smash

Young Link charges, and swings his sword out. This is pathetically 
weak, except for one thing: pressing A again will cause him to release 
a second hit, which is significantly mroe powerful, and is one of Young 
Link's few good finishers. 

Down Smash

Here, Young Link will slash out on both sides, tripping up opponents. 
You won't be using this much, since the sword spin is much better in 
those situations where you're surrounded. 

Up Smash

Young Link's up smash is three quick swipes above his head. It'll never 
KO an opponent unless you're playing in sudden death mode, but it sure 
is handy for hurting enemies. If you miss with one strike, you may just 
hit with the next. 


---SPECIAL ATTACKS--- 

B:  Fire Bow

This move operates identically to Link's bow, but is much more 
powerful. Why? Because the arrows are flaming. This is infinitely 
useful, and is one of the best projectiles in the game. Never hesitate 
to pelt an opponent with these fiery pointy sticks of doom.  

B -> : Boomerang 

This isn't a lot different that Link's boomerang. Throw it, it'll fly, 
and then it'll come back. Even if you miss at first, you can jump 
around a bit to alter its trajectory so that it hits enemies on the way 
back (it'll always try its best to home in on you). Also, if you smash 
with it, instead of just tilting the control stick, the boomerang will 
fly farther. 

B ^ : Sword Spin

This move is a lot like Link's, but you'll want to do it in different 
places. It's crap in the air, now (it knocks enemies too far away to 
hit them again, but not far enough to KO them), but on the ground it'll 
pull enemies in and entrap them in a multi-hitting attack that sends 
them flying at the end, much like the Mario Tornado. Never hesitate to 
use this move in a tricky situation. 

B v : Bomb

Another good porjectile, the bomb is also handy for damage racking. 
Best of all, if a character uses their shiel to bounce it upwards, 
it'll fly into the air, then fall on them again. Just be sure you don't 
hold it for too long. It'll explode in your face, too. 

---OPPONENTS---

Swordsmen: (Link, Young Link, Marth, Roy)

Unfortunately, your Kokiri Sword is the smallest of the bunch here, 
meaning that you'll have to stay back and rely on projectiles. Pelt 
these guys with fire arrows and bombs until their damage is in the high 
hundreds. Then, finish them with the down + A midair sword stab, or the 
second hit of your forward smash attack. It's easy as pie against Marth 
and Roy, but facing another Hylian hero can be difficult, since they 
can projectile you back. You'll want to find a superior sniping perch 
against Link and Young Link, and occasionally swoop in for an aerial 
attack. 

Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon)

These guys are fast, but Young Link's no slowpoke himself. battles here 
will inevitably become close-up brawls, so make good use of your sword 
spin on the ground. Take to the skies if you're feeling overwhelmed, 
and keep whittling away at their defense, without letting them do it to 
you. You should be able to clear them out eventually. 

Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers)

Young Link's no slouch at close-range fighting either. If they want to 
get down and dirty, be ready to oblige. Use your ground sword spin 
liberally, and use projectiles when necessary. Close range fighters 
aren't a serious problem here. 

Long Range: (Ness, Samus, Mewtwo)

Aerial, aerial, aerial! These guys are dangerous when grounded, but if 
you can get them into the air and keep them there, you'll have an 
incredibly easy time beating these guys. They're useless in the skies, 
so capitalize like mad on that. 

Lightweights: (Kirby, Jigglypuff, Peach, Zelda)

On the upside, these are the only characters who are REALLY susceptible 
to your finishers early on. On the downside, their special moves are 
absolutely brutal. It's time to be the artful dodger, and use the L & R 
buttons frequently to escape their various projectiles, blasts, and 
hits. If you can get the jump on lightweights early on, you can win 
with no problem. Just watch out for Sheik, because her speed can be 
difficult to counter. 

Heavy Hitters: (Donkey Kong, Bowser, Ganondorf)

No problem. Their attacks are very slow, and Young Link is a very fast 
dodger. You can literally outrun Ganondorf's Wizard's Foot, leap over 
DK's Giant Punch, and shield yourself from the Bowser Bomb with ample 
time. Heavy hitters are tough to finish, but easy to weaken, and easy 
to dodge. The battle will be long, but certainly not hard. 

~Young Link is playable by beating Classic Mode with 10 characters OR 
by playing 500 Vs. matches.


**************** 
**** MEWTWO **** 
**************** 
 
---BACKGROUND--- 
 
Mewtwo, the 150th Pokemon, is greatly feared and respected by many 
trainers in the world of Pokemon. This psychic Pokemon was cloned from 
Mew, and can only be found in a very remote cave in the game. However, 
the search is well worth it for any trainer looking for him. Mewtwo's 
psychic powers are unparalleled, as are his Recovery skills. Mewtwo 
finally brings his powers to the world of Melee, where his psychic 
abilities can match the brute strength of any foe. 
 
---GENERAL INFO--- 
 
As you would probably guess, Mewtwo mainly uses his psychic powers 
while fighting, but not in the way you might think. With his psychic 
powers, Mewtwo can create and fire dark energy, which can be 
devastating to his opponents if used correctly. This dark energy is 
used for everything from weak A attacks to creating a giant dark ball 
and shooting it at your opponent. 
 
Mewtwo's throws are among the most powerful in the game. In his up 
throw, Mewtwo twirls the opponent around his body using his mind, then 
throws his opponent straight up into the air with great force. And in 
his front throw, Mewtwo kind of holds his opponent in the air and 
pummels him with small dark energy balls. Not great for throwing people 
far, but perfect for racking up damage. It can hit multiple opponents, 
too. 
 
One thing to keep in mind is that Mewtwo is not best designed for 
sending opponent's flying. Instead, he is designed to be a very 
"technical" character, using many moves to throw his opponent off guard 
and set up for the few strong attacks Mewtwo has. Also, I would 
reccomend you stay grounded while fighting as Mewtwo; for some reason, 
he seems lighter and easier to knock out in mid-air. Probably because 
it's his psychic powers holding him up. 
 
Mewtwo's jumping skills are quite good, double jumping much in the same 
way as Ness. While in the air, Mewtwo has two particularly powerful 
attacks. With his neutral A attack, he charges himself with 
electricity, which will shock anybody nearby. This can rack up some 
SERIOUS damage if you shock them for long enough. And with his Side+A 
attack, he charges his hand with dark energy and lashes out at his 
opponent. It'll send nearly anyone with decent damge flying. 
 
---REGULAR ATTACKS--- 
 
Forward Smash 
 
With his Forward Smash, Mewtwo drives his hands forward (like how Ryu 
shoots a Hadoken) and shoots out a bit of dark energy. The good thing 
about this attack is that it's quite powerful, and has more range than 
most Forward Smashes. However, it's can be pretty slow, and dodged 
fairly easily by someone expecting it. Not recommended for repeated use 
on small, quick targets. 
 
Down Smash 
 
Like many of Mewtwo's moves, his Down Smash is different from most 
other characters. Instead of sweeping those around him, Mewtwo points 
in front of him with one finger, creating a small energy explosion at 
that point. Again, it can be slow, and you must be facing the opponent 
and fairly close to him/her for it to work. But when it hits, it is 
nearly as powerful as Mewtwo's forward smash. It'll usually send them 
flying upward, giving Mewtwo a good chance to juggle or take advantage 
with his powerful midair attacks. 
 
Up Smash 
 
Yet another dark energy move. In this case, Mewtwo drives his palm 
upward, creating a ball of energy in his hand that will strike multiple 
hits on anyone who touches it. Does some pretty good damage by itself, 
but won't send anyone flying unless you can keep them on the ball of 
energy until the end of the move. In that case, they will go flying 
upwards, knocking out nearly anyone with higher damage. Mewtwo's 
primary juggling move. 
 
---SPECIAL ATTACKS--- 
 
B : Shadow Ball 
 
Mewtwo reaches back and cups his hands, then begins charging up an 
energy ball. The ball gets larger and larger until it is about half 
Mewtwo's size. If it's shot at that stage, it can be one of the most 
powerful projectiles in the game, rivaling Samus's Charge Shot in 
strength. Also like Samus' charge shot, it is possible to move while 
charging just by pressing left or right while charging. However, one 
difference is that once the ball is done charging, you will not break 
from that stance until you move or shoot the ball. And once you shoot 
the ball, it will go in a slightly zig-zag pattern until you hit your 
target or a surface. Because of this zig-zag pattern, aiming can be 
hard, so try to use this at point-blank range or shooting it into a 
crowd of people. 
 
B -> : Confusion 
 
With Confusion, Mewtwo reaches out with his hand and clutches at the 
air, which lifts any nearby opponents in front of him and spins them 
around in mid-air. When they land, they're facing the opposite 
direction. It works much like Mario's Cape, in the fact that it turns 
opponents around, causes little damage, and won't send opponents 
flying. However, it has a bit more range, and in some instances can 
block projectiles. Very useful for "Confusing" anyone who tries to land 
a strong attack at point-blank range. 
 
B ^ : Teleport 
 
Does exactly what it says. With a small flash of light, Mewtwo will 
dissapear, only to appear higher a second later. After disappearing, 
you can tilt the control stick in the upwards direction you would like 
to go. It doesn't send you as far as Zelda's (closer to Shiek, 
actually), but it's still great for coming back to a stage, or even 
dodging an attack as it moves very quickly. Plus, it looks pretty damn 
cool. 
 
B V : Hypnotize 
 
Here, Mewtwo jerks his head forward, shooting out a small ray with his 
eyes. Anyone close and in front of Mewtwo will be Hypnotized, similar 
to what they would look like if they were struck by Jigglypuff's sleep 
(except not sleeping). Again, this move isn't really for attacking as 
it is for throwing your opponent off guard. If you're fighting on a 
team, this move is a perfect set-up to a strong attack from your 
teammate, as it is fairly quick and will not leave Mewtwo very 
vulnerable.  
 
---OPPONENTS---  
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
These men can give you trouble if you try to take them out with your 
normal attacks, due to their smash attack range being greater than 
yours. Ergo, don't use your normal attacks. Simple, eh? Instead, try 
attacking them from the air, using Confusion and Hypnotize, anything to 
throw them off guard while you either A) charge up your Shadow Ball or 
B) get behind them to use your smash attacks. Beware while you are in 
mid-air, however; the swordsmen have the ability to shoot you out of 
the sky if you're not careful. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
These guys will probably give Mewtwo the most trouble, as a good deal 
of his attacks take a bit of time to use. So, when facing them, play on 
the defensive. If they charge at you, hit them with a Confusion or 
Hypnotize to stop them in their tracks. If they come from above, use 
your A+ ^ Smash to shoot 'em outta the sky. And if they ever get close, 
grab 'em and shoot them straight up in the sky. While doing this, look 
for an opportunity to use your Shadow Ball or your stronger smash 
attacks. Your original tactics should eventually rack up enough damage 
to send any of them flying with one strong attack.  
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 
 
You OWN these guys. Mewtwo's close range attacks have a better range 
and are almost always more powerful than theirs. However, be cautious 
of the projectiles the Mario brothers and Ice Climbers use. If they're 
smart, the projectiles can throw you off guard while they get inside 
and pound the hell out of you. So, avoid the projectiles when you can, 
or absorb the damage and wait for them to get close enough for you to 
smack them. The key thing here is not to let them get TOO close. Do 
that, and you'll be set. 
 
Long Range: (Ness, Samus, Mewtwo) 
 
Ness should be virtually no problem here. All you need to do is avoid 
his PK Fire and follow the advice for the Close Rangers above. Samus is 
a different story. Because she has fairly quick projectiles with her 
missiles and energy shots, they can be hard to avoid since Mewtwo 
doesn't move very fast. What you need to do in this case is use your 
shield liberally while slowly closing in on her. Once you can get close 
enough to prevent her from using projectiles, you should be sit. Do 
watch out for her quick smash attacks, however.  
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
The main problem with the two pink puffballs is that they're too damn 
small. Your most powerful attacks, save your A+Down Smash, will have a 
very hard time hitting them. Instead, make an attempt to grab them and 
throw them, or get them in the air somehow. Juggle as much as you can, 
then repeat the process. Soon, you'll have enough damage to send them 
flying with a decent attack. As for Peach and Zelda, the main problems 
are with their speed. But this proves to be a small obstacle indeed. 
Following many of the tips used for Speedsters will help you out here, 
as Zelda and Peach have very little else that provides a threat to 
Mewtwo. Buuut, what about Shiek? If you're not careful, she'll juggle 
you like a friggin chainsaw at a state fair. So, don't give her that 
opportunity. Avoid her when you can, use your shield liberally and take 
advantage when you block an attack. Just keep on your toes and don't 
let Shiek take advantage, and you'll be fine.  
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
 
Mewtwo can take care of DK and Bowser fairly easily. As slow as Mewtwo 
moves, it's nowhere near as slow as those two. He'll be able to avoid 
their attacks easily, then land attacks of his own while they're 
recovering. Ganondorf, on the other hand, might present some problems. 
His attacks aren't as slow as Bowser or DK, but they're just as 
powerful, plus he moves faster overall. If he ever tries to land a 
Smash or B button attack while you're both grounded, you'll have enough 
to time to stop him with a Confusion or Hypnotize. The main thing with 
Ganondorf is to STAY OUT OF THE AIR. He will kick your ass up there 
with his B + Up attack and his powerful mid-air punches and kicks. AS 
long as you both stay grounded, you should be alright. 
 
~To unlock Mewtwo, you must either rack up 20 hours of combined vs. 
play (20 hours with 1 human player, 10 with 2, and so on...) or play 
700 vs. matches. It's SUGGESTED that you simply leave your Gamecube on 
overnight and leave a game going to get the 20 hours.

*************
*** PICHU *** 
*************

---BACKGROUND--- 
 
Pichu first appeared in Pokemon Gold/Silver for the Gameboy Color (they 
were released simultaneously) as the pre-evolved form of Pikachu that 
you would receive by breeding 2 Pikachus. Since that Pichu has also 
been featured in Pokemon Stadium 2 for the Nintendo 64, Pokemon Crystal 
for the Gameboy Color and a game for the Pokemon Mini. Pichu wasn't in 
the original Super Smash Brothers and comes to Melee as a 'clone' of 
Pikachu. 
 
---GENERAL INFO--- 
 
Pichu is the lightest character in the game. Some of his attacks don't 
do as much as Pikachu's. Whenever Pichu uses an electric attack he 
damages himself (because he is as competent with electricity as Pikachu 
is). When you look at those stats Pichu does appear to be crappy. Fear 
not as no character is crappy in Super Smash Brothers Melee. Pichu is 
like a speeding bullet in speed not only is he a quick runner; his 
attacks are fast as well. He has some very powerful moves and has good 
dodges. The damage that he does to himself is quite minimal as well. 
Pichu has an awesome <- throw to so use it as well. Although Pichu is 
light and easy to knock around with practice and skill you can become a 
Pichu master.  
 
---REGULAR ATTACKS--- 
 
Forward Smash 
 
Ahh... the beloved meteor smash. Pichu charges up and shoots out a small 
electric charge. This attack doesn't hurt you that much (about 2%) and 
sends enemies flying. It's an excellent finisher. The attack takes a 
few seconds to perform it can be a good edge guarder against players 
with slow jumps. 
 
Down Smash 
 
Pichu swings his head to both sides of him bashing enemies. It isn't 
that fantastic since Pichu already has a clear-out move (thunder). If 
you need to clear out quicker though then use this move. 
 
Up Smash 
 
Pichu slams his head into the air above him. It's quite powerful and a 
great build-up to his thunder attack. It's also good to start a juggle. 
 
---SPECIAL ATTACKS--- 
 
B: Thunderjolt 
 
Pressing the B button will send out an electric charge that'll bounce 
up and down off the ground until it hits somebody. It does about 8%, 
but does 1% to you. It is Pichu's only move that he can hit someone in 
the air with. If you use the Thunderjolt in the air or on the edge of a 
platform it flies diagonally until it hits someone. Great if you don't 
want to bother with Thunder as an edge-guarder. 
 
B ->: Headbutt 
 
Quite simply Pichu's best move. If you press ->+B Pichu will fling 
himself a little hitting an enemy in front of him. It does moderate 
damage. If you hold it, it can become a killing machine. Holding it up 
fully can do a blow as devastating as the Falcon Punch. Pichu flings 
himself forward more the more it's charged up so charge with caution if 
you're on a small stage. Oh it only does about 1% damage to Pichu too.  
 
B ^: Quick Attack 
 
This is Pichu's come-back move. It's very quick and it sends you quite 
far. Pichu shoots himself into the air. If you tap the control stick 
again you will do what's called the double teleport. Unlike Pikachu's 
however it doesn't damage enemies. 1% damage to yourself if you do a 
single teleport an extra 2% damage if you do another one. 
 
B V: Thunder 
 
Now we're getting to the good stuff. Thunder is an unbelievable 
powerful clear-out move. Pichu calls upon a cloud in which a lightning 
bolt comes out and hits Pichu. There are 3 strategies for this move. 
The first is as a clear-out move. Since there's a small span of 
electrical charge coming out when Pichu hits himself you can hit 
multiple enemies if they're crowding around you. The second is an 
ultra-hyper cheap edge-guarder. It's almost impossible for the enemy to 
dodge this if the timing is right. The third is if enemies are on a 
higher platform if you're directly underneath them you can hit them 
from above. As an added bonus if you use that method you don't get 
hurt. The other two methods will probably do about 4% damage to 
yourself. 
 
 
--OPPONENTS---  
 
Swordsmen: (Link, Young Link, Marth, Roy)  
 
Swordsmen are a huge pain in the ass. However, they suck at aerial if 
you can start at them from the air then get down on the ground to do 
battle you should be fine. You can also use your Thunderbolt to stun 
them then waltz up and close range the hell out of them. Your throw is 
a good idea ass they are pretty weak against edge guarding. Frequent 
dodges can also work (ex. You run up to the enemy and dodge back. You 
repeat then the next time, flip to the other side of him and attack). 
Remember about Roy and Marth's Counter attack, as it seems to be 
forgotten quite frequently. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
These folk are about medium difficulty for Pichu. Fox and Falco 
shouldn't be too hard as they have strong aerial ability; use your 
Thunder to kick their ass. Capt. Falcon isn't that much trouble either 
because of your quick aerial ability. His good attacks are all slow or 
start from a distance so use thunderbolt to stop the Falcon kick and 
the B-> attack while dodging his other attacks. The Pikachu/Pichu duo 
are VERY annoying. Your excellent edge-gaurding abilities don't matter 
at all. Your faster than Pikachu so use your speed to your advantage. 
Pichu should be thrown frequently as speedsters all seem to be 
vulnerable to throws and you have an excellent one.  
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers)  
 
Ahh... the close-rangers; sometimes they are the hardest, sometimes they 
are the easiest. Your victory is pretty dependant on how well they 
utilize their projectiles. For the Mario team it'd be best to remain 
aerial as you have good air attacks. Juggling them is also does well. 
For Yoshi, Game and Watch and the Ice Climbers you should dodge 
frequently. They have awesome smash attacks and will KO you at any 
point of weakness. You have superior projectiles and they all are weak 
against edge-guarding. With the exception of Yoshi you should use 
Thunder as frequently as possible.  
 
Long Range: (Ness, Samus, Mewtwo) 
 
Throw everything you've been doing before out the window as these guys 
are the only you should stick to. Stay grounded too as all of them have 
excellent aerial attacks. You should be able to dodge their projectiles 
without skipping a beat and they have crappy ground with the exception 
of Ness's bat. They're completely helpless against your thunder. 
Whatever you do though, do not edge-guard Ness. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda)  
 
These guys are tough. Pihcu is quite vulnerable to juggling so stay 
grounded. With the exception of Zelda all can be edge-guarded to death. 
They're also fairly slow so try dodging. With the exception of Kirby 
they all are good juggles. Their projectiles are slow so starting with 
a thunderbolt is always a good idea. Use the same strategies you would 
for Capt. Falcon against Shiek. 
 
Heavy Hitters: (Donkey Kong, Bowser, Gannondorf)  
 
These guys would seem hard but with the right amount of dodging can 
become very easy. None of their hard-hitting attacks are quick so 
dodging the right way can be great. Bowser's Down-B move takes a fair 
while to actually start so you can juggle them easily. Bowser and 
Donkey Kong can be edge-guarded quite easily, but Gannondorf is more 
troublesome to edge-guard. Using your quickness and agility should 
allow you to prevail. Stay on guard as they take a lot to defeat and 
even if they haven't hit you your damage will still rack up and one 
well-placed DK Punch/Claw Swipe/Warlock Punch/whatever can kill you. 
Stay alert and you should be fine. 
 
~Pichu is unlocked by completing Event 37

************************** 
*** Mr. Game and Watch *** 
************************** 
 
---BACKGROUND--- 

Originally starring in the Game and Watch portable series (created by 
Gunpei Yokoi) this character came as a total surprise. He has starred 
in many games including the popular Fire Rescue Game and Watch. This 
monochrome simplistic looking character never had a name until Super 
Smash Brothers: Melee came along. 
 
---GENERAL INFO--- 
 
What makes Mr. Game and Watch rock are his amazing smash attacks. They 
rack up a great amount of damage and -most importantly- they send 
opponents incredible distances. Mr. Game and Watch also has a decent 
throw, good comeback ability, a move that has the potential to do 100% 
damage and has quick jumps. His main downside is he's incredibly light. 
He's tied with Jigglypuff for 2nd easiest to hit off (the easiest is 
Pichu) and he can't run very quickly. However in the right hands he can 
still be amazing. 
 
---REGULAR ATTACKS--- 
 
Forward Smash 

Mr. Game and Watch's best attack period, he pulls out a frying pan and 
smacks the opponent. Using this you can both rack up incredible amounts 
of damage and send them flying. It's also very quick. It is the perfect 
finisher and is also very good for edge-guarding. Never hesitate to use 
this move. 
 
Up Smash 

This one is great at sending opponents flying off the top of the 
screen. Mr. Game and Watch puts on a scuba mask and headbutts the 
opponent to oblivion. It's a good juggle-starter and racks up a fair 
bit of damage too. If someone is coming down it can block most attacks 
too. 
 
Down Smash 

This attack isn't as powerful as the other two but it can still be 
useful. Mr. Game and Watch pulls out two hammers and smashes both sides 
of him. It usually isn't that great of a move but if you have an enemy 
on both sides then use this move. It's a great clear-out move. 
 
---SPECIAL ATTACKS--- 
 
B : Sausages 

Mr. Game and Watch pulls out his frying pan and flips sausages into the 
air. This move actually has two uses, it can be used as a long distant 
sausage attack or a close up frying attack. As far as the sausages go 
they're not very powerful but they are his only long distance attack 
and have varied distances. It's great to use to hit someone trying to 
come back to the platform. The second use is close distance. Mr Game 
and Watches frying pan is very hot so if someone touches it they can 
get hurt. It's good to use this to hit them back the pummel them with 
sausages. 
 
B -> : Hammer 

Mr. Game and Watch takes out a hammer and hits the opponents. The 
number on top of Mr. Game and Watches head shows how much damage it''l 
do and possibly it's effect. The numbers range from 1 (incredible weak) 
to 9 (amazingly strong and can almost instantly kill the opponent). 
Some of them also have effect. For example if the number is eight the 
opponent will be temporarily frozen. The more you use this the better 
chance of it being a nine is so use it often. 
 
B ^ : Trampoline 

In this move two firefighters magically appear with a trampoline and 
bounce Mr. Game and Watch into the air. Mr. Game and Watch gets sent 
pretty high up in the air so it's a good comeback move. It can be used 
to hit someone but it's usually pretty useless. It doesn't send them 
very far up and does little damage. Only use it to hit someone on a 
platform above you or to start a juggle. 
 
B V : Oil Spill 

This has the potential to be THE most powerful attack in the game. Mr. 
Game and Watch holds a bucket that can catch projectiles. That's not 
all however if Mr. Game and Watch catches three projectiles then he'll 
turn glowing. If you press down+B again he'll dump the contents out 
doing major damage. You move a bit slower though. The best strategy for 
this attack is to wait for the ideal time to attack. When you're new to 
Mr. Game and Watch you'll frequently miss but with enough practice you 
can use this for an instant KO. 
 
---OPPONENTS--- 
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
These are Mr. Game and Watch's worst enemies. It's hard to get close to 
them so it's best to hit them with sausages then start juggling them. 
Marth and Roy are tough because of their counter and huge swords so try 
to dodge often and smash when you get the chance. The Link's might 
throw projectiles at you so suck them into the bucket. A good strategy 
would be to hit them into the air. If they use links aerial down A move 
then dodge at the last second and smack them with your frying pan. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
These guys are quick but precise timing will do you good. When one of 
them come running up then use a smash A attack on them. Remember to use 
the bucket to suck up their projectiles too. Pikachu and Pichu are 
easily knocked around so smash often. For Fox and Falco you'll just 
have to use timing. They are easy to juggle so use that to your 
advantage. Captain Falcon will give you the most trouble but his 
attacks are slow so you'd be best to dodge then smash him and edge 
guard (watch out for his up+B though) 
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 
 
These guys should be pretty easy because you have powerful smash 
attacks. For Mario, Dr. Mario and Luigi get close and keep on smashing 
your heart out. Yoshi has the same strategy except watch out for his 
eggs and his down-B move. Ice Climbers will give you the most trouble 
since they have better smash attacks then you so your best bet would be 
to separate them then keep on attack one and make sure the other 
doesn't get near. When facing another Mr. Game and Watch try a mixture 
of sausages and smash attacks. It's essential to see what kind of a 
fighter he is. 
 
Long Range: (Ness, Samus, Mewtwo) 
 
These guys are Mr. Game and Watches greatest strength. If they go far 
away and try shooting projectiles at you then take out your bucket and 
unleash oil on them. If you get close to them you can pummel them with 
your smash attacks. Be sure to dodge Ness's bat and watch out for 
Mewtwo's smash attacks; they're pretty powerful. The main trick Samus 
has up her sleeve is the screw attack so practice your air dodges.  
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
Mr. Game and Watch shouldn't have too much trouble with these guys just 
smash, smash and smash. Their tremendous comeback ability is no match 
if you hit them right off the side of the screen. They have quick 
attacks so Mr. Game and Watch's run A will be useful. Once you get them 
off the stage edge guard like mad. Jigglypuff's rest attack is 
extremely dangerous so watch out. Try using sausages to lure them in 
then smash them into oblivion. 
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
 
These guys shouldn't cause too much trouble. Make sure to smash a lot. 
It may take longer but they're really slow so hitting them should be 
hard. Most of their attacks are slow too so dodge frequently. Ganondorf 
can annihilate you with combos so dodge often. Edge guarding is a good 
idea but they all have hurtful up+B moves so be weary and dodge.

~Mr. Game and Watch is playable by completing all of the Target Tests, 
Adventure Modes, or Classic modes for the other 24 characters.

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

5. LEVELS

ICICLE MOUNTAIN
An update of a level in the classic game Ice Climber, this stage is one 
of the more interesting stages of the game. For one thing, there are 
many many different platforms for the player to be on. Another thing is 
that the level will periodically move upwards or downwards, either 
quickly or slowly. Not only does this add to the challenge of the 
level, but it also adds a certain amount of strategy that is needed 
while playing.  

Unlocking: Already Unlocked 

Size: Moderate; doesn't side scroll, only up and down. 

Hazards: The level scrolling either up or down at varying speeds. 

Strategy: Play defensively here, and try to smash approaching opponents 
off the sides. Players will die a lot here, so staying alive when the 
stage moves is key. Good jumpers will usually win here, but even a 
skilled heavyweight can survive. If you can, try to time a meteor 
attack when the stage is rising at its fastest speed, in order to 
completely finish your opponent.  

***

PRINCESS PEACH'S CASTLE
On this level you fight atop Peach's castle from Mario 64. There really 
isn't too much to this level, besides the main roof being divided in 
two by a spire. There are buttons that randomly appear that can be 
pressed that will make platforms appear in different areas throughout 
the level, and there are two small floating platforms on both sides of 
the spire.  

Unlocking: Already Unlocked 

Size: Moderate 

Hazards: Bullet Bills will come down from the sky every once in a while 
and drill into the castle, eventually creating a huge explosion. 

Strategy: A good arena for some defensive battles around the spire. You 
don't want to be the one to cross over the tower. Let your opponent do 
that, and greet them with a smash attack. When the battles subside, 
cross to the otehr side and repeat this strategy. While platforms are 
added with switches, they don't substantially alter the playing field. 
sometimes they can even extend the stage close for the KO wall, 
requiring less effort to get rid of an opponent. When a Bullet Bill 
comes, try to use throws to send your opponents over there, saving your 
own skin. The blast is deadly, and a well-placed bumper can keep your 
opponent stuck at ground zero.  

***

RAINBOW CRUISE
A combination of Rainbow Ride and Tick Tock Clock from Mario 64, this 
level is one of the levels that keeps you on your toes. You start off 
on an airship, gliding across the skies. After a little while, the 
airship bumps into a platform and falls to the ground, leaving you to 
jump off the ship and onto the platform. The level continues to scroll 
and makes you go through many different platforms, including donut 
lifts, a swinging platform, and magic carpets.  

Unlocking: Already Unlocked 

Size: Large 

Hazards: There is a big chance of people falling off, going too far, or 
not going far enough off the scrolling screen. Beware. There are also 
donut lifts, which fall after holding the player's weight for a little 
while. Also, platforms just disappear when they near the end of the 
screen. 

Strategy: When you're on the boat, you want to try to knock your 
opponent downwards off the left side. Let your enemies do the 
approaching, and play territorial. When the boat falls, you'll mainly 
want to try to hit your opponents with your Up+B moves as you climb 
upwards. As soon as the stage levels out and you pass the giant 
pendulum, Try to smash enemies to the left, into the quickly advancing 
KO wall. When you drop, don't drop too soon, or you'll die. Tryp to hit 
your opponents upwards before landing on the boat again.  

***

KONGO JUNGLE
A remake of Kongo Jungle from the first game, this version adds more 
platforms in the main play area (two more to be exact, bringing the 
total to 4) and 2 smaller platforms off to the sides to help one come 
back from a Smash Attack. There is also a barrel under the stage, which 
will fire the player back onto the stage (or whatever direction it's 
pointing when it's fired).  

Unlocking: Already Unlocked 

Size: Small 

Hazards: Every once in a while, a Klap Trap will swim down the river 
and go right into the barrel, causing anyone who happens to wonder in 
while it's in there some damage. 

Strategy: This stage makes for some crazy vertical battles. The best 
palces to hit your opponents are from above and below. Strike right 
down the middle to send your opponents flying, and get 'em from below 
when they're on the main platforms. Along the bottom, hit them quickly 
from either side. You just have to know what attack to use, and when.  

***

JUNGLE JAPES
A rather straightforward level, there is one main platform in the 
middle and two smaller ones off to the sides. Under the platforms is a 
raging river; one that sweeps the player away in its current if they're 
unlucky enough to fall in.  

Unlocking: Already Unlocked 

Size: Moderate 

Hazards: The raging river is hard to avoid, as it seems to suck you in, 
and there are Klap Traps that jump out of the water periodically. 

Strategy: Since the holes are very easy to fall into, you'll want to be 
very cautious. However, once you get a feel for this level, you can use 
your opponents' unease against them. If you're facing a computer, 
they'll almost always suicide in the river, so just be cheap and trick 
them into doing that. Against a human, use those wide range moves like 
the Falcon Kick, the Firefox, and the Rumble Tumble Egg. If you can 
keep in control, your opponent is toast.  

***

GREAT BAY
From Majora's Mask, this level consists of one main area and a moving 
platform. The moving platform is a large turtle, who is familiar to 
those who played Majora's Mask. Besides just the turtles back, players 
can also jump on the 2 palm trees that grow on it. The main platform 
has 3 areas, 2 of which are about sea level. The higher one is more 
desirable to be on, as the lower ones allow for the player to be 
knocked into the water easily.  

Unlocking: Already Unlocked 

Size: Moderate when turtle is present, otherwise small 

Hazards: The turtle dives in and out of the water whenever it feels 
like it, so the player must be wary of that. 

Strategy: Your main concern here is to stay on the stage. Sure, it 
doesn't move, but getting back onto the lower platforms can be diffcult 
when you're within the water and unable to see yourself. By the same 
token, knock your enemies away every chance you get. Once an enemy is 
in the air, you have complete control over them. The turtle shouldn't 
be too much of a concern. Most of the fighting will take place near the 
lab. If you're caught in a juggling combo, escape to Tingle's balloon. 
It'll pop quickly, but you'll be able to regain control.  

***

TEMPLE
Inspired by Zelda 2: The Adventure of Link, this is easily the largest 
level in the game. There are many different areas, like temple ruins, 
underneath the temple, and on the temple. There are many many platforms 
scattered about the level, and there are a few different ways to get to 
certain areas from another.  

Unlocking: Already Unlocked 

Size: Huge 

Hazards: None really, besides the immense size. It can get hard to see 
your player... 

Strategy: Ok, so this level is probably one of the most fun levels in 
the entire game, and it might be the best from the two games. The left 
edge contains a gazebo, and standing on top or on the bottom allows 
maximum edge guarding ability. The gazebo's roof can be jumped through, 
so if people come to challenge you, play around and through that and 
use it to your advantage, before letting them use it against you. The 
middle of the level has four different tiers, the top, middle, bottom, 
and the very bottom. If you're on the very top of the ruins, you can be 
smacked from underneath, so watch out. Smash attack people to the left, 
because the right is too far away. A good strategy is to stay 
underneath and jump up or drop down to be annoying, annoying like the 
Hammer Bros. in Super Mario Bros. In the second layer, you have the 
little cave that leads down and to the left. This is the best play to 
camp if you have a high hit percentage, because if you're hit, you'll 
bounce off the walls, and smash attacks won't throw you hardly 
anywhere. Also, if people come into the cave from the top, use up a and 
up b attacks, and vice versa for the bottom. You'll be declared very 
annoying. On the third tier down, you've got a huge platform under the 
main platform, a great place to dispose of the characters you've worked 
up in the cavern second layer. It's fun to hit people down here, then 
edge guard, and, if people attack you, jump up to safety, or run away 
on the two different ways. Just don't go down to the fourth tier, the 
very bottom, because falling off here basically means that you're dead. 
Stay away from the very bottom at all costs, but if someone is down 
there, make them pay for their mistake by smash attacking them off the 
side and then guarding. On the right side of the whole stage is a set 
of ruins that make projectiles a pain, so if you are a close up 
fighter, stay in this area and draw the others towards you, then smash 
attack them to the right and off the edge. The off screen area is a 
little closer to the right side, so hitting characters off this side 
will result in more explosion KOs. You can pummel characters against 
the right and left side of the little knob that sticks up near the 
mouth of the cavern, and longer weaponed characters can hit through the 
knob.

A great strategy for beginners in this level is one I affectionately 
call "making the rounds." Used in many multiplayer games, it involves 
having a circular path that you go around in, hitting targets along 
that track. The track is the circle through the cave, onto the third 
tier, back up to the main platform and to the cave again. If you're 
chased, go quicker through the roundabout, and then come down on them 
when they are in a comprimising situation. I like to go clockwise, 
because then I can come down on the enemies as the jump upwards to the 
main platform. Park in the cavern until you realize that you're going 
to be whomped on, and then run through the circle and catch the enemy 
off guard. This can be modified somewhat for individual style.  

***

YOSHI'S STORY
This is a very generic, simple level. It's the familiar setup with the 
base platform, with three floating platforms above, arranged in a 
triangle. A cloud moves along a dotted line circling either side of the 
stage, but you can't rely on it to stick around. The only other thing 
worth mentioning is the fact that Fly-Guys (Shy-Guys with propellers, 
duh!) will fly past bearing food. You'll obviously want to be the first 
to grab it, for some quick healing (nothing substantial though. It 
won't be anyone's favourite level, but there's nothing wrong with it.  

Unlocking: Already Unlocked 

Size: Small 

Hazards: Nothing dangerous, but don't stick around on the floating 
cloud, or you'll be pushed off. 

Strategy: This one of those levels where basic strategies will work 
just fine. However, the platforms are relatively small, so aerial 
attacks will probably win the day here. Of course, be sure to get all 
the food that you can when the Fly-Guys come. Most characters have a 
dash move that will knock opponents off to the side or into the air for 
a bit, so use that to monopolize the snacks. Other than that, it's 
really just a case of "May the best man win". 

***

YOSHI'S ISLAND
Fashioned after Yoshi's Island in Super Mario World, this level 
contains nothing special, except for the spinning blocks. You hit the 
blocks, it rotates for a little while. There are 2 platforms comprised 
entirely of these, and one platform over a gap in the level comprised 
of these. Needless to say, playing on this level can get frantic and 
annoying.  

Unlocking: Already Unlocked 

Size: Small 

Hazards: The spinning blocks over the gap. 

Strategy: Beware the center gap. Any type of attack will set the blocks 
spinning, and that means it's ridiculously easy to fall in. However, a 
good spike down the hole will finish an opponent, so do that when you 
can. The other part that makes this level a living hell is the 
inclines. There's one on each side, and they both leave you dangerously 
vulnerable if you're above someone. However, there's an upside. Some 
characters have attacks that become very potent when racing downhill on 
the inclines. For example, if the Ice Climbers stand on the tiny pipe 
just behind the big one, face right, and use the Ice Shot attack, the 
ice blocks fly down the top of the pipe and race across the level 
absurdly fast. Very annoying, and very effective. The inclines make 
good sniping perches as well, for long-ranged characters like Samus. 

***

FOUNTAIN OF DREAMS
A run of the mill level, this is very straightforward. There is one 
main platform with 3 raised. The top raised one stays put, while the 
other 2 go up or down, depending on the water stream underneath them. 
Other that that, nothing happens in this level.  

Unlocking: Already Unlocked 

Size: Small 

Hazards: None 

Strategy: A basic level for simple fights. There's really nothing to 
say here in terms of strategy, because the fight is largely dependant 
on who you're fighting.  

***

GREEN GREENS
A remake of Kirby's Dreamland in the original game, this level offers a 
little more than its predecessor. For one thing, there are 2 platforms 
added, one to each side. Separating the platforms from the main part of 
the stage are star blocks (and occasionally bomb blocks) from the Kirby 
games. The player can break them apart, but the bomb blocks will blow 
you away.  

Unlocking: Already Unlocked 

Size: Small 

Hazards: Wispy Woods (the tree) will blow the players a certain 
direction and it tosses apples out that hurt you, the bomb blocks can 
blow you away. 

Strategy: Most of the action is going to take place in the center of 
the level. Wide-range moves work particularly well there, as do aerial 
attacks. When you have the chance, try to trick your opponents into 
setting off the bombs. They're very dangerous. Also, if you can meteor 
someone down below the piles of blocks, it will be very ahrd for them 
to get back up.  

***

CORNERIA
Basically a port of the Great Fox level from the original. You fight 
atop the Star Fox mothership, and Arwings periodically fly by and fire 
at the ship, highly damaging anyone in their firing range.  

Unlocking: Already Unlocked 

Size: Large 

Hazards: Arwings that zap you. 

Strategy: Compared to some of the other levels, this stage isn't very 
hazardous and is a basic stage for some competitive battles. If your % 
is low, try and work your opponent to one of the sides, preferably the 
left side, and knock him off and edge guard to knock him out at a low 
percent. If your damage is high, stay towards the middle and work up 
the opponent's damage. Another good technique is to hit someone against 
the side of the ship on the right repeatedly and work up some combos 
there 

***

VENOM
Still on the Great Fox, but at a different angle. Instead you fight on 
the four wings.  
Unlocking: Already Unlocked 

Size: Small 

Hazards: The Arwings are still here shooting at you. 

Strategy: This is a much smaller level than Corneria, but it has more 
sides so combos work well here. The best strategy here is to edge guard 
on the wings, swing the bottom wings dip very far down and they won't 
have much time to react. Meteor attacks work well from there for the 
same reason.  

***

BRINSTAR
A remake of the Brinstar from the original, this level remains pretty 
much inact except for it periodically breaking. A segment of the level 
on the right can break off if attacked enough. Also, the acid rises, 
but it's not always there to save you; sometimes it goes down too far 
and you'll be KOed.  

Unlocking: Already Unlocked 

Size: Small 

Hazards: The acid rises and kills you. 

Strategy: It's hard to work out good combos here since at any time the 
acid can rise up and interrupt you. Be on defensive here, pay equal 
attention to the level and to your opponent. Try to stay on the upper 
levels longer than down lower so you'll have more warning when the acid 
rises. Basically this level is a test to see who can avoid the acid the 
longest. If you have a meteor attack, you can use it to drive someone 
into the acid, and when they pop up, finish them off with a smash 
attack.  

***

ONETT
Ness's hometown is one of the few levels without edges, you just get 
KOed if you go out too far. It has two houses, with a Drug Store in the 
middle. The Drug Store has two awnings to fight on, but if you step on 
them two much they fall down. Periodically cars speed by out of control 
and skid into the level.  

Unlocking: Already Unlocked 

Size: Small 

Hazards: Cars speed by and can knock you back and forth between the 
houses or knock you out of the level. If you see the warning sign, stay 
off the ground. 

Strategy: A good, cheap strategy here is to get someone against the 
wall and just keep repeatedly hitting them while they get stuck. You 
can't do it too long though because a car could come by. Other than 
that it's a pretty basic level, so just use regular strategies. 

***

MUTE CITY
The F-Zero race track is one of the most insane levels of the game. You 
start on a singular platform speeding along a race track. The platform 
stops and disappears, leaving you to fight on the street. Then 3 
platforms pop up, and cars come by. Then you speed off again down the 
track. Sometimes you'll stop by a tunnel which can act as an extra 
platform.  

Unlocking: Already Unlocked 

Size: Small 

Hazards: The fast moving track can be a hazard, since if you're on the 
street and the platform takes off, you'll take damage. Also, the cars 
speeding by can literally knock you off your feet. 

Strategy: This level requires speedy KOs. Things are too frantic for 
flashy combos or special tricks, you've gotta keep on your feet and 
just attack with everything. 

***

POKEMON STADIUM
You play on a large table similiar to a pool table, in a stadium. There 
are two platforms on either side. Every few minutes, the whole stadium 
changes to reflect a random element. For grass, a tree grows out and 
there are platforms around it, making the stadium look like a forest. 
For water, there are a few water spouts and fountains. For rock, big 
rocks along with a really large one on the left rise up.  

Unlocking: Already Unlocked 

Size: Small 

Hazards: Not a whole lot of hazards here, not even the stage 
transformations have any hazards to go along with them. 

Strategy: When the stage is in its natural form, just use basic 
strategies. However, when it transforms, be sure to get opponents up 
against a wall and don't let them escape. The windmill in one 
particular form makes an excellent sniping point, as well, and the mine 
form lends itself well to attacks from below.  

***

MUSHROOM KINGDOM
At first it may seem like a remake of the original Classic Mushroom 
Kingdom, but besides the graphics, the design is totally different. 
Instead of one main pit in the middle, there are two. The see-saw 
platforms are still there, one for each pit. Also, the bricks are now 
breakable, and fill a lot more of the level. Question blocks randomly 
appear, and when broken reveal items. Unfortunately, the warp pipes are 
gone.  

Unlocking: Already Unlocked 

Size: Small 

Hazards: The only hazards really are your own clumsiness, since this 
level can be hard to navigate sometimes.  

Strategy: Unless you're a heavy character, your best bet is to stay on 
the sides, away from the bricks, because they don't give you a lot of 
room and you can get heavy damage from people knocking you against 
them. Staying on the side is also dangerous since at low percents a 
simple smash attack can KO you.  

***

BRINSTAR DEPTHS
This arena takes some inspiration from both Metroid and Super Metroid - 
touched off by a haunting arranged version of the classic theme 
"Kraid's Hideout" from the original game. The entire structure of the 
arena resembles a large, bumpy, organic rock suspended high up above an 
enormous lake of deadly lava below. The stage consists of several 
different fighting planes, yet only one plane is fully accessible to 
fight on at a time as the entire stage will rotate every minute or so, 
turning what may have been a previously safe plane into a treacherous 
side-wall, or the bottom of the arena.  

Unlocking: Play a total of 50 Vs. matches 

Size: Small, no matter what position the rock is in. 

Hazards: Nothing really worth mentioning here, unless you want to count 
the TWO-HUNDRED FOOT TALL REPTILLIAN MONSTER in the background 
responsible for turning the stage around every fifteen seconds as a 
'hazard'. Yes, Super Metroid veterans will be delighted to see the 
Brinstar-guarding mega-lizard Kraid in all his full glory here. Poor 
Ridley didn't get much of a cameo in the original Smash Bros., as his 
only appearance was a random shot of his shadowy figure flying across 
the background in the original Zebes stage. Here, however, Kraid not 
only takes up the entire screen (once again!), but he swings his 
massive claws down upon the arena he towers, causing the entire stage 
to completely tilt to one side or the other. Therefore, the entire 
battle area is in itself a hazard! If players aren't alert, they may 
fall off the rock as a result of this, making Brinstar Depths one of 
the most unique, as well as nerve-racking, battle stages in Smash Bros. 
Melee. 

Strategy: The best strategy you want to aim for in the Brinstar Depths 
is obvious -- take advantage of the rotating planes, and avoid falling 
a victim of it yourself. To do this, though, you'll have to get 
accustomed to your surroundings. Now, take note that Brinstar Depths, 
due to the fact that it randomly rotates, is actually many arenas in 
one. Technically, there are six main planes to fight on - default, 
left-shift, double-left shift, right shift, double-right shift, and 
triple-right shift. However, there is often a small imbalance involved 
whenever Kraid returns the arena from its previous tilt, create a huge 
number of different battle planes (but we won't get into them as that's 
a tad too technical).

DEFAULT - aka the top side of the arena (or the area you'll always 
start on at the beginning of a match). From the default position, take 
note of the small, suspended rock platform to the left. This platform 
serves little use other than a place for temporary recuperation. This 
platform is not passable from the direct top or vice-versa (unlike most 
platforms in SSBM), so the only way to get on top of it is to jump ~on~ 
it and not ~through~ it. This may sound like extraneous information, 
but keep in mind that if you're standing on the center of the platform, 
you're generally safe from attacks directly ~below~ you. Hence, this 
platform serves as a good base for projectile-based fighters, as you 
can send attacks from afar at your opponent, and seeing that you're on 
a sturdy platform you can usually see most attacks coming (they'll 
often have to jump to a level on par with yours to attack, giving you 
ample time to form a defense plan). The platform also serves well for 
characters with an attack that takes time to be charged (i.e. Samus, 
Donkey Kong), as you're less vulnerable to many attacks while standing 
on this small refuge. Beware the immediate left of the platform, 
however, as it sits dangerously close to the far left side of the 
arena, where you're open for a KO if hit from the right with a powerful 
attack. Now, take note of the glowing pillar that sits near the center 
of the plane. This small pillar serves as a guard against many attacks 
(although it will not protect against smash attacks or other close 
range attacks if you're standing right next to it, so keep that in 
mind), and also cannot be crossed without jumping over it (er...duh.) 
Take advantage of your opponent's low guard here. Keep in mind that the 
enemy must jump over this pole to get to your side and vice-versa. If 
the enemy advances at you by jumping over the pillar, have a ready 
counter-attack ready (such as an upward smash move or a projectile 
attack). If it's you that must jump over the pillar, have an escape 
route ready in case your enemy decides to maul you before you land 
(keep your air dodge in mind here!). There is also an identical pillar 
sticking out from the right corner of the arena, which will serve 
greater use later as we will discuss in the strategy. Now, at the 
bottom right of the arena, another platform hangs in midair (similar to 
the platform to the left). If you happen to fall off the right side, 
this is your last resort, so keep a mental note of its location.

Now, here's where it gets interesting. Within seconds of the battle's 
start, Kraid will lift his ugly face directly facing you, the player. 
After roaring in rage a couple of times, he will send his fist down 
upon the arena, causing it to randomly rotate left or right. REMEMBER: 
in order to anticipate which way the stage is going to tilt, keep your 
eye on his movements. If he swings his right arm down (or left arm from 
the player's perspective), then the stage is going to tilt to the left. 
If he swings his left arm down (or right arm from the player's 
perspective), then the stage will tilt to the right. After which, 
everything is all topsy-turvy. Whooo... don't fall. Now, starting from 
the default plane -

LEFT - Remember the pillar that stuck out from the right corner? It's 
now the center pillar, and the former bottom right platform is now 
suspended to the immediate right. Note that there is no support to the 
bottom-right now, so take advantage of this situation and don't fall a 
victim of it. Try to keep your opponent to the right as it is 
especially treacherous on that side.

DOUBLE-LEFT - The former right platform is now directly centered 
overhead, and you'll notice that the default plane has become the 
bottom plane.... Top-side up that is. The battle area is a bit more 
bumpy now, so vertical and aerial attacks are key over straight 
horizontal attacks. Also, take advantage of the platform overhead and 
corner your enemy beneath - knocking an opponent straight up into it 
will send them ricocheting straight down again, making way for some 
excellent combo possibilities.

RIGHT - If Kraid initially rotates the arena to the right, you'll 
notice that both pillars become ledges for the right sidewall (which 
was previously the default plane). Take advantage of the ledges and 
send your opponent flying down below, where they'll find it difficult 
to get over the pillars from beneath. Also, take note that the platform 
that was originally at the bottom-right has become directly centered at 
the bottom. Make it a last resort and try to land on it if you're 
falling to your doom.

DOUBLE-RIGHT - Original left platform is now suspended at the right, 
the default plane's center pillar is now the only ledge on the narrow 
right sidewall, the previous left wall is now the top plane, the bottom 
right platform has become the bottom left platform and the original 
far-right pillar now hangs off the wall (it's useless). The top plane 
is very narrow here, so close-ranging fighting is a given. Lure your 
enemies to the right sidewall from the pillar-ledge and smash them to 
the right, and edge guard.

TRIPLE-RIGHT - Bottom plane now top plane (reversed), a platform lies 
to the bottom left and the bottom right. Plenty of quazi-safety lay 
near the bottom so focus on sending your opponents flying to the far 
left or right (or up) rather than down.

And always be sure to land your strongest offensive whenever or right 
before the stage turns. During the time the stage is moving, the 
opponent will always have the toughest time getting back on his or her 
feet after getting knocked off.  
 This stage, taken from Earthbound, is SSB:M's replacement to SSB's 
Saffron City. At first, players will tend to suicide a lot, but as 
their skill improves, so will their footing.

***

FOURSIDE
Set along the skyline of the populated city of Fourside, this stage is 
a haven for wall-jumpers. Occasionally, a flying saucer will descend 
from the heavens, offering a flat (yet VERY slippery) surface for a 
quick one-on one joust.  

Unlocking: Play a total of 100 Vs. Matches 

Size: Medium 

Hazards: It's easy to fall down the gaps between buldings, but other 
than that, the flying saucers and the moving platform on the right 
don't really present a danger.  

Strategy: The best way to KO someone here is to meteor them down one of 
the gaps on either side of the central building. Mario's midair forward 
A move is ideal, but if your character isn't skilled with meteor 
attacks, it's best to try other strategies. Try to catch someone in a 
juggling combo right as they traverse over the central building. Also, 
it can be a good idea to hide under the platform on the left, smacking 
those above.  

***

BIG BLUE
This is probably the most hectic arena in the game. you'll start out 
fighting on top of the Falcon Flyer (Captain Falcon's flying rocket), 
but below you lies a racetrack teeming with F-Zero cars. Eventually, 
the Falcon Flyer will leave the screen, and you'll have to nimbly 
navigate the various (highly detailed) rocket powered vehicles. 
Occasionally, some platforms will pass by, creating an infinite amount 
of stage setups. The Falcon flyer will return every once in a while, as 
well. Once again, SSB:M proves that physics just plain don't matter in 
video games (if you watch the skyline, you'll notce the level actually 
goes upside-down!).  

Unlocking: Play a total of 150 Vs. matches 

Size: Small 

Hazards: Whatever you do, don't touch the track itself. Since the stage 
is moving along it, you'll be left behind and KO'd. It can be difficult 
to tell where the KO walls are, so watch out. If the screen is no 
longer zooming out to acommodate your character, get back towards the 
main area. 

Strategy: This stage can be very hard to stay alive in, but if you can 
manage it, you have a great tactical advantage. Always keep track of 
where the platforms are. If you've got a move that can teleport you 
horizontally, that is probably your greatest advantage. Use that move 
often if you have it, and keep your opponents on the run. Finally, try 
to use moves that knock your opponent out cold on the ground for a 
moment. If you can knock them onto the track, they probably won't be 
able to get up quickly enough. Most of all, keep in the air. A player 
who stays grounded is a player who dies fast.  

***

POKE FLOATS
If you're one of those guys who likes to call themself a "mature" 
gamer, you'll want to remove this level from the random stage switch, 
and never play on it if you can help it. Similar to Rainbow Ride, this 
stage consists of several different platforms constantly scrolling 
through the skies. The difference? The platforms are giant Pokemon 
shaped balloons. Players start on top of a Squirtle, and finish atop 
several Unown flying rapidly across the screen.  

Unlocking: Play a total of 200 Vs. Matches 

Size: Large 

Hazards: Since the balloons never stick around for long, it's important 
to keep moving.  

Strategy: Like Big Blue, you've got an advantage over your opponent if 
you can learn to navigate the stage. And, like Big Blue, it's best to 
use Aerial attacks. One good meteor attack can finish an opponent here, 
since the platforms have curved edges that don't supply a good footing 
for a recovering player. Of course, don't hang around on any one float 
for long. When you get into the quicker sections of the level, focus 
less on fighting than getting down where you're supposed to be. 
However, once you get down to the Slowpoke (the pink one with the long, 
curving tail), you can really focus on trying to KO your opponent.  

***

MUSHROOM KINGDOM II
This stage is cool-looking, but highly dangerous. Set over a waterfall 
from Super Mario Brothers 2, Mushroom Kingdom 2 (its correct name 
should actually be Subcon) is scored by the 8-bit version of the SMB2 
theme. Occsionally, you'll see familiar enemies Birdo and Pidgit walk 
or fly by in pixelly form, which is a nice touch.  

Unlocking: Win the Birdo Trophy 

Size: Medium 

Hazards: Birdo sometimes spits eggs, and the waterfall sucks you down, 
just like the river in Jungle Japes. 

Strategy: Your main concern is to stay away from the KO walls and pits 
here. They are extremely treacherous. Needless to say, that's where you 
want your opponents to be. If you've got a Meteor Attack, use that down 
the pits, and if you don't smash to the sides. Fights here can often 
lead to King of the Hill games: everyone wants to be in the center.  

***

BATTLEFIELD
This is a simple, generic Smash Brothers level. Nothing more, nothing 
less. It is made for a simple, all-out brawl, and is best played 
without items. There's really ntohing else notable about this level, 
other than the fact that it is the level where Metal Mario and the 
Fighting Wireframe Team are fought.  

Unlocking: Beat All-Star Mode 

Size: Small 

Hazards: None. 

Strategy: Along with Final Destination, the most basic stage in the 
game. There's absolutely no hazards or moving platforms of any type. 
The only thing you have to rely on here is your pure skill. Nothing 
else can help you, other than items.  

***

FINAL DESTINATION 
This stage is simple: a long, flat platform. This is where you fight 
the Master hand(s), along with Bowser or Giga Bowser. There are no 
other platforms or hazards, just the arena and a background filled with 
effects.  

Unlocking: Beat Event 51 

Size: Medium 

Hazards: None  

Strategy: Though this stage is perfectly flat, there are actually some 
important things to know. Number one, stay grounded for the most part, 
unless you're juggling. There's no platforms or sniping perches to 
swoop down from, and just some jumps from the ground won't give you 
much of an advantage over your opponent. Number two, watch out for 
wide-area moves like Rollout or Rumble Tumble Egg. There's no obstacles 
for them, so that means you will be vulnerable. However, if you've got 
one of these types of moves, use the hell out of it.  

***

CLASSIC DREAMLAND
Ah, the classic, simple Smash brothers stage. This is the stage that so 
many other stages were built upon. Base platform, with three platforms 
above it, the highest one being in the center. Classic...  

Unlocking: Beat Target Test with all characters 

Size: Small 

Hazards: Wispy Woods will try to blow you away 

Strategy: There's not much to be said about this level. Use the same 
strategies you always have. When Wispy Woods starts blowing, try to 
smash your foes in the same direction. It makes it that much more 
difficult for them to get back.  

***

CLASSIC YOSHI'S ISLAND
The second of the stages from the original, this is the largest of the 
three. Not only is the main area very big, but there are a few clouds 
off to the side which extend the level considerably.  

Unlocking: Hit over 1300/1400 feet in the Homerun contest 

Size: Medium 

Hazards: The clouds on the sides will disappear temporarily if stood on 
too long.  

Strategy: Since the main area is a set of platforms aligned vertically, 
try and hit your enemies from below. Combo hits are incredibly useful 
here. If the battle heads off to the clouds on the sides, try to knock 
your opponent downwards before heading back to the stage. The clouds 
are a dangerous place to go, so naturally you'll want to send your 
opponents there. Edge-guard like crazy here. If your opponents mess up 
and end up beneath the platform, they're toast.  

***

CLASSIC KONGO JUNGLE
The last of the original SSB stages, Kongo Jungle is also the most 
dynamic. Though nothing compared to the constantly changing Mute City 
and the self-scrolling Rainbow Ride in terms of stage alteration, the 
moving platforms and barrel beneath the stage add elements of strategy 
and timing that normally wouldn't be there.  

Unlocking: Beat the 15-Minute Melee 

Size: Small 

Hazards: Nothing dangerous. 

Strategy: This is one of the few stages where long-range and close-
range attacks can coexist effectively. You also have a much better 
chance of making a successful return than in most stages, thanks to the 
barrel cannon and "soft" base platform. Use this to your advantage, but 
don't let your opponents do it. If an enemy is about to reach the 
barrel, throw something- ANYTHING- at them to foul them up. Edge-guard 
a lot, as it's the key to success here. Most importantly, make use of 
items. The arrangement of platforms lends itself particularly well to 
jumping with a hammer or lining up a shotgun blast.  

***

FLATZONE
This is one of the most interesting, but most treacherous stages in the 
game. You fight INSIDE a Game and Watch console, and your characters 
(you can't see it too well, but a spinning Rumble Tumble Egg can reveal 
it) are actually flattened like paper cut-outs. Unfortunately, the 
stage is insanely tiny, making survival difficult.  

Unlocking: Beat Classic Mode with Mr. Game & Watch 

Size: Small 

Hazards: Occasionally, tools fall from the sky, and a man spills oil on 
the ground. The platforms also shift a lot.  

Strategy: The stage is incredibly small, so use that against your 
opponents. Smash them to the sides, and if they roll in the wrong 
direction when recovering (I'm not kidding), they'll get KO'd. Also, 
you can score a kill at 0% damage by knocking a foe upwards. A well-
placed smack from below is all you need for that extra point.  

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

6. MODES OF PLAY

====REGULAR MATCHES==== 
 These are the main single-player matches against the computer. It pits 
you against opponents each with one life, mainly for survival. You'll 
have to compete against weaker characters, stronger characters, in 
teams, metal characters, and sometimes against the environment and no 
characters at all. There are always opportunities to get trophies, 
whether you have to work for it or not. There are three modes, each 
somewhat similar but contain many differences: 
 
-CLASSIC- 
 This is the standard single-player inspired by the original Super 
Smash Bros.. It pits you against random opponents (all with one life) 
for survival, and even though you have no idea who you will be 
fighting, there is always a set pattern: 
 
1. Standard Battle - You have to KO one opponent in the opponent's 
stage. 
2. Team Battle - You and a random computer partner against two computer 
characters, and the last one standing wins for that character's team. 
3. Bonus Stage: Break the Targets - You are alone in your chosen 
character's "Break the Targets" stage from the Stadium, and basically 
all you have to do is use your character's skills to break specially-
placed targets. The more you break and the faster you break them, the 
higher your score. 
4. Standard Battle - Like before, you VS. one random character in that 
character's stage. 
5. Team Battle - You and two other random computer characters go 
against one giant character (as if they had eaten a Super Mushroom) 
with greater attack power and defense. Use strong Smash Attacks to 
knock this guy out quickly. 
6. Bonus Stage: Snag the Trophies! - Three random trophies fall from 
the sky, and you have to kick, punch, whatever the trophies into a cup 
in the middle. Whether you get none or all three of the trophies still 
allows you beat the level. Try to use up attacks to knock it higher 
into the air, then use weak attacks to move it across the stage into 
the cup. Skip trophies that you already have, unless you have all of 
them, then just try to get the last one for a challenge :-).  
7. Standard Battle - Just like before, KO one random opponent in their 
stage. 
8. Team Battle - This time, you don't have a team. You alone must fight 
10 of one random character, as they fall in two's or three's from the 
sky. In Very Easy, Easy and Normal, these characters are easy and can 
be taken out with a single smash attack, but in Hard and above they 
aren't so easily beaten. 
9. Bonus Stage: Race to the Finish! - This maze-like level has doors 
all over it so you can beat this in two seconds if you want, but the 
more doors you skip the more coins you'll get. You run and jump across 
this level, avoiding lava, spikes, and jumping on platforms to get 
farther in the allotted time. Make sure you jump into the nearest door 
when it starts counting down from five. 
10. Standard Battle - This time is actually different. You have to 
fight a random metal character, which means they don't flinch when hit, 
and it's much harder to knock them from the stage. Basically just beat 
up on them until their percentage is around 200 or so, then try to 
smash or throw them off they stage when they get close t the edge. This 
fight is always in the Special Stage, Battlefield. 
11. Final Battle - This is the boss of the Classic match. Like in Super 
Smash Bros., it is a huge floating hand with very strong attacks and a 
set amount of HP. Just use Up Smash Attacks and learn to avoid his 
attacks, and you can easily beat this boss. However, in Normal and 
higher, the Crazy Hand appears. This hand has different attacks from 
the Master Hand, and they work together to knock you off the screen. 
Since the Master Hand appears after you've already hurt the Master 
Hand, take him out first, and then go after the Crazy Hand. This fight 
is always in the Special Stage, Final Destination. 
 
 
 
-ADVENTURE- 
 These battles have many themed worlds to go through before actually 
getting to the battle, and sometimes you don't have to battle at all. 
This mode makes a few mini-worlds with obstacles from the character's 
original game to get through till the end, and there's a way to get 
some trophies, too. These battles are always the same: 
 
1. MUSHROOM KINGDOM: Side-scrolling race obstructed by Goombas, Koopa-
Troopas, and Para-Troopas. 
Fight: Defeat a team of ten Yoshis in the middle of the stage.  
Trophy: Yes 
Final Fight: Fight Mario and Peach at Peach's Castle  
Finish: Defeat Mario and Peach 
TIPS: 
A. Use the Troopas' shells to take out more than one Goomba at a time.  
B. Use the para troopas to hop across the level 
C. Keep a lookout for trophies on the ground and on platforms 
(sometimes they appear from killing Goombas and Troopas) 
D. If you end the level at a time that ends with two (such as 4:32 or 
5:12), then Luigi will appear instead of Mario, and he will challenge 
you at the end of the Adventure mode and if you defeat him you will 
unlock Luigi. 
 
2. KONGO JUNGLE: Two fights with very different forms of Donkey Kong. 
Fight: You VS. Two Small Donkey Kongs in Kongo Jungle  
Trophy: No 
Final Fight: Fight a huge Donkey Kong in Jungle Japes,  
Finish: KO Giant DK 
TIPS: 
A. Usually a Smash Attack or two will KO the two tiny Donkey Kongs. 
B. Use Up Smash Attacks to beat up on the Giant Donkey Kong. Do not try 
to throw him. 
 
3. UNDERGOUND MAZE: Race to get to the a randomly-placed finish, beat 
Link 0-5 times while avoiding Redeads, Octorocks and Like-Likes.  
Fight: 0-5 Links in different rooms throughout the level 
Trophy: Yes (sometimes you have to kill an enemy) 
Final Fight: You VS. Zelda in the Temple 
Finish: KO Zelda 
TIPS: 
A. From the beginning, fall down along the left wall until you get to 
the gap and continue upwards from there. 
B. You can get 30,000 more points with a special Bonus if you fight all 
5 Links before finishing the level. 
C. If a Redead grabs you, tap your buttons to make him let go. 
 
4. BRINSTAR: A fight and a race for survival. 
Fight: You VS. Samus in the Brinstar level. 
Trophy: Yes 
Final Fight: None 
Finish: After the fight, jump onto the platforms until you get to the 
top within 40 seconds. 
TIPS:  
A. Keep a lookout for the trophy on platforms going to the top 
B. Often the trophy will be on the platform to the left or right of the 
finish platform, so when you make the last jump to jump onto that 
floor, try to be to the left or right of the floor. 
 
5. GREEN GREENS: Battles with many different Kirbys 
Fight: You VS. 1 Normal Kirby in the Green Greens level. 
Trophy: No 
Final Fight: You VS. 10 Kirbys with powers from random characters 
(using his B attack) in the Green Greens level. 
Finish: KO last Kirby in the team. 
TIPS: 
A. Kirby is a very light character, so a few Up Smash Attacks should KO 
him. 
B. The Kirby Team is even lighter, so try to time your Up Smash Attacks 
so that you hit all three of them as they drop on top of you for three 
instant KOs. 
C. If you don't get hit by any of the Kirbys, a Giant Kirby will drop 
down and battle you. He will be harder to KO, so just beat up on him 
and try to smash him upwards as well, since the blocks on the side 
usually stop characters from being smashed from the side. 
 
6. CORNERIA: Two fights against Star Fox  
Fight: You VS. Fox on the Corneria level 
Trophy: No 
Final Fight: You VS. Fox with often attacks from the ARWINGs. 
Finish: KO Fox again 
TIPS: 
A. If Fox doesn't hit you at all before you KO him, in the next battle 
Falco will fight instead of Fox. 
B. Try hitting Fox/Falco into the ARWING shots to hurt him more. 
 
7. POKEMON STADIUM: Fight an assortment of Pokemon, with Pokemon. 
Fight: You VS. 10 Pikachus, 1 Jigglypuff, and 1 Pichu in Kanto Stadium 
Trophy: No 
Final Fight: None 
Finish: KO last Pokemon. 
TIPS: 
A. Many Pokeballs fall from the level. Try to pick them all up and you 
can beat this level without ever making one attack. 
B. Pichu and Jigglypuff will try to use the Pokeballs more than the 
Pikachus. Take them out before the Pikachus. 
 
8. F-ZERO GRAND PRIX: Run a marathon on a racetrack (avoiding the 
racecars) and fight a racer. 
Fight: You VS. Captain Falcon in Mute City 
Trophy: Yes 
Final Fight: None 
Finish: KO Captain Falcon 
TIPS: 
A. Make sure you tap the Control Stick to run instead just walking fast 
by moving the control stick to the right. 
B. If you have a fast character, you can skip two platforms before you 
have to jump on one to avoid the cars. If you have a slow character, 
try jumping on every other one.  
C. Keep a lookout for a trophy on the platforms or on the road. 
D. After the cars start coming, you can jump off your platform after 
about three seconds or so, since the cars go so fast that by the time 
you touch the ground they will already be gone. 
 
9. ONETT: Fight three Nesses 
Fight: 3 Ness characters of standard health on the Onnet level.  
Trophy: No 
Final Fight: None 
Finish: KO last Ness 
TIPS: 
A. There are a lot of Mr. Saturn items in this level. They aren't 
particularly useful unless you want the Bonuses, so try to avoid them.  
B. Try to stay on the ropes to the right. Here they trees don't block 
you, the cars on the bottom can't get you, and the Nesses usually will 
attack head on to get to you. Try to Smash them to the right to KO them 
quickly. 
 
10. ICICLE MOUNTAIN: Race to the top to fight the Ice Climbers, 
avoiding the Topis, Polar Bears, and Freezies 
Fight: You VS. 2 Ice Climbers in Icicle Mountain level 
Trophy: Yes 
Final Fight: None 
Finish: KO the last Ice Climber 
TIPS: 
A. Halfway through the level the screen will start going up much 
faster. Be ready and try not to snag a trophy during this time. 
B. When the screen is going slow, try to kill both a Topi and a Polar 
Bear, and grab a Freezie to hit a Topi with. You can get Bonuses this 
way. 
C. Try not to smash the Ice Climbers up, because sometimes they will 
land on the platforms above you. Try smashing them to the side to 
quickly KO them. 
 
11. BATTLEFIELD: Defeat 3 or 4 tough opponents 
Fight 1: You VS. 15 Wire-frame opponents in Battlefield level 
Fight 2: You VS. 1 Metal Mario in Battlefield level 
Trophy: Yes (You will get a trophy of your character if you beat this) 
Final Fight: You VS. 1 Bowser in Final Destination level 
Finish: KO Bowser  
TIPS: 
A. After unlocking Luigi, Luigi will also appear Metal with Mario. Do 
not rely on flinching or throwing to beat them, try smashing them near 
the edge. 
B. For some reason, you jump higher and fall slower in the wireframe 
battle. Adjust to this and be careful. 
C. On Normal and harder, after defeating Bowser, he will come back and 
become Giga Bowser. He is very big and very powerful. Try to reserve at 
least one life for him, as he is hard to KO. 
 
-ALL STAR- 
COMING 
 


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

7. ITEMS
 

Barrel Cannon 

 Throw this barrel at an enemy and they'll get stuck inside. The barrel 
will then continue to move and spin all around. Hit your A button to 
launch them in whatever direction the barrel is facing.  
Use: This is particularly useful on small stages or ones with gaps, 
like Mushroom Kingdom or Fourside. Simply trap an opponent in the 
barrel, wait till it's over a cliff and facing down, then launch them 
to their death. This item is easily confused with the "capsule" Barrels 
that contain other items. You should also note that these items travel 
slowly, so you can easily avoid one heading in your direction. 
Value: 3 
Origin: Donkey Kong Country 
Downside: None, really. It's just not all that good. 

Beam Sword 

 The almighty Beam Sword from the original SSB makes its triumphant 
return in Melee.  
Use: Do I really need to tell you how to use a sword? When your 
character is holding one, they will use it instead of their standard "A 
button" moves. The sword will extend their reach, damage, and flying 
potential higher than that of the standard attack. The sword is, of 
course, also more powerful when used as a smash attack. The item is 
still very good, but it tends to be overshadowed by some of the new 
additions. 
Value: 7 
Origin: Ripped off of Star Wars 
Downside: None 

Bob-Omb 

 A very powerful bomb that can easily KO an opponent but often results 
in suicide.  
Use: The Bob-Omb first drops onto the battlefield as a standard bomb. 
If you are standing near one in this state, feel free to pick it up and 
hurl at the nearest opponent. However, once it begins moving, STAY 
AWAY, because colliding with one will either kill or heavily damage 
your character. If you're on the other side of the screen, just don't 
bother. By the time you see it and then get over there, the bomb will 
begin moving soon and it's simply not worth the risk of almost dying. 
If somebody throws a bomb at you, you could either jump, block, or 
catch it. If you have the skill to catch it, then more power to you. 
Try throwing it back if there's time left before it explodes. 
Otherwise, use the shield or your character's projectile deflection 
move where applicable. Playing the game, you'll likely find that the 
bomb item accidentally or randomly kills somebody more than it is 
effectively used as a weapon. direction. 
Value: 2 
Origin: Mario Series 
Downside: Easy to kill yourself. Easy to be killed by one randomly 
walking around. 

Bunny Hood 

 Imagine your character on speed.  
Use: When your character dons the Bunny Hood, aside from looking 
fruity, he or she will be able to move twice as fast and also jump much 
higher. These effects last for only a limited time, so use them quickly 
and use them well. How, you ask? In combos, certainly. Smack an 
opponent into the sky and use your incredibly speed and height to KO 
them on their way down. If you're a "lumbering fatass" character like 
Bowser, the item is particularly useful because it removes your 
character's basic flaw. 
Value: 4 
Origin: Legend of Zelda: The Ocarina of Time 
Downside: Faster speed means you fall faster as well. If you're not 
used to playing as a fast character, make sure you take this into 
account. It also wears off suddenly, so don't go for a meteor attack 
too far away from the edge if the time's about to end. You could wind 
up with a second jump much weaker than expected. 

Cloaking Device 

 You've got semi-invisibility a-la predator. What're you going to do 
with it? 
Use: Start doing smash attacks on other characters who are otherwise 
preoccupied and won't notice you. You're totally invisible while 
standing still, so also try camping on a high- trafficked platform 
charging your smash moves, then unleashing on whoever happens by. Also, 
you never take damage while invisible. You can get knocked around, but 
your percentage will never rise until you're visible again. It's nice 
if you can find the other players, to whomp on them, but it's easier to 
find them and do said whomping if they aren't invisible and invincible.
Value: 3 
Origin: Perfect Dark, which ripped it from the Predator movies 
Downside: You can't see yourself either. It's easy to lose track and 
suicide or misjudge an attack so that it misses. When you attack, you 
will become visible for a short period of time. Use this to see (or be 
seen). 

Fan 

 If the Beam Sword sucked, it would be the fan. 
Use: The fan is very very weak, but is swung rapidly. In theory, you 
could use it to rack up damage on somebody real close to you. Still, 
it's less effective than just using regular moves. The only real thing 
keeping this item from being totally worthless is that a smash attack 
or two from it will break an opponent's shield. If you've got a 
turtling newbie player ticking you off, you'll have found the perfect 
opportunity to use it. Most of the time, just don't bother picking this 
up. 
Value: 2 
Origin: Just a silly little accessory that frilly ladies carried around 
back in the day. No one knows why. 
Downside: Incredible Levels of Suckitude 

Fire Flower 

 Blow fire for heavy damage.  
Use: Hold the item and hit A to blow fire at the enemies much like that 
of Bowser's attack. An opponent in the flame will be unable to move and 
quickly gain damage until the flower runs out of power. Once this 
happens, throw at the opponent to stun them for another second before 
you use a smash move for the KO. 
Value: 5 
Origin: Mario Series 
Downside: Runs out spontaneously, vulnerability from the back while 
using, difficult to tell from Lip's Stick item. 

Flipper 

 Set this somewhere and it will bop enemies around.  
Use: Pick up the item and throw it somewhere to have it stop in the air 
after a short distance. Until it disappears, enemies colliding with the 
bumper will be driven backward. If this happens to be powerful enough 
that it KO's the opponent, you wil get the kill, but this essentially 
never happens. Don't bother.  
Value: 1 
Origin: Balloon Fight 
Downside: Worthlessness 

Food 

 Restore a very small amount of health.  
Use: Food often comes in groups of about five or six from the Party 
Ball item carriers. Stand over a group and just keep smacking A to 
recover about 25%. Get some if it's off in a corner, but don't 
jeopardize yourself for it. It's definitely not worth the effort of a 
tomato or heart container. 
Value: 1 
Origin: Nothing in particular, though HAL Labs used food for similar 
purposes in later Kirby games  
Downside: Doesn't do much 

Freezie 

 A small blue ice creature sliding along the stage. It resembles a 
wide, blue flame.  
Use: The freezie moves along the stage naturally, even before anything 
touches it. Hence, they're more difficult to pick up than most items. 
Grab it and throw at an opponent to deal some damage and encase them in 
ice for about three seconds. While they're in ice, they are totally 
vulnerable, but also very heavy, so don't expect to start juggling 
combos. The best use for this is to use it on an enemy that's off the 
edge of the stage somewhere trying to recover. Hit them with the 
freezie and they'll be unable to stop falling to their death in time. 
Value: 3 
Origin: Mario Bros (original) 
Downside: Limited use, difficulty to catch. 

Green Shell 

 Use it to throw at an enemy. If it encounters an obstacle it will 
bounce off and travel along the ground, hitting anything in its path.  
Use: The green shell is a basic, but effective, weapon. Using it 
doesn't involve much strategy, just aim and chuck it. If you can get a 
computer opponent to fall on it while it's bouncing between 2 objects 
it will often juggle them in the air for a few seconds. I think it's 
possible to get it to stop moving by jumping directly on top of it. 
Value: 4 
Origin: Super Mario Kart 
Downside: Can hit you while bouncing around, which is pretty annoying. 

Hammer 

 Picking up the hammer causes you to swing it wildly, severely damaging 
anybody in your path.  
Use: 1. Pick up
2. Run towards enemy
3. Pound enemy with hammer
4. Repeat
Watch out, as the hammer has been toned down. You must actually strike 
the character with the head of the hammer, and you are not invincible 
and can be knocked around easily while holding the hammer. 
Value: 8 
Origin: Donkey Kong 
Downside: Occasionally the head of the hammer will fall off, leaving 
you running around with only the handle. You can, however, pick up the 
head and throw it at someone after it's fallen off. Using the hammer 
also reduces your jumping height and prevents you from executing a 
double jump, or any other move for that matter. 

Heart Container 

 Restores 100% health  
Use: Use it to decrease your damage percentage. While the damage falls, 
you sparkle, and are invincible, so use this heart as a very short term 
super star. 
Value: 8 
Origin: The Legend of Zelda 
Downside: The Heart Container's ONLY downside is that it takes forever 
to fall to the ground. In this length of time, everyone is scrambling 
to get it, and you've got a king-of-the-mountain type game over who 
gets to claim the heart container. So, only go at it when it's almost 
to the ground, and use a good clearing move, snag it, and attack.  

Homerun Bat 

 The only item with a mini-game based around it. If timed well, an 
instant KO powerhouse.  
Use: This is fairly powerful when you just smack people with it. But 
when you smash, you're guaranteed an instant KO unless there's 
something in the way of your opponent's trajectory. Extremely useful 
against newbies. 
Value: 9 
Origin: The ever-crappy sport of BASEBALL. 
Downside: The smash can be difficult to time. 

Lip's Stick 

 This flower can slowly cause damage to enemies.  
Use: When you smack an opponent with this, a flower will appear on 
their head, gradually damaging them. The more (or harder) you hit, the 
bigger the flower gets, and the more damage it does. 
Value: 4 
Origin: Panel de Pon (Oh, those wacky Japanese games!) 
Downside: One of the less good blunt weapons. 

Maxim Tomato 

 Restores 50% Health  
Use: Use it to decrease your damage percentage. 
Value: 6 
Origin: Kirby's Dreamland 
Downside: The little sucker is tiny, and when a huge all-out brawl is 
going on, it kind of looks like a pokeball. 

Metal Box 
 
 Temporarily makes your character metal.  
Use: The metal box makes your character shiny! It will also make you 
heavier and therefore harder to throw, knock down, or injure. May 
increase your attacks effectiveness. It doesn't seem to affect your 
jumping ability, except you fall much quicker as a metal character.  
Value: 3 
Origin: Super Mario 64 
Downside: Not really all that useful, unless you're a smaller character 
up against the big tough guys. 

Motion Sensor Bomb 

 After being placed on the ground, this item activates itself and 
explodes when something touches it.  
Use: Great for placing near the edge of a stage, next to another item, 
or anywhere where your opponent frequently goes. 
Value: 5 
Origin: Goldeneye, Perfect Dark 
Downside: If you forget that it's there (very hard to see), or get 
knocked into it, it will damage you, and while it's not as powerful as 
the bob-omb, it packs quite a wallop. 

Mr. Saturn 

 He walks around.  
Use: Well, you can pick him up and throw him at people, causing some 
damage. Mainly, it's just another thing to throw around. 
Value: 1 
Origin: Earthbound 
Downside: Lack of any real use. 

Parasol 

 A weapon, or a handy item to stay afloat with.  
Use: The parasol can be used to hit people, or to float gently 
downwards with. However, if you're Peach, just ditch the thing; your 
own parasol is better. 
Value: 2 
Origin: A wonderful invention which protects your head from pathetic 
little droplets of water. 
Downside: Almost entirely useless. 

Party Ball 

 Add spice to the fight by unleashing a ballful of items!  
Use: When you toss a party ball, it will rise up into the air and flash 
for a moment. It will then open up and release either (A) a barrage of 
handy items, (B) a giant pile of delicious food, or (C) four dangerous 
Bob-ombs, which you should avoid at all costs. 
Value: 5 
Origin: None 
Downside: Not all too useful, and the Bob-ombs are downright deadly. 

Poison Mushroom 

 This is what happens to mushrooms who hang with the wrong crowd. If 
you grab it, it'll shrink you.  
Use: The Poison Mushroom looks almost exactly like the Super Mushroom, 
except it's paler, and has angry eyes that are difficult to see. 
Picking one up will make you the smallest of small, rendering your KO 
abilities useless. Be extremely careful so as not to get one. 
Value: -9 
Origin: Mario Series 
Downside: Duh, that's a tough one. 

Poke-ball 

 A dozen items in one, this ball releases a random Pokemon which shall 
do your bidding.  
Use: Grab this item and toss it on the ground. Then, watch as your 
opponents are suddenly attacked by some vicious (but usually cute) 
creature. It's completely random which Pokemon you get, but there are a 
LOT of them. Scroll down or click here for a list of Pokemon. 
Value: 9 
Origin: Pokemon 
Downside: Every once in a while, you're landed with a crappy Pokemon 
like Goldeen. 

Ray Gun 

 It's a gun. It shoots lasers.  
Use: It's quite simple. Pick up the gun, and press A to fire it 
repeatedly. You can juggle opponents off edges with it from a distance, 
and stop the barrage when they're too far away to get back. 
Value: 6 
Origin: Nowhere in particular 
Downside: Obstacles get in the way. 

Red Shell 

 Perhaps you think the red shell is better than the green shell. 
Perhaps you are a fool.  
Use: Throw this on the ground, and it'll race back and forth on the 
platform, chasing after all players- yes, including you. It sounds 
good, but it is a major annoyance. Just throw it away. It's no help to 
anyone. 
Value: 2 
Origin: Super Mario Kart 
Downside: Incredibly annoying. 

Screw Attack 

 It's a screwball! Holding this item will let you Screw Attack just 
like Samus!  
Use: Hold this item, and every jump you take will be complemented by 
Samus' popular multi-hitting Screw Attack. Very handy to hang on to, 
but it's worth ditching for a better item. One thing you should know is 
that throwing this at an opponent will send them Screwing upwards, so 
don't throw it downwards at anybody. 
Value: 7 
Origin: Metroid 
Downside: The aforementioned dangers of throwing the item. 

Starman 

 Be invincible, like Boris from Goldeneye! Except for the "getting hit 
by masses of liquid nitrogen" part.  
Use: This handy item bounces along until you touch it. When you have 
one, you're invincible, pure and simple. No attack can touch you. Feel 
free to incorporate those grabbing techniques that were so difficult to 
pull off before. 
Value: 8 
Origin: Mario Series (this isn't the Earthbound Starman, he's 
different, and special in his own way)
Downside: It doesn't last too long. 

Star Rod 

 A blunt weapon AND a projectile generator.  
Use: You can smack someone with this just fine, but it'll also fire 
stars at enemies when you smash with it. Captain Falcon can fire 4 
stars at once with it, and Sheik can fire 2. 
Value: 5 
Origin: Kirby games (there was also a similar star Rod in Paper Mario, 
but that's not what this is) 
Downside: It's weak. 

Super Scope 

 A rapid fire shotgun, or a high-powered charge shot.  
Use: When you've got a Super Scope, you've got two options. You can 
entrap your opponent in a barrage of speedy blasts, or you can charge 
the gun up for a blast more powerful than Samus's charge shot. 
Value: 8 
Origin: Super NES Peripheral (no, it isn't a weapon in real life) 
Downside: A reflected charge shot can be deadly. 

Super Mushroom 

 Grow big, just like Super Mario!  
Use: This item will slide along the stage, and enlarge the first person 
who manages to touch it. Being bigger has wonderful advantages, since 
you're tougher to knock away and much stronger. You also have higher 
jumping. The effects won't last too long, however. 
Value: 9 
Origin: Mario Series 
Downside: Try not to pick up a Poison Mushroom (below)! 

Warp Star 

 Your character flies into the air and slams back on the ground, 
creating an explosion that harms everyone but you.  
Use: Grab this item to launch into the air, crashing down onto the 
ground for a powerful hit where you land. You can steer it a bit by 
holding the control stick in a direction. 
Value: 7 
Origin: Kirby's Dream Land 
Downside: Difficult to maneuver. 

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

8. SECRETS

***CHARACTERS***

Unlock Mewtwo with 20 total hours of Combined Vs. gameplay.

Unlock Jigglypuff by completing the Classic or the Adventure mode once, 
any difficulty.

Unlock Mr. Game & Watch by completing all of the Target Tests, 
Adventure Modes, or Classic modes for the other 24 characters.

Unlock Marth by playing all fourteen characters in Melee mode.

Unlock Roy by beating Adventure mode or Classic mode with Marth without 
continuing, any difficulty.

Unlock Dr. Mario by besting Classic mode with Mario, no dying. 
Unlock Luigi by finishing first stage in adventure mode with 2 seconds 
left (_:_ 2:_ _, ie 1:0 2:96). Luigi replaces Mario in the next fight.

Unlock Ganondorf by beating Event 29.

Unlock Falco by beating 100 Man Melee for the first time, or by playing 
300 Vs. Matches.

In the April 2002 Electronic Gaming Monthly, they said that by killing 
20 of the wire-frames in cruel melee, you could unlock both Sonic and 
Tails, and then beating classic with them warranted a special surprise. 
This was their APRIL FOOLS DAY JOKE. The date printed on the little 
information box about unlocking the characters was April 1, 2002, even 
though that date hadn't come yet, and april 1st is APRIL FOOLS DAY. DO 
NOT EMAIL ME SAYING IT'S POSSIBLE. IT ISN'T.

- MULTI-MAN MELEE TIPS -
All Melees other than Cruel Melee have the same strategy. Be DK, and 
stand in the middle of the stage. Press down+b to do your ground pound. 
Repeat this. Continuously. Everything other than the 15 minute melee 
should be VERY easy with this strategy, and even the 15 minute melee 
should only take a few tries. The Cruel Melee is much more difficult. 
Be Ness. Jump off the edge, and PK thunder yourself back towards the 
edge. Try to hit yourself into the Wire-frame fighters. Do this 
repeatedly, and you should kill a few of them. A few of them should 
also kill themselves. Just try to kill 5, because then you'll get a new 
trophy. 

Unlock Pichu by beating Event 37 or playing 200 Vs. Matches 

Unlock Young Link by beating Classic mode with 10 people or by playing 
500 Vs. matches.

***LEVELS***

Unlock Planet Zebes: Brinstar Depths by playing 50 Vs. matches. 

Unlock Eagleland: Fourside by playing 100 Vs. matches. 

Unlock F-Zero Grand Prix: Big Blue by playing 150 Vs. matches. 

Unlock Kanto Skies: Poke Floats by playing 200 Vs. matches. 

Unlock Mushroom Kingdom II by getting the Birdo trophy.

Unlock Superflat World: Flat Zone by unlocking Mr. Game & Watch and 
defeating Classic mode with 
him.

Unlock Battlefield by defeating All-Star Mode with any character, any 
difficulty. 

Unlock Final Destination by clearing all 51 Event Matches. 

Unlock Popupuland by completing Target Test successfully with all 25 
characters. 

Unlock Yoshi's Island by hitting over 1320 (I got 1308 and no dice, but 
1325 gave me the level) feet in the Homerun Contest with Yoshi. 

- HOME RUN CONTEST TIPS -
The Homerun Challenge will give you two trophies and a secret level. 
The strategy is really very simple. Be Yoshi. Walk up to the sandbag. 
Barely jump, (do not jump over the sandbag) and press down+a to do your 
bicycle kick. Repeat. Do this as many times as possible, (I've never 
been able to do more than four) then grab the bat and smash the sandbag 
to oblivion.

Unlock Kongo Jungle by finishing 15-minute Man Melee with any 
character. 

***OTHER***

~Unlock the Score Display (displays your bonus score during the melee 
match instead of after it) by racking up 5000 Kos

~Unlock Celebi in pokeballs by first getting the score display, then 
Celebi will become available, although very rare.

~Unlock the Sound Test by beating all 51 Events in Event Mode AND 
getting all of the levels. Thanks to EVERYONE for pointing that out.

~Unlock All-Star Mode by unlocking 25 characters.

~Unlock the Random Stage Switch by opening unlocking all of the stages. 
This does not include
the three classic stages and two generic stages (Final Destination and 
Battlefield).

~Unlock the alternate music in certain stages by pressing L and R on 
the controller before you press A to select a level. Keep them held 
down until the level starts.

~Here are the levels with alternate music:

Icicle Mountain- Balloon Fight
Great Bay- Saria's Song
Hyrule Temple- Fire Emblem
Yoshi's Island- Super Mario Bros. 3 theme
Onett- Pollyanna, from Earthbound
Big Blue- Mach Rider 
Pokemon Stadium- Pokemon Gold/Silver 
Both Mushroom Kingdoms- Dr. Mario, Fever selection 
Battlefield- Multi-Man Melee 
Final Destination- Alternate SSB theme rendition

~Here are fun ways to screw with the trophy gallery:

If you hold the Y button and press A to enter the trophy collection, 
they will be arranged in a triangular format.

If you hold the L Shoulder button and press A to enter the trophy 
collection, they will be arranged in straight rows.

And if you hold the R Shoulder button and press A to enter the trophy 
collection, they will be arranged in a circular pattern.

~If you go to the sound test and pick any song, when you go to the 
trophy mode, the background music will be the piece you just picked in 
the sound test mode.

~Oh, and if you have a Pikmin save on your memory card when you start 
up Melee, you'll get a Captain Olimar trophy. YES IT'S IN THE FAQ 
BRANDON ARE YOU HAPPY?

***Here are some new oddities for the characters***

~Take Fox or Falco to either Star Fox stage, and press left and right 
on the d-pad repeatedly. Eventually, they'll clench a fist, bend over, 
shake a bit, and summon their fellow wingmen for some random chatter. 
No practical use, but pretty cool. 
 
~And now a new one's been discovered. With Samus, repeatedly press Z 
and mash the d-pad feverishly. Some combination of buttons therein will 
eventually cause Samus' grappling beam to double in length. At that 
point, you have to press A when the tip of the beam comes in contact 
with someone in order to grab them, since it won't do it automatically 
any more. PLUS, if you hold L throughout the whole throw, the grappling 
beam will actually home in on an opponent, letting you grab people both 
twice as far away from you, and at any variety of angles.

~Are there any more for any characters? Send them in if you find them!

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

9. EVENT MODE

Lv. 01: Trouble King 
"Fight Bowser in a classic Mushroom Kingdom clash!"
Mario (2) vs. Bowser (2)
This is pretty damn simple. Stay moving, be an item hog, and use the 
smash attack and you should win with absolutely no problem at all.

Lv. 02: Lord of the Jungle 
"A duel of epic proportions! Which ape is top primate?"
Giant DK (2) vs. Mini-DK (2)
This can actually be kinda challenging, because you are too damn big, 
and some of your attacks just go over Mini-DK's head. However, he can't 
do @#%$ for damage, so just use your Up + A slap when he is on a 
platform and the ground-slap when on the ground. Once he's in the air, 
keep him there until you star finish him. The Up + A charge attack is 
quite good for juggling him.

Lv. 03: Bomb-fest
"Bombs are everywhere in this explosive battle."
Character of Choice (1) vs. Link (1) vs. Samus (1)
This is a rather ridiculous fight. You versus Link and Samus, both 
bomb-equipped, with explosives everywhere. Every Poke Ball in the this 
level contains a highly explosive Electrode. (Remember? He used to pop 
out of the door in Celadon on Smash Bros 64.) Anyway, for this battle, 
stay in the air, don't use a lightweight, and grab all items. Pretty 
simple.

Lv. 04: Dino-wrangling
"A giant Yoshi is on the loose! Somebody stop it!"
Chosen Character (3) vs. Giant Yoshi (1)
Damn, if that isn't one huge, highly detailed Yoshi? His size is his 
disadvantage though. I'm going to recommend Link on this one. His 
powerful A-button attacks work well, and the downward sword stab rocks 
here. If you do it right, you can get a 2 or 3 stab combo in. This 
racks up damage. Once his is at about 150% damage, smash attack him or 
down-stab him to his doom.

Lv. 05: Spare Change 
"Don't stop until you get 200 coins!"
Ness vs. Falcon (first to 200 coins, time limit of 1:20:00)
Smash newbies: the hardest part of this level is learning to use Ness. 
Refer to the other part of the FAQ, and then go into training to 
familiarize yourself with his bat, yo-yo, and goofy jump and comeback 
move. Now then, the coin battle. Bronze coins are 1, Silver are 5, and 
Gold a whopping 10. The key here is to keep Falcon away, even if he 
hits you. Simply knock him away, grab the coins. Lather, rinse, repeat. 
It should be noted that the cars in Onett produce a large amount of 
coins, and if you can knock Falcon into one, you would be rewarded.

EVENT 6: KIRBYS ON PARADE 
Anyone Unlocked (1 life) vs. 3 Kirbys (2 lives each) 
Using the same strategy that you use for multi man melee (use DK and 
continually use your Down+B) should work here.

LEVEL 7: POKEMON BATTLE 
Anyone Unlocked (2 lives) vs. Pikachu (2 lives) 
The important thing to know here is that you can only hurt Pikachu with 
Pokemon. Any character should work but a quick character would be good 
if you're having trouble.

EVENT 8: HOT DATE ON BRINSTAR
Anyone Unlocked (3 lives) vs. Samus (3 lives)
This is just a simple fight, so you've got two choices. You can go with 
your favourite character, and employ the strategies you usually use, or 
you can find a character who is an excellent juggler (I recommend 
Sheik) and try to get Samus in the air where she's extremely 
vulnerable. It's all based on preference. You both start the fight with 
a fair bit of damage, so getting the first strike is worth it.

Event #9: Hide 'N' Shiek
"only Shiek KOs count! Wait for the change..."
Chosen Character (1) vs. Two Zeldas (2 each)
KO two Zeldas. KO's only count if you KO them as Shiek.
In case you haven't noticed, Zelda seems to think it's necessary to 
transform between her two forms EVERY FIVE SECONDS. If you wait for the 
transformation to hit her, you'll die. Just beat Zelda up with weak 
attacks in either form. Once her damage gets high, wait for the 
transformation, and hit her with a strong attack. BOOM. One less enemy 
to worry about. Repeat as necessary.


LEVEL 10: ALL-STAR MATCH 1
Anyone Unlocked (2 lives) vs. Mario, Donkey Kong, Yoshi, Peach, Bowser 
(1 life each)
All-Star matches pit you against a set of characters, one by one, on 
their own stages. You get two stock, but any damage you get carries 
over to the next fight. It sounds hard, but it's not really too 
difficult until the later All-Star matches.

Here, I'd recommend using a character with a powerful move (like 
Captain Falcon's Falcon Punch). Since these foes are ridiculously easy 
to hit and rarely dodge, a few hits from that powerful move will KO 
them. Ganondorf's Warlock Punch WOULD work best, but there's almost no 
way you'd have him, since you get him via a later event.  


LEVEL 11: KING OF THE MOUNTAIN
Anyone Unlocked (1 life) vs. Two Ice Climbers (Immortal)
Here you'll want to find a character who is a high jumper, and a 
skilled dodger. Luigi is preferable, but if you haven't got him, try 
Captain Falcon, or, oddly enough, the Ice Climbers. Just escape into a 
high corner and go up with the stage. If you are approached by an Ice 
Climber, dodge past them and head to the clearest part of the screen. 
The time will be up before you know it.  


LEVEL 12: SECONDS, ANYONE?
Anyone Unlocked (1 life) vs. Captain Falcon (1 life)
Here, it's simple. Just find a character with a really powerful move 
and time it so that Falcon gets slammed in the face and gets sent 
flying. You can do it with a character who has a good throw, too, but 
the power method is preferable, since you're short on time.


Event #13: Yoshi's Egg
"Protect the single remaining Yoshi egg from being broken!"
Yoshi (1) vs. Donkey Kong, Pikachu, Fox (unlimited, I think.)
Protect Yoshi's egg from your foes.
This is pretty easy. To beat it easily, you might want to try being a 
coward. As soon as the event begins, grab the egg. Once you've got the 
precious egg, run from the enemies, if they attack you one enemy at a 
time, they'll be easy enough to dodge. If they team up on you, throw 
the egg at them. Just be sure to grab it again, and don't throw it too 
often. Basically, just grab the egg and avoid your foes. It's only #13, 
so they should be relatively easy to avoid.


LEVEL 14: TROPHY TUSSLE 1
Anyone Unlocked (2 lives) vs. 3 Random Characters (2 lives each)
Trophy Tussle matches pit you on top of a giant version of a certain 
trophy, where you duke it out with three random opponents. Everyone has 
2 stock. Since your opponents are random, it can be difficult to come 
up with strategies for this.  

A good character to use for this first Trophy Tussle is either Mario or 
the Ice Climbers. Their midair Forward + A moves (known as Meteor 
Attacks) will send the opponents flying down the side of the goomba 
(the trophy you are fighting on here) and down to the bottom. It'll be 
hard for them to recover.


LEVEL 15: GIRL POWER
Anyone Unlocked (2 lives with Poison Mushroom) vs. Samus, Zelda, Peach 
(2 lives each)
Okay, so your enemies aren't all that much bigger than normal, and 
you're not all that much smaller than normal, but there's a size 
difference alright. However, you can use the size of your opponents 
against them. Pick Jigglypuff. Then, use your rest (down + B) move on 
them (you have to kinda be inside the other character to do it right). 
It'll kill them in one hit. Do it twice for everyone, and you'll win 
the match easily. Sheik can be tricky to hit, but you can do it (or 
just wait until she turns back into Zelda)


LEVEL 16: KIRBY'S AIR RAID
Kirby (1 life) vs. 10 Kirbys
This is a pretty easy event, and you'll need just a little luck. Hang 
out near a warp star, and if a group of Kirbys comes near you, grab it 
and slam them. They'll be gone before you know it.


LEVEL 17: BOUNTY HUNTERS
Samus (1 life) vs. Bowser and Captain Falcon (1 life each)
There's no real sure-fire way to beat this one, but it'll get a whole 
lot easier if Captain Falcon suicides. Basically, you have to be the 
one to KO Bowser. Not Falcon. Not by suicide on Bowser's part. YOU have 
to do it, or you fail. Basically, just work away at Bowser with your 
screw attack and missiles, then try to land the KO with a charged shot. 
You're probably only going to win this one if Captain Falcon dies. But 
don't get lazy when that happens. You still have to kill Bowser, and 
keep him from suiciding.


LEVEL 18: LINK'S ADVENTURE
Link (2 lives) vs. Link's Shadow (2 lives)

Well, in this level, you fight against a dark, black shadow version of 
Link. For Link players, the battle is mildly challenging, but for 
anyone else, it's one of the hardest stages thus-far. So, here's a 
crash course on Link. In the battle, you're going to want to use/abuse 
the up-B sword spin. It's essential that when the shadow Link is coming 
at from above or the side, you knock him away with the sword spin, and 
block his own sword spins with your shield. Also, any time you come 
down from above him, down-a pogo stick your sword into his head. Don't 
fight him tete-a-tete as he's a bit faster with his sword and can roll 
around you (unless you're good at Link, but then you shouldn't be 
reading this). If you're far away from him (and a lot of the time you 
should be) then just pelt him with all of your projectiles. If you find 
yourself with a high percent damage, go into the cave in the middle of 
the level and camp. Smash hits just bounce you around, and you won't 
die. Read the above Link strategy and the Hyrule temple strategy for 
more help. 


LEVEL 19: PEACH'S PERIL
Mario (1 life) vs. Bowser and Peach
Keeping Peach safe isn't too much of a concern, actually. Sure, if you 
just sit there, she'll probably die, but it doesn't take much 
intervention to keep her safe. Your main concern is your own skin. Your 
best move here is your Super Cape. It'll spin Bowser around and screw 
him up for a moment. While Bowser is focusing on Peach, grab all the 
items you can find. A super scope is always handy, and if you get a 
starman, Bowser will stop what he's doing and run away from you. Just 
keep Bowser occupied without letting him hurt you.


LEVEL 20: ALL-STAR MATCH 2
Anyone Unlocked (2 lives) vs. Samus, Link, Zelda, Captain Falcon, Fox 
(1 life each)
Here, you can still use some character with a powerful move, but you 
want someone who's nimble and maneuverable, as well. Here I'd recommend 
Link and his midair down+A stab. It'll send your opponents flying 
upwards, and you can juggle them until they're gone.


LEVEL 21: ICE BREAKER
Anyone Unlocked (1 life) vs. Two Ice Climbers 
For this one, choose Zelda or Ness. Approach the Ice Climbers, and grab 
one. If it's Popo, toss him upwards. If it's Nana, throw her backwards 
off the stage, then pursue her and keep knocking her away. If you're 
Ness, you'll want to charge your bat for a well-timed home run KO. Once 
the first Nana is dead and gone, head to the other pair and repeat. It 
WILL take you a few tries. Don't give up.


Event #22: Super Mario 128
"Battle 128 tiny Marios in a wild endurance match!"
Chosen Character (1) vs. 128 Marios (1 each, poison mushroom)
KO 128 tiny Marios
All 128 Marios go flying at the drop of a hat, so you'd think this 
would be ridiculously easy. But 128 IS a lot. Simply pick your best 
character, and use a strong attack with a wide range. (such as DK's 
ground pound, or Link's sword spin) Do that continuously, and don't let 
the Mario's get any items (such as bob-ombs, pokeballs, or Warp stars) 
that could kill you. Also stay away from any items (such as bob-ombs or 
capsules that may explode) that you could kill yourself with. If you 
don't let items become a factor, the Mario's are weak enough to make 
this pretty easy.


Event #23: Slippy's Invention
"Slippy: With my new device, you guys'll be invisible!"
Chosen Character (2, cloaking device) vs. Fox and Falco (2 each, 
cloaking device)
KO Fox and Falco. Everybody's invisible.
The cloaking device is the most annoying item ever. When your enemies 
are invisible, they're hard to find, and they obviously have no trouble 
finding you. When you're invisible, It's hard to find yourself, and the 
computer still has no trouble finding you. In this event, the computer 
will always know where they are, and they'll always know where you are. 
You will have no idea where anybody is. So don't move. If you do, 
you'll walk off the edge without noticing. Just stand more or less in 
the same place, wait for them to come to you, and attack them. You 
should be able to beat them after only a few tries.



LEVEL 24: THE YOSHI HERD
Anyone Unlocked (1 life) vs. 29 Yoshis, 1 Giant Yoshi (1 life each)
Here you'll want to choose a character with either a quick and powerful 
move, or a wide-ranged move. Captain Falcon is a good example of the 
former, and Link a good example of the latter. Simply overuse that 
move, and the Yoshi's will be flying off the screen. When the big one 
arrives, you should have plenty of time to wear it down and knock it 
out.


LEVEL 25: GARGANTUANS
Bowser (1 life, Super Mushroom) vs. Donkey Kong (2 lives, Super 
Mushroom), Tiny Mario, Tiny Peach (1 life each)
Don't worry about the tiny Mario and Peach. They'll die instantly. What 
you want to do is dodge DK (unless you're a Bowser player) until he 
suicides down one of the spaces between buildings. If you're really 
good with Bowser, incorporate your usual strategies against 
heavyweights. Just don't fall down those cracks, and you'll be fine.


LEVEL 26: TROPHY TUSSLE 2
Anyone Unlocked (2 lives) vs. 3 Random Characters (2 lives each)
This one is much harder than the previous Trophy Tussle. There will 
always be one character who goes off to the left and defends that 
territory. Leave them be until the other two are gone. For those two 
who are after you, just employ your best multi-opponent strategies (you 
might want to keep restarting until you get some lightweights). When 
they're gone, just try to keep knocking the last opponent off the edge 
of the stage.


LEVEL 27: COLD ARMOR
Samus (1 life) vs. Three Metal Samuses (2 lives each)
The easiest way to beat this one is to use the stage against the metal 
Samuses (Sami?). When it rotates, try to knock them downwards. They'll 
fall fast, and have difficulty getting back up. If they land on a 
platform below the stage, play the waiting game, and they'll soon try 
to do some jumping trick and fall to their deaths. Of course, if you're 
good with Samus, you can get more into the fight if you like.

LEVEL 28: PUFFBALLS UNITE
Anyone Unlocked (1 life) vs. 14 Kirbys (1 life each)
The best character to use here is Roy (hopefully you have him). Just 
use your regular B and up+B moves repeatedly, and try not to get 
knocked too far. If they try to close in on you, make good use of 
Counter (down+B). Those blasted Kirbys will be gone before you know it.


LEVEL 29: TRIFORCE GATHERING
Link (1 life) vs. Zelda (1 life), Ganondorf (2 lives)
Ok, this is the level that, if you win, you'll end up fighting 
Ganondorf, and you'll be playing as Link. Fun stuff, if you're not a 
Link fan. If you are, just as it's mentioned in Link's Shadow, this one 
is a breeze to play, and Ganondorf isn't too hard a foe. But, once 
again, non-Link players will meet with some difficulty. Throughout the 
course of the level, stick with Zelda, and just whomp on Ganondorf with 
sword swipes and sword spins. If you're really not into hand to hand 
action, run away to the other side of Zelda, with Ganondorf in between 
and keep hitting him with arrows and bombs, letting Zelda do most of 
the work. Then, come down on top of Ganondorf with a down-a sword to 
the head, or do a smash attack to send him flying, repeat as necessary. 
To fight Ganondorf, you can run away and then pelt him with 
projectiles, or you can just be quicker than he is and dodge his hits 
(which he winds up to do, so it's not that hard to spot when a hit is 
coming) and then smack him around with your sword. Like last time, 
smash attack him off the stage. If you're really having problems, start 
to play as Link a bit against Captain Falcon with Zelda to practice. 
Captain Falcon is a tad faster, so it's like batting practice with a 
heavier bat, when you do face Ganondorf, he'll be easier.


LEVEL 30: ALL-STAR MATCH 3
Anyone Unlocked (2 lives) vs. Kirby, Pikachu, Ness, Ice Climbers (1 
life each)
While only Kirby is technically classified as a lightweight, they're 
all pretty light characters. I recommend a close-range character, like 
the Ice Climbers or Mario. Smash them repeatedly back and forth. They 
can't do much to stop you.


LEVEL 31: MARIO BROS. MADNESS
Anyone Unlocked vs. Mario, Luigi
This is the only Time Match event in the entire game. Basically, you 
have to rack up the most KOs on the Mario Brothers before time runs 
out. Use your best character and pummel away at them, and keep trying. 
It's tough, but a persistent player can do it.  


LEVEL 32: TARGET ACQUIRED
Falco (1 life) vs. Jigglypuff
For this one, you simply want to get credit for the times when 
Jigglypuff dies. Stay in the air and use Falco's various kicks to clear 
Jiggly out of there. Use the occasional throw as well. It's just timing 
and luck here. Hopefully you have both.


LEVEL 33: LETHAL MARATHON
Captain Falcon (1 life) vs. F-Zero Racers
This event places you in the single player F-Zero Grand Prix level, and 
sends you running along as Captain Falcon- at twice the speed. It's all 
timing. As soon as the race starts, dash. Run past the first couple of 
platforms, go over the drop, and continue until you reach the next 
platform (you may need to jump in advance). When the cars stop, run 
along and cross the gaps until you reach the platform with a little 
ramp on the end. Stand on it and duck. Then, dash to the finish line 
(jumping if necessary to stay alive).


LEVEL 34: SEVEN YEARS
Young Link (3 lives) vs. Link (3 lives)
In this level, you fight as Young Link versus Adult Link on the Seaside 
Lab, the key to this level involves the fact that to succeed you 
shouldn't DON'T SWORD FIGHT LINK...his sword is longer and in direct 
skirmishes he can out parry you. So, the best strategy is to just keep 
hitting him with projectiles, and running away from his close range 
attacks. Then if he falls towards you, hit him with a spinning attack, 
and then run away, trying to get him onto the platform on the bottom 
right, where the turtle head is. If he falls into the water UNDER the 
seaside lab, he's not getting back. This also applies to the other 
side, because the best bet is to just stay away, and let Link kill 
himself, but keep on hitting him with projectiles. If you
have time in your running away, come out of the air with the down-a 
sword move to rack up some heavy damage, and keep running. 


LEVEL 35: TIME FOR A CHECKUP
Luigi (1 life) vs. Dr. Mario, Peach (1 life each)
This is probably the most difficult match yet. Here you'll want to 
employ a strategy usually reserved for Ness. Jump off to one side of 
the stage, then use the Green Missile (Side + B) to blast at Dr. Mario 
and Nurse Peach. Hopefully, one will suicide, and it'll be much easier 
from then on. Then, you can get in close and beat your opponent up. 
Refer to the Luigi Profile if necessary.


LEVEL 36: SPACE TRAVELERS
Ness (1 life) vs. Samus, Kirby, Fox, Captain Falcon, Falco (1 life 
each)
This level has Ness, with one life, against five characters in a row, 
on first the secret Earthbound stage and then the Wire Frame Stage. The 
characters increase in difficulty as the level progresses, with Samus 
and Kirby at INCREDIBLY easy, Fox at annoying, Captain Falcon at hard, 
and Falco at lucky. There are very few tricks on this one. It just 
requires an insane amount of skill playing as Ness. Know this: the bat 
is your friend. Pretty much the only damage I dealt when beating this 
was with my trusty forward smash. Know the bat. Love the bat. In time 
you should be able to get to Capt. Falcon and Falco with little to no 
damage. Then it is all a mixture of luck, skill, and good items. Good 
luck.

Here's a few more tips. The main point of the first section, on 
fourside, is to get the least amount of damage incurred as possible. 
This means keeping the other characters AWAY from you. When a computer 
controlled character is on a low difficulty setting (like Samus, Kirby, 
and Fox), they do most of their damage through direct close-up hits. 
This does not mean run away. This means time your hits correctly, and 
use the bat ALWAYS. Nothing else. It's best to stay on the ledge to the 
right of the main center building, where the helicopter lands, because 
that's where Fox generates, and he's the toughest of them all. If he 
really beats you around, restart. If you get lucky with Fox, and it 
happens more often then you think, you go to the second part, on the 
Battlefield.

Here's where it gets tricky. As Ness, you have the greatest ability to 
run away of ANY character. Use that, and use any and all items at your 
disposal. But note, neither Falco nor C. Falcon will pick up boxes, so 
don't expect them to. My brother was so pissed because he waited for 
Falco to pick up a box and then whammo, Falco kicked him to oblivion. 
This happened too often to be healthy for him. Also, don't pick up 
boxes. Ness is kind of weak, and it's too slow with those quick 
characters darting around. Run away, attack with projectiles, get up 
the percentage with Falco and C. Falcon, and then pepper them with bat 
hits and item hits. Try and try again. You'll get it.

LEVEL 37: LEGENDARY POKEMON
Anyone Unlocked (1 life) vs. Four Giant Wire Frames and a Jigglypuff (2 
lives each)
To beat this incredibly frustrating event, FORGET THE WIRE-FRAMES. Just 
let them run around and attack you, and keep jumping from them towards 
the ultimate prizes: the pokeballs. Each pokeball contains one of the 
legendary pokemon, like Entei, Raikou, Suicune, Ho-oh, Lugia, Articuno, 
Moltres and Zapdos. Oh, and the unfortunate few contain Wobbuffet. Your 
goal is to get the pokeballs and throw them ASAP. Only Jigglypuff will 
grab the other balls, and if she's knocked off the stage, the rest of 
the level is easy. So, grab the pokeballs, throw them, and go for 
another. Most of the time, the pokeballs will spout these veritable 
fountains of destruction, but once in a while, Wobbuffet will come out 
(which always seems to happen at the most inopportune times). Keep on 
jumping to the pokeballs and throwing them. Nothing ruins your day like 
the 50% damage that one of these pokemon can rack up on you. Once you 
kill Jigglypuff (either let the pokemon do it, or, once she's at a high 
enough percentage, smash attack her) just use pokemon on the wire-
frames and smash attack them to infinity.

LEVEL 38: SUPER MARIO BROS. 2
Anyone Unlocked (2 lives) vs. Mario, Luigi, Peach (2 lives each)
This is a simple multiplayer battle as a character of your choice 
(which makes it easier). Just choose your best multi-opponent character 
and smash away at these guys. It's really best to just do it your own 
way, but I'd recommend you use a swordsman to prevent these close-range 
characters from getting too near.


LEVEL 39: JIGGLYPUFF LIVE!
Jigglypuff (2 lives) vs. Three Jigglypuffs (2 lives each)
Jigglypuff can kill each enemy Jigglypuff in one hit. Simply grab a 
Jigglypuff, and tap up to throw it upwards...it doesn't come back. Do 
this 3 times for each Jigglypuff, and it's very easy to be done with 
this event in less than a minute.

LEVEL 40: ALL-STAR MATCH 4
Anyone Unlocked (2 lives) vs. Marth, Luigi, Jigglypuff, MewTwo, Mr. 
Game and Watch (1 life each)
This is where the all-star matches suddenly become very tough. Since 
this bunch is so varied, you're best with your personal favorite 
character. Use your usual tactics, and if you're skilled enough, you'll 
come out on top.  


LEVEL 41: EN GARDE!
Marth (2 lives) vs. Link (2 lives)
You'll want to practice a bit with Marth for this match. If you can 
learn how to use his Dancing Blade (forward+B) move properly, you have 
a great advantage. Just hit Link from all sides until he croaks. Use 
the up+B and forward smash frequently, and use the regular B move when 
Link is distant but headed towards you.


LEVEL 42: TROUBLE KING 2
Luigi (2 lives) vs. Giant Bowser (2 lives)
Like it or not, you're going to win this when Bowser suicides twice. 
Just try to stay alive. If you're lucky, you can get him to stomp down 
the left side of the Squirtle balloon (the blue turtle), losing a life. 
Then, if you're luckier still, Bowser will just stand on top of the 
Onix (the stone snake) and let it carry him across the KO wall- another 
lucky suicide. You're not going to be the one to knock him off no 
matter how hard you try, but you can weaken him well with your up+B 
Super Jump Punch.  


LEVEL 43: BIRDS OF PREY
Fox (2 lives) vs. Captain Falcon and Falco (2 lives each)
One of the most frustrating events. Primarily, you want to run away 
from them. Get in some damage when you can, but stay away from them, 
especially if they are together. Eventually, a mix of your damage and 
the computer screwing up and falling off will result in a few 
knockoffs. Good luck.

LEVEL 44: MEWTWO STRIKES!
Anyone Unlocked (1 life) vs. Zelda and Mewtwo (1 life each)
In this level, they try and trick you into fighting Zelda, but Mewtwo 
suddenly attacks, on a very high difficulty. First of all, ignore 
Zelda. You beat this event by beating Mewtwo. Second of all, the best 
way at beating this is to use Ness. The strategy is to jump off the 
edge of the level. Zelda and Mewtwo will wait for you at the edge. When 
you are just above ground level in the air (off the side of the level), 
use your PK Thunder rescue move to shoot yourself into your opponents. 
The benefits are twofold. Firstly, it does decent damage once you are 
practiced enough to hit at a good rate. Secondly, for some reason 
Mewtwo kills himself A LOT when you are constantly doing this.

LEVEL 45: GAME AND WATCH FOREVER!
Mr. Game and Watch (3 lives) vs. 25 Mr. Game and Watches (1 life each)
In this highly annoying event, you have to KO 25 G&Ws when your 
character has a hex on him that makes him fly whenever any hit lands on 
him. Try to stay away from any and all smash moves by the opponents. 
This event is cake once you know the best move to eliminate your foes. 
That move is your down+A move. No, not the down smash with the mallets. 
Just the down+A move where it looks like he is flipping a piece of the 
floor up and down. Get off to the edge of the level with your back to 
the side and abuse this move. Knocks them off in one hit...

LEVEL 46: FIRE EMBLEM PRIDE
Anyone Unlocked (3 lives) vs. Marth and Roy (3 lives each)
Ok, I ended up beating this event as Link, because I realized how to 
play as Link versus either of the Fire Emblem boys. RUN AWAY. This 
trick enabled me to very easily conquer this rather frustrating event, 
and boy was I glad. Neither Marth nor Roy have any long range attacks, 
and you do. Three of them. Any character who can shoot things and yet 
have power (Samus, for example, Falco or Fox as well) would be good for 
this event, but I like Link for his long-sword and range of options. If 
you use the items, use the strategy for the level that this event is 
played on (give them the run-around) and hide out in the cave when 
you're heavily damaged, you'll escape the wrath of Marth and Roy. Read 
up on both the character you're using's FAQ (Link is a good choice) and 
then the FAQ on Hyrule Temple. It's all explained there. Running is not 
a bad idea, and it's not for the weak.

LEVEL 47: TROPHY TUSSLE 3
Anyone Unlocked (2 lives) vs. 3 Random Characters (2 lives each)
Yet another extremely frustrating event. This level gives you the 
Majora's Mask trophy, but you have to battle on the mask and against a 
trio of annoying random characters. Luckily, the other characters can 
and will hurt each other, but they all come after you. I like to stay 
in the middle of the level with the horns on either side of me. Yes, 
your damage will get sky high, but so will the computer peoples' (not 
quite as high, but substantial). Also, the horns on either
side will make it very hard for you to get knocked off the side of the 
stage. Just try to get in as much damage as possible. When you have an 
isolation with one opponent, take that opportunity to deliver a heavy 
blow to try for the KO. My favorite character for this is Link and his 
up+B special and down+A air attack. Good luck.

LEVEL 48: PIKACHU AND PICHU
Anyone Unlocked (2 lives) vs. Pikachu (Infinite Lives), Two Pichus (1 
life each)
In this event you're pitted against a very difficult Pikachu and 2 
fairly difficult Pichus. The objective is to get both of the Pichus 
off, Pikachu's just there to annoy you. The Pichus will stay close 
together until one of them dies. Once that happens the remaining one 
with stay close to Pikachu making it even more annoying. The best 
character to pick would be Mr. Game and Watch because his smash attacks 
are the best. Whenever Pikachu comes near you hit him away with his 
torch. Then aggressively go after the Pichus using your smash attacks. 
Keep on doing this. Eventually one will commit suicide. Now it'll be 
harder. As long as you haven't lost a life yet you should be ok though. 
Pikachu will try to defend Pichu so hit him away and keep smash-
attacking Pichu. It may take a few tries but eventually you should be 
able to do it.


LEVEL 49: ALL-STAR MATCH DELUXE
Anyone Unlocked (2 lives) vs. Dr. Mario, Falco, Pichu, Young Link, Roy, 
and Ganondorf (1 life each)
With Roy, you can pass your enemies without taking any damage. For the 
first battle with Dr. Mario, don't move when it starts. Mario will jump 
up on the platform, jump again, and hit his head on a block and break 
it. At the very second he does that, press and hold B. Once he gets 
over to you, let go of B to attack him. Charge your B attack again - if 
you did it right, Mario will jump onto the top left set of blocks and 
back down at you. Let go of B and he'll fly right off! If he ever grabs 
onto the ledge in front of you, just start over. No reason to be 
damaged now. For Falco, once it starts charge your B attack again and 
let go when he's near. He should hit the wall of the ship - now smash 
him a few times. He'll try to get on the other side of you, so be 
careful here. Just smash him off the stage, you shouldn't take that 
much damage here. Next comes Pichu. As soon as it starts, charge up a 
right+A smash and hit Pichu when he jumps at you. Now just drop down 
and start Smashing Pichu until he dies. Young Link is much harder than 
the battles before. As it starts, charge your B attack and unleash it 
as soon as he's in range. If you're too late, he'll grab you or throw a 
boomerang at you. All I can say here is fight him as best as you can, 
use lots of smashes. If he flies off the edge, charge your B attack and 
give it to him when he's near. Next is Roy. As it starts, charge your B 
attack again and let Roy have it once he's near. Now run into the 
underground area, it's impossible to die in here. Just keep smashing 
Roy and use your B attack a lot - fully charged will kill him easily. 
Ganondorf is really hard, as usual. If you hang around the edges a lot, 
he might just fall off the platform and die. Otherwise, there isn't 
much to say other than to fight him as best as you can!


LEVEL 50: FINAL DESTINATION MATCH
Anyone Unlocked (1 life) vs. Two Master hands with 300 HP each
The people who designed this level are butts, and pit you against two 
master hands, each with 300
HP. They'll work alone, and together, in order to quash you. It's a 
tough match, but I like to use Yoshi and his down+A air attack on this 
level. Essentially, you want to do that whenever possible. In between, 
you will have to become very good at air dodging and ground rolls. 
Takes much practice to conquer but can be done. Good luck.

Here's a more in-depth way to play the level. As Yoshi, you're going to 
want to first learn what to avoid in each of the attacks the hands 
make, and you're going to need to learn how to perform the down-a kick. 
Basically, I like to hold down the stick and then press a like a 
bazillion times, because holding a down doesn't seem like it does as 
much damage as repeatedly tapping a. Go after the left hand first. 
Stand right under the spot on the hand where the thumb sprouts from the 
hand, and then jump, and come down with the kicks. Do it once, and 
maybe another time, then get ready to jump over an attack. I once beat 
the left hand with 2% damage by just dodging attacks and kicking the 
hand. Then, defeat the right hand with the same manner, but only do one
kick per attack, and watch out. The right hand has a lot more smash 
attacks, and Yoshi is fairly light. Try and watch out especially for 
when the hands float with their palms open, because they'll swoop in 
and grab you, increasing damage by a lot. Just watch for the signs of 
the attacks and specifically dodge them.

LEVEL 51:
Anyone Unlocked (3 lives) vs. Giga Bowser, Ganondorf, MewTwo (3 lives 
each)

If you thought the last level was hard, here's one that makes it look 
like a cakewalk. You have to make 9 KOs on high level characters, on 
one of the smallest levels in the game. To make it worse, an insanely 
huge Bowser prowls the stage, and so you basically get 0 space. My 
strategy for this is the same as Event 44. I use Ness, jump off the 
side of the level, and use PK Thunder to shoot myself into my 
opponents. Lather, rinse, repeat. Mewtwo and Ganondorf have a 
wonderfully high suicide rate when doing this. And you don't even have 
to have good aim to get Bowser's damage up, as he is huge and nearly 
impossible to miss.  

Another, alternate way of defeating this level involves Jigglypuff. Use 
the down+B move on Bowser, usually that against him at as little as 20% 
damage will kill him. This gets rid of Giga Bowser fairly easy, but you 
will end up with a rather high damage after you get him off. Now, it 
gets hard. You have to take down both Mewtwo and Ganondorf usually with 
as little as a life left. It really is a combination of luck, pure 
skill, more luck, luck in getting good items, and even more luck. 
Hopefully, in taking out Bowser, you have taken out a couple of lives 
out of either Mewtwo or Ganondorf. The problem with Mewtwo and 
Ganondorf, is that if you come through the air, Ganondorf will Up+B 
move you, killing you in as little as 3 or 4 times, come by the ground, 
and Mewtwo will stun you with the repeated A attack, and then Ganon 
will once again destroy you. I've found one way to get around this 
(well, besides mad rolling, dodging and luck), use Jiggly's B button 
attack, roll up, and hit them, hopefully killing them, and avoiding 
falling off. This won't work every time, so hopefully some good items 
will come into play. Once one is eliminated, you can fight accordingly 
with the other, with Mewtwo try to drop in on the top, resting against 
him, against Ganondorf, go on the land, or using the roll attack once 
again.

Here's a third way. As Jigglypuff, fly up above Bowser and then fall 
into him with rest, hopefully knocking him off. Keep repeating this, 
paying no attention to the others, until Bowser dies. Now, once he's 
dead, you should probably be at one life left, and if you're lucky, 
you'll have a small amount of damage. Now, the waiting begins. Float 
back and forth over the heads of both Mewtwo and Ganondorf, trying not 
to get too close to them. You are waiting for items to pop up, like 
mines or bob-ombs. It'll take a long time, and it'll be very boring, 
but just float and wait, float and wait. They won't really attack you, 
except maybe Mewtwo will shoot you, so if Mewtwo gets a weapon, let him 
hold it, as he won't attack you then. Pick up anything and either shoot 
it or throw it, and you'll easily beat this level, it'll just take a 
while.


Ok, here we go with a FOURTH way, sent in by abkid56. Pick Jigglypuff, 
kill Giga Bowser with rest attack, yadayadayada. Then you could do 
these two in any order. Start hanging on the edge, and Ganondorf and 
Mewtwo will start trying to attack you while missing (keep dropping 
down and grabbing the edge again to get less damage). Ganondorf will 
eventually use his Up+B (Dark Dive) attack and kill himself, wait until 
Ganondorf does this to kill himself off. Then, for Mewtwo, always use 
B, the roll out move. I prefer using the roll out attack and killing 
Mewtwo first cause he always gets in the way when you are hanging on 
the edge, racking up your damage. Ganondorf will almost always dodge 
the roll out attack so NEVER try it on him, only Mewtwo. This way is 
the way I got it. So, in summary, you could roll out Mewtwo for the 
win, then hang on and wait until Ganondorf commits suicide, OR you 
could let Ganondorf die and then roll out Mewtwo, risking Mewtwo's 
attacks on the edge.

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

10. BONUS LIST
Title: (points) Description

Bird of Prey: (4000) Used only aerial attacks. 
 
Combo King: (2500) Used many combos. (Average # of combos is 2.5 or 
greater) 
 
Juggler: (1500) Struck an enemy many times while keeping him airborne. 
 
Backstabber: (2000) High % of attacks were from rear. (70% or more of 
total) 
 
Sweeper: (2500) High % of attacks were low. (50% or more of total) 
 
Clean Sweep: (5000) All attacks were low attacks. 
 
Meteor Smash: (800) KO'd foe with a Meteor Attack. 
 
Meteor Clear: (3000) Cleared the level with a Meteor Attack. 
 
Meteor Master: (8000) Every Meteor Attack KO'd an opponent. (minimum of 
2) 
 
Meteor Survivor: (2000) Succeeded in recovering from a Meteor Attack. 
 
Flying Meteor: (4000) Hit a flying enemy with a Meteor Attack. 
 
Exceptional Aim: (4000) Hit with most attacks. 
 
Perfect Aim: (10000) Hit with all attacks. (At least 8 attacks per 
minute) 
 
All Ground: (6000) Used all standard ground attacks against enemies. 
 
All Aerial: (4000) Used all standard aerial attacks on enemies. 
 
All Variations: (10000) Used all attacks except finishing blows on 
enemies. 
 
All on One: (20000) Used all attacks except finishing blows on one 
enemy. 
 
Lethal Weapon: (7000) Hit with a wide variety of attacks. 
 
Berserker: (3500) Attacked in a frenzy. (60 attacks or more in 1 
minute) 
 
Smash King: (3000) Used many Smash Attacks. (50% or more of all hits) 
 
Smash Maniac: (3500) Only used Smash Attacks. 
 
Smash-less: (1500) Used no Smash Attacks. 
 
Specialist: (2200) Hit with only special moves. 
 
Dedicated Specialist: (3100) Used only one kind of special move. 
 
One-Two Punch: (1800) Hit consecutively with all weak attacks. 
 
First Strike: (500) Delivered first blow of match. 
 
150% Damage: (1000) Took 150% damage or more. Not valid in team 
battles. 
 
200% Damage: (3000) Took 200% damage or more. Not valid in team 
battles. 
 
250% Damage: (7000) Took 250% damage or more. Not valid in team 
battles. 
 
300% Damage: (10000) Took 300% damage or more. Not valid in team 
battles. 
 
350% Damage: (???15000???) Took 350% damage or more. Not valid in team 
battles. 
 
Heavy Damage: (20000) Took 400% damage or more. Not valid in team 
battles. 
 
Sniper: (2000) Hit only with flying items. 
 
Brawler: (2000) Hit only with direct attacks. 
 
Precise Aim: (10000) All attacks hit immediately after execution. 
 
Pitcher: (6000) Fought only with grabs and throws. 
 
Butterfingers: (-500) Had a high rate of grab and dash-grab failures. 
 
All Thumbs: (-1500) All dash-grab attempts failed. (At least 4 
attempted) 
 
Cuddly Bear: (2000) Performed at least 3 grabs, but did not attack or 
throw enemy. 
 
Compass Tosser: (3500) Used all four directional-throw moves. 
 
Throw Down: (2500) Threw last foe to clear game. 
 
Pummeler: (1500) Did a lot of damage by holding and punching foes. 
 
Fists of Fury: (2500) After grabbing, always held and punched, never 
threw. 
 
Close Call: (2000) Threw just before enemy broke your hold. 
 
Opportunist: (-1000) Didn't attack for a very long period of time. 
 
Spectator: (-2500) Spent a long time on sloped terrain. 
 
Statue: (500) Little left-to-right movement. 

Never Look Back: (5000) Never changed direction. 
 
Stiff Knees: (300) Did not crouch. 
 
Run, Don't Walk: (6500) Did not walk. (Extremely short distance doesn't 
count) 
 
Ambler: (2500) Walked a lot. 
 
No Hurry: (1000) Did not run. 
 
Marathon Man: (2000) Ran a lot. 
 
Eagle: (1500) Went airborne a lot. 
 
Aerialist: (2500) Did not jump from the ground. (No overlap with Cement 
Shoes) 
 
Acrobat: (3000) Always did a midair jump. (No overlap with Cement 
Shoes) 

Cement Shoes: (4000) Never jumped, including midair jumps. 
 
Head Banger: (800) Hit walls a lot. (3 or more times per minute)  
 
Elbow Room: (2000) Bumped into or pushed foes a lot. 
 
Power Shielder: (5000) Used Power Shield often. (3 times or more in 1 
minute) 
 
Shield Buster: (x2500) Broke enemy's shield. 
 
Shattered Shield: (x-1000) Shield was broken by enemy. 
 
Shield Stupidity: (x-2000) Broke own shield. 
 
Shield Saver: (500) Dropped shield just before it was broken. 
 
Skid Master: (1000) Had long stun-slide distance. (9 feet or more in 1 
minute) 
 
Rock Climber: (800) Hung from many edges. (4 times or more in 1 minute) 
 
Edge Hog: (x2500) Hung from edge to prevent opponent from doing the 
same. 
 
Cliffhanger: (2000) Grabbed a lot of edges after being knocked off the 
stage. 
 
Life on the Edge: (x800) After being hit, grabbed edge without a midair 
jump. 
 
Poser: (2000) Taunted often. (6 or more times in 1 minute) 
 
Poser Poseur: (x500) Taunted right after someone else. (Within 1 
second) 
 
Poser Power: (x700) Attacked someone with a taunt. 
 
Pose Breaker: (x800) Gave a quick weak attack to a taunting opponent. 
 
Instant Poser: (x100) Taunted right after knocking down a foe. (Within 
1 second) 
 
Control Freak: (1000) Tapped the Control Stick twice as fast as second 
fastest tapper. 
 
Button Masher: (700) Pressed buttons twice as fast as second fastest 
presser. 
 
Button Holder: (4000) Held down the A or B button. (For the entire 
match) 
 
Rock Steady: (3000) Did not fall down. 
 
Pratfaller: (1500) Always landed face up. 
 
Face Planter: (1500) Always fell face down. 
 
Twinkle Toes: (2500) Succeeded on every attempt to absorb damage. 
 
Floor Diver: (1500) Dropped through floors often. (Over 12 times in 1 
minute) 
 
No R 4 U: (300) Did not press the L & R Buttons. 
 
Climactic Clash: (x1200) Hit same enemy with progressively stronger 
blows. 
 
Floored: (300) Took a lot of damage from floors. (Over 50% of damage) 
 
Punching Bag: (100) Got stuck between two enemies and hit back and 
forth. 
 
Stale Moves: (-2000) Persistently used same attack. 
 
Blind Eye: (3000) Always looking in opposite direction as oncoming 
attack. 
 
Crowd Favorite: (2500) Audience cheered for player. 
 
Master of Suspense: (2500) Surprised the crowd often. (3 or more times 
in 1 minute) 
 
Lost in Space: (2000) Frequently magnified. (1/4 of time in a 
magnifying glass) 
 
Lost Luggage: (3000) Was in magnifying glass on all four sides of the 
screen. 
 
Half-Minute Man: (2500) Beat level within 30 seconds. 
 
Pacifist: (3000) Never attacked even once including misses. 
 
Peaceful Warrior: (5000) Never attacked, but didn't lose the match. 
 
Moment of Silence: (3000) Took no damage for 1 minute. (No overlap with 
Impervious) 
 
Impervious: (7000) Didn't suffer a single attack. 
 
Immortal: (5000) Never got knocked down. 
 
Switzerland: (12000) Never attacked anyone, never took any damage. 
 
Predator: (-1500) Attacked only opponents with high amounts of damage. 
 
Down, But Not Out: (2000) Fell all the way down, but got back up the 
most in a match. 
 
Solar Being: (800) Only left stage by flying off screen and becoming a 
star. 
 
Stalker: (-1000) Always attacked a particular player. 
 
Bully: (-2000) Always KO'd a particular player. 
 
Coward: (-500) Spent a long time a great distance away from enemies. 
 
In the Fray: (2000) Average distance between you and foes was very 
small. 
 
Friendly Foe: (3000) Never pushed an enemy. 
 
Center Stage: (2000) Spent a long time in the middle of the arena. 
 
Merciful Master: (3000) Won without KO'ing anybody. 
 
Star KO: (x300) KO'd an enemy and truned him or her into a star. 
 
Rocket KO: (5000) Sent all team enemies flying off the top of the 
screen. 
 
Wimpy KO: (x4000) KO'd a foe with a weak attack. 
 
Bull's-eye KO: (x800) KO'd a foe with a firing item. 
 
Poser KO: (x5000) KO'd an enemy with a taunt. 
 
Cheap KO: (x500) KO'd an enemy from behind. 
 
Bank-Shot KO: (x3000) KO'd an enemy with a deflected item. 
 
Timely KO: (x3500) KO'd a foe at the time limit. 
 
Special KO: (x800) KO'd an enemy with a special attack. 
 
Hangman's KO: (x2000) Attacked an enemy that was hanging from an edge 
for a KO. 
 
KO 64: (x640) KO'd an enemy when the enemy was at 64% damage. 
 
Bubble-Blast KO: (x1200) Attacked a magnified enemy and KO'd him or 
her. 
 
Sacrificial KO: (x1500) The same attack KO'd both you and your enemy. 
 
Avenger KO: (x2500) KO'd a foe right after foe KO'd you. (Within 5 
seconds) 
 
Double KO: (x2000) KO'd two enemies at once. 
 
Triple KO: (x4000) KO'd three enemies at once. 
 
Quadruple KO: (x8000) KO'd four enemies at once. 
 
Quintuple KO: (x15000) KO'd five enemies at once. 
 
Dead-Weight KO: (x4000) KO'd an enemy by throwing another enemy at him 
or her. 
 
Kiss-the-Floor KO: (x1000) Threw an enemy onto a damaging floor for a 
KO. 
 
Assisted KO: (x1500) KO'd a foe with an item. 
 
Foresight: (x500) Hit the front of the screen. 
 
First to Fall: (-1000) First one to be KO'd after match begins. 
 
Cliff Diver: (500) Let go of the edge of a cliff and fell off the 
stage. 
 
Quitter: (x-1000) Fell off stage without even trying to recover. 
 
Shameful Fall: (x-1500) At less than 50% damage, got KO'd by a foe with 
over 100% damage. 
 
World Traveler: (2000) Got KO'd off all four sides of the screen. 
 
Ground Pounded: (500) Got KO'd by a damaging floor. 
 
Environmental Hazard: (1000) Got KO'd by a part of the stage 
environment. 
 
Angelic: (2000) Was standing on revival platform when match ended. 
 
Magnified Finish: (1000) Ended the match in a magnifying glass. 
 
Fighter Stance: (500) Finished match while taunting. 
 
Mystic: (2000) Ended match while offscreen. 
 
Shooting Star: (1500) Ended match as a star. 
 
Lucky Number Seven: (3000) Finished with :07 left. 
 
Last Second: (5000) Finished with :01 left. 
 
Lucky Threes: (3330) Finished with 3:33 left. 
 
Jackpot: (1110) Damage at end was the same number repeated three times. 
 
Full Power: (2000) Damage at 0% at finish. 
 
Item-less: (1800) Did not use any items. 
 
Item Specialist: (2000) Only hit with item attacks. 
 
Item Chucker: (3000) Hit only by throwing items. 
 
Item Smasher: (3000) Used only smash attacks with swinging weapons. 
 
Capsule KO: (x800) KO'd an enemy with a capsule. 
 
Carrier KO: (x800) KO'd a foe with a large item carrier. 
 
Weight Lifter: (1500) Frequently held heavy items. (Over 5 seconds per 
minute) 
 
Item Catcher: (x1000) Caught an item thrown at you. 
 
Reciprocator: (x2000) Threw an item thrown at you back at an enemy. 
 
Item Self-Destruct: (-1000) Item caused player to self-destruct. 
 
Triple Items: (3000) Got the same item three times in a row. 
 
Materialist: (100) Spent the longest amount of tiem holding items. 
 
Minimalist: (1500) Spent the least amount of time holding items. 
 
Item Hog: (4000) Got ten or more different kinds of items. 
 
Item Collector: (4000) Got every kind of item that appeared. 
 
Connoisseur: (3000) Got every kind of food that appeared. 
 
Gourmet: (2000) Used only food items. (3 or more) 
 
Battering Ram: (1500) Used only battering items. (3 or more) 
 
Straight Shooter: (1500) Used only shooting items. (3 or more) 
 
Wimp: (1500) Used only recovery items. (3 or more) 
 
Shape-Shifter: (1500) Used only transformation items. (3 or more) 
 
Chuck Wagon: (1500) Only grabbed throwing items. (3 or more) 
 
Parasol Finish: (1600) Was parachuting with the parasol at match's end. 
 
Gardener Finish: (2000) Put a flower on an enemy's head at match's end. 
 
Flower Finish: (1700) Had a flower on head when the match ended. 
 
Super Scoper: (2000) Did 100% damage or more firing the Super Scope. 
 
Screwed Up: (2000) Held Screw Attack for 30 seconds or more. 
 
Screw-Attack KO: (x2500) Used a Screw Attack to KO an enemy. 
 
Warp Star KO: (x1000) KO'd a foe using a Warp Star. 
 
Mycologist: (2500) Got three or more mushrooms. 
 
Mario Maniac: (8000) Used only Mushrooms, Fire Flowers, and Starmen. 
 
Metal KO: (x800) KO'd an enemy while metal. 
 
Freezie KO: (x2000) Froze enemy with Freezie, then KO'd him or her. 
 
Flipper KO: (x2000) KO'd enemy with a flipper. 
 
Mr. Saturn Fan: (3000) Only item used was Mr. Saturn. 
 
Mrs. Saturn: (1500) Held Mr. Saturn for 30 seconds or more. 
 
Saturn Siblings: (4000) Got three or more Mr. Saturns. 
 
Saturn Ringer: (4000) Caught a Mr. Saturn thrown at you. 
 
Giant KO: (x600) KO'd a foe while giant. 
 
Tiny KO: (x2500) KO'd a foe while tiny. 
 
Invisible KO: (x800) KO'd a foe while invisible. 
 
Bunny-Hood Blast: (x1200) KO'd someone while wearing a Bunny Hood. 
 
Vegetarian: (1800) Got two or more Maxim Tomatoes. 
 
Heartthrob: (2800) Got two or more Heart Containers. 
 
Invincible Finish: (x1200) Player is invincible at the end of the 
match. 
 
Invincible KO: (x800) KO'd a foe while invincible. 
 
Beam Swordsman: (x800) KO'd a foe with a Beam Sword. 
 
Home-Run King: (x600) KO'd an enemy with the Home-Run Bat. 
 
Laser Marksman: (4000) Hit with every blast from the Ray Gun until it 
ran out. 
 
Flame Thrower: (1600) Got a 10 combo or higher with the Fire Flower. 
 
Hammer Throw: (1500) Threw the hammer away. 
 
Headless Hammer: (2500) Grabbed a broken hammer. 
 
Super Spy: (x800) KO'd someone with a Motion-Sensor Bomb. 
 
Bob-omb's Away: (-500) KO'd by a wandering Bob-omb. 
 
Bob-omb Sqaud: (x2500) Grabbed a Bob-omb just before it exploded, and 
wasn't hurt. 
 
Pokemon KO: (1000) KO'd a foe with a Pokemon. 
 
Mew Catcher: (10000) Mew appeared. 
 
Celebi Catcher: (8000) Celebi appeared. 
 
Goomba KO: (100) KO'd a Goomba. 
 
Koopa KO: (200) KO'd a Koopa. 
 
Paratroopa KO: (300) KO'd a Paratroopa. 
 
ReDead KO: (300) KO'd a ReDead. 
 
Like Like KO: (500) KO'd a Like Like. 
 
Octorok KO: (150) KO'd an Octorok. 
 
Topi KO: (200) KO'd a Topi. 
 
Polar Bear KO: (800) KO'd a Polar Bear. 
 
Shy Guy KO: (20) KO'd a Shy Guy. 
 
First Place: (1000) Got 1st place in a timed match. 
 
Last Place: (-1000) Got last place in a timed match. 
 
Wire to Wire: (2000) Led in points from the start to the finish. 
 
Whipping Boy: (-1500) Trailed in points from the start to the finish. 
 
KO Artist: (3000) Had a lot of KOs. (More than 3 and double second 
place) 
 
KO Master: (1500) Had the most KOs. (Not awarded if Artist is earned) 
 
Offensive Artist: (2000) Caused a lot of damage. 
 
Offensive Master: (1000) Caused the most damage. 
 
Frequent Faller: (-1000) Had a lot of falls. 
 
Fall Guy: (-500) Had the most falls. 
 
Self-Destructor: (-2000) Had a lot of self-destructs. 
 
Master of Disaster: (-1000) Had the most self-destructs. 
 
KOs: (x500) Counts each KO. 
 
Falls: (x-500) Counts each fall. (Self-destructs not counted) 
 
SDs: (x-500) Counts each self-destruct. 
 
Target Master: (30000) Smashed all targets in Target Test! 
 
Hobbyist: (1000) Got at least one trophy before the stage ended. 
 
Collector: (30000) Snagged all trophies that appeared! 
 
No-Damage Clear: (300000) Cleared all levels without taking any damage. 
 
No-Miss Clear: (10000) Cleared without losing a single life. 
 
Continuation: (-20000) Cleared by continuing. 
 
Speedster: (10000) Cleared all levels quickly. 
 
Speed Demon: (20000) Cleared all levels very quickly. 
 
Melee Master: (100000) Cleared All-Star mode without recovering damage 
even once. 
 
Classic Clear: (50000) Cleared the Classic mode. 
 
Adventure Clear: (50000) Cleared the Adventure mode. 
 
All-Star Clear: (50000) Cleared the All-Star mode. 
 
Very-Hard Clear: (200000) Cleared the Very-Hard mode. 
 
Crazy Hand KO: (80000) Defeated Crazy Hand in Classic mode. 
 
Luigi KO: (20) Defeated Luigi in Adventure mode. 
 
Link Master: (30000) Defeated all five Links in Adventure mode. 
 
Giant Kirby KO: (10000) Defeated Giant Kirby in Adventure mode. 
 
Metal Bros. KO: (8000) Defeated Metal Bros. in Adventure mode. 
 
Giga Bowser KO: (100000) Defeated Giga Bowser in Adventure mode. 




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

11. TROPHIES
Here's a full list of every trophy that can be found in the game.

Alpha  
Andross  
Andross (metallic)  
Annie  
Articuno  
Arwing 
Ayumi Tachibana  
Baby Bowser  
Baby Mario  
Ball Kirby  
Balloon Fighter  
Barrel  
Barrel Cannon 
Battlefield  
Bayonette  
Beam Sword  
Bellossom  
Birdo  
Blastoise  
Bob-omb  
Boo  
Bowser  
Bowser (smash)  
Bowser (smash)  
Bubbles  
Bucket  
Bulbasaur  
Bullet Bill  
Bunny Hood  
Capsule  
Captain Falcon  
Captain Falcon (smash) 
Captain Falcon (smash) 
Captain Olimar  
Celebi  
Chansey  
Charizard  
Chikorita  
Chozo Statue  
Clefairy  
Cleffa  
Cloaking Device  
Coin  
Crate  
Crazy Hand  
Crobat  
Cydaquil  
Daisy  
Diskun  
Ditto  
Dixie Kong  
Donbe & Hikari  
Donkey Kong  
Donkey Kong (smash) 
Donkey Kong (smash) 
Donkey Kong Junior  
Dr. Mario  
Dr. Mario (smash)  
Dr. Mario (smash)  
Dr. Stewart  
Dr. Wright  
Ducks  
Eevee  
Egg  
Eggplant Man  
Electrode  
Entei  
Excitebike  
Falco Lombardi  
Falco Lombardi (smash) 
Falco Lombardi (smash) 
Falcon Flyer  
Fan  
Female Wire Frame  
Fighter Kirby  
Fighting Wire Frames  
Final Destination  
Fire Flower  
Fire Kirby  
Flipper  
Food  
Fountain of Dreams  
Four Giants  
Fox McCloud  
Fox McCloud (smash) 
Fox McCloud (smash) 
Freezie  
F-Zero Racers  
Game & Watch  
Ganondorf  
Ganondorf (smash)  
Ganondorf (smash)  
GCN  
Giga Bowser  
Goldeen  
Gooey  
Goomba  
Goron  
Great Fox  
Green Shell  
Hammer  
Hate Giant  
Heart Container  
Heracross  
Heririn  
Home-Run Bat  
Ho-oh  
Ice Climbers  
Ice Climbers (smash) 
Ice Climbers (smash) 
Igglybuff  
Jeff  
Jigglypuff  
Jigglypuff (smash) 
Jigglypuff (smash) 
Jody Summer  
Kensuke Kimachi  
King Dedede  
King K. Rool  
Kirby  
Kirby (smash)  
Kirby (smash)  
Kirby Hat #1  
Kirby Hat #2  
Kirby Hat #3  
Kirby Hat #4  
Kirby Hat #5  
Klap Trap  
Koopa Clown Car  
Koopa Paratroopa  
Koopa Troopa  
Kraid  
Lakitu  
Landmaster Tank  
Like Like  
Link  
Link (smash)  
Link (smash)  
Lip's Stick  
Lon Lon Milk  
Love Giant  
Lugia  
Luigi  
Luigi (smash) 
Luigi (smash) 
Mach Rider  
Majora's Mask  
Male Wire Frame  
Marill  
Marin  
Mario  
Mario (smash)  
Mario (smash)  
Marth  
Marth (smash)  
Marth (smash)  
Muruo Maruhige  
Master Hand  
Master Sword  
Maxim Tomato  
Megavitamins  
Meowth  
Meta-Knight  
Metal Box  
Metal Mario  
Metroid  
Mew  
Mewtwo  
Mewtwo (smash)  
Mewtwo (smash)  
Misty  
Moltres  
Monster  
Moon  
Motion-Sensor Bomb  
Mr. Game & Watch  
Mr. Game & Watch (smash) 
Mr. Game & Watch (smash) 
Mr. Resetti  
Mr. Saturn  
Mute City  
Ness  
Ness (smash) 
Ness (smash) 
Ocarina of Time  
Octorok  
Pak E. Derm  
Paper Mario  
Parasol  
Party Ball  
Paula  
Peach  
Peach (smash) 
Peach (smash) 
Peppy Hare  
Pichu  
Pichu (smash)  
Pichu (smash)  
Pidgit  
Pikachu  
Pikachu (smash) 
Pikachu (smash) 
Pikmin  
Pit  
Plum  
Poison Mushroom  
Poke Ball  
Pokemon Stadium  
Polar Bear  
Poliwhirl  
Poo  
Porygon2  
Princess Peach's Castle  
Professor Oak  
Raccoon Mario  
Racing Kart  
Raikou  
Raphael Raven  
Ray Gun  
Ray MK II  
ReDead  
Red Shell  
Rick  
Ridley  
Roy  
Roy (smash)  
Roy (smash)  
Ryota Hayami  
Samurai Goroh  
Samus Aran  
Samus Aran (smash)  
Samus Aran (smash)  
Samus' Starship  
Sandbag  
Scizor  
Screw Attack  
Sheik  
Sheik (smash)  
Sheik (smash)  
Sheriff  
Shy Guys  
Slippy Toad  
Smash Coins  
Snorlax  
Squirtle  
Stanley  
Star Rod  
Starman  
Starman (EarthBound)  
Staryu  
Steelix  
Sudowoodo  
Suicune  
Super Mushroom  
Super Scope  
Target  
Thwomp  
Tingle  
Toad  
Togepi  
Tom Nook  
Topi  
Totakeke  
Totodile  
Turtle  
UFO  
Unown  
Vacuum Luigi  
Vegetable  
Venusaur  
Viruses  
Waddle Dee  
Waluigi  
Wario  
Warp Star  
Weezing  
Whispy Woods  
Wobbuffet  
Wolfen  
Yoshi  
Yoshi (smash)  
Yoshi (smash)  
Young Link  
Young Link (smash)  
Young Link (smash)  
Zapdos  
Zelda  
Zelda (smash)  
Zelda (smash)  
ZERO-ONE  

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

12. POKEMON IN THE POKEBALLS

Articuno
Pokemon Number - 144
Looks Like - A very large blue bird.
Attack - Flying into the air, Articuno will start to flap his wings, 
causing enemies that get caught to freeze like they were freezie 
targets.

Bellossom
Pokemon Number - 182
Looks Like - A little dancing flower (with two red flowers on its head) 
that emits purple haze.
Attack - The purple haze has the effect of Jigglypuff's singing - it 
puts you to sleep. Only if you are very close to Bellossom will you be 
affected, though.

Blastoise
Pokemon Number - 9
Looks Like - A fat blue turtle dinosaur with guns on his back.
Attack - Blastoise will shoot water in 14 pulses, with each pulse 
pushing him back a little farther.

Celebi
Pokemon Number - 251
Looks Like - A tiny green fairy
Attack - Like Mew from the last game, Celebi just rises in the air, and 
you get the great Celebi Catcher bonus, which is essential for the 
bonus mode.

Chansey
Pokemon Number - 113
Looks Like - A large fat egg with eyes, little wing-like arms, and an 
egg at her belly.
Attack - Chansey throws out 6 eggs, with items inside.

Charizard
Pokemon Number - 6
Looks Like - A big red fire-breathing dragon
Attack - Charizard stands in place and alternately breaths fire to the 
right and left of himself.

Chikorita
Pokemon Number - 152
Looks Like - A small green dog-like pokemon with a necklace and a leaf 
emerging from its head.
Attack - Chikorita will throw 12 leaves across the screen that do a 
little bit of damage, but is great for stunning the opponents.

Clefairy
Pokemon Number - 35
Looks Like - It looks like a tiny white sphere with a curly cue on his 
head and big brown tipped ears. Kind of cute.
Attack - It's random which attack it does, but some of the attacks it 
does are:
-It will shoot fire from both sides, damaging opponents who get caught.
-It will cause a massive hurricane around it, damaging the opponents.

Cyndaquil
Pokemon Number - 155
Looks Like - A long-snouted blue dog-animal with red spikes on his 
rear.
Attack - Cyndaquil will rise up, shoot fire in the direction he was 
thrown, and then disappear.

Electrode
Pokemon Number - 101
Looks Like - A big red and white, angry ball.
Attack - Electrode closes his eyes, starts to glow and shake, then gets 
dark, and suddenly lights up with electricity, and explodes. Watch for 
the electricity to show his imminent explosion.

Entei
Pokemon Number - 244
Looks Like - A big brown dog with white cloudy hair streaming from it's 
back.
Attack - Entei will shoot a moderately large stream of fire straight up 
from it's back, intensely damaging any and all foes caught in it.

Goldeen
Pokemon Number - 118
Looks Like - A red goldfish that flops around.
Attack - Goldeen is a water pokemon, and if it's not in water, it 
basically just bounces around, useless.

Ho-oh
Pokemon Number - 250
Looks Like - A very large, rainbow colored, bird.
Attack - Ho-oh will fly upwards and rain down flames onto the spot he 
was released. Very painful.

Lugia
Pokemon Number - 249
Looks Like - A big white/blue bird with a long neck and a large belly.
Attack - Lugia flies upwards, then in the background shoots a whirlwind 
around in a circle, catching enemies and dealing a large amount of 
damage.

Marill
Pokemon Number - 183
Looks Like - A little blue circular mouse, with a sphere for a tail.
Attack - Marill runs, just runs across the screen until it falls off 
the edge. If it encounters an enemy it does 1% damage.

Mew
Pokemon Number - 151
Looks Like - A tiny little cat-like pokemon.
Attack - Like in the last game, Mew likes to appear, sparkle for a bit, 
then fly away. At least it gives you a huge amount of points for the 
Mew Catcher bonus (10,000) Fun stuff.

Moltres
Pokemon Number - 146
Looks Like - A big, red/yellow flame-winged bird.
Attack - Moltres will fly up a short distance and flap his wings. Any 
enemy that touches Moltres will be burned, and caught in the pokemon.

Porygon2
Pokemon Number - 233
Looks Like - A big streamlined blue and red duck.
Attack - Porygon2 will launch from the pokeball towards the nearest 
enemy, hitting him with smash attack force, then, in a neat effect, 
will disappear.

Raikou
Pokemon Number - 243
Looks Like - A yellow-electrical dog, with long purple curled up hair 
and a electrical bolt blue tail.
Attack - Raikou will emit a circle of electricity around him, and any 
enemy will be caught up and electrocuted badly.

Scizor
Pokemon Number - 212
Looks Like - A red walking insectoid.
Attack - Scizor will run at the nearest enemy to inflict a smash attack 
strength hit. It will jump upwards and keep running to hit the enemy.

Snorlax
Pokemon Number - 143
Looks Like - A big fat blue bear-like pokemon, without the hair.
Attack - Snorlax will fall from the pokeball to the ground, damaging 
the pokemon, then, he'll rise upwards and fall from the sky in his big 
form, smacking any opponents who get caught.

Staryu
Pokemon Number - 121
Looks Like - A yellow flying starfish.
Attack - Staryu will float around for a bit, pick an enemy and then fly 
towards him, stop and fire a large number of shots similar to a super 
scope.

Suicune
Pokemon Number - 245
Looks Like - A big blue dog with white diamonds along the length of 
it's body and long, flowing purple hair.
Attack - It will unleash a huge storm around him, catching up and 
damaging any and all who touch it.

Togepi
Pokemon Number - 175
Looks Like - A little red, white and blue egg with a head popping out.
Attack - Once again, this pokemon has a random sheath of attacks, which 
are:
-It will emit purple sparks, and then the entire screen will go black 
for a few seconds, then come back.
-It will cause an earthquake to shake the screen, stopping enemies.
-It will cause other enemies to fall asleep, like Bellossom.

Unown 
Pokemon Number - 201
Looks Like - Well, the Unown will pop from the pokeball and look like a 
letter with an eyeball. Different letters pop out randomly.
Attack - The Unown will fly off the screen, then in a random direction, 
a swarm of Unowns will cross the screen and deal 5% damage a hit. This 
is like Beedrill from the original Super Smash Bros.

Venusaur
Pokemon Number - 3
Looks Like - A blue frog with a flower petal on it's back.
Attack - Venusaur will stomp the ground and any enemy near enough will 
get tossed around, vulnerable to smash attacks.

Weezing
Pokemon Number - 110
Looks Like - A purple cratery sphere, connected to two smaller purple 
spheres.
Attack - It will contract massively, and then start to pump out a 
noxious gas which will do damage to other players and knock them 
around.

Wobbuffet
Pokemon Number - 202
Looks Like - A big blue bowling pin with a small black tail that peeks 
around.
Attack - Wobbuffet stands where he's thrown, salutes, and then bounces 
around like one of those punching bag clowns. He'll damage the person 
who threw him.

Zapdos
Pokemon Number - 145
Looks Like - A big yellow electrical bird.
Attack - Zapdos will fly in place, and electrocute any and all enemies 
that get near him. 

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

12. ADVANCED TECHNIQUES

You already know that the R and L buttons allow you to block, dodge, 
roll, and what have you.  But there's more to it than you would expect, 
and one can never be a master 'Smasher without the following.  

First and foremost, it is HIGHLY recommended that you get used to 
pressing the R and L buttons all the way down, and quickly.  Sure, 
pressing them part of the way in has its many strategical advantages 
(shield gets worn out less quickly, can block many weak attacks and 
projectiles, etc.), but to dodge and perform other quick recovery moves, 
you'll have to press them in all the way.  

Now that we have that out of the way, let's discuss some techniques to 
make you an even better fighter than you already are!  
(NOTE: From this point on, I will refer to both the R and L buttons as 
just the L button, both to save space and because it's more convenient 
to use.  They have the exact same function, anyway, so just deal with 
it.)  

You probably have already noticed that if your character is knocked a 
distance into the air, when they hit the floor they will lie there for a 
moment, stunned.  This is the perfect opportunity for opponents to smack 
you around and string together combos.  To avoid that "stunned" period, 
hit the L button a moment or two before you hit the ground.  Your 
character will perform a fancy little hand-plant or something when they 
hit the ground and immediately flip back on his/her feet.  This move is 
absolutely priceless to know, because not only is it quick, but in the 
process of recovering any attacks won't hit you!  

Be sure to hold the L button down until you hit the ground, because 
sometimes if you let go too early the game will ignore the command to 
recover.  It just takes a bit of practice, and you'll get the feel for 
it in no time!  Also, by holding left or right on the joystick as you 
use this technique, you can perform the equivalent of a rolling dodge 
after that hand-plant, which is handy if your opponent is busy setting 
up a smash attack aimed at the spot where you were going to fall.  
This can be done on ANY surface you can hit when you're sent flying, 
including walls and ceilings, although the roll can only be used on 
floors, as far as I know.  Handy if you don't want to bounce off a wall 
and fly off the stage.  

The next technique, which is pretty much useless but can save your butt 
in iffy situations, is the wall jump.  Simply leap toward a vertical 
surface and tap the joystick in the opposite direction when you're close 
enough.  Your character will kick off the wall.  Not only is this 
EXTREMELY useful in stages like Fourside, but it doesn't count as a 
jump, so you can even air jump afterwards if you haven't already!  The 
wall jump can only be performed by certain characters: Mario, C.Falcon, 
Falco, Fox, Samus, Sheik, Young Link, and Pichu are the only characters 
that can wall jump to my knowledge.  

Finally is the tactic that I call the "aerial recover."  I have no idea 
if that's its real name.  During that falling period when you can move 
around, but you're still tumbling down through the air, tap the joystick 
left or right.  I highly emphasize "tap" because it's just that.  TAP 
it!  Your character will stop rotating and will instead right 
his/herself and fall normally.  Since you cannot air dodge while 
tumbling down, this move can be EXTREMELY helpful if the opponent is 
plotting your swift demise while you helplessly fall toward the ground.  
I am not sure if every character can do this, (see the wall jump, above) 
so you'll have to experiment.

k this is all you need to know but if you fill i should add more e-mail me with what 
ever the hell you want me to put in and i shall give you full creadit

=====================================================================================
==========================
ahh the simple things in live like driving flipping people off and going nuts snap 
in to a slim jim "EAT ME"
=====================================================================================
==========================

please note this is my faq and if not found on this site or found on this site and 
not under my name the party responseable will be noted to remove or leagle action 
will me held

  k now for if you email me email me to give me grafics like on this you have a very 
good guy called spoon who was one of my friend who gave that grafic above and I'll 
give you full creadit if you want any game for any system expect the x-box wich I 
1.hate the contollers 2.I hate bill gates please email me at the adress shown above

copeyright of deathwings 20 2002 


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