Unlock Mewtwo
Play VS mode 20 hours (You dont have to play 20 hours straight it will still work if you play one hour every day,I Put it VS mode and turn off the T.V and the two characters will wait over night and in the morning I fight the other character it will say I won and Mewtwo will fight me If I won I Unlock Mewtwo If I lost I have to play a quick VS Match and Beat him)

Alternate stage music
Select a stage with A or while holding L or R and pressing A and the stage will have different music

- Infinite Glacier: Icicle Mountain

A: Ice Climber's Music
L or R: Ice Climber NES Music
- Mushroom Kingdom: Princess Peach's Castle

A: Super Mario Bros. Music (revised)

L or R: Super Mario Bros. Music (revised)

- Mushroom Kingdom: Rainbow Cruise

A: Rainbow Cruise Music
L or R: Rainbow Cruise Music
- DK Island: Kongo Jungle
A: DK Rap
L or R: DK Rap
- DK Island: Jungle Japes
A: Donkey Kong Music
L or R: Donkey Kong Music
- Termina: Great Bay
A: Legend of Zelda Music
L or R: Saria's Song
- Hyrule: Temple
A: Zelda's Music
L or R: Fire Emblem Music
- Yoshi's Island: Yoshi's Story

A: Yoshi's Island Music
L or R: Yoshi's Island Music
- Yoshi's Island: Yoshi's Island

A: Super Mario World Music
L or R: Super Mario Bros. 3 Music

- Dream Land: Fountain of Dreams

A: Kirby Music (revised)
L or R: Kirby Music (revised)
- Dream Land: Green Greens
A: Kirby Music
L or R: Kirby Music
- Lylat System: Corneria
A: Starfox Music
L or R: Starfox Music
- Lylat System: Venom
A: Fox's Music
L or R: Fox's Music
- Superflat World: Flat Zone
A: Game and Watch Music
L or R: Game and Watch Music
- Planet Zebes: Brinstar
A: Super Metroid Music
L or R: Super Metroid Music
- Planet Zebes: Brinstar Depths

A: Metroid Music
L or R: Metroid Music
- Eagleland: Onett
A: EarthBound Music (Inside Ness's House)

L or R: Mother Music
- Eagleland: Fourside
A: Fourside Music
L or R: Fourside Music
- F-Zero Frand Prix: Mute City
A: Capt. Falcon's Music
L or R: Capt. Falcon's Music
- F-Zero Grand Prix: Big Blue
A: F-Zero Race Music
L or R: F-Zero Music
- Kanto: Pokemon Stadium
A: Pokemon Theme Music
L or R: Pokemon Red and Blue Battle Music

- Mushroom Kingdom
A: Super Mario Bros. Music
L or R: Dr. Mario Music
- Mushroom Kingdom II
A: Super Mario Bros. 2 Music
L or R: Dr. Mario Music
- Special Stages: Battlefield
A: Melee
L or R: Melee
- Past Stages: Dream Land
A: Kirby Superstar Music
L or R: Kirby Superstar Music
- Past Stages: Yoshi's Island
A: Yoshi's Island Music
L or R: Yoshi's Island Music
Cheat ID: 9921  Oct 1, 2002

Paper Mario trophy
Hit over 1500 feet in homerun derby mode to get a Paper Mario trophy.
Cheat ID: 9911  Oct 1, 2002

Play as Mr. Game & Watch
Successfully complete classic mode with all other 24 characters or complete target test mode with all other 24 characters to unlock Mr. Game & Watch. Alternately, play over 1,000 versus mode matches.
Cheat ID: 9888  Oct 1, 2002

Final Destination stage
Successfully complete event mode #51 to unlock the Final Destination stage.
Cheat ID: 9897  Oct 1, 2002

Nintendo game systems
Go to the trophy section to see most of the Nintendo game systems. Go to the Collection screen and zoom in on the background to the right of the television.
Cheat ID: 9916  Oct 1, 2002

All-Star mode stages
Every character in All-Star mode has a specific stage you fight them in, even if it is not their stage. Eventually, you will fight two opponents at a time, and then three opponents at a time. Use the following trick to find out what stage you are going fight in. On the little path with the three hearts and the teleporter to the next fight, there are small TV screens that appear behind the teleporter. These screens show you what opponent(s) you are fighting next. When it shows two opponents, you will be in the stage of the one on the left. When it shows three opponents, you will be in the stage of the opponent in the middle.

Mario: Rainbow Cruise
Peach: Princess Peach's Castle
Donkey Kong: Kongo Jungle
Yoshi: Yoshi's Story
Link: Great Bay
Zelda: Temple
Captain Falcon: Mute City
Bowser: Yoshi's Island
Fox: Corneria
Samus: Brinstar
Pikachu: Pokemon Stadium
Ice Climbers: Icicle Mountain
Kirby: Green Greens
Ness: Onett
Dr. Mario: Mushroom Kingdom II (Subcon)

Falco: Venom
Pichu: Fourside City
Luigi: Mushroom Kingdom
Jigglypuff: Poke Floats
Mewtwo: Battlefield
Mr. Game & Watch: Flat Zone
Marth: Fountain of Dreams
Roy: Final Destination
Young Link: Jungle Japes
Ganondorf: Brinstar Depths
Cheat ID: 9919  Oct 1, 2002

Unlock both Luigi and Falco.
Complete event mode #37. After winning, Pichu will become playable.

Complete adventure or classic mode as Mewtwo.

Play 200 matches in versus mode.

Play as Prince Marth
Play with all 14 default characters in classic mode without continuing to unlock Prince Marth. Alternately, play vs. mode more than 400 times. Alternately, play versus mode with all of the default characters. Marth will challenge the last character you played as (if you won the match). If you lose against him, then he will reappear to challenge the winner of the next versus match. Alternately, successfully complete classic mode with Ness on the very easy difficulty setting without continuing.
Cheat ID: 9890  Oct 1, 2002

All-Star mode
Unlock all bonus fighters to unlock the single player All-Star mode. This mode allows you to fight all game characters, but with less health items.
Cheat ID: 9918  Oct 1, 2002

Trophy arrangements
Hold L and enter the Collection screen to arrange your trophies in rows. Hold R and enter the Collection screen to arrange trophies in a circle. Hold Y and enter the Collection screen to arrange the trophies in a triangle.
Cheat ID: 9909  Oct 1, 2002

Luigi's Mansion trophy
Insert a memory card with a saved game from Luigi's Mansion to get a trophy featuring Luigi with a vacuum.
Cheat ID: 9910  Oct 1, 2002

Play as Luigi
Successfully complete the first stage of adventure mode with a time of xx:x2:xx. You will have to battle Luigi and defeat him in under one minute. Finish the remainder of adventure mode. At the end of adventure mode you will fight Luigi. Defeat Luigi and he will become a playable character. Alternately, playing 800 versus mode battles. After you have played 800 battles, the winner of the battle will be challenged by Luigi. Defeat him and he will become a playable character. If you lose, Luigi will challenge the winner of the next versus mode battle.
Cheat ID: 9886  Oct 1, 2002

Play as Pichu
Accomplish one of the following to unlock Pichu
Cheat ID: 9889  Oct 1, 2002

Event #51
Clear all other events to unlock event #51.
Cheat ID: 9908  Oct 1, 2002

Wave Race: Blue Storm trophy
Insert a memory card with a saved game from Wave Race: Blue Storm. Begin the game and a Wave Race: Blue Storm trophy will be available.
Cheat ID: 9913  Oct 1, 2002

Play as Falco Lombardi
Successfully complete the 100 man melee to unlock Falco Lombardi. Alternately, play 300 versus mode matches.
Cheat ID: 9883  Oct 1, 2002

Alternate trophy background
Zoom in on a trophy, then press Start to change the background.
Cheat ID: 9915  Oct 1, 2002

Battlefield stage
Successfully complete All-Star mode to unlock the Battlefield stage.
Cheat ID: 9893  Oct 1, 2002

Sound test
Unlock all stages, all characters, and all 51 events to unlock the sound test option.
Cheat ID: 9917  Oct 1, 2002

Kongo Jungle stage
Successfully complete 15 Minute Spar mode to unlock the Kongo Jungle stage.
Cheat ID: 9900  Oct 1, 2002

Score display
To unlock the Score Display option in Additional Melee Rules, accumulate more than 5,000 KOs in melee matches. This enables you to show or hide the score during melee matches.
Cheat ID: 9905  Oct 1, 2002

Extra Events (#40-#50)
Unlock all the characters in the game to unlock events #40-#50.
Cheat ID: 9907  Oct 1, 2002

Alternate menu music
At the title screen, hold A and press Start. Different music will play at the main menu. Use the following trick to listen to any desired music in the gallery of trophies: After unlocking the Sound Test, use it to find a song you like, then press A to play it. Then, press B to exit. When you go to the trophy gallery, that song will be playing instead of the usual one.
Cheat ID: 9920  Oct 1, 2002

Dream Land stage
Successfully complete Break The Targets mode with all fighters to unlock the Dream Land stage.
Cheat ID: 9896  Oct 1, 2002

Fourside stage
Play 50 multi-player matches. Either the Big Blue, Brinstar Depths, Fourside, or Poke Floats stage will be randomly unlocked every 50 matches. Play another 50 matches to unlock the next stage until all are unlocked. Alternately, play over 100 multi-player matches to unlock the Fourside stage.
Cheat ID: 9899  Oct 1, 2002

Poke Floats stage
Play 50 multi-player matches. Either the Big Blue, Brinstar Depths, Fourside, or Poke Floats stage will be randomly unlocked every 50 matches. Play another 50 matches to unlock the next stage until all are unlocked. Alternately, play over 200 multi-player matches to unlock the Poke Floats stage.
Cheat ID: 9902  Oct 1, 2002

Yoshi's Island stage
Hit over 1200 feet in homerun derby mode with Yoshi to unlock the Yoshi's Island stage. To hit a long homerun as Yoshi, grab the bat as soon as you can start. Turn around and walk up close to the bag. Tap Jump as lightly as possible so Yoshi jumps no more then the size of the bag, then quickly tap Down + A to make him do his downward multi-kick. You will notice the multi-kick will bump the bag's percentage up 30+. Keep doing the multi-kick until the countdown is at one, then blast him with the bat. It is possible to get over 1700+ feet with this trick.
Cheat ID: 9903  Oct 1, 2002

Play as Dr. Mario
Successfully complete classic mode with Mario without losing a life to unlock Dr. Mario. Alternately, play 100 versus mode matches. The winner of the 100th match will fight Dr. Mario. Defeat him and he will become a playable character.
Cheat ID: 9882  Oct 1, 2002

Play as Gannondorf
Successfully complete event mode #29 (Triforce Gathering) to unlock Ganondorf. Alternately, play 600 versus mode matches.
Cheat ID: 9884  Oct 1, 2002

Play as Jigglypuff (Purin)
Successfully complete adventure mode on any difficulty setting to unlock Jigglypuff (Purin). Alternately, fight 50 multi-player battles.
Cheat ID: 9885  Oct 1, 2002

Play as Roy
Successfully complete the game with Prince Marth in classic mode to unlock Roy. Alternately, play over 900 versus mode matches.
Cheat ID: 9891  Oct 1, 2002

Flatzone stage
Successfully complete classic mode with Mr. Game & Watch without losing a life to unlock the Flatzone stage.
Cheat ID: 9898  Oct 1, 2002

Barrel Cannon trophy message
Look at the bottom of the Barrel Cannon trophy. You will see the message 2L84ME (too late for me).
Cheat ID: 9914  Oct 1, 2002

Play as Young Link
Successfully complete classic mode ten times with different characters each time. One time must be with Link. Alternately, complete adventure mode with Ganondorf. Alternately, play 500 versus mode matches.
Cheat ID: 9892  Oct 1, 2002

Mushroom Kingdom II stage
Win a Birdo trophy to unlock the Mushroom Kingdom II stage from Super Mario Bros. 2. Try putting a lot of coins in the lottery to get it. Alternately, successfully complete adventure mode with five characters.
Cheat ID: 9901  Oct 1, 2002

Pikmin trophy
Insert a memory card with a saved game from Pikmin. Begin the game and a Pikmin trophy will be available.
Cheat ID: 9912  Oct 1, 2002

Big Blue stage
Play 50 multi-player matches. Either the Big Blue, Brinstar Depths, Fourside, or Poke Floats stage will be randomly unlocked every 50 matches. Play another 50 matches to unlock the next stage until all are unlocked. Alternately, play over 150 multi-player matches to unlock the Big Blue stage.
Cheat ID: 9894  Oct 1, 2002

Extra Events (#31-#39)
Successfully complete the first 30 events and unlock Jigglypuff, Luigi, Dr. Mario, Falco, and Young Link to unlock events #31-#39.
Cheat ID: 9906  Oct 1, 2002

Brinstar Depths stage
Play 50 multi-player matches. Either the Big Blue, Brinstar Depths, Fourside, or Poke Floats stage will be randomly unlocked every 50 matches. Play another 50 matches to unlock the next stage until all are unlocked. Alternately, play over 50 multi-player matches to unlock the Brinstar Depths stage.
Cheat ID: 9895  Oct 1, 2002

Random stage select
To unlock the Random Stage Select option in Additional Melee Rules, first unlock all of the stages except Battlefield, Final Destination, and the three Past Stages. This allows you to decide which stages will be included and which will be omitted when you randomly select a stage. Alternately, successfully complete classic mode with all characters.
Cheat ID: 9904  Oct 1, 2002



Super Smash Bros: Melee

Remember how on s.s.b. 1 how you can share lives? 
Guess what? S.S.B. Melee lets you do the same thing! 
It works by you pressing START/PAUSE after you have 
been defeated. 
There are several things you should note: 

1.pressing START/PAUSE when teammate is defeated or 
  stock is 1 will not trigger the transfer. 

2.MUST BE IN TEAM BATTLE WITH 1-2 ENTRANTS ON YOUR SIDE!!!!! 

3.If you have 2 teammates, the computer will transfer 1 stock 
  from the teammate with more stock. If they have the same stock, 
  the lower number player will lose the stock to you. (ex. 1p 
  would lose a stock if 1p & 2p were your teammates. 

4. only works in stock battles.

Submitted by TerryplaneNo407 


Super Mega Humongous Giant Mario: 
Go to 'Special Melee' and chose Giant Mode. After that, go on to 
the item list and make the only item available the Super Mushroom. 
Choose your character as Mario and go to any stage besides the Ice 
Climber's stage and any of the secret stages. When there, get a 
Super Mushroom and then do Mario's taunt by pressing the up button 
on the Direction-Control Pad. Mario should turn huge, but you can't 
move him this way...... 

Super Tiny Small Melee: 
Go to Special Melee and then go and choose Tiny Melee. Go to the item 
list and make the Poisonous Mushroom the only one availble. Set the 
item rate "Very High" and then choose any characters. Start fighting, 
and when you see a crate, throw it at your opponent so he/she will get 
so small, you wouldn't be suprised if the character was microscopic!!! 

BEST CHARACTERS TO USE WITH: Kirby and Jigglypuff 
BEST STAGE TO USE AT: Venom

Submitted by elliotpga
 
========================================================================
                  ----- Super Smash Bros Melee -----
========================================================================

A FAQ/MOVE LIST FOR:
Super Smash Bros. Melee (GC)

Copyright 2002 Alxs (alxsthemighty@yahoo.com) 
Final Version, September 14, 2002


Note: Please read the Email Policy (below) before emailing me.


=-=-=-=-=-=-
Email Policy
=-=-=-=-=-=-

1) Put the name of this game in the subject title.
2) Please only send me game-related questions that are not already 
answered in this FAQ.
3) Don't be rude.  It will get you nowhere with me.
4) It's okay if you use a bit of "internet lingo" (e.g. "u" instead of 
"you"), but if I have no idea what you are saying, I have to delete the 
email.
5) Don't send me downloadable files, because I absolutely will not 
download them.  Everything you would like me to see must be located in 
the actual body of the email.

That's all.  Now that you have read these rules and agree to abide by 
them, feel free to email me at alxsthemighty@operamail.com


------------------------------------------------------------------------
Intro
------------------------------------------------------------------------

Welcome one and all to my Super Smash Bros. Melee (GC) FAQ!  
SSBM is a great sequel to the original game on the N64.  It has the same 
features as the first Super Smash Brothers, with TONS more added this 
time around!  Since I love this game so much, 
I've compiled this FAQ on it, and I hope it is of assistance to you.


------------------------------------------------------------------------
Contents
------------------------------------------------------------------------

I.	Version History
II.	Controls
III.	Modes
IV.	Other Basics
V.	Move Listing
VI.	Item Listing
VII.	Stage Listing
VIII.	One Player
IX.	Events
X.	Target Test
XI.	Bonus Points
XII.	Trophies
XIII.	Secret Characters/Stages/Trophies
XIV.	Other Secrets
XV.	Conclusion


========================================================================
                    ----- I. Version History -----
========================================================================

=-=-=-=-=-=-=
Final Version - September 20, 2002
=-=-=-=-=-=-=

New format and new email.  This is also the final version.  
However, I'm still taking reader contributions!


            ------[ previous versions deleted ]------


========================================================================
                       ----- II. Controls -----
========================================================================

Analog Stick: Move character (in fight)
              Select options (in menus)

Control Pad (press UP): Taunt (in fight)

A: Weak Attack (in fight)
   Confirm selection (in menus)

B: Strong Attack (in fight)
   Cancel (in menus)

X and Y: Jump (in fight)
         Change costume (only in character select screen)

L and R: Use shield (in fight)

Z: Drop item, throw enemy (in fight)


========================================================================
                        ----- III. Modes -----
========================================================================

------------------------------------------------------------------------
One Player
------------------------------------------------------------------------

=-=-=-=-=-=-=
Regular Match
=-=-=-=-=-=-=

CLASSIC: "Defeat each foe to advance."

ADVENTURE: "Battle through various stages."

ALL-STAR: You have one life to defeat all 25 characters!  You        
walk along a strange mode and come to teleporters that will 
warp you to your battles.  However, on the road there are three 
Heart Containers that will in this case heal all of your 
damage!


=-=-=-=-=-=
Event Match
=-=-=-=-=-=

Special Smash situation matches.


=-=-=-=
Stadium
=-=-=-=

TARGET TEST: Try to destroy all ten targets without dying!

HOME RUN CONTEST: Beat up a sandbag and knock it as far as you 
can with the Home Run Bat... in 10 seconds!

MULTI-MAN MELEE: "Fight for your life!  Fight!"

=-=-=-=-
Training
=-=-=-=-

"Free training for honing skills."


------------------------------------------------------------------------
VS Mode 
------------------------------------------------------------------------

MELEE: Normal multiplayer battle.

TOURNAMENT MELEE: Have a tournament with up to 64 players!

SPECIAL MELEE: "A melee with special rules." (No records are 
saved!)

CUSTOM RULES: Change rules for a melee here.

NAME ENTRY: Enter your name.


------------------------------------------------------------------------
Trophies
------------------------------------------------------------------------

GALLERY: View trophies collected individually.

LOTTERY: Use earned coins to gamble for trophies!

COLLECTION: View entire trophy collection.


------------------------------------------------------------------------
Options
------------------------------------------------------------------------

Rumble: Turn rumble in controllers on or off.

Sound: Choose sound options.

Screen Display: Change screen display.

Language: Choose language display.

Erase Data: Delete any saved data.


------------------------------------------------------------------------
Data
------------------------------------------------------------------------

Snapshots: View pictures taken in camera mode.

Archives: View movies.

Melee Records: View records of fights.

Special: Information about hidden things.


========================================================================
                        ----- IV. Basics -----
========================================================================

------------------------------------------------------------------------
Damage
------------------------------------------------------------------------

If you play a lot of fighting games and are totally new to the 
Smash Bros. games, the way damage is counted in this game will be a bit 
of a surprise.  As enemies attack you... your HP doesn't go down; your 
damage meter gets higher!  The damage meters are shown at the bottom of 
the screen and are measured in percents (%).  As your damage gets 
higher, it's easier for other people to knock you off of the battle 
arena.  (That means the only way to die is to get knocked off, unless, 
of course, you play Stamina mode, which is classic fighting style.)

------------------------------------------------------------------------
Coins
------------------------------------------------------------------------

HOW COINS ARE SPENT:
Continuing in 1-P mode
Gambling for trophies at the lottery

HOW COINS ARE EARNED (these are all ways _I've_ found):
Using Smash Attacks (in 1-P)
Getting to at least the 2nd door in Race to the Finish (Classic mode)
Playing VS. mode games
Spending a long time on stages in Adventure

=-=- If you know of other ways to earn coins, send 'em along to 
me! -=-=

------------------------------------------------------------------------
Smash Attacks
------------------------------------------------------------------------

You might've heard the term before, but what exactly are Smash 
Attacks in Melee?  Perform a Smash Attack using A/over.  
They'll cause a nice amount of damage and will get opponents 
out of your way if you do them correctly.  Also, now in this 
game, you can charge up your SA's by holding A/over at the same 
time to cause more damage!


========================================================================
                     ------ V. Move Listing -----
========================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Original Characters
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

These 14 players will be at your use ever since you start playing the 
game.


------------------------------------------------------------------------
Mario
------------------------------------------------------------------------

A: Punch or kick (after punching two times he'll kick)

A/over: Fireball Punch

A/down: Swing kick

A/up: Upward punch or charged up normal punch (I've had both of 
these 
happen when pressing A and up)

Forward, A: One leg kick

Dash, A: Slide

Jump, A/over: Swipe in air

Jump, A/up: Flip in air

Jump, A/down: Leg spin in air



B: Fireball

B/over: Cape swing

B/up: Jump up and upward punch (if near enemy coins will appear 
and 
you'll cause damage)

B/down: Twirl and then kick


------------------------------------------------------------------------
Bowser
------------------------------------------------------------------------

A: Simple scratch

A/over: Punch

A/up: Jump off the ground with your spikes pointing up

A/down: Get inside shell and spin (press together only once); 
crouch 
down and slash (press A multiple times)

Forward, A: Fist punch

Dash, A: Thrust body

Jump, A/over: Scratch in air

Jump, A/up: Butt-pound

Jump, A/down: Land on ground inside shell, upside down!



B: Fire

B/over: Slash (can become bite if attacking enemy)

B/up: Shell spin (much more powerful than A/down)

B/down: Jump and then pound on ground


------------------------------------------------------------------------
Peach
------------------------------------------------------------------------

A: Slap

A/over: Kick (if they're tapped shortly or hit with tennis 
racket (both can happen when using this)

A/up: Twirl with hands pointed up

A/down: Spin on ground

Forward, A: Same as A/over

Jump, A/over: Overhead slap in air

Jump, A/up: Complex kick in air

Jump, A/down: Another kick in air



B: Take Toad out (deflects attacks)

B/over: Fireball/explosion (the explosion only appears when 
you're near 
an enemy)
B/up: Jump into the air with umbrella; umbrella will come open 
when 
falling

B/down: Take out vegetable (press B/down again to throw)


------------------------------------------------------------------------
Yoshi
------------------------------------------------------------------------

A: Kick

A/over: Lean body and thrust it back

A/up: Thrust-Headbutt

A/down: Crouch and spin

Forward, A: Kick

Dash, A: Running headbutt

Jump, A/over: Thrust body/kick in air

Jump, A/up: Somersault in air

Jump, A/down: Fast kick in air

B: Put enemy in egg

B/over: Put yourself in egg and roll with control stick

B/up: Throw egg

B/down: Jump, pound


------------------------------------------------------------------------
DK
------------------------------------------------------------------------

A: Slap/punch

A/over: Clap hands together

A/up: Bring hands upward

A/down: Start with hands together and bring apart

Forward, A: Spin/thrust

Dash, A: Overhead running slap (one hand)

Jump, A/over: Two hand slap in air

Jump, A/up: Headbutt in air

Jump, A/down: Crush in air


B: Charge up punch (press B again to do it)

B/over: Punch (less powerful than B; cannot charge up)

B/up: Spin

B/down: Pound ground with hands (press B several times to do
continuously)


------------------------------------------------------------------------
Captain Falcon
------------------------------------------------------------------------

A: Punch (press many times for a flurry of them)

A/over: Bring back hands then thrust them forward

A/up: Upwards single spin kick

A/down: Normal single spin kick (both directions)

Forward, A: Single leg spin kick (one direction)

Dash, A: Elbow swipe

Jump, A/over: Knee thrust in air

Jump, A/up: Backflip in air

Jump, A/down: Jump, pound feet down together


B: "Falcon" Punch

B/over: Dash and punch

B/up: Jump high into air (can cause damage to enemy)

B/down: "Falcon" Kick


------------------------------------------------------------------------
Fox
------------------------------------------------------------------------

A: Punch

A/over: Tail slap (?)

A/up: Backflip

A/down: Split w/ punch

Forward, A: Kick

Jump, A/over: Thrust out legs, spin (land in a split)

Jump, A/up: Body spin in air

Jump, A/down: Spin kick in air



B: Shoot gun

B/over: Dash VERY quickly (can cause damage to enemy)

B/up: Super-charged jump (can cause damage to enemy)

B/down: Reflector


------------------------------------------------------------------------
Ness
------------------------------------------------------------------------

A: Punch/kick

A/over: Swing bat

A/up: Yo-yo (in direction you're facing in)

A/down: Yo-yo (in opposite direction)

Forward, A: Kick

Jump, A/over: "Magic" punch (?) in air

Jump, A/up: Headbutt, spin in air

Jump, A/down: Low one leg thrust in air


B: Send green lightning into air

B/over: "PK Fire"

B/up: "PK Thunder" (control the thunder with control stick)

B/down: Deals damage to the opponent that would have been done 
to you


------------------------------------------------------------------------
Ice Climvers
------------------------------------------------------------------------

A: Swish hammer

A/over: Pound hammer

A/up: Swing hammers up

A/down: Crouch and swish hammer

Forward, A: Same as A

Dash, A: Same as A, just running

Jump, A/over: Vertical hammer swish in air

Jump, A/up: Thrust hammers into air... in air :D

Jump, A/down: Sideways hammer pound in air


B: Throw two blocks of ice

B/over: Spin while holding hammers outward

B/up: High jump

B/down: Shoot out cold air in both directions


------------------------------------------------------------------------
Kirby
------------------------------------------------------------------------

A: Punch (press repeatedly to charge up)

A/over: Kick (charged up)

A/up: Backflip

A/down: Quick spin

Forward, A: Same as A/over not charged up

Dash, A: "Fire Kirby"

Jump, A/over: Spin/kick in air

Jump, A/up: Backflip in air

Jump, A/down: Downward spin kick in air


B: Suck up enemy (must press down to get power) (press B more 
to use 
new power)

B/over: Hammer

B/up: Jump and use blade

B/down: Turn into random rock/other heavy object (you must be 
above an 
enemy so you can pound down on them to cause damage!)


Up on + Pad: Get rid of power; taunt


------------------------------------------------------------------------
Samus
------------------------------------------------------------------------

A: Punch

A/over: Punch (if charged up), Kick (if not)

A/up: Shoot semi-circle of fire into the air

A/down: Spin kick

Forward, A: Kick

Dash, A: Thrust body forward

Jump, A/over: Same as A/up except fire is to side and in air

Jump, A/up: Upward kick in air

Jump, A/down: Swipe w/ gun in both directions in air


B: Charge up shot (press B again to shoot) 

B/over: Shoot rocket

B/up: Jump up and spin very quickly

B/down: Temporarily roll up into ball and release a small bomb 
as well


------------------------------------------------------------------------
Zelda and Sheik
------------------------------------------------------------------------

=-=-=
Zelda
=-=-=

A: Small ball of lightning

A/over: Punch (if charged up), Spin arms (if not)

A/up: Line of stars in air

A/down: Spin kick

Forward, A: Shoot magic stuff (:P) around you

Dash, A: Running push (two hands)

Jump, A/over: Thrust kick in air

Jump, A/up: Shoot fireball upward in air

Jump, A/down: Downward single kick in air


B: Nayru's Love

B/over: Din's Fire

B/up: Faore's Wind

B/down: Turn into Sheik


=-=-=
Sheik
=-=-=

A: Punch

A/over: Kick (pretty good, even better when charged up)

A/up: Put hands in arch and bring apart (if both HELD), handstand (if 
only control stick is held)

A/down: Low spin kick

Forward, A: Side spin kick

Dash, A: Running crouching slap

Jump, A/over: Swipe in air

Jump, A/up: Upward kick in air

Jump, A/down: One leg thrust-pound



B: Punch

B/over: Whip

B/up: Teleport (works the same as Zelda's)

B/down: Turn into Zelda


---------------------------------------------------------------
Link
---------------------------------------------------------------

A: Simple sword swipe

A/over: More powerful sword swipe

A/up: Swing sword multiple times in air

A/down: Crouch + sword swipe

Forward, A: More straight (than A) vertical swipe

Dash, A: Running horizontal swipe

Jump, A/over: Spin + sword swipe in air

Jump, A/up: Poke sword upward in air

Jump, A/down: Jump, pound sword down on ground


B: Shoot bow

B/over: Boomerang

B/up: Spin sword attack

B/down: Take out bomb (press _A_ to throw)


---------------------------------------------------------------
Pikachu
---------------------------------------------------------------

A: Headbutt

A/over: Sidewards kick

A/up: Crouch + backflip

A/down: Crouch + lightning kick

Forward, A: Two legs kick

Jump, A/over: Spin horizontally and over in air

Jump, A/up: Front flip in air

Jump, A/down: Jump, pound head down


B: Shoot lightning

B/over: (what I like to call) The "Pika-missle" ;)

B/up: Quick + high jump

B/down: Thunder

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Secret Characters
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

11 characters you must unlock by doing certain things in the game.  
These are known as secret characters.


------------------------------------------------------------------------
Dr. Mario
------------------------------------------------------------------------

A: Punch; occasionally kick

A/over: Slap (?)

A/up: 90 degree punch

A/down: Spin kick (Breakdancing!  :D)

Forward, A: Alternative kick

Dash, A: Slide

Jump, A/over: Two leg side kick in air

Jump, A/up: Backflip in air

Jump, A/down: Spin kick in air


B: Shoot pill

B/over: Cape swing

B/up: Jump + attack (coins will appear and cause even more 
damage if 
you're near an enemy)

B/down: Spin + kick, punch


------------------------------------------------------------------------
Luigi
------------------------------------------------------------------------

A: Punch; occasional kick

A/over: THE POKE OF DOOM!

A/up: 90 degree slap/punch

A/down: Spin kick; yes, Breakdancing once again.

Forward, A: Alternative kick

Dash, A: Running "frenzy punch"

Jump, A/over: One hand slap in air

Jump, A/up: Backflip in air

Jump, A/down: Spin kick in air


B: Fireball (green)

B/over: The Luigi Missile

B/up: [Hard to explain... it's like Mario/Dr. Mario's B/up 
except it 
does more damage and no coins appear

B/down: Spin + kick, punch


------------------------------------------------------------------------
Ganondorf
------------------------------------------------------------------------

A: Punch

A/over: Elbow punch? (>_<)

A/up: High kick (if held); single leg slap (if tapped, but sometimes 
even doing that it's hard to get Ganondorf to do this)

A/down: Kick (hits in both directions)

Forward, A: Normal kick

Dash, A: Running skull bash

Jump, A/over: Cape swish in air

Jump, A/up: Backflip in air

Jump, A/down: Two foot pound


B: Warlock Punch (EXTREMELY powerful if charged up, but it's risky doing 
so)

B/over: Not chargeable, less powerful Warlock Punch
B/up: Jump (high)

B/down: Total clone of Captain Falcon's "Falcon Kick" >_<


------------------------------------------------------------------------
Falco
------------------------------------------------------------------------

A: Punch (repeatedly for flurry of kicks)

A/over: Single leg kick (more powerful than A)

A/up: Backflip + kick

A/down: Split

Forward, A: Alternative kick

Jump, A/over: Split/kick in air

Jump, A/up: Frontflip in air

Jump, A/down: Spin kick in air



B: Gun

B/over: Dash (does damage!)

B/up: Super jump (does damage)

B/down: Reflector


------------------------------------------------------------------------
Young Link
------------------------------------------------------------------------

A: Simple sword swipe

A/over: More powerful swipe

A/up: Spin sword in air 3x

A/down: Crouch + swipe

Forward, A: More straight (than A) vertical swipe

Jump, A/over: Spin-horizontal swipe in air

Jump, A/up: Poke sword upward in air

Jump, A/down: Jump, pound sword downward on ground


B: Shoot fire arrow

B/over: Boomerang

B/up: Sword spin

B/down: Bomb (throw with A)


------------------------------------------------------------------------
Pichu
------------------------------------------------------------------------

A: Headbutt

A/over: (Very) short distance electric ball

A/up: More powerful headbutt

A/down: Crouch + spin

Forward, A: Two leg kick

Dash, A: Running headbutt

Jump, A/over: Horizontal spin in air

Jump, A/up: Flip in air

Jump, A/down: Downward pounding headbutt


B: Electricity

B/up: Dash in air

B/over: "The Pika-missle"

B/down: Thunder (very powerful to opponents, pretty harmful to yourself 
if you use it when an enemy isn't nearby)


------------------------------------------------------------------------
Jigglypuff
------------------------------------------------------------------------

A: Punch, occasional kick

A/over: Powerful kick (if charged up); Spin kick (if not)

A/up: "Rainbow" slap (it starts on one side of her body and 
comes 
around to the other)

A/down: Crouch + spin

Forward, A: Spin kick

Dash, A: Running head thrash

Jump, A/over: Alternative kick in air

Jump, A/up: Overhead hand swipe in air

Jump, A/down: Spin + kick in air


B: Roll up + spin in direction you were facing

B/over: Slap

B/up: Sing (puts nearby enemies to sleep)

B/down: Rest


------------------------------------------------------------------------
Mewtwo
------------------------------------------------------------------------

A: Simple purple magic attack (=P)

A/over: Tail whip

A/up: Same as A, except over head

A/down: Same as A, except down by feet...

Forward, A: Same as A/over not charged up

Dash, A: Running magic attack

Jump, A/over: Magic attack in air

Jump, A/up: Flip in air


B: Charged up magic ball (enemies will get hurt if they touch 
you while 
you're charging it up!)

B/over: Make enemy fly off the ground + cause damage

B/up: Teleport

B/down: Reflector??


------------------------------------------------------------------------
Mr. Game and Watch
------------------------------------------------------------------------

A: Pump

A/over: Match

A/up: "Rainbow" slap (see Jigglypuff's moves)

A/down: Two hammers at top of head; bring down in both directions

Forward, A: Chair

Jump, A/over: Block hit in air

Jump, A/up: Some kind of upward pump (??) in air

Jump, A/down: Key pound


B: Shoot noodles (?) out of frying pan

B/over: Hammer (a number will appear over his head.  Different things 
will happen when you attack an enemy depending on the number)

B/up: Really high jump (can cause damage)

B/down: THE BUCKET OF DOOM!!!!!!!  :D


------------------------------------------------------------------------
Marth
------------------------------------------------------------------------


A: Swipe sword

A/over: More power swipe

A/up: Stab up into air

A/down: Crouch + poke sword (in both directions if charged up!)

Forward, A: Another swipe >_<

Dash, A: Running horizontal swipe

Jump, A/over: Horizontal swipe in air

Jump, A/up: Overhead swipe in air

Jump, A/down: Low swipe in air


B: (I believe it's called the) Shield-breaker

B/over: Another different type of sword swipe

B/up: Jump into the air (high; can cause damage)

B/down: Reflector??


------------------------------------------------------------------------
Roy
------------------------------------------------------------------------

Roy is the same as Marth, except most of his attacks have the super cool 
effect of fire added to them.  His disadvantage, however, is that he is 
not as fast as Marth.


========================================================================
                    ----- VI. Item Listing -----
========================================================================

Food - Pick this up and it will take away some of your damage.  
There are many different things you can get, and it's random how helpful 
the food will be!

Maxim Tomato - This will heal 50 damage.

Heart Container - Heals 100 of your damage unless you're playing All-
Star mode, in which they heal all of it.

Warp Star - If you pick this up, you'll shoot up into the air and then 
come back down with a big explosion in which you don't get hurt!

Ray Gun - Shoot an enemy with this. (Only lasts for a limited time)

Super Scope - An upgraded Ray Gun.  (Only lasts for a limited time)

Fire Flower - Use this to shoot fire at an opponent to cause damage.  
(Only lasts for a limited time)

Lip's Stick - Whack people with this to cause a little damage and make a 
flower appear on their head.

Star Rod - Shoot stars at people.  (Only lasts for a limited time)

Beam Sword - A pretty powerful sword.  This can last as long as you can 
hold it!

Home Run Bat - EXTREMELY powerful if you use it correctly!  A good 
charged up whack will really send any victim flying!

Fan - This doesn't really do much.  Just whack people with it to do 
quite little damage.

Hammer - Very powerful!  Pick this up and you'll be able to walk around 
with the hammer as a special music plays.  (Only lasts for a limited 
time)

Green Shell/Red Shell - Set these off and they will dash around the 
arena causing damage to people!

Flipper - If you throw this into the air, anybody who walks near it will 
be shot back as the Flipper starts spinning!

Freezie - Pick this up and throw it at someone to temporarily freeze 
them.

Mr. Saturn - He'll walk around until somebody picks him up.  
Throw it at somebody to cause damage.

Poke Ball - Throw this and a random Pokemon will come out and do 
something.

Bomb-omb - Throw it at people to blow them up!  However, if you leave a 
bomb-omb unattended for a little while, it'll start walking around on 
its own and blow up!

Motion-Sensor Bomb - If you plant one of these, anybody who gets too 
close to it will be blown back!

Super Mushroom - Become gigantic (only for a limited time).

Poison Mushroom - Become very small (only for a limited time).

Starman - Become invulnerable!  (Only for a limited time)

Parasol - Use this to whack people and cause damage!  It's pretty 
powerful...

Screw Attack - Pick this up to be able to use Samus' Screw 
Attack (simply jump)!

Metal Box - Become metal!  (Only for a limited time)

Bunny Hood - Be able to move extremely fast and attack quickly!

Cloaking Device - Become invisible!  (Only for a limited time)

Barrel Cannon - If you jump inside this it'll start to spin!  
Press A to shoot it in the direction the arrow is pointing!

Party Ball - Throw this up into the air and a few seconds later random 
items will come out!


========================================================================
                 ----- VII. Stage Listing -----
========================================================================

Here's a list of stages that I've unlocked.  If you have any more to add 
to the list, please email them to me. Thanks.

Icicle Mountain (Infinite Glacier) - This is a level right from the I. 
Climbers game on the NES made 3D!  You'll find that the level is either 
falling down or moving up all the time, so make sure you keep up with 
the course to avoid loosing a life!

Princess Peach's Castle (Mushroom Kingdom) - This is just the castle 
from the Mario games.  Occasionally a gigantic bomb will come and make 
an explosion on the middle tower, so make sure you stay out of its way!

Rainbow Cruise (Mushroom Kingdom) - This level is from Super Mario 64.  
You start out on a ship.  Eventually, the ship will tilt and fall so 
you'll have to jump onto a nearby platform.  
You'll have to keep jumping to more interesting platforms as previous 
ones disappear!  Eventually you'll end back up on the ship and the stage 
will repeat as many times necessary.

Kongo Jungle (DK Island) - This stage is just a few wooden platforms 
over a stream of gushing water.  The music is the DK 
Rap from Donkey Kong 64!

Jungle Japes (DK Island) - Once again you'll find that you're fighting 
over water.  There are three platforms, and on the middle one is a house 
(DK's?).

Great Bay (Termina) - Water, water, everywhere!  This level is from 
Majora's Mask on the '64 as you fight over the Great Bay 
Lab!  To the left there's a small platform that can tilt and make you 
fall into the water.  To the right, there's that turtle again!  However, 
don't trust him as a good place to stay because sometimes he'll go 
underwater for a while!

Temple (Hyrule) - This temple is just HUGE!  You're in the clouds, and 
there's a upper level and lower level... all outside!  I personally 
really like this stage... probably because I'm a Zelda fan and it has 
neat music.  ;)

Yoshi's Story (Yoshi's Island) - This is very similar to the 
Yoshi level for SSB on N64.  It has a few changes, but it's really very 
similar.  There are three platforms that are red above one big green 
one.

Yoshi's Island (Yoshi's Island) - This is a very small course.  Two 
platforms are connected by three boxes.  However, the boxes will become 
2-D sometimes and will spin, so watch out, and don't hang around on them 
for too long!

Fountain of Dreams (Dream Land) - This is a lot like the 
Yoshi's story level.  However, on the main platform, there's running 
water, even though that doesn't effect you at ALL!  

Green Greens (Dream Land) - This is very similar to the Kirby level in 
SSB for Nintendo 64.  Whispy Willows will sometimes blow wind to try to 
knock you somewhere.  There are two platforms in the air that you can 
jump on.  Also, now there are boxes to the left and right of the stage.  
Some of them have bombs (and they're marked with a picture of one) that 
will eventually blow up, so be careful.

Corneria (Lylat System) - You're on Star Fox's ship flying through 
Corneria City.

Venom (Lylat System) - Again, you're on Fox's ship although from a 
different view, and you're flying through Venom, 
Andross's world.

Brinstar (Planet Zebes) - There are a few platforms to jump on here, 
which you'll need to stay safe from the rising lava!

Onett (Eagleland) - You fight in front of a drug store and some houses.  
You can jump on top of the houses and the store's awnings 
(although they'll fall!).  Also, cars will come by sometimes, so when 
they do come on your side of the road, make sure you're on top of 
something to avoid being run over!

Mute City (F-Zero Grand Prix) - The platforms will constantly be 
changing, so keep up with them.  Also, make sure you avoid the passing 
cars!

Pokemon Stadium (Kanto) - You start out on an arena that has two 
platforms suspended in the air.  However, the scenery will change!  
What seems like a VERY basic level is not!

Mushroom Kingdom - Just the classic Mushroom Kingom.  It has a few 
platforms and other features.

Brinstar Depths (Planet Zebes) - This is a really neat stage!  
In the background, there's a dragon named Kraid that doesn't actually do 
anything to anybody.  However, the stage will often tilt in different 
directions to make it very interesting!

Fourside (Eagleland) - In this stage, you fight in a gigantic city on 
top of a few buildings.  This level can be really fun if you play on 
Giant or Tiny Melee!

Mushroom Kingdom II - This is just another Mushroom Kingdom stage.  I 
believe it's from the NES.

Big Blue - On this stage you battle solely on top of cars racing on the 
track.  Don't fall on the road - you're going so fast you'll die within 
half a second, so jump back up if you have the chance!  This is 
personally one of my favorite stages.  
:)

Poke Floats (Kanto Skies) - You start out on a Squirtle float and must 
jump on different floats as previous ones will float off the stage!  
This is a really neat stage!

Yoshi's Island (Past Stages) - Yoshi's Island right from the 
Super Smash Bros. original!  

Kongo Jungle (Past Stages) - Right from the original Super 
Smash Bros.!

Green Greens (Past Stages) - Right from the original Super 
Smash Bros.!

Flat Zone (Superflat World) - You're inside of a handheld Game and Watch 
game (released in the 80s).  And since this is Mr. 
Game and Watch's stage, EVERYTHING is flat!  Also, tools will fall that 
can cause damage!

Battlefield (Special Stages) - This is just the Battlefield stage.  You 
fight on this stage many times; for example, in Classic and Adventure 
mode.

Final Destination (Special Stages) - This is just the Final 
Destination stage.  You fight on this stage with the final bosses in 
Classic/Adventure mode.


========================================================================
                   ----- VII. One Player -----
========================================================================

(This section covers classic and adventure modes.)

------------------------------------------------------------------------
Classic
------------------------------------------------------------------------

It's totally random which specific character you'll fight, but you'll 
always fight a certain type of enemy in the same order.

#1: Normal
#2: Two Enemies (1 Ally)
BONUS: Break the Targets
#3: Normal
#4: Giant
#5: Normal
#6: Team
BONUS: Race to the Finish
#7: Metal
#8: FINAL BOSS (depends on what difficulty you select)


------------------------------------------------------------------------
Adventure
------------------------------------------------------------------------

STAGE 1: MUSHROOM KINGDOM
In the middle of the stage, you'll fight the Yoshi team (it's required 
that you defeat all 10).  Then, after you complete this stage, you'll 
fight Mario (or Luigi, see the unlocking section) and Peach.  Beat them 
to move on.

STAGE 2: KONGO JUNGLE
In the first arena, you'll have to fight two mini-DK's.  Then, beat 
Giant Donkey Kong to finish!

STAGE 3: UNDERGROUND MAZE
The point of this stage is to find the Triforce.  If you come across a 
Master Sword, it means you'll have to battle Link before moving on 
(although sometimes you can jump across the platforms to avoid the 
battle :D).  There are also other enemies in the maze like Like-Likes 
and ReDeads.  After you find the Triforce, you'll have to fight Zelda.  
Good luck!

STAGE 4: BRINSTAR
First, defeat Samus.  Then, you'll have to escape Brinstar before it 
explodes!  If it explodes before you complete the stage, you'll loose a 
life and will be blasted away!  If you make it, you'll still be blasted 
away but won't loose a life. Next stop: Green Greens!

STAGE 5: GREEN GREENS
Defeat the single Kirby.
Beat the Kirby team.
If you beat the Kirby team within 30 seconds, you'll fight Giant Kirby.

>>>GIANT KIRBY: THE FINAL VERDICT<<<
I have tested out the two theories below of why you fight Giant 
Kirby by escaping Brinstar and taking my time with the Kirby 
Team.  Therefore, if Giant Kirby appeared, then it would mean escaping 
Brinstar would be the reason, and if it didn't, then the reason would be 
beating the Kirby Team within 30 seconds.  
WELL, THE GIANT KIRBY DID NOT APPEAR!  That means that you 
FIGHT GIANT KIRBY IF YOU BEAT THE KIRBY TEAM WITHIN 30 SECONDS!  

Thanks goes out to everybody for sending me these ideas.  I'll still 
leave both of them up even though only one of them is correct.


I've collected two different theories on why you fight Giant 
Kirby:
- The following is the real reason why GK appears. googlyXbear@aol.com 
and [sorry, forgot name!] believes that this happens if you beat the 
Kirby team in less than 30 seconds. 

- I originally heard, and MUKIT@aol.com thinks that you fight 
Giant Kirby if you escape Brinstar.


STAGE 6: CORNERIA
First, defeat Fox.  Then, you'll either have to fight Fox a second time 
or Falco - and in either case, they have help!

STAGE 7: POKEMON STADIUM
Defeat the Pokemon team and you're done here!

STAGE 8: MUTE CITY
First you'll have to get to the finish without being hit too much by the 
F-Zero cars, which will come by often.  When they do come, make sure 
you're on a pink platform, where you'll always be safe from them!  After 
you're done, you'll have to battle Captain Falcon.

STAGE 9: ONETT
Beat the three Nesses.

STAGE 10: ICICLE MOUNTAIN
The stage will fall up or down, and if you don't keep up with it, you'll 
die.  At the end, you'll have to beat the four Ice Climbers (2 Popos, 2 
Nanas).

STAGE 11: BATTLEFIELD
First, defeat the Wire Frame Team (?).  Then, you'll have to fight Metal 
Mario + Metal Luigi (IF YOU HAVE HIM UNLOCKED!).

STAGE 12: FINAL DESTINATION
Defeat Giant Bowser (or Giga Bowser, if you beat Adventure mode under 18 
minutes and didn't continue).  Then, you beat the game!


========================================================================
                        ----- IX. Events -----
========================================================================


#1: Trouble King
Character: Mario
Defeat Bowser as Mario! (Both have 2 lives)

#2: Lord of the Jungle
Character: Giant DK
Defeat mini Donkey Kong (this is actually somewhat hard!)

#3: Bomb-fest
Character: Choice
A free for all with two computers - and bombs are everywhere!

#4: Dino-wrangling
Character: Choice
Defeat Giant Yoshi (you have three lives; he has one! :D).  
DON'T LET 
HIM PUT YOU IN AN EGG!

#5: Spare Change
Character: Ness
A race between you (Ness) and Captain Falcon to 200 coins!

#6: Kirbys on Parade
Character: Choice
Defeat the three mini Kirbys!  (They EACH have 2 lives; you 
only have one!)

#7: Pokemon Battle
Character: Choice
A duel with Pokeballs against Pikachu!

#8: Hot Date on Brinstar
Character: Choice
Defeat Samus!  You both start out with high damage and three 
lives!

#9: Hide and Sheik
Character: Choice
Defeat the two Zeldas before they defeat you!  There's only one 
twist - only SHEIK KO's count!

#10: All Star Match 1
Character: Choice
Defeat Mario, DK, Yoshi, Peach, and Bowser without loosing your 
two lives.  You keep your damage as you move on to the next 
battle!

#11: King of the Mountain
Character: Choice
Just survive the I.C.'s before 1:01 is up!

#12: Seconds, Anyone?
Character: Choice
Defeat Captain Falcon within less than seven seconds!  (You 
both start out with 100% damage)

#13: Yoshi's Egg
Character: Yoshi
Protect the egg from everyone else so it doesn't get broken!  
The game ends when the time runs out.

#14: Trophy Tussle 1
Character: Choice
Defeat the three other computer players to win the Goomba 
trophy.

#15: Girl Power
Character: Choice
Take out the girl characters who are teaming up against you!

#16: Kirby's Air-raid
Character: Kirby
Defeat all of the Kirbys on the screen - who are only 
vulnerable to warp stars - before the time runs out!

#17: Bounty Hunters
Character: Samus
Try to kill Bowser... but you can't allow Captain Falcon to do 
so!

#18: Link's Adventure
Character: Link
Fight Dark Link and defeat him!  (You each have 2 lives)

#19: Peach's Peril
Character: Mario
Bowser's after Peach again!  Stop Bowser from killing her until 
the time runs out!

#20: All-Star Match 2
Character: Choice
Another all-star match... this time with "realistic" 
characters!

#21: Ice Breaker
Character: Choice
KO both Nanas.

#22: Super Mario 128
Character: Choice
Beat 128 tiny Marios with one life!

#23: Slippy's Invention
Character: Choice
Beat Fox and Falco... and they're invisible!

#24: The Yoshi Herd
Character: Choice
Defeat 30 Yoshis in 2 minutes!

#25: Gargantuans 
Character: (Giant) Bowser
Beat Giant DK and VERY small Mario/Peach!

#26: Trophy Tussle 2
Character: Choice
A battle for the Entei!

#27: Cold Armor
Character: Samus
Defeat the three METAL bounty hunters... to top it off, they 
each have two lives and you only have one!

#28: Puffballs Unite!
Character: Choice
Beat all of the Kirbys (each appear with a copied ability!) in 
two minutes!

#29: Triforce Gathering
Character: Link
Team up with Zelda to fight Ganondorf.  You have one life; so 
does 
Zelda; Ganondorf has two!  If Zelda dies, you loose as well!  

There's an unlocking secret in this event; check out the 
Unlocking section if you want it!


#30: All Star Match 3
Character: Choice
Another all-star match, this time with Kirby, Pikachu, Ness, 
and the 
Ice Climbers!

#31: Mario Bros. Madness
Character: Choice
Defeat Mario and Luigi as the character of your choice!

#32: Target Acquired
Character: Falco
Beat Jigglypuff!

#33: Lethal Marathon
Character: Captain Falcon
A super fast, super damage dealing (meaning the cars!) of Mute 
City in adventure mode!  Race to the finish!

#34: Seven Years
Character: Young Link
A fight with Link!

#35: The for a Checkup
Character: Luigi
Dr. Mario and Peach are doctors and they've ganged up on you!

#36: Space Travelers
Character: Ness
An All-Star Match exclusively for Ness!

#37: Legendary Pokemon
Character: Choice 
A huge battle... and all you have on your side is a bunch of 
Legendary Pokemon!

Check out the unlocking section for info on the secret found 
here!


#38: Super Mario Bros. 2
Character: Choice
Another battle with Mario, Luigi, and Peach!

#39: Jigglypuff Live!
Character: Jigglypuff
You vs. three Jigglypuffs!  Just tell me, how can you fight 
yourself?!

TIP FOR #39 SENT BY FLAMEZAGGER86:
When you start, go on top of one of the platforms.  When they 
follow, grab them with Z and throw them by pressing up, and 
they'll die!  Keep doing this, and you can beat this event 
match EASILY!

#40: All-Star Match 4
Character: Choice
A secret character all-star!

#41: En Garde!
Character: Marth
Marth vs. Link!

#42: Trouble King 2
Character: Luigi
Just you vs. GIGA BOWSER!

#43: Birds of Prey
Character: Fox
Captain Falcon and Falco have teamed up to fight you!

#44: Mewtwo Strikes
Character: Choice 
At first it'll seem like Zelda is your opponent... however, 
that isn't the case...

#45: Game & Watch Forever!
Character: Mr. Game and Watch
Fight a team of Mr. Game and Watch's... and they're REALLY 
powerful!

#46: Fire Emblem Pride
Character: Choice
Marth and Roy, the heroes of Fire Emblem are now out to destroy 
you as a team!

#47: Trophy Tussle 3
Character: Choice
Battle for the Majora's Mask trophy!

#48: Pikachu and Pichu
Character: Choice
Time for another fight!  One Pikachu and two Pichus are ready 
to take you on together!

#49: All-Star Match Deluxe
Character: Choice
Time for a fight with Dr. Mario, Falco, Ganondorf, Roy, Young 
Link, and 
Pichu!

#50: Final Destination Match
Character: Choice
Master Hand's on the right - CRAZY HAND'S on the left!  They 
both have 
300 HP!  ...AND THEY'RE BOTH AGAINST YOU! 

#51: The Showdown
Character: Choice
Giga Bowser, Mewtwo, and Ganondorf have teamed up on you!  They 
each have three lives; so do you.  GOOD LUCK!

========================================================================
                     ----- X. Target Test -----
========================================================================

This section is right from Devin Morgan's FAQ for this game; full credit 
goes out to him for letting me use it!

=====
Mario
=====

Target 1: Head directly to the right to the edge of the 
platform, and 
hit the
          target there.

Target 2: Jump off the platform and hit the target in the air 
on the way 
down.

Target 3: Double jump up and hit the target to the right of #2.

Target 4: Double jump a little to the right, then turn around 
and do an 
Up + B
          move to hit the target in the alcove above you. Hold 
Left to 
get
          back onto the platform below.

Target 5: Stand a few steps before the right edge, and shoot a 
fireball 
to the
          right to hit the wide-open target above the water.

Target 6: Either head all the way left or shoot a fireball to 
hit the 
next
          target.

Target 7: Get to the downward-moving elevator platforms. Jump 
up them 
all the
          way to the top, then jump to the left and hit the 
target.

Target 8: On the way down the elevator from the top, you'll see 
a 
supposed
          small path leading to a target behind a wall. Jump 
into that 
alcove
          and you'll find you can walk in hit, so hit the 
target.

Target 9: Continue riding the elevator, then shoot a fireball 
to the 
left when
          you get diagonally above and right of the target so 
you hit 
it.

Target 10: Towards the bottom, run and jump off the platform 
and head 
right.
           Do a second jump in mid-air, then an Up + B move to 
hit the 
target.


=======
Pikachu
=======

Target 1: Jump up and hit the slow-moving target above you.

Target 2: Move slightly to the right and double jump, then hit 
the 
target in
          the air.

Target 3: Go all the way right to the edge of the platform. Use 
your B 
move to
          shoot a thunder ball right at the target.

Target 4: Double jump up to another ledge, then drop into the 
U-shaped 
alcove
          and hit that target.

Target 5: Jump onto the right edge of that U-shaped alcove you 
were just 
in,
          then double jump and hit the target.

Target 6: Head left to a moving platform in the air. Double 
jump when
          underneath one of the targets it passes under and hit 
it.

Target 7: Same as #6.

Target 8: Drop down to the ledge below the moving one, then go 
left to 
an open
          alcove, and hit the target inside.

Target 9: Double jump to the top of the alcove where the 
previous target 
was,
          then go left. Double jump to the next ledge and hit 
that 
target.

Target 10: Drop off the left ledge and fall until you see the 
last 
target. Do
           a jump in mid-air as you pass and hit it.


======
Bowser
======

Target 1: Hit the one directly to your left from the start.

Target 2: Go right and jump, then hit the target in the air.

Target 3: Land on the platform below the one where you started, 
and hit 
the
          target there.

Target 4: Head left and avoid the flipper, then double jump and 
hit the 
one
          in the air as well.

Target 5: Go down and drop through the thin platform. Hit the 
target 
there.

Target 6: Go left to the edge of this bottom platform, then 
double jump 
up the
          narrow area and hit the target at the peak of the 
jump.

Target 7: Head back to the right and jump and hit the target in 
the air.

Target 8: Continue upward and to the right, then get over the 
high wall 
and
          hit the target closest to the left.

Target 9: On the way down after hitting #8, hit this one at the 
bottom.

Target 10: Run off the right side of the platform, then jump 
again when 
you
           drop under the wall to the right, blocking the last 
target. 
Use
           your Up + B move to go upward and hit it.


=====
Peach
=====

Target 1: Hit the one directly to your left.

Target 2: Jump straight up and use the Up + B move to hit the 
one on the
          platform above you.

Target 3: Jump to the small ledge to the right. Jump towards 
the left 
from it
          and hit the target under that ledge as you fall.

Target 4: Fly to the right and land on the moving platform. At 
its 
rightmost
          point, double jump and use Up + B to hit the target 
in the 
corner.

Target 5: Get back up to the starting ledge, then go right and 
double 
jump to
          hit the next target.

Target 6: Drop straight down, then go right and hit the target 
in the 
air.

Target 7: Same as #6.

Target 8: All the way to the right, double jump and use Up + B 
to get up 
to
          the platform halfway up the wall. From there, double 
jump and 
use
          the Up + B move again while moving slightly to the 
left to hit 
that
          target.

Target 9: Land on that aforementioned platform and double 
jump/Up + B to 
the
          right and hit that target.

Target 10: As you fall, hit the final target as it moves back 
and forth.


=====
Yoshi
=====

Target 1: Jump up to the platform above and to the right of 
you, and hit 
the
          target there.

Target 2: Go right and double jump, hitting the target in the 
air.

Target 3: Drop down to another platform and hit that target.

Target 4: Drop down again and go right, hitting another target.

Target 5: Run to the left along the bottom area, and hit 
another target 
along
          the way.

Target 6: All the way to the left, hit the target above the 
logs.

Target 7: Drop off the left edge and land on the moving 
platform, then 
hit the
          target just above it.

Target 8: At the platform's rightmost point, jump off. Fall 
until you're 
just
          below where the moving platform would be, then jump 
again to 
propel
          upward to the target on that little niche. Hit it 
when you 
land on
          that small platform.

Target 9: Jump through the logs and land on them, then double 
jump up 
and left
          onto another ledge. Go left and drop into the area 
below it 
and hit
          that target.

Target 10: Jump back up to the top of this ledge, then double 
jump to 
the
           right and onto a higher platform. From there, double 
jump 
upward
           and a little to the left, just so you make it by the 
really 
high
           platform. At the peak of the jump, use the Up + B 
move and 
hold
           Right on the Control Stick. Hopefully the egg thrown 
will be
           directed to hit the target.


===========
Donkey Kong
===========

Target 1: Hit the one on either side of you from the start.

Target 2: Same as #2.

Target 3: Go right and hit the target moving up and down 
slowly.

Target 4: Double jump up onto the thin platform, then double 
jump again 
onto
          the ledge and hit the target there.

Target 5: Drop back down and jump left onto the upper platform. 
Hit the 
target
          in the air.

Target 6: Go left and jump onto the thin platform, then drop 
through it 
and
          hit another target.

Target 7: Jump back up onto that platform and hit the target 
above it.

Target 8: From there, double jump and use Up + B to fly upward 
to the 
moving
          thin platform, hitting the target along the way.

Target 9: At the platform's leftmost point, double jump and use 
the Up + 
B
          move to fly to the left, hitting another target in 
the air.

Target 10: Get onto the ledge at the top to the left, and hit 
the last 
target.


==============
Captain Falcon
==============

Target 1: Jump up and hit the target on the platform above you.

Target 2: Double jump up to the higher platform, and jump and 
hit the 
target
          in the air.

Target 3: Ride the moving platform to the right upward, then 
hit the 
target on
          the ledge at the top.

Target 4: Drop back down to the starting point, then go left 
and hit the 
one
          moving up and down.

Target 5: Double jump and hit the target in the air a little to 
the 
left.

Target 6: Go left and up the ramp, then jump and hit the target 
in the 
air.

Target 7: Get onto the top of that ramp again, then double jump 
to get 
onto
          the platform above you. Hit the target there.

Target 8: Jump into the moving platform that goes up and down, 
and hit 
the
          target inside.

Target 9: Jump left onto the ledge in the middle of the wall, 
then stand 
at
          the leftmost edge. Face left and do a Falcon Punch 
(press B) 
and hit
          the target like that.

Target 10: Double jump from that ledge and hit the final target 
above 
you.


===
Fox
===

Target 1: Jump up once while facing the left, then just before 
you pass 
below
          it, shoot a laser to hit the first target.

Target 2: Double jump from the starting platform and hit the 
target in 
the air
          to the right.

Target 3: Go right against the wall and double jump, then use 
the Up + B 
move
          to shoot upward and hit the next one.

Target 4: Land on the upper platform by holding Right after 
hitting the
          previous target, then drop down and hit this one.

Target 5: Double jump up and right onto the ledge, then double 
jump 
again to
          the right. At the peak of the jump, use the Up + B 
move to go
          straight up and through a thin platform, hitting a 
target.

Target 6: Drop through the thin platform and hold to the right. 
As soon 
as you
          pass under the right wall, jump in mid-air and hit 
the target, 
then
          quickly hold Right to land on the ledge.

Target 7: Drop off the left side of this ledge and hit the 
target there.

Target 8: Continue dropping from the previous target and hit 
this one as 
well.

Target 9: On the smaller ledge you land on after #8, use the 
Forward + B 
move
          while facing left to get to the following ledge. 
Stand at the 
right-
          most area of this ledge and face left, then use 
Forward + B 
again to
          reach an even smaller ledge. Jump up and hit the 
target above 
you.

Target 10: Look to the left and shoot the last target by 
hitting B when 
it's
           parallel with you.


====
Ness
====

Target 1: Jump straight up and hit the one in the air.

Target 2: Use PK Thunder (Up + B) and direct it up and right to 
the 
target you
          can't reach otherwise.

Target 3: Same as #2.

Target 4: Go left and double jump to the upper ledge, then 
while 
standing just
          above the next target, use PK Thunder and direct it 
downward 
and
          around the bend to hit it.

Target 5: Go left and jump onto the red ledge. Use PK Thunder 
and hit 
the
          target.

Target 6: Same as #5.

Target 7: Jump up to the red ledge above you, all the way to 
the top. 
Then,
          double jump to the right and land on the moving 
platform 
below. Use
          PK Thunder and shoot it upward to hit the target in 
the air.

Target 8: Double jump up and right to the red maze-like area. 
Get all 
the way
          to the right and hit the target there.

Target 9: From #8, drop down and hit the next target.

Target 10: Double jump back up to the top of the red wall, then 
drop 
down the
           next shaft and go left. Hit the final target in the 
air down 
there.


============
Ice Climbers
============

Target 1: Jump to the ledge to the right and hit the first 
target.

Target 2: Go back to the starting platform and double jump up 
to the 
orange
          platform, then hit the target to the left.

Target 3: Continue upward to the blue platforms and hit the 
target you 
see on
          one of those.

Target 4: Double jump up to the white moving platform when it 
passes 
overhead,
          then jump up to the next blue platform and hit the 
target 
there.

Target 5: Jump to the ledge to the left, then double jump over 
the wall. 
Drop
          to the other side of the wall and hit the target.

Target 6: Double jump upward onto the white platform when it 
comes by, 
and
          when you get to the right wall, drop through it and 
hit the 
target
          on the way down.

Target 7: Get back onto the small ledge separated by a thin 
wall, then 
double
          jump straight up and use an Up + A move at the peak 
of the 
jump to
          hit that target.

Target 8: Get onto the small blue platform above #7, then jump 
and hit 
the
          target in the air to the right.

Target 9: Get back up to where you were before jumping at #8, 
then 
continue
          upward to the last small ledge before the top. Jump 
to the 
left
          corner and hit the target there.

Target 10: Get to the very top of the area and double jump to 
see a 
giant bird
           carrying the last target back and forth. Time it so 
you 
double jump
           when it's about to pass directly above you, then use 
an Up + 
A move
           to hit it.


=====
Kirby
=====

Target 1: Hit the target directly to your right.

Target 2: Jump over the first shaft, and drop down the diagonal 
one, 
hitting
          the target on the way down.

Target 3: Same as #3.

Target 4: After landing on the slow-moving platform below, fly 
to the 
ledge to
          the left, then fly up into a narrow alcove and hit 
this 
target.

Target 5: Get back onto the moving log platform, then fly 
upward and to 
the
          right. Hit the target at the top of the wall, then 
land on the 
ledge
          there.

Target 6: Go right and down and hit the target here.

Target 7: Jump up to the top ledge, then start to fly up the 
shaft. Hit 
the
          target on either side.

Target 8: Same as #7.

Target 9: Fly all the way to the top of the shaft, then go left 
and hit 
this
          target.

Target 10: Drop through the thin platform and fall all the way 
down and 
to the
           right. When you get towards the very bottom, fly to 
the right 
and
           use the Up + B move to hit the last target.


=====
Samus
=====

Target 1: Hold Down and press A to hit the target next to the 
platform 
you're
          standing on.

Target 2: Double jump up and to the left to reach the upper 
ledge, and 
hit the
          target there.

Target 3: From there, double jump up and right, then use the 
Screw 
Attack (Up
          + B) and hit the next one.

Target 4: Drop down to the starting platform and head left, 
then hit the
          target at the left edge of the far left ledge.

Target 5: Drop off the platform you're on and jump in mid-air, 
then kick 
the
          target below the platform.

Target 6: Land on the moving platform below, then at its 
rightmost 
point,
          double jump up and hit the target with your Up + B 
move. Hold 
Right
          when going up and land on the ledge to the right of 
this 
target.

Target 7: Go right to the edge of this ledge, then drop down 
into the 
pit. As
          soon as you touch the target, use your Up + B move to 
hit the
          target, then go right and land on the platform.

Target 8: Head right and jump up to the higher ledge, then jump 
across 
the pit
          and hit the target above it.

Target 9: Double jump up to a higher ledge and hit the target 
there as 
well.

Target 10: Drop all the way down below where #8 was and hit the 
last 
target.


=====
Zelda
=====

Target 1: Hit the target directly to the right of your starting 
point.

Target 2: Double jump to the ledge up and to the left, then 
jump onto 
the thin
          platform following it. Fall through and quickly hit 
the 
target, then
          jump in mid-air and teleport (Up + B) upward.

Target 3: Get back to the starting platform, then transform 
into Sheik 
(Down +
          B), then double jump straight up and teleport (Up + 
B), 
hitting the
          target below the platform there.

Target 4: Simply hit the target above the platform you get onto 
here.

Target 5: Drop back down to the first platform, then drop to 
the ledge 
below
          and to the left, and hit that target.

Target 6: Drop down to the bottom ledge, and get to the 
rightmost area. 
Do the
          Forward + B move (hold B for a moment before 
releasing to whip
          further) to hit the targets.

Target 7: Same as #6.

Target 8: Double jump across the pit to the right and land on 
the small 
ledge
          next to the wall. Hit the target there.

Target 9: Jump up and hit the following target.

Target 10: Double jump and get to the top of the wall, then 
double jump 
to the
           right and hit the final target in the air.


====
Link
====

Target 1: Jump straight up and use your Up + B attack to hit 
the 2 
targets
          above you.

Target 2: Same as #1.

Target 3: Jump onto the moving platform to the left and hit the 
target 
above
          it quickly.

Target 4: Face the left and hold B to pull your Bow all the way 
back. At 
the
          lowest point of the moving platform, shoot left to 
hit the low
          target.

Target 5: Hold B again and face the left, then the platform 
starts to 
move up
          again, hit the other target.

Target 6: Drop down through the moving platform and hit the 
target in 
mid-air
          with your Up + B attack (try that when the platform's 
at its 
lowest
          point so you can fly back onto it).

Target 7: Get back to the starting platform and drop down the 
right side 
of
          it, and hit the target in the air on the way down.

Target 8: Jump onto the ledges in the air at the bottom of that 
fall, 
then
          hit the target above them.

Target 9: Double jump up and left from #8 and hit this target 
as well.

Target 10: From there, double jump up and right, then at the 
peak of the 
jump,
           use the Up + B move to hit the final target.


=========
Dr. Mario
=========

Target 1: Double jump onto the blue ledge up and to the right 
of the 
start.
          Jump onto the lowest gray platform that goes back and 
forth 
through
          the blue wall to the left. From there, jump up to the 
middle 
gray
          platform, hitting the target on the way onto it.

Target 2: At the middle platform's rightmost point, double jump 
to the 
right
          so you get against the wall, then use your Up + B 
move to hit 
the
          target above you, as well as the one on the other 
side of the 
wall.

Target 3: Same as #2.

Target 4: Drop down onto the red ledge below. Stand in the 
middle of it 
and
          face left, then press B to throw a pill diagonally 
down and 
left to
          hit a target far below.

Target 5: Drop down into the actual alcove you're standing on 
and hit 
that
          target, too.

Target 6: Double jump to the left, then jump up the 3 moving 
gray 
platforms to
          reach the top of that wall. When the top platform is 
at its
          rightmost spot, double jump to the left and use your 
Up + B 
move to
          hit the high target.

Target 7: Hold Right so you land on the bottom gray platform as 
it moves 
to
          the left (provided you timed the previous jump 
correctly). Hit 
the
          target right above it on the way down.

Target 8: On the bottom platform, face the left and throw a 
pill (press 
B)
          down at the next target as the platform moves back to 
the 
right.

Target 9: Drop back down to the starting point, then make your 
way back 
to the
          top of the wall with the 3 platforms going through 
it. From 
there,
          jump right to the red platform and go all the way 
right. Wait 
until
          the platform moving up and down gets to its highest 
point, 
then run
          and double jump to the right. At the peak, use Up + B 
to hit 
the
          target high in the corner.

Target 10: Hold Left so you can get onto that up-and-down 
platform, then 
drop
           through it and hit the last target.


=====
Luigi
=====

Well, there is no specific way to conquer this Target Test, 
since all 
the targets move around and such, giving you a chance to hit 
them in any 
order you want. Since it really would be tough to explain how 
to get 
each one, I'll leave you to get them in any order you want. 
Just watch 
out for the flippers moving around here as well, since they can 
really 
be a pain!


=========
Ganondorf
=========

Here's another rather linear board where all the targets move, 
allowing 
you hit them in any order you like. Choose your own patterns if 
you 
will, and just watch out for the spikes above and avoid falling 
into the 
pit below.


=====
Falco
=====

Target 1: Press Down + A when the fast-moving target around the 
wall 
below you
          comes towards you to hit it (you must be fast or 
you'll miss 
it).

Target 2: Jump up and hit the target above you.

Target 3: Hit the target that moves towards you from the left 
wall.

Target 4: Shoot the target that moves around the damaging round 
area 
with your
          blaster (press B).

Target 5: Go right and jump down to the lower platform. You'll 
see a 
target
          moving up and down through a couple of small 
sections. Drop 
off the
          top of this ledge and jump into the bottom section. 
Face right 
and
          hit the target as it overlaps you, as well as hitting 
the 
target on
          the other side of the wall.

Target 6: Same as #5.

Target 7: Get back up to the starting platform, then jump off 
the left 
side of
          it, facing the left. When you're parallel with the 
target in 
the
          middle of the dangerous panels, press Forward + B to 
dart 
through
          them and hit the target.

Target 8: When you land, hit the target on the floor.

Target 9: There is a target in this area that moves from place 
to place
          randomly. Drop down to the bottom ledge and hit it 
when it 
appears
          (shouldn't be much of a wait).

Target 10: Jump up to the higher ledge by where #8 was. Double 
jump to 
the
           left wall and use your Up + B move to go straight up 
and hit 
the
           last one.


==========
Young Link
==========

(Note: To wall jump, jump up like you normally would, towards 
the wall 
you wish to jump. When you touch the wall (while facing it), 
tap the 
Control Stick in the opposite direction and you'll wall jump. 
It may 
take practice, but it's fairly easy when you get the hang of 
it.)

Target 1: Double jump straight up and use your Up + B move to 
hit this 
one.

Target 2: Go against the left wall and jump once, then wall 
jump to the 
top.
          Drop down to the platform to the right, and fall 
through the 
hole
          between the 2 platforms onto a small block. Hit the 
target 
there.

Target 3: Get back up to the top of the arrow platforms above. 
Get onto 
the
          right one and face the right. Hold B to pull the Bow 
all the 
way
          back, then shoot the arrow straight. If done right, 
you'll 
shoot
          through the slot between the 2 Flippers and hit the 
target.

Target 4: Double jump up to the wooden platform, and use your 
Up + B 
move to
          hit 2 targets: one above it and one moving along the 
side of 
it.

Target 5: Same as #4.

Target 6: To the right, you'll see a wall that moves up and 
down, 
blocking a
          target. Double jump towards it and get in when the 
wall is up, 
and
          hit that target.

Target 7: Get back out to that wooden platform you were just 
on, then 
double
          jump up and to the right. Use your Up + B move to get 
to the 
ledge
          if you need to, then hit the target there.

Target 8: Drop back down to the previous platform, then jump up 
and left 
onto
          the box-like ledge with a target inside. Face the 
left and 
throw the
          Boomerang (Forward + B), then go back down to the 
previous 
wooden
          platform. The Boomerang will return and go through 
the box, 
hitting
          the target.

Target 9: Get back up there, then jump down and to the leftmost 
ledge 
(above
          where you started the area). Pull out a Bomb (Down + 
B), and 
jump
          up. Throw the bomb to the left so it goes over the 
Flipper and 
hits
          the target.

Target 10: From the ledge you're on, double jump to the left 
and over 
the
           sloped ledge. Hit the last target as you pass it.


=====
Pichu
=====

Target 1: When the pendulum you're on swings all the way to the 
left, 
press B
          to send the electric jolt around the platform to hit 
the 
target.

Target 2: Jump onto the platform with a target in the middle, 
and hit 
it.

Target 3: Double jump out of that platform and teleport up and 
left to 
the
          ledge, then hit the target there.

Target 4: Jump and hit the target moving up and down in the 
air.

Target 5: Jump and teleport twice to the right in the air to 
get onto 
the
          small ledge above the sloped ones. From there, drop 
down to 
one of
          the really small ledges directly below it and press B 
to hit 
the
          target when it comes by.

Target 6: Go back up to that ledge, then drop straight through 
it and 
hit the
          target at the top of the pendulum.

Target 7: When the pendulum swings to the rightmost point, 
press B and 
the
          jolt will hit the target below it.

Target 8: Quickly jump in a zig-zag fashion from platform to 
platform as 
they
          move downward. Hit the target when you pass it, then 
QUICKLY 
get
          back onto a platform.

Target 9: Same as #8.

Target 10: Same as #8.


==========
Jigglypuff
==========

Target 1: Hit the targets on both sides of you from where you 
start.

Target 2: Same as #1.

Target 3: Jump through the hole in between the first dangerous 
walls, 
and hit
          the target in the next small room.

Target 4: Jump through the hole between the next set of 
dangerous walls, 
then
          fly up and left and hit that target.

Target 5: Drop down to the log bridge below, then head right, 
jumping to 
avoid
          the blocks coming towards you. Hit the target as you 
pass it.

Target 6: Same as #5.

Target 7: At the end of the bridge, drop down to the small 
ledge to the 
right.
          Jump to the left and fly to the first target (use 
only one 
puff
          since you need to make it across the entire pit and 
hit 4 
targets).
          Press Forward + B to punch the target.

Target 8: Still in the air, fly a couple more puffs to the left 
and 
punch the
          next target (Forward + B).

Target 9: Same as #8.

Target 10: Same as #8.


======
Mewtwo
======

Target 1: Jump up and hit the target floating slowly above you.

Target 2: Hit the target surrounded by the blue cursors below 
you (avoid
          touching the blue or you'll get hurt, not like it 
really 
matters).

Target 3: Get back to the starting platform, then get to the 
right side 
and
          fall through it. Hit the target directly below you, 
as well as 
the
          one right below it. Then, quickly teleport (Up + B) 
upward and 
onto
          a platform again.

Target 4: Same as #3.

Target 5: Get onto the left or right platforms below the 
starting one, 
and hit
          the target when it comes out of the top of them.

Target 6: Same as #5.

Target 7: Get up to the starting platform again, then double 
jump and 
hit the
          target surrounded by the red cursors.

Target 8: Drop down to the starting platform once again, then 
get to the 
left
          side of it. Double jump, then teleport upward through 
the thin
          platform. Hit the target there.

Target 9: Jump out of this little area and hit the target on 
the other 
side of
          the right wall. Then teleport back up to the ledge 
you jumped 
from.

Target 10: Double jump to the right and hit the last target in 
the air.


================
Mr. Game & Watch
================

Again, this Target Test is another linear one, where you can 
hit the 
targets in any order you wish. Since this level's like that, 
I'll just 
let you do what you will and come up with your own patterns of 
getting 
them all quickly!


=====
Marth
=====

Target 1: Jump straight up, then use your Up + B move to hit 
the target.

Target 2: When you land, go left slightly and jump up through 
the next 
hole.
          Jump to the left and hit the target against the wall.

Target 3: Double jump and get to the upper ledge to the right. 
Jump up 
to the
          platform right above it, then jump and hit that 
target.

Target 4: Double jump up and to the right, making it over the 
wall. Hit 
the
          target on the other side.

Target 5: Get back down to the platform in the air you were on 
previously, and
          jump left onto the top of the wall. Then, jump and 
hit the one 
above
          the Flipper.

Target 6: Jump over the Flipper and hit the target above the 
pit.

Target 7: Drop down the pit and avoid the Flippers, then wait 
for the 
moving
          platform below to get right under you. Then, drop 
through the 
thin
          floor and crouch down on that platform. When it 
passes to the 
left
          side of the Flipper, get up and stand at the leftmost 
part of 
it. At
          the platform's leftmost point, hit the target to the 
left. 
Then, get
          back down as the platform moves to the right again.

Target 8: Same as #7, but hit the target above you this time.

Target 9: At the platform's rightmost point, jump to the right 
onto the
          starting area. Head right and jump up and right onto 
the ledge
          through the last hole in the ceiling. Hit the nearby 
target 
that's
          moving up and down.

Target 10: Go right and drop out of this area, then hit the 
final target 
on
           the way down.


===
Roy
===

Target 1: Jump up and hit the target above you.

Target 2: Jump to the ledge to the right, and hit the target 
moving up 
and
          down.

Target 3: Hit the target to the right, which is surrounded in a 
box-like 
wall.

Target 4: Jump up, then on the way down, hit Down + A to swing 
your 
sword
          downward. If done correctly, you'll swing through the 
floor 
below
          you and hit that target.

Target 5: Jump onto the higher area of this platform, then 
double jump 
to the
          left so you just pass the Flipper. Use your Up + B 
move to go 
upward
          and hit the target on the platform.
Target 6: Get onto the platform of the target you just hit, 
then jump 
left
          onto a higher platform. From there, jump up and hit 
the target 
in
          the air.

Target 7: Jump to the left and hit the target with a regular 
attack in 
the
          air. As soon as you hit it, hold Right on the Control 
Stick 
and land
          on the starting platform below.

Target 8: Double jump to the left and past the Flippers, then 
use your 
Up + B
          move to land on the far left platform. Hit the 
targets there.

Target 9: Same as #8.

Target 10: Double jump to the right, but don't pass the 
Flippers. Use 
your Up
           + B move to hit the final target next to the upper 
Flipper.

========================================================================
                    ----- XI. Bonus Points -----
========================================================================

(These are basically taken from the game, although you may find I've 
slightly altered the descriptions in some cases)

Bird of Prey - 4000
Used only arial attacks.

Combo King - 2500
Used many combos.

Juggler - 1500
Struck an enemy many times while keeping him airborne.

Backstabber - 2000
High % of attacks were from the rear (70% or more).

Meteor Smash - 800
Killed an enemy with a Meteor Attack.

Meteor Master - 8000
Every Meteor Attack killed an enemy (minimum of 2).

Exceptional Aim - 4000
Hit with most attacks.

Perfect Aim - 10000
Hit with all attacks.  (at least 8 attacks per min.)

All Aerial - 4000
Used all standard aerial attacks on enemies.

Berserker - 3500
Attacked in a frenzy.  (60 attacks + in 1 min.)

Smash King - 3000
Used many Smash Attacks.

Smash Maniac - 3500
ONLY used Smash Attacks.

Smash-less - 1500
Used no Smash Attacks.

Specialist - 2200
Hit only with 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 without being KO'd.

200% Damage - 3000
Same as above except with 200 damage.

250% Damage - 7000
Same as 150% except with 250% damage.

300% Damage - 10000
Same as 150% except with 300% damage.

350% Damage - 15000
Same as 150% except with 350% damage.

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)

Throw Down - 2500
Threw last foe to clear game.

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 terrian.

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 does not count)

Ambler - 2500
Walked a lot.

No Hurry - 2500
Did not run.

Marathon Man - 2000
Ran a lot.

Eagle - 1500
Went airborne a lot.

Aerialist - 2500
Did not jump from the ground.

Acrobat - 3000
Always did a midair jump.

Cement Shoes - 4000
Never jumped, including midair jumps.

Head Banger - 800
Hit walls a lot.  (3 or more times a min.)

Elbow Room - 2000
Bumped into or pushed foes a lot.

Skid Master - 1000
Had long stun-slide distance.

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.

Pose Breaker: x800
Gave 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.

Rock Steady - 3000
Did not fall down.

Pratfaller - 1500
Always landed face up.

Face Planter - 1500
Allways fell face down.

No R 4 U - 300
Did not press the L/R buttons.

Climactic Clash: x1200
Hit same enemy with progressively stronger blows.

Punching Bag - 100
Got stuck between two enemies and hit back and forth.

Stale Moves: -2000
Persistently used the same attack.

Blind Eye - 3000
Always looking in opposite direction as oncoming attack.

Crowd Favorite - 2500
Audience cheered for player.

Lost in Space - 2000
Frequently magnified.

Lost Luggage - 3000
Was in magnifying glass on all four sides of the screen.

Half-Minute Man - 2500
Beat the level within 30 seconds.

Moment of Silence - 3000
Took no damage for 1 minute.

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.

Solar Being - 800
Only left stage by flying off screen and becoming a star.

Stalker: -1000
Always attacked a particular player.

Coward: -500
Spend 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 turned him or her into a star.

Wimpy KO: x4000
KO'd a foe with a weak attack.

Bull's-eye KO: x800
KO'd a foe with a firing item.

Cheap KO: x500
KO'd an enemy from behind.

Timely KO: x3500
KO'd a foe at the time limit.

KO 64: x640
KO'd an enemy when they were at 64% damage.

Bubble-Blast KO: x1200
Attacked a magnified enemy and KO'd him or her.

Avenger KO: x2500
KO'd a foe right after for KO'd you (within 5 seconds).

Double KO: x200-
KO'd two enemies at once.

Triple KO x4000
KO'd three enemies at once.

Quintuple KO: x15000
KO'd five enemies at once.

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 fron tof the screen.

First to Fall: -1000
First one to be KO'd after match begins.

Quitter: x-1000
Fell off the stage without even trying to recover.

Shameful Fall: x-1500
At less than 50%, got KO'd by a foe with over 100% damage.

Environmental Hazard - 1000
Got KO'd by a part of the stage environment.

Angelic - 2000
Was standing on the revival platform wen match ended.

Magnified Finish - 1000
Ended the match in a magnifying glass.

Fighter Stance - 500
Finished match when taunting.

Shooting Star - 1500
Ended match as a star.

Lucky Number Seven - 3000
Finished with :07 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.

Capsule KO: x800
KO'd a foe with a capsule.

Carrier KO: x800
KO'd a foe with a large item carrier.

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 bplayer to self-destruct.

Triple Items - 3000
Got the same item three times in a row.

Materialist - 100
Spent the longest amount of time holding items.

Minimalist - 1500
Spend 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 apeared.

Connoisseur - 3000
Got every kind of food that appeared.

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.

Warp-Star KO: x1000
KO'd a foe using a Warp Star.

Mycologist - 2500
Got three or more mushrooms.

Metal KO: x800
KO'd enemy while metal.

Freezie KO: x2000
Froze enemy with Freezie then KO'd him or her.

Mr. Saturn Fan - 3000
Only item used was Mr. Saturn.

Saturn Siblings - 4000
Got three or more Mr. Saturns.

Saturn Ringer - 4000
Aught a Mr. Saturn thrown at you.

Giant KO: x600
KO'd a foe while giant.

Tiny KO: x2500
KO'd a foe while tiny.

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.

Flame Thrower - 1600
Got a 10 combo or higher with the Fire Flower.

Headless Hammer - 2500
Grabbed a broken hammer.

Super Spy: x800
Ko'd someone with a Motion-Sensor bomb.

Bomb-omb's Away: -500
KO'd by a wandering Bomb-omb.

Pokemon KO - 1000
KO'd a foe with a Pokemon.

Goomba KO - 100
KO'd a Goomba.

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.

First Place - 1000
Got 1st place in a timed match.

Last Plae: -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
Hat the most falls.

Master of Disaster: -1000
Had the most self-destructs.

Kos: x500
Counts each KO.

Falls: x-500
Counts each fall.  (self-destructs are not counted)

SDs: x-500
Counts each self-destruct.

Target Master - 30000
Smashed all ten targets in Target Test!

Hobbyist - 1000
Got at least one trophy before the stage ended.

Collector - 30000
Snagged all trophies that appeared!

No-Miss Clear - 10000
Cleared without losing a single life.

Speedster - 10000
Cleared all levels quickly.

Speed Demon - 20000
Cleared all levels very quickly.

Classic Clear - 50000
Cleared the Classic mode.

Adventure Clear - 50000
Cleared the Adventure mode.

All-Star Clear - 50000
Cleared the All-Star mode.

Luigi KO - 20
Defeated Luigi in Adventure mode.

Giant Kirby KO - 10000
Defeated Giant Kirby in Adventure mode.

Metal Bros. KO - 8000
Defeated Metal Bros. in Adventure mode.

Link Master - ??? (Reader Submitted)
Defeat all Links in Temple (Adv. Stage 3)

========================================================================
                      ----- XII. Trophies -----
========================================================================

There are about 300 trophies in this game, so I'm bound to have missed 
some.  Send in any to me if you see that I haven't listed them here!

Beam Sword
Bomb-omb
Motion-Sensor Bomb
Parasol
Screw Attack
Party Ball
Egg
Squirtle
Weezing 
Goldeen
Staryu
Snorlax
Cyndaquil
Entei
Suicune
Coin
Lakitu
Birdo
Klap Trap
Slippy Toad
Kraid
Goomba
Koopa Troopa
Octorok
Topi 
Metal Mario
Racing Kart
Baby Bowser
Jody Summer
Wolfen
Andross
Samus's Starship
Ridley
Ball Kirby
Starman
Bulbasaur
Ditto
Cleffa
Heracross
Zero One
Love Giant
Excitibike
Bubbles
Mach Rider
Balloon Fighter
Dr. Wright
Mario
Mario SMASH
Donkey Kong
Donkey Kong SMASH
Link 
Link SMASH
Samus Aran
Samus Aran SMASH
Yoshi 
Yoshi SMASH
Kirby
Kirby SMASH
Fox McCloud
Fox McCloud SMASH
Pikachu
Pikachu SMASH
Ness
Ness SMASH
Captain Falcon
Captain Falcon SMASH
Ice Climbers
Ice Climbers SMASH
Marth
Marth SMASH
Ganondorf
Ganondorf SMASH
Roy
Roy SMASH
Maxim Tomato
Ray Gun
Super Mushroom
Porygon2
Pichu
Pichu SMASH
Venusaur
Mute City
Marill
Great Fox
Star Rod
Home Run Bat
Barrel Cannon
Barrel
Fountain of Dreams
Metroid
Kirby Hat
Flipper
Blastoise
Donbe & Hikari
Ducks
Hammer
Mr. Saturn
Moon
Electrode
Young Link
Young Link SMASH
Heart Container
UFO
Igglybuff
Jigglypuff
Princess Peach's Castle
Steelix
Dr. Mario
Starman
Crate
Bellossom
Luigi
Viruses
Chansey
Crobat
Kirby Hat 3
Fan
Mewtwo
Mewtwo SMASH
Rick
Master Sword
Plum
Kirby Hat 4
Mr. Game and Watch 
Mr. Game and Watch SMASH
Warp Star
Wobbuffet
Koopa Paratroopa
ReDead
Like Like
Wario
Raphael Raven
Falco Lombardi SMASH 2
Super Scope
Ocarina of Time 
Totodile
Bowser
Zelda
Sheik
Pit
Waluigi
Sheriff
Final Destination
Kirby Hat 1
Kirby Hat 2
Kirby Hat 5
Raikou
Celebi

========================================================================
                    ----- XIII. Unlocking -----
========================================================================

------------------------------------------------------------------------
Unlocking Characters
------------------------------------------------------------------------

Jigglypuff - Beat one player (classic or adventure) with any character, 
difficulty, and stock.

Dr. Mario - Beat one player with Mario (any difficulty/stock) without 
continuing.

Luigi - Your time must look like this when you complete the 
Mushroom 
Kingdom stage: --:-2:-- (a "-" can be any number).  If you did it 
correctly, Luigi will be an opponent instead of Mario when you have a 
battle at the end of the stage.  When you complete the game, Luigi will 
duel you; win and you'll be able to play with him.

Young Link - Beat one player with 10 original characters.  Two of these 
characters must be Link and Zelda!

Marth - Beat one player with all 14 original characters.  OR, you can 
get Marth to challenge you by simply using all 14 originals in VS. mode!  
(Thanks SWRPMonster!)

Roy - Beat one player with Marth.

Ganondorf - Complete Event Match #29.

Pichu - Beat Event Match #37 OR beat one player with Mewtwo.

Falco - Beat 100 man melee (I recommend DK and simply use your 
B + down attack (slap attack)).

Mewtwo - Play VS. mode for 20 hours or do 700 VS. games.  (You could 
leave your game on, but I personally don't recommend leaving it on for 
20 hours STRAIGHT)

Mr. Game & Watch - Beat one player with ALL characters (secret and 
original), except for Mr. Game & Watch, obviously

------------------------------------------------------------------------
Unlocking Stages
------------------------------------------------------------------------

Brinstar Depths - Play 50 VS. mode games.

Mushroom Kingdom II - Get the Birdo trophy OR get more than 50 trophies 
(whichever comes earlier).

Big Blue - Play 150 VS. games.

Pokefloats - Play 200 VS. games.

Yoshi's Island (original) - Hit the Sandbag in the Home-Run  contest 
over 1350 ft. WITH YOSHI.

Kongo Jungle (original) - Complete 15 minute melee (I again recommend 
DK + his B/down attack).

Green Greens (original) - Beat Target Test with ALL characters!


Know of any more?  Send 'em my way!

------------------------------------------------------------------------
Unlocking Trophies
------------------------------------------------------------------------

Captain Olimar - Have a Pikmin save on your memory card.

Goomba, Entei, Majora's Mask - Beat Trophy Tussle 1 (Goomba), 2 
(Entei), and 3 (M. Mask) (events).

Motion Sensor Bomb - Beat Event #3.

Game & Watch - Beat Event #45.

Final Destination - Beat Event #51.

Sandbag - In the Home-Run Contest, hit the sandbag over 1,000 feet to 
get this trophy.

Mach Rider - Beat Classic Mode in 5 minutes or less.

Vacuum Luigi - Have a Luigi's Mansion save on your memory card.

IF YOU KNOW OF ANY MORE SECRET TROPHIES, PLEASE SEND THEM TO 
ME!

========================================================================
                  ----- XIV. Other Secrets -----
========================================================================

------------------------------------------------------------------------
Fight Giga Bowser 
------------------------------------------------------------------------

Complete all of the stages up to Final Destination in Adventure mode 
under 18 minutes without continuing!  Giga Bowser is basically Giant 
Bowser who grabbed a Super Mushroom or two.  ;)

------------------------------------------------------------------------
C Stick Trick
------------------------------------------------------------------------

This isn't really a secret, but if you move the C-Stick around 
in menus, the menu will slant!


------------------------------------------------------------------------
Fight Crazy Hand in Classic
------------------------------------------------------------------------

Get up to Master Hand in Classic on MEDIUM DIFFICUILTY and 
WITHOUT CONTINUING.  After you've taken away about half of his health 
Crazy Hand should appear.

========================================================================
                     ----- XV. Conclusion -----
========================================================================

------------------------------------------------------------------------
Copyright Info
------------------------------------------------------------------------

*********** SPECIAL EXCEPTION FOR THIS FAQ ONLY ***************

Cheat Happens (www.cheathappens.com) may use this FAQ as well as 
GameFAQs.com.  Once again, this applies to THIS FAQ ONLY.

***************************************************************


This document is Copyright (c) 2002 the author, Alxs, all rights 
reserved.  Unless otherwise mentioned, the content within this file was 
written and is sole property of the author.  This FAQ may only be posted 
on www.gamefaqs.com, not on any other website, magazine, book, CD, etc.


There's no point in asking for permission to post this FAQ, because the 
answer is no.  The only place this document is legally posted is 
www.gamefaqs.com, so please notify me if you see any other site using 
this FAQ.

However, if you'd like to use a (somewhat small) portion of this file in 
your own online FAQ, ask me first, and I'll probably give you the 
thumbs-up.

Thanks everyone.


------------------------------------------------------------------------
Credits
------------------------------------------------------------------------

GCN Danny (gcndanny@aol.com): For letting me know that Heart 
Containers only take away 100 damage instead of all of it (except in 
All-Star mode).

Swordmaster Ukyo (swordmasterukyo@aol.com): For sending me a few 
trophies.  He also told me that the dragon in Brinstar Depths is named 
Kraid.

GooglyXbear(googlyXbear@aol.com) and [Sorry, I don't remember name.  
Just email me if you're this person!]: For both giving me the same 
theory on fighting Giant Kirby.

MUKIT (MUKIT@aol.com): For giving me another theory on Giant Kirby.

Devin Morgan (devin_morgan@netzero.net): For letting me using his Target 
Test guide from his FAQ.  Make sure you check out his awesome 
FAQ as well! :)

Gex112 (gex112@hotmail.com): For telling me how to get a few secret 
trophies and how you can fight Crazy Hand in Classic Mode.

Cj_legal (cj_legal@hotmail.com): For telling me exactly how you get the 
Sandbag trophy.

Delillo (delillo@mediaone.net): For telling me how to get the 
Mach Rider trophy!

Gusman401 (gusman401@aol.com): For telling me that Green Greens exists 
and how to get it!  (He also gave me some stage descriptions I didn't 
need (:P) but that's really my fault...)

Khinwinchiu1 (kinwinchiu1@aol.com): For telling me that I made a typo in 
stage descriptions w/ Yoshi's Island (I had "Toshi's 
Island") and also for telling me that you actually play in a 
Game and Watch game in Flatzone!

Cpbcollector (cpbcollector@aol.com): For giving me some detailed 
information on the Game and Watch games.

Zacattackslt (zacattackslt@aol.com): For telling me "something really 
weird fox does" secret!

Codster1988 (Codster1988@aol.com): For telling me an additional way to 
getting coins.

Flamezagger86 (Flamezagger86@aol.com): For sending me a tip on beating 
Event #39 (Jigglypuff Live!)!

Kute n Innocent (kuteninnocent@aol.com): For giving me a few trophies I 
didn't already have listed.

SWRPMonster (SWRPMonster@aol.com): For telling me a MUCH easier way of 
getting Marth!

Mewtew41 (Mewtew41@aol.com): For telling me a few trophies I didn't know 
of.

Castiglione7 (castiglione7@comcast.net): For telling me how to get the 
Vacuum Luigi trophy.

Gabrielmay (gabrielmay@hotmail.com): For telling me how to get the "Link 
Master" bonus!

------------------------------------------------------------------------
File End
------------------------------------------------------------------------


Super Smash Bros: Melee

Super Smash Brothers Melee
Event Match and Melee Mode FAQ version 1.02
By: Bryan Backas (bryanbackas@yahoo.com)
Last Update: 2/7/2002

***************

NOTE TO ALL WHO SEND ME EMAIL: I am not accepting any more strategies.
There are just too many ways to win each event. If you have a good way
beat an event, chances are you are really good at this game and don't
need to find easier ways of doing things. My email is too much for me to
keep with anymore because I get the same questions and strategies from
many different people. Only email me if you think it's something very
important or you think your question is not answered in my guide. If you
get no response, chances are the question you asked was already answered 
in this guide. I appreciate all who sent me good additions for the guide
previously, though!

***************

WHAT'S NEW

-Some new insight for Event 31
-Added another strategy for event 51
-Added another strategy for 15 minute melee
-Added another strategy for event 48
-Added another strategy for event 44
-Clarification on B button smash moves
-Added a trick for event 49 (Works on other events too if you're interested in
checking it out.)

***************

CONTENTS

I: Introduction
II: How to Smash
III: Multi-Man Melee Mode
IV: Hitting the Bag 1500 feet
V: Unlocking All Events - Getting all the Characters
VI: Clearing the Events
VII: Legal Stuff

***************

I. INTRODUCTION:  This is a FAQ mainly to help players complete the event levels.  In
 order for me to clear all of them up through 51, I had to spend a lot of time developing
 strategies.  Hopefully what worked for me can work for you.  The first section is a small 
guide to help you complete the Melee Mode. (100-man melee and such.)  And I included a small 
guide to help you hit the bag as far as possible. The rest is all event battles.

***************

II: HOW TO SMASH

Since I spend so much time telling you to smash your opponent, it's a good idea 
for me to tell you exactly how it's done. To smash, you don't hit the control 
stick and A at the same time!

Here is how it's actually done: Slam the control stick in a direction, and hit A 
right after that! SLAM and then A! It's important to get the rhythm down. 
Practice it a lot before you tackle the tougher stages. You cannot actually 
smash with the B button, it just does the same move you'd do if you hit forward 
and B without smashing with a few exceptions. Samus' homing missiles, for
example, only occur if you smash forward and B. Most B moves don't change, however.


***************
III: MULTI-MAN MELEE MODE

This is a quick guide to help you obtain all the trophies possible for the 
various Melee Modes.

10-MAN MELEE:  This is by far the easiest mode, and most characters will have no 
problem clearing this. Just do smash moves or the B button moves if they're 
powerful enough on whoever you picked.

100-MAN MELEE: This is much harder than 10-Man, obviously, and if you're good it 
can be done with almost anyone, but there is one character who can do it without 
much effort at all: Donky Kong.  Donkey Kong's pound the ground move (DOWN and 
B) will send the wire frames flying off the stage instantly.  Furthermore, as 
long as you keep holding down and pushing B, DK will not stop.  You may be hit a 
few times, but you should be able to clear this in no time and no effort with 
this technique.  Winning this mode allows you to battle Falco from Star Fox and 
use him as a character.

3-MINUTE MELEE: Once again, use DK's pound the ground move to take these guys 
out without a big problem.

15-MINUTE MELEE: This mode is pretty insane, but it can be completed.  DK's pound 
the ground trick works again, but since you have to survive for so long, you'll probably 
take a beating if you do manage to win. There are some places where I think it is more 
safe to sit. The safest I have found is underneath one of the floating platforms on the right 
or left.
Or, see what works best for you.  I was able to KO almost 700 of the guys before the time 
ran out.  Be sure that you're ready for a marathon, cause fighting for 15 minutes can 
really hurt your hands.

Here is another strategy sent in by Wizardryo:
Use MEWTWO for this.
"As soon as the battle starts, go either all the way to the left underneath the 
left platform, or all the way to the right underneath the right platform. Then, 
move over a little bit so that half of Mewtwo's body is NOT underneath the 
platform. From there, just press B. This will initiate his charging ball move, 
and as long as you don't do anything else, the charging ball will hit everyone 
in sight, either juggling them in the air, or knocking them out of the way. In 
the event that one of the Female Wireframes' kick hurts you, just get her out of 
the way, and restart. I only got 7 or so KOs from this method, but it works."


LORD DALTON sent me the following guide:
"I found out an amazing trick. Male wire frames are violent. They seek you out 
actively. Females are territorial, meaning they stay in an area, or jump around, 
but never/rarely actively seek you out.If you kill all the males, and manage to 
get all females, go to the far right, or far left bottom of the stage. This 
works particularly well with Ganondorf, since his basic A attack is instant 
death. Crouch down near the ledge, and sit still. You only encounter problems IF 
a female pushes a female to your level, and it rolls behind you. You must kill 
it." 


CRUEL MELEE: Now this is insanity.  It took me days to figure out how to KO these 
guys.  And the technique is simpler than you might think.  While I somehow was able to 
KO 1 of them using the DK trick, Roy is the man here.  Roy's UP and B move can knock 
these guys clear off the top easily.  When you first start, if you move Roy far to the left 
and do the Up and B move as soon as the guys spawn, you can knock two or three of 
them out immediately.  After that, they'll probably knock you off the course, but jump 
back on, maybe grab the ledge and try to get under them to do it again. If you manage to 
get a few good hits, you'll be able to KO a lot of them. The goal here to get a trophy is to 
KO 5 of them I think. I was able to KO 7 after only two or three tries once I discovered 
this technique.
If you need to unlock Roy, look in section V for a quick run down.

***************

HITTING THE BAG 1500 FT.

Hitting the bag 1500 feet, or close to that, will get you some trophies and a new stage for 
VS. Mode.  Most characters can't hit the bag much more than 900 no matter how hard 
you try, but Yoshi can go much further.

The idea here is to damage the bag as much as possible without knocking it off the 
pedestal, and then use the bat over to the left to smash it really far.  The best characters 
for this are guys with moves that damage the bag a lot without moving it.  Not only does 
Yoshi has the best move for this, but you unlock the original Yoshi's Island stage if you 
hit it far with him, so that's why he's the character of choice.

Here's what you do: Get the bat, hit the bag once with the bat to get it closer to the edge, 
(should do about 12% damage) and then jump at the bag and do Yoshi's DOWN and A 
move. Make sure you HOLD A.  Try not to smash down without pushing A right away or 
Yoshi will not do the move and instead he'll fall to the ground and do nothing. The bag 
gets hurt more by this move the more inside of it you are, so try to move into it before 
you hit it. You can hit the bag really really far no matter what with this technique, but to 
get the 1500 feet mark, you'll need to be almost perfect. (Really fast)  The bag needs to 
take over 100% damage before you bat it, and you'll be going right to the wire to get it 
that high. Don't hesitate to continually pause and push Z to reset the match.

NOTE: 1500 feet is an estimate, you can hit it a little less and still get the trophy. I only 
hit it 1484.

**************

UNLOCKING ALL EVENTS

You unlock more events by getting more characters or completing more event levels.  
Here is a quick run-down of how to get all the characters. There may be other methods. 
The ones in parentheses are just rumors, I have not confirmed them personally.

1. Jigglypuff: Clear Adventure or Classic mode.

2. Dr. Mario: Play through classic mode as Mario. (Or play 100 VS matches)

3. Luigi: You'll first see him in the second stage of Adventure Mode.  He comes when 
the seconds digit is a 2 when you complete the first stage.  After you win the entire mode 
by defeating Bowser, he challenges you.

4. Falco: Clear the 100-Man Melee. (Or play 300 VS matches)

5. Gannondorf: Win Event Level 29.

6. Pichu: Clear Event Level 37. (Or play 200 VS matches)

7. Marth: Clear Classic mode with all 14 original characters. (Or play 70 VS matches)

8. Roy: Clear Classic mode with Marth. (Without continuing)

9. Young Link: Beat Classic mode with 10 characters including Zelda and Link. (Or play 
500 VS matches)

10. MewTwo: Play VS mode for a combined 20 hours. Each human player you have 
counts towards the total number of hours, so the more people you play with the quicker 
he'll show up. If you're like me and didn't have anyone to play with, you can leave the 
game on overnight in a VS match with only humans. This shouldn't cause any harm at all 
to your Gamecube system, but do it at your own risk. (Or play 700 VS matches)

11. Mr. Game and Watch: You must have all the other characters and then complete 
"Break the Targets" with them. (Or clear Classic mode or Adventure with everyone else)

***************

EVENT MATCHES

NOTE: If you are having trouble on any of the "Choose a Character" Events and my 
guide still isn't helping, you can always try using Jigglypuff. His DOWN and B
move will knock enemies REALLY FAR if you manage to be inside of them when you 
use it. Play around with it and see how you do!


LEVEL 1: TROUBLE KING
YOU: Mario (2 lives)
COMPUTER: Bowser (2 lives, easy difficulty)

The first level is as you would expect - very easy.  Bowser is set to get hit far, and he's 
not too smart.  Just smash him over and over again, maybe even do a charged smash 
while he's jumping back on and release it when he gets back.

LEVEL 2: LORD OF THE JUNGLE
YOU: Giant Donkey Kong (2 lives)
COMPUTER: Tiny Donkey Kong (2 lives)

The biggest problem here is actually hitting your opponent.  When your opponent is 
below you, use the pound the ground (DOWN and B) or a low smash move to hit him.  
Once you've knocked him in the air, get ready to do an upward smash when he gets back 
down to you. He'll be sent off the stage.

LEVEL 3: BOMB-FEST
YOU: Choose anyone (1 life)
COMPUTER: Samus (1 life), Link (1 life)

It's easy to get KOed here, but if you just keep trying you should pass this one pretty fast. 
A good strategy is to stay as high as possible. The computer will blow itself up once the 
items start to appear.  If you see a poke ball, it's going to be a big bomb pokemon, so it 
can be fun to throw these and then run away. The computer will somtimes stand inside of 
them since it's on a low difficulty.  

LEVEL 4: DINO-WRANGLING
YOU: Choose anyone (3 lives)
COMPUTER: Giant Yoshi (1 life)

This one is probably just as easy or easier than Level 1.  You have 3 lives to KO Yoshi 
just once.  The biggest threat here is if Yoshi eats you and turns you into an egg cause 
you could get thrown into the pit.  But you can jump back up, and Yoshi here is pretty 
stupid so it's no big deal. Just do smash moves and you'll destroy him.  Sometimes he 
even jumps right in the pit for you!

LEVEL 5: SPARE CHANGE
YOU: Ness
COMPUTER: Captain Falcon

This is a coin battle, and you need to get 200 coins to win.  Captain Falcon here is pretty 
easy, and he's not too good at getting coins.  Even if he beats you up, you can often get 
the coins that he knocks out of you.  Ness can be pretty tough to use if you've never used 
him before, so I'll explain a few of the best moves to use:
1) Forward Smash + A: Ness will hit guys with a powerful baseball bat.  2) Down and A: 
Push this really fast and opponents will usually just stand there and take a beating.  3) PK 
Fire: Forward and B.  This move will shoot direstly ahead and stun opponents.  Use this 
as your opportunity to smash. 
Basically you want to beat Captain Falcon up and take the coin  he drops.  The best place 
to do this is on the very bottom in the middle.  Cars will come by every now and then, 
right after the (!) Warning appears, and the good Captain likes to let them hit him while 
you jump safely away.  Should be no problem to win, especially since you're allowed to 
die.

LEVEL 6: KIRBYS ON PARADE
YOU: Choose (1 life)
COMPUTER:  3 Kirbys (2 lives each)

>From the description this sounds hard, but it's really easy.  These Kirbys will get KOed in 
one hit from a smash!  Donkey Kong's pound the ground (Down and B) KOs them in one 
hit too, as will most things.

LEVEL 7: POKEMON BATTLE
YOU: Choose (2 lives)
COMPUTER: Pikachu (2 lives)

The only way for you to hurt each other in this match with the Pokemon that come out of 
the Poke balls.  So choose a quick character like Fox or Captain Falcon, and try to get all 
the Poke balls that appear.  It's best to throw them straight down (Down and A) since 
they'll go right through Pikachu.  Keep summoning Pokemon until Pikachu is 
overwhelmed. Not too hard, and quite fun!

LEVEL 8: HOT DATE ON BRINSTAR
YOU: Choose (3 lives)
COMPUTER: Samus (3 lives)

You both start with 130% damage, even after you die, so all it takes is a few hits to get 
knocked off.  Just smash Samus a few times and that's all it takes.  Samus likes to hang in 
there a while, but she's not too smart here so you can probably get a lot of hits on her no 
problem.  It might be a good idea to use a big character like Bowser here to dish out more 
damage and so you don't get knocked too far.

LEVEL 9: HIDE 'N' SHEIK
YOU: Choose (1 life)
COMPUTER: Two Zeldas (2 lives each)

This battle is kind of cheap since the computer likes to change back and forth a lot, and 
I've also seen it jump right in the pit as Zelda more than once.  The easiest way to beat 
them I found was to use Donkey Kong and pound the ground (DOWN and B) non-stop, 
and then smash them up off the screen when they're on their way down.  If you're lucky, 
they'll turn into Sheik before while you're doing this, but even if they don't, if you keep 
trying they will eventually.  This one might take a few tries.

LEVEL 10: ALL-STAR MATCH 1
YOU: Choose (2 lives)
COMPUTER: Mario, Donkey Kong, Yoshi, Peach, Bowser (1 life each)

One of the hardest things about these all-star matches is that you have a time limit.  So 
the best idea to just to beat up your opponents as fast as you can.  These guys aren't too 
smart, so you can smash them over and over again without too much problem. I was able 
to hit them with the super-strong Falcon Punch (B) with Captain Falcon over and over, so 
smashing them should be even easier.  Just don't ever stand in the center of the stage on 
the first battle against Mario. Those blocks will spin and you could end up in the pit even 
if you don't think they should have started to spin.

LEVEL 11: KING OF THE MOUNTAIN
YOU: Choose (1 life)
COMPUTER: Two Ice Climbers (Immortal)

To win this you just need to survive until time runs out. Choose a fast character like 
Captain Falcon so you can run away.  Killing the Ice Climbers brings you no penalty, but 
I chose to just run away the whole time since they continually respawn.  Jump to the top, 
run to the right, fall down through the floor (Just push down), run to the left, jump up, 
whatever it takes to get away.
There is one move that is good to learn and can help here: Pushing R in the air. Your 
character will float in mid air and move over a little more. This helps get away from 
attacks and is useful all the time. I don't think it lets you do this AND an UP and B jump, 
so watch out if you think this will help you get back onto the stage anywhere.

LEVEL 12: SECONDS, ANYONE?
YOU: Choose (1 life)
COMPUTER: Captain Falcon (1 life)

Use Captain Falcon and hit B as soon as the fight starts. You should win in about 1.25 
seconds. 

LEVEL 13: YOSHI'S EGG
YOU: Yoshi (1 life)
COMPUTER: Donkey Kong, Pikachu, Fox

This level counts score in KOs, but you don't need to KO anyone to win. To win, you 
just have to make sure the Yoshi egg lives til the end. The best idea is to grab the egg and 
run away. You will have to pick up the egg eventually anyway since the stage will shift 
before the time runs out. Jump from one side to the other avoiding your foes.  Using the 
R in the air move (described in the LEVEL 11 guide) will help a lot also.

LEVEL 14: TROPHY TUSSLE 1
YOU: Choose (2 lives)
COMPUTER:  3 Random Characters (2 lives each)

This is a pretty difficult fight if you don't know what you're doing since all the 
computers are against you at the same time.  If you're having problems here, use Captain 
Falcon.  You can start off the stage with his B button Falcon Punch move and knock the 
computer good. If you get surrounded, push DOWN and B and he'll do a kick that hits 
them all. Just make sure that when you do DOWN and B you don't go off the edge since 
he'll slide pretty far.  Falcon Punch can really put the hurtin on these guys, and a few 
good hits with it will win the trophy for you.

LEVEL 15: GIRL POWER
YOU: Choose (2 lives and tiny)
COMPUTER: Samus, Zelda, Peach (2 lives each)

This fight is similar to the last except you're small and the battlefield is smaller. You're 
going to want a character with strong and easy to pull off moves.  Therefore, the same old 
techniques IU keep bringing up work pretty well here, like DK's pound the ground.  I 
also found that items can really make a huge difference here.  A lot of bombs and poke 
balls dropped when I played this one.  If you can let the computer get blown up by the 
bombs and get all the poke balls, you should have a pretty easy time.

LEVEL 16: KIRBY'S AIR RAID
YOU: Kirby (1 life)
COMPUTER: 10 Kirbys

All you have to do here is KO all the other Kirbys with warp stars before the time runs 
out.  Wait til they're all near a warp star and send them flying! Remember also, you can 
hold a direction after you get on the warp star and change where you land.

LEVEL 17: BOUNTY HUNTERS
YOU: Samus (1 life)
COMPUTER: Bowser, Captain Falcon (1 life each)

You have to KO Bowser here, but you can't let Captain Falcon KO him.  It's pretty tough 
to write a consistent strategy for this, you just have to try to smash Bowser off yourself.  
I've had Captain Falcon fall in the pit a few times.  If this happens, it makes it a lot 
easier.  Whether or not you have problems here, if you keep trying you should eventually 
win even if it's by some fluke.

LEVEL 18: LINK'S ADVENTURE
YOU: Link (2 lives)
COMPUTER: Link's Shadow (2 lives)

Link's shadow is the same as Link, and he's also the hardest guy you've fought so far.  
The computer AI is set at a pretty decent level here. For those of you who remember 
Zelda 2, Link's Shadow is the last boss. Anyways, if you're not good at combat, this is 
going to either train you to fight better or make you give up on the Event Matches.  
Link's Shadow likes to grab you or jab at you with quick sword blows.  An excellent 
strategy is to make him follow you somewhere and then right before he gets to you 
release a smash move, preferably a forward smash move.  You can often get him into 
rhythms where he keeps jumping into the same trap over and over.  Getting the good 
items that sometimes appear will help tack on some additional damage too.  And don't 
forget about the strong DOWN and A and UP and A while in the air. These thrust moves 
are pretty strong.
As an additional point of interest about this stage: If you get really hurt badly, fighting in 
the tunnel in the middle of the stage is a good idea.  It's very hard to KO anyone while 
they're in there. So he won't be able to KO you very well, and you can take him down 
with you.  This is only good when there's no timer like on this event.

LEVEL 19: PEACH'S PERIL
YOU: Mario (1 life)
COMPUTER: Bowser, Peach

You can't let Peach die here, that's all.  Sometimes you might get unlucky breaks with 
the items, but overall this isn't very hard, especially if you can beat level 18.  Beat up 
Bowser and much as you can!  Even if he starts hitting Peach, that makes him vulnerable 
for a smash move.  It doesn't appear as though he can smash her, either, so he'll have to 
hit her a lot to knock her off. I ran this stage accidentally once without touching the 
control and it got down to 18 seconds before she was KOed... Kind of funny.

LEVEL 20: ALL-STAR MATCH 2
YOU:  Choose (2 lives)
COMPUTER: Samus, Link, Zelda, Captain Falcon, Fox (1 life each)

This is just like the first All-Star Match, only a little harder.  Samus will go down very 
easily, and so will Link.  (Smash, smash, smash!)  When you fight Zelda, make sure you 
lure her to one of the sides of the stage and knock her towards the edge if you can.  This 
Hyrule stage you fight her on can take forever to KO someone on since it's so big.  
Luring characters to an edge will help save time. Anyways, on to Captain Falcon.  He's 
pretty tough and he tries to use some good B button moves on you.  His weakness though 
is his own stage.  He often has trouble getting back onto the level and likes to get hit by 
the cars.  Smash him as much as you can and try to take advantage of the items that fall.  
When you get to Fox, see if you can hit him with a few forward smash moves right away.  
He'll probably walk right at you as soon as the level begins.  These computers aren't a 
pushover, but with practice you should be able to take them out.  You're going to need 
the practice for the later events...

LEVEL 21: ICE BREAKER
YOU: Choose (1 life)
COMPUTER: Two Ice Climbers 

Here you have to KO both Nanas (the pink ones). If you KO either of the blue ones, you 
lose.  It's very hard not to hit both of them at once, but don't worry about it. Just smash 
away.  If you manage to only hit the pink one, great. Once you get her separated from her 
partner, move in quickly to take her out if you can.  If you happen to knock them both off 
to the edge if the screen, which you might, just wait for them to jump back on. When they 
do, either the pink one won't make it, or she'll end up separated from the blue one 
allowing you an opportunity to KO her.  Repeat this twice and that's it.  Basically don't 
worry about hitting them both. Chances are that if you do, you'll get the chance to hit the 
pink one off sooner or later anyway. And if you mess it up, just pause and Z reset.

LEVEL 22: SUPER MARIO 128
YOU: Choose (1 life)
COMPUTER : 128 Tiny Marios (1 life each)

You can use any strategy you like, but if you want an almost guaranteed win, use Donkey 
Kong's pound the ground (DOWN and B).  Just stop doing it if a bomb appears. Should 
be very simple.

LEVEL 23: SLIPPY'S INVENTION
YOU: Choose (2 lives)
COMPUTER: Fox and Falco (2 lives each)

This is a tough battle, no doubt about it.  You opponents are invisible, but you can be 
certain that they're going to either be following you or on top of you.  Make sure you get 
up using the B button to knock them away.  A downward smash move is a good thing to 
use often here since it'll usually hit guys on both sides of you.  Just keep smashing them 
and getting good items if they appear.  I'd say to use Captain Falcon or Donkey Kong for 
their effective B button moves, but then again I almost always say that!

LEVEL 24: THE YOSHI HERD
YOU: Choose (1 life)
COMPUTER: 29 Yoshis, 1 Giant Yoshi (1 life each(

It's not hard to KO these guys, but it can be difficult to do it within two minutes.  Donkey 
Kong's pound the ground works, except usually the Yoshi's will hide and you have to go 
after them. So I don't really recommend using that here. What you really need is well 
timed air smash moves. Use this stage to hone your aerial skills. Make sure you never 
hang out towards the middle here. Those blocks might suddenly start turning and land 
you in the pit. One time I did an UP smash move and they started moving. Kind of weird.

LEVEL 25: GARGANTUANS
YOU: Giant Bowser (1 life)
COMPUTER: Giant Donkey Kong (2 lives), Tiny Mario, Tiny Peach (1 life each)

Now you see how hard it is to be giant! The funny thing about this stage is that DK 
usually KOs himself by falling in the pit somehow. It's just so hard to stay on when 
you're that big. I would recommend staying on the left side of the screen. Try to hit DK 
with a lot of quick moves, or the B button fire move and get him to just fall in the pit. 
Jumping and doing DOWN and B works alright also, but it's pretty tough to send him 
flying anywhere. You'll probably win on the computer's own stupidity. The tiny Mario 
and Peach usually die within a few seconds, I think they're just there to be funny. 

LEVEL 26: TROPHY TUSSLE 2
YOU: Choose (2 lives)
COMPUTER: 3 Random Characters (2 lives each)

Another tough one. There's no magnificent strategy to use here unfortunately. You have 
a few things to your advantage, though. The computer will hurt itself here because they 
can hurt each other, and some of the items that appear are really helpful. Lots of warp 
stars like to come, and maybe a few pokeballs. One of the computers also likes to sit at 
the left end pretty much doing nothing unless you come near. If you can KO him with the 
others, great. If not, it's ok to leave him for last since less guys fighting you at once is 
easier. Keep using smash moves if you can, get up using the B button, and use R and 
BACK to flip away when you're in trouble. Once you get down to the last guy, you can 
get him in a smash loop where you knock him off, he jumps back on and you 
immediately smash him off again. I liked using Dr. Mario here; for some reason I did 
much better with his smash moves than anyone else's. 

LEVEL 27: COLD ARMOR
YOU: Samus (1 life)
COMPUTER: Three Metal Samuses (2 lives each)

This is kind of intimidating since you have three guys against you and they all have 
double your lives. If you just fight them head on, though, you shouldn't do too badly. 
They don't usually hit you with very damaging moves. Just keep doing your downward 
smash move when they're around you and forward whenever you get a chance. 
Sometimes they even fall in the pit on their own because they get confused by the stage's 
movemnet. That's Kraid in the background, and he looks menacing but all he really does 
is turn the stage when hits it. As always, make sure you take advantage of the items that 
appear.

LEVEL 28: PUFFBALLS UNITE
YOU: Choose (1 life)
COMPUTER: 14 Kirbys (1 life each)

This is the stage where I first discovered the DK pound the ground trick! While it's well 
known now, when I first played this stage I had no idea it was so cheap! This shouldn't 
be too hard no matter who you use, but with DK it's even easier. My record is 16.7 
seconds.

LEVEL 29: TRIFORCE GATHERING
YOU: Link (1 life)
COMPUTER: Zelda (1 life), Gannondorf (2 lives)

Here's where you can get Gannon as a playable character! You and Zelda are on the same 
team here, and you will need to use that to your advantage to really have a good chance. 
You don't have to go overboard on the smash moves at first. Just jab at him from one 
side while Zelda does the same on the other. Once you get him pretty hurt, then start 
smashing him or luring him towards a side of the stage to hit him off. Repeat this twice. 
Remember, the key to winning is teamwork. Gannon is kind of tough but he just gets 
beaten down by both of you at once. Make sure you do not ever get hit by his powerful B 
button punch move. He screams and looks like he's charging up when he's going to do it. 
Stay away!
Once you complete the level, Gannon challenges you. Using your UP and B move when 
he gets near it pretty effective, or just use a lot of smash moves. 
You can get to this stage without completing some of the harder events, but this might be 
too hard for you if you don't have the practice those events give you.

LEVEL 30: ALL-STAR MATCH 3
YOU: Choose (2 lives)
COMPUTER: Kirby, Pikachu, Ness, Ice Climbers (1 life each)

Another All-Star match, and this one only pits you against 4 computers. The first two 
battles aren't too tough at all, but Ness is a real pain compared! Seems like he's set to be 
really hard. If you can KO him in direct combat, that's great. But if not, you might want 
to jump around until you can get some good items to apear. Don't take too long because 
of the time limit, though. If he does KO you, use the invincibility you have while you're 
flashing to get a few good hits on him. If you are still having trouble, try luring him to the 
edge and hoping you can land a strong smash on him. It's easy to knock people off the 
side here. The Ice Climbers seem to be a little easier than Ness, but you might be pretty 
beat up by the time you get here. It's also really easy to hit people off the side here, so 
just keep trying to smash them. Sometimes they may even act stupid and KO themselves 
off the bottom or top of the screen.

LEVEL 31: MARIO BROS. MADNESS
YOU: Choose
COMPUTER: Mario, Luigi

This is a timed battle. Whoever has the most points when the time runs out wins.
The funny thing about the AI here is that you can make these guys jump right in 
the pit. If you intentionally fall in the pit, and jump out at the last second, 
sometimes they just hop right in and die. Try this out of you're having trouble. 
For people having trouble here: I believe now that this event requires you to
score more POINTS than the computer, not more KOs. So you need to try for a high
score. That means going for bonuses like being very accurate, not getting hit, 
etc. You can look up how many points each bonus gives and try to figure out which
ones you think are the easiest to get.

LEVEL 32: TARGET ACQUIRED
YOU: Falco (1 life)
COMPUTER: Jigglypuff

You have to KO Jigglypuff more than the Arwings do. Sometimes it's kind of cheap if 
you knock him into the air really far and it says an Arwing hit him. Don't knock him up if 
you can possibly avoid it! Try to smash him off the left side repeatedly if you can get him 
over there. He's not hard to KO, it's just that sometimes things won't go your way and 
you'll have to start over. Don't sweat it. You'll win if you keep trying.

LEVEL 33: LETHAL MARATHON
YOU: Captain Falcon (1 life)
COMPUTER: None

This is like the Adventure Mode stage except you'll move really fast. As soon as you 
start, run! Count the platforms and jump up onto the fourth one you see to avoid the cars. 
Keep going and make sure you're ready to jump when the pit comes. The next place you 
should stop is on the platform over the second pit. The cars will go over your head. Keep 
going to the finish.

LEVEL 34: SEVEN YEARS
YOU: Young Link (3 lives)
COMPUTER: Link (3 lives)

This one have me a lot of problems back when I first did it. You have to really learn how 
to handle combat well before you can win this one. Young Link here seems to have a 
disadvantage cause his sword is shorter. But there are a few moves you can do that will 
work pretty well. The best one is the downward thrust move. Jump in the air and do a 
smash move down on Link's head. When he's hurt a lot, it'll send him flying off the 
stage. Do not ever fight the on the floating things. The computer will usually flip around 
you and then smash you off the stage real easy because it can bounce you off the bottom 
of the main platform.  Sometimes you can get the computer in a pattern where you smash 
it off the edge of the main platform, and when it jumps back up you smash it again, etc. 
Also, every once in a while it will just accidentally fall below one of the floating 
platforms and die. I'm not sure why it messes up like this, but if it happens it's great. This 
goes for any stage: if you can get your hands on an umbrella or beam sword, you'll really 
have an advantage.

LEVEL 35: TIME FOR A CHECKUP
YOU: Luigi (1 life)
COMPUTER: Dr. Mario, Peach (1 life each)

The computer here is pretty hard to beat directly. Obviously, if you can win this through 
direct fighting, then go for it! If not, then I found a trick that can allow you to KO Dr. 
Mario without  attacking or taking much damage. Hang out in the pit. If you start the 
battle and just jump in the pit (I think it works on either end but I got it to work twice in 
the right pit last time I played). Jump out at the last second and just keep jumping in the 
pit and jumping at the last second. Quite often, Dr. Mario will follow you in and 
sometimes he ends up falling all the way down. If you mess up and end up about to fall in 
yourself, just pause and reset the match. Once Mario's KOed himself, taking on Peach is 
much easier than it was before. However, she's still going to be tough, so don't get too 
excited. Try to hit her if you can, of course, but your real advantage will be if you can get 
some good items to use on her. Once you get a few good hits on her, she's pretty easy to 
hit off the stage, so just keep at it and you'll get her eventually.

LEVEL 36: SPACE TRAVELERS
YOU: Ness (1 life)
COMPUTER: Samus, Kirby, Fox, Captain Falcon, Falco (1 life each)

This is actually the last event I cleared. I think it's one of the hardest ones! Ness is not an 
easy character to use if you don't practice with him much, and you only get one life to 
KO all five opponents. Samus and Kirby are very easy and can be taken out in a snap. 
Sometimes Fox is easy also, but Captain Falcon and Falco are just really hard! You have 
to get real good at KOing the first three so that you can get practice on fighting the last 
two.  I like to jump over to the right side as soon as the battle starts, put my back against 
the wall, and bat (Forward smash) Samus and Kirby away until they fall off.  The other 
smash moves that Ness has aren't very good at hitting people off, so stick to the bat. The 
computer will probably keep coming back for more over and over, which should give you 
a lot of practice smashing. Charge the smash move to make it go faster. If you stand 
where I do, Fox will appear right in front of you as soon as Kirby is KOed. If you can, 
Anticipate this and charge up a smash as Kirby is going off to smack Fox when he 
appears.  The same strategy often works on Fox that works on the first two, but 
sometimes he's a little harder to KO and will beat you up.  Just keep recovering and 
getting into a position where you can keep batting him away.  Ness's down and A move 
can hit him over and over to take his life down fast. Also, if you're lucky, he'll fall in a 
pit for no reason.
Now for Captain Falcon. The key to this is not to get too scared of him.  Sure, you might 
want to run away from him, and go ahead. But you can often just smash him when he's 
running at you. Try using the down and A kick as well. It's really effective! PK Fire is ok 
to use sometimes as well. (Forward and B) If it hits it'll stun your opponent and you can 
get a free smash afterwards. If you get a screw attack, you're in luck. The screw attack, 
when used well, can hit Captain Falcon (or Falco if you get to him) almost as much as 
you want without him ever hitting you. Just keep jumping back and forth into him. With 
practice, you should be able to take out the Captain eventually. Falco is really hard to 
KO, though, since you'll probably be pretty hurt when he comes. If you can get a beam 
sword or some other good item, it'll be a lot easier. Otherwise, just do your best and use 
the same strategy you've been using. It's all about how well you can fight. Good luck!

LEVEL 37: LEGENDARY POKEMON
YOU:  Choose (1 life)
COMPUTER: Four Giant Wire Frames and a Jigglypuff (2 lives each)

To win this stage all you have to do is summon all the Poke balls that appear. Jigglypuff 
will try to beat you to them, so choose a character who you can move quickly to beat him. 
Most of the time the Pokemon who are summoned are extremely powerful.  You are 
allowed to knock the computer off the stage yourself, but it's easier to mostly rely on the 
Pokemon. Winning this battle will cause Pichu to challenge you if you don't already have 
him.

LEVEL 38: SUPER MARIO BROS. 2
YOU: Choose (2 lives)
COMPUTER: Mario, Luigi, Peach (2 lives each)

Just like on the some of the other stages with Mario and Co., you can make the computer 
jump in the pit by hanging out in it yourself. Jump in the pit, and jump out again at the 
last second. I was able to completely KO Peach and Luigi in about 20 seconds one time 
with this strategy. If you feel too cheap doing this, you're just going to have to be really 
good at brawling. Now's your chance to laugh at the computer, though, so I say take 
advantage of it! It's going to have its way with you plenty of times in later events...

LEVEL 39: JIGGLYPUFF LIVE!
YOU: Jigglypuff (2 lives)
COMPUTER: Three Jigglypuffs (2 lives each)

This is a really annoying level. Do not play keep-away with them in an effort to wait for 
good items! I tried this technique and it didn't work too well. Jigglypuff gets knocked off 
too easily is not too quick. You often won't be able to get items first if you're busy flying 
away from the computer, and a lot of the items appear in capsule form so you'll need to 
fight for the items anyway. Instead, use smash moves and the FORWARD B move to 
beat them up while looking for some good items. If you manage to get a beam sword, 
umbrella, or a good Pokemon out of a ball, you'll have a big advantage. Make sure you 
get up using the B button if they're surrounding you.
A lot of people told me that you can easily win this one by throwing the 
Jigglypuffs off the screen. I don't actually like doing this, but it could work
pretty well if done right. Try it this way if my guide didn't help you.

LEVEL 40: ALL-STAR MATCH 4
YOU: Choose (2 lives)
COMPUTER: Marth, Luigi, Jigglypuff, MewTwo, Mr. Game and Watch (1 life each)

The first battle with Marth is not too hard except you have to make sure you lure him to 
one side of the level so you can knock him off quicker. There is a time limit here. Luigi 
might give you problems, but sometimes he jumps in the pit for some reason. The 
computer just loves to do that on this stage. Don't count on him doing this, though. 
Instead, try to beat him up a little and the lure him to an edge. It's pretty easy to hit 
someone off the edge of the stage here. Hopefully it'll be you doing it to him. On to 
Jigglypuff... I played versus him two times and both times he never moved off the 
original platform. So he just got KOed in the pit. If he happens to actually go after you, it 
shouldn't be too tough cause he gets knocked out easily. MewTwo was also pretty easy 
for me. I was able to continually forward smash him. Every time he approached, BAM! 
Mr. Game and Watch has another stage where it's easy to knock guys off of. I like to run 
at him and attack, then smash him away, and then run at him again and smahs him again, 
etc. Eventually you'll smash him so far that he'll either get KOed or you can just jump 
kick him off and end it.

LEVEL 41: EN GARDE!
YOU: Marth (2 lives)
COMPUTER: Link (2 lives)

I didn't find this battle to be nearly as hard at the previous matches against Link (SEVEN 
YEARS and LINK'S ADVENTURE) but it's still not a cakewalk. You can often hit Link 
a lot of unanswered times with Marth's FORWARD B move, but this is kind of weak so 
don't rely on it exclusively. Link's main weakness is that he will roll right into your 
smash moves. I would do a forward smash, keep it charged for a second until he'd jump 
or roll right into it. So if you knock him away for a second, start charging your move and 
hope he does the same thing for you. Overall, this battle isn't too bad compared to some 
of the fights you've had to endure so far, at least it wasn't for me.

LEVEL 42: TROUBLE KING 2
YOU: Luigi (2 lives)
COMPUTER: Giant Bowser (2 lives)

It's hard to actually KO Bowser here by hitting him, since he's big, but it's easy to make 
him fall in the pit! When the battle first starts, get Bowser to come down on the arm with 
you (he'll come to you) and just keep using weak A button moves. If you're high enough 
on the arm, you'll get him to fall in the pit. Sometimes you can also get Bowser to just 
stand there until he's in the pit as well.  I beat this level two times and both times it was 
because Bowser just fell into the pit like that. If you can't seem to get him to do either of 
these things, just try to survive long enough until the stage is too complicated for him. 
He'll fall off sooner or later. Don't be afraid to continually reset the match if it starts off 
badly for you.

LEVEL 43: BIRDS OF PREY
YOU: Fox (2 lives)
COMPUTER: Captain Falcon and Falco (2 lives each)

As soon as the match begins, jump down onto the lower cars. There are cars below the 
big one you start on. Falco will follow first. Use your DOWN and B move and it will 
send him flying away from you, often KOing him. Do the same thing to Captain Falcon. 
Keep using the down and B move and eventually you'll knock them off enough to KO 
them both for good. You could try to beat them up to get the same effect, but the DOWN 
and B move is designed to send all opponents away from you, so you're better off 
sticking with that.

LEVEL 44: MEWTWO STRIKES!
YOU: Choose (1 life)
COMPUTER: Zelda and Mewtwo (1 life each)

Do not KO Zelda, you lose the match if she is KOed. After 15 seconds, MewTwo will 
show up, and he's the one you want! This is pretty hard. I have won this one two times 
trying to develop a solid strategy, but both times I won it was cause MewTwo jumped in 
the pit. I would get knocked really far, and while I was jumping back on MewTwo just 
walked off the edge like a moron. The thing that was working best for me was just letting 
him have it as much as I could. I didn't worry about hitting Zelda cause it's just too hard 
to avoid her. I got MewTwo to almost 100% when he decided it was time to commit 
suicide, so that was high enough where I could have smashed him off the edge. To get 
him that high, I used Captain Falcon's B button moves, mostly DOWN and B and 
FORWARD SMASH B. That punch he does on a forward smash is a great move against 
anyone. There's no reason you can't use another character and do well here though. Just 
as long as you can fight well!

"Stan" told me that if you use Kirby and fly above where MewTwo appears you can 
down and B onto his head. Then you can keep doing this over and over if you keep 
flying up and dropping on him. Seems like a very good idea to me! :)

LEVEL 45: GAME AND WATCH FOREVER!
YOU: Mr. Game and Watch (3 lives)
COMPUTER: 25 Mr. Game and Watches (1 life each)

To win this battle, you have to be really good at doing smash moves. See my smashing 
section at the beginning of the FAQ to learn the timing on them. Get into good positions 
and smash away. The forard smash move usually works best, but sometimes using the 
downward one is good if they're surrounding you. If you are good at performing 
smashes, this level should be pretty easy.

LEVEL 46: FIRE EMBLEM PRIDE
YOU: Choose (3 lives)
COMPUTER: Marth and Roy (3 lives each)

It's not really that hard to hit Marth and Roy with smash moves, but chances are you're 
going to take some heavy damage as well. If you get too high, use the trick where you sit 
in the cave in the middle of the stage and fight them there. It's just so hard to get KOed in 
there. This way, you can keep the battle pretty close because sometimes they'll have to 
get you to over 300% before they can KO you! In that time, you can have them well over 
100 as well, and ready to be KOed. In fact, you may even manage to KO them first! Even 
better! Best case scenario would be to beat them up and then lure them to the edge where 
you smash them off, so do that if you can. Even if you use the trick where you sit in the 
cave, the only way to easily knock them off is to get them towards an edge anyway. So 
even if you've taken ultra heavy damage, you might want to just come out and see if you 
can hit them off and go hide in the cave again to fight them when they respawn.

LEVEL 47: TROPHY TUSSLE 3
YOU: Choose (2 lives)
COMPUTER: Three Random Characters (2 lives each)

This battle takes place on Majora's Mask, which is a good thing because it allows you to 
do something which most other stages wouldn't. For my strategy, you'll want to use a 
character with strong B button moves. Captain Falcon or Gannondorf are recommended, 
and I'll write this as if you're using one of them. Jump into the space between the top two 
spikes on the mask. Perform your DOWN and B technique over and over. They will beat 
you up pretty bad, but you can almost do as much damage to them as they do to you this 
way. Just keep on doing it. Use B to get up to knock them around some more. Pay 
attention because eventually you'll get hit too far to get right back in. If the battle ends up 
over on the edge of the mask with you having to jump back on, Captain Falcon and 
Gannon have the fantastic ability that makes them grab people when they perform their 
UP and B move. So in the act of trying to get back on the stage, you can can sometimes 
get the computer in a little bit of a loop! This is a little harder to keep doing, though, so it 
might be better if you try to get back in the center and start doing what you did at first. 
Just keep on going with this technique and eventually you should completely KO 
someone and have the others pretty hurt. Once it's calmed down a bit, you could start 
trying to fight them like normal. In fact, you could fight the entire battle like normal if 
you wanted, but my strategy is just designed to work pretty well almost all the time. 
Don't be afraid to reset the level or restart it completely to try and get characters who get 
knocked off easier. If you're having trouble, try to restart it until you get Pichu and 
Jigglypuff or other easy to KO opponents. 

LEVEL 48: PIKACHU AND PICHU
YOU: Choose (2 lives)
COMPUTER: Pikachu (Undefeatable), Two Pichus (1 life each)

Turn off your sound to do this level if you're the type who gets mad. If you're like me, 
you'll be wanting to go get a Pikachu doll so you can destroy it after playing this one a 
while. It's just so annoying to hear "PIKA PIKA!" shouted really happily after being 
defeated here. This is not a level for kids! It's tough!
Anyways, you have to KO the Pichus to win. I am pretty sure that they are set not to get 
thrown off easy, cause I've smashed them when they were over 120% before and they 
wouldn't go off the edge! Really frustrating. There's really not a whole lot you can do 
here to make it easier. Hope you get some good items, and go for the Pichus only! If you 
get KOed, use the invincibility period to get a free smash on them. Captain Falcon's 
smash FORWARD and B punch move can sometimes hit them all a lot without taking 
damage, but it's not going to KO them, so it's only useful to hurt them a little. Make sure 
to smash a direction and R  if you're getting beat up to much to flip away. Basically, to 
win this battle you'll have to combine solid fighting skill and good item usage. Good 
luck!
There is another way to do this level, that was sent in by Galaway Nosora:
"If you use DK's forward throw, he carries the flailing opponent around 
on 
his back, correct? In this, my friends and I have developed a DK 
"Suicide 
Jump", where he grabs the opponent and simply jumps off the edge of the 
stage, carrying them to their doom. USE THAT! Since the N64 Dream Land 
stage 
is quite small, it shouldn't be a problem. In fact, if you throw the 
Pichus 
before you've gone down too far, you might actually be able to recover 
from 
the fall. Since you have two lives, I suggest doing it to both of them, 
ditching the Pichus on your way down and having them die JUST BEFORE 
YOU DO. 
Risky, but it works. ^^"


LEVEL 49: ALL-STAR MATCH DELUXE
YOU: Choose (2 lives)
COMPUTER: Dr. Mario, Falco, Pichu, Young Link, Roy, and Gannondorf (1 life each)

NEW TRICK: A lot of people told me about this and it was on the messageboards 
a few times. If you are having problems here you can try to use DK's forward throw
move to pick up your opponents and jump in the pit with them. You can also suck
them in with Kirby. And the jump in the pit. If you do it right you can win the
fight without losing a life. But be warned, it is not easy to do to all of them.
See what works for you, it could be a big help though.

Ok now for my standard guide....
This is the hardest All-Star match, and one of the hardest events. You'll have to fight well 
to win this one, there's no getting around it. I've tried it with a number of characters and I 
prefer Roy over anyone else here. His quick B button moves and long range forward 
smash make him ideal. My advice is to get the computer into a good position where you 
can smash them over and over again. The same AI problem happens here where the 
computer will often just walk right into it! I once hit Roy with a fully powered smash! In 
the fight against Pichu, he'll jump right on you as soon as it starts giving you a great 
opportunity to smash him! Sometimes you can get him three or more times before he 
learns his lesson! Besides all that, I have no other advice other than to fight your best and 
not to waste time! Don't forget the time limit!

LEVEL 50:
YOU: Choose (1 life)
COMPUTER: Two Master hands with 300 HP each!

Now this is a really tough level to complete! Yes, you have to destroy both hands to win. 
No matter who you use, the strategy is going to be similar, but once again I say use Captain 
Falcon or Gannon. Their UP and A smash move can hit the hands without jumping, 
and he'll quickly hit them twice with it. No one else has a better move to hit 
the hands with. Staying on the ground while you hit them is VERY important! 
Gannon is the same only more powerful and slower, so make your decision 
accordingly. Some people say Yoshi is good to use because of his DOWN and A 
move. I don't like it as much since you have to jump to do it, but it could work 
too.
Go for the left hand first.  The left hand is easier to defeat because it will sometimes mess 
up and sit there doing nothing. It's not a bug, it's just something that happens to it to give 
you a break. Every so often you get lucky and can take off loads of HP from it before it 
ever does anything again.  It's not all that common, but once is all you need! Even when 
this happens, do your best to avoid the other hand's attacks by jumping over them at the 
proper time.
Most of the attacks thrown at you are avoided by well timed jumps, but some of them 
require a little more. Here I will explain what to expect and what to do for certain attacks:

GRAB: Sometimes a hand will try to grab you. It will float around with an open palm and 
then grab you after maybe a second. When you see it coming, your best bet to get away is 
to do a forward B move in the air or on the ground, if you're using Captain Falcon. 
Merely jumping usually is not enough.  If you aren't using Captain Falcon, then do 
whatever move will get you forward quickly, maybe just running on the ground. If you 
get caught, twirl the control stick and push the A button as fast as you can. You will get 
out quicker that way. 
LASER: When the hand you're attacking is shooting lasers, make sure to get under it and 
jump and beat on it.  It's even worth it to get hit a few times if you can tack on a bunch of 
hits, especially if both hands are still alive. The sooner you can take out one hand, the 
better.
BOMBS: When the left hand goes and drops bombs in the center of the stage, it's best to 
avoid him until the very end of his move when you can try to get in one quick shot at him 
if you want.  It's just too hard to not get hit when the bombs are being dropped.
DOUBLE PUNCH: Sometimes you get put to sleep and the hands try to punch you 
together while you're vulnerable.  Try to twirl the control stick and mash buttons to see if 
you can wake up and jump away.  If not, then you could be done for. It's better to take 
the hit right in the middle if you have to cause then you don't seem to get smashed off the 
side.
BULLET: When the right hand goes to shoot a bullet at you, ducking will avoid it.  If you 
need to avoid another attack while the bullet is being aimed, jump up but make sure you 
are FALLING when the hand is ready to shoot.  If not, you'll probably be hit.  Most if not 
all of the characters fall too fast to be hit.
LAUNCHING HAND: When a hand launches itself into the air like a rocket, you have to 
jump (or run, but jumping is usually best) to avoid it when it comes flying back at you, 
but then you have to also try to avoid it when it comes back onto the stage immediately 
after. A really high jump will leave you damageless, but a lot of the time I found myself 
unable to avoid taking some damage from this move. Just be aware of it so you can try to 
get out of the way.  You can duck under it if you get down quickly enough.
CRAZY LEFT HAND: Sometimes the left hand falls to the ground and starts having 
spasms. This is very damaging and I usually just reset the match when I got stuck in it. 
Just stay out of the way when it does this. As soon as you see it fall down, move away!

Every chance you get, UP and A smash the hand you are attacking. The battle may 
sometimes be impossible depending on which combinations of moves are thrown at you, 
but every so often you'll get lucky and be able to take off tons of life from the left guy 
without taking much damage. When you get a lucky break, be sure you don't squander it.  
Just because you got the hand down below 100 HP doesn't mean the next 100 will come 
just as easy. You need to be patient once the strong attacks start coming again. And 
unless you're the luckiest guy ever, they will come! I was ready to kick myself when I 
got careless a few times.
Once you manage to defeat the left hand, the battle gets much much easier. The right 
hand cannot be killed quickly, though, since it won't get paralyzed.  Only hit it about two 
or three times before you prepare to avoid another attack. If you attack too much, 
sometimes he'll do a quick sweep and this late into the fight that's the end of you.  So 
attack two or three times, prepare to jump away, and repeat.

LEVEL 51:
YOU: Choose (3 lives)
COMPUTER: Giga Bowser, Gannondorf, MewTwo (3 lives each)

I am going to outline TWO strategies to win this event with. The first uses
Jigglypuff, the second uses Princess Peach. These are the two easiest
strategies to pull off for the average gamer, from my experience.

JIGGLYPUFF METHOD:

I don't know WHO to give credit for this because I recieved at least ten emails,
maybe more, keying me in to THE move. Therefore, I'll list everyone who sent me 
the information before this update. A few other ideas were sent to me but this 
is the only one that worked well so I'm only crediting people here who gave me 
this particular strategy.

Use Jigglypuff. Yes, Jigglypuff! Jiggly has a move that is really cheap which
can KO any of these guys in 1-3 hits depending on how close they are to the 
edge. DOWN and B, AKA Rest. Rest will easily take out Bowser since he's so big, 
and with some luck will KO the others enough to give you a fighting chance. You 
have to be right inside of an opponent for it to work, and sometimes even then 
it won't work, but when it does, it wreaks havoc! Bowser is easiest to defeat 
this way, as I've said, but you may not want to just go for him. When Bowser is 
alive, he'll be able to hit you so often that you'll be able to perform Rest 
over and over. Remember, you don't wake up until you're hit or a long time 
passes. So one technique is to try and get a good start by focusing on KOing 
Gannon and MewTwo. Try doing this at the edge of the stage because it'll KO them 
faster and sometimes Gannon or MewTwo will jump off the edge accidentally as 
well.

No matter what you do, you're going to end up killing Bowser first this way, 
barring some freak accident. I tried a lot of different things after Bowser was 
gone and the most effective one was to continue using Rest until you narrow it 
down to one opponent. You can just try to jump into the guys and use it, or 
there are two moves that might work as well. Forward and B into them and then 
use Rest, or down and A (spin) and then Rest. If they're closely surrounding you 
and beating you up, just use Rest right away and hope it works.

Once you narrow it down to one guy, I suggest beating them in hand to hand 
combat. Dashing at an opponent and hitting A often works, and the you can follow 
that up with a quick smash. Often times you can get a fast jump kick in without 
being hit. You can also try flying around and avoiding the enemy until a good 
item appears. If you stay calm, though, it's quite possible to beat one of these 
guys one on one. Be patient, smash at just the right time, and you can do it. 
The smash move is the only way besides an item or Rest to send them off the 
edge, so don't expect running at them to knock them off. 

PRINCESS PEACH STRATEGY
"Sanagi" clued me in to this one, and it really is easy to do. What you do is go
to one edge of the level, wait for them to follow you, and double jump up, 
whatever it takes, and float over to the other side of the map. You can run away 
like this without taking damage if you practice it a lot. Just remember that if 
you hold jump Princess floats, and make sure to use the UP B jump as well (of 
course). Now that you can stay alive, you can deafeat the trio by waiting for a 
good chance to grab some items! Items appear along the edges of the map, so if 
you always have the trio lured to one edge then another edge, eventually you'll 
be open to grab a really good item! I really think this is a great strategy, I 
can pick up the game and almost effortlessly pull this off and come close to 
winning.  Maybe it'll work as well for you guys too! Hope this helps. Thanks 
Sanagi and whoever else may have realized this.

THANKS TO: Dave Warmington, AllStr11z, GiantDookie, Matt Richardson, Caohung Le,
Livemember, Zero SA, MaxFusionX, Jason, Anthony, Michael Kelehan, Sonic 
Starlight

SENT IN BY CHRIS MANN: He says that if you can KO Bowser with Falco and then go 
to one edge and use the laser, it'll easily hit them over and over again so you 
can smash them off. I did not try this, but it sounds decent.

***************

VII. LEGAL STUFF

This FAQ is copyright 2001 by Bryan Backas. You may not alter it or take credit for it. 
You may not distribute it offline without my permission.You may post it online wherever 
you want as long as it has all the information, including this section. I'd appreciate it if 
you told me first so that I know who has it posted. The newest copy of this FAQ can 
always be found on GameFAQS (www.gamefaqs.com).
 




Super Smash Bros: Melee

Hold the L and R buttons at the stage select
screen in multiplayer mode to start a stage
with an alternate theme.

This works in the following stages: 

- Pokmon Stadium
- Big Blue
- Battlefield
- End of the Line
- Great Bay
- Icicle Mountain
- Temple
- Yoster Island
- Onett
- Classic Kingdoms 1 and 2

 
Super Smash Bros: Melee

UNLOCK JIGGLYPUFF:
BEAT ADVENTURE OR CLASSIC MODE WITH ANY CHARACTER
ON ANY DIFFICULTY. 

UNLOCK MEWTWO:
PLAY VS.MODE FOR A TOTAL OF 20 HOURS (it don't have
to be done in the same day). 

UNLOCK LUIGI:
CLEAR THE FIRST STAGE OF ADVENTURE MODE WITH A 
TWOIN THE TIMERS SECOND CATEGEORY(EX.'10'02'36) TO
MAKE LUIGI APPEAR, THEN DEFEAT HIM QUICKLY. THEN 
YOU MUST COMPLETE ADVENTURE MODE. 

UNLOCK MARTH:
USE THE 14 CHARACTERS IN EITHER ADVENTURE MODE OR 
CLASSIC MODE. 

UNLOCK MR.GAME&WATCH:
CLEAR CLASSIC OR ADVENTURE MODE WITH 24 CHARACTERS. 

UNLOCK DR.MARIO:
USE MARIO TO CLEAR ADVENTURE OR CLASSIC MODE ON ANY
DIFFICULTY WITHOUT GETTING A CONTINUE. 

UNLOCK GANONDORF:
CLEAR EVENT MATCH #29. 

UNLOCK YOUNG LINK:
CLEAR ADVENTURE OR CLASSIC MODE WITH 10 CHARACTERS. 

UNLOCK FALCO:
SURVIVE THE 100 MAN MELEE. 

UNLOCK PICHU:
CLEAR EVENT MATCH #37. 

UNLOCK ROY:
USE MARTH TO CLEAR ADVENTURE OR CLASSIC MODE ON ANY
DIFFICULTY WITHOUT GETTING A CONTINUE. 

UNLOCK BRINSTAR DEPTHS, FOURSIDE, BIG BLUE, & POKEFLOATS:
PLAY 200 VS.MODE MATCHES. 

UNLOCK MUSHROOM KINGDOM 2:
GET THE BIRDO TROPHY FROM TROPHY LOTTERY. 

UNLOCK FLATZONE:
UNLOCK MR.GAME&WATCH. 

UNLOCK BATTLEFIELD:
CLEAR ALL STAR MODE(TO UNLOCK THAT UNLOCK ALL 25 
CHARACTERS). 

UNLOCK FINAL DESTINATION:
CLEAR EVENT #51(TO UNLOCK THAT CLEAR ALL 50 EVENT MATCHES). 

UNLOCK DREAM LAND:
CLEAR TARGET TEST WITH ALL 25 CHARACTERS. 

UNLOCK PAST VERSION OF YOSHIS ISLAND:
HIT SAND BAG 1,323 FEET IN HOME RUN CONTEST. 

UNLOCK KONGO JUNGLE:
SURVIVE THE 15 MINUTE MELEE. 

THAT IS AS MUCH THAT I HAVE UNLOCKED SO I THINK I HAVE IT ALL! 


 
Super Smash Bros: Melee

3 types of trophies:

Trophies earned in classic mode: these tell you about
the characters past, and when they first appeared.

Adventure mode: these tell about your characters 
strengths and their weaknesses. These also tell your 
characters B and B + side moves.

All star: these get detailed into telling you how to
use your characters in battles. They also tell your 
characters B + down and B + up moves.

by unknown

Paper Mario Trophy:
You must hit over 1500 feet in homerun derby mode 

On the European version of SSBM you have to hit it over 
300m to get sandbag trophy, 400m to unlock Yoshis Island 
and 450m to get Paper Mario Trophy. To hit the sandbag far 
in the home run contest use Roy's up and A smash attack to 
get the bag up to about 50% or 60% damage then charge up 
his normal B attack and if it is charged all the way the 
bag should easily go over 400m. 
Submitted by icanolliehigherthanyou
 
Super Smash Bros: Melee

BE SHEIK AT START OF MATCH:
choose zleda at the character select screen,pick 
your stage,while the stage is loading press and 
hold A,when the match starts you'll hear the sound 
that turns zelda into shiek and sheik will be startin 
instead of zelda. 
Submitted by unknown

Get Waluigi: 
Defeat the Master Hand and Crazy Hand with 
Luigi 50 times, then do it with Mario 50 times. 
Do it one more time with Luigi to get Waluigi. 

Get Wario: 
Same as the Waluigi cheat, but you do it 
with Mario first, then Luigi, then Mario to 
Get Wario. 
Submitted by mel_sal
 
Super Smash Bros: Melee

since there are no good hints here i will tell you 
every hint i know. ok lets start. How to get luigi. 
play adventure mode with any number ending with two. 
example 5:32:68 that is the two where it is supposed 
to belong. then beat luigi under 58 seconds. Take as 
long as you want to beat peach. then beat the rest of 
the game and you face luigi. beat him to get him. be 
careful he is very hard. I had to get through two tries 
to get him. How to get Falco. To get falco just beat 100 
man melee. to make this easier just pick d.k and then keep 
doing his down b attack. then he will face you. beat him 
to get him. How to get mr. game and watch i am not sure 
about this one but i went to a nintendo representitive and 
he just said to beat classic mode with the 14 characters 
that you start off with. but i am not sure because i do not 
have him yet. How to get Ganondorf beat event #29 triforce 
Gathering then he will face you. beat him to get him. How 
to get Mewtwo this is going to take very long. either play 
the game for 20 hours or play 700 rounds of v.s mode. i know 
it does take a long time. it took me just about a week to get 
him. beat him to get him. How to get pichu. there are several 
ways to get him. one way is to get Falco and Luigi and beat 
event #37. or play 200 rounds of v.s mode. beat him to get him. 
How to get young link. Beat classic mode with 10 characters two 
of them mst be link and zelda. beat him to get him. How to get roy. 
Beat classic mode with marth without using a continue. beat roy 
to get him. How to get jigglypuff. ok this one is very easy. just 
beat classic mode with any character. beat her to get her. How to 
get marth. just play 70 rounds of v.s mode or use all 14 original 
characters in any mode. beat him to get him. How to get Dr. mario. 
beat classic mode with mario without losing a life. or play 100 
rounds of v.s mode. beat him to get him.Well if you follow my hints 
you will have all the characters. Good luck! I still need mr. game 
and watch. I am so sorry this is long but trust me these hints are 
true! I seriously have every character except for mr. game and watch. 


 
                ===================================================
                Nintendo GameCube
                Super Smash Bros. Melee
                FAQ/Move List
                Final Version
                December 01, 2002
                Cyantre@comcast.net
                ===================================================


''''''''''''''''===================================================''''''''''''''''
                                Table of Contents
''''''''''''''''===================================================''''''''''''''''

''''''''''''''''''''''''''''''''
  A - Main Menu
''''''''''''''''''''''''''''''''

  1) 1-P Mode
  2) Vs. Mode
  3) Trophies
  4) Options
  5) Data

''''''''''''''''''''''''''''''''
  B - Using the Controller
''''''''''''''''''''''''''''''''

  1) Moving the Character
  2) Standard Attacks
  3) Climbing Up Edges
  4) Special Moves
  5) Defensive Shield
  6) Grab and Throw

''''''''''''''''''''''''''''''''
  C - Game Information
''''''''''''''''''''''''''''''''

  1) 1-P Mode
  2) VS. Mode
  3) Trophies
  4) Options
  5) Data

''''''''''''''''''''''''''''''''
  D - 1-P Mode
''''''''''''''''''''''''''''''''

  1) Classic
  2) Adventure
  3) All-Star
  4) Event Match

''''''''''''''''''''''''''''''''
  E - Characters/Move List
''''''''''''''''''''''''''''''''

  1) Normal Characters
  2) Secret Characters

''''''''''''''''''''''''''''''''
  F - Unlock
''''''''''''''''''''''''''''''''

  1) Unlock Characters (1-P Mode)
  2) Unlock Characters (VS  Mode)
  3) Unlock Stages
  4) Unlock Events
  5) Unlock Secrets
  6) Codes

''''''''''''''''''''''''''''''''
  G - In-Depth
''''''''''''''''''''''''''''''''

  1) Earning Trophies
  2) Earning Bonuses
  3) Target Test

''''''''''''''''''''''''''''''''
  H - Frequently Asked Questions
''''''''''''''''''''''''''''''''

''''''''''''''''''''''''''''''''
  I - List
''''''''''''''''''''''''''''''''

  1) Normal Characters
  2) Secret Characters
  3) Character Clones
  4) Random Stage
  5) Item Switch
  6) Sound Test
  7) Pokmon (Pok Balls)
  8) Pokmon (Pok Floats)
  9) Specials

''''''''''''''''''''''''''''''''
  J - Descriptions
''''''''''''''''''''''''''''''''

  1) Characters
  2) Stages
  3) Event Match - Subject Table
  4) Bonus Records
  5) Trophies

''''''''''''''''''''''''''''''''
      FAQ Information
''''''''''''''''''''''''''''''''

  1) Copyrights
  2) Credits


''''''''''''''''===================================================''''''''''''''''
                                A - Main Menu
''''''''''''''''===================================================''''''''''''''''


===================================================================================
1) 1-P Mode                   "Solo Smash!"

  a) Regular Match            "Multiple levels of standard Smash."
  b) Event Match              "Special Smash situation matches."
  c) Stadium                  "Mini-game testing Ground."
  d) Training                 "Free training for honing skills."
===================================================================================
2) VS. Mode                   "Multiplayer battles!"

  a) Melee                    "A standard Smash Battle for 1 to 4 players."
  b) Tournament Melee         "A tournament for up to 64 players."
  c) Special Melee            "A melee with special rules. No records will be saved."
  d) Custom Rules             "Change the melee rules here."
  e) Name Entry               "Enter your name."
===================================================================================
3) Trophies                   "View trophies."

  a) Gallery                  "View the individual trophies you've collected."
  b) Lottery                  "Use the coins you've earned to get trophies!"
  c) Collection               "View your entire trophy collection."
===================================================================================
4) Options                    "Game setup."

  a) Rumble                   "Turn the Rumble feature on or off."
  b) Sound                    "Select sound options."
  c) Screen Display           "Adjust screen display."
  d) Language                 "Select Language Display"
  e) Erase Data               "Erase melee records, etc."
===================================================================================
5) Data                       "View game records."

  a) Snapshots                "View photo album of pictures taken in camera mode."
  b) Archives                 "View Smash Bros. movies."
  c) Sound Test               "Listen to music, voices, and sound effects."
  d) Melee Records            "View various combat records."
  e) Special                  "Information on hidden elements, etc."
===================================================================================


================================
1a) Regular Match
================================

Classic               "Defeat each foe to advance."
Adventure             "Battle through various stages."
All-Star              "Conquer all enemies using limited recovery items."

================================
1c) Stadium
================================

Target Test           "Smash ten targets!"
Home-Run Contest      "Smash Sandbag as far as you can!"
Multi-Man Melee       "Fight for your life! Fight!"

================================
1c3) Multi-Man Melee
================================

10 Man Melee          "How fast can you defeat 10 opponents?"
100 Man Melee         "100 enemies! Can you defeat them all?"
3 Minute Melee        "How many foes can you KO in 3 minutes?"
15 Minute Melee       "A 15-minute test of skill and endurance."
Endless Melee         "The enemies don't stop until you're defeated."
Cruel Melee           "The Toughest enemies around and no items?"

================================
2c) Special Melee
================================

Camera Mode           "Take snapshots with the special Smash Cam!"
Stamina Mode          "Players fight until HPs reach zero."
Super Sudden Death    "All players start with 300% Damage.
Giant Melee           "All players are giant-sized."
Tiny Melee            "All players are tiny."
Invisible Melee       "All players are invisible"
Fixed Camera Mode     "The camera does not zoom or scroll."
Single-Button Mode    "The player uses only the A Button and the Control Stick"
Lightning Melee       "All players move at high speeds."
Slo-Mo Melee          "All players move in slow motion.

================================
2d-1a) Rules
================================

TIME                  "Compete for points based on KO's and Falls in a timed battle."
STOCK                 "Battle to be the last one standing."
COIN                  "Battle to collect the most coins."
BONUS                 "Compete for points based on fighting style."

================================
2d-3a) Handicap
================================

OFF                   "Play without handicaps."
AUTO                  "Handicaps are set automatically based on win percentages."
ON                    "Set individual handicaps on the Character Selection Screen."

================================
2d-5a) Stage Selection
================================

ON                    "Choose stages to battle on."
RANDOM                "Stages chosen Randomly."
ORDERED               "Battle through stages in a predetermined order."
TURNS                 "Players take turns choosing stages."
LOSER                 "The loser of the last match chooses the next stage."

================================
2d-2b) Friendly Fire
================================

OFF                   "Team members cannot damage each other."
ON                    "Team members can damage each other."

================================
2d-2b) Pause
================================

ON                    "Players will be able to pause in mid-game."
OFF                   "Players will not be able to pause in mid-game."

================================
2d-2d) Score Display
================================

OFF                   "Score will not be displayed on screen."
ON                    "Score will be displayed on screen."

================================
2d-2e) Self-Destructs
================================

-1                    "Self-destructs will subtract one point from players' scores."
 0                    "Self-destructs will not affect player's scores."
-2                    "Self-destructs will subtract two points from players' scores."

================================
5b) Archives
================================

Special Movie         "Smash Bros. Bonus Video"
How to Play           "Melee Manual Video."

================================
5d) Melee Records
================================

VS. Records           "Records for VS. matches."
Bonus Records         "Record of all special bonuses."
Misc. Records         "Various Records kept after initial play."


''''''''''''''''===================================================''''''''''''''''
                                B - Using the Controller
''''''''''''''''===================================================''''''''''''''''


1) Moving the Character
  a) Move Chart (Moving the Character)
2) Standard Attacks
  a) Move Chart (Standard Attacks)
3) Climbing Up Edges
4) Special Moves
5) Defensive Shield
  a) Move List (Defensive Shield)
6) Grab and Throw
  a) Move List (Grab and Throw)

================================
1) Moving the Character
================================

Tilt the Control Stick in the direction you want to move. Tap the
Control Stick to dash and jump.

-------------------------
Note: Midair Jump

      Tap the Control Stick up or press (Y) or (X)
      to perform a midair jump.

Note: Stand > Walk > Dash

      How fast you move depends on how far and
      how fast you tilt the Control Stick

================================
1a) Move Chart (Moving the Character)
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   Tap Up            |    Jump
   Y or X            |    Jump
   Tilt Forward      |    Walk
   Tap  Forward      |    Dash
   Tilt Down         |    Duck/Crouch
   Tap  Down         |    Drop Through
---------------------------------------------------

================================
2) Standard Attacks
================================

Perform Standard Attacks by using the (A) Button by itself or
in combination with the Control Stick

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

Note: Dash Attack

      Press (A) while dashing to perform a Dash Attack

Note: Smash Charge

      Press and hold (A) when performing a Smash Attack
      to start charging up energy. Release (A) to unleash
      a charged Smash Attack. The longer you hold the (A)
      Button down, the stronger the charge will be.
      However, there's a limit to how long you can charge
      a Smash Attack, and once you reach that limit, your
      character will automatically release the attack.

================================
2a) Move Chart (Standard Attacks)
================================

---------------------------------------------------
   Button              |   Move
---------------------------------------------------
                   (A) |   Standard Attack
   Repeatedly      (A) |   Standard Combo
   Tilt Up       + (A) |   Strong Attack: Up
   Tap Up        + (A) |   Smash Attack: Up
                   (A) |   Standard Attack: Side
   Tilt Forward  + (A) |   Strong Attack: Side
   Tap  Forward  + (A) |   Smash Attack: Side
   Tilt Down     + (A) |   Strong Attack: Down
   Tap  Down     + (A) |   Smash Attack: Down
---------------------------------------------------

Note: Midair Attacks Are Possible in All Directions!

      Perform attacks in midair my pressing (A). use (A) in combination
      with the Control Stick to attack in any direction.

---------------------------------------------------
   Button              |   Move
---------------------------------------------------
                   (A) |   Midair Attack: Neutral
   Tilt Up       + (A) |   Midair Attack: Up
   Tilt Back     + (A) |   Midair Attach: Back
   Tilt Down     + (A) |   Midair Attack: Down
   Tilt Forward  + (A) |   Midair Attack: Forward
---------------------------------------------------

================================
3) Climbing Up Edges
================================

Characters can grab the edges of platforms in Super Smash Bros.
Melee. Grabbing edges and climbing up them is a fundamental part of
traversing terrain and successfully performing recovery moves.

When hanging from an edge, press [Tilt Up] to climb up.

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

Note: You can jump or attack as you are climbing up edges.
      Practice both techniques and uses them strategically.

================================
4) Special Moves
================================

Perform Special Moves by pressing (B) or by pressing (b) and the
Control Stick. When performed properly, Special Moves produce
attacks that are unique to the character.

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

Note: Each character has four different Special Moves.

================================
5) Defensive Shield
================================

Press (L) or (R) to shield and deflect enemy attacks. The
more you depress the button, the smaller your shield
becomes. Use your shield to ward off blows and keep your
damage percentage low.

 Use (L) or (R) to shield
 Tilt the Control Stick to shift the position of the shield.

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

Note: Shields Break

      Shields become smaller as they absorb attacks and as
      time passes. If held to long or hit with overpowering
      blows, shields break, leaving the characters stunned
      and momentarily unable to move.

================================
5a) Move List (Defensive Shield)
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (L)               |   Shield
   (L) + Tap Backward|   Roll Backward
   (L) + Tap Down    |   Dodge
   (L) + Tap Forward |   Roll Forward
   (R)               |   Shield
   (R) + Tap Backward|   Roll Backward
   (R) + Tap Down    |   Dodge
   (R) + Tap Forward |   Roll Forward
---------------------------------------------------

Note: If you press (L) or (R) in midair, you'll perform
      an Air Dodge. With the Control Stick, you can even
      Air Dodge in any direction.

================================
6) Grab and Throw
================================

When you're close to an opponent, press (L) + (A) or (R) + (A) to reach
out and grab him or her. Once you've got an enemy in your
clutches, you can attack him or her by pressing (A), or use
the Control Stick to hurl your foe away.

================================
6a) Move List (Grab and Throw)
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (L) + (A)         |   Grab
   (R) + (A)         |   Grab
   (Z)               |   Grab
   (A)               |   Grab and Attack
   Tilt Up           |   Throw Up
   Tilt Backward     |   Throw Backward
   Tilt Down         |   Throw Down
   Tilt Forward      |   Throw Forward
---------------------------------------------------


''''''''''''''''===================================================''''''''''''''''
                                C - Game Information
''''''''''''''''===================================================''''''''''''''''


1) 1-P Mode
2) VS. Mode
3) Trophies
4) Options
5) Data

================================
1) 1-P Mode
================================

The single-player Smash mode is full of variety-
there are battles against computer-controlled
characters, training sessions and much more!

================================
2a) Regular Match
================================

There are two unique one-player modes ready to play: Classic and Adventure.

================================
2b) Event Match
================================

These special situation matches take place on various stages. There is no set
order for clearing them, so try to clear them in any order you please.

================================
2c) Stadium
================================

Stadium contains a number of special games with unique sets
of rules.

================================
2d) Training
================================

Need to polish your grabs? Work on attack combos? The Training mode allows
you to pick an opponent and set some very specific battle conditions for you to
practice, practice, practice!

================================
3) VS. Mode
================================

Set rules for a VS. match against friends or CPU characters.

================================
3a) Melee
================================

Melee is the original Super Smash Bros.

================================
3b) Tournament Melee
================================

The Tournament Melee is perfect for those times when you have five or
more people ready to play. Customize the rules to set up a
melee that is just right for you.

================================
3c) Special Melees
================================

These are matches set up under unique rules. Camera Mode
lets you take photographs of on-screen action.

================================
3d) Custom Rules
================================

In VS. Mode, you can set up a number of rules to alter the
flow of competition.

================================
3e) Name Entry
================================

If you enter a name, all the data played under that name will be
saved automatically

================================
4) Trophies
================================

Choose this option to get trophies and view
your trophy collection.

================================
5) Options
================================

Choose Options to change game-play settings.

================================
5a) Rumble Settings
================================

Turn the Controllers' built in Rumble feature ON or
OFF. You can change the settings for specific
Controllers or just for specific registered names.

================================
5b) Sound
================================

Change in-game sound settings to Stereo or Mono or adjust the
mix of background music and sound effects.

================================
5c) Language Setting
================================

Set the language to either English or Japanese.

================================
5d) Screen Display
================================

Turn the game's deflicker function on or off. Use the
setting that looks best on the TV you are using.
--------------------------------------------------
When Deflicker is on...
The game graphics are softened, but may look slightly blurry.
--------------------------------------------------
When Deflicker is off...
You may see more edges, but the graphics look crisp overall.
--------------------------------------------------

================================
5e) Erase Data
================================

Erase some or all of the Super Smash Bros. Melee data saved
to your Memory Card.

================================
6) Data
================================

Check the records to view a wide variety of game data.

================================
6a) Snapshots
================================

View the pictures you snapped in the special Camera Mode.

================================
6b) Archives
================================

View a tutorial or special movie.

================================
6c) Melee Records
================================

If you have data saved to a Memory Card, you can view
records for the game, individual characters, and registered names.


''''''''''''''''===================================================''''''''''''''''
                                D - 1-P Mode
''''''''''''''''===================================================''''''''''''''''


1) Classic
2) Adventure
3) Event

================================
1) Classic
================================

Stage 01: Normal Melee
         "Traditional one on one battle against a random enemy."

Stage 02: Team Melee
         "You and a CPU controlled ally and face off against two random enemies."

Stage 03: Break the targets!
         "Break 10 targets in under two minutes."

Stage 04: Normal Melee
         "Traditional one on one battle against a random enemy."

Stage 05: Giant Melee
         "You and two random CPU allies against one giant enemy."

Stage 06: Snag Trophies!
         "Hit trophies that fall from the sky onto the golden platform."

Stage 07: Normal Melee
         "Traditional one on one battle against a random enemy."

Stage 08: Multi-Man Melee
         "You fight 10 easy to defeat characters. You only fight 3 at one time."

Stage 09: Race to the finish!
         "A maze where you must choose your own path to get to the end."

Stage 10: Metal Melee
         "You fight a metal version of a randomly selected character."

Stage 11: Boss Battle
         "The Boss will change depending on the difficulty level set."

Notes:
-------------------------
1) Break the targets!   Break 10 targets in under two minutes.
2) Snag trophies!       Hit trophies that fall from the sky onto the golden platform.
3) Race to the finish!  A maze where you must choose your own path to get to the end.

================================
2) Adventure
================================

Stage                              Description

01) Mushroom Kingdom           01) Scroll through Super Mario Bros. LV 1-1
                               02) Rescue Toad...Fight 10 Yoshi's
                               03) Continue scrolling through Super Mario Bros. LV 1-1
                               04) Fight Mario & Princess Peach
02) Kongo Jungle
                               01) Fight 02 Tiny Donkey Kong's
                               02) Fight 01 Giant Donkey Kong
03) Hyrule Caverns
                               01) This is a maze, find the Master Sword and fight Link
                               02) Find the Triforce
                               03) Fight Princess Zelda
04) Brinstar
                               01) Fight Samus
                               02) Escape from Brinstar
05) Kirby's Dream Land
                               01) Fight Kirby
                               02) Fight 15 Kirby's, each with a unique copied ability!
                               03) Fight a Giant Kirby
06) Corneria
                               01) Fight Fox McCloud
                               02) Fight Fox McCloud w/ backup from the Star Fox team
07) Pokmon Stadium
                               01) Fight 10 Pikachus
08) F-Zero Grand Prix
                               01) Run the track in Mute City
                               02) Fight Captain Falcon
09) Onett
                               01) Fight Ness (3x)
10) Icicle Mountain
                               01) Climb Icicle Mountain
                               02) Fight the Ice Climbers
11) Wireframe Team
                               01) Fight 15 Wireframe opponents
                               02) Fight Metal Mario
12) Final Battle
                               01) Fight Bowser

Note:
-------------------------
Stage 06
Unlock Falco and you may fight him instead of Fox w/backup from the Star Fox team.

Stage 07
Unlock Jigglypuff and/or Pichu and you may fight them in Pokmon Stadium.

Stage 11
Unlock Luigi and fight Metal Mario and Metal Luigi. (Metal Bros.)
-------------------------

================================
3) All-Star
================================

================================================================
  Character          |    Stage
================================================================
  Dr. Mario          |    Mushroom Kingdom II
  Mario              |    Rainbow Cruise
  Luigi              |    Mushroom Kingdom
  Bowser             |    Yoshi's Island
  Peach              |    Princess Peach's Castle
  Yoshi              |    Yoshi's Story
  Donkey Kong        |    Kongo Jungle
  Captain Falcon     |    Mute City
  Ganondorf          |    Brinstar Depths
  Falco              |    Venom
  Fox                |    Corneria
  Ness               |    Onett
  Ice Climbers       |    Icicle Mountain
  Kirby              |    Green Greens
  Samus              |    Brinstar
  Zelda              |    Temple
  Link               |    Great Bay
  Young Link         |    Jungle Japes
  Pichu              |    Fourside
  Pikachu            |    Pokmon Stadium
  Jigglypuff         |    Pok Floats
  Mewtwo             |    Battlefield
  Mr. Game & Watch   |    Flat Zone
  Marth              |    Fountain of Dreams
  Roy                |    Final Destination
================================================================

================================
4) Event Match
================================

Lv. 01: Trouble King
    "Fight Bowser in a classic Mushroom Kingdom clash!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Mario            |  Battlefield      |  Bowser           |  Stock (x2)
================================================================================

Lv. 02: Lord of the Jungle
   "A duel of epic proportions! Which ape is top primate?"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Giant DK         |  Kongo Jungle     |  Tiny DK          |  Stock (x2)
                   |                   |                   |  Time  (03:00:00)
================================================================================

Lv. 03: Bomb-fest
   "Bombs are everywhere in this explosive battle."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Peach's Castle   |  Link             |  Stock (x1)
                   |                   |  Samus            |
================================================================================

Lv. 04: Dino-wrangling
   "A giant Yoshi is on the loose! Somebody stop it!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Yoshi's Story    |  Giant Yoshi      |  Stock (x3) VS (x1)
================================================================================

Lv. 05: Spare Change
   "Don't stop until you get 200 coins!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Ness             |  Onett            |  Captain Falcon   |  Coin  (x200)
================================================================================

Lv. 06: Kirby's on Parade
   "Look out! Rainbows of Kirby's are after you!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Fntn. of Dreams  |  Kirby (x3)       |  Stock (x1) VS (x2)
================================================================================

Lv. 07: Pokmon Battle
   "Use Poke Balls to duel with Pikachu."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Pokmon Stadium  |  Pikachu          |  Stock (x2)
================================================================================

Lv. 08: Hot Date on Brinstar
   "You're interfering with Samus's Brinstar raid!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Brinstar         |  Samus            |  Stock (x3)
================================================================================

Note:
-------------------------
For each life,  you   will start at 102% damage.
For each life,  Samus will start at 130% damage.
-------------------------

Lv. 09: Hide 'n' Sheik
   "Only Sheik KO's count! Wait for the change..."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Great Bay        |  Zelda (x2)       |  Stock (x1)
================================================================================

Lv. 10: All-Star Match 1
   "It's the Mario Stars: Mario, DK, Yoshi, Peach and Bowser."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Yoshi's Island   |  Mario            |  Stock (x2) VS (x1)
                   |  Jungle Japes     |  Donkey Kong      |
                   |  Yoshi's Story    |  Yoshi            |
                   |  Peach's Castle   |  Peach            |
                   |  Rainbow Cruise   |  Bowser           |
================================================================================

Lv. 11: King of the Mountain
   "Ice Climbers protect their turf! Just try to survive!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Icicle Mountain  |  Ice Climbers (x2)|  Time (01:02:00)
================================================================================


Lv. 12: Seconds, Anyone?
   "Take out Captain Falcon in less than seven seconds!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Mute City        |  Captain Falcon   |  Stock (x1)
================================================================================

Note:
-------------------------
Both characters start at 100% damage.
-------------------------

Lv. 13: Yoshi's Egg
   "Protect the single remaining Yoshi egg from being broken!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Yoshi            |  Rainbow Cruise   |  Pikachu          |  Time (00:55:00)
                   |                   |  Fox              |
                   |                   |  Donkey Kong      |
================================================================================

Lv. 14: Trophy Tussle 1
   "Face off for a trophy! The prize this time: Goomba!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Goomba Trophy    |  RANDOM (x3)      |  Stock (x2)
                   |                   |                   |  Time  (03:00:00)
================================================================================

Lv. 15: Girl Power
   "A group of femme fatales has dropped by for a visit..."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Fntn. of Dreams  |  Samus            |  Stock (x2)
                   |                   |  Peach            |
                   |                   |  Zelda            |
================================================================================

Lv. 16: Kirby's Air-raid
   "Warp Stars are everywhere! Climb aboard and hang on!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Corneria         |  Kirby (x10)      |  Stock (x1)
================================================================================

Lv. 17: Bounty Hunters
   "Fight a fellow bounty hunter for the bounty on Bowser!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Samus Aran       |  Jungle Japes     |  Bowser           |  Stock (x1)
                   |                   |                   |  Time  (02:00:00)
================================================================================

Note:
-------------------------
Captain Falcon is your ally, if he KO's Bowser you fail.
-------------------------

Lv. 18: Link's Adventure
   "Everyone has a dark side... Link has two!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Link             |  Temple           |  Link's Shadow    |  Stock (x2)
================================================================================

Lv. 19: Peach's Peril
   "Bowser's after Peach! Again! Guard her until time runs out."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Mario            |  Final Destination|  Bowser           |  Stock (x1)
                   |                   |                   |  Time  (01:00:00)
================================================================================

Note:
-------------------------
Peach is your ally, if Bowser KO's Peach you fail.
-------------------------

Lv. 20: All-Star Match 2
   "Nintendo's realistic stars are out in force."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Brinstar         |  Samus            |  Stock (x2) VS (x1)
                   |  Great Bay        |  Link             |  Time  (04:00:00)
                   |  Temple           |  Zelda            |
                   |  Mute City        |  Captain Falcon   |
                   |  Corneria         |  Fox McCloud      |
================================================================================

Lv. 21: Ice Breaker
   "Your cold mission... is to KO both Nanas."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Peach's Castle   |  Ice Climbers     |  Stock (x1)
                   |                   |                   |  Time  (01:00:00)
================================================================================

Note:
-------------------------
If you KO Popo you fail.
-------------------------

Lv. 22: Super Mario 128
   "Battle 128 tiny Mario's in a wild endurance match!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  M. Kingdom II    |  Tiny Mario (x128)|  Stock (x1)
================================================================================

Lv. 23: Slippy's Invention
   "Slippy: With my new device, you guys will be invisible!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Venom            |  Fox              |  Stock (x2)
                   |                   |  Falco            |
================================================================================

Note:
-------------------------
Both Fox & Falco are always invisible.
-------------------------

Lv. 24: The Yoshi Herd
   "Yoshi's, Yoshi's, everywhere! Defeat 30 within 2 minutes."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Yoshi's Island   |  Yoshi (x30)      |  Stock (x1)
                   |                   |                   |  Time (02:00:00)
================================================================================

Lv. 25: Gargantuans                     [Character: Giant Bowser]
   "Giant Bowser VS Giant DK in a spectacular war of titans!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Giant Bowser     |  Fourside         |  Giant DK         |  Stock (x1) VS (x2)
================================================================================

Note:
-------------------------
Tiny Mario & Tiny Peach are neutral characters in this match.
-------------------------

Lv. 26: Trophy Tussle 2
   "Another match for a prize... Who will get Entei?"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Entei Trophy     |  RANDOM (x3)      |  Stock (x2)
                   |                   |                   |  Time (02:00:00)
================================================================================

Lv. 27: Cold Armor
   "These metal bounty hunters take no prisoners!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Samus Aran       |  Brinstar Depths  |  Samus Aran (x3)  |  Stock (x1) VS (X2)
================================================================================

Note:
-------------------------
Opponents are always metal.
-------------------------

Lv. 28: Puffballs Unite!
   "Kirby's galore...each with a unique copied ability!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Green Greens     |  Kirby (x19)       |  Stock (x1)
                   |                   |                    |  Time (02:00:00)
================================================================================

Note:
-------------------------
Each Kirby has a diffent players ability, always fight four at once.
-------------------------

Lv. 29: Triforce Gathering
   "Enter Ganondorf! Team up with Zelda and fight evil!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Link             |  Temple           |  Ganondorf        |  Stock (x1) VS (x2)
================================================================================

Note:
-------------------------
If Zelda is KO'd you lose.
-------------------------

Lv. 30: All-Star Match 3
   "Kirby, Pikachu, Ness and Ice Climbers want to fight!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Fntn. of Dreams  |  Kirby            |  Stock (x2) VS (x1)
                   |  Pokmon Stadium  |  Pikachu          |  Time (04:00:00)
                   |  Onett            |  Ness             |
                   |  Icicle Mountain  |  Ice Climbers     |
================================================================================

Lv. 31: Mario Bros. Madness
   "A classic plumber clash in the Mushroom Kingdom!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  M. Kingdom       |  Mario            |  Time (02:00:00)
                   |                   |  Luigi            |
================================================================================

Lv. 32: Target Acquired
   "Incoming Arwings! KO Jigglypuff more than they do!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Falco            |  Corneria         |   Jigglypuff      |  Time (01:00:00)
================================================================================

Lv. 33: Lethal Marathon
   "Avoid the F-Zero machines and race for the finish."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Captain Falcon   |  Mute City        |  N/A              |  Time (00:45:00)
================================================================================

Lv. 34: Seven Years
   "Young Link VS. Link! How can you fight yourself?"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Young Link       |  Great Bay        |  Link             |  Stock (x3)
================================================================================

Lv. 35: Time for a Checkup
   "Are routine physicals supposed to hurt this much?"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Luigi            |  Yoshi's Story    |  Dr. Mario        |  Stock (x1)
                   |                   |  Peach            |  Time (03:00:00)
================================================================================

Lv. 36: Space Travelers
   "Adventurers head for Earth: Ness is the welcome wagon."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Ness             |  Fourside         |  Samus            |  Stock (x1)
                   |  Fourside         |  Kirby            |
                   |  Fourside         |  Fox              |
                   |  Battlefield      |  Captain Falcon   |
                   |  Battlefield      |  Falco            |
================================================================================

Lv. 37: Legendary Pokmon
   "A slew of legendary Pokmon are all the help you'll get!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Battlefield      |  Giant FWF (x4)   |  Stock (x4)
                   |                   |  Jigglypuff       |
================================================================================

Lv. 38: Super Mario Bros. 2
   "The cast of the classic NES title are raring to go!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  M. Kingdom II    |  Mario            |  Stock (x2)
                   |                   |  Luigi            |
                   |                   |  Peach            |
================================================================================

Lv. 39: Jigglypuff Live!
   "Jigglypuff nabs the spotlight on center stage."

================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Jigglypuff       |  Pokmon Stadium  |  Jigglypuff (x3)  |  Stock (x3)
================================================================================

Lv. 40: All-Star Match 4
   "Secret characters emerge to join forces."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Temple           |  Marth            |  Stock (x2) VS (x1)
                   |  M. Kingdom II    |  Luigi            |  Time (04:00:00)
                   |  Pok Floats      |  Jigglypuff       |
                   |  Final Destination|  Mewtwo           |
                   |  Flat Zone        |  Mr. G & W        |
================================================================================

Lv. 41: En Garde!
   "The lithe Marth challenges Link in a battle of steel!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Marth            |  Temple           |  Link             |  Stock (x2)
================================================================================

Lv. 42: Trouble King 2
   "Hey, Mario! When did Bowser get so big, huh?"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Luigi            |  Pok Floats      |  Giant Bowser     |  Stock (x2)
================================================================================

Lv. 43: Birds of Prey
   "Captain Falcon and Falco join forces to take out Fox!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Fox McCloud      |  Big Blue         |  Captain Falcon   |  Stock (x2)
                   |                   |  Falco            |
================================================================================

Lv. 44: Mewtwo Strikes!
   "Don't waste your time battling Zelda..."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Battlefield      |  Zelda            |  Stock (x1)
                   |                   |  Mewtwo           |
================================================================================

Note:
-------------------------
Mewtwo will appear 15 seconds after the match begins.
It is not neccessary to KO Zelda.
-------------------------

Lv. 45: Game & Watch Forever!
   "The system that started a worldwide boom lives on!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Mr. G & W        |  Flat Zone        |  Mr. G & W (x25)  |  Stock (x3) VS (x1)
================================================================================

Lv. 46: Fire Emblem Pride
   "The heroes of Fire Emblem join forces to fight you!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Temple           |  Marth            |  Stock (x3)
                   |                   |  Roy              |
================================================================================

Lv. 47: Trophy Tussle 3
   "Want a new trophy? Here's your shot at Majora's Mask."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  MM Trophy        |  RANDOM (x3)      |  Stock (x2)
                   |                   |                   |  Time (03:00:00)
================================================================================

Lv. 48: Pikachu and Pichu
   "These Pokmon are pals... but not with you!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  N64 Dream Land   |  Pikachu          |  Stock (x2) VS (x1)
                   |                   |  Pichu            |
================================================================================

Note:
-------------------------
Pikachu is immortal. Defeat both Pichu's to win the event.
-------------------------

Lv. 49: All-Star Match Deluxe
   "Dr. Mario, Falco, Ganondorf, Roy, Young Link and Pichu!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  M. Kingdom       |  Dr. Mario        |  Stock (x2) VS (x1)
                   |  Venom            |  Falco            |  Time (04:00:00)
                   |  Pokmon Stadium  |  Pichu            |
                   |  Great Bay        |  Young Link       |
                   |  Temple           |  Roy              |
                   |  Final Destination|  Ganondorf        |
================================================================================

Lv. 50: Final Destination Match
   "Master Hand's the right hand; now meet the left!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Final Destination|  Master Hand      |  Stock (x1) VS Stamina (x300)
                   |                   |  Crazy Hand       |
================================================================================

Lv. 51: The Showdown
   "Giga Bowser, Mewtwo and Ganondorf unite!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Final Destination|  Ganondorf        |  Stock (x3)
                                       |  Mewtwo           |
                                       |  Giga Bowser      |
================================================================================


''''''''''''''''===================================================''''''''''''''''
                                E - Characters/Move List
''''''''''''''''===================================================''''''''''''''''


1) Normal Characters
2) Secret Characters

================================
01) Mario
================================

"A well-rounded hero who boast a balance between offense and defense."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Fireball
   (B) + Forward     |    Cape
   (B) + Up          |    Super Jump Punch
   (B) + Down        |    Mario Tornado
---------------------------------------------------
Fireball:
Shoot bouncing ball of fire horizontally. They vanish as they slow.

Cape:
Reflect projectile attacks and spin enemies around.

Super Jump Punch:
Attacks opponents while jumping or leap to get back to the stage.

Mario Tornado:
Engulf opponents in a high-speed spin. Tap (B) while attacking to float up.

================================
02) Pikachu
================================

"A pokmon that excels at clever fighting."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Thunder Jolt
   (B) + Forward     |    Skull Bash
   (B) + Up          |    Quick Attack
   (B) + Down        |    Thunder
---------------------------------------------------
Thunder Jolt:
Use this ground-hugging projectile attack while standing or jumping.

Skull Bash:
Hold (B) to charge up for a high-powered attack.

Quick Attack:
Tilt (Control Stick) immediately before moving to control direction.

Thunder:
Call thunderbolts down from the sky. They won't pass through terrain obstacles.

================================
03) Bowser
================================

"A mighty foe that trades speed for pure power."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Fire Breath
   (B) + Forward     |    Koopa Klaw
   (B) + Up          |    Whirling Fortress
   (B) + Down        |    Bowser Bomb
---------------------------------------------------
Fire Breath:
The fire flows while you hold (B), but it weakens over time.

Koopa Klaw:
Grab and bite close enemies or slash those who are farther away.

Whirling Fortress:
Spin on the ground to launch opponents skyward, or do it to get back to the stage.

Bowser Bomb:
Leap up and plunge onto enemies rapidly with considerable force.

================================
04) Peach
================================

"A princess with royal recovery abilities."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Toad
   (B) + Forward     |    Peach Bomber
   (B) + Up          |    Peach Parasol
   (B) + Down        |    Vegetable
---------------------------------------------------
Toad:
Counter enemy attacks by blocking them with Toad.

Peach Bomber:
Jump in the air and blast opponents with a powerful explosion.

Peach Parasol:
Use a parasol to float gently down from the sky or to recover.

Vegetable:
Pluck vegetables from the stage and hurl them at enemies.

================================
05) Yoshi
================================

"A dinosaur that boast surprising jumping prowess."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Egg Lay
   (B) + Forward     |    Egg Roll
   (B) + Up          |    Egg Throw
   (B) + Down        |    Yoshi Bomb
---------------------------------------------------
Egg Lay:
Paralyze enemies by swallowing them and laying them as eggs.

Egg Roll:
Use (Control Stick) to control speed and direction.

Egg Throw:
Hold (B) for distance and tilt (Control Stick) to control its direction.

Yoshi Bomb:
Pound enemies directly or shock those nearby when you hit the ground.

================================
06) Donkey Kong
================================

"An ape with overwhelming girth and power."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Giant Punch
   (B) + Forward     |    Headbutt
   (B) + Up          |    Spinning Kong
   (B) + Down        |    Hand Slap
---------------------------------------------------
Giant Punch:
Press (B) to charge, then again to punch. Press (L),
(R), or (Z) to stop charging.

Headbutt:
Smack opponents and drive them into the ground.

Spinning Kong:
While it doesn't gain much altitude, this move covers a lot
of horizontal ground, making it an effective recovery move.

Hand Slap:
Press (B) to deliver this earth- shaking move and send nearby
enemies skyward. It can be used over and over again.

================================
07) Captain Falcon
================================

"A bounty hunter who boast speed and power."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Falcon Punch
   (B) + Forward     |    Raptor Boost
   (B) + Up          |    Falcon Dive
   (B) + Down        |    Falcon Kick
---------------------------------------------------
Falcon Punch:
Release a fiery blow after a brief charge.

Raptor Boost:
Follow up a quick dash with a powerful uppercut that lifts enemies into the air.

Falcon Dive:
Grab an enemy then propel him or her into the air.

Falcon Kick:
Perform a sliding kick on the ground or a diving kick from the air.

================================
08) Fox McCloud
================================

"A wily fox that uses speed to keep enemies off balance."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Blaster
   (B) + Forward     |    Fox Illusion
   (B) + Up          |    Fire Fox
   (B) + Down        |    Reflector
---------------------------------------------------
Blaster:
Tap (B) to fire repeated shots of high-speed Blaster beams.

Fox Illusion:
Dash right through enemies, attacking them with an illusion

Fire Fox:
Charge up power, then blast off. Also use it to get back to the stage.

Reflector:
Reflect projectile attacks back at enemies.

================================
09) Ness
================================

"A psychic boy with a distinct midair jump."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    PK Flash
   (B) + Forward     |    PK Fire
   (B) + Up          |    PK Thunder
   (B) + Down        |    PSI Magnet
---------------------------------------------------
PK Flash:
Hold (B) to charge this powerful psychic attack.

PK Fire:
Hit enemies and items with a pillar of burning flame.

PK Thunder:
Strike yourself with thunder to become an electrified projectile.

PSI Magnet:
Absorb enemy energy attacks and recover health.

================================
10) Ice Climbers
================================

"A mallet-swinging duo from the icy peaks."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Ice Shot
   (B) + Forward     |    Squall Hammer
   (B) + Up          |    Belay
   (B) + Down        |    Blizzard
---------------------------------------------------
Ice Shot:
Release sliding blocks of ice that follow terrain but bounce of walls.

Squall Hammer:
Join Nana in this attack for a powerful succession of blows.

Belay:
Popo throws Nana who attacks enemies and then pulls Popo up behind her.

Blizzard:
Attack as a pair with a freezing wind that shoots out on either side of you.

================================
11) Kirby
================================

"A puff ball that floats through the sky and boast a variety of moves."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Swallow
   (B) + Forward     |    Hammer
   (B) + Up          |    Final Cutter
   (B) + Down        |    Stone
---------------------------------------------------
Swallow:
Press (B) once to swallow an enemy, then (B) again to copy his or her power.
Press (+ Up) to discard the copied power.

Hammer:
Swing a mighty hammer vertically in the air or side-to-side on the ground.

Final Cutter:
Soar into the sky, then dive down with this cutting move that unleashes a shock wave.

Stone:
Transform into heavy objects and become invulnerable for a brief period.

================================
12) Samus
================================

"A space warrior with an arsenal of long-range projectile weapons."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Charge Shot
   (B) + Forward     |    Missile
   (B) + Up          |    Screw Attack
   (B) + Down        |    Bomb
---------------------------------------------------
Charge Shot:
Hold (B) to charge up power, then press (B)
again to fire. Press (L), (R) , or (Z) to stop charging.

Missile:
Release guided missiles or tap (Control Stick: Forward) to launch
powerful direct shots.

Screw Attack:
Attack with a spinning jump. Also use it to get back to the stage.

Bomb:
Drop bombs that explode after a few moments. Use the explosions to jump higher.

================================
13) Zelda (Sheik)
================================

"A graceful princess with powerful magical attacks."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Nayru's Love
   (B) + Forward     |    Din's Fire
   (B) + Up          |    Farore's Wind
   (B) + Down        |    Transform
---------------------------------------------------
Nayru's Love:
Reflect projectile attacks or attack nearby foes.

Din's Fire:
Hold B and tilt (Control Stick) to guide the attack. Release (B) to unleash it.

Farore's Wind:
After spinning once, warp in the direction that you tilt (Control Stick).

Transform:
Change into Sheik. Enemy attacks halt the transformation.

================================
13) Sheik (Zelda)
================================

"A mysterious warrior whose moves allow her to flow across battlefields."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Needle Storm
   (B) + Forward     |    Chain
   (B) + Up          |    Vanish
   (B) + Down        |    Transform
---------------------------------------------------
Needle Storm:
Hold (B) then release to throw a barrage of tiny darts.

Chain:
Hold down (B) and use (Control Stick) to brandish Sheik's Chain. It can be
used for both offense and defense.

Vanish:
After the signature explosion use (Control Stick) to direct Sheik's warp.

Transform:
Change into Zelda. Enemy attacks halt the transformation.

================================
14) Link
================================

"A sword-wielding hero who also boast long-range attacks."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Bow
   (B) + Forward     |    Boomerang
   (B) + Up          |    Spin Attack
   (B) + Down        |    Bomb
---------------------------------------------------
Bow:
Hold (B) then release for swift, long-range arrow attacks.

Boomerang:
Tap (Control Stick: Forward) for longer range and tilt up or down to aim it.

Spin Attack:
Perform this in midair to use your momentum to recover.

Bomb:
Pull bombs out and hurl them at Link's enemies.


================'''''''''''''''''''''''''''''''''''''''''''''''''''================


================================
15) Dr. Mario
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Megavitamins
   (B) + Forward     |    Super Sheet
   (B) + Up          |    Super Jump Punch
   (B) + Down        |    Dr. Tornado
---------------------------------------------------

================================
16) Luigi
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Fireball
   (B) + Forward     |    Green Missile
   (B) + Up          |    Super Jump Punch
   (B) + Down        |    Luigi Cyclone
---------------------------------------------------

================================
17) Ganondorf
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Warlock Punch
   (B) + Forward     |    Gerudo Dragon
   (B) + Up          |    Dark Dive
   (B) + Down        |    Wizard's Foot
---------------------------------------------------

================================
18) Falco Lombardi
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Blaster
   (B) + Forward     |    Falco Phantasm
   (B) + Up          |    Fire Bird
   (B) + Down        |    Reflector
---------------------------------------------------

================================
19) Young Link
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Fire Bow
   (B) + Forward     |    Boomerang
   (B) + Up          |    Spin Attack
   (B) + Down        |    Bomb
---------------------------------------------------

================================
20) Pichu
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Thunder Jolt
   (B) + Forward     |    Skull Bash
   (B) + Up          |    Agility
   (B) + Down        |    Thunder
---------------------------------------------------

================================
21) Jigglypuff
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Rollout
   (B) + Forward     |    Pound
   (B) + Up          |    Sing
   (B) + Down        |    Rest
---------------------------------------------------

================================
22) Mewtwo
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Shadow Ball
   (B) + Forward     |    Confusion
   (B) + Up          |    Teleport
   (B) + Down        |    Disable
---------------------------------------------------

================================
23) Mr. Game & Watch
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Chef
   (B) + Forward     |    Judgment
   (B) + Up          |    Fire
   (B) + Down        |    Oil Panic
---------------------------------------------------

Note: (B) + Forward

---------------------------------------------------
   Attack            |    Description
---------------------------------------------------
01. !% Damage        |           Attack
02. Standing         |       (A) Attack
03. Fan              |      Item Attack
04. Standing         |     Sword Attack
05. Light            |     Shock Attack (Repetitious)
06. Fire Flower Throw|      Item Attack
07. 10% Damage       |           Attack
08. Freezie          |      Item Attack
09. Homerun          |           Attack
---------------------------------------------------

================================
24) Marth
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Shield Breaker
   (B) + Forward     |    Dancing Blade
   (B) + Up          |    Dolphin Smash
   (B) + Down        |    Counter
---------------------------------------------------

================================
25) Roy
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Fire Blade
   (B) + Forward     |    Double-Edge Dance
   (B) + Up          |    Blazer
   (B) + Down        |    Counter
---------------------------------------------------



''''''''''''''''===================================================''''''''''''''''
                                F - Unlocking Secrets
''''''''''''''''===================================================''''''''''''''''


1) Unlock Characters (1-P Mode)
2) Unlock Charactres (VS  Mode)
3) Unlock Stages
4) Unlock Events
5) Unlock Secrets
6) Codes

================================
1) Unlock Characters (1-P Mode)
================================

================================================================
  Unlocked Character |    Strategy
================================================================
  Jigglypuff         |    Beat Classic or Adventure Mode once.
----------------------------------------------------------------
  Dr. Mario          |    Use Mario to clear any Regular Match
                     |    Mode without using a continue.
----------------------------------------------------------------
  Pichu              |    Clear Event Match 37.
----------------------------------------------------------------
  Falco              |    Survive the 100-Man Melee.
----------------------------------------------------------------
  Marth              |    Use the original 14 characters at
                     |    least once in either Vs. Mode or any
                     |    Regular Match Mode.
----------------------------------------------------------------
  Young Link         |    Clear any Regular Match Mode with 10
                     |    different characters.
----------------------------------------------------------------
  Ganondorf          |    Clear Event Match 29.
----------------------------------------------------------------
  Mewtwo             |    Play Vs. Mode for more than 20 hours
----------------------------------------------------------------
  Luigi              |    Clear the first stage of Adventure
                     |    Mode with a two in the timer's
                     |    seconds category to make Luigi appear
                     |    in the next stage. Defeat him
                     |    quickly, then finish Adventure Mode.
----------------------------------------------------------------
  Roy                |    Use Marth to clear any Regular Match
                     |    Mode without using a continue.
----------------------------------------------------------------
  Mr. Game & Watch   |    Clear Clany Regular Match Mode or the
                     |    Target Test with every character.
================================================================

================================
2) Unlock Characters (VS  Mode)
================================

================================================================
  Unlocked Character |    # of Vs. Matches
================================================================
  Jigglypuff         |    0050
  Dr. Mario          |    0100
  Pichu              |    0200
  Falco              |    0300
  Marth              |    0400
  Young Link         |    0500
  Ganondorf          |    0600
  Mewtwo             |    0700
  Luigi              |    0800
  Roy                |    0900
  Mr. Game & Watch   |    1000
----------------------------------------------------------------

================================
3) Unlock Stages
================================

================================================================
  Unlocked Stage     |    # of Vs. Matches
================================================================
  Brinstar Depths    |    0050
  Fourside           |    0100
  Big Blue           |    0150
  Pok Floats        |    0200
================================================================

''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

================================================================
  Unlocked Stage     |    Strategy
================================================================
  Kindom II          |    Get the Birdo trophy.
----------------------------------------------------------------
  Flat Zone          |    Unlock Mr. Game & Watch and defeat
                     |    any Regular Match Mode with him.
----------------------------------------------------------------
  Battlefield        |    Defeat All-Star mode with any
                     |    character.
----------------------------------------------------------------
  Final Destination  |    Clear Event Matches 1-51.
----------------------------------------------------------------
  N64 Dream Land     |    Complete Break the Targets with all
                     |    25 characters.
----------------------------------------------------------------
  N64 Yoshi's Island |    Hit over 1300 feet in the Home Run
                     |    Contest.
----------------------------------------------------------------
  N64 Kongo Jungle   |    Finish 15-min Man Melee with
                     |    any character.
================================================================

================================
4) Unlock Events
================================

Description: Event Match consists of 51 different situational
             one-player matches. Each Event Match features
             its own special setup. On some matches, the
             character is pre-selected.

How to unlock Event Match Levels 11 - 51:

Levels 11 - 15 Win 06 different matches from Levels 1-10
Levels 16 - 20 Win 10 different matches from Levels 1-15
Levels 21 - 25 Win 16 different matches from Levels 1-20
Levels 26 - 29 Win 22 different matches from Levels 1-25
Level  30      Win 27 different matches from Levels 1-29
Levels 31 - 39 Complete 30 Levels and unlock 4 specific hidden characters
Levels 40 - 50 Complete 30 Levels and unlock all hidden characters except Pichu

Level  51      1)Complete Levels 1-50 and defeat Giga Bowser in Adventure Mode
               2)Clear Event Matches 1-50.

================================
5) Unlock Secrets
================================

================================================================
  Secret             |    Strategy
================================================================
  All-Star Mode      |    Unlock all 25 characters.
----------------------------------------------------------------
  Random Stage       |    Unlock all 29 stages.
----------------------------------------------------------------
  Score Display      |    Play Vs. Mode and get 5,000 KO's with
                     |    any character.
----------------------------------------------------------------
  Sound Test         |    Complete all of the Event Matches,
                     |    and unlock all characters and stages.
================================================================

================================
6) Codes
================================

Alternate Music
1) On the stage select screen hold down (L) + (R) + (A).
2) Release the buttons once the stage starts.

---------------------------------------------------
   Normal Music      |    Secret Music
---------------------------------------------------
   Great Bay         |    Saria's Theme
   Temple            |    Fire Emblem
   Yoshi's Island    |    Super Mario Bros. 3
   Pokmon Stadium   |    Battle Theme
   Mother            |    Mother 2
   Icicle Mountain   |    Balloon Fight
   Mushroom Kingdom  |    Dr. Mario
   Battlefield       |    Multi-Man Melee 1
   Final Destination |    Multi-Man Melee 2
---------------------------------------------------


''''''''''''''''===================================================''''''''''''''''
                                G - In-Depth
''''''''''''''''===================================================''''''''''''''''


1) Earning Trophies
2) Earning Bonuses
3) Target Test

================================
1) Earning Trophies
================================

--------------------------------------------------------------------
   Trophy            |  Earning Trophy
--------------------------------------------------------------------
Motion-Sensor Bomb   |  Clear Event 03
Goomba               |  Clear Event 14
Entei                |  Clear Event 26
Game & Watch         |  Clear Event 45
Majora's Mask        |  Clear Event 47
Final Destination    |  Clear Event 51
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Target               |  Clear Target Test (All Characters)
Lon Lon Milk         |  Total Target Test Time (> 25:00:00)
Sheriff              |  Total Target Test Time (> 12:30:00)
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Sandbag              |  Clear 0984 ft. in Home-Run Contest
Paper Mario          |  Clear 1476 ft. in Home-Run Contest
Unown                |  Total Home-Run Contest Distance (< 16,406 ft.)
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Male Wire Frame      |  Clear 100-Man Melee (> 04:00)
Fighting Wire Frames |  Clear 15-Min Melee
Mr. Resetti          |  Defeat 005 Wire Frames in Cruel Melee
Female Wire Frame    |  Defeat 100 Wire Frames in Endless Melee
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Maximum Tomato       |  Play 0010 Vs. Matches
Kraid                |  Play 0050 Vs. Matches
Heart Container      |  Play 0100 Vs. Matches
UFO                  |  Play 0100 Vs. Matches
Smash Coins          |  Play 0100 Vs. Matches (COIN)
Falcon Flyer         |  Play 0150 Vs. Matches
Sudowoodo            |  Play 0200 Vs. Matches
Food                 |  Play 1000 Vs. Matches
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Metal Box            |  Get a combo (< 11) in Traning
Lip's Stick          |  Get a combo (< 21) in Traning
Bunny Hood           |  Combined combo total (< 126) in Traning
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Samus's Starship     |  Clear Escape from Brinstar (Adventure Mode)
Giga Bowser          |  Defeat Giga Boswer (Adventure Mode, Normal, > 18:00)
Master Hand          |  Clear Classic   (Hard or Very Hard, No Continues)
Crazy Hand           |  Clear Adventure (Hard or Very Hard, No Continues)
Mew                  |  Clear All-Star  (Hard or Very Hard)
Donkey Kong Junior   |  Clear Classic   (All Characters, No Continues)
F-Zero Racers        |  Clear Adventure (All Characters, No Continues)
Meowth               |  Clear All-Star  (All Characters, No Continues)
Wario                |  Clear All-Star  (All Characters)
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Captain Olimar       |  Have a Pikmin save on your Memory Card 59
Celebi               |  See Celebi in a Pok Ball
Diskun               |  Earn all 249 Bonuses
Kirby Hat 4          |  Unlock Mr. Game & Watch
Kirby Hat 5          |  Unlock all "clone" characters
Landmaster Tank      |  Total KOs (< 1000)
Marin                |  Unlock all characters and stages. Clear all events.
Tom Nook             |  Total Lottery Coins (< 1000)
--------------------------------------------------------------------

================================
2) Bonuses
================================

All on One             (Example: Mario)
        "Used all attacks except finishing blows on one enemy."
--------------------------------------------------------------------
   Buttons           |  Where               |  Move
--------------------------------------------------------------------
   A                 |  On the ground       |  Punch
   A, A, A Combo     |  On the ground       |  Punch, Punch, Kick
   Forward + A       |  On the ground       |  Long Kick
   Down + A          |  On the ground       |  Sweep Kick
   Up + A            |  On the ground       |  Standing Uppercut
   Smash Up + A      |  On the ground       |  Headbutt
   Smash Forward + A |  On the ground       |  Fire explosion from the palm
   Smash Down + A    |  On the ground       |  Breakdance Kick
   Dashing A         |  Running             |
   A                 |  In the air          |  Jumping Attack
   Forward + A       |  In the air          |  Downward Punch
   Back + A          |  In the air          |  Mule Kick
   Up + A            |  In the air          |  Flip Kick
   Down + A          |  In the air          |  Drill Kick
   B                 |                      |  Fireball
   Forward + B       |                      |  Cape
   Down + B          |                      |  Mario Tornado
   Up + B            |                      |  Super Jump Punch
   Grab + Z          |                      |  Grab Attack (Don't Throw)
   Z + Up            |                      |  Throw Up
   Z + Down          |                      |  Throw Down
   Z + Forward       |                      |  Throw Forward
   Z + Backward      |                      |  Throw Backward
--------------------------------------------------------------------

Lethal Weapon          (Example: Mario)
        "Hit with a wide variety of attacks."
--------------------------------------------------------------------
   Buttons           |  Where               |  Move
--------------------------------------------------------------------
   A                 |  On the ground       |  Punch
   Smash Up + A      |  On the ground       |  Headbutt
   Smash Forward + A |  On the ground       |  Fire explosion from the palm
   Smash Down + A    |  On the ground       |  Breakdance Kick
   A                 |  In the air          |  Jumping Attack
   Forward + A       |  In the air          |  Downward Punch
   Back + A          |  In the air          |  Mule Kick
   Up + A            |  In the air          |  Flip Kick
   Down + A          |  In the air          |  Drill Kick
   B                 |                      |  Fireball
   Forward + B       |                      |  Cape
   Down + B          |                      |  Mario Tornado
   Up + B            |                      |  Super Jump Punch
--------------------------------------------------------------------

================================
3) Target Test
================================

  Coming Soon!

''''''''''''''''===================================================''''''''''''''''
                                H - Frequently Asked Questions
''''''''''''''''===================================================''''''''''''''''


How do I change the color of my character?

 After placing the token to choose your character,
 use the X Button or Y Button to toggle between
 the available color combinations.

How many Trophies are in the game?

 There are at least 290 Trophies, most are
 obtained at random through the Trophy Lottery
 game. This number includes the Hidden Trophies
 (47 total) and the Smash, Red Smash, and Blue
 Smash Trophies for each character (78 total).

What do I do in the Home Run Contest?

 The object of the game is to hit the Sandbag as
 far as you can. Here are some tips to improve
 your score:

 Cause as much damage as possible to the bag
 before hitting it with the bat.

 Captain Falcon, Zelda and Sheik cannot use the
 bat effectively. With Falcon, use the Falcon
 Punch (Press B Button to charge, again to
 punch). With Sheik, use a side Smash Attack.

How do I select my registered name when playing?

 After choosing your character, point the hand
 cursor at the character's name and press the (A)
 Button to bring up a list of registered names.

Is there any significance to the number of hits I score on the ending credits?

 No, the ending credits game is just for fun.



''''''''''''''''===================================================''''''''''''''''
                                I - List
''''''''''''''''===================================================''''''''''''''''


1) Normal Characters
2) Secret Characters
3) Character Clones
4) Random Stage
5) Item Switch
6) Sound Test
7) Pokmon (Pok Balls)
8) Pokmon (Pok Floats)
9) Specials


================================
1) Normal Characters
================================

01) Mario
02) Pikachu
03) Bowser
04) Peach
05) Yoshi
06) Donkey Kong
07) Captain Falcon
08) Fox
09) Ness
10) Ice Climbers
11) Kirby
12) Samus
13) Zelda (Sheik)
14) Link

================================
2) Secret Characters
================================

01) Dr. Mario
02) Luigi
03) Ganondorf
04) Falco
05) Young Link
06) Pichu
07) Jigglypuff
08) Mewtwo
09) Mr. Game & Watch
10) Marth
11) Roy

================================
3) Character Clones
================================

---------------------------------------------------
   Character         |    Character Clone
---------------------------------------------------
   Dr. Mario         |    Mario
   Falco Lombardi    |    Fox McCloud
   Ganondorf         |    Captain Falcon
   Young Link        |    Link
   Pichu             |    Pikachu
   Roy               |    Marth
---------------------------------------------------

================================
4) Random Stage
================================

01) Princess Peach's Castle		02) Rainbow Cruise
03) Kongo Jungle                    04) Jungle Japes
05) Great Bay                       06) Temple
07) Brinstar                        08) Brinstar Depths
09) Yoshi's Story                   10) Yoshi's Island
12) Fountain of Dreams              13) Green Greens
14) Corneria                        15) Venom
16) Pokmon Stadium                 17) Pok Floats
18) Mute City                       19) Big Blue
20) Onett                           21) Fourside
21) Mushroom Kingdom                22) Mushroom Kingdom II
23) Icicle Mountain                 24) Flat Zone
25) Battlefield                     26) Final Destination
27) Dream Land N64                  28) Yoshi's Island N64
29) Kongo Jungle N64

================================
5) Item Switch
================================

01) Food                            02) Freezie
03) Maxim Tomato                    04) Mr. Saturn
05) Heart Container                 06) Pok Ball
07) Warp Star                       08) Bob-omb
09) Ray Gun                         10) Motion-Sensor Bomb
11) Super Scope                     12) Super Mushroom
13) Fire Flower                     14) Poison Mushroom
15) Lip's Stick                     16) Starman
17) Star Rod                        18) Parasol
19) Beam Sword                      20) Screw Attack
21) Home-Run Bat                    22) Metal Box
23) Fan                             24) Bunny Hood
25) Hammer                          26) Cloaking Device
27) Green Shell                     28) Barrel Cannon
29) Red Shell                       30) Party Ball
31) Flipper

================================
6) Sound Test
===============================

 0) Opening
 1) Princess Peach's Castle
 2) Rainbow Cruise
 3) Kongo Jungle
 4) Jungle Japes
 5) Great Bay
 6) Temple
 7) Brinstar
 8) Brinstar Depths
 9) Yoshi's Story
10) Yoshi's Island
11) Fountain of Dreams
12) Green Greens
13) Corneria
14) Venom
15) Pokmon Stadium
16) Pok Floats
17) Mute City
18) Big Blue
19) Mother
20) EarthBound
21) Mushroom Kingdom
22) Mushroom Kingdom (Finale)
23) Mushroom Kingdom II
24) Mushroom Kingdom II (Finale)
25) Icicle Mountain
26) Flat Zone
27) Kongo Jungle N64
28) Yoshi's Island N64
29) Dream Land N64
30) Super Mario Bros. 3
31) Saria's Theme
32) Battle Theme
33) Fire Emblem
34) Mach Rider
35) Mother 2
36) Dr. Mario
37) Balloon Fight
38) Mario's Victory
39) DK's Victory
40) Zelda Team Victory
41) Samus's Victory
42) Yoshi's Victory
43) Kirby's Victory
44) Fox's Victory
45) Pokmon Victory
46) Capt. Falcon's Victory
47) Ness's Victory
48) Fire Emblem Team Victory
49) Mr. Game & Watch's Victory
50) Ice Climbers' Victory
51) Metal Battle
52) Battlefield
53) Final Destination
54) Menu 1
55) Menu 2
56) How to Play
57) Targets!
58) Multi-Man Melee 1
59) Multi-Man Melee 2
60) All-Star Intro
61) Tournament 1
62) Tournament 2
63) Trophy
64) Classic Intro
65) Adventure Intro
66) Stage Clear 1
67) Stage Clear 2
68) Continue
69) Game Over
70) New Trophy!
71) Rare Trophy!
72) Challenger!
73) New Feature 1
74) New Feature 2
75) New Feature 3
76) Hammer
77) Starman
78) Warning Siren
79) Ending


================================
7) Pokmon (Pok Balls)
================================

01) #003 Venusaur
02) #006 Charizard
03) #009 Blastoise
04) #035 Clefairy
05) #101 Electrode
06) #110 Weezing
07) #113 Chansey
08) #118 Goldeen
09) #121 Staryu
10) #143 Snorlax
11) #144 Articuno
12) #145 Zapdos
13) #146 Moltres
14) #151 Mew
15) #152 Chikorita
16) #155 Cyndaquil
17) #175 Togepi
18) #182 Bellossom
19) #183 Marill
20) #201 Unown
21) #202 Wobbuffet
22) #212 Scizor
23) #233 Porygon2
24) #243 Raikou
25) #244 Entei
26) #245 Suicune
27) #249 Lugia
28) #250 Ho-oh
29) #251 Celebi

================================
8) Pokmon (Pok Floats)
================================

01) #007 Squirtle
02) #095 Onix
03) #054 Psyduck
04) #152 Chikorita
05) #110 Weezing
06) #079 Slopoke
07) #137 Porygon      (x03)
08) #194 Wooper
09) #185 Sudowoodo
10) #143 Snorlax
11) #003 Venesaur
12) #086 Seel
13) #202 Wobuffett
14) #201 Unown        (x17)
15) #118 Goldeen
16) #108 Lickitung
17) #113 Chansey
18) #074 Geodude


================================
9) Specials
================================

01) 1-P All-Star mode is now open! Better practice up!
02) A blast from the past! Dream Land is yours to use.
03) A great evil walks the earth...Ganondorf has been unlocked!
04) Access to Flat Zone has been granted. Time to get retro!
05) All stages are now open!
06) Check out smashing sounds! Find Sound Test under Data.
07) Congratulations! You've cleared 1-P Adventure!
08) Congratulations! You've cleared 1-P Classic!
09) Congratulations! You've cleared 1-P All-Star!
10) Cute, cuddly...and a threat to itself and others! It's Pichu!
11) Direct from Fire Emblem, it's Marth, the swordsman supreme!
12) Dr. Mario is in the house! His prescription? KOs.
13) Fast, nimble, and ready to roll, Young Link awaits you!
14) For the first time, you've survived 15-Minute Melee!
15) It's a flotilla of Pokemon! You've unlocked Poke Floats!
16) Mewtwo's mental powers are now yours to command!
17) Mr. Game & Watch is ready to rock, old-school style!
18) Mushroom Kingdom II is open: it's the dream world, Subcon!
19) Random Stage Select is now available in Additional Rules!
20) Roy from Fire Emblem has unsheathed his sword!
21) Side-scrolling madness awaits on F-Zero's Big Blue!
22) Star Fox's surly pilot Falco is now prepped for combat!
23) Take a step back in time to lovely Yoshi's Island!
24) The gateway to Final Destination has now been opened!
25) The man in green, Luigi, is ready for action!
26) The special stage, Battlefield, has now been unlocked!
27) Welcome back to DK's first locale, Kongo Jungle!
28) Welcome to Brinstar Depths! Kraid's been waiting for you!
29) Wow! You've cleared 1-P Classic with every character!
30) You can now set up the score display in Additional Rules!
31) You beat Event Match 51, The Showdown, with no falls!
32) You have all the trophies!!
33) You have over 50 trophies!
34) You have over 100 trophies!
35) You have over 150 trophies!
36) You have over 200 trophies!
37) You've cleared 100-Man Melee for the first time!
38) You've cleared 1-P Adventure with every character! Great!
39) You've cleared 1-P All-Star with every character! Sweet!
40) You've cleared 30 1-P Event Matches!
41) You've cleared Adventure mode on Very Hard!
42) You beat Adventure mode on Very Hard with a stock of one!
43) You've cleared all 1-P Event Matches!
44) You've cleared All-Star mode on Very Hard!
45) You've cleared Classic mode on Very Hard!
46) You've cleared Classic mode on Very Hard with a stock of one!
47) You've cleared Target Test with all characters! Great!
48) You've collected more than 250 trophies!
49) You've encountered Celebi for the first time!
50) You've encountered Mew for the first time!
51) You've fought 100 VS. mode matches!
52) You've fought 1,000 VS. mode matches!
53) You've fought 10,000 VS. mode matches!
54) You've played 4,995 VS. bouts! That's about a cent per bout!
55) You've unlocked all playable characters! Get to fighting!
56) You've unlocked an alien invasion! It's Fourside!!
57) You've unlocked the singing wonder, Jigglypuff!

''''''''''''''''===================================================''''''''''''''''
                                J - Descriptions
''''''''''''''''===================================================''''''''''''''''


1) Characters
2) Stages
3) Event Match - Subject Table
4) Bonus Records
5) Trophies

================================
1) Normal Characters
================================

01: Mario
        "A well-rounded hero who boast a balance between offense and defense."

02: Pikachu
        "A pokmon that excels at clever fighting."

03: Bowser
        "A mighty foe that trades speed for pure power."

04: Peach
        "A princess with royal recovery abilities."

05: Yoshi
        "A dinosaur that boast surprising jumping prowess."

06: Donkey Kong
        "An ape with overwhelming girth and power."

07: Captain Falcon
        "A bounty hunter who boast speed and power."

08: Fox McCloud
        "A wily fox that uses speed to keep enemies off balance."

09: Ness
        "A psychic boy with a distinct midair jump."

10: Ice Climbers
        "A mallet-swinging duo from the icy peaks."

11: Kirby
        "A puff ball that floats through the sky and boast a variety of moves."

12: Samus
        "A space warrior with an arsenal of long-range projectile weapons."

13: Zelda (Sheik)
        "A graceful princess with powerful magical attacks."

13: Sheik (Zelda)
        "A mysterious warrior whose moves allow her to flow across battlefields."

14: Link
        "A sword-wielding hero who also boast long-range attacks."

================================
2) Stages
================================

01: Princess Peach's Castle   [Location: Mushroom Kingdom]
        "Buttons, switches, and incoming artillery make Peach's Castle a
        chaotic place to battle."

02: Rainbow Cruise            [Location: Mushroom Kingdom]
        "Navigate a plethora of Mario's most menacing platforms in this
        scrolling arena."

03: Kongo Jungle              [Location: DK Island]
        "A raging river serves as the backdrop for battles waged on DK
        Island. Look out for Klap Traps!"

04: Jungle Japes              [Location: DK Island]
        "If you look closely, you just might spot Cranky Kong here
        at DK's plush crib."

05: Great Bay                 [Location: Termina]
        "Inspired by scenes from The Legend of Zelda: Majora's Mask,
        Great Bay is an awesome place for a battle."

06: Temple                    [Location: Hyrule]
        "One of the most massive arenas in the game, the Temple give players
        plenty of space to duke it out."

07: Brinstar                  [Location: Planet Zebes]
        "Samus is right at home on Planet Zebes, but even her armor is no
        match for the lava which can flood the screen in an instant."

08: Brinstar Depths           [Location: Planet Zebes]
        "With Kraid raging in the background, the topsy-turvy
         action in Brinstar Depths is a sight to behold."

09: Yoshi's Story             [Location: Yoshi's Island]
        "If you can take your eyes off the scenery, watch out for passing
        Shy Guys carrying Food!"

10: Yoshi's Island            [Location: Yoshi's Island]
        "Spinning blocks and bottomless pits add to the excitement on
        Yoshi's Island."

11: Fountain of Dreams        [Location: Dream Land]
        "Platforms suspended by fountains of water make for
        some interesting action at Kirby's stomping ground."

12: Green Greens              [Location: Dream Land]
        "Kirby's no stranger to the apple-spitting antics of angry trees.
        Beware of falling fruit, perilous pits and bomb blocks."

13: Corneria                  [Location: Lylat System]
        "Battles are always precarious on top of the Great Fox. Arwings
        frequently buzz by to keep things interesting."

14: Venom                     [Location: Lylat System]
        "Fight on the wings of the Great Fox as it cruises through caves
        on Venom."

15: Pokmon Stadium           [Location: Kanto]
        "In the  Pokmon Stadium, you never know what you'll encounter.
        The entire arena constantly morphs into new battle scenes."

16: Pok Floats               [Location: Kanto Skies]
        "Giant Pokmon balloons serve as a sky-high battleground. You'll
        have to jump from one Pokmon to the next to stay on screen."

17: Mute City                 [Location: F-Zero Grand Prix]
        "In Mute City, battles take place on a fast-moving platform above the
        racetrack. When the platform stops, beware of speeding windows."

18: Big Blue                  [Location: F-Zero Grand Prix]
        "It takes lightning-fast reflexes to keep you balance while
        fighting on top of speeding F-Zero vehicles."

19: Onett                     [Location: Eagleland]
        "Ness's neighborhood is far from tranquil. Look out for speeding
        cars and unsteady awnings."

20: Fourside                  [Location: Eagleland]
        "High above the cityscape, narrow pits between buildings can spell
        instant doom. Watch out for UFO's."

21: Kingdom                   [Location: Mushroom Kingdom]
        "This level is straight out of the NES classic Super Mario Bros.
        From breakable blocks to perilous pits, it's a blast from the past."

22: Kingdom II                [Location: Mushroom Kingdom]
        "A tribute to the 8-bit classic Super Mario Bros. 2, Kingdom II
        features flash-back graphics and classic tunes."

23: Icicle Mountain           [Location: Infinite Glacier]
        "This vertically-scrolling arena is hard to navigate even if you're
        not busy fighting your friends. For advanced players only!"

24: Flat Zone                 [Location: Superflat World]
        "Mr. Game & Watch feels right at home in this flat battle arena. Elements of
        the most popular Game & Watch games pop up to add excitement to the fight."

25: Kongo Jungle N64          [Location: Past Stages]
        "Donkey Kong's infamous N64 homeland returns as a last
        resort, try and hop into the Barrel Cannon!"

26: Yoshi's Island N64        [Location: Past Stages]
        "The N64 version of the Yoshi's Island battleground has been
        recreated perfectly, right down to the disappearing clouds."

27: Dream Land N64            [Location: Past Stages]
        "Feeling nostalgic about the N64 versions of Smash Bros.?
        Take a trip down memory lane by revisiting Dream Land!"

28: Battlefield               [Location: Special Stages]
        "Taken from the single player mode, the Battlefield is perfect for
        duking it out when you're not in the mood for any distractions."

29: Final Destination         [Location: Special Stages]
        "Even more simple the Battlefield, the Final Destination lets you Smash
        to your heart's content on the Master Hand's homecourt."

================================
3) Event Match - Subject Table
================================

Lv. 01: Trouble King
        "Fight Bowser in a classic Mushroom Kingdom clash!"

Lv. 02: Lord of the Jungle
        "A duel of epic proportions! Which ape is top primate?"

Lv. 03: Bomb-fest
        "Bombs are everywhere in this explosive battle."

Lv. 04: Dino-wrangling
        "A giant Yoshi is on the loose! Somebody stop it!"

Lv. 05: Spare Change
        "Don't stop until you get 200 coins!"

Lv. 06: Kirby's on Parade
        "Look out! Rainbows of Kirby's are after you!"

Lv. 07: Pokmon Battle
        "Use Poke Balls to duel with Pikachu."

Lv. 08: Hot Date on Brinstar
        "You're interfering with Samus's Brinstar raid!"

Lv. 09: Hide 'n' Sheik
        "Only Sheik KO's count! Wait for the change..."

Lv. 10: All-Star Match 1
        "It's the Mario Stars: Mario, DK, Yoshi, Peach and Bowser."

Lv. 11: King of the Mountain
        "Ice Climbers protect their turf! Just try to survive!"

Lv. 12: Seconds, Anyone?
        "Take out Captain Falcon in less than seven seconds!"

Lv. 13: Yoshi's Egg                     [Character: Yoshi]
        "Protect the single remaining Yoshi egg from being broken!"

Lv. 14: Trophy Tussle 1
        "Face off for a trophy! The prize this time: Goomba!"

Lv. 15: Girl Power
        "A group of femme fatales has dropped by for a visit..."

Lv. 16: Kirby's Air-raid
        "Warp Stars are everywhere! Climb aboard and hang on!"

Lv. 17: Bounty Hunters
        "Fight a fellow bounty hunter for the bounty on Bowser!"

Lv. 18: Link's Adventure
        "Everyone has a dark side... Link has two!"

Lv. 19: Peach's Peril
        "Bowser's after Peach! Again! Guard her until time runs out."

Lv. 20: All-Star Match 2
        "Nintendo's realistic stars are out in force."

Lv. 21: Ice Breaker
        "Your cold mission... is to KO both Nanas."

Lv. 22: Super Mario 128
        "Battle 128 tiny Mario's in a wild endurance match!"

Lv. 23: Slippy's Invention
        "Slippy: With my new device, you guys will be invisible!"

Lv. 24: The Yoshi Herd
        "Yoshi's, Yoshi's, everywhere! Defeat 30 within 2 minutes."

Lv. 25: Gargantuans
        "Giant Bowser VS Giant DK in a spectacular war of titans!"

Lv. 26: Trophy Tussle 2
        "Another match for a prize... Who will get Entei?"

Lv. 27: Cold Armor
        "These metal bounty hunters take no prisoners!"

Lv. 28: Puffballs Unite!
        "Kirby's galore...each with a unique copied ability!"

Lv. 29: Triforce Gathering
        "Enter Ganondorf! Team up with Zelda and fight evil!"

Lv. 30: All-Star Match 3
        "Kirby, Pikachu, Ness and Ice climbers want to fight!"

Lv. 31: Mario Bros. Madness
        "A classic plumber clash in the Mushroom Kingdom!"

Lv. 32: Target Acquired
        "Incoming Arwings! KO Jigglypuff more than they do!"

Lv. 33: Lethal Marathon
        "Avoid the F-Zero machines and race for the finish."

Lv. 34: Seven Years
        "Young Link VS. Link! How can you fight yourself?"

Lv. 35: Time for a Checkup
        "Are routine physicals supposed to hurt this much?"

Lv. 36: Space Travelers
        "Adventurers head for Earth: Ness is the welcome wagon."

Lv. 37: Legendary Pokmon
        "A slew of legendary Pokmon are all the help you'll get!"

Lv. 38: Super Mario Bros. 2
        "The cast of the classic NES title are raring to go!"

Lv. 39: Jigglypuff Live!
        "Jigglypuff nabs the spotlight on center stage."

Lv. 40: All-Star Match 4
        "Secret characters emerge to join forces."

Lv. 41: En Garde!
        "The lithe Marth challenges Link in a battle of steel!"

Lv. 42: Trouble King 2
        "Hey, Mario! When did Bowser get so big, huh?"

Lv. 43: Birds of Prey
        "Captain Falcon and Falco join forces to take out Fox!"

Lv. 44: Mewtwo Strikes!
        "Don't waste your time battling Zelda..."

Lv. 45: Game & Watch Forever!
        "The system that started a worldwide boom lives on!"

Lv. 46: Fire Emblem Pride
        "The heroes of Fire Emblem join forces to fight you!"

Lv. 47: Trophy Tussle 3
        "Want a new trophy? Here's your shot at Majora's Mask."

Lv. 48: Pikachu and Pichu
        "These Pokmon are pals... but not with you!"

Lv. 49: All-Star Match Deluxe
        "Dr. Mario, Falco, Ganondorf, Roy, Young Link and Pichu!"

Lv. 50: Final Destination Match
        "Master Hand's the right hand; now meet the left!"

Lv. 51: The Showdown
        "Giga Bowser, Mewtwo and Ganondorf unite!"


================================
3) Bonus Records
================================

001: Bird of Prey                      [4000]
        "Used only aerial attacks."

002: Combo King                        [2500]
        "Used many combos. (Average # of combos is 2.5 or greater)"

003: Juggler                           [1500]
        "Struck an enemy many times while keeping him airborne."

004: Backstabber                       [2000]
        "High % of attacks were from rear. (70% or more of total)"

005: Sweeper                           [2500]
        "High % of attacks were low. (50% or more of total)"

006: Clean Sweep                       [5000]
        "All attacks were low attacks."

007: Meteor Smash                      [800]
        "KO'd foe with a Meteor Attack."

008: Meteor Clear                      [3000]
        "Cleared the level with a Meteor Attack."

009: Meteor Master                     [8000]
       "Every Meteor Attack KO'd an opponent. (Minimum of 2)"

010: Meteor Survivor                   [2000]
       "Succeeded in recovering from a Meteor Attack."

011: Flying Meteor                     [4000]
       "Hit a flying enemy with a Meteor Attack."

012: Exceptional Aim                   [4000]
       "Hit with most attacks."

013: Perfect Aim                       [10000]
       "Hit with all attacks. (At least 8 attacks per minute)"

014: All Ground                        [6000]
       "Used all standard ground attacks against enemies."

015: All Aerial                        [4000]
       "Used all standard aerial attacks against enemies."

016: All Variations                    [10000]
       "Used all attacks except finishing blows on enemies."

017: All on One                        [20000]
       "Used all attacks except finishing blows on one enemy."

018: Lethal Weapon                     [7000]
       "Hit with a wide variety of attacks."

019: Berserker                         [3500]
       "Attacked in a frenzy. (60 attacks or more in 1 minute)"

020: Smash King                        [3000]
       "Used many Smash Attacks. (150% or more of all hits)"

021: Smash Maniac                      [3500]
       "Only used Smash Attacks."

022: Smash-less                        [1500]
       "Used no Smash Attacks."

023: Specialist                        [2200]
       "Hit with only special moves."

024: Dedicated Specialist              [3100]
       "Used only one kind of special move."

025: One-Two Punch                     [1800]
       "Hit consecutively with all weak attacks."

026: First Strike                      [500]
       "Delivered first blow of match."

027: 150% Damage                       [1000]
       "Took 150% damage or more.  Not valid in team battles."

028: 200% Damage                       [3000]
       "Took 200% damage or more.  Not valid in team battles."

029: 250% Damage                       [7000]
       "Took 250% damage or more.  Not valid in team battles."

030: 300% Damage                       [10000]
       "Took 300% damage or more.  Not valid in team battles."

031: 350% Damage                       [15000]
       "Took 350% damage or more.  Not valid in team battles."

032: Heavy Damage                      [20000]
       "Took 400% damage or more.  Not valid in team battles."

033: Sniper                            [2000]
       "Hit only with flying objects."

034: Brawler                           [2000]
       "Hit only with direct attacks."

035: Precise Aim                       [10000]
       "All attacks hit immediately after execution."

036: Pitcher                           [6000]
       "Fought only with grabs and throws."

037: Butterfingers                     [-500]
       "Had a high rate of grab and dash-grab failures."

038: All Thumbs                        [-1500]
       "All dash-grab attempts failed. (At least 4 attempted)"

039: Cuddly Bear                       [2000]
       "Performed at least 3 grabs, but did not attack or throw enemy."

040: Compass Tosser                    [3500]
       "Used all four directional-throw moves."

041: Throw Down                        [2500]
       "Threw last foe to clear game."

042: Pummeler                          [1500]
       "Did a lot of damage by holding and punching foes."

043: Fists of Fury                     [2500]
       "After grabbing, always held and punched, never threw."

044: Close Call                        [2000]
       "Threw just before enemy broke your hold."

045: Opportunist                       [-1000]
       "Didn't attack for a very long period of time."

046: Spectator                         [-2500)
       "Spent a long time on sloped terrain."

047: Statue                            [500]
       "Little left-to-right movement."

048: Never Look Back                   [5000]
       "Never changed direction."

049: Stiff Knees                       [300]
       "Did not crouch."

050: Run, Don't Walk                   [6500]
       "Did not walk. (Extremely short distance doesn't count)"

051: Ambler                            [2500]
       "Walked a lot."

052: No Hurry                          [1000]
       "Did not run."

053: Marathon Man                      [2000]
       "Ran a lot."

054: Eagle                             [1500]
       "Went airborne a lot."

055: Aerialist                         [2500]
       "Did not jump from the ground. (No overlap with Cement Shoes)"

056: Acrobat                           [3000]
       "Always did a midair jump. (No overlap with Cement Shoes)"

057: Cement Shoes                      [4000]
       "Never jumped, including midair jumps."

058: Head Banger                       [800]
       "Hit walls a lot. (3 or more times per minute)"

059: Elbow Room                        [2000]
       "Bumped into or pushed foes a lot."

060: Power Shielder                    [5000]
       "Used the Power Shield often. (3 times or more in 1 minute)"

061: Shield Buster                     [x2500]
       "Broke enemy's shield."

062: Shattered Shield                  [x-1000]
       "Shield was broken by enemy."

063: Shield Stupidity                  [x-2000]
       "Broke own shield."

064: Shield Saver                      [500]
       "Dropped shield just before it was broken."

065: Skid Master                       [1000]
       "Had long stun-slide distance. (9 feet or more in 1 minute)"

066: Rock Climber                      [800]
       "Hung from many edges. (4 times or more in one minute)"

067: Edge Hog                          [x2500]
       "Hung from edge to prevent opponent from doing the same."

068: Cliffhanger                       [2000]
       "Grabbed a lot of edges after being knocked off the stage."

069: Life on the Edge                  [x800]
       "After being hit, grabbed edge without a midair jump."

070: Poser                             [2000]
       "Taunted often. (6 or more times in 1 minute)"

071: Poser Poseur                      [x500]
       "Taunted right after someone else. (Within 1 second)"

072: Poser Power                       [x700]
       "Attacked someone with a taunt."

073: Pose Breaker                      [x800]
       "Gave a quick weak attack to a taunting opponent."

074: Instant Poser                     [x100]
       "Taunted right after knocking down a foe. (Within 1 second)"

075: Control Freak                     [1000]
       "Tapped the control stick twice as fast as second fastest tapper."

076: Button Masher                     [700]
       "Pressed buttons twice as fast as second fastest presser."

077: Button Holder                     [4000]
       "Held down the A or B button. (For the entire match)"

078: Rock Steady                       [3000]
       "Did not fall down."

079: Pratfaller                        [1500]
       "Always landed face up."

080: Face Planter                      [1500]
       "Always fell face down."

081: Twinkle Toes                      [2500]
       "Succeeded on every attempt to absorb damage."

082: Floor Diver                       [1500]
       "Dropped through floors often. (12 times in 1 minute)"

083: No R 4 U                          [300]
       "Did not press the L & R Buttons."

084: Climactic Clash                   [x1200]
       "Hit same enemy with progressively stronger blows."

085: Floored                           [300]
       "Took a lot of damage from floors. (Over 50% of damage)"

086: Punching Bag                      [100]
       "Got stuck between two enemies and hit back and forth."

087: Stale Moves                       [-2000]
       "Persistently used the same attack."

088: Blind Eye                         [3000]
       "Always looking in opposite direction as oncoming attack."

089: Crowd Favorite                    [2500]
       "Audience cheered for player."

090: Master of Suspense                [2500]
       "Surprised the crowd often. (3 or more times in 1 minute)"

091: Lost in Space                     [2000]
       "Frequently magnified. (1/4 of time in a magnifying glass)"

092: Lost Luggage                      [3000]
       "Was in magnifying glass on all 4 sides of the screen."

093: Half-Minute Man                   [2500]
       "Beat level within 30 seconds."

094: Pacifist                          [3000]
       "Never attacked even once including misses."

095: Peaceful Warrior                  [5000]
       "Never attacked, but didn't lose the match."

096: Moment of Silence                 [3000]
       "Took no damage for 1 minute. (No overlap with Impervious)"

097: Impervious                        [7000]
       "Didn't suffer a single attack."

098: Immortal                          [5000]
       "Never got knocked down."

099: Switzerland                       [12000]
       "Never attacked anyone, never took any damage."

100: Predator                          [-1500]
       "Attacked only opponents with high amounts of damage."

101: Down, But Not Out                 [2000]
       "Fell all the way down, but got back up the most in a match."

102: Solar Being                       [800]
       "Only left stage by flying off screen and becoming a star."

103: Stalker                           [-1000]
       "Always attacked a particular player."

104: Bully                             [-2000]
       "Always KO'd a particular player."

105: Coward                            [-500]
       "Spent a long time a great distance away from enemies."

106: In the Fray                       [2000]
       "Average distance between you and foes was very small."

107: Friendly Foe                      [3000]
       "Never pushed an enemy."

108: Center Stage                      [2000]
       "Spent a long time in the middle of the arena."

109: Merciful Master                   [3000]
       "Won without KO'ing anybody."

110: Star KO                           [x300]
       "KO'd an enemy and turned him or her into a star."

111: Rocket KO                         [5000]
       "Sent all team enemies flying off the top of the screen."

112: Wimpy KO                          [x4000]
       "KO'd a foe with a weak attack."

113: Bull's-eye KO                     [x800]
       "KO'd a foe with a firing item."

114: Poser KO                          [x5000]
       "KO'd an enemy with a taunt."

115: Cheap KO                          [x500]
       "KO'd an enemy from behind."

116: Bank-Shot KO                      [x3000]
       "KO'd an enemy with a deflected item."

117: Timely KO                         [x3500]
       "KO'd a foe at the time limit."

118: Special KO                        [x800]
       "KO'd an enemy with a special attack."

119: Hangman's KO                      [x2000]
       "Attacked an enemy that was hanging from an edge for a KO."

120: KO 64                             [x640]
       "KO'd an enemy when the enemy was at 64% damage."

121: Bubble-Blast KO                   [x1200]
       "Attacked a magnified enemy and KO'd him or her."

122: Sacrificial KO                    [x1500]
       "The same attack KO'd both you and your enemy."

123: Avenger KO                        [x2500]
       "KO'd a foe right after foe KO'd you. (Within 5 seconds)"

124: Double KO                         [x2000]
       "KO'd 2 enemies at once."

125: Triple KO                         [x4000]
       "KO'd 3 enemies at once."

126: Quadruple KO                      [x8000]
       "KO'd 4 enemies at once."

127: Quintuple KO                      [x15000]
       "KO'd five enemies at once."

128: Dead-Weight KO                    [x4000]
       "KO'd an enemy by throwing another enemy at him or her."

129: Kiss-the-Floor KO                 [x1000]
       "Threw an enemy onto a damaging floor for a KO."

130: Assisted KO                       [x1500]
       "KO'd a foe with an item."

131: Foresight                         [x500]
       "Hit the front of the screen."

132: First to Fall                     [-1000]
       "First one to be KO'd after match begins."

133: Cliff Diver                       [500]
       "Let go of the edge of a cliff and fell off stage."

134: Quitter                           [x-1000]
       "Fell off stage without even trying to recover."

135: Shameful Fall                     [x-1500]
       "At less than 50%, got KO'd by a foe with over 100% damage."

136: World Traveler                    [2000]
       "Got KO'd off all four sides of the screen."

137: Ground Pounded                    [500]
       "Got KO'd by a damaging floor."

138: Environmental Hazard              [1000]
       "Got KO'd by a part of the stage evironment."

139: Angelic                           [2000]
       "Was standing on revival platform when match ended."

140: Magnified Finish                  [1000]
       "Ended the match in a magnifying glass."

141: Fighter Stance                    [500]
       "Ended match while taunting."

142: Mystic                            [2000]
       "Ended match while offscreen."

143: Shooting Star                     [1500]
       "Ended match as a star."

144: Lucky Number Seven                [3000]
       "Finished with :07 left."

145: Last Second                       [5000]
       "Finished with :01 left."

146: Lucky Threes                      [3330]
       "Finished with 3:33 left."

147: Jackpot                           [1110]
       "Damage at end was the same number repeated three times."

148: Full Power                        [2000]
       "Damage at 0% at finish."

149: Item-less                         [1800]
       "Did not use any items."

150: Item Specialist                   [2000]
       "Only hit with item attacks."

151: Item Chucker                      [3000]
       "Hit only by throwing items."

152: Item Smasher                      [3000]
       "Used only smash attacks with swinging weapons."

153: Capsule KO                        [x800]
       "KO'd an enemy with a capsule."

154: Carrier KO                        [x800]
       "KO'd a foe with a large item carrier."

155: Weight Lifter                     [1500]
       "Frequently held heavy items. (Over 5 seconds per minute)"

156: Item Catcher                      [x1000]
       "Caught an item thrown at you."

157: Reciprocator                      [x2000]
       "Threw an item thrown at you back at an enemy."

158: Item Self-Destruct                [-1000]
       "Item caused player to Self-Destruct."

159: Triple Items                      [3000]
       "Got the same item 3 times in a row."

160: Materialist                       [100]
       "Spent the longest amount of time holding items."

161: Minimalist                        [1500]
       "Spent the least amount of time holding items."

162: Item Hog                          [4000]
       "Got 10 or more different kinds of items."

163: Item Collector                    [4000]
       "Got every kind of item that appeared."

164: Connoisseur                       [3000]
       "Got every kind of food that appeared."

165: Gourmet                           [2000]
       "Used only food items. (3 or more)"

166: Battering Ram                     [1500]
       "Used only battering items. (3 or more)"

167: Straight Shooter                  [1500]
       "Used only shooting items. (3 or more)"

168: Wimp                              [1500]
       "Used only recovery items. (3 or more)"

169: Shape Shifter                     [1500]
       "Used only transformation items. (3 or more)"

170: Chuck Wagon                       [1500]
       "Only grabbed throwing items. (3 or more)"

171: Parasol Finish                    [1600]
       "Was parachuting with the Parasol at match's end."

172: Gardener Finish                   [2000]
       "Put a flower on an enemy's head at match's end."

173: Flower Finish                     [1700]
       "Had a flower on head when the match ended."

174: Super Scoper                      [2000]
       "Did 100% damage or more firing the Super Scope."

175: Screwed Up                        [2000]
       "Held Screw Attack for 30 seconds or more."

176: Screw Attack KO                   [x2500]
       "Used a Screw Attack to KO an enemy."

177: Warp Star KO                      [x1000]
       "KO'd a foe using a Warp Star."

178: Mycologist                        [2500]
       "Got 3 or more Mushrooms."

179: Mario Maniac                      [8000]
       "Used only Mushrooms, Fire Flowers, and Starmen."

180: Metal KO                          [x800]
       "KO'd enemy while metal."

181: Freezie KO                        [x2000]
       "Froze enemy with Freezie then KO'd him or her."

182: Flipper KO                        [x2000]
       "KO'd enemy with a flipper."

183: Mr. Saturn Fan                    [3000]
       "Only item used was Mr. Saturn."

184: Mrs. Saturn                       [1500]
       "Held Mr. Saturn for 30 seconds or more."

185: Saturn Siblings                   [4000]
       "Got 3 or more Mr. Saturns."

186: Saturn Ringer                     [4000]
       "Caught a Mr. Saturn thrown at you."

187: Giant KO                          [x600]
       "KO'd a foe while giant."

188: Tiny KO                           [x2500]
       "KO'd a foe while tiny."

189: Invisible KO                      [x800]
       "KO'd a foe while invisible."

190: Bunny-Hood Blast                  [x1200]
       "KO'd someone while wearing a Bunny Hood."

191: Vegetarian                        [1800]
       "Got 2 or more Maxim Tomatoes."

192: Heartthrob                        [2800]
       "Got 2 or more Heart Containers."

193: Invincible Finish                 [x1200]
       "Player is invincible at the end of the match."

194: Invincible KO                     [x800]
       "KO'd a foe while invincible."

195: Beam Swordsman                    [x800]
       "KO'd a foe with a Beam Sword."

196: Home-Run King                     [x600]
       "KO'd a foe with the Home-Run Bat."

197: Laser Marksman                    [4000]
       "Hit with every blast from the Ray Gun until it ran out."

198: Flame Thrower                     [1600]
       "Got a 10 combo or higher with the Fire Flower."

199: Hammer Throw                      [1500]
       "Threw the hammer away."

200: Headless Hammer                   [2500]
       "Grabbed a broken hammer."

201: Super Spy                         [x800]
       "KO'd someone with a Motion-Sensor Bomb."

202: Bob-omb's Away                    [-500]
       "KO'd by a wandering Bob-omb."

203: Bob-omb Squad                     [x2500]
       "Grabbed a Bob-omb just before it exploded, and wasn't hurt."

204: Pokemon KO                        [1000]
       "KO'd a foe with a Pokemon."

205: Mew Catcher                       [10000]
       "Mew appeared."

206: Celebi Catcher                    [8000]
       "Celebi appeared."

207: Goomba KO                         [100]
       "KO'd a Goomba."

208: Koopa KO                          [200]
       "KO'd a Koopa."

209: Paratroopa KO                     [300]
       "KO'd a Paratroopa."

210: ReDead KO                         [300]
       "KO'd a ReDead."

211: Like-Like KO                      [500]
       "KO'd a Like-Like."

212: Octorok KO                        [150]
       "KO'd an Octorok"

213: Topi KO                           [200]
       "KO'd a Topi."

214: Polar Bear KO                     [800]
       "KO'd a Polar Bear."

215: Shy Guy KO                        [20]
       "KO'd a Shy Guy."

216: First Place                       [1000]
       "Got 1st place in a timed match."

217: Last Place                        [-1000]
       "Got last place in a timed match."

218: Wire to Wire                      [2000]
       "Led in points from the start to the finish."

219: Whipping Boy                      [-1500]
       "Trailed in points from the start to the finish."

220: KO Artist                         [3000]
       "Had a lot of KOs. (More than 3 and double second place)"

221: KO Master                         [1500]
       "Had the most KOs. (Not awarded if Artist is earned)"

222: Offensive Artist                  [2000]
       "Caused a lot of damage."

223: Offensive Master                  [1000]
       "Caused the most damage."

224: Frequent Faller                   [-1000]
       "Had a lot of falls."

225: Fall Guy                          [-500]
       "Had the most falls."

226: Self-Destructor                   [-2000]
       "Had a lot of Self-Destructs."

227: Master of Disaster                [-1000]
       "Had the most Self-Destructs."

228: KOs                               [x500]
       "Counts each KO."

229: Falls                             [x-500]
       "Counts each fall. (Self-destructs not counted)"

230: SDs                               [x-500]
       "Counts each self-destruct."

231: Target Master                     [30000]
       "Smashed all targets in Target Test!"

232: Hobbyist                          [1000]
       "Got at least one trophy before the stage ended."

233: Collector                         [30000]
       "Snagged all trophies that appeared!"

234: No-Damage Clear                   [300000]
       "Cleared all levels without taking any damage."

235: No-Miss Clear                     [10000]
       "Cleared without losing a single life."

236: Continuation                      [-20000]
       "Cleared by continuing."

237: Speedster                         [10000]
       "Cleared all levels quickly."

238: Speed Demon                       [20000]
       "Cleared all levels very quickly."

239: Melee Master                      [100000]
       "Cleared All-Star mode without recovering damage even once."

240: Classic Clear                     [50000]
       "Cleared the Classic mode."

241: Adventure Clear                   [50000]
       "Cleared the Adventure mode."

242: All-Star Clear                    [50000]
       "Cleared the All-Star mode."

243: Very-Hard Clear                   [200000]
       "Cleared the Very-Hard mode."

244: Crazy Hand KO                     [80000]
       "Defeated Crazy Hand in Classic mode."

245: Luigi KO                          [20]
       "Defeated Luigi in Adventure mode."

246: Link Master                       [30000]
       "Defeated all five Links in Adventure mode."

247: Giant Kirby KO                    [10000]
       "Defeated Giant Kirby in Adventure mode."

248: Metal Bros. KO                    [8000]
       "KO'd Metal Bros. in Adventure mode."

249: Giga Bowser KO                    [100000]
       "Defeated Giga Bowser in Adventure mode."

================================
4) Trophies
================================

001: Alpha                     [Future Release]

        "A creature in an imaginary cubist world
        where survival of the fittest is the rule.
        These creatures have strong, efficient bodies
        and the cute faces of pandas. They form
        family groups and treat each other lovingly,
        yet have no respect for other beasts.
        Their favorite foods seem to be meat
        and bamboo grass."

002: Andross                   [Star Fox]
                               [03/93]
        "Star Fox's archenemy. Whether it's a metallic
        manifestation of Andross or just a
        hologram is unknown, but from its outward
        appearance, it's safe to assume that it's not
        the fiend's true form. Andross occasionally
        sucks matter in and then violently exhales,
        sending out a cloud of metal tiles. Its eyes are
        its weak points."

003: Andross                   [Star Fox 64]
                               [06/97]
        "This incarnation of Andross was so big
        as to be ridiculous, but it at least appeared
        to be a living being. Andross was once
        a brilliant scientist, but was banished from
        the galaxy for his dangerous experiments.
        From the planet Venom, he readied his troops
        and directed his sword of vengeance toward
        the Lylat System."

004: Annie                     [Custom Robo 2]
                               [Japan Only]
        "Annie, a Jumper model in the Stunner line of
        robots, was the robot used by Nanase, a cadet
        at the Takuma Academy, a commander training
        school. At the climax of the story, Nanase
        fell prey to temptation and stained her
        hands with the illegal robot Majei. This
        act ultimately set the stage for her undeniably
        tragic end."

005: Articuno                  [Pokmon Red & Blue]
                               [09/98]
        "Clouds gather, the baromerer plunges,
        and fresh snow falls from the frigid air when
        this legendary Pokmon takes wing. Graceful
        and elegant, it boasts long tail feathers that
        flap in the wind and are lovely to behold.
        As would be expected, its combat moves
        are based on its cold nature; they include
        Ice Beam and Blizzard."

006: Arwing                    [Star Fox]
                               [09/93]
        "The Arwing is the symbol of Star Fox.
        Like an F-Zero racer, it's equipped with
        an opposing-gravity device. It can barrel
        roll and flip with ease thanks to its quick
        acceleration and flexible control. In battle, the
        ship uses retractable wings for precise
        flying. Every Arwing has smart bombs
        as its sub-weapons."

007: Ayumi Tachibana           [Famicom Detective Club Part II]
                               [Japan Only]
        "Ayumi's the heroine of the Detective Club games,
        which were made for the Famicom Disk
        System. In the first installment of the series,
        Ayumi solved the murder of one of her friends,
        and shortly thereafter, she opened her own
        investigative agency. Since those early days,
        she's proven to be a daring and peerless
        crime solver."

008: Baby Bowser               [Super Mario World 2: Yoshi's Island]
                               [10/95]
        "Even as a youngster, Baby Bowser was already
        playing pranks and causing trouble for Baby Mario and his
        pal Yoshi. Even at this early age of his evil
        career, Baby Bowser had tons of henchmen at his
        disposal. Many experts speculate that Mario
        and Bowser have some sort of connection that
        can be traced back to their mutual births."

009: Baby Mario                [Super Mario World 2: Yoshi's Island]
                               [10/95]
        "Long ago, when the stork was carrying Baby
        Mario and Baby Luigi to the Mario household,
        the stork was ambushed, causing Baby Mario
        to tumble onto Yoshi's Island. This marked the
        beginning of the Yoshies' adventure to deliver
        Baby Mario to his parents. Since then,
        Baby Mario's been spotted on golf courses
        and tennis courts."

010: Ball Kirby                [Kirby's Adventure]
                               [05/93]
        "When Kirby swallows a ball enemy, he turns
        into a ball and can bounce off of floors
        and walls. It's tough to control, but well
        worth it for the strong attack power it gives
        Kirby. After his debut in Kirby's Adventure,
        Ball Kirby has popped up in several more
        Kirby games, such as Kirby's Pinball Land and
        Kirby's Block Ball."

011: Balloon Fighter           [Balloon Fight]
                               [06/86]
        "The goal in Balloon Fight is to break your
        enemy's two balloons, depriving him of his
        flotation devices. If you lose one balloon,
        your buoyancy drops and it becomes harder
        to rise. As you can pop both friends' and
        enemies' balloons, you have to stay alert in
        this two-player fun fest. The balloonist's
        name is unknown."

012: Barrel                    [Super Smash Bros.]
                               [04/99]
        "Like Crates, Barrels are often filled with
        items and occasionally explosive. Thrown
        Barrels may break on contact or go rolling
        along the ground to smash into characters.
        Like the Crate, the Barrel is heavy, so it
        will restrict the speed at which the character
        carrying it can move. This speed differs
        between characters."

013: Barrel Cannon             [Donkey Kong Country]
                               [11/94]
        "The Barrel Cannons were used in Donkey
        Kong games as a vital means of transportation,
        and their explosive nature is used similarly
        in Super Smash Bros. Melee. On the Kongo
        Jungle stage, one can catch characters as
        they fall from the main platform. Careful! The
        Barrel Cannon rotation may accidentally send
        you flying off the screen."

014: Battlefield               [Super Smash Bros. Melee]
                               [12/01]
        "Super Smash Bros. Melee borrows settings from
        many different games to create its stages, but
        the Battlefield is an original creation. While
        its initian impression may strike some players
        as a bit ominous, the layout itself is fairly
        standard, lending it to serious, straightforward
        matches. Additionally, it's used to pit players against
       the Fighting Wire Frames."

015: Bayonette                 [Custom Robo 2]
                               [Japan Only]
        "Tsurugi and Yaiba, twin brothers who were
        bewitched by the dark power, combined their
        beloved robots Spear and Lance to form
        this illegal robot. The brothers used the
        Strike Vanisher model as a base, but then
        added a number of stealth capabilities.
        This successful power-up is nothing short of
        a Custom Robo miracle."

016: Beam Sword                [Super Smash Bros.]
                               [04/99]
        "With its distinctive glowing blade, the Beam
        Sword is eye-catching and lethal. At first, the
        blade is about the size of a short sword, but
        the length changes depending on who
        wields it. The blade also lengthens in direct
        proportion to the power of an attack, so
        it reaches its maximum size when swung as
        a smash attack."

017: Bellossom                 [Pokmon Gold & Silver]
                               [10/00]
        "From time to time, these beautiful flower
        Pokmon will gather in numbers and perform
        an odd sort of dance to call out the sun. While
        in the midst of this strange exhibition,
        their petals brush together to create
        a peaceful and soothing melody. A Gloom will
        only evolve into a Bellossom if it's
        exposed to a Sun Stone."

018: Birdo                     [Super Mario Bros. 2]
                               [10/88]
        "First seen in Super Mario Bros. 2, Birdo is
        known for shooting eggs and fireballs from
        her mouth. Mario and his friends would have
        to jump onto the eggs in midair, pick them
        up and throw them back at her. Long missing
        from the Nintendo scene, Birdo recently
        reappeared in Mario Tennis and Super
        Mario Advance."

019: Blatoise                  [Pokmon Red & Blue]
                               [09/98]
        "Blastoise is the next evolutionary step after
        Wartortle. The thick jets of water they
        shoot from the cannons on their backs are
        strong enough to cut through steel plating.
        When in danger, they hide inside
        their armored shells. Blastoise is so popular
        among trainers that it's considered the
        definitive Water-type."

020: Bob-omb                   [Super Mario Bros. 2]
                               [10/88]
        "These little guys are just what they appear
        to be: walking bombs. Pick one up and hurl
        it for an incredibly potent attack. If no one
        picks them up, Bob-ombs light their own fuses and
        start wandering around armed and dangerous.
        In Super Mario 64, Bob-ombs chased Mario down
        once they noticed him. Pink Bob-ombs are nice
        and capable of speech."

021: Boo                       [Super Mario Bros. 3]
                               [02/90]
        "These shy spirits inhabit Mario's world
        and have been known to vanish or freeze when
        met face-to-face. In recent years, they seem
        to have overcome their fears in order to
        pursue tennis and other social activities. They
        usually appear in groups and fly in
        formation. From time to time, giant Boos make
        surprise appearances."

022: Bowser                    [Super Mario Bros.]
                               [10/85]
        "Bowser has a long history of kidnapping
        Princess Peach to lure his nemesis, Mario,
        into traps. He leads an enormous group of
        mischievous creatures, not the least of which
        are his seven children. With outrageous
        strength, flammable breath, and more spikes
        than you can shake a Star Rod at, Bowser
        is a constant threat."

023: Bowser                    [B: Fire Breath]
                               [Smash B: Koopa Klaw]
        "In many ways, Bowser is the toughest character
        around. Not only does he have near-impervious
        hide, but his great mass makes him almost
        impossible to hurl offscreen. Of course,
        his weight also makes him rather slow to
        maneuver, so when facing him in battle,
        it's best to press your attack and not give him
        a chance to counter."

024: Bowser                    [Up & B: Whirling Fortress]
                               [Down & B: Bowser Bomb]
        "Bowser's Fire Breath strikes continually, but it
        grows gradually smaller over time until it's barely
        smoldering. The Koopa Klaw rakes enemies at a
        distance and pulls nearby foes in close for a good
        gnawing. Bowser's Whirling Fortress moves laterally
        over the ground; it works in midair as a recovery.
        The Bowser Bomb is powerful and paves the
        way for more attacks."

025: Bubbles                   [Clu Clu Land]
                               [10/85]
        "The mysterious Bubbles can only move straight
        ahead and has problems stopping: she changes
        paths by sticking out her hand and grabbing
        a post on the way by. If Bubbles makes contact
        with a Sea Urchin, she'll pop and deflate
        like a balloon. Bubbles protects herself by
        shocking Sea Urchins and pushing them into
        walls to destroy them."

026: Bucket                    [Mario and Wario]
                               [Japan Only]
        "In Mario and Wario, an excellent game released
        only in Japan, this hidden item gets placed on
        Mario's head, rendering him sightless. The fairy
        Wanda then guides the helpless Mario past
        numerous obstacles to the goal. The M on the
        bucket becomes a W when turned upside down,
        signifying that Mario has fallen under Wario's
        wicked control."

027: Bulbasaur                 [Pokmon Red & Blue]
                               [09/98]
        "Bulbasaur is a cute Pokmon born with
        a large seed firmly affixed to its back;
        the seed grows in size as the Pokmon does.
        Along with Squirtle and Charmander, Bulbasaur
        is one of three Pokmon available
        at the beginning of Pokmon Red & Blue.
        It evolves first into Ivysaur and ultimately
        into Venusaur."

028: Bullet Bill               [Super Mario Bros.]
                               [10/85]
        "Bullet Bills are shot out of cannons and fly
        on straight paths. In great numbers they're
        a nightmare; while Mario can stop most with
        a single jump, the rare giant one is much
        tougher to avoid. In Super Smash Bros. Melee, all
        Bullet Bills are extra large. They burrow into
        Princess Peach's castle and then detonate
        with immense power."

029: Bunny Hood                [The Legend of Zelda: Ocarina of Time]
                               [11/98]
        "Don the Bunny Hood to improve your agility
         drastically, allowing you to jump great
         distances and move at high speed. The ears
         are a cute accessory: they're even adorable
         on characters they don't quite suit. The
         Bunny Hood was key in Majora's Mask, where
         it made Link move at one-and-a-half times
         his normal speed."

030: Capsule                   [Super Smash Bros.]
                               [04/99]
        "These small containers contain items that fly
        out when the Capsules break. Capsules will
        explode roughly 12.5% of the time, so deciding
        where to break them can be
        quite a strategic decision; sometimes
        it's better to throw them rather than attacking
        them directly. Explosive Capsules pack a
        tremendous punch."

031: Capt. Falcon              [F-Zero]
                               [08/91]
        "Usually a relentless bounty hunter, Captain
        Falcon shifts gears to become a race pilot
        once the F-Zero Grand Prix begins. His
        beloved racer, the Blue Falcon, can exceed the
        speed of sound, and he knows how to drive it;
        he'll go down as one of the all time-greats.
        Now 36 years old, Captain Falcon wears
        his F-Zero X visor."

032: Capt. Falcon              [B: Falcon Punch]
                               [Smash B: Raptor Boost]
        "Falcon's style is a balanced combination
        of raw power and speed. His attacks are slow,
        but when combined with Falcon's high mobility,
        he's a formidable combat force. The
        Falcon Punch packs the highest degree
        of destructive power, while the explosive
        Raptor Boost can be used to smash airborne
        foes into the depths."

033: Capt. Falcon               [Up & B: Falcon Dive]
                                [Down & B: Falcon Kick]
        "The Knee Smash, used in midair on foes in front
        of you, is slow and has a short reach, but if it
        connects, it'll send foes flying a long way on a
        low trajectory. Falcon uses his Falcon Dive to
        grab an enemy in midair and fling them away
        with an explosive blast. He can do this technique
        repeatedly without landing, so it can also be
        used as a recovery move."

034: Captain Olimar              [Pikmin]
                                 [12/01]
        "The main character of the game Pikmin,
        Captain Olimar crash-lands on a mysterious
        planet after his spaceship malfunctions.
        In order to get off the planet, he must gather
        the pieces of his broken ship, but the
        atmosphere of the planet is poisonous to
        Olimar. As a result, he has to enlist the help
        of the native Pikmin."

035: Celebi                      [Pokmon Gold & Silver]
                                 [10/00]
        "Celebi has the power to travel through time,
        and thus wanders from one age to the next.
        It is considered a deity by the forests: plants
        and trees are said to grow in unimaginable
        abundance wherever Celebi visits. Like
        Mew, Celebi is a Pokmon shrouded
        in mystery. Its special techniques blend grass
        and psychic powers."

036: Chansey                     [Pokmon Red & Blue]
                                 [09/98]
        "Renowned for its kind temperament, Chansey
        has been known to offer injured creatures
        a highly nutricious egg to aid their recovery.
        Legend has it that this charitable creature
        brings happiness to anyone who captures
        it. All Chansey are female, and every now
        and then one is found in possession of a
        Lucky Egg."

037: Charizard                   [Pokmon Red & Blue]
                                 [09/98]
        "It's hard to believe, but this massive flame
        Pokmon evolves from the tiny Charmander.
        Not only can it fly at heights of over 4,500
        feet, but it's flaming breath is hot enough to
        reduce almost anything to ashes in seconds.
        The flames at the end of a Charizard's tail
        are said to be a fairly accurate barometer
        of its power."

038: Chikorita                   [Pokmon Gold & Silver]
                                 [10/00]
        "Chikorita was one of the first three Pokmon
         available in Pokmon Gold, Silver, and
         Crystal. A Grass-type Pokmon, it emits
         a delightful fragrance from the leaves on
         its head and loves to spend its time leisurely
         sunbathing. When called into battle, it uses
         its Razor Leaf move to strike at opponents'
         weak points."

039: Chozo Statue                 [Metroid]
                                  [08/89]
        "These statues, which provide power-ups to
        Samus and have some connection with her
        Power Suit, have been found in many places,
        most notably Zebes. The Chozo boasted the most
        advanced civilization in their galaxy. Some
        say that when they could advance no
        further, they chose to withdraw and observe
        other life forms."

040: Clefairy                     [Pokmon Red & Blue]
                                  [09/98]
        "Clefairy are very cute Pokmon, which makes
        them popular pets. However, as they're
        only found in a few areas, it takes a lot
        of work to find one. Strangely enough, legend
        has it that Clefairy are more active during the
        full moon. These Pokmon are known to
        use Metronome, a move that unleashes a randomly
        selected attack."

041: Cleffa                       [Pokmon Gold & Silver]
                                  [10/00]
        "With silhouettes that resemble stars,
        Cleffa are often sighted when the
        night sky is filled with shooting stars.
        Cleffa evolves into Clefairy, but only
        if it has a strong bond of friendship with its
        trainer. Since Cleffa are so cute and loveable,
        many trainers choose to keep it in this
        unevolved form."

042: Cloaking Device              [Perfect Dark]
                                  [05/00]
        "This state-of-the-art camouflage device bends
        light rays in such a way that players using it appear
        almost invisible. The device fosters confusion, and
        players using it will not take damage while cloaked.
        This does not mean, however, that players
        become invulnerable, so they can still be sent
        reeling or flying across the screen, depending on their
        damage percentages."

043: Coin                         [Mario Bros.]
                                  [1983]
        "The Mushroom Kingdom is dotted with these
        mysterious coins. There seems to be an endless
        supply hidden in various blocks, and Mario
        gains an extra life when he manages to collect
        a hundred of them. No one can confirm
        whether or not these coins are actually used
        as the currency of the Mushroom Kingdom, but
        it's a safe assumption."

044: Crate                        [Super Smash Bros.]
                                  [04/99]
        "A Crate will release lots of items when it's
        broken open. It's very heavy, so unless your
        character is strong, youll walk slowly while
        under its burden. You can throw Crates up,
        down, left or right, but it's hard to hit
        opponents because the throwing process
        takes time. Every now and then, a Crate will
        explode under duress."

045: Crazy Hand                   [Super Smash Bros. Melee]
                                  [12/01]
        "Where the Master Hand loves to create, its
        alter ego is impulsive and destructive,
        consumed with that hollow feeling which
        comes from destroying one's own creations. The
        Crazy Hand appears when a player clears
        obstacles quickly and the Master Hand's power is
        low.  You have only one chance to defeat the
        Crazy Hand."

046: Crobat                       [Pokmon Gold & Silver]
                                  [10/00]
        "A bat Pokmon that evolves from Golbat.
        Crobat's hind legs have evolved into a second
        pair of wings, which allows it to fly at
        great speeds but limits its ability to rest.
        The affection a Golbat has for its trainer is
        vital for the evolution process: if a novice
        trainer has a Crobat, it shows that he or she
        cares for Pokmon well."

047: Cyndaquil                    [Pokmon Gold & Silver]
                                  [10/00]
        "Cyndaquil frighten easily, so they're
        often found curled up in balls. When
        threatened, they flare the flames on their
        backs to drive off enemies. Cyndaquil was
        one of the three Pokmon that trainers could
        choose from at the beginning of Pokmon
        Silver, Gold, and Crystal. No one knows
        if their eyes are open."

048: Daisy                        [Super Mario Land]
                                  [08/89]
        "The princess of Sarasa-land. Daisy met Mario
        when he helped defeat the evil alien Tanaga
        in Super Mario Land. Princess Daisy is a bit of a
        tomboy when compared with her
        counterpart, Princess Peach. After her
        appearance in Mario Golf, some gossips
        started portraying her as Luigi's answer
        to Mario's Peach."

049: Diskun                       [Disk System]
                                  [Japan Only]
        "This little guy is the adorable mascot for a
        Nintendo Entertainment System peripheral device
        released in 1985. Using the disk system, you
        could rewrite games for 500 yen, an epochal and
        economical feature. Funnily enough, the
        instruction booklet was sold spereately for 100
        yen. The disk system's first game was The
        Legend of Zelda."

050: Ditto                        [Pokmon Red & Blue]
                                  [09/98]
        "Every Ditto has the ability to copy a
        Pokmon's entire cell structure in an instant
        and become its exact replica. They're
        terrible at remembering techniques, but when
        they use Transform, they temporarily learn
        all of their foe's moves. If a Ditto starts
        to laugh, it weakens and can't hold
        its transformation."

051: Dixie Kong                   [Dokey Kong Country 2: Diddy's Kong Quest]
                                  [12/95]
        "More than just Diddy Kong's girlfriend,
        Dixie Kong is also a fearless adventurer and
        a reliable team player. She earned her wings
        helping Diddy rescue Donkey Kong from
        the clutches of King K. Rool. Dixie's amazingly
        quick and nimble, and she's even able
        to twirl her ponytail in order to float slowly
        through the air."

052: Donbe & Hikari               [Shin Oni Ga Shima]
                                  [Japan Only]
        "Donbe and Hikari are the main characters in
        this video-game version of a classic Japanese
        folk tale. The game chronicles the lives
        of our fearless heroes from their births to the
        time they drove the evil from the Island of Ogres.
        They are accompanied in their adventure by Ringo
        the dog, Matsunosuke the monkey, and Ohana
        the pheasant. "

053: Donkey Kong                   [Donkey Kong]
                                   [Arcade 1981]
        "While he now prefers the laid-back jungle
        lifestyle to construction site mischief, DK is often
        forced back into action by the Kremling Krew.
        The great ape is quite fast despite his burly
        physique, and he keeps his strength up with
        a steady diet of his favorite food: bananas.
        His one extravagance (and only piece of clothing)
        is a monogrammed necktie."

054: Donkey Kong                   [B: Giant Punch]
                                   [Smash B: Headbutt]
        "Donkey Kong is a huge target in a fight, so
        he hates crowds. When he's in the fray,
        his Giant Punch deals serious damage to
        multiple opponents. The big ape's Headbutt
        hits so hard that it temporarily buries
        opponent's in the ground. DK is a lot
        faster than he looks, and he's lethal in the
        hands of a master."

055: Donkey Kong                   [Up & B: Spinning Kong]
                                   [Down & B: Hand Slap]
        "Being the strongest simian around, DK has
        the upper hand once he grabs an opponent.
        He can even lift his foe up and make him or her
        an unwilling travelling companion; if DK grabs
        you, shake your Control Stick as fast as you
        can to break his grip. His Spinning Kong covers
        more lateral distance than vertical, so use it
        quickly to recover."

056: Donkey Kong Junior            [Donkey Kong Junior]
                                   [Arcade 1982]
        "Donkey Kong Jr. came to the rescue when
        Mario imprisoned his father. DK Jr.'s challenge
        was to collect the keys to Donkey Kong's
        cage, all the while dropping fruit on his
        enemies from high above. He was able to
        climb faster by using two ivy vines at once.
        This ape is also quite skilled as kart racing,
        tennis, and mathematics."

057: Dr. Mario                      [Dr. Mario]
                                    [10/90]
        "Immaculate in his medical garb, Dr. Mario
        destroys killer viruses with his amazing
        vitamin capsules. With his dedicated nurse,
        Princess Peach, at his side, Dr. Mario spends
        day and night in his laboratory working
        on new miracle cures. Somehow he's managed
        to keep up with all the new viruses that have
        arisen over the years."

058: Dr. Mario                      [B: Megavitamins]
                                    [Smash B: Super Sheet]
        "There's hardly any difference in the
        abilities of Mario and Dr. Mario, so choosing
        is largely a matter of taste. Dr. Mario is a
        tad slower due to his lack of exercise, but
        his Megavitamins pack a bit more punch than
        Mario's Fireballs. The capsules travel on
        a unique trajectory and make a distinct
        sound on impact."

059: Dr. Mario                      [Up & B: Super Jump Punch]
                                    [Down & B: Dr. Tornado]
        "The differences between Dr. Mario and Mario are
        more pronounced in some areas than others,
        but basically they can be played in a similar fashion.
        While it may be hard to spot the contrasts, they
        do exist. For example, Dr. Mario's Super Sheet
        is longer and narrower than Mario's cape, and
        any opponents hit by Dr. Tornado will fly off
        in diverse directions."

060: Dr. Stewart                     [F-Zero]
                                     [08/91]
        "Dr. Stewart inherited the Golden Fox upon
        the death of his father and soon became an F-
        Zero pacesetter. The Fox, which bears the
        lucky number 3, doesn't have the highest of
        traction ratings, but a skilled pilot will thrill
        at the sensation of drifting through corners.
        This machine requires a high degree of
        technical ability."

061: Dr. Wright                      [SimCity]
                                     [08/91]
        "The assistant to the mayor of SimCity,
        Dr. Wright was actually named after the creator
        of the game. As a player, you'd have to
        use your wisdom and experience to give
        timely advice to the mayor; if you did a good
        job, the city prospered. Dr. Wright is one of the
        leaders in the all-time, bizarre Nintendo-game-
        hairstyle contest."

062: Ducks                           [Duck Hunt]
                                     [10/85]
        "These friendly fowl are the targets in the
        game Duck Hunt, which utilizes the Nintendo
        Zapper Light Gun. They appear and randomly fly
        about trying to escape after your faithful (if
        slightly clamorous) hunting dog flushes them out.
        Once you drop the ducks, your dog dutifully
        fetches them by the napes of their necks
        and grins at you."

063: Eevee                           [Pokmon Red & Blue]
                                     [09/98]
        "As adaptable a Pokmon as any yet discovered,
        Eevee's evolutionary progress changes to
        meet the conditions of its environment. So
        far, five evolutionary forms have been
        discovered and then catalogued for this
        unique Pokmon: Vaporeon, Jolteon,
        Flareon, Espeon, and Umbreon. All evolutions
        have special benefits."

064: Egg                             [Super Smash Bros.]
                                     [04/99]
       "Eggs are basically the same as Capsules,
       in that they'll release items when you break
       them open. They've been known to explode,
       too. The likelihood that certain items may be
       inside Eggs depends on the type of stage being
       played. Somtimes Eggs will contain health-
       replenishing food items; other times, they may
       hold weapons."

065: Eggplant Man                    [Wrecking Crew]
                                     [10/85]
        "Eggplant Man debuted as an enemy in the
        NES game Wrecking Crew. Even though his
        movement pattern was very simple, he was
        a fairly formidable foe, since Mario and Luigi
        had limited means of attack. You could beat
        this enemy by dropping a Dead-End Drum on
        him or by trapping him behind a door and
        blowing up the room."

066: Electrode                       [Pokmon Red & Blue]
                                     [09/98]
        "Electrode, an electric ball Pokmon, is the
        evolved form of Voltorb. It has the
        tendency to explode with even the slightest
        provocation, which has earned it the nickname
        "Wrecking Ball." Electrode is the
        quickest Pokmon found to date, and its
        distinct white-over-red coloring is the
        opposite of Voltorb's."

067: Entei                            [Pokmon Gold & Silver]
                                      [10/00]
        "A volcanic Fire-type, Entei is hotter than
        liquid magma and as tough as nails. This
        powerful creature was one of the three
        Pokmon running around the Burned Tower of
        Ecruteak City. Entei is extremely difficult to
        capture, as it tends to wander
        all over the landscape, sprouting intense
        flames from its body."

068: Excitebike                       [Excitebike]
                                      [10/85]
        "This top-of-the-line motocross motorcycle
        can accelerate like crazy with its turbo,
        but this also causes the temperature
        gauge to rise rapidly; if used too often, the
        bike will overheat. You can cool your hot bike
        down by running over special icons scattered
        across the track. The turbo and ramps let
        you pull insane airs."

069: Falco Lombardi                   [Star Fox]
                                      [03/93]
        "A Star Fox team pilot, Falco's constant air
        of casual indifference belies his precise
        piloting skills. He avoids discussion of
        what he did before joining the team,
        but many consider it likely that his past
        was filled with reckless behavior. He's not much
        for cooperation, but he does respect those
        more skilled than he is."

070: Falco Lombardi                   [B: Blaster]
                                      [Smash B: Falco Phantasm]
        "Where his leader, Fox, has blinding speed,
        Falco has his own distinct skills and
        advantages. He has both a higher jump
        and a longer reach than Fox, and although his
        Blaster lacks rapid-fire capabilities, it
        strikes with shocking force. Unlike Fox
        Falco can stop enemies in their tracks with
        his Blaster fire."

071: Falco Lombardi                   [Up & B: Fire Bird]
                                      [Down & B: Reflector]
        "Falco's amazing jumping abilities have many merits,
        but it's vital to realize that it comes at the cost
        of some attack power and defensive strength.
        He falls at a high speed, which disrupts potential
        attackers, but this also prevents successful
        recoveries occasionally. Hit an opponent with
        Reflector, and he or she will fly straight up; this is
        Falco's quickest attack."

072: Falcon Flyer                     [F-Zero]
                                      [08/91]
        "Captain Falcon's speedy midsize star cruiser
        boasts an on-board computer that allows
        Falcon to control it remotely ... perhaps that's
        why it's never appeared on-screen in an F-Zero
        game. Without this ship, Falcon couldn't prowl
        the galaxy like a lone wolf: the Blue Falcon is
        a state-of-the-art machine, but it's only
        used for F-Zero races."

073: Fan                             [Super Smash Bros.]
                                     [04/99]
        "The Fan can be swung so rapidly that it leaves
        opponents unable to counterattack. It is,
        however, an exceedingly weak weapon. Despite
        this shortcoming, the Fan is quite effective
        as a shield breaker, and it works well at
        disrupting an enemy's equilibrium. Throw the
        fan to send your foe bouncing straight up
        into the sky."

074: Female Wire Frame               [Super Smash Bros. Melee]
                                     [12/01]
        "This is the female model of the Fighting Wire
        Frames. The female's abilities are roughly
        the same as the male model's. All Fighting
        Wire Frames lack the ability to use special
        techniques, and their attacks lack any real
        physical strength. Additionally, they're slow
        and are therefore easy to outmaneuver. They
        tend to attack in gangs."

075: Fighter Kirby                   [Kirby's Super Star]
                                     [09/96]
        "Kirby dons a warrior's headband and becomes
        a fierce fighter when he swallows an enemy
        skilled at physical attacks. Fighter Kirby
        uses many colorful punching and kicking
        moves as he overpowers his enemies with his
        sparring skills. The Vulcan Jap is just one
        of the many techniques Kirby can use thanks
        to his copying power."

076: Fighting Wire Frames            [Super Smash Bros. Melee]
                                     [12/01]
        "The Multi-Man Melee mode consists of
        10-Man, 3-Minute, Endless, and other
        such matches, which pit you against the
        Fighting Wire Frames under varied rules.
        Of particular note is the Cruel Melee, where the
        Wire Frames pull no punches; they'll come
        after you with a single-minded fury rarely seen
        in CPU opponents."

077: Final Destination               [Super Smash Bros. Melee]
                                     [12/01]
        "As time passes on this stage, the level appears
        to travel through a wormhole from the
        imaginary Super Smash Bros. Melee world
        into reality. You move through a cloud-filled
        sky over a vast mountain range, then
        into a deep-space vista of dark blues and
        purples. The scenery is as real as you get
        in this fantastical world."

078: Fire Flower                     [Super Mario Bros.]
                                     [10/85]
        "Once you grab this item, press and hold
        down the A Button to make the flower breathe
        flames until its power gives out. The Fire
        Flower is incredibly useful when you want
        to push someone off the edge of a stage. In
        Super Mario Bros., it transformed Mario into
        Fire Mario, changing his garb and enabling
        him to throw fireballs."

079: Fire Kirby                      [Kirby's Adventure]
                                     [05/93]
        "When Kirby swallows a fire-wielding enemy,
        he transforms into Fire Kirby. Not only does
        he breathe fire in this form, but he can also
        sprout flames on his entire body and damage
        enemies by crashing into them. Fire Kirby
        wears the bright red headdress of his enemy
        Burning Leo. The hat turns into a helpful
        weapon when thrown."

080: Flipper                         [Balloon Fight]
                                     [06/86]
        "Made famous as an unpredictable obstacle
        in Balloon Fight, the Flipper stops and hangs
        in midair when thrown. Any character who
        comes in contact with the bumper-balls on
        its ends will be knocked away as the Flipper
        spins wildly. Flippers can be a bit irksome:
        in Balloon Fight they caused accidents to
        friends and foes alike."

081: Food                            [Super Smash Bros. Melee]
                                     [12/01]
        "These food items will restore your health
        when you eat them. There are 28 different
        types of food, and the nutritional value and
        yumminess quotient differs slightly with
        each type. Party Balls tend to hold the largest
        amount of food items. You may be vulnerable
        when gorging yourself, but you do need to
        eat to survive."

082: Fountain of Dreams             [Kirby's Adventure]
                                    [05/93]
        "This mystical fountain in Dream Land uses the
        power of the Star Rod to create a gush of
        pleasant dreams that flow like water. The
        dreams then become a fine mist and drift
        over the land, bringing peaceful rest to
        one and all. It's been confirmed that
        there are identical facilities on other
        planets near Pop Star."

083: Four Giants                    [The Legend of Zelda: Majora's Mask]
                                    [10/00]
        ""Swamp... Mountain... Ocean... Valley... The four
        who are there..." Link summons these four
        giant guardians to aid in his battle against the
        Skull Kid, who's possessed by Majora's Mask. They
        appear from the four compass points to catch
        the moon, which is about to crash into Clock Town.
        Without abandoning the innocent Skull Kid, they're
        able to protect the town."

084: Fox McCloud                    [Star Fox]
                                    [03/93]
        "Fox McCloud is the leader of a band of
        adventurers-for-hire known as Star Fox. Fox
        and his fellow pilots Peppy, Slippy,
        and Falco patrol the Lylat system in their
        mother ship, the Great Fox. From the cockpit
        of his Arwing, Fox leads the ceaseless
        pursuit of the evil scientist Andross, who
        doomed Fox's father."

085: Fox McCloud                    [B: Blaster]
                                    [Smash B: Fox Illusion]
        "Fox is among the quickest and nimblest
        of the Smash Bros. characters. His speed
        is offset by low firepower, however,
        and he's better at one-on-one fights than
        melees with multiple foes. His Blaster is
        unique: it does damage but it doesn't make
        enemies flinch. His Fox illusion is best used
        as a surprise attack."

086: Fox McCloud                    [Up & B: Fire Fox]
                                    [Down & B: Reflector]
        "Fox falls quickly, so he's a tough target to strike
        from below; however, this advantage can work
        against him when he goes flying sideways.
        You can use the Control Stick to set
        the direction of the Fire Fox technique
        while it's charging up. On a side note, Fox is
        also much lighter than he was in the N64 Super
        Smash Bros. game."

087: Freezie                        [Mario Bros.]
                                    [Arcade 1983]
        "Freezies slip and slide along smooth surfaces
        and will happily slide off the edge of a stage
        if left alone. In Mario Bros., they would stop
        and freeze portions of the ground; in Super
        Smash Bros. Melee, they can be picked up
        and hurled as weapons. Hit a foe with a Freezie,
        and he or she will be temporarily encased in
        a huge block of ice."

088: F-Zero Racers                  [F-Zero X]
                                    [10/98]
        "In the year 2560, an association of wealthy
        space merchants created the F-Zero
        Grand Prix in an attempt to add some excitement
        to their opulent lifestyles. The jet-powered racers
        have no tires, but use G-Diffuser systems to
        float a foot above the surface. Many believe the
        F-Zero championship is the highest claim to fame
        in the galaxy."

089: Game & Watch                   [Game & Watch]

        "This stage of Super Smash Bros. Melee
        takes its motif from the Game & Watch series.
        It incorporates settings from Oil Panic, Helmet,
        and Manhole, and it's sure to send a wave of
        nostalgia crashing over old-school gamers. If you
        want to truly reproduce the Game & Watch
        experience, try playing this unique level in
        Fixed-Camera Mode!"

090: Ganondorf                      [The Legend of Zelda: Ocarina of Time]
                                    [11/98]
        "Said to be the sole man born to the Gerudo tribe
        in a hundred years, Ganondorf aspired to
        conquer the world. He plundered a piece of the
        sacred Triforce from the Temple of Time when Link
        pulled the Master Sword from its pedestal. With
        the Triforce of Power in Ganondorf's possession,
        Hyrule was plunged into darkness until Link and
        Zelda defeated the fiend."

091: Ganondorf                      [B: Warlock Punch]
                                    [Smash B: Gerudo Dragon]
        "Since he's slow and can't jump very high,
        Ganondorf relies mainly on his immense physical
        strength to overwhelm his enemies. His great
        weight also makes him a difficult foe to send
        offscreen. Ganondorf's Warlock Punch is slow
        but absurdly powerful, and when he strikes
        with his Gerudo Dragon, enemies rise skyward
        enveloped in dark flames."

092: Ganondorf                      [Up & B: Dark Dive]
                                    [Down & B: Wizard's Foot]
        "Ganondorf's slow speed works against
        him in single combat, but in melees, his crazy
        power lets him earn his keep with innumerable
        KOs. Ganondorf can't strike quickly, but each
        blow he lands adds up. Ganondorf is at his
        quickest when he uses the Wizard's Foot,
        and his Dark Dive blasts foes in a burst
        of dark energy."

093: GCN                            [Nintendo GameCube]
                                    [Hardware]
        "Nintendo's latest bundle of joy arrived in North
        America on November 18, 2001, and video-game
        fans rejoiced. This little beauty is sleek, compact
        and full of cutting-edge technology. Incorporating
        optical media for the first time, the Nintendo
        GameCube was truly born to play. Rumor has
        it that Super Smash Bros. Melee is a software title
        for this wondrous device."

094: Giga Bowser                    [Super Smash Bros. Melee]
                                    [12/01]
        "An even more imposing figure than the
        original King of the Koopas. Giga Bowser is
        roughly twice the size of his scaly, fire-breathing,
        spike-studded Super Smash Bros. Melee
        counterpart. Predictably, this monstrous creature's
        offensive and defensive powers are a grade
        higher than those of regular Bowser. Good luck
        defeating this colossus!"

095: Goldeen                        [Pokmon Red & Blue]
                                    [09/98]
        "These Water-types are often referred to as
        "water dancers," as their elegant fins make
        them incredibly agile underwater. They can
        even travel upstream in rapids at a speed of
        five knots; of course they're not quite as
        nimble on dry land. Goldeen's Horn Drill
        is so strong that it can KO an enemy with one
        strike if it connects."

096: Gooey                          [Kirby's Dream Land 2]
                                    [05/95]
        "While Kirby swallows enemies in order to
        copy their powers, Gooey wraps them
        up in his tongue to steal their abilities. In
        Kirby's Dream Land 2, he occasionally
        appeared inside of a bag, but by Kirby's
        Dream Land 3, he was a full-fledged partner.
        He could be controlled by setting him up
        as Player Two."

097: Goomba                         [Super Mario Bros.]
                                    [10/85]
        "Goombas are actually traitors who've
        defected from the Mushroom Kingdom's
        forces. They're a slow and predictable
        nuisance, as they always try to wander
        into Mario's path. Fortunately for Mario,
        they don't have much stamina, as a single
        jump on the head is generally enough to
        defeat them."

098: Goron                          [The Legend of Zelda: Ocarina of Time]
                                    [11/98]
        "Most Gorons inhabit the stony slopes of Death
        Mountain. They can achieve incredible land
        speeds by curling up into balls and rolling:
        they also curl up into small balls to sleep.
        They're a gentle and calm people, but their
        leader, Darunia, is impassioned and brave.
        Gorons use strong and dexterous fingers to
        make blades and bombs."

099: Great Fox                      [Star Fox]
                                    [03/93]
        "The mother ship of the Star Fox team. When
        in battle, the ship's robot, ROB, can assume
        control of the bridge, allowing all hands to
        take to their Arwings or combat positions.
        The ship runs plasma engines capable of warp
        speeds, and its front lasers are effective
        both in battle and in clearing paths through
        asteroid belts."

101: Green Shell                    [Super Mario Bros.]
                                    [10/85]
        "Hit or throw a Green Shell, and it'll follow
        the contours of the environment, causing
        heavy damage to any characters it hits.
        These Koopa shells have many uses in the
        Mario series: they've been picked up, kicked,
        swallowed and even spit out. Mario
        just uses them as tools to pummel Bowser's
        numberless henchmen."

101: Hammer                         [Donkey Kong]
                                    [Arcade 1981]
        "If you grab the Hammer, you'll run across the
        screen swinging it back and forth nonstop. In
        Donkey Kong, Mario used the Hammer in exactly
        the same fashion. It's an extremely powerful item,
        but you have no recovery move when carrying it.
        Every now and then, the mallet head will fall
        off, and you'll end up completely vulnerable,
        swinging just the handle."

102: Hate Giant                     [Doshin the Giant]
                                    [Japan Only]
        "A reincarnation of the sun that appears on
        a solitary island in the south seas. Doshin
        feeds off the emotions of the islanders to
        grow into a giant. The islanders named it for
        the sound of its heavy footsteps: "Doh-Shin!"
        The red color of this Doshin points toward
        its malignant nature. It knows but one thing:
        Destroy! Destroy!"

103: Heart Container                [The Legend of Zelda]
                                    [07/87]
        "Heart Containers drift toward the ground slowly
        and replenish 100 percentage points of
        health. In The Legend of Zelda, these items
        beefed up Link's life meter; in most cases,
        Link found them in the possession of bosses
        or hidden in secret areas. Heart Containers
        are often scattered across the land in
        several fragments."

104: Heracross                     [Pokmon Gold & Silver]
                                   [10/00]
        "Heracross are powerful creatures that are
        known to drive their single horns into the
        bellies of their foes and then toss them
        over their heads. The immense power of their
        Megahorn move is said to be the strongest
        among insectoid Pokmon. They are
        one of several types of Pokmon that can be
        found by shaking trees."

105: Heririn                       [Kuru Kuru Kuruin]
                                   [Japan Only]
        "Kururin sets off in his specialized helicopter
        to rescue his siblings who have lost their way
        somewhere among ten worlds. The helicopter
        is fitted with an enormous blade, which
        propels the machine forward by slowly
        rotating. The mazes that Kururin must
        navigate are narrow and filled with all kinds
        of strange obstacles."

106: Home-Run Bat                  [Super Smash Bros.]
                                   [04/99]
        "Smash an enemy with this slugger, and you'll
        send them flying out of sight; hence the name
        Home-Run Bat. The sound of the bat being
        swung immediately strikes fear into the
        hearts of opponents and can turn the tide of a
        battle. It's slightly risky to use, though; it has
        a very limited range, and it takes a little time to
        wind up for your swing."

107: Ho-oh                         [Pokmon Gold & Silver]
                                   [10/00]
        "As it soars around the skies of the
        world, this multicolored flying Pokmon leaves
        a trail of rainbows and myths in its wake. Its
        signature move is called Sacred Fire, and it
        is believed to appear only before trainers
        who are pure of heart. If you see a trainer
        with Ho-oh, you can assume that catching
        it took a lot of work."

108: Ice Climbers                  [Ice Climber]
                                   [10/85]
        "That's Popo in the blue and Nana in the pink.
        These two stars of the game Ice Climber have
        scaled many an icy summit in their mountaineering
        careers. Back in their glory days, they chased
        eggplants, cucumbers, and other vegetables
        that inexplicably fell from frosty summits
        when a condor reigned supreme. They're
        rarely seen apart."

109: Ice Climbers                  [B: Ice Shot]
                                   [Smash B: Squall Hammer]
        "This unique twosome fights together as a team.
        Your score will not be affected if the CPU-
        controlled character is KO's, but a lone Ice Climber
        won't be able to use teamwork moves, which will
        make for a tough and frantic solo fight. The Ice
        Shot fires mini-glaciers out of their hammers, while
        Squall Hammer is at its strongest when Nana and
        Popo combine their strength."

110: Ice Climbers                  [Up & B: Belay]
                                   [Down & B: Blizzard]
        "The colors of the Ice Climbers' parkas denotes
        who's in the lead: Nana's in pink or orange, while
        Popo's in green or blue. Their hairstyles are also
        slightly different. Belay allows them to cover great
        distances, but doesn't give foes the chance to target
        their landing. Blizzard is best used in close
        quarters; in the fray, Nana and Popo will sometimes
        freeze opponents."

111: Igglybuff                     [Pokmon Gold & Silver]
                                   [10/00]
        "Igglybuff, which evolve into Jigglypuff,
        are so incredibly elastic that they
        always seem to be bouncing. They have
        extremely stubby legs, so for these Pokmon,
        bounding from place to place is much faster
        than walking. Unlike its equally adorable
        relatives, Jigglypuff and Wigglytuff, Igglybuff
        has red eyes."

112: Jeff                          [Earthbound]
                                   [06/95]
        "Another of Ness's close friends in EarthBound,
        Jeff is the only son of the famous scientist,
        Dr. Andonuts. Jeff is a mechanical genius, able
        to turn common, broken tools into complex
        weapons like the Hungry HP-sucker and the
        Slime Generator. He's a bit on the shy side
        but incredibly intelligent and brave in the heat
        of battle."

113: Jigglypuff                    [Pokmon Red & Blue]
                                   [09/98]
        "This balloon Pokmon invites its opponents
        in close with its big, round eyes and then
        puts them to sleep with a soothing lullaby. It
        puffs itself up when angry, and while it may
        look adorable, it's not to be trifled with; it
        knows several powerful techniques. Jigglypuff
        evolves into Wigglytuff after exposure to
        a Moon Stone."

114: Jigglypuff                    [B: Rollout]
                                   [Smash B: Pound]
        "Jigglypuff's normal attacks are weak, and
        because of its light weight it's easily sent
        flying. However, with its incredible midair
        agility, it seems to dance when airborne.
        Rollout is a powerful speed attack, but be
        careful not to fly off the edge. Pound does
        serious damage, and it can also help as
        a recovery move."

115: Jigglypuff                    [Up & B: Sing]
                                   [Down & B: Rest]
        "Jigglypuff can put its enemies to sleep if they
         are in range of its Sing attack, although the
         attack does not work on airborne foes. Rest puts
         Jigglypuff into a deep sleep, but at the instant
         it drops off, an intense energy force radiates out
         of the exact center of its body. If this force
         comes in contact with an enemy, look out! Rest
         is Jigglypuff's wild card."

116: Jody Summer                   [F-Zero X]
                                   [10/98]
         "An ex-fighter pilot, Jody brings her skills
         to the F-Zero Grand Prix as an ambassador
         of the interstellar regime. Her machine,
         the White Cat, is not built for strength or
         endurance. However, it's incredibly light
         and has excellent traction. A good
         match for beginners, the White Cat's a solid
         all-around racer."

117: Kensuke Kimachi               [1080 Snowboarding]
                                   [04/98]
        "A member of the Vertical Air snowboard
        team of Japan. He's 19 years of age and a
        top boarder in Japan, but his team is still
        working on achieving world-class ranking.
        Kensuke is a mellow, laid-back guy who gets
        bored quickly with things that don't spark
        his interest. He plays a lot of Nintendo games
        when he's not riding."

118: King Dedede                   [Kirby's Dream Land]
                                   [08/92]
        "Dedede's the self-proclaimed king of
        Dream Land. While he says he's king, Dedede
        performs no administrative functions and the
        citizens of Dream Land continue to live as
        they always have. He's able to suck in air
        and fly like Kirby does, but only as a result of
        the vigorous training he undertook after
        being bested by Kirby."

119: King K. Rool                  [Donkey Kong Country]
                                   [11/94]
        "The demented head of the Kremlings and big
        boss in the Donkey Kong series. K. Rool is
        a giant, greedy glutton with a serious eye tic.
        While he fits the evil boss mold nicely,
        he's just enough of a bumbler to have gained
        a few fans over the years. His plan to blow
        up the DK Isles with his Blast-o-Matic shows
        how unbalanced he is."

120: Kirby                          [Kirby's Dream Land]
                                    [08/92]
        "A denizen of the far-off, peaceful planet
        Pop Star, Kirby became a citizen of Dream Land
        after defeating King Dedede. Even though
        he's only about eight inches tall, Kirby is
        an extremely skilled technician. He has
        the ability to absorb the powers of
        his enemies, and his elastic body makes him
        a versatile adventurer."

121: Kirby                          [B: Swallow]
                                    [Smash B: Hammer]
        "Kirby's small size lets him dodge many attacks,
        but his light weight makes him fly far
        when struck. Using his ability to inflate,
        he can jump five times. His Swallow attack
        creates wild combos; not only can he copy
        foes' moves, but he'll also put on special
        hats and mimic their voices. His Hammer is
        unwieldy but powerful."

122: Kirby                          [Up & B: Final Cutter]
                                    [Down & B: Stone]
        "Because of his light weight, Kirby is always
        in danger of being sent flying, but his ability to
        puff up and fly allows him to come back from
        amazing distances. His Final Cutter strikes on the
        way up and on the way down, and it sends out
        a beam of force upon landing. Kirby transforms
        into various objects and crashes down when he
        uses his Stone technique."

123: Kirby Hat 1                    [Super Smash Bros. Melee]
                                    [12/01]
        "Here's Kirby sporting several results of his
        Copy ability. In Link's hat he can shoot arrows,
        while Mario's cap gives him access to Fireballs.
        The Donkey Kong suit offers up a Giant Punch,
        while Samus's helmet allows Kirby to fire off
        charged-up energy shots. Finally, while
        wearing the Yoshi hat, Kirby can swallow enemies
        and turn them into eggs."

124:  Kirby Hat 2                   [Super Smash Bros. Melee]
                                    [12/01]
        "Kirby's got several of his finest hats on here.
        In Ness's baseball cap, he can use the power of
        PSI to unleash PK Flash, while Captain Falcon's
        visor gives him the ability to unleash a huge punch.
        His adorable Pikachu cap comes complete
        with stored-up electric charges, allowing him to
        shock his foes, and the Fox ears come with a
        matching blaster."

125: Kirby Hat 3                    [Super Smash Bros. Melee]
                                    [12/01]
        "With all of these hats, Kirby could open his
        own haberdashery! Peach's crown lets him
        use Toad, while the Ice Climber parka allows
        him to shoot ice blocks. Kirby has Fire Breath
        in the Bowser horns, and he can copy Zelda in
        both her forms. In Zelda's headdress he can use
        Nayru's Love, while Sheik's wrap gives
        him a needle arsenal."

126: Kirby Hat 4                    [Super Smash Bros. Melee]
                                    [12/01]
        "Looks like Kirby's copied a bunch of hidden
        characters! In Luigi's hat, he can shoot green
        Fireballs, while copying Mewtwo gives him the
        power to throw Shadow Balls. Copying Mr. Game
        & Watch lets Kirby hurl sausages, and doing
        the same to Jigglypuff earns him a Rollout move.
        Marth's hair comes complete with a powerful
        Shield Breaker move."

127: Kirby Hat 5                    [Super Smash Bros. Melee]
                                    [12/01]
        "Secret hats galore! In Pichu's hat Kirby can
        shoot out electricity, while Dr. Mario's headgear
        gives him Megavitamins. When Kirby wears Falco's
        beak, he gets to use Falco's powerful Blaster;
        by the same token, he can fire arrows when in
        Young Link's cap. When Kirby copies Ganondorf
        he gets the Warlock Punch, and copying Roy
        produces a Flare Blade."

128: Klap Trap                      [Donkey Kong Country]
                                    [11/94]
        "This low-slung alligator made its
        first appearance in Donkey Kong Country.
        You can subdue it by jumping on its back,
        but it's powerful jaws make it dangerous
        to approach from the front. In Super Smash
        Bros. Melee, it swims in the river and sometimes
        jumps in the Barrel Cannon to stop players
        from using it."

129: Koopa Clown Car                [Super Mario World]
                                    [08/91]
        "Bowser's single-seat, personal airship
        doesn't exactly handle like a dream, but it
        wasn't designed to be sporty. The Koopa Clown
        Car was made to carry Bowser's huge weight,
        not to mention a logic-defying arsenal of
        massive bowling balls. In Super Mario World,
        Mario busted the Koopa Clown Car by pelting
        it with Mecha Koopas."

130: Koopa Paratroopa               [Super Mario Bros.]
                                    [10/85]
        "These winged Koopa Troopas can fly, but
        they're none too smart: they tend to spend a
        lot of their time simply jumping or fluttering
        around a small area. As a result, no one
        exactly thinks of them as majestic, soaring
        creatures. They lose their wings and become
        normal Koopa Troopas if Mario or Luigi jumps
        on their backs."

131: Koopa Troopa                   [Super Mario Bros.]
                                    [10/85]
        "Common soldiers in Bowser's army, Koopa
        Troopas can retreat into their shells.
        Unbelievable as it may seem, they're clearly
        unaware of being kicked and sent sliding when
        in this position. There are many Koopa types,
        each with a different shell color and unique
        traits. They all wear T-shirts and shorts
        under their shells."

132: Kraid                          [Metroid]
                                    [08/89]
        "A boss enemy from Metroid. Kraid lives in
        the depths of Brinstar. He immobilizes enemies
        with his three red eyes, and his powerful
        jaws can crush anything. He can also
        shoot the three spikes in his belly; it's said
        he often fires them at his prey. Once Samus
        defeated Ridley and Kraid, the way
        to Tourian opened."

133: Lakitu                         [Super Mario Bros.]
                                    [10/85]
        "These airborne menaces used to ride their
        clouds exclusively as Bowser's henchmen.
        They typically hover just out of Mario's reach
        and hurl Spinies with irritating precision.
        More recently, however, they've been known
        to take on less evil tasks, such as doing
        camera work for sports events and even helping
        Mario on his quests."

134: Landmaster Tank                [Star Fox 64]
                                    [06/97]
        "Team Star Fox's high-powered, anti-aircraft
        hover tank. Its caterpillar-like treads
        allow it to perform quick lateral rolls. It
        can even fly for short periods of time. Its
        main cannons closely resemble the weapons
        technology on an Arwing, so the same
        rules apply: if you charge them up, you can shoot
        guided missiles."

135: Like Like                      [The Legend of Zelda]
                                    [07/87]
        "In The Legend of Zelda, these slow-footed
        monsters inhaled Link and ate his shield,
        just beating out Wallmasters for the
        coveted title of "Most Aggravating Enemies
        Ever." Supposedly, their name comes
        from an old, almost indecipherable Hyrulian
        proverb: "Shield-eaters and world leaders have
        many likes alike.""

136: Link                           [The Legend of Zelda]
                                    [07/87]
        "Even in his youth, Link was already becoming
        the warrior who would carry the destiny
        of Hyrule (and many other lands) on his
        shoulders. His epic struggles against the
        forces of darkness are written in legend, and
        he is bound to the Princess Zelda and the
        archfiend Ganondorf by the awesome power
        of the Triforce."

137: Link                           [B: Bow]
                                    [Smash B: Boomerang]
        "Burdened with a shield, a heavy sword, and
        plenty of equipment, Link is not a very
        mobile character. Nevertheless, he's
        skilled with the blade, and his varied supply
        of missile weapons makes him a powerful fighter.
        To master Link, you must control the pace
        by balancing your long-range attacks with
        head-to-head swordplay."

138: Link                           [Up & B: Spin Attack]
                                    [Down & B: Bomb]
        "Link's Bow, Boomerang, and Bombs all take
        time to wield, so you may want to try drawing them
        in midair to prevent your foes from attacking you
        while you're vulnerable. The Spin Attack can
        score consecutive midair hits, and the final
        slash is very powerful. Link's Bombs are his
        trump card, but he can't pull one out if he's
        carrying another item."

139: Lip's Stick                    [Panel De Pon]
                                    [Japan Only]
        "This magical stick was used by the character
        Lip in the Japanese game Panel De Pon,
        which was later released as Tetris
        Attack in the United States. Lip's Stick
        causes a flower to sprout from an enemy's
        head, inflicting damage as it grows. Quickly tap
        the Control Stick back and forth to get a flower
        off of your head."

140: Lon Lon Milk                   [The Legend of Zelda: Ocarine of Time]
                                    [11/98]
        "The pride of Lon Lon Ranch is this delicious
        and nutritious milk. When Link played Epona's Song
        for Lon Lon Cows, they would perk up and provide
        him with a bottle full of the tasty beverage. The
        fact that Link sometimes used bottles that had
        housed bugs is a matter of questionable hygiene.
        In Super Smash Bros. Melee, Young Link drinks
        milk instead of taunting."

141: Love Giant                     [Doshin the Giant]
                                    [Japan Only]
        "A reincarnation of the sun that appears on
        a solitary island in the south seas. Doshin
        feeds off the emotions of the islanders to
        grow into a giant. The islanders named it for
        the sound of its heavy footsteps: "Doh-Shin!"
        Its yellow color indicates its friendly
        nature: this Doshin likes to help with the
        villagers' daily tasks."

142: Lugia                          [Pokmon Gold & Silver]
                                    [10/00]
        "The waters of the Whirl Islands are home to
        this legendary Pokmon, whom few have seen.
        Lugia lives quietly in the deepest ocean trenches
        for one very good reason: its combined aerial and
        psychic powers are so strong as to be extremely
        dangerous. The special moves of this gargantuan
        creature include the destructive win assault
        known as Aeroblast."

143: Luigi                          [Mario Bros.]
                                    [Arcade 1983]
        "Although Mario's younger brother has
        always played second fiddle, Luigi finally
        garnered the spotlight with his very own game,
        Luigi's Mansion. Things are looking up for
        the eternal understudy; he's even picked up
        his own rival in Waluigi. The day he's referred
        to as the "lean, mean, green machine" may
        not be too far off."

144: Luigi                          [B: Fireball]
                                    [Smash B: Green Missile]
        "Luigi has worse traction than his
        brother, but he's a more powerful jumper.
        His Fireballs aren't affected by gravity,
        so they fly straight horizontally. The Green
        Missile is similar to Pikachu's Skull
        Bash, but there's a 12.5% chance of a
        spontaneous misfire. Luigi's taunting pose
        inflicts minor damage."

145: Luigi                           [Up & B: Super Jump Punch]
                                     [Down & B: Luigi Cyclone]
        "Smack someone with Luigi's Super Jump
        Punch, and if the timing is just right, it will
        become a Fire Jump Punch of incredible
        strength. However, Luigi can only jump straight
        up when delivering this blow, and if his aim is a
        bit off, he'll only do a single point of damage.
        The Luigi Cyclone sucks foes in and twirls
        them about."

146: Mach Rider                      [Mach Rider]
                                     [10/85]
        "After the destruction of his home town, Mach
        Rider jumped onto his machine-gun-equipped
        combat motorcycle and set off in search of a
        new home, destroying all the Quadrunners
        who got in his way. His motorcycle had
        four gears and endless ammunition. When hit,
        Mach Rider would break into fragments and
        then rejoin together."

147: Majora's Mask                   [Legend of Zelda: Majora's Mask]
                                     [10/00]
        "A lonely Skull Kid put on Majora's Mask and
        unknowingly allowed a great evil to invade
        the land of Termina. The mask manifested
        its evil power into the fearsome looking moon,
        and the Skull Kid became merely a puppet under
        its malevolent power. In the ultimate battle
        with Link, Majora's Mask transformed into three
        separate forms."

148: Male Wire Frame                 [Super Smash Bros. Melee]
                                     [12/01]
        "Who built the Fighting Wire Frames and to
        what purpose remains a mystery. They're a
        simple collection of wires which house a
        sparse framework of bones and organs that
        lends them a rather disturbing appearance.
        They look rather big and powerful, but in
        reality, both their offensive and defensive
        abilities are subpar."

149: Marill                          [Pokmon Gold & Silver]
                                     [10/00]
        "This water-mouse Pokmon evolves
        into Azumarill. The round ball on the end
        of its tail acts like a flotation device, so
        it can float safely in the roughest of water
        conditions. It resides on Mt. Mortar in
        seclusion; few of the creatures are ever
        seen. Marill's cuteness has earned it a large
        and loyal fan base."

150: Marin                           [The Legend of Zelda: Link's Awakening]
                                     [08/93]
        "Marin is a young girl who cares for Link
        after a shipwreck washes him up on
        the shores of Koholint Island. She's a talented
        harpist, well liked for her kind and gentle
        nature. She holds fast to the ideals of truth
        and honor; if Link happens to steal something
        during his adventure, she greets him with
        a shout of "THIEF!""

151: Mario                           [Donkey Kong]
                                     [Arcade 1981]
        "Known worldwide as Mr. Nintendo, Mario
        uses his incredible jumping ability to thwart
        the evil Bowser time after time. While he's
        best known as a hero, Mario has played many
        roles, including racer, doctor, golfer, and villain.
        His tastes have changed over 20 years of gaming;
        he long ago swapped the colors of his shirt
        and overalls."

152: Mario                           [B: Fireball]
                                     [Smash B: Cape]
        "Mario is a character without any glaring
        weaknesses and plenty of strong attacks:
        he's even equipped with a Meteor Smash.
        He's a straightforward character who'll
        reflect the actual skills of the player.
        Mario's Cape will turn other characters in
        the opposite direction and can also reflect
        missile weapons."

153: Mario                            [Up & B: Super Jump Punch]
                                      [Down & B: Mario Tornado]
        "Mass determines how easily a character can be
        sent flying, as well as a character's physical
        strength: Mario's mass is the standard upon
        which other Smash fighters are measured.
        His Super Jump Punch sends foes skyward in
        a shower of coins, while the Mario Tornado pulls
        in nearby foes, spins them silly, and scatters
        them every which way."

154: Marth                            [Fire Emblem]
                                      [Japan Only]
        "The betrayed prince of the Kingdom of
        Altea, the blood of the hero Anri flows
        in Marth's veins. He was forced into exile
        when the kingdom of Dolua invaded Altea.
        Then, wielding his divine sword Falchion, he led
        a revolt and defeated the dark dragon Medeus.
        Afterwards, Altea was annihilated by King
        Hardin of Akanea."

155: Marth                            [B: Shield Breaker]
                                      [Smash B: Dancing Blade]
        "Marth is a magnificent swordsman. While his
        swordplay is faster than that of Link, he
        lacks power, and his quickness if offset by
        a marginal endurance. His Shield Breaker gains
        power the longer it's held. The Dancing Blade
        combination uses both the Control Stick
        and the B Button to produce a series of
        up to four attacks."

156:  Marth                           [Up & B: Dolphin Slash]
                                      [Down & B: Counter]
        "The tip of Marth's blade causes the most damage,
        so you should try to create adequate distance
        between you and your enemy to gracefully strike
        with that point. Marth's dolphin Slash is fast and
        powerful, but it leaves him vulnerable upon landing.
        Marth uses Counter to block a foe's attack and
        deal a return strike. If you're fighting a Counter-
        happy Marth, grab him."

157: Maruo Maruhige                   [Card Hero]
                                      [Japan Only]
        "His name is Maruo Maruhige. He has a
        splendid moustache, and he's the eldest son of
        a long-established card merchant. After stints
        as a taxi driver and convenience store
        clerk, he settled into his role as heir to the card
        business, which has been in his family
        for five generations. He manages the
        Maruhige Card Shop."

158: Master Hand                      [Super Smash Bros.]
                                      [04/99]
        "The Master Hand awaits anyone who survives the
        long and difficult road to the Final Destination.
        This symbolic link between the real world and the
        imaginary battlefields of Super Smash Bros. Melee
        is quite a handful in battle, and just because it wears
        a white glove doesn't mean it fights clean. Get
        ready to be flicked, swatted, punched, and
        poked like crazy!"

159: Master Sword                    [The Legend of Zelda: Ocarina of Time]
                                     [11/98]
        "The Master Sword varies a bit between titles in the
        Legend of Zelda series, but it's generally the most
        powerful blade that Link can carry. It's a magical
        weapon that can be wielded only by a true
        hero, and, as its name implies, it's the weapon
        of choice in decisive battles. At the end of The
        Legend of Zelda: Ocarina of Time, Link returned it to
        its stone pedestal."

160: Maxim Tomato                    [Kirby's Dream Land]
                                     [08/92]
        "Maxim Tomatoes cure 50 percentage points
        of your accumulated damage. Once you eat
        one, after a brief moment, your damage meter slowly
        drains the appropriate amount, regardless of
        whether or not you pick up another item right
        afterwards. In the Kirby series, these
        juicy, health-restoring items were a favorite
        of the pink hero."

161: Megavitamins                    [Dr. Mario]
                                     [10/00]
        "Megavitamins come in six color combinations of
        red, blue, and yellow. Dr. Mario uses these
        capsules by tossing them into contaminated
        bottle to destroy viruses. The origin of
        these wonder pills is a mystery, but the most
        likely theory is that they're the result of Dr.
        Mario's lifelong efforts to find a cure for the
        common cold."

162: Meowth                          [Pokmon Red & Blue]
                                     [09/98]
        "This... is Meowth's dream. Meowth strides
        all over the globe, scattering invitations
        to other Pokmon insisting they come to
        "Meowth's Party." At this wonderful party,
        guests are packed in like sardines as Meowth
        climbs up the stage with its faithful guitar.
        It strikes a chord, pauses, and then rocks
        their world!"

163: Meta-Knight                     [Kirby's Super Star]
                                     [09/96]
        "The mysterious head of the Meta-Knights,
        he wields his sword with dignity. He delivered
        his sword to Kirby and demanded single combat
        in a show of knightly honor; his
        strict adherence to his code of ethics makes
        him a rarity in Dream Land. Sometimes he
        throws off his cape in battle. It occasionally
        transforms into wings."

164: Metal Box                       [Super Mario 64]
                                     [09/96]
        "First spotted in Super Mario 64, the Metal Box
        holds the power to turn your character briefly
        into heavy metal. Your mass is exponentially
        greater while metallic, making it difficult for
        others to throw you. Be careful though:
        not only will you move a bit slower, but you'll
        also fall much more quickly than you
        ordinarily would."

165: Metal Mario                     [Super Mario 64]
                                     [09/96]
        "Mario was in for a surprise the first time
        he hit a Metal Box in Super Mario 64.
        The metal cap that popped out transformed
        Mario into living metal, giving him great
        stamina, a heavy tread, and the ability to walk
        underwater. In Super Smash Bros., Metal
        Mario showed up as an incredibly stubborn
        midlevel boss."

166: Metroid                         [Metroid]
                                     [08/89]
        "A parasitic life form that can absorb all
        types of energy, Metroids have strong
        resistance to most conventional weaponry.
        To defeat them, Samus Aran had to freeze
        them with Ice Beam shots and then blast
        them with missiles. Mochtroids, which look
        like Metroids, are weaker, with fewer
        internal nuclei."

167: Mew                             [Pokmon Red & Blue]
                                     [09/98]
        "Mew is an extremely rare Pokmon that has
        been seen by only a few people. Information
        on every Pokmon in the world is contained
        in Mew's cell structure, so it has the ability
        to use any and all TMs and HMs. Some
        Pokmon scholars believe Mew to be
        the ancestor of all existing Pokmon, but
        the idea is debatable."

168: Mewtwo                          [Pokmon Red & Blue]
                                     [09/98]
        "A genetically created Pokmon, Mewtwo is
        the result of many long years of research by
        a solitary scientist. Although Mewtwo
        was cloned from the genes of the legendary
        Pokmon Mew, its size and character are
        far different than its ancestor. Its battle
        abilities have been radically heightened,
        making it ruthless."

169: Mewtwo                          [B: Shadow Ball]
                                     [Smash B: Confusion]
        "As Mewtwo relies mostly on its powerful brain,
        there are times when it scarcely uses its arms
        and legs. Since Mewtwo spends much of its
        time floating, it flies far when struck. Shadow
        Ball traces a jagged path once released: the
        longer Mewtwo holds it, the more powerful it
        becomes. Mewtwo uses Confusion to spin its
        foes around."

170: Mewtwo                           [Up & B: Teleport]
                                      [Down & B: Disable]
        "Mewtwo is definitely not a speedy character, but
        its ESP-powered grab and throw moves are
        comparatively strong. Teleport has a short range,
        but doesn't leave it open to attack. It's best used
        as an escape move during disturbances.
        Mewtwo can daze a foe if it makes eye contact
        and uses Disable; the move is useless unless Mewtwo
        is facing its enemy."

171: Misty                            [Pokmon Red & Blue]
                                      [09/98]
        "Misty's the gym leader of Cerulean City and a
        real tomboy. She loves swimming and all things
        aquatic, so she makes a point of collecting
        Starmie, Staryu, and other Water-type
        Pokmon. This is common among gym
        leaders: typically the Pokmon kept by
        trainers tend to reflect that person's personality
        and preferences."

172: Moltres                          [Pokmon Red & Blue]
                                      [09/98]
        "As tradition has it, the onset of spring
        heralds the return of this legendary Pokmon
        from its souther home. Its bright orange color
        and fiery aspect lends to its overwhelming
        appearance. Sky Attack, the strongest of flying
        moves, is a perfect fit for this burning
        phenom, but it obviously also excels at powerful
        Fire-type moves."

173: Monster                          [3D Hot Rally]
                                      [Japan Only]
        "This rally car tore up dirt and raced through
        uncharted lands in the Disk System game 3D
        Hot Rally. While it wasn't as fast as the other
        two car types, it had super-strong shocks
        to deal with horrible roads and other obstacles.
        Mario and Luigi are in command of this car,
        although they don't show themselves in
        the game very often."

174: Moon                             [The Legend of Zelda: Majora's Mask]
                                      [10/00]
        "High in the sky above the Clock Town Tower,
        a menacing moon slowly sinks towards the city.
        Shrouded in mystery and feared by all, it
        threatens to devour everything and everyone
        in a cataclysm of fire. Strangely, inside the
        moon is a beautiful, pristine plain broken
        by a single tree. The moon breaks after Link
        defeats Majora's Mask."

175: Motion-Sensor Bomb               [Top Secret]

        "The perfect accessory for ambushes, the
        Motion-Sensor Bomb has been a favorite
        covert weapon of spies and other stealthy
        operatives. It adheres to any surface, and once
        armed, detonates with incredible force when
        it detects motion in its range. In the frantic
        world of Super Smash Bros., it doesn't take
        long for it to go."

176: Mr. Game & Watch                 [Game & Watch]
                                      [1980]
        "First appearing in 1980, the Game & Watch
        series is the father of all portable liquid
        crystal games. The main character is simple and
        monochrome but has a timeless individuality.
        There are 39 different games in the series
        and they've sold over 43 million units
        worldwide. Pictured at left is the particularly popular
        Fire model."

177: Mr. Game & Watch                 [B: Chef]
                                      [Smash B: Judgement]
        "A resident of a totally flat world, Mr.
        Game & Watch's frame-by-frame movement
        is distinctive. His image is known far and wide
        and respected by gamers everywhere. In Super
        Smash Bros. Melee, he hurls sausages with his
        Chef technique. The random strength of his
        Judgement is determined by the number displayed;
        food appears on lucky 7."

178: Mr. Game & Watch                 [Up & B: Fire]
                                      [Down & B: Oil Panic]
        "A man of great stature in the world of Nintendo
        characters, Mr. Game & Watch is a comparatively
        light fellow and doesn't feature many powerful
        attacks. When he's in danger of falling, Fire calls
        out a rescue brigade to send him skyward once
        more. He can also catch missile weapons with Oil
        Panic; once he's caught three, he can dump the
        bucket on his foes."

179: Mr. Resetti                      [Future Release]

        "Prepare to receive a really long talking-to
        if you reset this game: the next time
        you play, Mr. Resetti will be waiting to
        deliver his best scolding. No matter what your
        intentions are, pressing the RESET Button will
        bring you face-to-face with this fervent
        character. Sometimes the only way to shut
        him up is to apologize."

180: Mr. Saturn                       [Earthbound]
                                      [06/95]
        "The origins of the Mr. Saturn race are
        unknown, but many believe they came from
        outer space. They reside in Saturn Valley
        and speak their own unique language. In
        Super Smash Bros. Melee, Mr. Saturn is just another
        item with which to pelt foes. These guys are
        laid back and not into fighting, so you can
        rest easy ...or can you?"

181: Mute City                        [F-Zero]
                                      [08/91]
        "F-Zero courses are set hundreds of feet above
        ground and kept afloat by opposing-gravity
        guard beams on both sides of the tracks.
        Mute City, which grew from an intergalactic
        trading post to a city with a population of
        over two billion, is the most famous stop on
        the F-Zero Grand Prix. This course layout is
        from the F-Zero X era."

182: Ness                             [Earthbound]
                                      [06/95]
        "Ness is a young boy who's mastered the
        psychic power known as PSI. Ness was living
        a normal life in the suburbs of Onett until
        a meteor crashed into a nearby mountain and
        sent him on a wild adventure. Believing in
        the ultimate powers of wisdom, courage, and
        friendship, Ness proves that some heroes come
        in small packages."

183: Ness                             [B: PK Flash]
                                      [Smash B: PK Fire]
        "The key to mastering Ness is controlling his
        unique midair jump, which makes up for
        what he lacks in speed. His PK Flash attack
        may seem weak at first glance, but it grows
        more powerful the longer you hold down
        the B Button. To do a lot of damage with
        PK Fire, try to burn your opponent as many
        times as possible."

184: Ness                             [Up & B: PK Thunder]
                                      [Down & B: PSI Magnet]
        "Ness's mind is his best weapon. PK Thunder is
        a PSI missile weapon that can be guided using
        the Control Stick, and if Ness hits himself with
        it, he turns into a living missile capable of doing
        massive damage. This move can also be used
        for recovery. PSI Magnet turns energy missile
        attacks into health; try out certain Pokmon for
        stamina replenishment."

185: Ocarina of Time                   [The Legend of Zelda: Ocarina of Time]
                                       [11/98]
        "This ocarina, the treasure of the House of Hyrule,
        was entrusted to Link by Zelda when she fled
        from Ganondorf's insurrection. When used
        in conjunction with three Spiritual Stones, it opened
        the way to where the Master Sword rested.
        In Majora's Mask, it gave Link limited control over
        time, but it has other uses: it's fun to play as
        a musical instrument."

186: Octorok                           [The Legend of Zelda]
                                       [07/87]
        "These common enemies made their debut in the
        very first Legend of Zelda game and have
        been a staple of every game in the series
        since. They shoot rocks from their mouths
        at high velocity, but the projectiles are
        simple to block and do very little damage.
        Octoroks have low stamina, so they don't
        pose much of a threat to good fighters."

187: Pak E. Derm                       [Yoshi's Story]
                                       [03/98]
        "This pesky pachyderm bars Yoshi's path by
        sticking poles high into the air. Pak E. Derm
        has been practicing this skill for years, and
        he's so masterful that he can even block
        Yoshi's high-flying Flutter Jump. Pak E.
        Derm is a little unstable, however, and he tends
        to topple over if Yoshi pounds the ground
        anywhere nearby."

188: Paper Mario                       [Paper Mario]
                                       [02/01]
        "The Star Rod: Bowser stole it, and Mario
        wants it back. Bowser vs. Mario is familiar for
        Mario afficionados, but Paper Mario is novel.
        What this game brings to the 3D polygon-
        filled gaming world is its art style:
        everything is wafer thin! What the visuals
        lack in realism, they more than make up
        for in unique artistry."

189: Parasol                           [Kirby's Dream Land]
                                       [08/92]
        "The Parasol, which was originally used by Kirby,
        can be used as a wepon to bludgeon
        enemies. Even better is that fact that players
        can open it while airborne and lazily float
        back toward safe ground. It's incredibly
        useful in returning to the field of play after
        an opponent gets the better of you and
        sends you flying."

190: Party Ball                        [Super Smash Bros. Melee]
                                       [12/01]
        "Party Balls are just what they sound like: a recipe
        for wild fun packed into a paper ball. Throw or
        strike one into the air, then wait for it to trigger
        its time-release. Parties are always unpredictable,
        so here are the odds on how zany your party
        might be:
        Self-destruction: 10%
        Food banquet: 36%
        Bob-omb fest: 12%
        Other: 42%"

191: Paula                             [Earthbound]
                                       [06/95]
        "Paula is a PSI master who used her incredible
        psychic abilities to call Ness from afar.
        Ness rescued Paula from the blue-stained
        clutches of the Happy Happyist cult, and she
        became integral to his EarthBound adventure.
        Originally, Ness didn't know either PK Thunder
        or PK Fire, so Paula probably taught him
        these techniques."

192: Peach                             [Super Mario Bros.]
                                       [10/85]
        "Princess Peach presides over the Mushroom
        Kingdom from her huge castle. Her loyal
        subject Toad does his best to protect her but
        always seems to fail spectacularly. Besides
        her royal duties, Peach is interested in both
        tennis and golf; since she's so magnanimous,
        she'll even deign to play a few matches
        with the evil Bowser."

193: Peach                             [B: Toad]
                                       [Smash B: Peach Bomber]
        "Peach's ability to float is invaluable
        in Super Smash Bros. Melee, as she can
        return from incredible distances. Balancing
        this talent, though, is the fact that she's
        quite light and can be sent
        flying with a single powerful attack. Her
        attacks are fairly weak, so you'll have
        to hang around to win."

194: Peach                             [Up & B: Peach Parasol]
                                       [Down & B: Vegetable]
        "Peach's Smash A attack will set her swinging with
        either a frying pan, tennis racket, or golf club. These
        bludgeoning devices appear randomly and have
        different reaches and power levels. The
        princess uses Toad to absorb attacks, and he
        counters by sending spores out at attackers.
        Don't worry about the little guy, though; he
        takes his job seriously."

195: Peppy Hare                        [Star Fox]
                                       [03/93]
        "Peppy was a member of the original Star Fox
        team with Fox's father James McCloud. Peppy
        was the sole survivor of the Battle of Venom
        where a treacherous teammate named Pigma
        Dengar betrayed the team. Peppy now
        rarely climbs into the cockpit of an Arwing,
        preferring instead an advisory position
        in mission planning."

196: Pichu                             [Pokmon Gold & Silver]
                                       [10/00]
        "A baby Electric-type Pokmon identifiable
        by its big ears. Pichu evolves into Pikachu.
        It's not very skilled at storing up
        electrical energy and will sometimes
        discharge it if jarred. Although it's small, it
        has enough electrical power to give even
        an adult quite a shock. It's often startled by
        its own power."

197: Pichu                             [B: Thunder Jolt]
                                       [Smash B: Skull Bash]
        "Compared with Pikachu, Pichu is a tad more
        nimble and a little more difficult to hit. Those
        are the only two advantages, however,
        and since Pichu damages itself when it
        uses electrical attacks, it's best suited for
        handicapped matches. Even though Pichu's
        tough to catch, it's easy to throw its tiny frame
        great distances."

198: Pichu                             [Up & B: Agility]
                                       [Down & B: Thunder]
        "Pichu is the lightest character in Super
        Smash Bros. Melee., and it's top of the class
        in weakness, too! For Pichu, it's all about
        scampering here and there to pick up items
        that will help it survive. The first warp in Agility
        causes 1 point of damage to Pichu, and the
        second causes 3, so try to limit the number of
        times you use the move."

199: Pidgit                            [Super Mario Bros. 2]
                                       [10/88]
        "Pidgits are wingless birds enchanted by the
        vegetable-hating Wart to be the bearers of
        bad dreams. They live in Subcon, a land
        contained within Mario's dreams, where
        they fly around on magic carpets. Mario
        and friends were able to use these carpets
        for short distances once they dislodged
        the piloting Pidgit."

200: Pikachu                           [Pokmon Red & Blue]
                                       [09/98]
        "It's safe to say that Pikachu is the most
        famous and popular of all Pokmon. It has
        electric pouches in both cheeks; when
        in danger, it shoots electricity at its
        enemies. Although Pikachu can evolve into
        Raichu by exposure to a Thunderstone, many
        trainers like Pikachu so much that they
        don't let it evolve."

201: Pikachu                           [B: Thunder Jolt]
                                       [Smash B: Skull Bash]
        "While its electrical attacks, such as
        Thunder and Thunder Jolt, are powerful,
        Pikachu is at its best speeding around the
        fray and waiting for its chance to strike.
        You can control the path of Pikachu's
        two-directional Quick Attack, allowing you to
        jump twice. Hold down the B Button to charge
        up Skull Bash."

202: Pikachu                           [Up & B: Quick Attack]
                                       [Down & B: Thunder]
        "The angle of the Control Stick controls
        the direction of Pikachu's Quick Attack. Pikachu
        will move blindingly fast, and it will also cause
        damage to any character it runs into. Move the
        Control Stick during Quick Attack and Pikachu
        will move in up to two directions. Be sure to
        check out the ceilings on the level when you
        use Thunder."

203: Pikmin                            [Pikmin]
                                       [12/01]
        "These strange beings are part plant, part
        animal. They spend most of their time buried
        in the earth, but they will befriend whoever plucks
        them, as evidenced by their devotion to
        Captain Olimar. Each Pikmin has a leaf on its
        head that grows into a bud and finally a flower.
        Like a flower, the life of a Pikmin is both fragile
        and beautiful."

204: Pit                               [Kid Icarus]
                                       [07/87]
        "The head of Palutena's personal bodyguards,
        Pit traveled near and far to gather Three
        Sacred Treasures that would help him defeat
        the evil goddess of darkness, Medusa,
        and free Palutena, the goddess of light. Pit
        couldn't fly with his little wings; only the
        Wings of Pegasus let him take flight. Will
        Pit ever fight again?"

205: Plum                              [Mario Golf]
                                       [07/99]
        "Plum is one of the first playable golfers
        in Mario Golf. She's not all that strong, so
        her drives tend to lack distance. On the other
        hand, her strike area is large and allows for
        refined control. She's a very stable golfer,
        both well balanced and easy to master, which
        makes her a favorite among beginners and
        pros alike."

206: Posion Mushroom                   [Super Mario All-Stars]
                                       [08/93]
        "Poison Mushrooms made their debut in Super
        Mario All-Stars, where they'd cost characters a
        life if picked up. These nasty fungi are dark and
        foul-tasting, and in Super Smash Bros. Melee, they
        make you shrink on contact. With your
        diminished stature comes a loss of power and mass,
        making you a prime target to get smashed offscreen
        with even a light attack."

207: Pok Ball                         [Pokmon Red & Blue]
                                       [09/98]
        "These balls are used to capture and contain
        wild Pokmon. Most Pokmon must be
        weakened in some way before they can
        be captured, but once they're inside a Pok
        Ball, they enjoy their new home, since
        Pok Balls contain an environment specially
        designed for Pokmon comfort. Master Balls
        are the strongest type."

208: Pokmon Stadium                   [Pokmon Stadium]
                                       [03/00]
        "Trainers come from far and wide to congregate
        at Pokmon Stadiums, the ultimate venues to
        show off their Pokmon teams. There are many
        different arenas with varying terrain designs,
        some of which afford advantages to certain
        Pokmon. This particular stadium is reserved
        for huge events and boasts a big screen and
        spectacular fireworks."

209: Polar Bear                        [Ice Climber]
                                       [10/85]
        "This bizarre beast appears whenever the
        Ice Climbers take five during their ascents.
        Each leap the upright bear makes causes an
        earthquake and makes the mountain scroll
        upward. If the climbers fall off the bottom of
        the screen, they'll drop into a bottomless
        chasm. For reasons unknown, it sports pink
        shorts and sunglasses."


210: Poliwhirl                         [Pokmon Red & Blue]
                                       [09/98]
        "Poliwhirl is an amphibious Pokmon
        able to live on either land or in the water.
        When on dry land, it's constantly sweating to
        keep its skin nice and slimy. When in danger,
        it spins the whirlpool marking on its stomach
        to put enemies into a deep sleep, then it
        runs away. It evolves into either Poliwrath
        or Politoed."

211: Poo                               [Earthbound]
                                       [06/95]
        "Poo, the crown prince of the mysterious
        eastern country of Dalaam, joined Ness
        after completing rigorous training in his
        home country. While he doesn't stand out among
        Ness's friends, his vast experience and strong
        willpower make him a key to their success.
        Poo can assume the form of an enemy
        to gain its powers."

212: Porygon2                          [Pokmon Gold & Silver]
                                       [10/00]
        "Representing the next step in technological
        progress, this virtual Pokmon is a higher-
        powered version of the man-made Pokmon,
        Porygon. Compared to the sharp edges of its
        relative, Porygon2's body is extremely
        smooth and rounded. In battle, it utilizes
        a special move called Conversion 2 to alter
        its type."

213: Princess Peach's Castle           [Super Mario 64]
                                       [09/96]
        "Princess Peach's magnificent royal
        castle appears to be inhabited solely by
        the princess and a multitude of Toads.
        Bowser tried to steal the castle's Power
        Stars in Super Mario 64, and in Paper Mario,
        the surly archfiend actually lifted the
        castle into the stratosphere with his
        own filthy fortress."

214: Professor Oak                     [Pokmon Red & Blue]
                                       [09/98]
        "The leading expert on the study of Pokmon.
        It seems there are always new and
        mysterious species of Pokmon being brought
        to light, and Professor Oak is at the heart
        of it all with his insightful research.
        The Pokdex is one of his inventions: new
        trainers receive one, and a Pokmon to boot,
        when they start out."

215: Raccoon Mario                     [Super Mario Bros. 3]
                                       [02/90]
        "In Super Mario Bros. 3, Super Leafs caused
        Mario to grow raccoon ears and a tail. By
        sprinting and rapidly wagging the tail, Mario
        gained the ability to fly for short periods. Like
        the Cape in Super Mario World, the tail also
        reduced the speed at which he fell, making
        midair moves easier. Needless to say, real
        raccoons were jealous."

216: Racing Kart                       [Super Mario Kart]
                                       [09/92]
        "The famous racing karts from the ever-popular
        Mario Kart racing series come loaded for speed
        with three different engine sizes: 50, 100,
        and 150 cc. The karts' handling differs with
        the characters driving them, but all of
        them utilize Mario Kart standards like drift,
        jump, and turbo. They're extremely durable and
        impossible to total."

217: Raikou                            [Pokmon Gold & Silver]
                                       [10/00]
        "These violent lightning Pokmon travel near
        and far, blasting out electrified whirlwinds.
        They carry storm clouds on their backs so they
        can produce lightning regardless of the local
        weather; it's even said that they descended
        to the earth via lightning bolts. Their extreme
        quickness lends itself to flight, so they're
        very hard to capture."

218: Raphael Raven                     [Super Mario World 2: Yoshi's Island]
                                       [10/95]
        "The basically laid-back ravens come in several
        sizes. The smaller ones travel in flocks or
        traipse around small platforms all day long.
        The biggest of their breed is called Raphael
        the Raven, and his enormous size renders
        most direct attacks useless. Instead of
        fighting, Raphael and the Ravens helped Mario
        out in Paper Mario."

219: Ray Gun                           [Super Smash Bros.]
                                       [04/99]
        "The Ray Gun is toy-like in appearance
        and shoots short, fat, highly reflective beams
        of green light. The gun is fairly weak, but
        since it fires so fast, it can easily juggle
        enemies. It contains enough energy for only
        16 shots. Try dropping it with a few shots
        left and watch your foes waste time and
        energy retrieving it."

220: Ray Mk II                         [Custom Robo 2]
                                       [Japan Only]
        "The Custom Robo games feature combat
        between small robots averaging about 12
        inches in height. Ray Mk II is the upgraded
        descendant of one of the combatants from
        the original game. It's a well-balanced Jumper
        model in the Shining Fighter line of robots.
        Its stable design lets it excel with a minimum
        of customization."

221: ReDead                            [The Legend of Zelda: Ocarina of Time]
                                       [11/98]
        "Seven years after Ganondorf took control
        of Hyrule, ReDeads roamed the ruins of
        Castle Town, moaning. At first, Link was
        shocked at the state of the town, and the
        apparent lack of survivors. He later learned that the
        townsfolk had evacuated to safety, and that the
        ReDeads were just magic animated into hideous
        humanoid shapes."

222: Red Shell                         [Super Mario Bros.]
                                       [10/85]
        "Throw a Red Shell, and it will home in
        on random characters and send them flying
        straight up. Red Shells moving around the
        surface are dangerous to all players, but they
        may also present attack chances for players
        with good timing and strategy. Red Shells
        won't leave the platform they're on once
        they start moving."

223: Rick                              [Kirby's Dream Land 2]
                                       [05/95]
        "Rick made his debut alongside Kirby's other
        friends, Coo and Kine. He looks like a meek
        hamster, but when he puffs himself up, he's
        bigger than Kirby. When he's carrying Kirby on
        his back, he can mimic Kirby's copy powers
        with some special moves of his own.
        Rick's claim to fame is his exceptional
        traction on icy surfaces."

224: Ridley                            [Metroid]
                                       [08/89]
        "The head of the Space Pirates on Zebes,
        Ridley soars through space on wicked wings.
        Ridley may look like a mindless monster,
        but he's actually quite intelligent. After the
        SR-388 incident, where Samus captured the
        infant Metroid, Ridley took the Space Academy
        by storm, annihilating the complex and taking
        the Metroid back."

225: Roy                               [Fire Emblem]
                                       [Japan Only]
        "The son of the lord of Pharae Principality, Roy
        was studying in Ostia when the Kingdom of Bern
        invaded League of Lycia. His father fell ill at this
        time, so Roy assumed leadership of Pharae's
        armies. After his fateful meeting with the
        Princess Guinevere, his destiny became
        inextricably linked with the fate of
        the entire continent."

226: Roy                               [B: Flare Blade]
                                       [Smash B: Double-Edge Dance]
        "While Roy's moves are well balanced, he's a
        little on the slow side, and doesn't excel at
        midair combat. His blade, the Sword of Seals,
        gives him excellent reach, and makes his
        Double-Edge Dance slightly different then
        Marth's Dancing Blade. When it's fully charged,
        Roy's destructive Flare Blade delivers an
        instant KO."

227: Roy                               [Up & B: Blazer]
                                       [Down & B: Counter]
        "Roy's blade is different than Marth's: he does
        the most damage hitting with the center of his
        sword. So, a fearless advance into the arms
        of his foe is Roy's best bet. Blazer is a bit slower
        than Marth's Dolphin Slash, but it's still a
        mighty attack that sets anyone it strikes aflame.
        Roy's attack after using Counter differs slightly
        from Marth's."

228: Ryota Hayami                      [Wave Race 64]
                                       [11/96]
        "An 18-year-old Wave Race competitor from
        Japan. While he doesn't appear to have one
        outstanding trait, his acceleration, top speed,
        and maneuverability are quite well balanced.
        In Wave Race: Blue Storm, he's done away
        with his helmet and goggles in an attempt
        to make his face more recognizable across
        the world."

229: Samurai Goroh                     [F-Zero]
                                       [08/91]
        "A rival bounty hunter, Samurai Goroh has
        crossed paths with Captain Falcon in many
        a dark corner of the universe. He also goes
        head-to-head with Falcon in F-Zero races,
        so the threads of their fates seem to be deeply
        intertwined. Samurai Goroh is famous for
        his katana, and his signature T-shirt is
        instantly recognizable."

230: Samus Aran                        [Metroid]
                                       [08/89]
        "This intergalactic bounty hunter's full
        name is Samus Aran. Clad in a Power Suit
        made by the Chozo race and infused with
        their enhanced blood, she cleared the planet
        Zebes of a Metroid infestation. Samus
        is an orphan, the sole survivor of a
        Space Pirate raid that destroyed an Earth
        colony named K-2L."

231: Samus Aran                        [B: Charge Shot]
                                       [Smash B: Missile]
        "Samus has an abundance of projectile weapons,
        making her a long-distance attack
        specialist. The most powerful weapon in her
        arsenal is her Charge Shot, but be warned:
        it can be reflected. Her missiles have
        homing capabilities, but when fired as Smash
        Attacks, they fly on a straight trajectory and
        have boosted power."

232: Samus Aran                        [Up & B: Screw Attack]
                                       [Down & B: Bomb]
        "While Samus's arsenal of missile weapons is
        indeed formidable, her enemies are in for a
        rude awakening if they guard against nothing
        else. Her Grappling Beam captures foes and
        latches on to walls, and the Screw Attack drags
        foes upwards in a series of spins that doubles as
        a recovery move. Samus can also use her Bombs
        to perform Bomb Jumps."

233: Samus's Starship                  [Metroid II: Return of Samus]
                                       [11/91]
        "This compact ship is used by Samus as her
        base of operations. Of course, Samus can't
        fly it into the catacombs of every planet she
        visits, so she leaves it on the surface as
        her sanctuary. Samus can recharge her Power
        Suit inside the ship, so it tends to be the
        only safe and secure spot on inhospitable
        alien terrain."

234: Sandbag                           [Super Smash Bros. Melee]
                                       [12/01]
        "Sandbag exists for one reason only: to get
        smashed in the Home-Run Contest. Pound on
        Sandbag as much as possible in the time
        allotted, then swing for the fences as you
        compete for the longest home run of all time.
        Getting hit doesn't hurt Sandbag at all.
        As a matter of fact, it loves to see players
        wind up and let loose."

235: Scizor                            [Pokmon Gold & Silver]
                                       [10/00]
        "This evolved form of Scyther has arms ending
        in large pincers with distinctive eye-spot
        markings. Its evolution also includes the
        addition of a tough Metal Coat. It's unable
        to fly very far with its wings, but it can affect
        its body temperature by flapping them at high
        speeds. Its sleek look has made Scizor quite
        popular among collectors."

236: Screw Attack                      [Metroid]
                                       [08/89]
        "One of Samus Aran's power-ups from the
        original Metroid, the Screw Attack turns
        a jump into a rotating attack move. When
        carrying this item, any character's ordinary
        jump move will turn into a Screw Attack.
        By the same token, if you throw this item
        at an enemy, your foe will spontaneously
        do a Screw Attack."

237: Sheik                             [The Legend of Zelda: Ocarina of Time]
                                       [11/98]
        "This is Zelda's alter ego. Using a variation of
        the name of the ancient Sheikah tribe, she
        appears before Link and teaches him melodies
        instrumental to his success. It's believed
        that she's not just a quick-change artist, but
        rather that she is able to instantaneously
        alter her clothing and her eye and skin color by
        using her magical skills."

238: Sheik                             [B: Needle Storm]
                                       [Smash B: Chain]
        "Strategically switching between Zelda and Sheik
        is key. Compared to her Zelda form, Sheik is
        nimble and has gorgeous moves, but she lacks a
        strong knockout attack. The number of needles
        thrown in Needle Storm is based on how long
        you hold the B Button before releasing it.
        Use the Control Stick to wave the Chain
        after brandishing it."

239: Sheik                             [Up & B: Vanish]
                                       [Down & B: Transform]
        "The best strategy to use when playing as Sheik
        is to let her flow from one powerful attack into
        another, like a river of quicksilver. Zelda has
        some techniques with more punch, however,
        so in one-on-one battls, use Transform as needed.
        Sheik only travels a short way when using Vanish,
        but the move comes with a small explosion that
        damages foes around her."

240: Sheriff                           [Sheriff]
                                       [Japan Only]
        "Sheriff is a game with a particularly long
        history, even among other classic Nintendo
        arcade games. You aimed the sheriff's
        gun by way of an eight-directional dial
        controller, which you would depress to
        fire. The goal of this frontier shooter was
        to protect the territory from various scoundrels
        and ne'er-do-wells."

241: Shy Guys                          [Super Mario Bros. 2]
                                       [10/88]
        "There are many types of Shy Guys: they've been
        known to walk on the ground, fly through the
        air, traipse about on stilts, wear flowers or
        camouflage, throw balls, swing balls, swing bats, sail on
        pirate ships, carry fruit, do the Bamboo Dance,
        ride submarines, play guitar, play tennis, wear
        red, come in large or small sizes, steal people's
        toys, cause mischief..."

242: Slippy Toad                       [Star Fox]
                                       [03/93]
        "Slippy Toad is the mechanical genius behind
        most of the Star Fox team's new weapons
        and technology, and just lately he's been
        spending the bulk of his time in Research and
        Development. He's also a competant pilot, but
        his enthusiasm tends to outweigh his technical
        flight skills. He and Fox have been friends ever
        since their school days."

243: Smash Coins                       [Super Smash Bros. Melee]
                                       [12/01]
        "These coins are used in Super Smash Bros.
        Melee Coin Battle mode. The gold coins are worth
        ten points, silver are worth five, and the
        copper are worth one. Hit an opponent and
        coins will come raining down. If you're knocked
        off the screen, you'll lose half of your coins.
        Once time's up, the player with the most
        coins wins."

244: Snorlax                           [Pokmon Red & Blue]
                                       [09/98]
        "Snorlax love to sleep and love to eat: these
        portly Pokmon get grumpy if they don't
        get 880 pounds of food per day. After snacking
        out, they always nap. They have cast-iron
        stomachs and can eat moldy and even rotten
        food with no digestion problems. They are the
        heaviest Pokmon on record, weighing in at
        over 1,000 pounds."

245: Squirtle                          [Pokmon Red & Blue]
                                       [09/98]
        "Retreating into its shell and spitting
        water at its foes is Squirtle's trademark
        response to danger. It's one of the three
        Pokmon that trainers can receive from
        Professor Oak in Pokmon Red and Blue.
        Squirtle evolves into Wartortle and then
        Blastoise, ramping up its water powers
        with each evolution."

246: Stanley                           [Donkey Kong 3]
                                       [06/86]
        "Stanley is a plucky exterminator who takes
        on Donkey Kong and an army of insects in
        the third installment of the original Donkey
        Kong series. Stanley has a tough job: he
        has to chase Donkey Kong away to another
        greenhouse with his insect repellant, then
        climb up the ivy to pump the main hive
        with the deadly spray."

247: Star Rod                          [Kirby's Adventure]
                                       [05/93]
        "This magic wand holds 16 star shots and sends
        foes flying at a low angle when thrown. It's
        most powerful when Captain Falcon or Sheik
        performs a Smash Attack while holding it. In
        Kirby's Adventure, the Star Rod is the secret
        power behind the Fountain of Dreams. King Dedede
        steals the Star Rod in order to seal away the
        nasty Cloaked Nightmare."

248: Starman                           [Super Mario Bros.]
                                       [10/85]
        "This item makes you invulnerable to all
        attacks for a short period of time. The
        Starman bounces around and eventually tumbles
        out of the stage, but all you need to do is
        touch it to power up. It possessed similar
        powers in Super Mario Bros., except you could
        also harm enemies just by touching them while
        under its influence."

249: Starman                           [Earthbound]
                                       [06/95]
        "Just one kooky subset of the diverse cast of
        enemies in EarthBound, these strange creatures
        are aliens in the employ of Giygas.
        Variations of the Starman race include
        Starman, Starman Jr., Starman Deluxe, and
        Starman Super. They all use PSI powers, but
        their strength differs depending on the level
        on which they're found."

250: Staryu                            [Pokmon Red & Blue]
                                       [09/98]
        "These star-shaped Pokmon that evolve
        into Starmie are found in large numbers at
        the seashore. At night, Staryu's red center
        glows and blinks on and off. It's said that
        as long as its red center remains, it can regrow
        its limbs. Whether it's related to Cleffa,
        another Pokmon with a vaguely star-shaped
        appearance, is unknown."

251: Steelix                           [Pokmon Gold & Silver]
                                       [10/00]
        "A combination of Steel- and Ground-types,
        Steelix are the longest Pokmon yet to be
        discovered, reaching over 30 feet in length.
        Since they live so deep under the surface of
        the earth, the intense pressure has made their
        bodies stronger than diamons. Evolved from
        Onix, Steelix is every bit as intimidating
        as its relative."

252: Sudowoodo                         [Pokmon Gold & Silver]
                                       [10/00]
        "A copycat Pokmon with an aversion to
        battle, Sudowoodo always poses as a
        tree in order to avoid being attacked. Despite
        their arboreal appearance, these Pokmon are
        actually Rock-types, and therefore highly
        vulnerable to water. When it begins to rain,
        they vanish. Sudowoodo can be found blocking
        Route 36 in Johto."

253: Suicune                           [Pokmon Gold & Silver]
                                       [10/00]
        "This mystical aurora Pokmon constantly
        journeys in search of places with pure
        flowing water. Suicune wields the power to
        instantly purify any contaminated water
        it finds. Some say Suicune is the north
        wind reborn. Its strange and dramatic story is told
        over the course of the Crystal version of
        the Pokmon game."

254: Super Mushroom                    [Super Mario Bros.]
                                       [10/85]
        "Super Mario Bros. veterans will recognize
        these power-ups, which hid inside brick blocks
        and helped Mario and Luigi withstand enemy
        attacks. In Super Smash Bros. Melee, they
        temporarily turn your character into a giant.
        Not only will your size and strength increase,
        but so will your mass, making it harder for
        foes to knock you off."

255: Super Scope                       [Super Scope]
                                       [09/92]
        "A peripheral device for the Super Nintendo
        Entertainment System, the Super Scope is a
        wireless weapon that shoots infrared light
        to a receiver placed on top of the television.
        In Super Smash Bros. Melee, it can be fired
        rapidly or charged up to release a more powerful
        blast. It only has enough energy for 3 charge shots."

256: Target                            [Super Smash Bros.]
                                       [04/99]
        "This is one of the targets you must hit
        and destroy in a bonus stage of Super Smash
        Bros. Melee. All bonus stages are specially
        designed to test the individual abilities of
        each fighter. Clearing the target-breaking
        levels requires an ultimate combination
        of skill, timing, and the specific techniques of
        each character."

257: Thwomp                            [Super Mario Bros. 3]
                                       [02/90]
        "Thwomps spend most of their time suspended
        in midair, waiting. When Mario passes below,
        they crash down with amazing speed. As you
        may guess from their appearance, they're
        heavy and solid enough to make any attack on
        them futile. Small ones are called Thwimps:
        despite their weight, they often form groups
        and bounce around."

258: Tingle                            [The Legend of Zelda: Majora's Mask]
                                       [10/00]
        "Tingle is a mysterious middle-aged man who
        thinks he's "the very reincarnation of a fairy."
        His bizarre behavior and unique speech are
        just little pieces of his vibrant personality.
        Tingle travels by way of a small hot-air
        balloon, making maps of the lands below
        him. Pop his balloon, and Tingle will fall to
        earth to sell his maps."

259: Toad                              [Super Mario Bros.]
                                       [10/85]
        "Toad, Peach's longtime servant, first showed
        off his strength in Super Mario Bros. 2,
        then proved to be an agile driver in Super
        Mario Kart. There are many Toads in Peach's
        castle and across the Mushroom Kingdom,
        and although they look similar, they have
        varied natures. Not the best of guards, Toad
        must often be rescued."

260: Togepi                            [Pokmon Gold & Silver]
                                       [10/00]
        "These adorable spike-shelled Pokmon hatch
        from eggs given out by Professor Elm's assistant.
        Common superstition holds that their shells are
        chock-full of happiness and that they become
        good-luck charms when handled with kindness.
        It's impossible to predict which ability a Togepi will
        call upon when it uses its Metronome move, so
        you'd better be ready."

261: Tom Nook                          [Future Release]

        "This guy's the friendly neighborhood shopkeeper
        who kindly helps the player set up his or
        her first house. He has a nose for business,
        and his customer service is second to
        none. During the course of the game, his store
        starts as a corner shop, expands to become a
        convenience store, and finally becomes a
        thriving supermarket."

262: Topi                              [Ice Climber]
                                       [10/85]
        "Topis debuted in the game Ice Climber,
        shuttling ice with which to repair cracks
        in the floors. They were kept really busy
        as Nana and Popo constantly cracked
        the floors with single strikes of their ice
        hammers. Despite the monotony of
        their chilly work, these creatures never slacked
        off for an instant."

263: Totakeke                          [Future Release]

        "A wandering musician whose daily life is a
        bit of a mystery. He plays in front of the
        train station every Saturday night starting
        at 8.00 p.m. He has a large repertoire and
        plays both old and new hits from all over
        the world. His music is so ingrained in
        the villagers that it's impossible to imagine
        them living without it."

264: Totodile                          [Pokmon Gold & Silver]
                                       [10/00]
        "Little but feisty is the best description
        for these Water-type Pokmon. The first
        thing they do when they see something
        move is latch onto it with their powerful
        jaws. Totodile was one of the three Pokmon
        the Professor Elm offered to trainers in
        Pokmon Gold, Silver, and Crystal. They evolve
        into Croconaw."

265: Turtle                            [The Legend of Zelda: Majora's Mask]
                                       [10/00]
        "When Link played the New Wave Bossa Nova,
        what masqueraded as a lone island rose out of
        the waters of the Great Bay Coast and revealed
        itself to be a giant turtle. This mighty
        terrapin is ancient and wise beyond belief. It
        sensed Link's destiny and braved the stormy
        seas in order to transport him to the
        Great Bay Temple."

266: UFO                               [Earthbound]
                                       [06/95]
        "At the beginning of EarthBound, this flying
        saucer appears along with the ominous message,
        "The War Against Giygas!" Adding to the mystery
        are three more UFOs while fly amok in the
        skies over Onett; how all of these alien craft
        are connected is anyone's guess. In Super
        Smash Bros. Melee, this slippery UFO appears on
        the Fourside level."

267: Unown                             [Pokmon Gold & Silver]
                                       [10/00]
        "These Psychic-type symbol Pokmon
        resemble ancient hieroglyphics found on
        rocks, a resemblance that's said to be more
        than superficial. Quite a few different shapes
        of Unown have been confirmed, and it's
        believed that each type has unique abilities.
        These enigmatic Pokmon can be found
        in the Ruins of Alph."

268: Vacuum Luigi                      [Luigi's Mansion]
                                       [11/01]
        "In a strange twist of fate, Luigi wins a huge
        mansion in a contest he didn't even enter,
        and the place turns out to be haunted!
        After meeting a weird professor named Elvin
        Gadd, Luigi enters the place armed with a
        flashlight and a ghost-sucking vacuum
        cleaner. Mario's trapped somewhere in there!
        Can Luigi save him?"

269: Vegetable                         [Super Mario Bros. 2]
                                       [10/88]
        "These vegetables, which first appeared in Super
        Mario Bros. 2, can be plucked from the ground
        and hurled at enemies. Unlike regular veggies,
        they often sport eyes or even faces;
        in fact, when Princess Peach plucks them
        from the ground to use as projectiles, the
        expressions on their faces dictate how much
        damage they'll do."

270: Venusaur                          [Pokmon Red & Blue]
                                       [09/98]
        "Evolving from Ivysaur, this deceptively toxic
        Pokmon has a huge flower on its back
        that emits a cloying fragrance: the scent
        lulls its enemies into a state of calmness.
        Venusaur's flower synthesizes sunshine
        into pure energy for its Solarbeam move.
        Think of Grass- and Poison-type Pokmon
        and Venusaur comes first."

271: Viruses                           [Dr. Mario]
                                       [10/90]
        "These contagious viruses make life
        difficult for Dr. Mario. They infect everything
        they come into contact with, and the good
        doctor must attempt to neutralize them with his
        trusty megavitamins. Dr. Mario can stop
        these pesky germs by lining up the megavitamin
        capsules of the same color with the nasty
        microorganism."

272: Waddle Dee                        [Kirby's Dream Land]
                                       [08/92]
        "Many delicate creatures like this one inhabit Dream
        Land. They generally live carefree lives and
        have never considered themselves to be
        followers of King Dedede. Waddle Dees
        are innocent and generally harmless to
        man and beast. While they have virtually no
        offensive or defensive power, they'll sometimes
        try to wield a parasol."

273: Waluigi                           [Mario Tennis]
                                       [08/00]
        "This tall, thin, evil-looking guy seems to
        be Luigi's rival. He works hard at his mischief:
        Waluigi reportedly spent a lot of time training
        for his debut in Mario Tennis by honing his
        ability to antagonize the Mario brothers. While
        it's general knowledge that he's the same age
        as Luigi, his relationship to Wario is unclear."

274: Wario                             [Super Mario Land 2: Six Golden Coins]
                                       [11/92]
        "An old acquaintance of Mario's. His failure
        to seize Mario's castle has fueled Wario's
        desire for a palace of his own. Wario has
        herculean strength and can do things that
        even Mario can't imitate. His unexpected skills
        include a talent with items and the ability
        to assume many roles, among them a snowman,
        a zombie, and a bat."

275: Warp Star                         [Kirby's Dream Land]
                                       [08/92]
        "The Warp Star originated as Kirby's
        ride: it helped the ponderous puffball get
        around at high speed. Hop on the Warp Star
        in Super Smash Bros. Melee, and your character
        will rapidly launch up and off the screen. You'll
        return in a flash, causing an explosion
        as you hit the ground. Try holding a direction
        to alter your landing."

276: Weezing                           [Pokmon Red & Blue]
                                       [09/98]
        "The evolved form of Koffing. Weezing is
        basically a pair of Koffing fused together.
        They tend to float in the air and emit gas or
        noxious smoke from the outgrowths that cover
        their bodies. As strange as it may seem,
        diluting Weezing emissions as much as
        possible creates one of the most exquisite
        perfumes known to man."

277: Whispy Woods                      [Kirby's Dream Land]
                                       [08/92]
        "A boss enemy from Kirby's Dream Land.
        Whispy Woods is a big tree that shoots
        whirlwinds at Kirby. It isn't the toughest
        enemy: all Kirby has to do is avoid the
        occasional whirlwind, suck in apples that fall
        down, and then shoot them back at the tree.
        In Super Smash Bros. Melee, Whispy Woods is
        quite the blowhard."

278: Wobbuffet                         [Pokmon Gold & Silver]
                                       [10/00]
        "A patient Pokmon, Wobbuffet lives in
        darkness to hide its mismatched black
        tail. Even for a stoic Pokmon, this creature
        is a testament to self-control; it will not
        actively attack an opponent. Its Counter
        and Mirror Coat moves are solely
        used for reflecting attacks directly back
        at its antagonist."

279: Wolfen                            [Star Fox 64]
                                       [06/97]
        "The beloved ship of the mercenary team
        Star Wolf, which was hired to destroy Fox
        and his team. The ship's abilities rival an Arwing.:
        As a matter of fact, the Wolfen II was an
        improvement over its predecessor and could
        nearly outperform team Star Fox's ships.
        Star Wolf's leader, Wold O'Donnell is Fox's
        most persistant rival."

280: Yoshi                             [Super Mario World]
                                       [08/91]
        "Yoshis are gentle, fleet-of-foot dinosaurs
        that make their home on idyllic Yoshi's Island.
        They come in a variety of colors and have
        evolved an interesting trait to help increase
        their numbers: they can transform anything they
        swallow into an egg. With adhesive tongues
        and bottomless bellies, Yoshis have been
        known to eat anything."

281: Yoshi                             [B: Egg Lay]
                                       [Smash B: Egg Roll]
        "To make up for his lack of powerful airborne
        attacks, Yoshi has a miraculous jumping ability
        and is resistant to damage while in the air.
        Yoshi can also swallow a foe and transform him
        or her into an egg: try doing this close to an
        edge! The speed and power of the Egg Roll
        increases if you hold down the B Button, but
        it'll be tougher to control."

282: Yoshi                             [Up & B: Egg Throw]
                                       [Down & B: Yoshi Bomb]
        "Yoshi has no third jump, so the timing of his
        second jump is of vital importance. The angle
        and distance of his Egg Throw can be altered by
        how you tilt the Control Stick and how long you
        press the B Button. When Yoshi lands after
        doing his Yoshi Bomb, stars appear on either
        side of him, making it hard for enemies to
        deliver counterattacks."

283: Young Link                        [The Legend of Zelda]
                                       [07/87]
        "Link's younger incarnation is often considered to
        be the true Link: he was a young boy in the very
        first Legend of Zelda game, and he has appeared
        as a youth in most of the subsequent
        games. Since his debut on the original NES in 1987,
        Link's appearance has changed over and over
        again, each time adding to the mystique of his
        incomparable story."

284: Young Link                        [B: Fire Bow]
                                       [Smash B: Boomerang]
        "Young Link is lighter and faster than his
        older self, and his Kokiri sword packs less
        punch. Even though his Boomerang has a shorter
        range, he has greater control over it. He's
        a smaller target, and while his Hookshot has
        less reach than older Link's, you can
        still use it in midair as a last ditch attempt
        to grab a ledge."

285: Young Link                        [Up & B: Spin Attack]
                                       [Down & B: Bomb]
        "With a youthful spring in his step, Young Link
        can perform amazing wall-jumps. Once he
        hits a wall, tap the Control stick in the
        opposite direction to send him leaping upward;
        you can practice to your heart's content in
        Target Test. His Spin Attack can strike multiple
        times even on the ground, and although it's hard to
        discern, so do his Bombs."

286: Zapdos                            [Pokmon Red & Blue]
                                       [09/98]
        "Zapdos flaps its wings, and summer storms
        appear, throwing lightning every which
        way. It's said that you can hear this legendary
        Pokmon coming, as its wings make a very
        distinctive popping sound as it flies. In
        addition to electrical moves like the dreaded
        Thunder, it also wields a vicious move called
        Drill Peck."

287: Zelda                             [The Legend of Zelda]
                                       [07/87]
        "The crown princess of Hyrule. Zelda entrusted
        Link with the future of Hyrule after a revelation
        came to her in the world of dreams. She knows
        much about the Triforce; in fact, the only person
        who likely knows more about Triforce lore is
        Ganondorf himself, whom Zelda evaded in
        Ocarina of Time by transforming into her
        alter ego, Sheik."

288: Zelda                             [B: Nayru's Love]
                                       [Smash B: Din's Fire]
        "Zelda is a bit slow and, because of her
        light frame, easy to send flying. On the
        other hand, her magical skills lend her reliable
        and explosive attack power. Zelda's easier
        to use if you focus on waiting and countering
        rather than pressing attacks. She can use
        Nayru's Love to reflect projectile attacks
        or as an offensive weapon."

289: Zelda                             [Up & B: Farore's Wind]
                                       [Down & B: Transform]
        "Zelda's midair Lightning Kick centers immense
        magical power in the ball of her foot. If she strikes
        perfectly, the attack is as strong as can be. If her
        aim is slightly off, it'll be exceedingly weak.
        Farore's Wind again utilizes Zelda's magical
        prowess, this time by transporting her great
        distances. It's vital to know the lay of the land
        before using this move."

290: ZERO-ONE                          [Pokmon Snap]
                                       [07/99]
        "Many wild Pokmon live on Pokmon Island, and
        avid cameraman Todd uses the ZERO-ONE as
        his means to get close to them. The ZERO-ONE
        is fully automated: its progress is monitored
        by a series of strategically
        located beacons. The vehicle can instantly
        change its shape to allow it to travel
        by land, water and air."

================'''''''''''''''''''''''''''''''''''''''''''''''''''================
                                Japanese Version
================'''''''''''''''''''''''''''''''''''''''''''''''''''================

---: Tamagon                           [Demon World]
                                       [Japan Only]
        "This is the main character of a Japanese
        NES game never released in North America. In this
        quirky maze game, your goal was to work your
        way through a series of scrolling mazes while
        battling the cyclopean henchmen of a large,
        winged demon. Tamagon not only had to worry
        about the evil creatures, but also the walls, which
        were extremely harmful."

---: Proximity Mine                     [Perfect Dark]
                                        [05/00]
        "The perfect accessory for ambushes, the
        proximity mine has long been a favorite
        covert weapon of the Carrington Institute
        any surface and once armed, detonates with
        incredible force when it detects motion
        within its range. In the frantic world of
        Super Smash Bros., it doesn't take long for it
        to go."

-------------------------
Note: Japanese Version
      Proximity Mine replaces the Motion-Sensor Bomb trophy.
-------------------------

''''''''''''''''===================================================''''''''''''''''
                                FAQ Information
''''''''''''''''===================================================''''''''''''''''


================================
1) Copyrights
================================

Super Smash Bros. Melee

 2001 Nintendo/HAL Laboratory, Inc.
  Characters:
 Nintendo/HAL Laboratory, Inc./Creatures Inc./GAME FREAK inc./APE inc.

================================
2) Credits
================================

''''''''''''''''''''''''''''''''                ''''''''''''''''''''''''''''''''
A) Websites                                     E) E-mail
''''''''''''''''''''''''''''''''                ''''''''''''''''''''''''''''''''
01) http://www.gamefaqs.com/                    01) SoundofDentage@aol.com
02) http://www.gamewinners.com/                 02) bdawson@cloudchaser.com
03) http://www.nintendo.co.jp/smash/            03) tobakaido@hotmail.com
04) http://www.nintendo.com/                    04) martinm@paragon.co.uk
05) http://www.smashbros.com/                   05) selby2001@hotmail.com
06) http://www.classicgaming.com/nindb          06) insaneclownsii@yahoo.com
                                                07) bryce@uwyo.edu
''''''''''''''''''''''''''''''''                08) smalone@sport.rr.com
B) GameFAQ's boards                             09) GetYourVashOn@aol.com
''''''''''''''''''''''''''''''''                10) Charlie@houston.rr.com
01) Afghan Bray                                 11) denoran@hotmail.com
02) Prodigy Sim                                 12) prodigyb@swbell.net
03) Evil Boris                                  13) selby2001@hotmail.com
04) Ultimate Gamer                              14) Homer76767@aol.com
05) John                                        15) couchtomato@hotmail.com
06) xNightBladx                                 16) jmoutran@pty.com
07) Oni Link                                    17) Erikwebsurfer@aol.com
08) ironical                                    18) jsilkwor@stny.rr.com
09) HAG1                                        19) Bartfan12@aol.com
10) kaepora                                     20) dlorenzo@austin.rr.com
''''''''''''''''''''''''''''''''                21) Uciel3211@aol.com
                                                22) SeanWLA@aol.com
''''''''''''''''''''''''''''''''                23) DAN2359@aol.com
C) AOL Instant Messenger                        24) jimsygo@hotmail.com
''''''''''''''''''''''''''''''''                25) HYPERFREAK7727@aol.com
02) DemonRoy10155
''''''''''''''''''''''''''''''''

''''''''''''''''''''''''''''''''
D) Other Sources
''''''''''''''''''''''''''''''''
01) Nintendo Power
02) Super Smash Bros. Melee Instruction Booklet

                ===================================================
                Nintendo GameCube
                Super Smash Bros. Melee
                FAQ/Move List
                Final Version
                December 01, 2002
                Cyantre@comcast.net
                ===================================================


''''''''''''''''===================================================''''''''''''''''
                                Table of Contents
''''''''''''''''===================================================''''''''''''''''

''''''''''''''''''''''''''''''''
  A - Main Menu
''''''''''''''''''''''''''''''''

  1) 1-P Mode
  2) Vs. Mode
  3) Trophies
  4) Options
  5) Data

''''''''''''''''''''''''''''''''
  B - Using the Controller
''''''''''''''''''''''''''''''''

  1) Moving the Character
  2) Standard Attacks
  3) Climbing Up Edges
  4) Special Moves
  5) Defensive Shield
  6) Grab and Throw

''''''''''''''''''''''''''''''''
  C - Game Information
''''''''''''''''''''''''''''''''

  1) 1-P Mode
  2) VS. Mode
  3) Trophies
  4) Options
  5) Data

''''''''''''''''''''''''''''''''
  D - 1-P Mode
''''''''''''''''''''''''''''''''

  1) Classic
  2) Adventure
  3) All-Star
  4) Event Match

''''''''''''''''''''''''''''''''
  E - Characters/Move List
''''''''''''''''''''''''''''''''

  1) Normal Characters
  2) Secret Characters

''''''''''''''''''''''''''''''''
  F - Unlock
''''''''''''''''''''''''''''''''

  1) Unlock Characters (1-P Mode)
  2) Unlock Characters (VS  Mode)
  3) Unlock Stages
  4) Unlock Events
  5) Unlock Secrets
  6) Codes

''''''''''''''''''''''''''''''''
  G - In-Depth
''''''''''''''''''''''''''''''''

  1) Earning Trophies
  2) Earning Bonuses
  3) Target Test

''''''''''''''''''''''''''''''''
  H - Frequently Asked Questions
''''''''''''''''''''''''''''''''

''''''''''''''''''''''''''''''''
  I - List
''''''''''''''''''''''''''''''''

  1) Normal Characters
  2) Secret Characters
  3) Character Clones
  4) Random Stage
  5) Item Switch
  6) Sound Test
  7) Pokmon (Pok Balls)
  8) Pokmon (Pok Floats)
  9) Specials

''''''''''''''''''''''''''''''''
  J - Descriptions
''''''''''''''''''''''''''''''''

  1) Characters
  2) Stages
  3) Event Match - Subject Table
  4) Bonus Records
  5) Trophies

''''''''''''''''''''''''''''''''
      FAQ Information
''''''''''''''''''''''''''''''''

  1) Copyrights
  2) Credits


''''''''''''''''===================================================''''''''''''''''
                                A - Main Menu
''''''''''''''''===================================================''''''''''''''''


===================================================================================
1) 1-P Mode                   "Solo Smash!"

  a) Regular Match            "Multiple levels of standard Smash."
  b) Event Match              "Special Smash situation matches."
  c) Stadium                  "Mini-game testing Ground."
  d) Training                 "Free training for honing skills."
===================================================================================
2) VS. Mode                   "Multiplayer battles!"

  a) Melee                    "A standard Smash Battle for 1 to 4 players."
  b) Tournament Melee         "A tournament for up to 64 players."
  c) Special Melee            "A melee with special rules. No records will be saved."
  d) Custom Rules             "Change the melee rules here."
  e) Name Entry               "Enter your name."
===================================================================================
3) Trophies                   "View trophies."

  a) Gallery                  "View the individual trophies you've collected."
  b) Lottery                  "Use the coins you've earned to get trophies!"
  c) Collection               "View your entire trophy collection."
===================================================================================
4) Options                    "Game setup."

  a) Rumble                   "Turn the Rumble feature on or off."
  b) Sound                    "Select sound options."
  c) Screen Display           "Adjust screen display."
  d) Language                 "Select Language Display"
  e) Erase Data               "Erase melee records, etc."
===================================================================================
5) Data                       "View game records."

  a) Snapshots                "View photo album of pictures taken in camera mode."
  b) Archives                 "View Smash Bros. movies."
  c) Sound Test               "Listen to music, voices, and sound effects."
  d) Melee Records            "View various combat records."
  e) Special                  "Information on hidden elements, etc."
===================================================================================


================================
1a) Regular Match
================================

Classic               "Defeat each foe to advance."
Adventure             "Battle through various stages."
All-Star              "Conquer all enemies using limited recovery items."

================================
1c) Stadium
================================

Target Test           "Smash ten targets!"
Home-Run Contest      "Smash Sandbag as far as you can!"
Multi-Man Melee       "Fight for your life! Fight!"

================================
1c3) Multi-Man Melee
================================

10 Man Melee          "How fast can you defeat 10 opponents?"
100 Man Melee         "100 enemies! Can you defeat them all?"
3 Minute Melee        "How many foes can you KO in 3 minutes?"
15 Minute Melee       "A 15-minute test of skill and endurance."
Endless Melee         "The enemies don't stop until you're defeated."
Cruel Melee           "The Toughest enemies around and no items?"

================================
2c) Special Melee
================================

Camera Mode           "Take snapshots with the special Smash Cam!"
Stamina Mode          "Players fight until HPs reach zero."
Super Sudden Death    "All players start with 300% Damage.
Giant Melee           "All players are giant-sized."
Tiny Melee            "All players are tiny."
Invisible Melee       "All players are invisible"
Fixed Camera Mode     "The camera does not zoom or scroll."
Single-Button Mode    "The player uses only the A Button and the Control Stick"
Lightning Melee       "All players move at high speeds."
Slo-Mo Melee          "All players move in slow motion.

================================
2d-1a) Rules
================================

TIME                  "Compete for points based on KO's and Falls in a timed battle."
STOCK                 "Battle to be the last one standing."
COIN                  "Battle to collect the most coins."
BONUS                 "Compete for points based on fighting style."

================================
2d-3a) Handicap
================================

OFF                   "Play without handicaps."
AUTO                  "Handicaps are set automatically based on win percentages."
ON                    "Set individual handicaps on the Character Selection Screen."

================================
2d-5a) Stage Selection
================================

ON                    "Choose stages to battle on."
RANDOM                "Stages chosen Randomly."
ORDERED               "Battle through stages in a predetermined order."
TURNS                 "Players take turns choosing stages."
LOSER                 "The loser of the last match chooses the next stage."

================================
2d-2b) Friendly Fire
================================

OFF                   "Team members cannot damage each other."
ON                    "Team members can damage each other."

================================
2d-2b) Pause
================================

ON                    "Players will be able to pause in mid-game."
OFF                   "Players will not be able to pause in mid-game."

================================
2d-2d) Score Display
================================

OFF                   "Score will not be displayed on screen."
ON                    "Score will be displayed on screen."

================================
2d-2e) Self-Destructs
================================

-1                    "Self-destructs will subtract one point from players' scores."
 0                    "Self-destructs will not affect player's scores."
-2                    "Self-destructs will subtract two points from players' scores."

================================
5b) Archives
================================

Special Movie         "Smash Bros. Bonus Video"
How to Play           "Melee Manual Video."

================================
5d) Melee Records
================================

VS. Records           "Records for VS. matches."
Bonus Records         "Record of all special bonuses."
Misc. Records         "Various Records kept after initial play."


''''''''''''''''===================================================''''''''''''''''
                                B - Using the Controller
''''''''''''''''===================================================''''''''''''''''


1) Moving the Character
  a) Move Chart (Moving the Character)
2) Standard Attacks
  a) Move Chart (Standard Attacks)
3) Climbing Up Edges
4) Special Moves
5) Defensive Shield
  a) Move List (Defensive Shield)
6) Grab and Throw
  a) Move List (Grab and Throw)

================================
1) Moving the Character
================================

Tilt the Control Stick in the direction you want to move. Tap the
Control Stick to dash and jump.

-------------------------
Note: Midair Jump

      Tap the Control Stick up or press (Y) or (X)
      to perform a midair jump.

Note: Stand > Walk > Dash

      How fast you move depends on how far and
      how fast you tilt the Control Stick

================================
1a) Move Chart (Moving the Character)
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   Tap Up            |    Jump
   Y or X            |    Jump
   Tilt Forward      |    Walk
   Tap  Forward      |    Dash
   Tilt Down         |    Duck/Crouch
   Tap  Down         |    Drop Through
---------------------------------------------------

================================
2) Standard Attacks
================================

Perform Standard Attacks by using the (A) Button by itself or
in combination with the Control Stick

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

Note: Dash Attack

      Press (A) while dashing to perform a Dash Attack

Note: Smash Charge

      Press and hold (A) when performing a Smash Attack
      to start charging up energy. Release (A) to unleash
      a charged Smash Attack. The longer you hold the (A)
      Button down, the stronger the charge will be.
      However, there's a limit to how long you can charge
      a Smash Attack, and once you reach that limit, your
      character will automatically release the attack.

================================
2a) Move Chart (Standard Attacks)
================================

---------------------------------------------------
   Button              |   Move
---------------------------------------------------
                   (A) |   Standard Attack
   Repeatedly      (A) |   Standard Combo
   Tilt Up       + (A) |   Strong Attack: Up
   Tap Up        + (A) |   Smash Attack: Up
                   (A) |   Standard Attack: Side
   Tilt Forward  + (A) |   Strong Attack: Side
   Tap  Forward  + (A) |   Smash Attack: Side
   Tilt Down     + (A) |   Strong Attack: Down
   Tap  Down     + (A) |   Smash Attack: Down
---------------------------------------------------

Note: Midair Attacks Are Possible in All Directions!

      Perform attacks in midair my pressing (A). use (A) in combination
      with the Control Stick to attack in any direction.

---------------------------------------------------
   Button              |   Move
---------------------------------------------------
                   (A) |   Midair Attack: Neutral
   Tilt Up       + (A) |   Midair Attack: Up
   Tilt Back     + (A) |   Midair Attach: Back
   Tilt Down     + (A) |   Midair Attack: Down
   Tilt Forward  + (A) |   Midair Attack: Forward
---------------------------------------------------

================================
3) Climbing Up Edges
================================

Characters can grab the edges of platforms in Super Smash Bros.
Melee. Grabbing edges and climbing up them is a fundamental part of
traversing terrain and successfully performing recovery moves.

When hanging from an edge, press [Tilt Up] to climb up.

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

Note: You can jump or attack as you are climbing up edges.
      Practice both techniques and uses them strategically.

================================
4) Special Moves
================================

Perform Special Moves by pressing (B) or by pressing (b) and the
Control Stick. When performed properly, Special Moves produce
attacks that are unique to the character.

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

Note: Each character has four different Special Moves.

================================
5) Defensive Shield
================================

Press (L) or (R) to shield and deflect enemy attacks. The
more you depress the button, the smaller your shield
becomes. Use your shield to ward off blows and keep your
damage percentage low.

 Use (L) or (R) to shield
 Tilt the Control Stick to shift the position of the shield.

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

Note: Shields Break

      Shields become smaller as they absorb attacks and as
      time passes. If held to long or hit with overpowering
      blows, shields break, leaving the characters stunned
      and momentarily unable to move.

================================
5a) Move List (Defensive Shield)
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (L)               |   Shield
   (L) + Tap Backward|   Roll Backward
   (L) + Tap Down    |   Dodge
   (L) + Tap Forward |   Roll Forward
   (R)               |   Shield
   (R) + Tap Backward|   Roll Backward
   (R) + Tap Down    |   Dodge
   (R) + Tap Forward |   Roll Forward
---------------------------------------------------

Note: If you press (L) or (R) in midair, you'll perform
      an Air Dodge. With the Control Stick, you can even
      Air Dodge in any direction.

================================
6) Grab and Throw
================================

When you're close to an opponent, press (L) + (A) or (R) + (A) to reach
out and grab him or her. Once you've got an enemy in your
clutches, you can attack him or her by pressing (A), or use
the Control Stick to hurl your foe away.

================================
6a) Move List (Grab and Throw)
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (L) + (A)         |   Grab
   (R) + (A)         |   Grab
   (Z)               |   Grab
   (A)               |   Grab and Attack
   Tilt Up           |   Throw Up
   Tilt Backward     |   Throw Backward
   Tilt Down         |   Throw Down
   Tilt Forward      |   Throw Forward
---------------------------------------------------


''''''''''''''''===================================================''''''''''''''''
                                C - Game Information
''''''''''''''''===================================================''''''''''''''''


1) 1-P Mode
2) VS. Mode
3) Trophies
4) Options
5) Data

================================
1) 1-P Mode
================================

The single-player Smash mode is full of variety-
there are battles against computer-controlled
characters, training sessions and much more!

================================
2a) Regular Match
================================

There are two unique one-player modes ready to play: Classic and Adventure.

================================
2b) Event Match
================================

These special situation matches take place on various stages. There is no set
order for clearing them, so try to clear them in any order you please.

================================
2c) Stadium
================================

Stadium contains a number of special games with unique sets
of rules.

================================
2d) Training
================================

Need to polish your grabs? Work on attack combos? The Training mode allows
you to pick an opponent and set some very specific battle conditions for you to
practice, practice, practice!

================================
3) VS. Mode
================================

Set rules for a VS. match against friends or CPU characters.

================================
3a) Melee
================================

Melee is the original Super Smash Bros.

================================
3b) Tournament Melee
================================

The Tournament Melee is perfect for those times when you have five or
more people ready to play. Customize the rules to set up a
melee that is just right for you.

================================
3c) Special Melees
================================

These are matches set up under unique rules. Camera Mode
lets you take photographs of on-screen action.

================================
3d) Custom Rules
================================

In VS. Mode, you can set up a number of rules to alter the
flow of competition.

================================
3e) Name Entry
================================

If you enter a name, all the data played under that name will be
saved automatically

================================
4) Trophies
================================

Choose this option to get trophies and view
your trophy collection.

================================
5) Options
================================

Choose Options to change game-play settings.

================================
5a) Rumble Settings
================================

Turn the Controllers' built in Rumble feature ON or
OFF. You can change the settings for specific
Controllers or just for specific registered names.

================================
5b) Sound
================================

Change in-game sound settings to Stereo or Mono or adjust the
mix of background music and sound effects.

================================
5c) Language Setting
================================

Set the language to either English or Japanese.

================================
5d) Screen Display
================================

Turn the game's deflicker function on or off. Use the
setting that looks best on the TV you are using.
--------------------------------------------------
When Deflicker is on...
The game graphics are softened, but may look slightly blurry.
--------------------------------------------------
When Deflicker is off...
You may see more edges, but the graphics look crisp overall.
--------------------------------------------------

================================
5e) Erase Data
================================

Erase some or all of the Super Smash Bros. Melee data saved
to your Memory Card.

================================
6) Data
================================

Check the records to view a wide variety of game data.

================================
6a) Snapshots
================================

View the pictures you snapped in the special Camera Mode.

================================
6b) Archives
================================

View a tutorial or special movie.

================================
6c) Melee Records
================================

If you have data saved to a Memory Card, you can view
records for the game, individual characters, and registered names.


''''''''''''''''===================================================''''''''''''''''
                                D - 1-P Mode
''''''''''''''''===================================================''''''''''''''''


1) Classic
2) Adventure
3) Event

================================
1) Classic
================================

Stage 01: Normal Melee
         "Traditional one on one battle against a random enemy."

Stage 02: Team Melee
         "You and a CPU controlled ally and face off against two random enemies."

Stage 03: Break the targets!
         "Break 10 targets in under two minutes."

Stage 04: Normal Melee
         "Traditional one on one battle against a random enemy."

Stage 05: Giant Melee
         "You and two random CPU allies against one giant enemy."

Stage 06: Snag Trophies!
         "Hit trophies that fall from the sky onto the golden platform."

Stage 07: Normal Melee
         "Traditional one on one battle against a random enemy."

Stage 08: Multi-Man Melee
         "You fight 10 easy to defeat characters. You only fight 3 at one time."

Stage 09: Race to the finish!
         "A maze where you must choose your own path to get to the end."

Stage 10: Metal Melee
         "You fight a metal version of a randomly selected character."

Stage 11: Boss Battle
         "The Boss will change depending on the difficulty level set."

Notes:
-------------------------
1) Break the targets!   Break 10 targets in under two minutes.
2) Snag trophies!       Hit trophies that fall from the sky onto the golden platform.
3) Race to the finish!  A maze where you must choose your own path to get to the end.

================================
2) Adventure
================================

Stage                              Description

01) Mushroom Kingdom           01) Scroll through Super Mario Bros. LV 1-1
                               02) Rescue Toad...Fight 10 Yoshi's
                               03) Continue scrolling through Super Mario Bros. LV 1-1
                               04) Fight Mario & Princess Peach
02) Kongo Jungle
                               01) Fight 02 Tiny Donkey Kong's
                               02) Fight 01 Giant Donkey Kong
03) Hyrule Caverns
                               01) This is a maze, find the Master Sword and fight Link
                               02) Find the Triforce
                               03) Fight Princess Zelda
04) Brinstar
                               01) Fight Samus
                               02) Escape from Brinstar
05) Kirby's Dream Land
                               01) Fight Kirby
                               02) Fight 15 Kirby's, each with a unique copied ability!
                               03) Fight a Giant Kirby
06) Corneria
                               01) Fight Fox McCloud
                               02) Fight Fox McCloud w/ backup from the Star Fox team
07) Pokmon Stadium
                               01) Fight 10 Pikachus
08) F-Zero Grand Prix
                               01) Run the track in Mute City
                               02) Fight Captain Falcon
09) Onett
                               01) Fight Ness (3x)
10) Icicle Mountain
                               01) Climb Icicle Mountain
                               02) Fight the Ice Climbers
11) Wireframe Team
                               01) Fight 15 Wireframe opponents
                               02) Fight Metal Mario
12) Final Battle
                               01) Fight Bowser

Note:
-------------------------
Stage 06
Unlock Falco and you may fight him instead of Fox w/backup from the Star Fox team.

Stage 07
Unlock Jigglypuff and/or Pichu and you may fight them in Pokmon Stadium.

Stage 11
Unlock Luigi and fight Metal Mario and Metal Luigi. (Metal Bros.)
-------------------------

================================
3) All-Star
================================

================================================================
  Character          |    Stage
================================================================
  Dr. Mario          |    Mushroom Kingdom II
  Mario              |    Rainbow Cruise
  Luigi              |    Mushroom Kingdom
  Bowser             |    Yoshi's Island
  Peach              |    Princess Peach's Castle
  Yoshi              |    Yoshi's Story
  Donkey Kong        |    Kongo Jungle
  Captain Falcon     |    Mute City
  Ganondorf          |    Brinstar Depths
  Falco              |    Venom
  Fox                |    Corneria
  Ness               |    Onett
  Ice Climbers       |    Icicle Mountain
  Kirby              |    Green Greens
  Samus              |    Brinstar
  Zelda              |    Temple
  Link               |    Great Bay
  Young Link         |    Jungle Japes
  Pichu              |    Fourside
  Pikachu            |    Pokmon Stadium
  Jigglypuff         |    Pok Floats
  Mewtwo             |    Battlefield
  Mr. Game & Watch   |    Flat Zone
  Marth              |    Fountain of Dreams
  Roy                |    Final Destination
================================================================

================================
4) Event Match
================================

Lv. 01: Trouble King
    "Fight Bowser in a classic Mushroom Kingdom clash!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Mario            |  Battlefield      |  Bowser           |  Stock (x2)
================================================================================

Lv. 02: Lord of the Jungle
   "A duel of epic proportions! Which ape is top primate?"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Giant DK         |  Kongo Jungle     |  Tiny DK          |  Stock (x2)
                   |                   |                   |  Time  (03:00:00)
================================================================================

Lv. 03: Bomb-fest
   "Bombs are everywhere in this explosive battle."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Peach's Castle   |  Link             |  Stock (x1)
                   |                   |  Samus            |
================================================================================

Lv. 04: Dino-wrangling
   "A giant Yoshi is on the loose! Somebody stop it!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Yoshi's Story    |  Giant Yoshi      |  Stock (x3) VS (x1)
================================================================================

Lv. 05: Spare Change
   "Don't stop until you get 200 coins!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Ness             |  Onett            |  Captain Falcon   |  Coin  (x200)
================================================================================

Lv. 06: Kirby's on Parade
   "Look out! Rainbows of Kirby's are after you!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Fntn. of Dreams  |  Kirby (x3)       |  Stock (x1) VS (x2)
================================================================================

Lv. 07: Pokmon Battle
   "Use Poke Balls to duel with Pikachu."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Pokmon Stadium  |  Pikachu          |  Stock (x2)
================================================================================

Lv. 08: Hot Date on Brinstar
   "You're interfering with Samus's Brinstar raid!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Brinstar         |  Samus            |  Stock (x3)
================================================================================

Note:
-------------------------
For each life,  you   will start at 102% damage.
For each life,  Samus will start at 130% damage.
-------------------------

Lv. 09: Hide 'n' Sheik
   "Only Sheik KO's count! Wait for the change..."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Great Bay        |  Zelda (x2)       |  Stock (x1)
================================================================================

Lv. 10: All-Star Match 1
   "It's the Mario Stars: Mario, DK, Yoshi, Peach and Bowser."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Yoshi's Island   |  Mario            |  Stock (x2) VS (x1)
                   |  Jungle Japes     |  Donkey Kong      |
                   |  Yoshi's Story    |  Yoshi            |
                   |  Peach's Castle   |  Peach            |
                   |  Rainbow Cruise   |  Bowser           |
================================================================================

Lv. 11: King of the Mountain
   "Ice Climbers protect their turf! Just try to survive!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Icicle Mountain  |  Ice Climbers (x2)|  Time (01:02:00)
================================================================================


Lv. 12: Seconds, Anyone?
   "Take out Captain Falcon in less than seven seconds!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Mute City        |  Captain Falcon   |  Stock (x1)
================================================================================

Note:
-------------------------
Both characters start at 100% damage.
-------------------------

Lv. 13: Yoshi's Egg
   "Protect the single remaining Yoshi egg from being broken!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Yoshi            |  Rainbow Cruise   |  Pikachu          |  Time (00:55:00)
                   |                   |  Fox              |
                   |                   |  Donkey Kong      |
================================================================================

Lv. 14: Trophy Tussle 1
   "Face off for a trophy! The prize this time: Goomba!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Goomba Trophy    |  RANDOM (x3)      |  Stock (x2)
                   |                   |                   |  Time  (03:00:00)
================================================================================

Lv. 15: Girl Power
   "A group of femme fatales has dropped by for a visit..."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Fntn. of Dreams  |  Samus            |  Stock (x2)
                   |                   |  Peach            |
                   |                   |  Zelda            |
================================================================================

Lv. 16: Kirby's Air-raid
   "Warp Stars are everywhere! Climb aboard and hang on!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Corneria         |  Kirby (x10)      |  Stock (x1)
================================================================================

Lv. 17: Bounty Hunters
   "Fight a fellow bounty hunter for the bounty on Bowser!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Samus Aran       |  Jungle Japes     |  Bowser           |  Stock (x1)
                   |                   |                   |  Time  (02:00:00)
================================================================================

Note:
-------------------------
Captain Falcon is your ally, if he KO's Bowser you fail.
-------------------------

Lv. 18: Link's Adventure
   "Everyone has a dark side... Link has two!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Link             |  Temple           |  Link's Shadow    |  Stock (x2)
================================================================================

Lv. 19: Peach's Peril
   "Bowser's after Peach! Again! Guard her until time runs out."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Mario            |  Final Destination|  Bowser           |  Stock (x1)
                   |                   |                   |  Time  (01:00:00)
================================================================================

Note:
-------------------------
Peach is your ally, if Bowser KO's Peach you fail.
-------------------------

Lv. 20: All-Star Match 2
   "Nintendo's realistic stars are out in force."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Brinstar         |  Samus            |  Stock (x2) VS (x1)
                   |  Great Bay        |  Link             |  Time  (04:00:00)
                   |  Temple           |  Zelda            |
                   |  Mute City        |  Captain Falcon   |
                   |  Corneria         |  Fox McCloud      |
================================================================================

Lv. 21: Ice Breaker
   "Your cold mission... is to KO both Nanas."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Peach's Castle   |  Ice Climbers     |  Stock (x1)
                   |                   |                   |  Time  (01:00:00)
================================================================================

Note:
-------------------------
If you KO Popo you fail.
-------------------------

Lv. 22: Super Mario 128
   "Battle 128 tiny Mario's in a wild endurance match!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  M. Kingdom II    |  Tiny Mario (x128)|  Stock (x1)
================================================================================

Lv. 23: Slippy's Invention
   "Slippy: With my new device, you guys will be invisible!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Venom            |  Fox              |  Stock (x2)
                   |                   |  Falco            |
================================================================================

Note:
-------------------------
Both Fox & Falco are always invisible.
-------------------------

Lv. 24: The Yoshi Herd
   "Yoshi's, Yoshi's, everywhere! Defeat 30 within 2 minutes."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Yoshi's Island   |  Yoshi (x30)      |  Stock (x1)
                   |                   |                   |  Time (02:00:00)
================================================================================

Lv. 25: Gargantuans                     [Character: Giant Bowser]
   "Giant Bowser VS Giant DK in a spectacular war of titans!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Giant Bowser     |  Fourside         |  Giant DK         |  Stock (x1) VS (x2)
================================================================================

Note:
-------------------------
Tiny Mario & Tiny Peach are neutral characters in this match.
-------------------------

Lv. 26: Trophy Tussle 2
   "Another match for a prize... Who will get Entei?"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Entei Trophy     |  RANDOM (x3)      |  Stock (x2)
                   |                   |                   |  Time (02:00:00)
================================================================================

Lv. 27: Cold Armor
   "These metal bounty hunters take no prisoners!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Samus Aran       |  Brinstar Depths  |  Samus Aran (x3)  |  Stock (x1) VS (X2)
================================================================================

Note:
-------------------------
Opponents are always metal.
-------------------------

Lv. 28: Puffballs Unite!
   "Kirby's galore...each with a unique copied ability!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Green Greens     |  Kirby (x19)       |  Stock (x1)
                   |                   |                    |  Time (02:00:00)
================================================================================

Note:
-------------------------
Each Kirby has a diffent players ability, always fight four at once.
-------------------------

Lv. 29: Triforce Gathering
   "Enter Ganondorf! Team up with Zelda and fight evil!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Link             |  Temple           |  Ganondorf        |  Stock (x1) VS (x2)
================================================================================

Note:
-------------------------
If Zelda is KO'd you lose.
-------------------------

Lv. 30: All-Star Match 3
   "Kirby, Pikachu, Ness and Ice Climbers want to fight!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Fntn. of Dreams  |  Kirby            |  Stock (x2) VS (x1)
                   |  Pokmon Stadium  |  Pikachu          |  Time (04:00:00)
                   |  Onett            |  Ness             |
                   |  Icicle Mountain  |  Ice Climbers     |
================================================================================

Lv. 31: Mario Bros. Madness
   "A classic plumber clash in the Mushroom Kingdom!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  M. Kingdom       |  Mario            |  Time (02:00:00)
                   |                   |  Luigi            |
================================================================================

Lv. 32: Target Acquired
   "Incoming Arwings! KO Jigglypuff more than they do!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Falco            |  Corneria         |   Jigglypuff      |  Time (01:00:00)
================================================================================

Lv. 33: Lethal Marathon
   "Avoid the F-Zero machines and race for the finish."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Captain Falcon   |  Mute City        |  N/A              |  Time (00:45:00)
================================================================================

Lv. 34: Seven Years
   "Young Link VS. Link! How can you fight yourself?"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Young Link       |  Great Bay        |  Link             |  Stock (x3)
================================================================================

Lv. 35: Time for a Checkup
   "Are routine physicals supposed to hurt this much?"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Luigi            |  Yoshi's Story    |  Dr. Mario        |  Stock (x1)
                   |                   |  Peach            |  Time (03:00:00)
================================================================================

Lv. 36: Space Travelers
   "Adventurers head for Earth: Ness is the welcome wagon."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Ness             |  Fourside         |  Samus            |  Stock (x1)
                   |  Fourside         |  Kirby            |
                   |  Fourside         |  Fox              |
                   |  Battlefield      |  Captain Falcon   |
                   |  Battlefield      |  Falco            |
================================================================================

Lv. 37: Legendary Pokmon
   "A slew of legendary Pokmon are all the help you'll get!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Battlefield      |  Giant FWF (x4)   |  Stock (x4)
                   |                   |  Jigglypuff       |
================================================================================

Lv. 38: Super Mario Bros. 2
   "The cast of the classic NES title are raring to go!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  M. Kingdom II    |  Mario            |  Stock (x2)
                   |                   |  Luigi            |
                   |                   |  Peach            |
================================================================================

Lv. 39: Jigglypuff Live!
   "Jigglypuff nabs the spotlight on center stage."

================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Jigglypuff       |  Pokmon Stadium  |  Jigglypuff (x3)  |  Stock (x3)
================================================================================

Lv. 40: All-Star Match 4
   "Secret characters emerge to join forces."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Temple           |  Marth            |  Stock (x2) VS (x1)
                   |  M. Kingdom II    |  Luigi            |  Time (04:00:00)
                   |  Pok Floats      |  Jigglypuff       |
                   |  Final Destination|  Mewtwo           |
                   |  Flat Zone        |  Mr. G & W        |
================================================================================

Lv. 41: En Garde!
   "The lithe Marth challenges Link in a battle of steel!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Marth            |  Temple           |  Link             |  Stock (x2)
================================================================================

Lv. 42: Trouble King 2
   "Hey, Mario! When did Bowser get so big, huh?"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Luigi            |  Pok Floats      |  Giant Bowser     |  Stock (x2)
================================================================================

Lv. 43: Birds of Prey
   "Captain Falcon and Falco join forces to take out Fox!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Fox McCloud      |  Big Blue         |  Captain Falcon   |  Stock (x2)
                   |                   |  Falco            |
================================================================================

Lv. 44: Mewtwo Strikes!
   "Don't waste your time battling Zelda..."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Battlefield      |  Zelda            |  Stock (x1)
                   |                   |  Mewtwo           |
================================================================================

Note:
-------------------------
Mewtwo will appear 15 seconds after the match begins.
It is not neccessary to KO Zelda.
-------------------------

Lv. 45: Game & Watch Forever!
   "The system that started a worldwide boom lives on!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Mr. G & W        |  Flat Zone        |  Mr. G & W (x25)  |  Stock (x3) VS (x1)
================================================================================

Lv. 46: Fire Emblem Pride
   "The heroes of Fire Emblem join forces to fight you!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Temple           |  Marth            |  Stock (x3)
                   |                   |  Roy              |
================================================================================

Lv. 47: Trophy Tussle 3
   "Want a new trophy? Here's your shot at Majora's Mask."
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  MM Trophy        |  RANDOM (x3)      |  Stock (x2)
                   |                   |                   |  Time (03:00:00)
================================================================================

Lv. 48: Pikachu and Pichu
   "These Pokmon are pals... but not with you!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  N64 Dream Land   |  Pikachu          |  Stock (x2) VS (x1)
                   |                   |  Pichu            |
================================================================================

Note:
-------------------------
Pikachu is immortal. Defeat both Pichu's to win the event.
-------------------------

Lv. 49: All-Star Match Deluxe
   "Dr. Mario, Falco, Ganondorf, Roy, Young Link and Pichu!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  M. Kingdom       |  Dr. Mario        |  Stock (x2) VS (x1)
                   |  Venom            |  Falco            |  Time (04:00:00)
                   |  Pokmon Stadium  |  Pichu            |
                   |  Great Bay        |  Young Link       |
                   |  Temple           |  Roy              |
                   |  Final Destination|  Ganondorf        |
================================================================================

Lv. 50: Final Destination Match
   "Master Hand's the right hand; now meet the left!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Final Destination|  Master Hand      |  Stock (x1) VS Stamina (x300)
                   |                   |  Crazy Hand       |
================================================================================

Lv. 51: The Showdown
   "Giga Bowser, Mewtwo and Ganondorf unite!"
================================================================================
  Character        |  Stage            |  Opponent(s)      |  Match Type
================================================================================
  Select Character |  Final Destination|  Ganondorf        |  Stock (x3)
                                       |  Mewtwo           |
                                       |  Giga Bowser      |
================================================================================


''''''''''''''''===================================================''''''''''''''''
                                E - Characters/Move List
''''''''''''''''===================================================''''''''''''''''


1) Normal Characters
2) Secret Characters

================================
01) Mario
================================

"A well-rounded hero who boast a balance between offense and defense."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Fireball
   (B) + Forward     |    Cape
   (B) + Up          |    Super Jump Punch
   (B) + Down        |    Mario Tornado
---------------------------------------------------
Fireball:
Shoot bouncing ball of fire horizontally. They vanish as they slow.

Cape:
Reflect projectile attacks and spin enemies around.

Super Jump Punch:
Attacks opponents while jumping or leap to get back to the stage.

Mario Tornado:
Engulf opponents in a high-speed spin. Tap (B) while attacking to float up.

================================
02) Pikachu
================================

"A pokmon that excels at clever fighting."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Thunder Jolt
   (B) + Forward     |    Skull Bash
   (B) + Up          |    Quick Attack
   (B) + Down        |    Thunder
---------------------------------------------------
Thunder Jolt:
Use this ground-hugging projectile attack while standing or jumping.

Skull Bash:
Hold (B) to charge up for a high-powered attack.

Quick Attack:
Tilt (Control Stick) immediately before moving to control direction.

Thunder:
Call thunderbolts down from the sky. They won't pass through terrain obstacles.

================================
03) Bowser
================================

"A mighty foe that trades speed for pure power."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Fire Breath
   (B) + Forward     |    Koopa Klaw
   (B) + Up          |    Whirling Fortress
   (B) + Down        |    Bowser Bomb
---------------------------------------------------
Fire Breath:
The fire flows while you hold (B), but it weakens over time.

Koopa Klaw:
Grab and bite close enemies or slash those who are farther away.

Whirling Fortress:
Spin on the ground to launch opponents skyward, or do it to get back to the stage.

Bowser Bomb:
Leap up and plunge onto enemies rapidly with considerable force.

================================
04) Peach
================================

"A princess with royal recovery abilities."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Toad
   (B) + Forward     |    Peach Bomber
   (B) + Up          |    Peach Parasol
   (B) + Down        |    Vegetable
---------------------------------------------------
Toad:
Counter enemy attacks by blocking them with Toad.

Peach Bomber:
Jump in the air and blast opponents with a powerful explosion.

Peach Parasol:
Use a parasol to float gently down from the sky or to recover.

Vegetable:
Pluck vegetables from the stage and hurl them at enemies.

================================
05) Yoshi
================================

"A dinosaur that boast surprising jumping prowess."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Egg Lay
   (B) + Forward     |    Egg Roll
   (B) + Up          |    Egg Throw
   (B) + Down        |    Yoshi Bomb
---------------------------------------------------
Egg Lay:
Paralyze enemies by swallowing them and laying them as eggs.

Egg Roll:
Use (Control Stick) to control speed and direction.

Egg Throw:
Hold (B) for distance and tilt (Control Stick) to control its direction.

Yoshi Bomb:
Pound enemies directly or shock those nearby when you hit the ground.

================================
06) Donkey Kong
================================

"An ape with overwhelming girth and power."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Giant Punch
   (B) + Forward     |    Headbutt
   (B) + Up          |    Spinning Kong
   (B) + Down        |    Hand Slap
---------------------------------------------------
Giant Punch:
Press (B) to charge, then again to punch. Press (L),
(R), or (Z) to stop charging.

Headbutt:
Smack opponents and drive them into the ground.

Spinning Kong:
While it doesn't gain much altitude, this move covers a lot
of horizontal ground, making it an effective recovery move.

Hand Slap:
Press (B) to deliver this earth- shaking move and send nearby
enemies skyward. It can be used over and over again.

================================
07) Captain Falcon
================================

"A bounty hunter who boast speed and power."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Falcon Punch
   (B) + Forward     |    Raptor Boost
   (B) + Up          |    Falcon Dive
   (B) + Down        |    Falcon Kick
---------------------------------------------------
Falcon Punch:
Release a fiery blow after a brief charge.

Raptor Boost:
Follow up a quick dash with a powerful uppercut that lifts enemies into the air.

Falcon Dive:
Grab an enemy then propel him or her into the air.

Falcon Kick:
Perform a sliding kick on the ground or a diving kick from the air.

================================
08) Fox McCloud
================================

"A wily fox that uses speed to keep enemies off balance."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Blaster
   (B) + Forward     |    Fox Illusion
   (B) + Up          |    Fire Fox
   (B) + Down        |    Reflector
---------------------------------------------------
Blaster:
Tap (B) to fire repeated shots of high-speed Blaster beams.

Fox Illusion:
Dash right through enemies, attacking them with an illusion

Fire Fox:
Charge up power, then blast off. Also use it to get back to the stage.

Reflector:
Reflect projectile attacks back at enemies.

================================
09) Ness
================================

"A psychic boy with a distinct midair jump."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    PK Flash
   (B) + Forward     |    PK Fire
   (B) + Up          |    PK Thunder
   (B) + Down        |    PSI Magnet
---------------------------------------------------
PK Flash:
Hold (B) to charge this powerful psychic attack.

PK Fire:
Hit enemies and items with a pillar of burning flame.

PK Thunder:
Strike yourself with thunder to become an electrified projectile.

PSI Magnet:
Absorb enemy energy attacks and recover health.

================================
10) Ice Climbers
================================

"A mallet-swinging duo from the icy peaks."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Ice Shot
   (B) + Forward     |    Squall Hammer
   (B) + Up          |    Belay
   (B) + Down        |    Blizzard
---------------------------------------------------
Ice Shot:
Release sliding blocks of ice that follow terrain but bounce of walls.

Squall Hammer:
Join Nana in this attack for a powerful succession of blows.

Belay:
Popo throws Nana who attacks enemies and then pulls Popo up behind her.

Blizzard:
Attack as a pair with a freezing wind that shoots out on either side of you.

================================
11) Kirby
================================

"A puff ball that floats through the sky and boast a variety of moves."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Swallow
   (B) + Forward     |    Hammer
   (B) + Up          |    Final Cutter
   (B) + Down        |    Stone
---------------------------------------------------
Swallow:
Press (B) once to swallow an enemy, then (B) again to copy his or her power.
Press (+ Up) to discard the copied power.

Hammer:
Swing a mighty hammer vertically in the air or side-to-side on the ground.

Final Cutter:
Soar into the sky, then dive down with this cutting move that unleashes a shock wave.

Stone:
Transform into heavy objects and become invulnerable for a brief period.

================================
12) Samus
================================

"A space warrior with an arsenal of long-range projectile weapons."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Charge Shot
   (B) + Forward     |    Missile
   (B) + Up          |    Screw Attack
   (B) + Down        |    Bomb
---------------------------------------------------
Charge Shot:
Hold (B) to charge up power, then press (B)
again to fire. Press (L), (R) , or (Z) to stop charging.

Missile:
Release guided missiles or tap (Control Stick: Forward) to launch
powerful direct shots.

Screw Attack:
Attack with a spinning jump. Also use it to get back to the stage.

Bomb:
Drop bombs that explode after a few moments. Use the explosions to jump higher.

================================
13) Zelda (Sheik)
================================

"A graceful princess with powerful magical attacks."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Nayru's Love
   (B) + Forward     |    Din's Fire
   (B) + Up          |    Farore's Wind
   (B) + Down        |    Transform
---------------------------------------------------
Nayru's Love:
Reflect projectile attacks or attack nearby foes.

Din's Fire:
Hold B and tilt (Control Stick) to guide the attack. Release (B) to unleash it.

Farore's Wind:
After spinning once, warp in the direction that you tilt (Control Stick).

Transform:
Change into Sheik. Enemy attacks halt the transformation.

================================
13) Sheik (Zelda)
================================

"A mysterious warrior whose moves allow her to flow across battlefields."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Needle Storm
   (B) + Forward     |    Chain
   (B) + Up          |    Vanish
   (B) + Down        |    Transform
---------------------------------------------------
Needle Storm:
Hold (B) then release to throw a barrage of tiny darts.

Chain:
Hold down (B) and use (Control Stick) to brandish Sheik's Chain. It can be
used for both offense and defense.

Vanish:
After the signature explosion use (Control Stick) to direct Sheik's warp.

Transform:
Change into Zelda. Enemy attacks halt the transformation.

================================
14) Link
================================

"A sword-wielding hero who also boast long-range attacks."

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Bow
   (B) + Forward     |    Boomerang
   (B) + Up          |    Spin Attack
   (B) + Down        |    Bomb
---------------------------------------------------
Bow:
Hold (B) then release for swift, long-range arrow attacks.

Boomerang:
Tap (Control Stick: Forward) for longer range and tilt up or down to aim it.

Spin Attack:
Perform this in midair to use your momentum to recover.

Bomb:
Pull bombs out and hurl them at Link's enemies.


================'''''''''''''''''''''''''''''''''''''''''''''''''''================


================================
15) Dr. Mario
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Megavitamins
   (B) + Forward     |    Super Sheet
   (B) + Up          |    Super Jump Punch
   (B) + Down        |    Dr. Tornado
---------------------------------------------------

================================
16) Luigi
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Fireball
   (B) + Forward     |    Green Missile
   (B) + Up          |    Super Jump Punch
   (B) + Down        |    Luigi Cyclone
---------------------------------------------------

================================
17) Ganondorf
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Warlock Punch
   (B) + Forward     |    Gerudo Dragon
   (B) + Up          |    Dark Dive
   (B) + Down        |    Wizard's Foot
---------------------------------------------------

================================
18) Falco Lombardi
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Blaster
   (B) + Forward     |    Falco Phantasm
   (B) + Up          |    Fire Bird
   (B) + Down        |    Reflector
---------------------------------------------------

================================
19) Young Link
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Fire Bow
   (B) + Forward     |    Boomerang
   (B) + Up          |    Spin Attack
   (B) + Down        |    Bomb
---------------------------------------------------

================================
20) Pichu
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Thunder Jolt
   (B) + Forward     |    Skull Bash
   (B) + Up          |    Agility
   (B) + Down        |    Thunder
---------------------------------------------------

================================
21) Jigglypuff
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Rollout
   (B) + Forward     |    Pound
   (B) + Up          |    Sing
   (B) + Down        |    Rest
---------------------------------------------------

================================
22) Mewtwo
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Shadow Ball
   (B) + Forward     |    Confusion
   (B) + Up          |    Teleport
   (B) + Down        |    Disable
---------------------------------------------------

================================
23) Mr. Game & Watch
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Chef
   (B) + Forward     |    Judgment
   (B) + Up          |    Fire
   (B) + Down        |    Oil Panic
---------------------------------------------------

Note: (B) + Forward

---------------------------------------------------
   Attack            |    Description
---------------------------------------------------
01. !% Damage        |           Attack
02. Standing         |       (A) Attack
03. Fan              |      Item Attack
04. Standing         |     Sword Attack
05. Light            |     Shock Attack (Repetitious)
06. Fire Flower Throw|      Item Attack
07. 10% Damage       |           Attack
08. Freezie          |      Item Attack
09. Homerun          |           Attack
---------------------------------------------------

================================
24) Marth
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Shield Breaker
   (B) + Forward     |    Dancing Blade
   (B) + Up          |    Dolphin Smash
   (B) + Down        |    Counter
---------------------------------------------------

================================
25) Roy
================================

---------------------------------------------------
   Button            |    Move
---------------------------------------------------
   (B)               |    Fire Blade
   (B) + Forward     |    Double-Edge Dance
   (B) + Up          |    Blazer
   (B) + Down        |    Counter
---------------------------------------------------



''''''''''''''''===================================================''''''''''''''''
                                F - Unlocking Secrets
''''''''''''''''===================================================''''''''''''''''


1) Unlock Characters (1-P Mode)
2) Unlock Charactres (VS  Mode)
3) Unlock Stages
4) Unlock Events
5) Unlock Secrets
6) Codes

================================
1) Unlock Characters (1-P Mode)
================================

================================================================
  Unlocked Character |    Strategy
================================================================
  Jigglypuff         |    Beat Classic or Adventure Mode once.
----------------------------------------------------------------
  Dr. Mario          |    Use Mario to clear any Regular Match
                     |    Mode without using a continue.
----------------------------------------------------------------
  Pichu              |    Clear Event Match 37.
----------------------------------------------------------------
  Falco              |    Survive the 100-Man Melee.
----------------------------------------------------------------
  Marth              |    Use the original 14 characters at
                     |    least once in either Vs. Mode or any
                     |    Regular Match Mode.
----------------------------------------------------------------
  Young Link         |    Clear any Regular Match Mode with 10
                     |    different characters.
----------------------------------------------------------------
  Ganondorf          |    Clear Event Match 29.
----------------------------------------------------------------
  Mewtwo             |    Play Vs. Mode for more than 20 hours
----------------------------------------------------------------
  Luigi              |    Clear the first stage of Adventure
                     |    Mode with a two in the timer's
                     |    seconds category to make Luigi appear
                     |    in the next stage. Defeat him
                     |    quickly, then finish Adventure Mode.
----------------------------------------------------------------
  Roy                |    Use Marth to clear any Regular Match
                     |    Mode without using a continue.
----------------------------------------------------------------
  Mr. Game & Watch   |    Clear Clany Regular Match Mode or the
                     |    Target Test with every character.
================================================================

================================
2) Unlock Characters (VS  Mode)
================================

================================================================
  Unlocked Character |    # of Vs. Matches
================================================================
  Jigglypuff         |    0050
  Dr. Mario          |    0100
  Pichu              |    0200
  Falco              |    0300
  Marth              |    0400
  Young Link         |    0500
  Ganondorf          |    0600
  Mewtwo             |    0700
  Luigi              |    0800
  Roy                |    0900
  Mr. Game & Watch   |    1000
----------------------------------------------------------------

================================
3) Unlock Stages
================================

================================================================
  Unlocked Stage     |    # of Vs. Matches
================================================================
  Brinstar Depths    |    0050
  Fourside           |    0100
  Big Blue           |    0150
  Pok Floats        |    0200
================================================================

''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

================================================================
  Unlocked Stage     |    Strategy
================================================================
  Kindom II          |    Get the Birdo trophy.
----------------------------------------------------------------
  Flat Zone          |    Unlock Mr. Game & Watch and defeat
                     |    any Regular Match Mode with him.
----------------------------------------------------------------
  Battlefield        |    Defeat All-Star mode with any
                     |    character.
----------------------------------------------------------------
  Final Destination  |    Clear Event Matches 1-51.
----------------------------------------------------------------
  N64 Dream Land     |    Complete Break the Targets with all
                     |    25 characters.
----------------------------------------------------------------
  N64 Yoshi's Island |    Hit over 1300 feet in the Home Run
                     |    Contest.
----------------------------------------------------------------
  N64 Kongo Jungle   |    Finish 15-min Man Melee with
                     |    any character.
================================================================

================================
4) Unlock Events
================================

Description: Event Match consists of 51 different situational
             one-player matches. Each Event Match features
             its own special setup. On some matches, the
             character is pre-selected.

How to unlock Event Match Levels 11 - 51:

Levels 11 - 15 Win 06 different matches from Levels 1-10
Levels 16 - 20 Win 10 different matches from Levels 1-15
Levels 21 - 25 Win 16 different matches from Levels 1-20
Levels 26 - 29 Win 22 different matches from Levels 1-25
Level  30      Win 27 different matches from Levels 1-29
Levels 31 - 39 Complete 30 Levels and unlock 4 specific hidden characters
Levels 40 - 50 Complete 30 Levels and unlock all hidden characters except Pichu

Level  51      1)Complete Levels 1-50 and defeat Giga Bowser in Adventure Mode
               2)Clear Event Matches 1-50.

================================
5) Unlock Secrets
================================

================================================================
  Secret             |    Strategy
================================================================
  All-Star Mode      |    Unlock all 25 characters.
----------------------------------------------------------------
  Random Stage       |    Unlock all 29 stages.
----------------------------------------------------------------
  Score Display      |    Play Vs. Mode and get 5,000 KO's with
                     |    any character.
----------------------------------------------------------------
  Sound Test         |    Complete all of the Event Matches,
                     |    and unlock all characters and stages.
================================================================

================================
6) Codes
================================

Alternate Music
1) On the stage select screen hold down (L) + (R) + (A).
2) Release the buttons once the stage starts.

---------------------------------------------------
   Normal Music      |    Secret Music
---------------------------------------------------
   Great Bay         |    Saria's Theme
   Temple            |    Fire Emblem
   Yoshi's Island    |    Super Mario Bros. 3
   Pokmon Stadium   |    Battle Theme
   Mother            |    Mother 2
   Icicle Mountain   |    Balloon Fight
   Mushroom Kingdom  |    Dr. Mario
   Battlefield       |    Multi-Man Melee 1
   Final Destination |    Multi-Man Melee 2
---------------------------------------------------


''''''''''''''''===================================================''''''''''''''''
                                G - In-Depth
''''''''''''''''===================================================''''''''''''''''


1) Earning Trophies
2) Earning Bonuses
3) Target Test

================================
1) Earning Trophies
================================

--------------------------------------------------------------------
   Trophy            |  Earning Trophy
--------------------------------------------------------------------
Motion-Sensor Bomb   |  Clear Event 03
Goomba               |  Clear Event 14
Entei                |  Clear Event 26
Game & Watch         |  Clear Event 45
Majora's Mask        |  Clear Event 47
Final Destination    |  Clear Event 51
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Target               |  Clear Target Test (All Characters)
Lon Lon Milk         |  Total Target Test Time (> 25:00:00)
Sheriff              |  Total Target Test Time (> 12:30:00)
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Sandbag              |  Clear 0984 ft. in Home-Run Contest
Paper Mario          |  Clear 1476 ft. in Home-Run Contest
Unown                |  Total Home-Run Contest Distance (< 16,406 ft.)
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Male Wire Frame      |  Clear 100-Man Melee (> 04:00)
Fighting Wire Frames |  Clear 15-Min Melee
Mr. Resetti          |  Defeat 005 Wire Frames in Cruel Melee
Female Wire Frame    |  Defeat 100 Wire Frames in Endless Melee
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Maximum Tomato       |  Play 0010 Vs. Matches
Kraid                |  Play 0050 Vs. Matches
Heart Container      |  Play 0100 Vs. Matches
UFO                  |  Play 0100 Vs. Matches
Smash Coins          |  Play 0100 Vs. Matches (COIN)
Falcon Flyer         |  Play 0150 Vs. Matches
Sudowoodo            |  Play 0200 Vs. Matches
Food                 |  Play 1000 Vs. Matches
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Metal Box            |  Get a combo (< 11) in Traning
Lip's Stick          |  Get a combo (< 21) in Traning
Bunny Hood           |  Combined combo total (< 126) in Traning
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Samus's Starship     |  Clear Escape from Brinstar (Adventure Mode)
Giga Bowser          |  Defeat Giga Boswer (Adventure Mode, Normal, > 18:00)
Master Hand          |  Clear Classic   (Hard or Very Hard, No Continues)
Crazy Hand           |  Clear Adventure (Hard or Very Hard, No Continues)
Mew                  |  Clear All-Star  (Hard or Very Hard)
Donkey Kong Junior   |  Clear Classic   (All Characters, No Continues)
F-Zero Racers        |  Clear Adventure (All Characters, No Continues)
Meowth               |  Clear All-Star  (All Characters, No Continues)
Wario                |  Clear All-Star  (All Characters)
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Captain Olimar       |  Have a Pikmin save on your Memory Card 59
Celebi               |  See Celebi in a Pok Ball
Diskun               |  Earn all 249 Bonuses
Kirby Hat 4          |  Unlock Mr. Game & Watch
Kirby Hat 5          |  Unlock all "clone" characters
Landmaster Tank      |  Total KOs (< 1000)
Marin                |  Unlock all characters and stages. Clear all events.
Tom Nook             |  Total Lottery Coins (< 1000)
--------------------------------------------------------------------

================================
2) Bonuses
================================

All on One             (Example: Mario)
        "Used all attacks except finishing blows on one enemy."
--------------------------------------------------------------------
   Buttons           |  Where               |  Move
--------------------------------------------------------------------
   A                 |  On the ground       |  Punch
   A, A, A Combo     |  On the ground       |  Punch, Punch, Kick
   Forward + A       |  On the ground       |  Long Kick
   Down + A          |  On the ground       |  Sweep Kick
   Up + A            |  On the ground       |  Standing Uppercut
   Smash Up + A      |  On the ground       |  Headbutt
   Smash Forward + A |  On the ground       |  Fire explosion from the palm
   Smash Down + A    |  On the ground       |  Breakdance Kick
   Dashing A         |  Running             |
   A                 |  In the air          |  Jumping Attack
   Forward + A       |  In the air          |  Downward Punch
   Back + A          |  In the air          |  Mule Kick
   Up + A            |  In the air          |  Flip Kick
   Down + A          |  In the air          |  Drill Kick
   B                 |                      |  Fireball
   Forward + B       |                      |  Cape
   Down + B          |                      |  Mario Tornado
   Up + B            |                      |  Super Jump Punch
   Grab + Z          |                      |  Grab Attack (Don't Throw)
   Z + Up            |                      |  Throw Up
   Z + Down          |                      |  Throw Down
   Z + Forward       |                      |  Throw Forward
   Z + Backward      |                      |  Throw Backward
--------------------------------------------------------------------

Lethal Weapon          (Example: Mario)
        "Hit with a wide variety of attacks."
--------------------------------------------------------------------
   Buttons           |  Where               |  Move
--------------------------------------------------------------------
   A                 |  On the ground       |  Punch
   Smash Up + A      |  On the ground       |  Headbutt
   Smash Forward + A |  On the ground       |  Fire explosion from the palm
   Smash Down + A    |  On the ground       |  Breakdance Kick
   A                 |  In the air          |  Jumping Attack
   Forward + A       |  In the air          |  Downward Punch
   Back + A          |  In the air          |  Mule Kick
   Up + A            |  In the air          |  Flip Kick
   Down + A          |  In the air          |  Drill Kick
   B                 |                      |  Fireball
   Forward + B       |                      |  Cape
   Down + B          |                      |  Mario Tornado
   Up + B            |                      |  Super Jump Punch
--------------------------------------------------------------------

================================
3) Target Test
================================

  Coming Soon!

''''''''''''''''===================================================''''''''''''''''
                                H - Frequently Asked Questions
''''''''''''''''===================================================''''''''''''''''


How do I change the color of my character?

 After placing the token to choose your character,
 use the X Button or Y Button to toggle between
 the available color combinations.

How many Trophies are in the game?

 There are at least 290 Trophies, most are
 obtained at random through the Trophy Lottery
 game. This number includes the Hidden Trophies
 (47 total) and the Smash, Red Smash, and Blue
 Smash Trophies for each character (78 total).

What do I do in the Home Run Contest?

 The object of the game is to hit the Sandbag as
 far as you can. Here are some tips to improve
 your score:

 Cause as much damage as possible to the bag
 before hitting it with the bat.

 Captain Falcon, Zelda and Sheik cannot use the
 bat effectively. With Falcon, use the Falcon
 Punch (Press B Button to charge, again to
 punch). With Sheik, use a side Smash Attack.

How do I select my registered name when playing?

 After choosing your character, point the hand
 cursor at the character's name and press the (A)
 Button to bring up a list of registered names.

Is there any significance to the number of hits I score on the ending credits?

 No, the ending credits game is just for fun.



''''''''''''''''===================================================''''''''''''''''
                                I - List
''''''''''''''''===================================================''''''''''''''''


1) Normal Characters
2) Secret Characters
3) Character Clones
4) Random Stage
5) Item Switch
6) Sound Test
7) Pokmon (Pok Balls)
8) Pokmon (Pok Floats)
9) Specials


================================
1) Normal Characters
================================

01) Mario
02) Pikachu
03) Bowser
04) Peach
05) Yoshi
06) Donkey Kong
07) Captain Falcon
08) Fox
09) Ness
10) Ice Climbers
11) Kirby
12) Samus
13) Zelda (Sheik)
14) Link

================================
2) Secret Characters
================================

01) Dr. Mario
02) Luigi
03) Ganondorf
04) Falco
05) Young Link
06) Pichu
07) Jigglypuff
08) Mewtwo
09) Mr. Game & Watch
10) Marth
11) Roy

================================
3) Character Clones
================================

---------------------------------------------------
   Character         |    Character Clone
---------------------------------------------------
   Dr. Mario         |    Mario
   Falco Lombardi    |    Fox McCloud
   Ganondorf         |    Captain Falcon
   Young Link        |    Link
   Pichu             |    Pikachu
   Roy               |    Marth
---------------------------------------------------

================================
4) Random Stage
================================

01) Princess Peach's Castle		02) Rainbow Cruise
03) Kongo Jungle                    04) Jungle Japes
05) Great Bay                       06) Temple
07) Brinstar                        08) Brinstar Depths
09) Yoshi's Story                   10) Yoshi's Island
12) Fountain of Dreams              13) Green Greens
14) Corneria                        15) Venom
16) Pokmon Stadium                 17) Pok Floats
18) Mute City                       19) Big Blue
20) Onett                           21) Fourside
21) Mushroom Kingdom                22) Mushroom Kingdom II
23) Icicle Mountain                 24) Flat Zone
25) Battlefield                     26) Final Destination
27) Dream Land N64                  28) Yoshi's Island N64
29) Kongo Jungle N64

================================
5) Item Switch
================================

01) Food                            02) Freezie
03) Maxim Tomato                    04) Mr. Saturn
05) Heart Container                 06) Pok Ball
07) Warp Star                       08) Bob-omb
09) Ray Gun                         10) Motion-Sensor Bomb
11) Super Scope                     12) Super Mushroom
13) Fire Flower                     14) Poison Mushroom
15) Lip's Stick                     16) Starman
17) Star Rod                        18) Parasol
19) Beam Sword                      20) Screw Attack
21) Home-Run Bat                    22) Metal Box
23) Fan                             24) Bunny Hood
25) Hammer                          26) Cloaking Device
27) Green Shell                     28) Barrel Cannon
29) Red Shell                       30) Party Ball
31) Flipper

================================
6) Sound Test
===============================

 0) Opening
 1) Princess Peach's Castle
 2) Rainbow Cruise
 3) Kongo Jungle
 4) Jungle Japes
 5) Great Bay
 6) Temple
 7) Brinstar
 8) Brinstar Depths
 9) Yoshi's Story
10) Yoshi's Island
11) Fountain of Dreams
12) Green Greens
13) Corneria
14) Venom
15) Pokmon Stadium
16) Pok Floats
17) Mute City
18) Big Blue
19) Mother
20) EarthBound
21) Mushroom Kingdom
22) Mushroom Kingdom (Finale)
23) Mushroom Kingdom II
24) Mushroom Kingdom II (Finale)
25) Icicle Mountain
26) Flat Zone
27) Kongo Jungle N64
28) Yoshi's Island N64
29) Dream Land N64
30) Super Mario Bros. 3
31) Saria's Theme
32) Battle Theme
33) Fire Emblem
34) Mach Rider
35) Mother 2
36) Dr. Mario
37) Balloon Fight
38) Mario's Victory
39) DK's Victory
40) Zelda Team Victory
41) Samus's Victory
42) Yoshi's Victory
43) Kirby's Victory
44) Fox's Victory
45) Pokmon Victory
46) Capt. Falcon's Victory
47) Ness's Victory
48) Fire Emblem Team Victory
49) Mr. Game & Watch's Victory
50) Ice Climbers' Victory
51) Metal Battle
52) Battlefield
53) Final Destination
54) Menu 1
55) Menu 2
56) How to Play
57) Targets!
58) Multi-Man Melee 1
59) Multi-Man Melee 2
60) All-Star Intro
61) Tournament 1
62) Tournament 2
63) Trophy
64) Classic Intro
65) Adventure Intro
66) Stage Clear 1
67) Stage Clear 2
68) Continue
69) Game Over
70) New Trophy!
71) Rare Trophy!
72) Challenger!
73) New Feature 1
74) New Feature 2
75) New Feature 3
76) Hammer
77) Starman
78) Warning Siren
79) Ending


================================
7) Pokmon (Pok Balls)
================================

01) #003 Venusaur
02) #006 Charizard
03) #009 Blastoise
04) #035 Clefairy
05) #101 Electrode
06) #110 Weezing
07) #113 Chansey
08) #118 Goldeen
09) #121 Staryu
10) #143 Snorlax
11) #144 Articuno
12) #145 Zapdos
13) #146 Moltres
14) #151 Mew
15) #152 Chikorita
16) #155 Cyndaquil
17) #175 Togepi
18) #182 Bellossom
19) #183 Marill
20) #201 Unown
21) #202 Wobbuffet
22) #212 Scizor
23) #233 Porygon2
24) #243 Raikou
25) #244 Entei
26) #245 Suicune
27) #249 Lugia
28) #250 Ho-oh
29) #251 Celebi

================================
8) Pokmon (Pok Floats)
================================

01) #007 Squirtle
02) #095 Onix
03) #054 Psyduck
04) #152 Chikorita
05) #110 Weezing
06) #079 Slopoke
07) #137 Porygon      (x03)
08) #194 Wooper
09) #185 Sudowoodo
10) #143 Snorlax
11) #003 Venesaur
12) #086 Seel
13) #202 Wobuffett
14) #201 Unown        (x17)
15) #118 Goldeen
16) #108 Lickitung
17) #113 Chansey
18) #074 Geodude


================================
9) Specials
================================

01) 1-P All-Star mode is now open! Better practice up!
02) A blast from the past! Dream Land is yours to use.
03) A great evil walks the earth...Ganondorf has been unlocked!
04) Access to Flat Zone has been granted. Time to get retro!
05) All stages are now open!
06) Check out smashing sounds! Find Sound Test under Data.
07) Congratulations! You've cleared 1-P Adventure!
08) Congratulations! You've cleared 1-P Classic!
09) Congratulations! You've cleared 1-P All-Star!
10) Cute, cuddly...and a threat to itself and others! It's Pichu!
11) Direct from Fire Emblem, it's Marth, the swordsman supreme!
12) Dr. Mario is in the house! His prescription? KOs.
13) Fast, nimble, and ready to roll, Young Link awaits you!
14) For the first time, you've survived 15-Minute Melee!
15) It's a flotilla of Pokemon! You've unlocked Poke Floats!
16) Mewtwo's mental powers are now yours to command!
17) Mr. Game & Watch is ready to rock, old-school style!
18) Mushroom Kingdom II is open: it's the dream world, Subcon!
19) Random Stage Select is now available in Additional Rules!
20) Roy from Fire Emblem has unsheathed his sword!
21) Side-scrolling madness awaits on F-Zero's Big Blue!
22) Star Fox's surly pilot Falco is now prepped for combat!
23) Take a step back in time to lovely Yoshi's Island!
24) The gateway to Final Destination has now been opened!
25) The man in green, Luigi, is ready for action!
26) The special stage, Battlefield, has now been unlocked!
27) Welcome back to DK's first locale, Kongo Jungle!
28) Welcome to Brinstar Depths! Kraid's been waiting for you!
29) Wow! You've cleared 1-P Classic with every character!
30) You can now set up the score display in Additional Rules!
31) You beat Event Match 51, The Showdown, with no falls!
32) You have all the trophies!!
33) You have over 50 trophies!
34) You have over 100 trophies!
35) You have over 150 trophies!
36) You have over 200 trophies!
37) You've cleared 100-Man Melee for the first time!
38) You've cleared 1-P Adventure with every character! Great!
39) You've cleared 1-P All-Star with every character! Sweet!
40) You've cleared 30 1-P Event Matches!
41) You've cleared Adventure mode on Very Hard!
42) You beat Adventure mode on Very Hard with a stock of one!
43) You've cleared all 1-P Event Matches!
44) You've cleared All-Star mode on Very Hard!
45) You've cleared Classic mode on Very Hard!
46) You've cleared Classic mode on Very Hard with a stock of one!
47) You've cleared Target Test with all characters! Great!
48) You've collected more than 250 trophies!
49) You've encountered Celebi for the first time!
50) You've encountered Mew for the first time!
51) You've fought 100 VS. mode matches!
52) You've fought 1,000 VS. mode matches!
53) You've fought 10,000 VS. mode matches!
54) You've played 4,995 VS. bouts! That's about a cent per bout!
55) You've unlocked all playable characters! Get to fighting!
56) You've unlocked an alien invasion! It's Fourside!!
57) You've unlocked the singing wonder, Jigglypuff!

''''''''''''''''===================================================''''''''''''''''
                                J - Descriptions
''''''''''''''''===================================================''''''''''''''''


1) Characters
2) Stages
3) Event Match - Subject Table
4) Bonus Records
5) Trophies

================================
1) Normal Characters
================================

01: Mario
        "A well-rounded hero who boast a balance between offense and defense."

02: Pikachu
        "A pokmon that excels at clever fighting."

03: Bowser
        "A mighty foe that trades speed for pure power."

04: Peach
        "A princess with royal recovery abilities."

05: Yoshi
        "A dinosaur that boast surprising jumping prowess."

06: Donkey Kong
        "An ape with overwhelming girth and power."

07: Captain Falcon
        "A bounty hunter who boast speed and power."

08: Fox McCloud
        "A wily fox that uses speed to keep enemies off balance."

09: Ness
        "A psychic boy with a distinct midair jump."

10: Ice Climbers
        "A mallet-swinging duo from the icy peaks."

11: Kirby
        "A puff ball that floats through the sky and boast a variety of moves."

12: Samus
        "A space warrior with an arsenal of long-range projectile weapons."

13: Zelda (Sheik)
        "A graceful princess with powerful magical attacks."

13: Sheik (Zelda)
        "A mysterious warrior whose moves allow her to flow across battlefields."

14: Link
        "A sword-wielding hero who also boast long-range attacks."

================================
2) Stages
================================

01: Princess Peach's Castle   [Location: Mushroom Kingdom]
        "Buttons, switches, and incoming artillery make Peach's Castle a
        chaotic place to battle."

02: Rainbow Cruise            [Location: Mushroom Kingdom]
        "Navigate a plethora of Mario's most menacing platforms in this
        scrolling arena."

03: Kongo Jungle              [Location: DK Island]
        "A raging river serves as the backdrop for battles waged on DK
        Island. Look out for Klap Traps!"

04: Jungle Japes              [Location: DK Island]
        "If you look closely, you just might spot Cranky Kong here
        at DK's plush crib."

05: Great Bay                 [Location: Termina]
        "Inspired by scenes from The Legend of Zelda: Majora's Mask,
        Great Bay is an awesome place for a battle."

06: Temple                    [Location: Hyrule]
        "One of the most massive arenas in the game, the Temple give players
        plenty of space to duke it out."

07: Brinstar                  [Location: Planet Zebes]
        "Samus is right at home on Planet Zebes, but even her armor is no
        match for the lava which can flood the screen in an instant."

08: Brinstar Depths           [Location: Planet Zebes]
        "With Kraid raging in the background, the topsy-turvy
         action in Brinstar Depths is a sight to behold."

09: Yoshi's Story             [Location: Yoshi's Island]
        "If you can take your eyes off the scenery, watch out for passing
        Shy Guys carrying Food!"

10: Yoshi's Island            [Location: Yoshi's Island]
        "Spinning blocks and bottomless pits add to the excitement on
        Yoshi's Island."

11: Fountain of Dreams        [Location: Dream Land]
        "Platforms suspended by fountains of water make for
        some interesting action at Kirby's stomping ground."

12: Green Greens              [Location: Dream Land]
        "Kirby's no stranger to the apple-spitting antics of angry trees.
        Beware of falling fruit, perilous pits and bomb blocks."

13: Corneria                  [Location: Lylat System]
        "Battles are always precarious on top of the Great Fox. Arwings
        frequently buzz by to keep things interesting."

14: Venom                     [Location: Lylat System]
        "Fight on the wings of the Great Fox as it cruises through caves
        on Venom."

15: Pokmon Stadium           [Location: Kanto]
        "In the  Pokmon Stadium, you never know what you'll encounter.
        The entire arena constantly morphs into new battle scenes."

16: Pok Floats               [Location: Kanto Skies]
        "Giant Pokmon balloons serve as a sky-high battleground. You'll
        have to jump from one Pokmon to the next to stay on screen."

17: Mute City                 [Location: F-Zero Grand Prix]
        "In Mute City, battles take place on a fast-moving platform above the
        racetrack. When the platform stops, beware of speeding windows."

18: Big Blue                  [Location: F-Zero Grand Prix]
        "It takes lightning-fast reflexes to keep you balance while
        fighting on top of speeding F-Zero vehicles."

19: Onett                     [Location: Eagleland]
        "Ness's neighborhood is far from tranquil. Look out for speeding
        cars and unsteady awnings."

20: Fourside                  [Location: Eagleland]
        "High above the cityscape, narrow pits between buildings can spell
        instant doom. Watch out for UFO's."

21: Kingdom                   [Location: Mushroom Kingdom]
        "This level is straight out of the NES classic Super Mario Bros.
        From breakable blocks to perilous pits, it's a blast from the past."

22: Kingdom II                [Location: Mushroom Kingdom]
        "A tribute to the 8-bit classic Super Mario Bros. 2, Kingdom II
        features flash-back graphics and classic tunes."

23: Icicle Mountain           [Location: Infinite Glacier]
        "This vertically-scrolling arena is hard to navigate even if you're
        not busy fighting your friends. For advanced players only!"

24: Flat Zone                 [Location: Superflat World]
        "Mr. Game & Watch feels right at home in this flat battle arena. Elements of
        the most popular Game & Watch games pop up to add excitement to the fight."

25: Kongo Jungle N64          [Location: Past Stages]
        "Donkey Kong's infamous N64 homeland returns as a last
        resort, try and hop into the Barrel Cannon!"

26: Yoshi's Island N64        [Location: Past Stages]
        "The N64 version of the Yoshi's Island battleground has been
        recreated perfectly, right down to the disappearing clouds."

27: Dream Land N64            [Location: Past Stages]
        "Feeling nostalgic about the N64 versions of Smash Bros.?
        Take a trip down memory lane by revisiting Dream Land!"

28: Battlefield               [Location: Special Stages]
        "Taken from the single player mode, the Battlefield is perfect for
        duking it out when you're not in the mood for any distractions."

29: Final Destination         [Location: Special Stages]
        "Even more simple the Battlefield, the Final Destination lets you Smash
        to your heart's content on the Master Hand's homecourt."

================================
3) Event Match - Subject Table
================================

Lv. 01: Trouble King
        "Fight Bowser in a classic Mushroom Kingdom clash!"

Lv. 02: Lord of the Jungle
        "A duel of epic proportions! Which ape is top primate?"

Lv. 03: Bomb-fest
        "Bombs are everywhere in this explosive battle."

Lv. 04: Dino-wrangling
        "A giant Yoshi is on the loose! Somebody stop it!"

Lv. 05: Spare Change
        "Don't stop until you get 200 coins!"

Lv. 06: Kirby's on Parade
        "Look out! Rainbows of Kirby's are after you!"

Lv. 07: Pokmon Battle
        "Use Poke Balls to duel with Pikachu."

Lv. 08: Hot Date on Brinstar
        "You're interfering with Samus's Brinstar raid!"

Lv. 09: Hide 'n' Sheik
        "Only Sheik KO's count! Wait for the change..."

Lv. 10: All-Star Match 1
        "It's the Mario Stars: Mario, DK, Yoshi, Peach and Bowser."

Lv. 11: King of the Mountain
        "Ice Climbers protect their turf! Just try to survive!"

Lv. 12: Seconds, Anyone?
        "Take out Captain Falcon in less than seven seconds!"

Lv. 13: Yoshi's Egg                     [Character: Yoshi]
        "Protect the single remaining Yoshi egg from being broken!"

Lv. 14: Trophy Tussle 1
        "Face off for a trophy! The prize this time: Goomba!"

Lv. 15: Girl Power
        "A group of femme fatales has dropped by for a visit..."

Lv. 16: Kirby's Air-raid
        "Warp Stars are everywhere! Climb aboard and hang on!"

Lv. 17: Bounty Hunters
        "Fight a fellow bounty hunter for the bounty on Bowser!"

Lv. 18: Link's Adventure
        "Everyone has a dark side... Link has two!"

Lv. 19: Peach's Peril
        "Bowser's after Peach! Again! Guard her until time runs out."

Lv. 20: All-Star Match 2
        "Nintendo's realistic stars are out in force."

Lv. 21: Ice Breaker
        "Your cold mission... is to KO both Nanas."

Lv. 22: Super Mario 128
        "Battle 128 tiny Mario's in a wild endurance match!"

Lv. 23: Slippy's Invention
        "Slippy: With my new device, you guys will be invisible!"

Lv. 24: The Yoshi Herd
        "Yoshi's, Yoshi's, everywhere! Defeat 30 within 2 minutes."

Lv. 25: Gargantuans
        "Giant Bowser VS Giant DK in a spectacular war of titans!"

Lv. 26: Trophy Tussle 2
        "Another match for a prize... Who will get Entei?"

Lv. 27: Cold Armor
        "These metal bounty hunters take no prisoners!"

Lv. 28: Puffballs Unite!
        "Kirby's galore...each with a unique copied ability!"

Lv. 29: Triforce Gathering
        "Enter Ganondorf! Team up with Zelda and fight evil!"

Lv. 30: All-Star Match 3
        "Kirby, Pikachu, Ness and Ice climbers want to fight!"

Lv. 31: Mario Bros. Madness
        "A classic plumber clash in the Mushroom Kingdom!"

Lv. 32: Target Acquired
        "Incoming Arwings! KO Jigglypuff more than they do!"

Lv. 33: Lethal Marathon
        "Avoid the F-Zero machines and race for the finish."

Lv. 34: Seven Years
        "Young Link VS. Link! How can you fight yourself?"

Lv. 35: Time for a Checkup
        "Are routine physicals supposed to hurt this much?"

Lv. 36: Space Travelers
        "Adventurers head for Earth: Ness is the welcome wagon."

Lv. 37: Legendary Pokmon
        "A slew of legendary Pokmon are all the help you'll get!"

Lv. 38: Super Mario Bros. 2
        "The cast of the classic NES title are raring to go!"

Lv. 39: Jigglypuff Live!
        "Jigglypuff nabs the spotlight on center stage."

Lv. 40: All-Star Match 4
        "Secret characters emerge to join forces."

Lv. 41: En Garde!
        "The lithe Marth challenges Link in a battle of steel!"

Lv. 42: Trouble King 2
        "Hey, Mario! When did Bowser get so big, huh?"

Lv. 43: Birds of Prey
        "Captain Falcon and Falco join forces to take out Fox!"

Lv. 44: Mewtwo Strikes!
        "Don't waste your time battling Zelda..."

Lv. 45: Game & Watch Forever!
        "The system that started a worldwide boom lives on!"

Lv. 46: Fire Emblem Pride
        "The heroes of Fire Emblem join forces to fight you!"

Lv. 47: Trophy Tussle 3
        "Want a new trophy? Here's your shot at Majora's Mask."

Lv. 48: Pikachu and Pichu
        "These Pokmon are pals... but not with you!"

Lv. 49: All-Star Match Deluxe
        "Dr. Mario, Falco, Ganondorf, Roy, Young Link and Pichu!"

Lv. 50: Final Destination Match
        "Master Hand's the right hand; now meet the left!"

Lv. 51: The Showdown
        "Giga Bowser, Mewtwo and Ganondorf unite!"


================================
3) Bonus Records
================================

001: Bird of Prey                      [4000]
        "Used only aerial attacks."

002: Combo King                        [2500]
        "Used many combos. (Average # of combos is 2.5 or greater)"

003: Juggler                           [1500]
        "Struck an enemy many times while keeping him airborne."

004: Backstabber                       [2000]
        "High % of attacks were from rear. (70% or more of total)"

005: Sweeper                           [2500]
        "High % of attacks were low. (50% or more of total)"

006: Clean Sweep                       [5000]
        "All attacks were low attacks."

007: Meteor Smash                      [800]
        "KO'd foe with a Meteor Attack."

008: Meteor Clear                      [3000]
        "Cleared the level with a Meteor Attack."

009: Meteor Master                     [8000]
       "Every Meteor Attack KO'd an opponent. (Minimum of 2)"

010: Meteor Survivor                   [2000]
       "Succeeded in recovering from a Meteor Attack."

011: Flying Meteor                     [4000]
       "Hit a flying enemy with a Meteor Attack."

012: Exceptional Aim                   [4000]
       "Hit with most attacks."

013: Perfect Aim                       [10000]
       "Hit with all attacks. (At least 8 attacks per minute)"

014: All Ground                        [6000]
       "Used all standard ground attacks against enemies."

015: All Aerial                        [4000]
       "Used all standard aerial attacks against enemies."

016: All Variations                    [10000]
       "Used all attacks except finishing blows on enemies."

017: All on One                        [20000]
       "Used all attacks except finishing blows on one enemy."

018: Lethal Weapon                     [7000]
       "Hit with a wide variety of attacks."

019: Berserker                         [3500]
       "Attacked in a frenzy. (60 attacks or more in 1 minute)"

020: Smash King                        [3000]
       "Used many Smash Attacks. (150% or more of all hits)"

021: Smash Maniac                      [3500]
       "Only used Smash Attacks."

022: Smash-less                        [1500]
       "Used no Smash Attacks."

023: Specialist                        [2200]
       "Hit with only special moves."

024: Dedicated Specialist              [3100]
       "Used only one kind of special move."

025: One-Two Punch                     [1800]
       "Hit consecutively with all weak attacks."

026: First Strike                      [500]
       "Delivered first blow of match."

027: 150% Damage                       [1000]
       "Took 150% damage or more.  Not valid in team battles."

028: 200% Damage                       [3000]
       "Took 200% damage or more.  Not valid in team battles."

029: 250% Damage                       [7000]
       "Took 250% damage or more.  Not valid in team battles."

030: 300% Damage                       [10000]
       "Took 300% damage or more.  Not valid in team battles."

031: 350% Damage                       [15000]
       "Took 350% damage or more.  Not valid in team battles."

032: Heavy Damage                      [20000]
       "Took 400% damage or more.  Not valid in team battles."

033: Sniper                            [2000]
       "Hit only with flying objects."

034: Brawler                           [2000]
       "Hit only with direct attacks."

035: Precise Aim                       [10000]
       "All attacks hit immediately after execution."

036: Pitcher                           [6000]
       "Fought only with grabs and throws."

037: Butterfingers                     [-500]
       "Had a high rate of grab and dash-grab failures."

038: All Thumbs                        [-1500]
       "All dash-grab attempts failed. (At least 4 attempted)"

039: Cuddly Bear                       [2000]
       "Performed at least 3 grabs, but did not attack or throw enemy."

040: Compass Tosser                    [3500]
       "Used all four directional-throw moves."

041: Throw Down                        [2500]
       "Threw last foe to clear game."

042: Pummeler                          [1500]
       "Did a lot of damage by holding and punching foes."

043: Fists of Fury                     [2500]
       "After grabbing, always held and punched, never threw."

044: Close Call                        [2000]
       "Threw just before enemy broke your hold."

045: Opportunist                       [-1000]
       "Didn't attack for a very long period of time."

046: Spectator                         [-2500)
       "Spent a long time on sloped terrain."

047: Statue                            [500]
       "Little left-to-right movement."

048: Never Look Back                   [5000]
       "Never changed direction."

049: Stiff Knees                       [300]
       "Did not crouch."

050: Run, Don't Walk                   [6500]
       "Did not walk. (Extremely short distance doesn't count)"

051: Ambler                            [2500]
       "Walked a lot."

052: No Hurry                          [1000]
       "Did not run."

053: Marathon Man                      [2000]
       "Ran a lot."

054: Eagle                             [1500]
       "Went airborne a lot."

055: Aerialist                         [2500]
       "Did not jump from the ground. (No overlap with Cement Shoes)"

056: Acrobat                           [3000]
       "Always did a midair jump. (No overlap with Cement Shoes)"

057: Cement Shoes                      [4000]
       "Never jumped, including midair jumps."

058: Head Banger                       [800]
       "Hit walls a lot. (3 or more times per minute)"

059: Elbow Room                        [2000]
       "Bumped into or pushed foes a lot."

060: Power Shielder                    [5000]
       "Used the Power Shield often. (3 times or more in 1 minute)"

061: Shield Buster                     [x2500]
       "Broke enemy's shield."

062: Shattered Shield                  [x-1000]
       "Shield was broken by enemy."

063: Shield Stupidity                  [x-2000]
       "Broke own shield."

064: Shield Saver                      [500]
       "Dropped shield just before it was broken."

065: Skid Master                       [1000]
       "Had long stun-slide distance. (9 feet or more in 1 minute)"

066: Rock Climber                      [800]
       "Hung from many edges. (4 times or more in one minute)"

067: Edge Hog                          [x2500]
       "Hung from edge to prevent opponent from doing the same."

068: Cliffhanger                       [2000]
       "Grabbed a lot of edges after being knocked off the stage."

069: Life on the Edge                  [x800]
       "After being hit, grabbed edge without a midair jump."

070: Poser                             [2000]
       "Taunted often. (6 or more times in 1 minute)"

071: Poser Poseur                      [x500]
       "Taunted right after someone else. (Within 1 second)"

072: Poser Power                       [x700]
       "Attacked someone with a taunt."

073: Pose Breaker                      [x800]
       "Gave a quick weak attack to a taunting opponent."

074: Instant Poser                     [x100]
       "Taunted right after knocking down a foe. (Within 1 second)"

075: Control Freak                     [1000]
       "Tapped the control stick twice as fast as second fastest tapper."

076: Button Masher                     [700]
       "Pressed buttons twice as fast as second fastest presser."

077: Button Holder                     [4000]
       "Held down the A or B button. (For the entire match)"

078: Rock Steady                       [3000]
       "Did not fall down."

079: Pratfaller                        [1500]
       "Always landed face up."

080: Face Planter                      [1500]
       "Always fell face down."

081: Twinkle Toes                      [2500]
       "Succeeded on every attempt to absorb damage."

082: Floor Diver                       [1500]
       "Dropped through floors often. (12 times in 1 minute)"

083: No R 4 U                          [300]
       "Did not press the L & R Buttons."

084: Climactic Clash                   [x1200]
       "Hit same enemy with progressively stronger blows."

085: Floored                           [300]
       "Took a lot of damage from floors. (Over 50% of damage)"

086: Punching Bag                      [100]
       "Got stuck between two enemies and hit back and forth."

087: Stale Moves                       [-2000]
       "Persistently used the same attack."

088: Blind Eye                         [3000]
       "Always looking in opposite direction as oncoming attack."

089: Crowd Favorite                    [2500]
       "Audience cheered for player."

090: Master of Suspense                [2500]
       "Surprised the crowd often. (3 or more times in 1 minute)"

091: Lost in Space                     [2000]
       "Frequently magnified. (1/4 of time in a magnifying glass)"

092: Lost Luggage                      [3000]
       "Was in magnifying glass on all 4 sides of the screen."

093: Half-Minute Man                   [2500]
       "Beat level within 30 seconds."

094: Pacifist                          [3000]
       "Never attacked even once including misses."

095: Peaceful Warrior                  [5000]
       "Never attacked, but didn't lose the match."

096: Moment of Silence                 [3000]
       "Took no damage for 1 minute. (No overlap with Impervious)"

097: Impervious                        [7000]
       "Didn't suffer a single attack."

098: Immortal                          [5000]
       "Never got knocked down."

099: Switzerland                       [12000]
       "Never attacked anyone, never took any damage."

100: Predator                          [-1500]
       "Attacked only opponents with high amounts of damage."

101: Down, But Not Out                 [2000]
       "Fell all the way down, but got back up the most in a match."

102: Solar Being                       [800]
       "Only left stage by flying off screen and becoming a star."

103: Stalker                           [-1000]
       "Always attacked a particular player."

104: Bully                             [-2000]
       "Always KO'd a particular player."

105: Coward                            [-500]
       "Spent a long time a great distance away from enemies."

106: In the Fray                       [2000]
       "Average distance between you and foes was very small."

107: Friendly Foe                      [3000]
       "Never pushed an enemy."

108: Center Stage                      [2000]
       "Spent a long time in the middle of the arena."

109: Merciful Master                   [3000]
       "Won without KO'ing anybody."

110: Star KO                           [x300]
       "KO'd an enemy and turned him or her into a star."

111: Rocket KO                         [5000]
       "Sent all team enemies flying off the top of the screen."

112: Wimpy KO                          [x4000]
       "KO'd a foe with a weak attack."

113: Bull's-eye KO                     [x800]
       "KO'd a foe with a firing item."

114: Poser KO                          [x5000]
       "KO'd an enemy with a taunt."

115: Cheap KO                          [x500]
       "KO'd an enemy from behind."

116: Bank-Shot KO                      [x3000]
       "KO'd an enemy with a deflected item."

117: Timely KO                         [x3500]
       "KO'd a foe at the time limit."

118: Special KO                        [x800]
       "KO'd an enemy with a special attack."

119: Hangman's KO                      [x2000]
       "Attacked an enemy that was hanging from an edge for a KO."

120: KO 64                             [x640]
       "KO'd an enemy when the enemy was at 64% damage."

121: Bubble-Blast KO                   [x1200]
       "Attacked a magnified enemy and KO'd him or her."

122: Sacrificial KO                    [x1500]
       "The same attack KO'd both you and your enemy."

123: Avenger KO                        [x2500]
       "KO'd a foe right after foe KO'd you. (Within 5 seconds)"

124: Double KO                         [x2000]
       "KO'd 2 enemies at once."

125: Triple KO                         [x4000]
       "KO'd 3 enemies at once."

126: Quadruple KO                      [x8000]
       "KO'd 4 enemies at once."

127: Quintuple KO                      [x15000]
       "KO'd five enemies at once."

128: Dead-Weight KO                    [x4000]
       "KO'd an enemy by throwing another enemy at him or her."

129: Kiss-the-Floor KO                 [x1000]
       "Threw an enemy onto a damaging floor for a KO."

130: Assisted KO                       [x1500]
       "KO'd a foe with an item."

131: Foresight                         [x500]
       "Hit the front of the screen."

132: First to Fall                     [-1000]
       "First one to be KO'd after match begins."

133: Cliff Diver                       [500]
       "Let go of the edge of a cliff and fell off stage."

134: Quitter                           [x-1000]
       "Fell off stage without even trying to recover."

135: Shameful Fall                     [x-1500]
       "At less than 50%, got KO'd by a foe with over 100% damage."

136: World Traveler                    [2000]
       "Got KO'd off all four sides of the screen."

137: Ground Pounded                    [500]
       "Got KO'd by a damaging floor."

138: Environmental Hazard              [1000]
       "Got KO'd by a part of the stage evironment."

139: Angelic                           [2000]
       "Was standing on revival platform when match ended."

140: Magnified Finish                  [1000]
       "Ended the match in a magnifying glass."

141: Fighter Stance                    [500]
       "Ended match while taunting."

142: Mystic                            [2000]
       "Ended match while offscreen."

143: Shooting Star                     [1500]
       "Ended match as a star."

144: Lucky Number Seven                [3000]
       "Finished with :07 left."

145: Last Second                       [5000]
       "Finished with :01 left."

146: Lucky Threes                      [3330]
       "Finished with 3:33 left."

147: Jackpot                           [1110]
       "Damage at end was the same number repeated three times."

148: Full Power                        [2000]
       "Damage at 0% at finish."

149: Item-less                         [1800]
       "Did not use any items."

150: Item Specialist                   [2000]
       "Only hit with item attacks."

151: Item Chucker                      [3000]
       "Hit only by throwing items."

152: Item Smasher                      [3000]
       "Used only smash attacks with swinging weapons."

153: Capsule KO                        [x800]
       "KO'd an enemy with a capsule."

154: Carrier KO                        [x800]
       "KO'd a foe with a large item carrier."

155: Weight Lifter                     [1500]
       "Frequently held heavy items. (Over 5 seconds per minute)"

156: Item Catcher                      [x1000]
       "Caught an item thrown at you."

157: Reciprocator                      [x2000]
       "Threw an item thrown at you back at an enemy."

158: Item Self-Destruct                [-1000]
       "Item caused player to Self-Destruct."

159: Triple Items                      [3000]
       "Got the same item 3 times in a row."

160: Materialist                       [100]
       "Spent the longest amount of time holding items."

161: Minimalist                        [1500]
       "Spent the least amount of time holding items."

162: Item Hog                          [4000]
       "Got 10 or more different kinds of items."

163: Item Collector                    [4000]
       "Got every kind of item that appeared."

164: Connoisseur                       [3000]
       "Got every kind of food that appeared."

165: Gourmet                           [2000]
       "Used only food items. (3 or more)"

166: Battering Ram                     [1500]
       "Used only battering items. (3 or more)"

167: Straight Shooter                  [1500]
       "Used only shooting items. (3 or more)"

168: Wimp                              [1500]
       "Used only recovery items. (3 or more)"

169: Shape Shifter                     [1500]
       "Used only transformation items. (3 or more)"

170: Chuck Wagon                       [1500]
       "Only grabbed throwing items. (3 or more)"

171: Parasol Finish                    [1600]
       "Was parachuting with the Parasol at match's end."

172: Gardener Finish                   [2000]
       "Put a flower on an enemy's head at match's end."

173: Flower Finish                     [1700]
       "Had a flower on head when the match ended."

174: Super Scoper                      [2000]
       "Did 100% damage or more firing the Super Scope."

175: Screwed Up                        [2000]
       "Held Screw Attack for 30 seconds or more."

176: Screw Attack KO                   [x2500]
       "Used a Screw Attack to KO an enemy."

177: Warp Star KO                      [x1000]
       "KO'd a foe using a Warp Star."

178: Mycologist                        [2500]
       "Got 3 or more Mushrooms."

179: Mario Maniac                      [8000]
       "Used only Mushrooms, Fire Flowers, and Starmen."

180: Metal KO                          [x800]
       "KO'd enemy while metal."

181: Freezie KO                        [x2000]
       "Froze enemy with Freezie then KO'd him or her."

182: Flipper KO                        [x2000]
       "KO'd enemy with a flipper."

183: Mr. Saturn Fan                    [3000]
       "Only item used was Mr. Saturn."

184: Mrs. Saturn                       [1500]
       "Held Mr. Saturn for 30 seconds or more."

185: Saturn Siblings                   [4000]
       "Got 3 or more Mr. Saturns."

186: Saturn Ringer                     [4000]
       "Caught a Mr. Saturn thrown at you."

187: Giant KO                          [x600]
       "KO'd a foe while giant."

188: Tiny KO                           [x2500]
       "KO'd a foe while tiny."

189: Invisible KO                      [x800]
       "KO'd a foe while invisible."

190: Bunny-Hood Blast                  [x1200]
       "KO'd someone while wearing a Bunny Hood."

191: Vegetarian                        [1800]
       "Got 2 or more Maxim Tomatoes."

192: Heartthrob                        [2800]
       "Got 2 or more Heart Containers."

193: Invincible Finish                 [x1200]
       "Player is invincible at the end of the match."

194: Invincible KO                     [x800]
       "KO'd a foe while invincible."

195: Beam Swordsman                    [x800]
       "KO'd a foe with a Beam Sword."

196: Home-Run King                     [x600]
       "KO'd a foe with the Home-Run Bat."

197: Laser Marksman                    [4000]
       "Hit with every blast from the Ray Gun until it ran out."

198: Flame Thrower                     [1600]
       "Got a 10 combo or higher with the Fire Flower."

199: Hammer Throw                      [1500]
       "Threw the hammer away."

200: Headless Hammer                   [2500]
       "Grabbed a broken hammer."

201: Super Spy                         [x800]
       "KO'd someone with a Motion-Sensor Bomb."

202: Bob-omb's Away                    [-500]
       "KO'd by a wandering Bob-omb."

203: Bob-omb Squad                     [x2500]
       "Grabbed a Bob-omb just before it exploded, and wasn't hurt."

204: Pokemon KO                        [1000]
       "KO'd a foe with a Pokemon."

205: Mew Catcher                       [10000]
       "Mew appeared."

206: Celebi Catcher                    [8000]
       "Celebi appeared."

207: Goomba KO                         [100]
       "KO'd a Goomba."

208: Koopa KO                          [200]
       "KO'd a Koopa."

209: Paratroopa KO                     [300]
       "KO'd a Paratroopa."

210: ReDead KO                         [300]
       "KO'd a ReDead."

211: Like-Like KO                      [500]
       "KO'd a Like-Like."

212: Octorok KO                        [150]
       "KO'd an Octorok"

213: Topi KO                           [200]
       "KO'd a Topi."

214: Polar Bear KO                     [800]
       "KO'd a Polar Bear."

215: Shy Guy KO                        [20]
       "KO'd a Shy Guy."

216: First Place                       [1000]
       "Got 1st place in a timed match."

217: Last Place                        [-1000]
       "Got last place in a timed match."

218: Wire to Wire                      [2000]
       "Led in points from the start to the finish."

219: Whipping Boy                      [-1500]
       "Trailed in points from the start to the finish."

220: KO Artist                         [3000]
       "Had a lot of KOs. (More than 3 and double second place)"

221: KO Master                         [1500]
       "Had the most KOs. (Not awarded if Artist is earned)"

222: Offensive Artist                  [2000]
       "Caused a lot of damage."

223: Offensive Master                  [1000]
       "Caused the most damage."

224: Frequent Faller                   [-1000]
       "Had a lot of falls."

225: Fall Guy                          [-500]
       "Had the most falls."

226: Self-Destructor                   [-2000]
       "Had a lot of Self-Destructs."

227: Master of Disaster                [-1000]
       "Had the most Self-Destructs."

228: KOs                               [x500]
       "Counts each KO."

229: Falls                             [x-500]
       "Counts each fall. (Self-destructs not counted)"

230: SDs                               [x-500]
       "Counts each self-destruct."

231: Target Master                     [30000]
       "Smashed all targets in Target Test!"

232: Hobbyist                          [1000]
       "Got at least one trophy before the stage ended."

233: Collector                         [30000]
       "Snagged all trophies that appeared!"

234: No-Damage Clear                   [300000]
       "Cleared all levels without taking any damage."

235: No-Miss Clear                     [10000]
       "Cleared without losing a single life."

236: Continuation                      [-20000]
       "Cleared by continuing."

237: Speedster                         [10000]
       "Cleared all levels quickly."

238: Speed Demon                       [20000]
       "Cleared all levels very quickly."

239: Melee Master                      [100000]
       "Cleared All-Star mode without recovering damage even once."

240: Classic Clear                     [50000]
       "Cleared the Classic mode."

241: Adventure Clear                   [50000]
       "Cleared the Adventure mode."

242: All-Star Clear                    [50000]
       "Cleared the All-Star mode."

243: Very-Hard Clear                   [200000]
       "Cleared the Very-Hard mode."

244: Crazy Hand KO                     [80000]
       "Defeated Crazy Hand in Classic mode."

245: Luigi KO                          [20]
       "Defeated Luigi in Adventure mode."

246: Link Master                       [30000]
       "Defeated all five Links in Adventure mode."

247: Giant Kirby KO                    [10000]
       "Defeated Giant Kirby in Adventure mode."

248: Metal Bros. KO                    [8000]
       "KO'd Metal Bros. in Adventure mode."

249: Giga Bowser KO                    [100000]
       "Defeated Giga Bowser in Adventure mode."

================================
4) Trophies
================================

001: Alpha                     [Future Release]

        "A creature in an imaginary cubist world
        where survival of the fittest is the rule.
        These creatures have strong, efficient bodies
        and the cute faces of pandas. They form
        family groups and treat each other lovingly,
        yet have no respect for other beasts.
        Their favorite foods seem to be meat
        and bamboo grass."

002: Andross                   [Star Fox]
                               [03/93]
        "Star Fox's archenemy. Whether it's a metallic
        manifestation of Andross or just a
        hologram is unknown, but from its outward
        appearance, it's safe to assume that it's not
        the fiend's true form. Andross occasionally
        sucks matter in and then violently exhales,
        sending out a cloud of metal tiles. Its eyes are
        its weak points."

003: Andross                   [Star Fox 64]
                               [06/97]
        "This incarnation of Andross was so big
        as to be ridiculous, but it at least appeared
        to be a living being. Andross was once
        a brilliant scientist, but was banished from
        the galaxy for his dangerous experiments.
        From the planet Venom, he readied his troops
        and directed his sword of vengeance toward
        the Lylat System."

004: Annie                     [Custom Robo 2]
                               [Japan Only]
        "Annie, a Jumper model in the Stunner line of
        robots, was the robot used by Nanase, a cadet
        at the Takuma Academy, a commander training
        school. At the climax of the story, Nanase
        fell prey to temptation and stained her
        hands with the illegal robot Majei. This
        act ultimately set the stage for her undeniably
        tragic end."

005: Articuno                  [Pokmon Red & Blue]
                               [09/98]
        "Clouds gather, the baromerer plunges,
        and fresh snow falls from the frigid air when
        this legendary Pokmon takes wing. Graceful
        and elegant, it boasts long tail feathers that
        flap in the wind and are lovely to behold.
        As would be expected, its combat moves
        are based on its cold nature; they include
        Ice Beam and Blizzard."

006: Arwing                    [Star Fox]
                               [09/93]
        "The Arwing is the symbol of Star Fox.
        Like an F-Zero racer, it's equipped with
        an opposing-gravity device. It can barrel
        roll and flip with ease thanks to its quick
        acceleration and flexible control. In battle, the
        ship uses retractable wings for precise
        flying. Every Arwing has smart bombs
        as its sub-weapons."

007: Ayumi Tachibana           [Famicom Detective Club Part II]
                               [Japan Only]
        "Ayumi's the heroine of the Detective Club games,
        which were made for the Famicom Disk
        System. In the first installment of the series,
        Ayumi solved the murder of one of her friends,
        and shortly thereafter, she opened her own
        investigative agency. Since those early days,
        she's proven to be a daring and peerless
        crime solver."

008: Baby Bowser               [Super Mario World 2: Yoshi's Island]
                               [10/95]
        "Even as a youngster, Baby Bowser was already
        playing pranks and causing trouble for Baby Mario and his
        pal Yoshi. Even at this early age of his evil
        career, Baby Bowser had tons of henchmen at his
        disposal. Many experts speculate that Mario
        and Bowser have some sort of connection that
        can be traced back to their mutual births."

009: Baby Mario                [Super Mario World 2: Yoshi's Island]
                               [10/95]
        "Long ago, when the stork was carrying Baby
        Mario and Baby Luigi to the Mario household,
        the stork was ambushed, causing Baby Mario
        to tumble onto Yoshi's Island. This marked the
        beginning of the Yoshies' adventure to deliver
        Baby Mario to his parents. Since then,
        Baby Mario's been spotted on golf courses
        and tennis courts."

010: Ball Kirby                [Kirby's Adventure]
                               [05/93]
        "When Kirby swallows a ball enemy, he turns
        into a ball and can bounce off of floors
        and walls. It's tough to control, but well
        worth it for the strong attack power it gives
        Kirby. After his debut in Kirby's Adventure,
        Ball Kirby has popped up in several more
        Kirby games, such as Kirby's Pinball Land and
        Kirby's Block Ball."

011: Balloon Fighter           [Balloon Fight]
                               [06/86]
        "The goal in Balloon Fight is to break your
        enemy's two balloons, depriving him of his
        flotation devices. If you lose one balloon,
        your buoyancy drops and it becomes harder
        to rise. As you can pop both friends' and
        enemies' balloons, you have to stay alert in
        this two-player fun fest. The balloonist's
        name is unknown."

012: Barrel                    [Super Smash Bros.]
                               [04/99]
        "Like Crates, Barrels are often filled with
        items and occasionally explosive. Thrown
        Barrels may break on contact or go rolling
        along the ground to smash into characters.
        Like the Crate, the Barrel is heavy, so it
        will restrict the speed at which the character
        carrying it can move. This speed differs
        between characters."

013: Barrel Cannon             [Donkey Kong Country]
                               [11/94]
        "The Barrel Cannons were used in Donkey
        Kong games as a vital means of transportation,
        and their explosive nature is used similarly
        in Super Smash Bros. Melee. On the Kongo
        Jungle stage, one can catch characters as
        they fall from the main platform. Careful! The
        Barrel Cannon rotation may accidentally send
        you flying off the screen."

014: Battlefield               [Super Smash Bros. Melee]
                               [12/01]
        "Super Smash Bros. Melee borrows settings from
        many different games to create its stages, but
        the Battlefield is an original creation. While
        its initian impression may strike some players
        as a bit ominous, the layout itself is fairly
        standard, lending it to serious, straightforward
        matches. Additionally, it's used to pit players against
       the Fighting Wire Frames."

015: Bayonette                 [Custom Robo 2]
                               [Japan Only]
        "Tsurugi and Yaiba, twin brothers who were
        bewitched by the dark power, combined their
        beloved robots Spear and Lance to form
        this illegal robot. The brothers used the
        Strike Vanisher model as a base, but then
        added a number of stealth capabilities.
        This successful power-up is nothing short of
        a Custom Robo miracle."

016: Beam Sword                [Super Smash Bros.]
                               [04/99]
        "With its distinctive glowing blade, the Beam
        Sword is eye-catching and lethal. At first, the
        blade is about the size of a short sword, but
        the length changes depending on who
        wields it. The blade also lengthens in direct
        proportion to the power of an attack, so
        it reaches its maximum size when swung as
        a smash attack."

017: Bellossom                 [Pokmon Gold & Silver]
                               [10/00]
        "From time to time, these beautiful flower
        Pokmon will gather in numbers and perform
        an odd sort of dance to call out the sun. While
        in the midst of this strange exhibition,
        their petals brush together to create
        a peaceful and soothing melody. A Gloom will
        only evolve into a Bellossom if it's
        exposed to a Sun Stone."

018: Birdo                     [Super Mario Bros. 2]
                               [10/88]
        "First seen in Super Mario Bros. 2, Birdo is
        known for shooting eggs and fireballs from
        her mouth. Mario and his friends would have
        to jump onto the eggs in midair, pick them
        up and throw them back at her. Long missing
        from the Nintendo scene, Birdo recently
        reappeared in Mario Tennis and Super
        Mario Advance."

019: Blatoise                  [Pokmon Red & Blue]
                               [09/98]
        "Blastoise is the next evolutionary step after
        Wartortle. The thick jets of water they
        shoot from the cannons on their backs are
        strong enough to cut through steel plating.
        When in danger, they hide inside
        their armored shells. Blastoise is so popular
        among trainers that it's considered the
        definitive Water-type."

020: Bob-omb                   [Super Mario Bros. 2]
                               [10/88]
        "These little guys are just what they appear
        to be: walking bombs. Pick one up and hurl
        it for an incredibly potent attack. If no one
        picks them up, Bob-ombs light their own fuses and
        start wandering around armed and dangerous.
        In Super Mario 64, Bob-ombs chased Mario down
        once they noticed him. Pink Bob-ombs are nice
        and capable of speech."

021: Boo                       [Super Mario Bros. 3]
                               [02/90]
        "These shy spirits inhabit Mario's world
        and have been known to vanish or freeze when
        met face-to-face. In recent years, they seem
        to have overcome their fears in order to
        pursue tennis and other social activities. They
        usually appear in groups and fly in
        formation. From time to time, giant Boos make
        surprise appearances."

022: Bowser                    [Super Mario Bros.]
                               [10/85]
        "Bowser has a long history of kidnapping
        Princess Peach to lure his nemesis, Mario,
        into traps. He leads an enormous group of
        mischievous creatures, not the least of which
        are his seven children. With outrageous
        strength, flammable breath, and more spikes
        than you can shake a Star Rod at, Bowser
        is a constant threat."

023: Bowser                    [B: Fire Breath]
                               [Smash B: Koopa Klaw]
        "In many ways, Bowser is the toughest character
        around. Not only does he have near-impervious
        hide, but his great mass makes him almost
        impossible to hurl offscreen. Of course,
        his weight also makes him rather slow to
        maneuver, so when facing him in battle,
        it's best to press your attack and not give him
        a chance to counter."

024: Bowser                    [Up & B: Whirling Fortress]
                               [Down & B: Bowser Bomb]
        "Bowser's Fire Breath strikes continually, but it
        grows gradually smaller over time until it's barely
        smoldering. The Koopa Klaw rakes enemies at a
        distance and pulls nearby foes in close for a good
        gnawing. Bowser's Whirling Fortress moves laterally
        over the ground; it works in midair as a recovery.
        The Bowser Bomb is powerful and paves the
        way for more attacks."

025: Bubbles                   [Clu Clu Land]
                               [10/85]
        "The mysterious Bubbles can only move straight
        ahead and has problems stopping: she changes
        paths by sticking out her hand and grabbing
        a post on the way by. If Bubbles makes contact
        with a Sea Urchin, she'll pop and deflate
        like a balloon. Bubbles protects herself by
        shocking Sea Urchins and pushing them into
        walls to destroy them."

026: Bucket                    [Mario and Wario]
                               [Japan Only]
        "In Mario and Wario, an excellent game released
        only in Japan, this hidden item gets placed on
        Mario's head, rendering him sightless. The fairy
        Wanda then guides the helpless Mario past
        numerous obstacles to the goal. The M on the
        bucket becomes a W when turned upside down,
        signifying that Mario has fallen under Wario's
        wicked control."

027: Bulbasaur                 [Pokmon Red & Blue]
                               [09/98]
        "Bulbasaur is a cute Pokmon born with
        a large seed firmly affixed to its back;
        the seed grows in size as the Pokmon does.
        Along with Squirtle and Charmander, Bulbasaur
        is one of three Pokmon available
        at the beginning of Pokmon Red & Blue.
        It evolves first into Ivysaur and ultimately
        into Venusaur."

028: Bullet Bill               [Super Mario Bros.]
                               [10/85]
        "Bullet Bills are shot out of cannons and fly
        on straight paths. In great numbers they're
        a nightmare; while Mario can stop most with
        a single jump, the rare giant one is much
        tougher to avoid. In Super Smash Bros. Melee, all
        Bullet Bills are extra large. They burrow into
        Princess Peach's castle and then detonate
        with immense power."

029: Bunny Hood                [The Legend of Zelda: Ocarina of Time]
                               [11/98]
        "Don the Bunny Hood to improve your agility
         drastically, allowing you to jump great
         distances and move at high speed. The ears
         are a cute accessory: they're even adorable
         on characters they don't quite suit. The
         Bunny Hood was key in Majora's Mask, where
         it made Link move at one-and-a-half times
         his normal speed."

030: Capsule                   [Super Smash Bros.]
                               [04/99]
        "These small containers contain items that fly
        out when the Capsules break. Capsules will
        explode roughly 12.5% of the time, so deciding
        where to break them can be
        quite a strategic decision; sometimes
        it's better to throw them rather than attacking
        them directly. Explosive Capsules pack a
        tremendous punch."

031: Capt. Falcon              [F-Zero]
                               [08/91]
        "Usually a relentless bounty hunter, Captain
        Falcon shifts gears to become a race pilot
        once the F-Zero Grand Prix begins. His
        beloved racer, the Blue Falcon, can exceed the
        speed of sound, and he knows how to drive it;
        he'll go down as one of the all time-greats.
        Now 36 years old, Captain Falcon wears
        his F-Zero X visor."

032: Capt. Falcon              [B: Falcon Punch]
                               [Smash B: Raptor Boost]
        "Falcon's style is a balanced combination
        of raw power and speed. His attacks are slow,
        but when combined with Falcon's high mobility,
        he's a formidable combat force. The
        Falcon Punch packs the highest degree
        of destructive power, while the explosive
        Raptor Boost can be used to smash airborne
        foes into the depths."

033: Capt. Falcon               [Up & B: Falcon Dive]
                                [Down & B: Falcon Kick]
        "The Knee Smash, used in midair on foes in front
        of you, is slow and has a short reach, but if it
        connects, it'll send foes flying a long way on a
        low trajectory. Falcon uses his Falcon Dive to
        grab an enemy in midair and fling them away
        with an explosive blast. He can do this technique
        repeatedly without landing, so it can also be
        used as a recovery move."

034: Captain Olimar              [Pikmin]
                                 [12/01]
        "The main character of the game Pikmin,
        Captain Olimar crash-lands on a mysterious
        planet after his spaceship malfunctions.
        In order to get off the planet, he must gather
        the pieces of his broken ship, but the
        atmosphere of the planet is poisonous to
        Olimar. As a result, he has to enlist the help
        of the native Pikmin."

035: Celebi                      [Pokmon Gold & Silver]
                                 [10/00]
        "Celebi has the power to travel through time,
        and thus wanders from one age to the next.
        It is considered a deity by the forests: plants
        and trees are said to grow in unimaginable
        abundance wherever Celebi visits. Like
        Mew, Celebi is a Pokmon shrouded
        in mystery. Its special techniques blend grass
        and psychic powers."

036: Chansey                     [Pokmon Red & Blue]
                                 [09/98]
        "Renowned for its kind temperament, Chansey
        has been known to offer injured creatures
        a highly nutricious egg to aid their recovery.
        Legend has it that this charitable creature
        brings happiness to anyone who captures
        it. All Chansey are female, and every now
        and then one is found in possession of a
        Lucky Egg."

037: Charizard                   [Pokmon Red & Blue]
                                 [09/98]
        "It's hard to believe, but this massive flame
        Pokmon evolves from the tiny Charmander.
        Not only can it fly at heights of over 4,500
        feet, but it's flaming breath is hot enough to
        reduce almost anything to ashes in seconds.
        The flames at the end of a Charizard's tail
        are said to be a fairly accurate barometer
        of its power."

038: Chikorita                   [Pokmon Gold & Silver]
                                 [10/00]
        "Chikorita was one of the first three Pokmon
         available in Pokmon Gold, Silver, and
         Crystal. A Grass-type Pokmon, it emits
         a delightful fragrance from the leaves on
         its head and loves to spend its time leisurely
         sunbathing. When called into battle, it uses
         its Razor Leaf move to strike at opponents'
         weak points."

039: Chozo Statue                 [Metroid]
                                  [08/89]
        "These statues, which provide power-ups to
        Samus and have some connection with her
        Power Suit, have been found in many places,
        most notably Zebes. The Chozo boasted the most
        advanced civilization in their galaxy. Some
        say that when they could advance no
        further, they chose to withdraw and observe
        other life forms."

040: Clefairy                     [Pokmon Red & Blue]
                                  [09/98]
        "Clefairy are very cute Pokmon, which makes
        them popular pets. However, as they're
        only found in a few areas, it takes a lot
        of work to find one. Strangely enough, legend
        has it that Clefairy are more active during the
        full moon. These Pokmon are known to
        use Metronome, a move that unleashes a randomly
        selected attack."

041: Cleffa                       [Pokmon Gold & Silver]
                                  [10/00]
        "With silhouettes that resemble stars,
        Cleffa are often sighted when the
        night sky is filled with shooting stars.
        Cleffa evolves into Clefairy, but only
        if it has a strong bond of friendship with its
        trainer. Since Cleffa are so cute and loveable,
        many trainers choose to keep it in this
        unevolved form."

042: Cloaking Device              [Perfect Dark]
                                  [05/00]
        "This state-of-the-art camouflage device bends
        light rays in such a way that players using it appear
        almost invisible. The device fosters confusion, and
        players using it will not take damage while cloaked.
        This does not mean, however, that players
        become invulnerable, so they can still be sent
        reeling or flying across the screen, depending on their
        damage percentages."

043: Coin                         [Mario Bros.]
                                  [1983]
        "The Mushroom Kingdom is dotted with these
        mysterious coins. There seems to be an endless
        supply hidden in various blocks, and Mario
        gains an extra life when he manages to collect
        a hundred of them. No one can confirm
        whether or not these coins are actually used
        as the currency of the Mushroom Kingdom, but
        it's a safe assumption."

044: Crate                        [Super Smash Bros.]
                                  [04/99]
        "A Crate will release lots of items when it's
        broken open. It's very heavy, so unless your
        character is strong, youll walk slowly while
        under its burden. You can throw Crates up,
        down, left or right, but it's hard to hit
        opponents because the throwing process
        takes time. Every now and then, a Crate will
        explode under duress."

045: Crazy Hand                   [Super Smash Bros. Melee]
                                  [12/01]
        "Where the Master Hand loves to create, its
        alter ego is impulsive and destructive,
        consumed with that hollow feeling which
        comes from destroying one's own creations. The
        Crazy Hand appears when a player clears
        obstacles quickly and the Master Hand's power is
        low.  You have only one chance to defeat the
        Crazy Hand."

046: Crobat                       [Pokmon Gold & Silver]
                                  [10/00]
        "A bat Pokmon that evolves from Golbat.
        Crobat's hind legs have evolved into a second
        pair of wings, which allows it to fly at
        great speeds but limits its ability to rest.
        The affection a Golbat has for its trainer is
        vital for the evolution process: if a novice
        trainer has a Crobat, it shows that he or she
        cares for Pokmon well."

047: Cyndaquil                    [Pokmon Gold & Silver]
                                  [10/00]
        "Cyndaquil frighten easily, so they're
        often found curled up in balls. When
        threatened, they flare the flames on their
        backs to drive off enemies. Cyndaquil was
        one of the three Pokmon that trainers could
        choose from at the beginning of Pokmon
        Silver, Gold, and Crystal. No one knows
        if their eyes are open."

048: Daisy                        [Super Mario Land]
                                  [08/89]
        "The princess of Sarasa-land. Daisy met Mario
        when he helped defeat the evil alien Tanaga
        in Super Mario Land. Princess Daisy is a bit of a
        tomboy when compared with her
        counterpart, Princess Peach. After her
        appearance in Mario Golf, some gossips
        started portraying her as Luigi's answer
        to Mario's Peach."

049: Diskun                       [Disk System]
                                  [Japan Only]
        "This little guy is the adorable mascot for a
        Nintendo Entertainment System peripheral device
        released in 1985. Using the disk system, you
        could rewrite games for 500 yen, an epochal and
        economical feature. Funnily enough, the
        instruction booklet was sold spereately for 100
        yen. The disk system's first game was The
        Legend of Zelda."

050: Ditto                        [Pokmon Red & Blue]
                                  [09/98]
        "Every Ditto has the ability to copy a
        Pokmon's entire cell structure in an instant
        and become its exact replica. They're
        terrible at remembering techniques, but when
        they use Transform, they temporarily learn
        all of their foe's moves. If a Ditto starts
        to laugh, it weakens and can't hold
        its transformation."

051: Dixie Kong                   [Dokey Kong Country 2: Diddy's Kong Quest]
                                  [12/95]
        "More than just Diddy Kong's girlfriend,
        Dixie Kong is also a fearless adventurer and
        a reliable team player. She earned her wings
        helping Diddy rescue Donkey Kong from
        the clutches of King K. Rool. Dixie's amazingly
        quick and nimble, and she's even able
        to twirl her ponytail in order to float slowly
        through the air."

052: Donbe & Hikari               [Shin Oni Ga Shima]
                                  [Japan Only]
        "Donbe and Hikari are the main characters in
        this video-game version of a classic Japanese
        folk tale. The game chronicles the lives
        of our fearless heroes from their births to the
        time they drove the evil from the Island of Ogres.
        They are accompanied in their adventure by Ringo
        the dog, Matsunosuke the monkey, and Ohana
        the pheasant. "

053: Donkey Kong                   [Donkey Kong]
                                   [Arcade 1981]
        "While he now prefers the laid-back jungle
        lifestyle to construction site mischief, DK is often
        forced back into action by the Kremling Krew.
        The great ape is quite fast despite his burly
        physique, and he keeps his strength up with
        a steady diet of his favorite food: bananas.
        His one extravagance (and only piece of clothing)
        is a monogrammed necktie."

054: Donkey Kong                   [B: Giant Punch]
                                   [Smash B: Headbutt]
        "Donkey Kong is a huge target in a fight, so
        he hates crowds. When he's in the fray,
        his Giant Punch deals serious damage to
        multiple opponents. The big ape's Headbutt
        hits so hard that it temporarily buries
        opponent's in the ground. DK is a lot
        faster than he looks, and he's lethal in the
        hands of a master."

055: Donkey Kong                   [Up & B: Spinning Kong]
                                   [Down & B: Hand Slap]
        "Being the strongest simian around, DK has
        the upper hand once he grabs an opponent.
        He can even lift his foe up and make him or her
        an unwilling travelling companion; if DK grabs
        you, shake your Control Stick as fast as you
        can to break his grip. His Spinning Kong covers
        more lateral distance than vertical, so use it
        quickly to recover."

056: Donkey Kong Junior            [Donkey Kong Junior]
                                   [Arcade 1982]
        "Donkey Kong Jr. came to the rescue when
        Mario imprisoned his father. DK Jr.'s challenge
        was to collect the keys to Donkey Kong's
        cage, all the while dropping fruit on his
        enemies from high above. He was able to
        climb faster by using two ivy vines at once.
        This ape is also quite skilled as kart racing,
        tennis, and mathematics."

057: Dr. Mario                      [Dr. Mario]
                                    [10/90]
        "Immaculate in his medical garb, Dr. Mario
        destroys killer viruses with his amazing
        vitamin capsules. With his dedicated nurse,
        Princess Peach, at his side, Dr. Mario spends
        day and night in his laboratory working
        on new miracle cures. Somehow he's managed
        to keep up with all the new viruses that have
        arisen over the years."

058: Dr. Mario                      [B: Megavitamins]
                                    [Smash B: Super Sheet]
        "There's hardly any difference in the
        abilities of Mario and Dr. Mario, so choosing
        is largely a matter of taste. Dr. Mario is a
        tad slower due to his lack of exercise, but
        his Megavitamins pack a bit more punch than
        Mario's Fireballs. The capsules travel on
        a unique trajectory and make a distinct
        sound on impact."

059: Dr. Mario                      [Up & B: Super Jump Punch]
                                    [Down & B: Dr. Tornado]
        "The differences between Dr. Mario and Mario are
        more pronounced in some areas than others,
        but basically they can be played in a similar fashion.
        While it may be hard to spot the contrasts, they
        do exist. For example, Dr. Mario's Super Sheet
        is longer and narrower than Mario's cape, and
        any opponents hit by Dr. Tornado will fly off
        in diverse directions."

060: Dr. Stewart                     [F-Zero]
                                     [08/91]
        "Dr. Stewart inherited the Golden Fox upon
        the death of his father and soon became an F-
        Zero pacesetter. The Fox, which bears the
        lucky number 3, doesn't have the highest of
        traction ratings, but a skilled pilot will thrill
        at the sensation of drifting through corners.
        This machine requires a high degree of
        technical ability."

061: Dr. Wright                      [SimCity]
                                     [08/91]
        "The assistant to the mayor of SimCity,
        Dr. Wright was actually named after the creator
        of the game. As a player, you'd have to
        use your wisdom and experience to give
        timely advice to the mayor; if you did a good
        job, the city prospered. Dr. Wright is one of the
        leaders in the all-time, bizarre Nintendo-game-
        hairstyle contest."

062: Ducks                           [Duck Hunt]
                                     [10/85]
        "These friendly fowl are the targets in the
        game Duck Hunt, which utilizes the Nintendo
        Zapper Light Gun. They appear and randomly fly
        about trying to escape after your faithful (if
        slightly clamorous) hunting dog flushes them out.
        Once you drop the ducks, your dog dutifully
        fetches them by the napes of their necks
        and grins at you."

063: Eevee                           [Pokmon Red & Blue]
                                     [09/98]
        "As adaptable a Pokmon as any yet discovered,
        Eevee's evolutionary progress changes to
        meet the conditions of its environment. So
        far, five evolutionary forms have been
        discovered and then catalogued for this
        unique Pokmon: Vaporeon, Jolteon,
        Flareon, Espeon, and Umbreon. All evolutions
        have special benefits."

064: Egg                             [Super Smash Bros.]
                                     [04/99]
       "Eggs are basically the same as Capsules,
       in that they'll release items when you break
       them open. They've been known to explode,
       too. The likelihood that certain items may be
       inside Eggs depends on the type of stage being
       played. Somtimes Eggs will contain health-
       replenishing food items; other times, they may
       hold weapons."

065: Eggplant Man                    [Wrecking Crew]
                                     [10/85]
        "Eggplant Man debuted as an enemy in the
        NES game Wrecking Crew. Even though his
        movement pattern was very simple, he was
        a fairly formidable foe, since Mario and Luigi
        had limited means of attack. You could beat
        this enemy by dropping a Dead-End Drum on
        him or by trapping him behind a door and
        blowing up the room."

066: Electrode                       [Pokmon Red & Blue]
                                     [09/98]
        "Electrode, an electric ball Pokmon, is the
        evolved form of Voltorb. It has the
        tendency to explode with even the slightest
        provocation, which has earned it the nickname
        "Wrecking Ball." Electrode is the
        quickest Pokmon found to date, and its
        distinct white-over-red coloring is the
        opposite of Voltorb's."

067: Entei                            [Pokmon Gold & Silver]
                                      [10/00]
        "A volcanic Fire-type, Entei is hotter than
        liquid magma and as tough as nails. This
        powerful creature was one of the three
        Pokmon running around the Burned Tower of
        Ecruteak City. Entei is extremely difficult to
        capture, as it tends to wander
        all over the landscape, sprouting intense
        flames from its body."

068: Excitebike                       [Excitebike]
                                      [10/85]
        "This top-of-the-line motocross motorcycle
        can accelerate like crazy with its turbo,
        but this also causes the temperature
        gauge to rise rapidly; if used too often, the
        bike will overheat. You can cool your hot bike
        down by running over special icons scattered
        across the track. The turbo and ramps let
        you pull insane airs."

069: Falco Lombardi                   [Star Fox]
                                      [03/93]
        "A Star Fox team pilot, Falco's constant air
        of casual indifference belies his precise
        piloting skills. He avoids discussion of
        what he did before joining the team,
        but many consider it likely that his past
        was filled with reckless behavior. He's not much
        for cooperation, but he does respect those
        more skilled than he is."

070: Falco Lombardi                   [B: Blaster]
                                      [Smash B: Falco Phantasm]
        "Where his leader, Fox, has blinding speed,
        Falco has his own distinct skills and
        advantages. He has both a higher jump
        and a longer reach than Fox, and although his
        Blaster lacks rapid-fire capabilities, it
        strikes with shocking force. Unlike Fox
        Falco can stop enemies in their tracks with
        his Blaster fire."

071: Falco Lombardi                   [Up & B: Fire Bird]
                                      [Down & B: Reflector]
        "Falco's amazing jumping abilities have many merits,
        but it's vital to realize that it comes at the cost
        of some attack power and defensive strength.
        He falls at a high speed, which disrupts potential
        attackers, but this also prevents successful
        recoveries occasionally. Hit an opponent with
        Reflector, and he or she will fly straight up; this is
        Falco's quickest attack."

072: Falcon Flyer                     [F-Zero]
                                      [08/91]
        "Captain Falcon's speedy midsize star cruiser
        boasts an on-board computer that allows
        Falcon to control it remotely ... perhaps that's
        why it's never appeared on-screen in an F-Zero
        game. Without this ship, Falcon couldn't prowl
        the galaxy like a lone wolf: the Blue Falcon is
        a state-of-the-art machine, but it's only
        used for F-Zero races."

073: Fan                             [Super Smash Bros.]
                                     [04/99]
        "The Fan can be swung so rapidly that it leaves
        opponents unable to counterattack. It is,
        however, an exceedingly weak weapon. Despite
        this shortcoming, the Fan is quite effective
        as a shield breaker, and it works well at
        disrupting an enemy's equilibrium. Throw the
        fan to send your foe bouncing straight up
        into the sky."

074: Female Wire Frame               [Super Smash Bros. Melee]
                                     [12/01]
        "This is the female model of the Fighting Wire
        Frames. The female's abilities are roughly
        the same as the male model's. All Fighting
        Wire Frames lack the ability to use special
        techniques, and their attacks lack any real
        physical strength. Additionally, they're slow
        and are therefore easy to outmaneuver. They
        tend to attack in gangs."

075: Fighter Kirby                   [Kirby's Super Star]
                                     [09/96]
        "Kirby dons a warrior's headband and becomes
        a fierce fighter when he swallows an enemy
        skilled at physical attacks. Fighter Kirby
        uses many colorful punching and kicking
        moves as he overpowers his enemies with his
        sparring skills. The Vulcan Jap is just one
        of the many techniques Kirby can use thanks
        to his copying power."

076: Fighting Wire Frames            [Super Smash Bros. Melee]
                                     [12/01]
        "The Multi-Man Melee mode consists of
        10-Man, 3-Minute, Endless, and other
        such matches, which pit you against the
        Fighting Wire Frames under varied rules.
        Of particular note is the Cruel Melee, where the
        Wire Frames pull no punches; they'll come
        after you with a single-minded fury rarely seen
        in CPU opponents."

077: Final Destination               [Super Smash Bros. Melee]
                                     [12/01]
        "As time passes on this stage, the level appears
        to travel through a wormhole from the
        imaginary Super Smash Bros. Melee world
        into reality. You move through a cloud-filled
        sky over a vast mountain range, then
        into a deep-space vista of dark blues and
        purples. The scenery is as real as you get
        in this fantastical world."

078: Fire Flower                     [Super Mario Bros.]
                                     [10/85]
        "Once you grab this item, press and hold
        down the A Button to make the flower breathe
        flames until its power gives out. The Fire
        Flower is incredibly useful when you want
        to push someone off the edge of a stage. In
        Super Mario Bros., it transformed Mario into
        Fire Mario, changing his garb and enabling
        him to throw fireballs."

079: Fire Kirby                      [Kirby's Adventure]
                                     [05/93]
        "When Kirby swallows a fire-wielding enemy,
        he transforms into Fire Kirby. Not only does
        he breathe fire in this form, but he can also
        sprout flames on his entire body and damage
        enemies by crashing into them. Fire Kirby
        wears the bright red headdress of his enemy
        Burning Leo. The hat turns into a helpful
        weapon when thrown."

080: Flipper                         [Balloon Fight]
                                     [06/86]
        "Made famous as an unpredictable obstacle
        in Balloon Fight, the Flipper stops and hangs
        in midair when thrown. Any character who
        comes in contact with the bumper-balls on
        its ends will be knocked away as the Flipper
        spins wildly. Flippers can be a bit irksome:
        in Balloon Fight they caused accidents to
        friends and foes alike."

081: Food                            [Super Smash Bros. Melee]
                                     [12/01]
        "These food items will restore your health
        when you eat them. There are 28 different
        types of food, and the nutritional value and
        yumminess quotient differs slightly with
        each type. Party Balls tend to hold the largest
        amount of food items. You may be vulnerable
        when gorging yourself, but you do need to
        eat to survive."

082: Fountain of Dreams             [Kirby's Adventure]
                                    [05/93]
        "This mystical fountain in Dream Land uses the
        power of the Star Rod to create a gush of
        pleasant dreams that flow like water. The
        dreams then become a fine mist and drift
        over the land, bringing peaceful rest to
        one and all. It's been confirmed that
        there are identical facilities on other
        planets near Pop Star."

083: Four Giants                    [The Legend of Zelda: Majora's Mask]
                                    [10/00]
        ""Swamp... Mountain... Ocean... Valley... The four
        who are there..." Link summons these four
        giant guardians to aid in his battle against the
        Skull Kid, who's possessed by Majora's Mask. They
        appear from the four compass points to catch
        the moon, which is about to crash into Clock Town.
        Without abandoning the innocent Skull Kid, they're
        able to protect the town."

084: Fox McCloud                    [Star Fox]
                                    [03/93]
        "Fox McCloud is the leader of a band of
        adventurers-for-hire known as Star Fox. Fox
        and his fellow pilots Peppy, Slippy,
        and Falco patrol the Lylat system in their
        mother ship, the Great Fox. From the cockpit
        of his Arwing, Fox leads the ceaseless
        pursuit of the evil scientist Andross, who
        doomed Fox's father."

085: Fox McCloud                    [B: Blaster]
                                    [Smash B: Fox Illusion]
        "Fox is among the quickest and nimblest
        of the Smash Bros. characters. His speed
        is offset by low firepower, however,
        and he's better at one-on-one fights than
        melees with multiple foes. His Blaster is
        unique: it does damage but it doesn't make
        enemies flinch. His Fox illusion is best used
        as a surprise attack."

086: Fox McCloud                    [Up & B: Fire Fox]
                                    [Down & B: Reflector]
        "Fox falls quickly, so he's a tough target to strike
        from below; however, this advantage can work
        against him when he goes flying sideways.
        You can use the Control Stick to set
        the direction of the Fire Fox technique
        while it's charging up. On a side note, Fox is
        also much lighter than he was in the N64 Super
        Smash Bros. game."

087: Freezie                        [Mario Bros.]
                                    [Arcade 1983]
        "Freezies slip and slide along smooth surfaces
        and will happily slide off the edge of a stage
        if left alone. In Mario Bros., they would stop
        and freeze portions of the ground; in Super
        Smash Bros. Melee, they can be picked up
        and hurled as weapons. Hit a foe with a Freezie,
        and he or she will be temporarily encased in
        a huge block of ice."

088: F-Zero Racers                  [F-Zero X]
                                    [10/98]
        "In the year 2560, an association of wealthy
        space merchants created the F-Zero
        Grand Prix in an attempt to add some excitement
        to their opulent lifestyles. The jet-powered racers
        have no tires, but use G-Diffuser systems to
        float a foot above the surface. Many believe the
        F-Zero championship is the highest claim to fame
        in the galaxy."

089: Game & Watch                   [Game & Watch]

        "This stage of Super Smash Bros. Melee
        takes its motif from the Game & Watch series.
        It incorporates settings from Oil Panic, Helmet,
        and Manhole, and it's sure to send a wave of
        nostalgia crashing over old-school gamers. If you
        want to truly reproduce the Game & Watch
        experience, try playing this unique level in
        Fixed-Camera Mode!"

090: Ganondorf                      [The Legend of Zelda: Ocarina of Time]
                                    [11/98]
        "Said to be the sole man born to the Gerudo tribe
        in a hundred years, Ganondorf aspired to
        conquer the world. He plundered a piece of the
        sacred Triforce from the Temple of Time when Link
        pulled the Master Sword from its pedestal. With
        the Triforce of Power in Ganondorf's possession,
        Hyrule was plunged into darkness until Link and
        Zelda defeated the fiend."

091: Ganondorf                      [B: Warlock Punch]
                                    [Smash B: Gerudo Dragon]
        "Since he's slow and can't jump very high,
        Ganondorf relies mainly on his immense physical
        strength to overwhelm his enemies. His great
        weight also makes him a difficult foe to send
        offscreen. Ganondorf's Warlock Punch is slow
        but absurdly powerful, and when he strikes
        with his Gerudo Dragon, enemies rise skyward
        enveloped in dark flames."

092: Ganondorf                      [Up & B: Dark Dive]
                                    [Down & B: Wizard's Foot]
        "Ganondorf's slow speed works against
        him in single combat, but in melees, his crazy
        power lets him earn his keep with innumerable
        KOs. Ganondorf can't strike quickly, but each
        blow he lands adds up. Ganondorf is at his
        quickest when he uses the Wizard's Foot,
        and his Dark Dive blasts foes in a burst
        of dark energy."

093: GCN                            [Nintendo GameCube]
                                    [Hardware]
        "Nintendo's latest bundle of joy arrived in North
        America on November 18, 2001, and video-game
        fans rejoiced. This little beauty is sleek, compact
        and full of cutting-edge technology. Incorporating
        optical media for the first time, the Nintendo
        GameCube was truly born to play. Rumor has
        it that Super Smash Bros. Melee is a software title
        for this wondrous device."

094: Giga Bowser                    [Super Smash Bros. Melee]
                                    [12/01]
        "An even more imposing figure than the
        original King of the Koopas. Giga Bowser is
        roughly twice the size of his scaly, fire-breathing,
        spike-studded Super Smash Bros. Melee
        counterpart. Predictably, this monstrous creature's
        offensive and defensive powers are a grade
        higher than those of regular Bowser. Good luck
        defeating this colossus!"

095: Goldeen                        [Pokmon Red & Blue]
                                    [09/98]
        "These Water-types are often referred to as
        "water dancers," as their elegant fins make
        them incredibly agile underwater. They can
        even travel upstream in rapids at a speed of
        five knots; of course they're not quite as
        nimble on dry land. Goldeen's Horn Drill
        is so strong that it can KO an enemy with one
        strike if it connects."

096: Gooey                          [Kirby's Dream Land 2]
                                    [05/95]
        "While Kirby swallows enemies in order to
        copy their powers, Gooey wraps them
        up in his tongue to steal their abilities. In
        Kirby's Dream Land 2, he occasionally
        appeared inside of a bag, but by Kirby's
        Dream Land 3, he was a full-fledged partner.
        He could be controlled by setting him up
        as Player Two."

097: Goomba                         [Super Mario Bros.]
                                    [10/85]
        "Goombas are actually traitors who've
        defected from the Mushroom Kingdom's
        forces. They're a slow and predictable
        nuisance, as they always try to wander
        into Mario's path. Fortunately for Mario,
        they don't have much stamina, as a single
        jump on the head is generally enough to
        defeat them."

098: Goron                          [The Legend of Zelda: Ocarina of Time]
                                    [11/98]
        "Most Gorons inhabit the stony slopes of Death
        Mountain. They can achieve incredible land
        speeds by curling up into balls and rolling:
        they also curl up into small balls to sleep.
        They're a gentle and calm people, but their
        leader, Darunia, is impassioned and brave.
        Gorons use strong and dexterous fingers to
        make blades and bombs."

099: Great Fox                      [Star Fox]
                                    [03/93]
        "The mother ship of the Star Fox team. When
        in battle, the ship's robot, ROB, can assume
        control of the bridge, allowing all hands to
        take to their Arwings or combat positions.
        The ship runs plasma engines capable of warp
        speeds, and its front lasers are effective
        both in battle and in clearing paths through
        asteroid belts."

101: Green Shell                    [Super Mario Bros.]
                                    [10/85]
        "Hit or throw a Green Shell, and it'll follow
        the contours of the environment, causing
        heavy damage to any characters it hits.
        These Koopa shells have many uses in the
        Mario series: they've been picked up, kicked,
        swallowed and even spit out. Mario
        just uses them as tools to pummel Bowser's
        numberless henchmen."

101: Hammer                         [Donkey Kong]
                                    [Arcade 1981]
        "If you grab the Hammer, you'll run across the
        screen swinging it back and forth nonstop. In
        Donkey Kong, Mario used the Hammer in exactly
        the same fashion. It's an extremely powerful item,
        but you have no recovery move when carrying it.
        Every now and then, the mallet head will fall
        off, and you'll end up completely vulnerable,
        swinging just the handle."

102: Hate Giant                     [Doshin the Giant]
                                    [Japan Only]
        "A reincarnation of the sun that appears on
        a solitary island in the south seas. Doshin
        feeds off the emotions of the islanders to
        grow into a giant. The islanders named it for
        the sound of its heavy footsteps: "Doh-Shin!"
        The red color of this Doshin points toward
        its malignant nature. It knows but one thing:
        Destroy! Destroy!"

103: Heart Container                [The Legend of Zelda]
                                    [07/87]
        "Heart Containers drift toward the ground slowly
        and replenish 100 percentage points of
        health. In The Legend of Zelda, these items
        beefed up Link's life meter; in most cases,
        Link found them in the possession of bosses
        or hidden in secret areas. Heart Containers
        are often scattered across the land in
        several fragments."

104: Heracross                     [Pokmon Gold & Silver]
                                   [10/00]
        "Heracross are powerful creatures that are
        known to drive their single horns into the
        bellies of their foes and then toss them
        over their heads. The immense power of their
        Megahorn move is said to be the strongest
        among insectoid Pokmon. They are
        one of several types of Pokmon that can be
        found by shaking trees."

105: Heririn                       [Kuru Kuru Kuruin]
                                   [Japan Only]
        "Kururin sets off in his specialized helicopter
        to rescue his siblings who have lost their way
        somewhere among ten worlds. The helicopter
        is fitted with an enormous blade, which
        propels the machine forward by slowly
        rotating. The mazes that Kururin must
        navigate are narrow and filled with all kinds
        of strange obstacles."

106: Home-Run Bat                  [Super Smash Bros.]
                                   [04/99]
        "Smash an enemy with this slugger, and you'll
        send them flying out of sight; hence the name
        Home-Run Bat. The sound of the bat being
        swung immediately strikes fear into the
        hearts of opponents and can turn the tide of a
        battle. It's slightly risky to use, though; it has
        a very limited range, and it takes a little time to
        wind up for your swing."

107: Ho-oh                         [Pokmon Gold & Silver]
                                   [10/00]
        "As it soars around the skies of the
        world, this multicolored flying Pokmon leaves
        a trail of rainbows and myths in its wake. Its
        signature move is called Sacred Fire, and it
        is believed to appear only before trainers
        who are pure of heart. If you see a trainer
        with Ho-oh, you can assume that catching
        it took a lot of work."

108: Ice Climbers                  [Ice Climber]
                                   [10/85]
        "That's Popo in the blue and Nana in the pink.
        These two stars of the game Ice Climber have
        scaled many an icy summit in their mountaineering
        careers. Back in their glory days, they chased
        eggplants, cucumbers, and other vegetables
        that inexplicably fell from frosty summits
        when a condor reigned supreme. They're
        rarely seen apart."

109: Ice Climbers                  [B: Ice Shot]
                                   [Smash B: Squall Hammer]
        "This unique twosome fights together as a team.
        Your score will not be affected if the CPU-
        controlled character is KO's, but a lone Ice Climber
        won't be able to use teamwork moves, which will
        make for a tough and frantic solo fight. The Ice
        Shot fires mini-glaciers out of their hammers, while
        Squall Hammer is at its strongest when Nana and
        Popo combine their strength."

110: Ice Climbers                  [Up & B: Belay]
                                   [Down & B: Blizzard]
        "The colors of the Ice Climbers' parkas denotes
        who's in the lead: Nana's in pink or orange, while
        Popo's in green or blue. Their hairstyles are also
        slightly different. Belay allows them to cover great
        distances, but doesn't give foes the chance to target
        their landing. Blizzard is best used in close
        quarters; in the fray, Nana and Popo will sometimes
        freeze opponents."

111: Igglybuff                     [Pokmon Gold & Silver]
                                   [10/00]
        "Igglybuff, which evolve into Jigglypuff,
        are so incredibly elastic that they
        always seem to be bouncing. They have
        extremely stubby legs, so for these Pokmon,
        bounding from place to place is much faster
        than walking. Unlike its equally adorable
        relatives, Jigglypuff and Wigglytuff, Igglybuff
        has red eyes."

112: Jeff                          [Earthbound]
                                   [06/95]
        "Another of Ness's close friends in EarthBound,
        Jeff is the only son of the famous scientist,
        Dr. Andonuts. Jeff is a mechanical genius, able
        to turn common, broken tools into complex
        weapons like the Hungry HP-sucker and the
        Slime Generator. He's a bit on the shy side
        but incredibly intelligent and brave in the heat
        of battle."

113: Jigglypuff                    [Pokmon Red & Blue]
                                   [09/98]
        "This balloon Pokmon invites its opponents
        in close with its big, round eyes and then
        puts them to sleep with a soothing lullaby. It
        puffs itself up when angry, and while it may
        look adorable, it's not to be trifled with; it
        knows several powerful techniques. Jigglypuff
        evolves into Wigglytuff after exposure to
        a Moon Stone."

114: Jigglypuff                    [B: Rollout]
                                   [Smash B: Pound]
        "Jigglypuff's normal attacks are weak, and
        because of its light weight it's easily sent
        flying. However, with its incredible midair
        agility, it seems to dance when airborne.
        Rollout is a powerful speed attack, but be
        careful not to fly off the edge. Pound does
        serious damage, and it can also help as
        a recovery move."

115: Jigglypuff                    [Up & B: Sing]
                                   [Down & B: Rest]
        "Jigglypuff can put its enemies to sleep if they
         are in range of its Sing attack, although the
         attack does not work on airborne foes. Rest puts
         Jigglypuff into a deep sleep, but at the instant
         it drops off, an intense energy force radiates out
         of the exact center of its body. If this force
         comes in contact with an enemy, look out! Rest
         is Jigglypuff's wild card."

116: Jody Summer                   [F-Zero X]
                                   [10/98]
         "An ex-fighter pilot, Jody brings her skills
         to the F-Zero Grand Prix as an ambassador
         of the interstellar regime. Her machine,
         the White Cat, is not built for strength or
         endurance. However, it's incredibly light
         and has excellent traction. A good
         match for beginners, the White Cat's a solid
         all-around racer."

117: Kensuke Kimachi               [1080 Snowboarding]
                                   [04/98]
        "A member of the Vertical Air snowboard
        team of Japan. He's 19 years of age and a
        top boarder in Japan, but his team is still
        working on achieving world-class ranking.
        Kensuke is a mellow, laid-back guy who gets
        bored quickly with things that don't spark
        his interest. He plays a lot of Nintendo games
        when he's not riding."

118: King Dedede                   [Kirby's Dream Land]
                                   [08/92]
        "Dedede's the self-proclaimed king of
        Dream Land. While he says he's king, Dedede
        performs no administrative functions and the
        citizens of Dream Land continue to live as
        they always have. He's able to suck in air
        and fly like Kirby does, but only as a result of
        the vigorous training he undertook after
        being bested by Kirby."

119: King K. Rool                  [Donkey Kong Country]
                                   [11/94]
        "The demented head of the Kremlings and big
        boss in the Donkey Kong series. K. Rool is
        a giant, greedy glutton with a serious eye tic.
        While he fits the evil boss mold nicely,
        he's just enough of a bumbler to have gained
        a few fans over the years. His plan to blow
        up the DK Isles with his Blast-o-Matic shows
        how unbalanced he is."

120: Kirby                          [Kirby's Dream Land]
                                    [08/92]
        "A denizen of the far-off, peaceful planet
        Pop Star, Kirby became a citizen of Dream Land
        after defeating King Dedede. Even though
        he's only about eight inches tall, Kirby is
        an extremely skilled technician. He has
        the ability to absorb the powers of
        his enemies, and his elastic body makes him
        a versatile adventurer."

121: Kirby                          [B: Swallow]
                                    [Smash B: Hammer]
        "Kirby's small size lets him dodge many attacks,
        but his light weight makes him fly far
        when struck. Using his ability to inflate,
        he can jump five times. His Swallow attack
        creates wild combos; not only can he copy
        foes' moves, but he'll also put on special
        hats and mimic their voices. His Hammer is
        unwieldy but powerful."

122: Kirby                          [Up & B: Final Cutter]
                                    [Down & B: Stone]
        "Because of his light weight, Kirby is always
        in danger of being sent flying, but his ability to
        puff up and fly allows him to come back from
        amazing distances. His Final Cutter strikes on the
        way up and on the way down, and it sends out
        a beam of force upon landing. Kirby transforms
        into various objects and crashes down when he
        uses his Stone technique."

123: Kirby Hat 1                    [Super Smash Bros. Melee]
                                    [12/01]
        "Here's Kirby sporting several results of his
        Copy ability. In Link's hat he can shoot arrows,
        while Mario's cap gives him access to Fireballs.
        The Donkey Kong suit offers up a Giant Punch,
        while Samus's helmet allows Kirby to fire off
        charged-up energy shots. Finally, while
        wearing the Yoshi hat, Kirby can swallow enemies
        and turn them into eggs."

124:  Kirby Hat 2                   [Super Smash Bros. Melee]
                                    [12/01]
        "Kirby's got several of his finest hats on here.
        In Ness's baseball cap, he can use the power of
        PSI to unleash PK Flash, while Captain Falcon's
        visor gives him the ability to unleash a huge punch.
        His adorable Pikachu cap comes complete
        with stored-up electric charges, allowing him to
        shock his foes, and the Fox ears come with a
        matching blaster."

125: Kirby Hat 3                    [Super Smash Bros. Melee]
                                    [12/01]
        "With all of these hats, Kirby could open his
        own haberdashery! Peach's crown lets him
        use Toad, while the Ice Climber parka allows
        him to shoot ice blocks. Kirby has Fire Breath
        in the Bowser horns, and he can copy Zelda in
        both her forms. In Zelda's headdress he can use
        Nayru's Love, while Sheik's wrap gives
        him a needle arsenal."

126: Kirby Hat 4                    [Super Smash Bros. Melee]
                                    [12/01]
        "Looks like Kirby's copied a bunch of hidden
        characters! In Luigi's hat, he can shoot green
        Fireballs, while copying Mewtwo gives him the
        power to throw Shadow Balls. Copying Mr. Game
        & Watch lets Kirby hurl sausages, and doing
        the same to Jigglypuff earns him a Rollout move.
        Marth's hair comes complete with a powerful
        Shield Breaker move."

127: Kirby Hat 5                    [Super Smash Bros. Melee]
                                    [12/01]
        "Secret hats galore! In Pichu's hat Kirby can
        shoot out electricity, while Dr. Mario's headgear
        gives him Megavitamins. When Kirby wears Falco's
        beak, he gets to use Falco's powerful Blaster;
        by the same token, he can fire arrows when in
        Young Link's cap. When Kirby copies Ganondorf
        he gets the Warlock Punch, and copying Roy
        produces a Flare Blade."

128: Klap Trap                      [Donkey Kong Country]
                                    [11/94]
        "This low-slung alligator made its
        first appearance in Donkey Kong Country.
        You can subdue it by jumping on its back,
        but it's powerful jaws make it dangerous
        to approach from the front. In Super Smash
        Bros. Melee, it swims in the river and sometimes
        jumps in the Barrel Cannon to stop players
        from using it."

129: Koopa Clown Car                [Super Mario World]
                                    [08/91]
        "Bowser's single-seat, personal airship
        doesn't exactly handle like a dream, but it
        wasn't designed to be sporty. The Koopa Clown
        Car was made to carry Bowser's huge weight,
        not to mention a logic-defying arsenal of
        massive bowling balls. In Super Mario World,
        Mario busted the Koopa Clown Car by pelting
        it with Mecha Koopas."

130: Koopa Paratroopa               [Super Mario Bros.]
                                    [10/85]
        "These winged Koopa Troopas can fly, but
        they're none too smart: they tend to spend a
        lot of their time simply jumping or fluttering
        around a small area. As a result, no one
        exactly thinks of them as majestic, soaring
        creatures. They lose their wings and become
        normal Koopa Troopas if Mario or Luigi jumps
        on their backs."

131: Koopa Troopa                   [Super Mario Bros.]
                                    [10/85]
        "Common soldiers in Bowser's army, Koopa
        Troopas can retreat into their shells.
        Unbelievable as it may seem, they're clearly
        unaware of being kicked and sent sliding when
        in this position. There are many Koopa types,
        each with a different shell color and unique
        traits. They all wear T-shirts and shorts
        under their shells."

132: Kraid                          [Metroid]
                                    [08/89]
        "A boss enemy from Metroid. Kraid lives in
        the depths of Brinstar. He immobilizes enemies
        with his three red eyes, and his powerful
        jaws can crush anything. He can also
        shoot the three spikes in his belly; it's said
        he often fires them at his prey. Once Samus
        defeated Ridley and Kraid, the way
        to Tourian opened."

133: Lakitu                         [Super Mario Bros.]
                                    [10/85]
        "These airborne menaces used to ride their
        clouds exclusively as Bowser's henchmen.
        They typically hover just out of Mario's reach
        and hurl Spinies with irritating precision.
        More recently, however, they've been known
        to take on less evil tasks, such as doing
        camera work for sports events and even helping
        Mario on his quests."

134: Landmaster Tank                [Star Fox 64]
                                    [06/97]
        "Team Star Fox's high-powered, anti-aircraft
        hover tank. Its caterpillar-like treads
        allow it to perform quick lateral rolls. It
        can even fly for short periods of time. Its
        main cannons closely resemble the weapons
        technology on an Arwing, so the same
        rules apply: if you charge them up, you can shoot
        guided missiles."

135: Like Like                      [The Legend of Zelda]
                                    [07/87]
        "In The Legend of Zelda, these slow-footed
        monsters inhaled Link and ate his shield,
        just beating out Wallmasters for the
        coveted title of "Most Aggravating Enemies
        Ever." Supposedly, their name comes
        from an old, almost indecipherable Hyrulian
        proverb: "Shield-eaters and world leaders have
        many likes alike.""

136: Link                           [The Legend of Zelda]
                                    [07/87]
        "Even in his youth, Link was already becoming
        the warrior who would carry the destiny
        of Hyrule (and many other lands) on his
        shoulders. His epic struggles against the
        forces of darkness are written in legend, and
        he is bound to the Princess Zelda and the
        archfiend Ganondorf by the awesome power
        of the Triforce."

137: Link                           [B: Bow]
                                    [Smash B: Boomerang]
        "Burdened with a shield, a heavy sword, and
        plenty of equipment, Link is not a very
        mobile character. Nevertheless, he's
        skilled with the blade, and his varied supply
        of missile weapons makes him a powerful fighter.
        To master Link, you must control the pace
        by balancing your long-range attacks with
        head-to-head swordplay."

138: Link                           [Up & B: Spin Attack]
                                    [Down & B: Bomb]
        "Link's Bow, Boomerang, and Bombs all take
        time to wield, so you may want to try drawing them
        in midair to prevent your foes from attacking you
        while you're vulnerable. The Spin Attack can
        score consecutive midair hits, and the final
        slash is very powerful. Link's Bombs are his
        trump card, but he can't pull one out if he's
        carrying another item."

139: Lip's Stick                    [Panel De Pon]
                                    [Japan Only]
        "This magical stick was used by the character
        Lip in the Japanese game Panel De Pon,
        which was later released as Tetris
        Attack in the United States. Lip's Stick
        causes a flower to sprout from an enemy's
        head, inflicting damage as it grows. Quickly tap
        the Control Stick back and forth to get a flower
        off of your head."

140: Lon Lon Milk                   [The Legend of Zelda: Ocarine of Time]
                                    [11/98]
        "The pride of Lon Lon Ranch is this delicious
        and nutritious milk. When Link played Epona's Song
        for Lon Lon Cows, they would perk up and provide
        him with a bottle full of the tasty beverage. The
        fact that Link sometimes used bottles that had
        housed bugs is a matter of questionable hygiene.
        In Super Smash Bros. Melee, Young Link drinks
        milk instead of taunting."

141: Love Giant                     [Doshin the Giant]
                                    [Japan Only]
        "A reincarnation of the sun that appears on
        a solitary island in the south seas. Doshin
        feeds off the emotions of the islanders to
        grow into a giant. The islanders named it for
        the sound of its heavy footsteps: "Doh-Shin!"
        Its yellow color indicates its friendly
        nature: this Doshin likes to help with the
        villagers' daily tasks."

142: Lugia                          [Pokmon Gold & Silver]
                                    [10/00]
        "The waters of the Whirl Islands are home to
        this legendary Pokmon, whom few have seen.
        Lugia lives quietly in the deepest ocean trenches
        for one very good reason: its combined aerial and
        psychic powers are so strong as to be extremely
        dangerous. The special moves of this gargantuan
        creature include the destructive win assault
        known as Aeroblast."

143: Luigi                          [Mario Bros.]
                                    [Arcade 1983]
        "Although Mario's younger brother has
        always played second fiddle, Luigi finally
        garnered the spotlight with his very own game,
        Luigi's Mansion. Things are looking up for
        the eternal understudy; he's even picked up
        his own rival in Waluigi. The day he's referred
        to as the "lean, mean, green machine" may
        not be too far off."

144: Luigi                          [B: Fireball]
                                    [Smash B: Green Missile]
        "Luigi has worse traction than his
        brother, but he's a more powerful jumper.
        His Fireballs aren't affected by gravity,
        so they fly straight horizontally. The Green
        Missile is similar to Pikachu's Skull
        Bash, but there's a 12.5% chance of a
        spontaneous misfire. Luigi's taunting pose
        inflicts minor damage."

145: Luigi                           [Up & B: Super Jump Punch]
                                     [Down & B: Luigi Cyclone]
        "Smack someone with Luigi's Super Jump
        Punch, and if the timing is just right, it will
        become a Fire Jump Punch of incredible
        strength. However, Luigi can only jump straight
        up when delivering this blow, and if his aim is a
        bit off, he'll only do a single point of damage.
        The Luigi Cyclone sucks foes in and twirls
        them about."

146: Mach Rider                      [Mach Rider]
                                     [10/85]
        "After the destruction of his home town, Mach
        Rider jumped onto his machine-gun-equipped
        combat motorcycle and set off in search of a
        new home, destroying all the Quadrunners
        who got in his way. His motorcycle had
        four gears and endless ammunition. When hit,
        Mach Rider would break into fragments and
        then rejoin together."

147: Majora's Mask                   [Legend of Zelda: Majora's Mask]
                                     [10/00]
        "A lonely Skull Kid put on Majora's Mask and
        unknowingly allowed a great evil to invade
        the land of Termina. The mask manifested
        its evil power into the fearsome looking moon,
        and the Skull Kid became merely a puppet under
        its malevolent power. In the ultimate battle
        with Link, Majora's Mask transformed into three
        separate forms."

148: Male Wire Frame                 [Super Smash Bros. Melee]
                                     [12/01]
        "Who built the Fighting Wire Frames and to
        what purpose remains a mystery. They're a
        simple collection of wires which house a
        sparse framework of bones and organs that
        lends them a rather disturbing appearance.
        They look rather big and powerful, but in
        reality, both their offensive and defensive
        abilities are subpar."

149: Marill                          [Pokmon Gold & Silver]
                                     [10/00]
        "This water-mouse Pokmon evolves
        into Azumarill. The round ball on the end
        of its tail acts like a flotation device, so
        it can float safely in the roughest of water
        conditions. It resides on Mt. Mortar in
        seclusion; few of the creatures are ever
        seen. Marill's cuteness has earned it a large
        and loyal fan base."

150: Marin                           [The Legend of Zelda: Link's Awakening]
                                     [08/93]
        "Marin is a young girl who cares for Link
        after a shipwreck washes him up on
        the shores of Koholint Island. She's a talented
        harpist, well liked for her kind and gentle
        nature. She holds fast to the ideals of truth
        and honor; if Link happens to steal something
        during his adventure, she greets him with
        a shout of "THIEF!""

151: Mario                           [Donkey Kong]
                                     [Arcade 1981]
        "Known worldwide as Mr. Nintendo, Mario
        uses his incredible jumping ability to thwart
        the evil Bowser time after time. While he's
        best known as a hero, Mario has played many
        roles, including racer, doctor, golfer, and villain.
        His tastes have changed over 20 years of gaming;
        he long ago swapped the colors of his shirt
        and overalls."

152: Mario                           [B: Fireball]
                                     [Smash B: Cape]
        "Mario is a character without any glaring
        weaknesses and plenty of strong attacks:
        he's even equipped with a Meteor Smash.
        He's a straightforward character who'll
        reflect the actual skills of the player.
        Mario's Cape will turn other characters in
        the opposite direction and can also reflect
        missile weapons."

153: Mario                            [Up & B: Super Jump Punch]
                                      [Down & B: Mario Tornado]
        "Mass determines how easily a character can be
        sent flying, as well as a character's physical
        strength: Mario's mass is the standard upon
        which other Smash fighters are measured.
        His Super Jump Punch sends foes skyward in
        a shower of coins, while the Mario Tornado pulls
        in nearby foes, spins them silly, and scatters
        them every which way."

154: Marth                            [Fire Emblem]
                                      [Japan Only]
        "The betrayed prince of the Kingdom of
        Altea, the blood of the hero Anri flows
        in Marth's veins. He was forced into exile
        when the kingdom of Dolua invaded Altea.
        Then, wielding his divine sword Falchion, he led
        a revolt and defeated the dark dragon Medeus.
        Afterwards, Altea was annihilated by King
        Hardin of Akanea."

155: Marth                            [B: Shield Breaker]
                                      [Smash B: Dancing Blade]
        "Marth is a magnificent swordsman. While his
        swordplay is faster than that of Link, he
        lacks power, and his quickness if offset by
        a marginal endurance. His Shield Breaker gains
        power the longer it's held. The Dancing Blade
        combination uses both the Control Stick
        and the B Button to produce a series of
        up to four attacks."

156:  Marth                           [Up & B: Dolphin Slash]
                                      [Down & B: Counter]
        "The tip of Marth's blade causes the most damage,
        so you should try to create adequate distance
        between you and your enemy to gracefully strike
        with that point. Marth's dolphin Slash is fast and
        powerful, but it leaves him vulnerable upon landing.
        Marth uses Counter to block a foe's attack and
        deal a return strike. If you're fighting a Counter-
        happy Marth, grab him."

157: Maruo Maruhige                   [Card Hero]
                                      [Japan Only]
        "His name is Maruo Maruhige. He has a
        splendid moustache, and he's the eldest son of
        a long-established card merchant. After stints
        as a taxi driver and convenience store
        clerk, he settled into his role as heir to the card
        business, which has been in his family
        for five generations. He manages the
        Maruhige Card Shop."

158: Master Hand                      [Super Smash Bros.]
                                      [04/99]
        "The Master Hand awaits anyone who survives the
        long and difficult road to the Final Destination.
        This symbolic link between the real world and the
        imaginary battlefields of Super Smash Bros. Melee
        is quite a handful in battle, and just because it wears
        a white glove doesn't mean it fights clean. Get
        ready to be flicked, swatted, punched, and
        poked like crazy!"

159: Master Sword                    [The Legend of Zelda: Ocarina of Time]
                                     [11/98]
        "The Master Sword varies a bit between titles in the
        Legend of Zelda series, but it's generally the most
        powerful blade that Link can carry. It's a magical
        weapon that can be wielded only by a true
        hero, and, as its name implies, it's the weapon
        of choice in decisive battles. At the end of The
        Legend of Zelda: Ocarina of Time, Link returned it to
        its stone pedestal."

160: Maxim Tomato                    [Kirby's Dream Land]
                                     [08/92]
        "Maxim Tomatoes cure 50 percentage points
        of your accumulated damage. Once you eat
        one, after a brief moment, your damage meter slowly
        drains the appropriate amount, regardless of
        whether or not you pick up another item right
        afterwards. In the Kirby series, these
        juicy, health-restoring items were a favorite
        of the pink hero."

161: Megavitamins                    [Dr. Mario]
                                     [10/00]
        "Megavitamins come in six color combinations of
        red, blue, and yellow. Dr. Mario uses these
        capsules by tossing them into contaminated
        bottle to destroy viruses. The origin of
        these wonder pills is a mystery, but the most
        likely theory is that they're the result of Dr.
        Mario's lifelong efforts to find a cure for the
        common cold."

162: Meowth                          [Pokmon Red & Blue]
                                     [09/98]
        "This... is Meowth's dream. Meowth strides
        all over the globe, scattering invitations
        to other Pokmon insisting they come to
        "Meowth's Party." At this wonderful party,
        guests are packed in like sardines as Meowth
        climbs up the stage with its faithful guitar.
        It strikes a chord, pauses, and then rocks
        their world!"

163: Meta-Knight                     [Kirby's Super Star]
                                     [09/96]
        "The mysterious head of the Meta-Knights,
        he wields his sword with dignity. He delivered
        his sword to Kirby and demanded single combat
        in a show of knightly honor; his
        strict adherence to his code of ethics makes
        him a rarity in Dream Land. Sometimes he
        throws off his cape in battle. It occasionally
        transforms into wings."

164: Metal Box                       [Super Mario 64]
                                     [09/96]
        "First spotted in Super Mario 64, the Metal Box
        holds the power to turn your character briefly
        into heavy metal. Your mass is exponentially
        greater while metallic, making it difficult for
        others to throw you. Be careful though:
        not only will you move a bit slower, but you'll
        also fall much more quickly than you
        ordinarily would."

165: Metal Mario                     [Super Mario 64]
                                     [09/96]
        "Mario was in for a surprise the first time
        he hit a Metal Box in Super Mario 64.
        The metal cap that popped out transformed
        Mario into living metal, giving him great
        stamina, a heavy tread, and the ability to walk
        underwater. In Super Smash Bros., Metal
        Mario showed up as an incredibly stubborn
        midlevel boss."

166: Metroid                         [Metroid]
                                     [08/89]
        "A parasitic life form that can absorb all
        types of energy, Metroids have strong
        resistance to most conventional weaponry.
        To defeat them, Samus Aran had to freeze
        them with Ice Beam shots and then blast
        them with missiles. Mochtroids, which look
        like Metroids, are weaker, with fewer
        internal nuclei."

167: Mew                             [Pokmon Red & Blue]
                                     [09/98]
        "Mew is an extremely rare Pokmon that has
        been seen by only a few people. Information
        on every Pokmon in the world is contained
        in Mew's cell structure, so it has the ability
        to use any and all TMs and HMs. Some
        Pokmon scholars believe Mew to be
        the ancestor of all existing Pokmon, but
        the idea is debatable."

168: Mewtwo                          [Pokmon Red & Blue]
                                     [09/98]
        "A genetically created Pokmon, Mewtwo is
        the result of many long years of research by
        a solitary scientist. Although Mewtwo
        was cloned from the genes of the legendary
        Pokmon Mew, its size and character are
        far different than its ancestor. Its battle
        abilities have been radically heightened,
        making it ruthless."

169: Mewtwo                          [B: Shadow Ball]
                                     [Smash B: Confusion]
        "As Mewtwo relies mostly on its powerful brain,
        there are times when it scarcely uses its arms
        and legs. Since Mewtwo spends much of its
        time floating, it flies far when struck. Shadow
        Ball traces a jagged path once released: the
        longer Mewtwo holds it, the more powerful it
        becomes. Mewtwo uses Confusion to spin its
        foes around."

170: Mewtwo                           [Up & B: Teleport]
                                      [Down & B: Disable]
        "Mewtwo is definitely not a speedy character, but
        its ESP-powered grab and throw moves are
        comparatively strong. Teleport has a short range,
        but doesn't leave it open to attack. It's best used
        as an escape move during disturbances.
        Mewtwo can daze a foe if it makes eye contact
        and uses Disable; the move is useless unless Mewtwo
        is facing its enemy."

171: Misty                            [Pokmon Red & Blue]
                                      [09/98]
        "Misty's the gym leader of Cerulean City and a
        real tomboy. She loves swimming and all things
        aquatic, so she makes a point of collecting
        Starmie, Staryu, and other Water-type
        Pokmon. This is common among gym
        leaders: typically the Pokmon kept by
        trainers tend to reflect that person's personality
        and preferences."

172: Moltres                          [Pokmon Red & Blue]
                                      [09/98]
        "As tradition has it, the onset of spring
        heralds the return of this legendary Pokmon
        from its souther home. Its bright orange color
        and fiery aspect lends to its overwhelming
        appearance. Sky Attack, the strongest of flying
        moves, is a perfect fit for this burning
        phenom, but it obviously also excels at powerful
        Fire-type moves."

173: Monster                          [3D Hot Rally]
                                      [Japan Only]
        "This rally car tore up dirt and raced through
        uncharted lands in the Disk System game 3D
        Hot Rally. While it wasn't as fast as the other
        two car types, it had super-strong shocks
        to deal with horrible roads and other obstacles.
        Mario and Luigi are in command of this car,
        although they don't show themselves in
        the game very often."

174: Moon                             [The Legend of Zelda: Majora's Mask]
                                      [10/00]
        "High in the sky above the Clock Town Tower,
        a menacing moon slowly sinks towards the city.
        Shrouded in mystery and feared by all, it
        threatens to devour everything and everyone
        in a cataclysm of fire. Strangely, inside the
        moon is a beautiful, pristine plain broken
        by a single tree. The moon breaks after Link
        defeats Majora's Mask."

175: Motion-Sensor Bomb               [Top Secret]

        "The perfect accessory for ambushes, the
        Motion-Sensor Bomb has been a favorite
        covert weapon of spies and other stealthy
        operatives. It adheres to any surface, and once
        armed, detonates with incredible force when
        it detects motion in its range. In the frantic
        world of Super Smash Bros., it doesn't take
        long for it to go."

176: Mr. Game & Watch                 [Game & Watch]
                                      [1980]
        "First appearing in 1980, the Game & Watch
        series is the father of all portable liquid
        crystal games. The main character is simple and
        monochrome but has a timeless individuality.
        There are 39 different games in the series
        and they've sold over 43 million units
        worldwide. Pictured at left is the particularly popular
        Fire model."

177: Mr. Game & Watch                 [B: Chef]
                                      [Smash B: Judgement]
        "A resident of a totally flat world, Mr.
        Game & Watch's frame-by-frame movement
        is distinctive. His image is known far and wide
        and respected by gamers everywhere. In Super
        Smash Bros. Melee, he hurls sausages with his
        Chef technique. The random strength of his
        Judgement is determined by the number displayed;
        food appears on lucky 7."

178: Mr. Game & Watch                 [Up & B: Fire]
                                      [Down & B: Oil Panic]
        "A man of great stature in the world of Nintendo
        characters, Mr. Game & Watch is a comparatively
        light fellow and doesn't feature many powerful
        attacks. When he's in danger of falling, Fire calls
        out a rescue brigade to send him skyward once
        more. He can also catch missile weapons with Oil
        Panic; once he's caught three, he can dump the
        bucket on his foes."

179: Mr. Resetti                      [Future Release]

        "Prepare to receive a really long talking-to
        if you reset this game: the next time
        you play, Mr. Resetti will be waiting to
        deliver his best scolding. No matter what your
        intentions are, pressing the RESET Button will
        bring you face-to-face with this fervent
        character. Sometimes the only way to shut
        him up is to apologize."

180: Mr. Saturn                       [Earthbound]
                                      [06/95]
        "The origins of the Mr. Saturn race are
        unknown, but many believe they came from
        outer space. They reside in Saturn Valley
        and speak their own unique language. In
        Super Smash Bros. Melee, Mr. Saturn is just another
        item with which to pelt foes. These guys are
        laid back and not into fighting, so you can
        rest easy ...or can you?"

181: Mute City                        [F-Zero]
                                      [08/91]
        "F-Zero courses are set hundreds of feet above
        ground and kept afloat by opposing-gravity
        guard beams on both sides of the tracks.
        Mute City, which grew from an intergalactic
        trading post to a city with a population of
        over two billion, is the most famous stop on
        the F-Zero Grand Prix. This course layout is
        from the F-Zero X era."

182: Ness                             [Earthbound]
                                      [06/95]
        "Ness is a young boy who's mastered the
        psychic power known as PSI. Ness was living
        a normal life in the suburbs of Onett until
        a meteor crashed into a nearby mountain and
        sent him on a wild adventure. Believing in
        the ultimate powers of wisdom, courage, and
        friendship, Ness proves that some heroes come
        in small packages."

183: Ness                             [B: PK Flash]
                                      [Smash B: PK Fire]
        "The key to mastering Ness is controlling his
        unique midair jump, which makes up for
        what he lacks in speed. His PK Flash attack
        may seem weak at first glance, but it grows
        more powerful the longer you hold down
        the B Button. To do a lot of damage with
        PK Fire, try to burn your opponent as many
        times as possible."

184: Ness                             [Up & B: PK Thunder]
                                      [Down & B: PSI Magnet]
        "Ness's mind is his best weapon. PK Thunder is
        a PSI missile weapon that can be guided using
        the Control Stick, and if Ness hits himself with
        it, he turns into a living missile capable of doing
        massive damage. This move can also be used
        for recovery. PSI Magnet turns energy missile
        attacks into health; try out certain Pokmon for
        stamina replenishment."

185: Ocarina of Time                   [The Legend of Zelda: Ocarina of Time]
                                       [11/98]
        "This ocarina, the treasure of the House of Hyrule,
        was entrusted to Link by Zelda when she fled
        from Ganondorf's insurrection. When used
        in conjunction with three Spiritual Stones, it opened
        the way to where the Master Sword rested.
        In Majora's Mask, it gave Link limited control over
        time, but it has other uses: it's fun to play as
        a musical instrument."

186: Octorok                           [The Legend of Zelda]
                                       [07/87]
        "These common enemies made their debut in the
        very first Legend of Zelda game and have
        been a staple of every game in the series
        since. They shoot rocks from their mouths
        at high velocity, but the projectiles are
        simple to block and do very little damage.
        Octoroks have low stamina, so they don't
        pose much of a threat to good fighters."

187: Pak E. Derm                       [Yoshi's Story]
                                       [03/98]
        "This pesky pachyderm bars Yoshi's path by
        sticking poles high into the air. Pak E. Derm
        has been practicing this skill for years, and
        he's so masterful that he can even block
        Yoshi's high-flying Flutter Jump. Pak E.
        Derm is a little unstable, however, and he tends
        to topple over if Yoshi pounds the ground
        anywhere nearby."

188: Paper Mario                       [Paper Mario]
                                       [02/01]
        "The Star Rod: Bowser stole it, and Mario
        wants it back. Bowser vs. Mario is familiar for
        Mario afficionados, but Paper Mario is novel.
        What this game brings to the 3D polygon-
        filled gaming world is its art style:
        everything is wafer thin! What the visuals
        lack in realism, they more than make up
        for in unique artistry."

189: Parasol                           [Kirby's Dream Land]
                                       [08/92]
        "The Parasol, which was originally used by Kirby,
        can be used as a wepon to bludgeon
        enemies. Even better is that fact that players
        can open it while airborne and lazily float
        back toward safe ground. It's incredibly
        useful in returning to the field of play after
        an opponent gets the better of you and
        sends you flying."

190: Party Ball                        [Super Smash Bros. Melee]
                                       [12/01]
        "Party Balls are just what they sound like: a recipe
        for wild fun packed into a paper ball. Throw or
        strike one into the air, then wait for it to trigger
        its time-release. Parties are always unpredictable,
        so here are the odds on how zany your party
        might be:
        Self-destruction: 10%
        Food banquet: 36%
        Bob-omb fest: 12%
        Other: 42%"

191: Paula                             [Earthbound]
                                       [06/95]
        "Paula is a PSI master who used her incredible
        psychic abilities to call Ness from afar.
        Ness rescued Paula from the blue-stained
        clutches of the Happy Happyist cult, and she
        became integral to his EarthBound adventure.
        Originally, Ness didn't know either PK Thunder
        or PK Fire, so Paula probably taught him
        these techniques."

192: Peach                             [Super Mario Bros.]
                                       [10/85]
        "Princess Peach presides over the Mushroom
        Kingdom from her huge castle. Her loyal
        subject Toad does his best to protect her but
        always seems to fail spectacularly. Besides
        her royal duties, Peach is interested in both
        tennis and golf; since she's so magnanimous,
        she'll even deign to play a few matches
        with the evil Bowser."

193: Peach                             [B: Toad]
                                       [Smash B: Peach Bomber]
        "Peach's ability to float is invaluable
        in Super Smash Bros. Melee, as she can
        return from incredible distances. Balancing
        this talent, though, is the fact that she's
        quite light and can be sent
        flying with a single powerful attack. Her
        attacks are fairly weak, so you'll have
        to hang around to win."

194: Peach                             [Up & B: Peach Parasol]
                                       [Down & B: Vegetable]
        "Peach's Smash A attack will set her swinging with
        either a frying pan, tennis racket, or golf club. These
        bludgeoning devices appear randomly and have
        different reaches and power levels. The
        princess uses Toad to absorb attacks, and he
        counters by sending spores out at attackers.
        Don't worry about the little guy, though; he
        takes his job seriously."

195: Peppy Hare                        [Star Fox]
                                       [03/93]
        "Peppy was a member of the original Star Fox
        team with Fox's father James McCloud. Peppy
        was the sole survivor of the Battle of Venom
        where a treacherous teammate named Pigma
        Dengar betrayed the team. Peppy now
        rarely climbs into the cockpit of an Arwing,
        preferring instead an advisory position
        in mission planning."

196: Pichu                             [Pokmon Gold & Silver]
                                       [10/00]
        "A baby Electric-type Pokmon identifiable
        by its big ears. Pichu evolves into Pikachu.
        It's not very skilled at storing up
        electrical energy and will sometimes
        discharge it if jarred. Although it's small, it
        has enough electrical power to give even
        an adult quite a shock. It's often startled by
        its own power."

197: Pichu                             [B: Thunder Jolt]
                                       [Smash B: Skull Bash]
        "Compared with Pikachu, Pichu is a tad more
        nimble and a little more difficult to hit. Those
        are the only two advantages, however,
        and since Pichu damages itself when it
        uses electrical attacks, it's best suited for
        handicapped matches. Even though Pichu's
        tough to catch, it's easy to throw its tiny frame
        great distances."

198: Pichu                             [Up & B: Agility]
                                       [Down & B: Thunder]
        "Pichu is the lightest character in Super
        Smash Bros. Melee., and it's top of the class
        in weakness, too! For Pichu, it's all about
        scampering here and there to pick up items
        that will help it survive. The first warp in Agility
        causes 1 point of damage to Pichu, and the
        second causes 3, so try to limit the number of
        times you use the move."

199: Pidgit                            [Super Mario Bros. 2]
                                       [10/88]
        "Pidgits are wingless birds enchanted by the
        vegetable-hating Wart to be the bearers of
        bad dreams. They live in Subcon, a land
        contained within Mario's dreams, where
        they fly around on magic carpets. Mario
        and friends were able to use these carpets
        for short distances once they dislodged
        the piloting Pidgit."

200: Pikachu                           [Pokmon Red & Blue]
                                       [09/98]
        "It's safe to say that Pikachu is the most
        famous and popular of all Pokmon. It has
        electric pouches in both cheeks; when
        in danger, it shoots electricity at its
        enemies. Although Pikachu can evolve into
        Raichu by exposure to a Thunderstone, many
        trainers like Pikachu so much that they
        don't let it evolve."

201: Pikachu                           [B: Thunder Jolt]
                                       [Smash B: Skull Bash]
        "While its electrical attacks, such as
        Thunder and Thunder Jolt, are powerful,
        Pikachu is at its best speeding around the
        fray and waiting for its chance to strike.
        You can control the path of Pikachu's
        two-directional Quick Attack, allowing you to
        jump twice. Hold down the B Button to charge
        up Skull Bash."

202: Pikachu                           [Up & B: Quick Attack]
                                       [Down & B: Thunder]
        "The angle of the Control Stick controls
        the direction of Pikachu's Quick Attack. Pikachu
        will move blindingly fast, and it will also cause
        damage to any character it runs into. Move the
        Control Stick during Quick Attack and Pikachu
        will move in up to two directions. Be sure to
        check out the ceilings on the level when you
        use Thunder."

203: Pikmin                            [Pikmin]
                                       [12/01]
        "These strange beings are part plant, part
        animal. They spend most of their time buried
        in the earth, but they will befriend whoever plucks
        them, as evidenced by their devotion to
        Captain Olimar. Each Pikmin has a leaf on its
        head that grows into a bud and finally a flower.
        Like a flower, the life of a Pikmin is both fragile
        and beautiful."

204: Pit                               [Kid Icarus]
                                       [07/87]
        "The head of Palutena's personal bodyguards,
        Pit traveled near and far to gather Three
        Sacred Treasures that would help him defeat
        the evil goddess of darkness, Medusa,
        and free Palutena, the goddess of light. Pit
        couldn't fly with his little wings; only the
        Wings of Pegasus let him take flight. Will
        Pit ever fight again?"

205: Plum                              [Mario Golf]
                                       [07/99]
        "Plum is one of the first playable golfers
        in Mario Golf. She's not all that strong, so
        her drives tend to lack distance. On the other
        hand, her strike area is large and allows for
        refined control. She's a very stable golfer,
        both well balanced and easy to master, which
        makes her a favorite among beginners and
        pros alike."

206: Posion Mushroom                   [Super Mario All-Stars]
                                       [08/93]
        "Poison Mushrooms made their debut in Super
        Mario All-Stars, where they'd cost characters a
        life if picked up. These nasty fungi are dark and
        foul-tasting, and in Super Smash Bros. Melee, they
        make you shrink on contact. With your
        diminished stature comes a loss of power and mass,
        making you a prime target to get smashed offscreen
        with even a light attack."

207: Pok Ball                         [Pokmon Red & Blue]
                                       [09/98]
        "These balls are used to capture and contain
        wild Pokmon. Most Pokmon must be
        weakened in some way before they can
        be captured, but once they're inside a Pok
        Ball, they enjoy their new home, since
        Pok Balls contain an environment specially
        designed for Pokmon comfort. Master Balls
        are the strongest type."

208: Pokmon Stadium                   [Pokmon Stadium]
                                       [03/00]
        "Trainers come from far and wide to congregate
        at Pokmon Stadiums, the ultimate venues to
        show off their Pokmon teams. There are many
        different arenas with varying terrain designs,
        some of which afford advantages to certain
        Pokmon. This particular stadium is reserved
        for huge events and boasts a big screen and
        spectacular fireworks."

209: Polar Bear                        [Ice Climber]
                                       [10/85]
        "This bizarre beast appears whenever the
        Ice Climbers take five during their ascents.
        Each leap the upright bear makes causes an
        earthquake and makes the mountain scroll
        upward. If the climbers fall off the bottom of
        the screen, they'll drop into a bottomless
        chasm. For reasons unknown, it sports pink
        shorts and sunglasses."


210: Poliwhirl                         [Pokmon Red & Blue]
                                       [09/98]
        "Poliwhirl is an amphibious Pokmon
        able to live on either land or in the water.
        When on dry land, it's constantly sweating to
        keep its skin nice and slimy. When in danger,
        it spins the whirlpool marking on its stomach
        to put enemies into a deep sleep, then it
        runs away. It evolves into either Poliwrath
        or Politoed."

211: Poo                               [Earthbound]
                                       [06/95]
        "Poo, the crown prince of the mysterious
        eastern country of Dalaam, joined Ness
        after completing rigorous training in his
        home country. While he doesn't stand out among
        Ness's friends, his vast experience and strong
        willpower make him a key to their success.
        Poo can assume the form of an enemy
        to gain its powers."

212: Porygon2                          [Pokmon Gold & Silver]
                                       [10/00]
        "Representing the next step in technological
        progress, this virtual Pokmon is a higher-
        powered version of the man-made Pokmon,
        Porygon. Compared to the sharp edges of its
        relative, Porygon2's body is extremely
        smooth and rounded. In battle, it utilizes
        a special move called Conversion 2 to alter
        its type."

213: Princess Peach's Castle           [Super Mario 64]
                                       [09/96]
        "Princess Peach's magnificent royal
        castle appears to be inhabited solely by
        the princess and a multitude of Toads.
        Bowser tried to steal the castle's Power
        Stars in Super Mario 64, and in Paper Mario,
        the surly archfiend actually lifted the
        castle into the stratosphere with his
        own filthy fortress."

214: Professor Oak                     [Pokmon Red & Blue]
                                       [09/98]
        "The leading expert on the study of Pokmon.
        It seems there are always new and
        mysterious species of Pokmon being brought
        to light, and Professor Oak is at the heart
        of it all with his insightful research.
        The Pokdex is one of his inventions: new
        trainers receive one, and a Pokmon to boot,
        when they start out."

215: Raccoon Mario                     [Super Mario Bros. 3]
                                       [02/90]
        "In Super Mario Bros. 3, Super Leafs caused
        Mario to grow raccoon ears and a tail. By
        sprinting and rapidly wagging the tail, Mario
        gained the ability to fly for short periods. Like
        the Cape in Super Mario World, the tail also
        reduced the speed at which he fell, making
        midair moves easier. Needless to say, real
        raccoons were jealous."

216: Racing Kart                       [Super Mario Kart]
                                       [09/92]
        "The famous racing karts from the ever-popular
        Mario Kart racing series come loaded for speed
        with three different engine sizes: 50, 100,
        and 150 cc. The karts' handling differs with
        the characters driving them, but all of
        them utilize Mario Kart standards like drift,
        jump, and turbo. They're extremely durable and
        impossible to total."

217: Raikou                            [Pokmon Gold & Silver]
                                       [10/00]
        "These violent lightning Pokmon travel near
        and far, blasting out electrified whirlwinds.
        They carry storm clouds on their backs so they
        can produce lightning regardless of the local
        weather; it's even said that they descended
        to the earth via lightning bolts. Their extreme
        quickness lends itself to flight, so they're
        very hard to capture."

218: Raphael Raven                     [Super Mario World 2: Yoshi's Island]
                                       [10/95]
        "The basically laid-back ravens come in several
        sizes. The smaller ones travel in flocks or
        traipse around small platforms all day long.
        The biggest of their breed is called Raphael
        the Raven, and his enormous size renders
        most direct attacks useless. Instead of
        fighting, Raphael and the Ravens helped Mario
        out in Paper Mario."

219: Ray Gun                           [Super Smash Bros.]
                                       [04/99]
        "The Ray Gun is toy-like in appearance
        and shoots short, fat, highly reflective beams
        of green light. The gun is fairly weak, but
        since it fires so fast, it can easily juggle
        enemies. It contains enough energy for only
        16 shots. Try dropping it with a few shots
        left and watch your foes waste time and
        energy retrieving it."

220: Ray Mk II                         [Custom Robo 2]
                                       [Japan Only]
        "The Custom Robo games feature combat
        between small robots averaging about 12
        inches in height. Ray Mk II is the upgraded
        descendant of one of the combatants from
        the original game. It's a well-balanced Jumper
        model in the Shining Fighter line of robots.
        Its stable design lets it excel with a minimum
        of customization."

221: ReDead                            [The Legend of Zelda: Ocarina of Time]
                                       [11/98]
        "Seven years after Ganondorf took control
        of Hyrule, ReDeads roamed the ruins of
        Castle Town, moaning. At first, Link was
        shocked at the state of the town, and the
        apparent lack of survivors. He later learned that the
        townsfolk had evacuated to safety, and that the
        ReDeads were just magic animated into hideous
        humanoid shapes."

222: Red Shell                         [Super Mario Bros.]
                                       [10/85]
        "Throw a Red Shell, and it will home in
        on random characters and send them flying
        straight up. Red Shells moving around the
        surface are dangerous to all players, but they
        may also present attack chances for players
        with good timing and strategy. Red Shells
        won't leave the platform they're on once
        they start moving."

223: Rick                              [Kirby's Dream Land 2]
                                       [05/95]
        "Rick made his debut alongside Kirby's other
        friends, Coo and Kine. He looks like a meek
        hamster, but when he puffs himself up, he's
        bigger than Kirby. When he's carrying Kirby on
        his back, he can mimic Kirby's copy powers
        with some special moves of his own.
        Rick's claim to fame is his exceptional
        traction on icy surfaces."

224: Ridley                            [Metroid]
                                       [08/89]
        "The head of the Space Pirates on Zebes,
        Ridley soars through space on wicked wings.
        Ridley may look like a mindless monster,
        but he's actually quite intelligent. After the
        SR-388 incident, where Samus captured the
        infant Metroid, Ridley took the Space Academy
        by storm, annihilating the complex and taking
        the Metroid back."

225: Roy                               [Fire Emblem]
                                       [Japan Only]
        "The son of the lord of Pharae Principality, Roy
        was studying in Ostia when the Kingdom of Bern
        invaded League of Lycia. His father fell ill at this
        time, so Roy assumed leadership of Pharae's
        armies. After his fateful meeting with the
        Princess Guinevere, his destiny became
        inextricably linked with the fate of
        the entire continent."

226: Roy                               [B: Flare Blade]
                                       [Smash B: Double-Edge Dance]
        "While Roy's moves are well balanced, he's a
        little on the slow side, and doesn't excel at
        midair combat. His blade, the Sword of Seals,
        gives him excellent reach, and makes his
        Double-Edge Dance slightly different then
        Marth's Dancing Blade. When it's fully charged,
        Roy's destructive Flare Blade delivers an
        instant KO."

227: Roy                               [Up & B: Blazer]
                                       [Down & B: Counter]
        "Roy's blade is different than Marth's: he does
        the most damage hitting with the center of his
        sword. So, a fearless advance into the arms
        of his foe is Roy's best bet. Blazer is a bit slower
        than Marth's Dolphin Slash, but it's still a
        mighty attack that sets anyone it strikes aflame.
        Roy's attack after using Counter differs slightly
        from Marth's."

228: Ryota Hayami                      [Wave Race 64]
                                       [11/96]
        "An 18-year-old Wave Race competitor from
        Japan. While he doesn't appear to have one
        outstanding trait, his acceleration, top speed,
        and maneuverability are quite well balanced.
        In Wave Race: Blue Storm, he's done away
        with his helmet and goggles in an attempt
        to make his face more recognizable across
        the world."

229: Samurai Goroh                     [F-Zero]
                                       [08/91]
        "A rival bounty hunter, Samurai Goroh has
        crossed paths with Captain Falcon in many
        a dark corner of the universe. He also goes
        head-to-head with Falcon in F-Zero races,
        so the threads of their fates seem to be deeply
        intertwined. Samurai Goroh is famous for
        his katana, and his signature T-shirt is
        instantly recognizable."

230: Samus Aran                        [Metroid]
                                       [08/89]
        "This intergalactic bounty hunter's full
        name is Samus Aran. Clad in a Power Suit
        made by the Chozo race and infused with
        their enhanced blood, she cleared the planet
        Zebes of a Metroid infestation. Samus
        is an orphan, the sole survivor of a
        Space Pirate raid that destroyed an Earth
        colony named K-2L."

231: Samus Aran                        [B: Charge Shot]
                                       [Smash B: Missile]
        "Samus has an abundance of projectile weapons,
        making her a long-distance attack
        specialist. The most powerful weapon in her
        arsenal is her Charge Shot, but be warned:
        it can be reflected. Her missiles have
        homing capabilities, but when fired as Smash
        Attacks, they fly on a straight trajectory and
        have boosted power."

232: Samus Aran                        [Up & B: Screw Attack]
                                       [Down & B: Bomb]
        "While Samus's arsenal of missile weapons is
        indeed formidable, her enemies are in for a
        rude awakening if they guard against nothing
        else. Her Grappling Beam captures foes and
        latches on to walls, and the Screw Attack drags
        foes upwards in a series of spins that doubles as
        a recovery move. Samus can also use her Bombs
        to perform Bomb Jumps."

233: Samus's Starship                  [Metroid II: Return of Samus]
                                       [11/91]
        "This compact ship is used by Samus as her
        base of operations. Of course, Samus can't
        fly it into the catacombs of every planet she
        visits, so she leaves it on the surface as
        her sanctuary. Samus can recharge her Power
        Suit inside the ship, so it tends to be the
        only safe and secure spot on inhospitable
        alien terrain."

234: Sandbag                           [Super Smash Bros. Melee]
                                       [12/01]
        "Sandbag exists for one reason only: to get
        smashed in the Home-Run Contest. Pound on
        Sandbag as much as possible in the time
        allotted, then swing for the fences as you
        compete for the longest home run of all time.
        Getting hit doesn't hurt Sandbag at all.
        As a matter of fact, it loves to see players
        wind up and let loose."

235: Scizor                            [Pokmon Gold & Silver]
                                       [10/00]
        "This evolved form of Scyther has arms ending
        in large pincers with distinctive eye-spot
        markings. Its evolution also includes the
        addition of a tough Metal Coat. It's unable
        to fly very far with its wings, but it can affect
        its body temperature by flapping them at high
        speeds. Its sleek look has made Scizor quite
        popular among collectors."

236: Screw Attack                      [Metroid]
                                       [08/89]
        "One of Samus Aran's power-ups from the
        original Metroid, the Screw Attack turns
        a jump into a rotating attack move. When
        carrying this item, any character's ordinary
        jump move will turn into a Screw Attack.
        By the same token, if you throw this item
        at an enemy, your foe will spontaneously
        do a Screw Attack."

237: Sheik                             [The Legend of Zelda: Ocarina of Time]
                                       [11/98]
        "This is Zelda's alter ego. Using a variation of
        the name of the ancient Sheikah tribe, she
        appears before Link and teaches him melodies
        instrumental to his success. It's believed
        that she's not just a quick-change artist, but
        rather that she is able to instantaneously
        alter her clothing and her eye and skin color by
        using her magical skills."

238: Sheik                             [B: Needle Storm]
                                       [Smash B: Chain]
        "Strategically switching between Zelda and Sheik
        is key. Compared to her Zelda form, Sheik is
        nimble and has gorgeous moves, but she lacks a
        strong knockout attack. The number of needles
        thrown in Needle Storm is based on how long
        you hold the B Button before releasing it.
        Use the Control Stick to wave the Chain
        after brandishing it."

239: Sheik                             [Up & B: Vanish]
                                       [Down & B: Transform]
        "The best strategy to use when playing as Sheik
        is to let her flow from one powerful attack into
        another, like a river of quicksilver. Zelda has
        some techniques with more punch, however,
        so in one-on-one battls, use Transform as needed.
        Sheik only travels a short way when using Vanish,
        but the move comes with a small explosion that
        damages foes around her."

240: Sheriff                           [Sheriff]
                                       [Japan Only]
        "Sheriff is a game with a particularly long
        history, even among other classic Nintendo
        arcade games. You aimed the sheriff's
        gun by way of an eight-directional dial
        controller, which you would depress to
        fire. The goal of this frontier shooter was
        to protect the territory from various scoundrels
        and ne'er-do-wells."

241: Shy Guys                          [Super Mario Bros. 2]
                                       [10/88]
        "There are many types of Shy Guys: they've been
        known to walk on the ground, fly through the
        air, traipse about on stilts, wear flowers or
        camouflage, throw balls, swing balls, swing bats, sail on
        pirate ships, carry fruit, do the Bamboo Dance,
        ride submarines, play guitar, play tennis, wear
        red, come in large or small sizes, steal people's
        toys, cause mischief..."

242: Slippy Toad                       [Star Fox]
                                       [03/93]
        "Slippy Toad is the mechanical genius behind
        most of the Star Fox team's new weapons
        and technology, and just lately he's been
        spending the bulk of his time in Research and
        Development. He's also a competant pilot, but
        his enthusiasm tends to outweigh his technical
        flight skills. He and Fox have been friends ever
        since their school days."

243: Smash Coins                       [Super Smash Bros. Melee]
                                       [12/01]
        "These coins are used in Super Smash Bros.
        Melee Coin Battle mode. The gold coins are worth
        ten points, silver are worth five, and the
        copper are worth one. Hit an opponent and
        coins will come raining down. If you're knocked
        off the screen, you'll lose half of your coins.
        Once time's up, the player with the most
        coins wins."

244: Snorlax                           [Pokmon Red & Blue]
                                       [09/98]
        "Snorlax love to sleep and love to eat: these
        portly Pokmon get grumpy if they don't
        get 880 pounds of food per day. After snacking
        out, they always nap. They have cast-iron
        stomachs and can eat moldy and even rotten
        food with no digestion problems. They are the
        heaviest Pokmon on record, weighing in at
        over 1,000 pounds."

245: Squirtle                          [Pokmon Red & Blue]
                                       [09/98]
        "Retreating into its shell and spitting
        water at its foes is Squirtle's trademark
        response to danger. It's one of the three
        Pokmon that trainers can receive from
        Professor Oak in Pokmon Red and Blue.
        Squirtle evolves into Wartortle and then
        Blastoise, ramping up its water powers
        with each evolution."

246: Stanley                           [Donkey Kong 3]
                                       [06/86]
        "Stanley is a plucky exterminator who takes
        on Donkey Kong and an army of insects in
        the third installment of the original Donkey
        Kong series. Stanley has a tough job: he
        has to chase Donkey Kong away to another
        greenhouse with his insect repellant, then
        climb up the ivy to pump the main hive
        with the deadly spray."

247: Star Rod                          [Kirby's Adventure]
                                       [05/93]
        "This magic wand holds 16 star shots and sends
        foes flying at a low angle when thrown. It's
        most powerful when Captain Falcon or Sheik
        performs a Smash Attack while holding it. In
        Kirby's Adventure, the Star Rod is the secret
        power behind the Fountain of Dreams. King Dedede
        steals the Star Rod in order to seal away the
        nasty Cloaked Nightmare."

248: Starman                           [Super Mario Bros.]
                                       [10/85]
        "This item makes you invulnerable to all
        attacks for a short period of time. The
        Starman bounces around and eventually tumbles
        out of the stage, but all you need to do is
        touch it to power up. It possessed similar
        powers in Super Mario Bros., except you could
        also harm enemies just by touching them while
        under its influence."

249: Starman                           [Earthbound]
                                       [06/95]
        "Just one kooky subset of the diverse cast of
        enemies in EarthBound, these strange creatures
        are aliens in the employ of Giygas.
        Variations of the Starman race include
        Starman, Starman Jr., Starman Deluxe, and
        Starman Super. They all use PSI powers, but
        their strength differs depending on the level
        on which they're found."

250: Staryu                            [Pokmon Red & Blue]
                                       [09/98]
        "These star-shaped Pokmon that evolve
        into Starmie are found in large numbers at
        the seashore. At night, Staryu's red center
        glows and blinks on and off. It's said that
        as long as its red center remains, it can regrow
        its limbs. Whether it's related to Cleffa,
        another Pokmon with a vaguely star-shaped
        appearance, is unknown."

251: Steelix                           [Pokmon Gold & Silver]
                                       [10/00]
        "A combination of Steel- and Ground-types,
        Steelix are the longest Pokmon yet to be
        discovered, reaching over 30 feet in length.
        Since they live so deep under the surface of
        the earth, the intense pressure has made their
        bodies stronger than diamons. Evolved from
        Onix, Steelix is every bit as intimidating
        as its relative."

252: Sudowoodo                         [Pokmon Gold & Silver]
                                       [10/00]
        "A copycat Pokmon with an aversion to
        battle, Sudowoodo always poses as a
        tree in order to avoid being attacked. Despite
        their arboreal appearance, these Pokmon are
        actually Rock-types, and therefore highly
        vulnerable to water. When it begins to rain,
        they vanish. Sudowoodo can be found blocking
        Route 36 in Johto."

253: Suicune                           [Pokmon Gold & Silver]
                                       [10/00]
        "This mystical aurora Pokmon constantly
        journeys in search of places with pure
        flowing water. Suicune wields the power to
        instantly purify any contaminated water
        it finds. Some say Suicune is the north
        wind reborn. Its strange and dramatic story is told
        over the course of the Crystal version of
        the Pokmon game."

254: Super Mushroom                    [Super Mario Bros.]
                                       [10/85]
        "Super Mario Bros. veterans will recognize
        these power-ups, which hid inside brick blocks
        and helped Mario and Luigi withstand enemy
        attacks. In Super Smash Bros. Melee, they
        temporarily turn your character into a giant.
        Not only will your size and strength increase,
        but so will your mass, making it harder for
        foes to knock you off."

255: Super Scope                       [Super Scope]
                                       [09/92]
        "A peripheral device for the Super Nintendo
        Entertainment System, the Super Scope is a
        wireless weapon that shoots infrared light
        to a receiver placed on top of the television.
        In Super Smash Bros. Melee, it can be fired
        rapidly or charged up to release a more powerful
        blast. It only has enough energy for 3 charge shots."

256: Target                            [Super Smash Bros.]
                                       [04/99]
        "This is one of the targets you must hit
        and destroy in a bonus stage of Super Smash
        Bros. Melee. All bonus stages are specially
        designed to test the individual abilities of
        each fighter. Clearing the target-breaking
        levels requires an ultimate combination
        of skill, timing, and the specific techniques of
        each character."

257: Thwomp                            [Super Mario Bros. 3]
                                       [02/90]
        "Thwomps spend most of their time suspended
        in midair, waiting. When Mario passes below,
        they crash down with amazing speed. As you
        may guess from their appearance, they're
        heavy and solid enough to make any attack on
        them futile. Small ones are called Thwimps:
        despite their weight, they often form groups
        and bounce around."

258: Tingle                            [The Legend of Zelda: Majora's Mask]
                                       [10/00]
        "Tingle is a mysterious middle-aged man who
        thinks he's "the very reincarnation of a fairy."
        His bizarre behavior and unique speech are
        just little pieces of his vibrant personality.
        Tingle travels by way of a small hot-air
        balloon, making maps of the lands below
        him. Pop his balloon, and Tingle will fall to
        earth to sell his maps."

259: Toad                              [Super Mario Bros.]
                                       [10/85]
        "Toad, Peach's longtime servant, first showed
        off his strength in Super Mario Bros. 2,
        then proved to be an agile driver in Super
        Mario Kart. There are many Toads in Peach's
        castle and across the Mushroom Kingdom,
        and although they look similar, they have
        varied natures. Not the best of guards, Toad
        must often be rescued."

260: Togepi                            [Pokmon Gold & Silver]
                                       [10/00]
        "These adorable spike-shelled Pokmon hatch
        from eggs given out by Professor Elm's assistant.
        Common superstition holds that their shells are
        chock-full of happiness and that they become
        good-luck charms when handled with kindness.
        It's impossible to predict which ability a Togepi will
        call upon when it uses its Metronome move, so
        you'd better be ready."

261: Tom Nook                          [Future Release]

        "This guy's the friendly neighborhood shopkeeper
        who kindly helps the player set up his or
        her first house. He has a nose for business,
        and his customer service is second to
        none. During the course of the game, his store
        starts as a corner shop, expands to become a
        convenience store, and finally becomes a
        thriving supermarket."

262: Topi                              [Ice Climber]
                                       [10/85]
        "Topis debuted in the game Ice Climber,
        shuttling ice with which to repair cracks
        in the floors. They were kept really busy
        as Nana and Popo constantly cracked
        the floors with single strikes of their ice
        hammers. Despite the monotony of
        their chilly work, these creatures never slacked
        off for an instant."

263: Totakeke                          [Future Release]

        "A wandering musician whose daily life is a
        bit of a mystery. He plays in front of the
        train station every Saturday night starting
        at 8.00 p.m. He has a large repertoire and
        plays both old and new hits from all over
        the world. His music is so ingrained in
        the villagers that it's impossible to imagine
        them living without it."

264: Totodile                          [Pokmon Gold & Silver]
                                       [10/00]
        "Little but feisty is the best description
        for these Water-type Pokmon. The first
        thing they do when they see something
        move is latch onto it with their powerful
        jaws. Totodile was one of the three Pokmon
        the Professor Elm offered to trainers in
        Pokmon Gold, Silver, and Crystal. They evolve
        into Croconaw."

265: Turtle                            [The Legend of Zelda: Majora's Mask]
                                       [10/00]
        "When Link played the New Wave Bossa Nova,
        what masqueraded as a lone island rose out of
        the waters of the Great Bay Coast and revealed
        itself to be a giant turtle. This mighty
        terrapin is ancient and wise beyond belief. It
        sensed Link's destiny and braved the stormy
        seas in order to transport him to the
        Great Bay Temple."

266: UFO                               [Earthbound]
                                       [06/95]
        "At the beginning of EarthBound, this flying
        saucer appears along with the ominous message,
        "The War Against Giygas!" Adding to the mystery
        are three more UFOs while fly amok in the
        skies over Onett; how all of these alien craft
        are connected is anyone's guess. In Super
        Smash Bros. Melee, this slippery UFO appears on
        the Fourside level."

267: Unown                             [Pokmon Gold & Silver]
                                       [10/00]
        "These Psychic-type symbol Pokmon
        resemble ancient hieroglyphics found on
        rocks, a resemblance that's said to be more
        than superficial. Quite a few different shapes
        of Unown have been confirmed, and it's
        believed that each type has unique abilities.
        These enigmatic Pokmon can be found
        in the Ruins of Alph."

268: Vacuum Luigi                      [Luigi's Mansion]
                                       [11/01]
        "In a strange twist of fate, Luigi wins a huge
        mansion in a contest he didn't even enter,
        and the place turns out to be haunted!
        After meeting a weird professor named Elvin
        Gadd, Luigi enters the place armed with a
        flashlight and a ghost-sucking vacuum
        cleaner. Mario's trapped somewhere in there!
        Can Luigi save him?"

269: Vegetable                         [Super Mario Bros. 2]
                                       [10/88]
        "These vegetables, which first appeared in Super
        Mario Bros. 2, can be plucked from the ground
        and hurled at enemies. Unlike regular veggies,
        they often sport eyes or even faces;
        in fact, when Princess Peach plucks them
        from the ground to use as projectiles, the
        expressions on their faces dictate how much
        damage they'll do."

270: Venusaur                          [Pokmon Red & Blue]
                                       [09/98]
        "Evolving from Ivysaur, this deceptively toxic
        Pokmon has a huge flower on its back
        that emits a cloying fragrance: the scent
        lulls its enemies into a state of calmness.
        Venusaur's flower synthesizes sunshine
        into pure energy for its Solarbeam move.
        Think of Grass- and Poison-type Pokmon
        and Venusaur comes first."

271: Viruses                           [Dr. Mario]
                                       [10/90]
        "These contagious viruses make life
        difficult for Dr. Mario. They infect everything
        they come into contact with, and the good
        doctor must attempt to neutralize them with his
        trusty megavitamins. Dr. Mario can stop
        these pesky germs by lining up the megavitamin
        capsules of the same color with the nasty
        microorganism."

272: Waddle Dee                        [Kirby's Dream Land]
                                       [08/92]
        "Many delicate creatures like this one inhabit Dream
        Land. They generally live carefree lives and
        have never considered themselves to be
        followers of King Dedede. Waddle Dees
        are innocent and generally harmless to
        man and beast. While they have virtually no
        offensive or defensive power, they'll sometimes
        try to wield a parasol."

273: Waluigi                           [Mario Tennis]
                                       [08/00]
        "This tall, thin, evil-looking guy seems to
        be Luigi's rival. He works hard at his mischief:
        Waluigi reportedly spent a lot of time training
        for his debut in Mario Tennis by honing his
        ability to antagonize the Mario brothers. While
        it's general knowledge that he's the same age
        as Luigi, his relationship to Wario is unclear."

274: Wario                             [Super Mario Land 2: Six Golden Coins]
                                       [11/92]
        "An old acquaintance of Mario's. His failure
        to seize Mario's castle has fueled Wario's
        desire for a palace of his own. Wario has
        herculean strength and can do things that
        even Mario can't imitate. His unexpected skills
        include a talent with items and the ability
        to assume many roles, among them a snowman,
        a zombie, and a bat."

275: Warp Star                         [Kirby's Dream Land]
                                       [08/92]
        "The Warp Star originated as Kirby's
        ride: it helped the ponderous puffball get
        around at high speed. Hop on the Warp Star
        in Super Smash Bros. Melee, and your character
        will rapidly launch up and off the screen. You'll
        return in a flash, causing an explosion
        as you hit the ground. Try holding a direction
        to alter your landing."

276: Weezing                           [Pokmon Red & Blue]
                                       [09/98]
        "The evolved form of Koffing. Weezing is
        basically a pair of Koffing fused together.
        They tend to float in the air and emit gas or
        noxious smoke from the outgrowths that cover
        their bodies. As strange as it may seem,
        diluting Weezing emissions as much as
        possible creates one of the most exquisite
        perfumes known to man."

277: Whispy Woods                      [Kirby's Dream Land]
                                       [08/92]
        "A boss enemy from Kirby's Dream Land.
        Whispy Woods is a big tree that shoots
        whirlwinds at Kirby. It isn't the toughest
        enemy: all Kirby has to do is avoid the
        occasional whirlwind, suck in apples that fall
        down, and then shoot them back at the tree.
        In Super Smash Bros. Melee, Whispy Woods is
        quite the blowhard."

278: Wobbuffet                         [Pokmon Gold & Silver]
                                       [10/00]
        "A patient Pokmon, Wobbuffet lives in
        darkness to hide its mismatched black
        tail. Even for a stoic Pokmon, this creature
        is a testament to self-control; it will not
        actively attack an opponent. Its Counter
        and Mirror Coat moves are solely
        used for reflecting attacks directly back
        at its antagonist."

279: Wolfen                            [Star Fox 64]
                                       [06/97]
        "The beloved ship of the mercenary team
        Star Wolf, which was hired to destroy Fox
        and his team. The ship's abilities rival an Arwing.:
        As a matter of fact, the Wolfen II was an
        improvement over its predecessor and could
        nearly outperform team Star Fox's ships.
        Star Wolf's leader, Wold O'Donnell is Fox's
        most persistant rival."

280: Yoshi                             [Super Mario World]
                                       [08/91]
        "Yoshis are gentle, fleet-of-foot dinosaurs
        that make their home on idyllic Yoshi's Island.
        They come in a variety of colors and have
        evolved an interesting trait to help increase
        their numbers: they can transform anything they
        swallow into an egg. With adhesive tongues
        and bottomless bellies, Yoshis have been
        known to eat anything."

281: Yoshi                             [B: Egg Lay]
                                       [Smash B: Egg Roll]
        "To make up for his lack of powerful airborne
        attacks, Yoshi has a miraculous jumping ability
        and is resistant to damage while in the air.
        Yoshi can also swallow a foe and transform him
        or her into an egg: try doing this close to an
        edge! The speed and power of the Egg Roll
        increases if you hold down the B Button, but
        it'll be tougher to control."

282: Yoshi                             [Up & B: Egg Throw]
                                       [Down & B: Yoshi Bomb]
        "Yoshi has no third jump, so the timing of his
        second jump is of vital importance. The angle
        and distance of his Egg Throw can be altered by
        how you tilt the Control Stick and how long you
        press the B Button. When Yoshi lands after
        doing his Yoshi Bomb, stars appear on either
        side of him, making it hard for enemies to
        deliver counterattacks."

283: Young Link                        [The Legend of Zelda]
                                       [07/87]
        "Link's younger incarnation is often considered to
        be the true Link: he was a young boy in the very
        first Legend of Zelda game, and he has appeared
        as a youth in most of the subsequent
        games. Since his debut on the original NES in 1987,
        Link's appearance has changed over and over
        again, each time adding to the mystique of his
        incomparable story."

284: Young Link                        [B: Fire Bow]
                                       [Smash B: Boomerang]
        "Young Link is lighter and faster than his
        older self, and his Kokiri sword packs less
        punch. Even though his Boomerang has a shorter
        range, he has greater control over it. He's
        a smaller target, and while his Hookshot has
        less reach than older Link's, you can
        still use it in midair as a last ditch attempt
        to grab a ledge."

285: Young Link                        [Up & B: Spin Attack]
                                       [Down & B: Bomb]
        "With a youthful spring in his step, Young Link
        can perform amazing wall-jumps. Once he
        hits a wall, tap the Control stick in the
        opposite direction to send him leaping upward;
        you can practice to your heart's content in
        Target Test. His Spin Attack can strike multiple
        times even on the ground, and although it's hard to
        discern, so do his Bombs."

286: Zapdos                            [Pokmon Red & Blue]
                                       [09/98]
        "Zapdos flaps its wings, and summer storms
        appear, throwing lightning every which
        way. It's said that you can hear this legendary
        Pokmon coming, as its wings make a very
        distinctive popping sound as it flies. In
        addition to electrical moves like the dreaded
        Thunder, it also wields a vicious move called
        Drill Peck."

287: Zelda                             [The Legend of Zelda]
                                       [07/87]
        "The crown princess of Hyrule. Zelda entrusted
        Link with the future of Hyrule after a revelation
        came to her in the world of dreams. She knows
        much about the Triforce; in fact, the only person
        who likely knows more about Triforce lore is
        Ganondorf himself, whom Zelda evaded in
        Ocarina of Time by transforming into her
        alter ego, Sheik."

288: Zelda                             [B: Nayru's Love]
                                       [Smash B: Din's Fire]
        "Zelda is a bit slow and, because of her
        light frame, easy to send flying. On the
        other hand, her magical skills lend her reliable
        and explosive attack power. Zelda's easier
        to use if you focus on waiting and countering
        rather than pressing attacks. She can use
        Nayru's Love to reflect projectile attacks
        or as an offensive weapon."

289: Zelda                             [Up & B: Farore's Wind]
                                       [Down & B: Transform]
        "Zelda's midair Lightning Kick centers immense
        magical power in the ball of her foot. If she strikes
        perfectly, the attack is as strong as can be. If her
        aim is slightly off, it'll be exceedingly weak.
        Farore's Wind again utilizes Zelda's magical
        prowess, this time by transporting her great
        distances. It's vital to know the lay of the land
        before using this move."

290: ZERO-ONE                          [Pokmon Snap]
                                       [07/99]
        "Many wild Pokmon live on Pokmon Island, and
        avid cameraman Todd uses the ZERO-ONE as
        his means to get close to them. The ZERO-ONE
        is fully automated: its progress is monitored
        by a series of strategically
        located beacons. The vehicle can instantly
        change its shape to allow it to travel
        by land, water and air."

================'''''''''''''''''''''''''''''''''''''''''''''''''''================
                                Japanese Version
================'''''''''''''''''''''''''''''''''''''''''''''''''''================

---: Tamagon                           [Demon World]
                                       [Japan Only]
        "This is the main character of a Japanese
        NES game never released in North America. In this
        quirky maze game, your goal was to work your
        way through a series of scrolling mazes while
        battling the cyclopean henchmen of a large,
        winged demon. Tamagon not only had to worry
        about the evil creatures, but also the walls, which
        were extremely harmful."

---: Proximity Mine                     [Perfect Dark]
                                        [05/00]
        "The perfect accessory for ambushes, the
        proximity mine has long been a favorite
        covert weapon of the Carrington Institute
        any surface and once armed, detonates with
        incredible force when it detects motion
        within its range. In the frantic world of
        Super Smash Bros., it doesn't take long for it
        to go."

-------------------------
Note: Japanese Version
      Proximity Mine replaces the Motion-Sensor Bomb trophy.
-------------------------

''''''''''''''''===================================================''''''''''''''''
                                FAQ Information
''''''''''''''''===================================================''''''''''''''''


================================
1) Copyrights
================================

Super Smash Bros. Melee

 2001 Nintendo/HAL Laboratory, Inc.
  Characters:
 Nintendo/HAL Laboratory, Inc./Creatures Inc./GAME FREAK inc./APE inc.

================================
2) Credits
================================

''''''''''''''''''''''''''''''''                ''''''''''''''''''''''''''''''''
A) Websites                                     E) E-mail
''''''''''''''''''''''''''''''''                ''''''''''''''''''''''''''''''''
01) http://www.gamefaqs.com/                    01) SoundofDentage@aol.com
02) http://www.gamewinners.com/                 02) bdawson@cloudchaser.com
03) http://www.nintendo.co.jp/smash/            03) tobakaido@hotmail.com
04) http://www.nintendo.com/                    04) martinm@paragon.co.uk
05) http://www.smashbros.com/                   05) selby2001@hotmail.com
06) http://www.classicgaming.com/nindb          06) insaneclownsii@yahoo.com
                                                07) bryce@uwyo.edu
''''''''''''''''''''''''''''''''                08) smalone@sport.rr.com
B) GameFAQ's boards                             09) GetYourVashOn@aol.com
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03) Evil Boris                                  13) selby2001@hotmail.com
04) Ultimate Gamer                              14) Homer76767@aol.com
05) John                                        15) couchtomato@hotmail.com
06) xNightBladx                                 16) jmoutran@pty.com
07) Oni Link                                    17) Erikwebsurfer@aol.com
08) ironical                                    18) jsilkwor@stny.rr.com
09) HAG1                                        19) Bartfan12@aol.com
10) kaepora                                     20) dlorenzo@austin.rr.com
''''''''''''''''''''''''''''''''                21) Uciel3211@aol.com
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C) AOL Instant Messenger                        24) jimsygo@hotmail.com
''''''''''''''''''''''''''''''''                25) HYPERFREAK7727@aol.com
02) DemonRoy10155
''''''''''''''''''''''''''''''''

''''''''''''''''''''''''''''''''
D) Other Sources
''''''''''''''''''''''''''''''''
01) Nintendo Power
02) Super Smash Bros. Melee Instruction Booklet

 _____  _____  ______    __      __
/ ___/ / ___/ | ____ \   | \    / |                 ******
\ \__  \ \__  | |__| / O | |\  /| |              *  ********
 \__ \  \__ \ | ___ <    | | \/ | |             **  *********
 __/ /  __/ / | |__| \ O | |    | |            ***  **********
/___/  /___/  |______/   |_|    |_|            ***  **********
* * * * * * * * * * * * * * * * * * * * * * *
S u p e r   S m a s h   B r o s .   M e l e e   **  *********
* * * * * * * * * * * * * * * * * * * * * * *    *  ********
                                                    ******

NINTENDORKS FAQ
Version 2.7
written for Nintendorks
  and by Nintendorks

TABLE OF CONTENTS
1. General Overview
2. What's Going On?
3. Controller Explanation
4. Characters
   ~ Mario
   ~ Link
   ~ Zelda
   ~ Pikachu
   ~ Fox McCloud
   ~ Ness
   ~ Captain Falcon
   ~ Yoshi
   ~ Donkey Kong
   ~ Peach
   ~ Kirby 
   ~ Bowser
   ~ Ice Climbers
   ~ Samus
   ~ Jigglypuff
   ~ Luigi
   ~ Roy
   ~ Marth
   ~ Falco
   ~ Dr. Mario
   ~ Ganondorf
   ~ Young Link
   ~ Mewtwo
   ~ Pichu
   ~ Mr. Game and Watch
5. Levels
6. Modes of Play
7. Items
8. Secrets
9. Event Mode
10. Bonus List
11. Trophies
12. Pokemon in Pokeballs
13. Advanced Techniques
13. Thanks
14. Legalities

***Also, there is an incredible graphical version of this FAQ here:
http://mizar66.netfirms.com/ssbmguide/index.html

***Here's the official Nintendo website:
http://www.supersmashbrosmelee.com

***And here's the Message Board that spawned this FAQ!
http://pub70.ezboard.com/bnintendorks55364

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

1. GENERAL OVERVIEW
     Super Smash Bros. Melee came out on December 3rd, 2001, a sequel 
to one of the best and most unique 2-D fighters (or any-d fighters, for 
that matter) to have ever been made. Available only for the Nintendo 
GameCube, SSB:Melee pits Nintendo's most beloved mascots from their 
flagship titles against each other in chaotic fighting matches. The 
original game, Super Smash Bros, went on to sell 5 million plus 
cartridges with only 12 fighters and a handful of arenas. Melee builds 
on and improves what Super Smash Bros. didn't do, which at first glance 
doesn't seem like a lot. This FAQ will guide you through each 
character, with all of their moves explained, how to unlock them, their 
strengths and weaknesses, and some general tips for use. The levels 
will be explained, as will items, this FAQ will also list tips for all 
the modes, and hopefully a complete list of all of those pesky 
trophies. So read on, intrepid gamers! Have fun! And go to the website 
read by the guys who made this FAQ!
http://www.nintendorks.com

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

2. WHAT'S GOING ON?

     One could call Smash Bros a fighting game but also a platformer as 
well. It's basically a combination of the two. If you played the 
original on the N64, then most of the gameplay is unchanged and you 
should be able to jump right in. If this is your first time playing 
Smash Bros, then you'll have to get used to the differences from other 
fighting games.

     Although the characters have punches, kicks, and unique special 
moves, the strategy is totally different from other fighting games. 
Most of the stages are floating in the air, and the object of the game 
is not to deplete the opponent's energy, but to knock them off the 
stage. This is easier said than done, because all characters have an 
air jump, and most characters have a special move that helps them come 
back. Instead of energy, every character has a percentage. The more 
you're hit, the more your percentage goes up. If you're hit with a 
strong attack, such as Smash attacks, you'll go flying. How far you fly 
depends on how high your damage is. If you get knocked so far that your 
double jump and comeback move aren't enough to get you back to the 
stage, you get knocked out.

     Every character has basic attacks used with the A button. You can 
push A button for a regular attack, as well as tilting the control 
stick up and down to indicate the direction of the attack. In addition 
to regular attacks, you can do "Smash Attacks", which are vital to 
winning. To do a smash attack, you tilt the control stick in a 
direction at the same time as pushing the A button. You can do a smash 
attack to the side or downward, which will knock your opponent 
horizontally, or an upwards smash attack which will send them sky high 
(you can also knock out the opponent by knocking them really high).

 Of course, every character also has special moves that are unique to 
them. These are executed with the B button. Depending on the direction 
you tilt the control stick (neutral, sideways, up or down) you'll 
perform one of four different special moves. For most characters, up 
and B is an attack that can send you horizontally or upwards, helpful 
in getting back to the stage.

     Besides attacking, jumping is a necessity in this game, as many 
attacks differ between using them on the ground or in the air. You'll 
also need to jump in order to execute combos or get away, as well as 
coming back to the stage. Each character has a jump, and at least one 
other jump they can do in the air (characters like Kirby can jump up to 
6 times, since they can float). To jump, you can either tilt the 
control stick up, or use the X and Y buttons.

     Other strategies include dodging, shielding, and throwing. If you 
are near an opponent, you can press Z (or R and A at the same time) and 
grab him. Pressing Z while holding an opponent will do damage to him. 
If you do this too much the opponent can break free, so use this 
sparingly. Otherwise, tilting the control stick different directions 
will result in throwing your opponent. Throws are weaker than smash 
attacks and probably will not KO your opponent, but they do damage and 
can be used to start out combos. Press R or L to activate your shield. 
This will block attacks (but not throws), but don't use it too much, 
because while you use it, it gets smaller, and if it disappears, it 
breaks and you get stunned. How far you press in the button depends on 
the strength of the shield. If you press the button in a lot, the 
shield will be small, but very strong. If you press it in a bit, the 
shield will be large but very weak. Most attacks only need a shield 
press of medium, to block. Tilting the control stick left or right 
while having your shield up will cause you to roll. This is helpful to 
evade opponents, and is essential against skillful players.

     There are some other techniques too. By pressing R or L in the 
air, you'll do an air dodge, which will make you temporarily 
invulnerable in the air. You can only do it once until you touch the 
ground again. By pressing Z or A when an item is thrown at you, you can 
catch the item, but it takes precise timing. Speaking of items, when 
you see one, press A to pick it up. If it's a weapon, press A to use 
it. Once you're done using it, press Z to drop it or throw it. If it's 
a throwing item, then just press A to throw it. Also, if you put up 
your shield at the exact moment a projectile attack hits you, you can 
deflect it.

     Finally, to taunt, press up on the D-pad. It's not necessary but 
it's great to do after knocking out your opponent, just for fun.

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

3. 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)
 
----------------------------------------------------------------------

4. CHARACTERS

***************
**** 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.  
 
~Captain Falcon 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.

*********************
**** DONKEY KONG ****
*********************

---BACKGROUND---

Donkey Kong is actually Mario's first villain, and probably Miyamoto's 
first true video game character, as Mario was just a man whose outfit 
was chosen by technological limitations. In the original Donkey Kong 
arcade, he steals Mario's (then just named "Jumpman") girlfriend 
Pauline, and jumps on top of a construction site, throwing barrels down 
at a pursuing Mario. There were a couple sequels for the arcade, and 
they were all ported eventually to Atari and NES. Jump forward a decade 
to 1994, when the Super Nintendo is in need of a game to compete with 
the CD based systems coming out. Nintendo gives the Donkey Kong 
franchise to Rare, and they make Donkey Kong Country, which sold a ton 
of copies, jump started the SNES, and made DK a major Nintendo 
franchise again. Since then, Donkey Kong has never appeared without his 
stylish tie and attitude, and has joined in with Mario and the gang in 
various sports.

---GENERAL INFO---

Donkey Kong's handicaps are obvious: he's slow, and he's a big target. 
But, his attacks are powerful. You'll need to memorize the timing of 
Donkey Kong's attacks, because a lot of them take a second or two to 
execute. You'll also need to be a dodging maniac, since you can easily 
get caught in a web of combos by the quicker characters. DK is a 
defensive character, as he's not good for a quick hit and run. People 
tend to think Donkey Kong sucks because he's slow, but DK can be a 
devastating powerhouse in the right hands.

---REGULAR ATTACKS--- 
 
Forward Smash 

DK claps his hands for a powerful smash attack. It has good range so it 
makes a good edge guarding move. It's best to have a set up for this 
move, such as DK's down throw. 
 
Up Smash 

DK's classic clap attack returns. Since a lot of stages have the 
triangular platform formation, this works well to hit people standing 
on the platforms from below. His up throw sets up for this nicely. DK's 
dash attack is also a good set up for it, it's deceptively powerful. 
 
Down Smash 

DK slams his fists down on both sides. It's not as powerful as his 
other smash attacks, so it's best used as a clear-out move that's 
quicker than his Hand Slap move. 
 
---SPECIAL ATTACKS--- 
 
B : Giant Punch 

Pressing B will make DK shake his fist in place. Like Samus's charge-up 
shot, you can dodge or press Z to pause, then move to another location 
and continue charging. If you want to let it loose press B again, 
otherwise wait until it's fully charged. When it's fully charged it has 
a slight lag, as much as his forward smash, but it's a lot more 
powerful, as you might imagine. Against the quicker, smaller characters 
this'll be really hard to hit with, so you should probably reserve it 
for your fellow heavy weights and just leave the forward smash to the 
others. But if you happen to stun the opponent or have a team mate with 
a stun move, you'll have a good opportunity to use it. 
 
B -> : Head Butt 

If the opponent is on the ground, this move will smash them into the 
ground, temporarily paralyzing them. This will let you do damage to 
them and they won't move. This move is a good set-up for the wind-up 
punch, except that it'll just do the damage and won't knock them out of 
the way. A more effective use is to pound them into ground and then to 
the Ground Slap move. If you're quick you can cause about 45% damage. 
If you do it in the air it doesn't do much, and it doesn't get you any 
horizontal distance, so try to avoid using it. 
 
B ^ : Spinning Kong 

DK spins his arms around and floats in the air a bit. It could 
essentially be a clear-out move, but it's not very powerful, and DK has 
better clear-out moves, so you should probably only use this as a come-
back move. It won't get you good vertical distance though, so be very 
careful in levels like Fourside. 
 
B V : Hand Slap 

DK's good ol' ground slap. You can keep doing this over and over and 
really annoy your opponent. At low damage they won't fly high enough to 
be able to recover so you can get in some quick damage that way. Other 
than that, it won't do you much good in one-on-ones, so save it for 
multiplayer matches, where you can run in and start slapping and send 
everyone flying. It's also good for 1 player mode when up against teams 
of characters, especially the wire frames. 
 
---OPPONENTS--- 
 
Swordsmen: (Link, Young Link, Marth, Roy) 
 
These guys are tough, but brute strength can overpower fancy tools any 
day. Just stay out of the air, these guys can juggle you like mad with 
their swords, so stick to the ground and smash them. Use a lot of 
throw-smash combos. Pretty much go all out against these guys. 
 
Speedsters: (Fox, Falco, Pikachu, Pichu, Captain Falcon) 
 
The speedsters are obviously some of your greatest enemies. They can 
run circles around you while all your attacks pathetically miss. This 
is where your clear-out moves like your down-smash and ground slap come 
in handy. If they keep rolling around you, smash them up and then go in 
for a powerful hit. In these situations you may want to take to the 
air, since DK has some powerful meteor smashes, and these guys will 
most likely try to juggle you from the ground, so surprise them with an 
air attack. 
 
Close Range: (Dr. Mario, Mario, Luigi, Yoshi, Mr. Game & Watch, Ice 
Climbers) 
 
The close rangers aren't a huge threat, they're about an even match for 
DK. They're not that fast, so try and work in your more powerful 
attacks like the forward smash, throws, and maybe even the Wind-Up 
punch. Basically it all depends on how they use their projectiles. DK 
has no projectiles so of course he's going to do no good from far away. 
You may want to play a little more aggressively with these guys. 
 
Long Range: (Ness, Samus, Mewtwo) 
 
Like the close rangers, go a bit aggressive on these guys, since 
they'll most likely keep trying to run away. They're slower than the 
previous groups so it should be a bit easier to get in some powerful 
hits. Don't get cocky though, because they have some quick, powerful 
attacks up their sleeve, and if you get in their face, they won't be 
afraid to use them. Use lots of throws on these guys, it shouldn't be 
too hard to get close enough. 
 
Lightweights: (Kirby, Jigglypuff, Peach, Zelda) 
 
Your success here heavily relies on the opponent's technique. 
Jigglypuff can take you out with Rest right away, so keep smacking her 
away with a combination of weak attacks and smash attacks and don't let 
her get close. Peach and Zelda aren't as much of a threat, but they can 
still be brutal. Don't underestimate their smashing power, especially 
Zelda. Use a lot of the same techniques as with the speedsters: clear-
out moves + strong attack will do wonders. They have to get close to do 
damage, and you have longer reach. Kirby will probably be pretty easy 
to take care of, just don't be stupid and let him get you with his rock 
move. And make sure he doesn't use your Giant Punch against you. 
 
Heavy Hitters: (Donkey Kong, Bowser, Ganondorf) 
 
Donkey Kong versus Bowser is a pretty even match, with Bowser having 
the advantage of a longer range with his fire breath but DK is slightly 
faster. However, Ganondorf can be a problem. His smash attacks are the 
same speed as yours, but his special attacks are a different story 
(besides his Warlock Punch), and he's smaller. That doesn't make him 
any more nimble though, so go all out with your strongest attacks. Use 
lots of throw set-ups and go for a wind-up punch. You should probably 
stay out of the air, since Bowser won't follow you up there, and 
Ganondorf can easily knock you out of the sky with his Dark Dive move.

~Donkey Kong 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.

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

12. THANKS
Well, this is an FAQ that was made by a bunch of people together, by 
just putting out a call on Nintendorks.com, we all submitted our own 
little parts, and then I combined them. It was a great group effort. 
First off, thanks to Oni Locke, Yumblie, Gemini, Forbis316, chrunck, 
Soybean, TheWindFish, The Chimp, Ridley, Ferquin, Mizar66, NothingMan, 
SpiffyBiff, hylien007, RMBbhlaab, WDIIA, Amazing AJ, abkid56, 
PDFarsight, VanRoosta, McSneer, JeffCanard, Capn Nintendo, Stumpy Joe 
(Brandon, the head nintendork), Sniick, RPGMaster7, Shoryu, OLBAM, 
EKDS5K, El Luchadore Magnifico (sorry E.L.M.), and David Curran.
----------------------------------------------------------------------

13. LEGALITIES
Ok, this FAQ first off is copyright 2001 by the Nintendorks, and only 
the editor, RubixsQube, is allowed to put it up on any site. If it is 
found on any other site, that is ILLEGAL, and only through expressed 
written consent by me, RubixsQube (typicalnerd@hotmail.com) will it be 
allowed to be on any other site besides gamefaqs.com, nintendorks.com, 
neoseeker.com, or the original geocities website.

Thanks, have a nice day, and you know what, because they asked SO 
nicely, Ridley is cool, and Oni Locke is your god. Give him money. Tal, 
however, eats cats and listens to Hitler speeches. drmaw is the father 
of modern medicine, and EKDS5k is neither evil NOR a spybot. Discuss.

----------
Updates:
v0.20:
*Fixed some formatting
*Eliminated extra paragraph marks
*Added section borders
*Made formatting on characters' names more prominent

v1.0:
*Edited content, fixed grammatical errors
*Added Modes of Play
*Added Controller Explanation
*Added a new strategy for Event 51, and 49
*Added Kirby Powers
*Added Bowser
*Added Peach
*Added Zelda
*Added Mr. Game and Watch
*Added Events 39 and 49

v1.5
*Added Kirby
*Added Yoshi
*Added Bonus List
*Edited Mr. Game and Watch
*Edited Jiggly
*Added Roy
*Added Pikachu
*Added some events
*Edited Bowser
*Added Marth
*Edited Brinstar
*Added Pokemon
*Major editing on some of the characters
*More Bonuses
*Added Trophies
*Added Mewtwo

v1.8
*Added New Secrets
*Added Luigi
*Added some more items
*Edited Bonus List
*Added more event strategies
*Added Advanced Techniques

v2.0
*Added Secrets to Characters
*Added Samus' missile explanation
*Added Ice Climbers
*Added Pichu
*Added more events

v2.5
*Added Captain Falcon
*FINISHED TROPHY LIST
*Added Fox
*Added Falco
*Added Dr. Mario (FINISHED CHARACTERS!)
*FINISHED THE LEVELS
*FINISHED THE EVENT MODE
*Thanked Mizar66 for his PHENOMENAL graphical FAQ
*FINISHED ITEMS

v2.6
*Fixed sound test information
*Kicked EGM in the groin for printing that Sonic and Tails are playable 
as a dumb April Fools Day joke

v.2.7
*So, I get an email from David Curran, saying that I don't have Donkey 
Kong in the FAQ, and gee wiz, he was right! Well, I fixed that, and 
thanks goes out specially to David. Ok, I'll send this in ASAP, and now 
I have to send it to nintendorks as well.

Current Version: v2.7
Last Modified: 27 Mar 2002, 2100 EST

SUPER SMASH BROTHERS MELEE 101
DR DOGG'S NINTENDO ALL-STAR DAI-RANTOU SMASH BROTHERS DX 101
Version 2.9
Last Updated: 12.14.2001

INTRODUCTION

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


TABLE OF CONTENTS

Coming Soon

Version History

General Definitions

General Character Moves

Detailed Character Moves

Item Descriptions

Classic Mode Breakdown

Adventure Mode Breakdown

Event Mode Breakdown

Home-Run Contest

Multi-Man Melee

Multiplayer Strategies

Team Battle Strategies

Tournament Strategies

Hidden Secrets

Credits

Legal


COMING SOON

 - Evasive Maneuvers
 - Trophies
 - All-Star Mode
 - Event Mode Breakdown (Events #21-51)
 - Target Test
 - Individual Character Strategies
 - Multiplayer Stage Strategies


VERSION HISTORY

v1.0
 - General Definitions Section
 - General Character Moves Section
 - Character Moves Section
v1.2
 - Some Official Move Names
 - Hidden Secrets Section
v1.5
 - Multiplayer Strategies Section
v1.75
 - Home-Run Contest Section
 - Fixed Line Wrapping Issue
 - Added Some Alternate Methods in Hidden Secrets Section
 - Added a Few Missing Moves in Character Moves Section
v2.0
 - Team Battle Strategies Section
 - Event Mode Breakdown Section (Events #1-10)
 - Added Properties of Jigglypuff Moves
 - Fixed a few Hidden Secrets
v2.2
 - Tournament Strategies Section
 - Revised Some Home-Run Contest Strategies
 - Revised a few Hidden Secrets
v2.5
 - Multi-Man Melee Section
 - Added Events #11-20 to Event Mode Breakdown Section
 - Added Disclaimer to Hidden Secrets Section
v2.6
 - Item Descriptions Section
 - Revised Some Home-Run Contest Strategies
v2.75
 - Classic Mode Breakdown Section
v2.9
 - Adventure Mode Breakdown Section


GENERAL DEFINITIONS

Legend

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

Parenthesis

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

air - Can also be done in the air
AIR - Must be done in the air
smash attack - Move is considered a Smash Attack
platform - Attack goes through platforms
power hit - Item or attack is capable of being used to perform a power hit
charge - Special attack can be charged to produce a greater result
stun - Attack will stun opponent for a short time
comeback - Comeback Attack
clear out - Clear Out Attack
close - You must be close to your opponent to perform this technique
ground - Will hit an opponent on the ground
behind - Will hit an opponent behind you
juggle - The move will allow you to juggle or combo your opponent
directional - The move can be done at alternate angles by pressing up or down
distance - The longer you hold the analog stick or button, the further the move
will go
during... - The move must be done during some other move or action
after... - The move must be done after some other move or action
bounces - The move will bounce off a wall

Definitions

Sudden Death - When playing a multiplayer match using time instead of stock,
there is always the possibility of a tie. If two or more players end in a tie,
the game will move into sudden death. During sudden death, the players start in
the same positions they started in at the beginning of the match however they
now have 300% damage. This means that any Smash Attack, Meteor Attack, or Power
Hit will finish your opponents off. However, it has to be one of these attacks.
Don't expect to do a standard punch and launch your opponent. They'll go
farther than normal, but it won't kill them. If there are still two or more
players left after 30 seconds of Sudden Death, bombs will begin to drop from
the sky.

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

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

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

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

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

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

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

Shield - When an opponent is trying to attack you, the shield will stop them
from doing any damage. The more damage your shield takes, the smaller or darker
it will get (depending on your character). If your shield takes too much damage
it will break, and you'll become stunned for a few seconds leaving you open to
attack. Your shield can also break if you use it too long. Even if you are not
being attacked, your shield will grow smaller or darker the longer you leave it
up. Use the shield when getting attacked from a distance, but at close range be
careful you don't get thrown.

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

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

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

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

Clear Out Attack - When you're surrounded by several attackers use a clear out
attack to give yourself some attacking room. This move is usually the same move
you'll use as a comeback attack, and will knock away opponents on either side
of you. Be careful as most Clear Out Attacks will leave you open if theyre
blocked.

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

Ratings

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

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

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

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

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

***** - One of the best characters in this area.

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

Power - The more damage a character can do, the higher this rating will be. The
more powerful characters are generally slower, while the faster characters are
usually less powerful.

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

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

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

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

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

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

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


GENERAL CHARACTER MOVES

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

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

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

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

C Stick - Smash Attack (only in Versus Mode)

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

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

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

Up on Directional Pad - Taunt


CHARACTERS MOVES

Bowser

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

Ratings:

Learning Curve - ****

Power - *****

Speed - *

Recovery - **

Grab - ****

Offense - ****

Defense - **

Comeback - **

Overall - ***

Special Attacks:

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

Regular Attacks:

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


Captain Falcon

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

Ratings:

Learning Curve - ****

Power - ****

Speed - ****

Recovery - **

Grab - **

Offense - ***

Defense - **

Comeback - **

Overall - ***

Special Attacks:

Falcon Punch - B (air, power hit)
Falcon Kick - Down + B (air, ground, stun)
Falcon Dive - Up + B (air, close, comeback, platform)
Raptor Boost - Forward + B
Raptor Boost Uppercut - Forward + B (behind, close, ground, juggle, stun)
Aerial Raptor - Forward + B (AIR, stun)

Regular Attacks:

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


Donkey Kong

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

Ratings:

Learning Curve - ****

Power - *****

Speed - **

Recovery - **

Grab - *****

Offense - *****

Defense - ***

Comeback - ***

Overall - ****

Special Attacks:

Windup - B (air)
Giant Punch - B (during/after Windup, air, behind, power hit)
Spinning Kong - Up + B (air, behind, clear out, comeback, ground)
Hand Slap - Down + B (behind, clear out, ground, juggle, stun)
Headbutt - Forward + B (air, juggle, stun)

Regular Attacks:

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


Dr. Mario

The good doctor has been welcomed into the Smash Brothers family. His moves are
very similar to Marios. In fact, there are only a few differences between
Mario and physician counterpart. Dr. Mario shoots pills instead of fireballs,
and hes also a bit slower and stronger than his plumber variation. This
doesnt mean the two can be played alike. If youre looking for speed and
agility, use Mario. If you want more power and slightly more stamina, make Dr.
Mario your character.

Ratings:

Learning Curve - ***

Power - ***

Speed - **

Recovery - **

Grab - ****

Offense - ***

Defense - *****

Comeback - **

Overall - ****

Special Attacks:

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

Regular Attacks:

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


Falco Lombardi

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

Ratings:

Learning Curve - ****

Power - ***

Speed - ****

Recovery - **

Grab - ***

Offense - ***

Defense - ****

Comeback - **

Overall - ***

Special Attacks:

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

Regular Attacks:

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


Fox McCloud

Fox is from Star Fox and Star Fox 64. He carries a laser gun which gives him
the fastest projectile attack in the game. He's also equipped with a special
shield that can serve two purposes. It can be used to damage your opponents if
you're close enough, and it will also deflect projectile attacks. As one of the
faster characters in the game, Fox can get out of tight situations with ease.
You can occasionally use McCloud's Fire Fox move as a clear out, but without a
true clear out attack you'll have to rely more heavily on his other abilities.
McClouds new attack is a quick ground dash. Its so fast, it almost appears as
if Fox is teleporting. Use this move from mid-range and you should be safe
against most counterattacks.

Ratings:

Learning Curve - ****

Power - **

Speed - *****

Recovery - ****

Grab - ***

Offense - ***

Defense - ****

Comeback - **

Overall - ***

Special Attacks:

Blaster - B (air)
Fire Fox - Up + B (air, behind, clear out, comeback, directional, ground,
platform, stun)
Reflector - Down + B (air, behind, juggle)
Fox Illusion - Forward + B (air, behind, clear out, ground, juggle, stun)

Regular Attacks:

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


Ganondorf

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

Ratings:

Learning Curve - ****

Power - *****

Speed - **

Recovery - **

Grab - *

Offense - ****

Defense - **

Comeback - ***

Overall - ***

Special Attacks:

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

Regular Attacks:

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


Ice Climbers

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

Ratings:

Learning Curve - *****

Power - *****

Speed - ****

Recovery - **

Grab - **

Offense - ***

Defense - **

Comeback - **

Overall - ***

Special Attacks:

Ice Shot - B (air, bounces)
Ice Hammer- B (air, behind, close, juggle)
Blizzard - Down + B (air, behind, ground)
Belay - Up + B (air, comeback, secondary Ice Climber must be close)
Squall Hammer - Forward + B (air, comeback, distance)

Regular Attacks:

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


Jigglypuff

As one of four playable Pokemon characters in Smash Brothers Melee, Jigglypuff
has the steepest learning curve in the game. Her sleep attack is effective when
used properly, as it will leave an opponent completely open to attack. However,
any characters with long range throws will have a field day, and after her
first few seconds of singing, the attack will no longer put people to sleep,
leaving her wide open. Her defensive attack in which she puts herself to sleep
is good when you're surrounded, but once again, it only defends for the first
few seconds of the attack. Then she becomes completely open to counterattacks.
All that needs to be said about Jigglypuff is train, train, train!

Ratings:

Learning Curve - *****

Power - ***

Speed - ***

Recovery - ****

Grab - **

Offense - **

Defense - *****

Comeback - *****

Overall - ****

Special Attacks:

Jiggly Spin - B (air, behind, directional)
Jiggly Power Spin - Hold B (air, behind, charge, directional, power hit)
Jiggly Punch - Forward + B (air, juggle, ground)
Sleep - Up + B (air, behind, platform, stun)
Self Sleep Counter - Down + B (air, behind, power hit on counter)

Regular Attacks:

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


Kirby

Kirby is of course from all of the various Kirby games. Although he may look
like a cute little pink ball, he packs a mean punch. Most of his special moves
act like power hits or chain hits together, and he can absorb an additional
special move from his opponents. His throw also has strategic value as it can
move you to a higher platform and out of danger. One of his special moves, the
brick, even acts as a power hit and a shield. During this move, Kirby cannot
take any damage unless thrown. He can even take out someone with the hammer if
he attacks with this move. His new Melee attack gives him a hammer to swing at
foes. On the ground, you may opt for a Smash Attack, but in the air, this
multi-hit technique is very useful. If you're looking for an offensive
character, Kirby will definitely do the job.

Ratings:

Learning Curve - ***

Power - ****

Speed - ***

Recovery - ****

Grab - ***

Offense - ****

Defense - ****

Comeback - *****

Overall - *****

Special Attacks:

Inhale - B (air)
Star Spit - A (after Inhale)
Absorb - B (after Inhale)
Absorb Cancel - Taunt (after Absorb)
Final Cutter - Up + B (air, behind, comeback, directional)
Stone - Down + B (air, clear out, ground, power hit)
Hammer Swing - Forward + B (behind, ground, power hit from behind)
Hammer Spin - Forward + B (AIR, behind, ground, stun)

Regular Attacks:

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


Link

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

Ratings:

Learning Curve - **

Power - ****

Speed - ***

Recovery - **

Grab - **

Offense - *****

Defense - ****

Comeback - ****

Overall - *****

Special Attacks:

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

Regular Attacks:

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


Luigi

Not only did Luigi get his own game with the launch of the GAMECUBE, but he has
been given new abilities that separate him from Mario even more so than the
original Smash. The differences between Mario and Luigi are quite similar to
their differences in Super Mario Brothers 2. Luigi can jump higher and longer
than Mario which in this game can be the difference between life and death.
Luigi's fireball also only goes straight whereas Mario's has a downward slant
to it. Luigis newest attack makes him the only character in the game that can
use a special attack multiple times while in the air. The Luigi Rocket attack
adds a great deal to his comeback abilities, as well as his offensive skills.

Ratings:

Learning Curve - **

Power - ***

Speed - **

Recovery - ***

Grab - ***

Offense - ***

Defense - ****

Comeback - ***

Overall - ***

Special Attacks:

Fireball - B (air, bounces, stun)
Super Jump Punch - Up + B (air, comeback)
Luigi Cyclone - Down + B (air, behind, clear out, ground)
Green Missile - Forward + B (air, charge, distance, power hit, stun)

Regular Attacks:

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


Mario

What would a Nintendo game be without this little Italian plumber? And like all
other games with multiple Nintendo characters, Mario is the all around average
character. At least at first glance. In Melee, Mario has been given the ability
to deflect almost any attack. Projectiles, the homerun bat, Smash Attacks, he
can deflect it all. The Cape Counter has given Mario new life in the Smash
series. New players and veterans alike should be able to dominate over most
characters with Marios newfound skills.

Ratings:

Learning Curve - ****

Power - ***

Speed - ***

Recovery - ****

Grab - ****

Offense - ***

Defense - *****

Comeback - **

Overall - ****

Special Attacks:

Fireball - B (air, bounces, stun)
Mario Tornado - Down + B (air, behind, clear out, ground, juggle, power hit)
Super Jump Punch - Up + B (air, behind, comeback, ground)
Cape Counter - Forward + B (air, behind)

Regular Attacks:

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


Mewtwo

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

Ratings:

Learning Curve - ****

Power - *****

Speed - ***

Recovery - ****

Grab - *****

Offense - *****

Defense - *****

Comeback - *****

Overall - *****

Special Attacks:

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

Regular Attacks:

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


Mr. Game & Watch

New video game enthusiasts probably dont know who this character is. Mr. Game
& Watch is from the Game & Watch series of portable games that Nintendo made
before the original Game Boy. Think of Tiger Electronics games, only more than
a decade ago. In Melee, Mr. G&W is one of the better characters. Because his
attacks are made up of less frames of animation than the other characters, he
can be very deceptive. In the hands of a skilled player, his well-rounded game
will make him difficult to defeat.

Ratings:

Learning Curve - ***

Power - ****

Speed - ***

Recovery - ****

Grab - ****

Offense - ***

Defense - ****

Comeback - ****

Overall - ****

Special Attacks:

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

Regular Attacks:

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


Ness

Making only his second appearance since Earthbound (Mother 2 in Japan), Ness is
one of the hardest characters to master. He's got several powerful special
moves that have a variety of uses, plus his air jump is one of the highest in
the game. If used correctly, Ness' PK Fire attack has the ability to stun an
opponent, setting them up for a throw or Smash Attack. His other projectiles
can be manually controlled, and either propel Ness out of danger while
attacking other players, or attack characters from a safe distance. Once
mastered, Ness is extremely deadly.

Ratings:

Learning Curve - *****

Power - ****

Speed - *

Recovery - **

Grab - ****

Offense - ****

Defense - ***

Comeback - *****

Overall - ****

Special Attacks:

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

Regular Attacks:

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


Pichu

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

Ratings:

Learning Curve - *****

Power - ****

Speed - *****

Recovery - *****

Grab - ***

Offense - ****

Defense - *

Comeback - ****

Overall - ****

Special Atttacks:

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

Regular Attacks:

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


Pikachu

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

Ratings:

Learning Curve - ****

Power - ****

Speed - ****

Recovery - ****

Grab - ***

Offense - ****

Defense - *

Comeback - ****

Overall - ****

Special Atttacks:

Thunder - B (air, bounces, stun)
Thunder Jolt - Down + B (air, clear out, power hit)
Teleport - Up + B (air, directional, comeback, stun)
Double Teleport - Any Direction (after Teleport, air, directional, comeback,
stun)
Skull Bash - Forward + B (air, charge, comeback, distance, ground, power hit)

Regular Attacks:

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


Prince Marth

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

Ratings:

Learning Curve - ***

Power - ***

Speed - ****

Recovery - ***

Grab - *

Offense - ***

Defense - ****

Comeback - **

Overall - ***

Special Attacks:

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

Regular Attacks:

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


Princess Peach

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

Ratings:

Learning Curve - *****

Power - ***

Speed - ***

Recovery - ****

Grab - **

Offense - ***

Defense - *****

Comeback - *****

Overall - *****

Special Attacks:

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

Regular Attacks:

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


Princess Zelda

A second princess has joined the ranks of Melee, only this time shes from the
Hyrule gang. With the ability to change back and forth between Zelda and Sheik,
the princess is a formidable opponent. Unlike some of the other characters in
Melee, Zelda and Sheik are very different characters. Zeldas strategy should
revolve around proper setups for her attacks. You cant jump right in with
Smash Attacks and special moves. Everything will have to be planned out and
setup. Her two different play styles should be used to completely change your
playing strategy mid-match.

Ratings:

Learning Curve - ****

Power - ***

Speed - ***

Recovery - ****

Grab - ***

Offense - ***

Defense - ***

Comeback - ****

Overall - ***

Special Attacks:

Nayrus Love - B (air, behind, ground)
Farores Wind - Up + B (air, behind, directional, comeback)
Dins Fire - Forward + B (air, directional, distance, stun)
Sheik Transformation - Down + B (air)

Regular Attacks:

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


Roy

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

Ratings:

Learning Curve - ***

Power - *****

Speed - ****

Recovery - ***

Grab - *

Offense - ****

Defense - *****

Comeback - **

Overall - *****

Special Attacks:

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

Regular Attacks:

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


Samus Aran

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

Ratings:

Learning Curve - **

Power - ****

Speed - ****

Recovery - ****

Grab - **

Offense - ****

Defense - ***

Comeback - ***

Overall - ***

Special Attacks:

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

Regular Attacks:

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


Sheik

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

Ratings:

Learning Curve - *****

Power - ***

Speed - ****

Recovery - ****

Grab - **

Offense - ****

Defense - **

Comeback - ***

Overall - ****

Special Attacks:

Needle Throw - B (air)
Needle Storm - Hold B (air, charge for up to six needles)
Vanish - Up + B (air, behind, comeback, directional, juggle)
Chain - Forward + B (air, behind, ground, stun)
Custom Chain - Forward + Hold B (behind, directional, ground, juggle, platform,
stun)
Zelda Transformation - Down + B

Regular Attacks:

Sheik Slap - A
Double Sheik Slap - A, A
Rapid Slap Combo - A, A, A
Continuous Slapping - Rapidly Tap A (during Rapid Slap Combo)
Spinning Sheik Kick - Down + A (behind, ground, smash attack)
Double Sheik Kick - Forward + A (ground, smash attack)
Sheik Palm Thrust - Up + A (behind, ground, juggle, smash attack)
Reverse Vertical Kick - Hold Up, A (behind, juggle)
Low Sheik Spin - Hold Down, A (ground, juggle)
Forward Sheik Spin - Hold Forward, A (juggle)
Aerial Simple Kick - A (AIR)
Inverted Sheik Spin - Hold Up, A (AIR, behind)
Slanted Sheik Kick - Hold Down, A (AIR, behind, ground, juggle)
Aerial Sheik Slap - Hold Forward, A (AIR)
Reverse Kick - Hold Back, A (AIR, behind)


Yoshi

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

Ratings:

Learning Curve - *****

Power - ***

Speed - ***

Recovery - ***

Grab - *

Offense - ***

Defense - ***

Comeback - ***

Overall - ***

Special Attacks:

Egg Lay - B (air, stun)
Egg Throw - Up + B (air, directional, distance, ground)
Yoshi Bomb - Down + B (air, ground, juggle)
Egg Roll - Forward + B (air, directional, ground)
Egg Roll Cancel - Back, B (during Egg Roll)

Regular Attacks:

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


Young Link

Its Link, but seven years in the past and with a slightly different outlook
for the future. Dont be fooled into thinking Young Link is a mirror image of
the original. While they share the same moves, the younger version is weaker
and more agile than the aging legend. His Sword Spin will open up opportunities
to juggle your opponents, but it will also keep them closer to you, and within
attacking distance. He also shoots a fire arrow instead of the silver arrows of
older Links arsenal. The fire arrow will stun, but it doesnt seem to have the
same range as the silver arrows. If you always wanted a smaller, faster version
of Link, hes right here.

Ratings:

Learning Curve - ***

Power - **

Speed - ****

Recovery - ****

Grab - *

Offense - ****

Defense - ***

Comeback - ***

Overall - ****

Special Attacks:

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

Regular Attacks:

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


ITEM DESCRIPTIONS

These will regularly appear during one player and multiplayer battles. Items
can simply appear on the playing area, in a capsule, barrel, crate or party
ball, or by way of a Chansey Pokemon. Once an item has appeared it will stay in
the same spot for 25 seconds. At that time it will start to flash for an
additional five seconds before it disappears. Below you will find descriptions
for all of the items in Super Smash Brothers Melee.

Barrel Cannon - This is the same barrel cannon that can be found at the bottom
of DKs stage, and in all of the Donkey Kong Country games on SNES. When you
throw this item at someone, theyll be engulfed by the barrel. Then its up to
them to shoot themselves out at the right time. The direction the arrow points
is the direction theyll fly out. If they dont get out before the barrel rolls
over the edge, theyll be KOd.

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

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

Bunny Hood - Dawn the bunny hood and youll be able to jump higher and move
considerably faster than before. Youll be able to juggle opponents higher into
the air and, avoid attacks with ease. Just be careful not to run off the edge.

Cloaking Device - Pick up this baby and no one will be able to see you,
including yourself. Youll be vaguely visible when you move and clearly visible
when you attack. This is great for sneaking up on people, but you can also
easily KO yourself as well. Just follow your character instead of the action
around them. When youre playing using your custom name for data, your name
will still be visible over your cloaked character.

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

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

Flipper - This is one of the few items than you can get hurt by. Once youve
throw this item, it will hover in midair. Anyone who touches it, or hits it
with a projectile will make the flipper start to spin and knock people away.
This item is great for edge guarding. Toss it near the edge and anyone trying
to come back will hit it and get knocked away.

Food - Another health item, food will usually appear after a party ball has
been broken. Each food item will lower your damage by 5%. While this may not
seem like a lot, it will add up over time and when multiple food items appear
at once. You can pick up food while youre holding other items in your hand.

Freezie - A new item from the Ice Climbers, freezie will freeze your opponent
on impact. While theyre frozen, take this opportunity to rack up as much
damage as possible. If you freeze them near an edge, try to knock them off the
edge. Your opponent will not be able to move until they break out of the
glacier.

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

Hammer - This is the same hammer found in the original Donkey Kong for the
arcades. In fact, when you pick up the hammer you'll even get the original
music. Once you've picked up the hammer, each time you hit another player it
will act like a super power hit. It should take no more than two hits with the
hammer before an opponent is KOd. While you have the hammer it's still
possible to get hit by other players. It does not give you invincibility.
You'll also lose the ability to air jump while you've got the hammer in hand.
Also, new to Melee, theres a 30% chance the hammer will break. If this
happens, you will be completely open to attack the entire time you have it. The
hammer will last for 15 seconds once you've picked it up.

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

Home-Run Bat - This is one of the best items in the game. A power hit with the
home-run bat will permanently launch opponents out of the playing area with
only one or two hits depending on how high their damage is and if they bounce
after the hit. Either dodge an opponents attack then power hit with the
home-run bat, or stun your opponent with a projectile or upward hitting move.
You're almost guaranteed a KO. Try to sneak up on groups of opponents to really
cash in.

Lips Stick - This item may look similar to the fire flower, but it performs
very differently. When you hit an opponent with Lips stick, a flower will
sprout from their head. As long as the flower remains on top of their head,
they will take a small amount of damage. The only way to remove the flower is
to joggle the analog stick from left to right.

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

Metal Box - Everyone wants to believe that metal versions of their favorite
character are playable. Well, now they are. With the metal box, your character
will be covered in metal for a short period of time. During this time, they
will take on all the attributes of the item. You will not be able to jump as
high, or move as fast. However, youll also be able to take more damage, and
you wont move as far when hit. This is a great item to get when youre high in
damage. Smash Attacks will rarely be able to KO you if you grab the metal box
and stay near the center of the stage.

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

Mr. Saturn - Hailing from Earthbound, Mr. Saturn doesnt serve a great purpose.
Hell just walk around moving items and getting in the way. You can pick him up
and toss him at your opponents, but he wont inflict that much damage. It may
be better to grab these guys and toss them off the edge.

Parasol - More commonly known as the umbrella, this item is great for helping
you come back after getting knocked off the stage. When youre airborne, the
parasol will open and youll slowly float back down to the stage. It also works
great as a weapon. Any opponent attempting to attack you from above will be hit
by the parasol, and you can swing it just like a beam sword or bat. Grab this
item and hold on to it. The parasol could easily save you from getting KOd.

Party Ball - Similar to the barrel and crate, once thrown the party ball will
float into the air, flash red a few times, then open. When it opens, a number
of items will fall to the ground below. Generally, these items are all the
same, or have some relation. Be careful though, there are times when the party
ball will drop a number of bob-ombs and youll need to either grab them all, or
clear the area.

Poison Mushroom - This is not the most ideal item. If you touch the poison
mushroom, your character will shrink. At this point, youll fly farther and
take more damage when hit. Youll also be easier to KO, since it wont take as
much damage. However, youre also out of the normal attack range. Most
opponents will have to use low attacks in order to hit you once youve touched
a poison mushroom. You can tell the poison mushroom apart from the super
mushroom by its darker, slightly purple tint.

Poke Ball - The poke ball will unleash one of many different Pokemon. Pick
these up and break them open ASAP. Even if you have to throw it straight down.
Any attack that a Pokemon does from a poke ball you threw won't do any damage
to you (there are some exceptions). Try to throw them into groups of players
for the best results. If your damage is fairly high, stand right on top of the
opening poke ball. Most attacking Pokemon will keep other players away from
you.

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

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

Screw Attack - Donated to Melee by Samus, once youve picked up the screw
attack you will mimic Samus every time you jump. Instead of a normal jump,
youll perform the screw attack. While not quite as powerful as Samus version,
it still works well as an aerial attack. If you throw the screw attack at an
opponent, they will take damage and perform the screw attack themselves. Use
this to hit opponents above them, then move in for an attack while theyre
stunned.

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

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

Super Mushroom - Similar to the poison mushroom, the super version will make
your character giant. Your attacks will do more damage, and youll be much
harder to KO. However, youll also be a much larger and easier target to hit.
You may also have a hard time hitting smaller characters as most of your
attacks will go over their heads. You can tell the super mushroom apart from
the poison mushroom by its lighter tint.

Super Scope - Remember this one from the Super Nintendo days? This is probably
one of the best new items. If you tap the A button rapidly, the super scope
will shoot a continuous barrage of shots that will go through other opponents.
This means you can line up your opponents and unleash this bad boy to inflict
damage on all of them. Then, you can charge up the super scope by holding down
A. Once up to a full charge, it can KO an opponent with one hit if theyre high
enough in damage. Just be careful, it doesnt have the range of the ray gun,
and youll be stunned for a moment after you shoot it.


CLASSIC MODE BREAKDOWN

The original Super Smash Brothers was played in multiplayer mode for the most
part. However, it still had a decent single player mode. This single player
mode has made the jump to Melee in the form of Classic Mode. Youll battle
through eleven stages in an effort to beat the game and sharpen your Melee
skills. Below you will find the order in which you fight through each stage,
and a description of each match type. You are given four minutes to complete
each match unless otherwise noted.

Match Order:

Stage 1 - Standard Match
Stage 2 - Team Match (With One Ally)
Stage 3 - Target Test
Stage 4 - Standard Match
Stage 5 - Standard Match (Against Giant Opponent)
Stage 6 - Grab the Trophy
Stage 7 - Standard Match
Stage 8 - Team Match (Against Ten Opponents)
Stage 9 - Race to the Finish
Stage 10 - Standard Match (Against Metal Opponents)
Stage 11 - Standard Match (Against Master Hand and Crazy Hand)

Match Descriptions:

Standard Match - This is your typical Smash Brothers match. You against a
single computer controlled opponent. Theres nothing special going on here.
Just KO your opponent one time and move on to the next stage.

Team Match (One Ally) - Youll be given one computer controlled ally to assist
as you fight against two opponents. Dont rely much on your ally as they tend
to do very little at higher difficulty levels. Go after one opponent at a time.
Dont let them team up on you. If the other opponent is heading over to help,
either clear out the one youre currently dealing with, or take off to avoid
getting double teamed.

Target Test - Youll have to break ten targets placed throughout a stage
designed specifically for your character. Many of the targets will be easy to
break, while others will be difficult. Youll have to use all of your attacks
in a creative way in order to break all ten targets in the fastest time
possible. You are given two minutes to break all ten targets before you
automatically move to the next stage.

Giant Match (Three Allies) - In a similar fashion to the previous team match,
your three allies will likely not do much work. However, since you have three
computer controlled players helping you out, let them do all the attacking and
stay back until you have to fight. They will wear down your opponent, then you
can go in with a few Smash Attacks or power hits and finish your opponent off.
Thats the easy way to go it. However, skilled players may just want to get
right in and take out your opponent without the help of your partners.

Grab the Trophy - The object here is to hit three falling trophies into a
ringed container. You only have to capture one to be successful, but ever
trophy you grab, you get to keep, so try for all three. When the stage begins,
wait on top of the container and watch which direction the camera moves. If it
moves to the right, the first trophy will fall on that side. The same is true
if the camera moves to the left. Once you know which side the first trophy is
falling on, jump to the corresponding platform. Then youll need to use a very
basic attack to knock the trophies into the container. Do not use Smash Attacks
or power hits. They will knock the trophy too far away and youll lose it.

Team Match (Against Ten Opponents) - This is just like the Polygon Team match
from the original Smash Brothers. It will be your character, against ten
opponents. Youll fight them fight at a time. Depending on the difficulty
setting, this could be as simple as sitting in the middle of the stage and
doing a clear out attack. However, on the higher difficulty settings youll
have to add more strategy to your game.

Race to Finish - If youve played the original Smash, youll remember the Race
to the Finish mini-game. Consider this to be the Melee version of that stage.
Youll race through a maze of numerous obstacles and hazards until you reach
the doorway. However, instead of having one doorway, there are now a plethora
of doorways. Your task is to get as far as you can in the 50 seconds allotted.
The more doors you pass, the more points and coins youll receive at the end.

Standard Match (Against Metal Opponents) - Just like the metal match of the
original Smash Brothers, you take on a permanently metal opponent. It will take
more effort on your part to inflict damage and move your opponent off the
stage. Work your way to the edge, then do anything you can to knock them off.
If you can get them high enough in damage, theyll be too heavy to get
themselves back up to the platform.

Standard Match (Against Master Hand and Crazy Hand) - Yet another stage thats
been taken from the original game, and enhanced for Melee. On Easy and Very
Easy difficulty, Master Hand will have 150 hit points. When you bump it up to
Normal or higher, it will have 300 hit points. The Master Hand match has also
taken on a slightly new look. While the Master Hand looks the same, its got a
slew of new moves to attack you with. In addition, youll also have to defeat
Crazy Hand on Normal difficulty or higher. Crazy Hand has a completely new set
of moves and will enter the battle once you get Master Hand down to 150 hit
points. Your best bet is to learn their patterns and continue the attack
against Master Hand. Once its defeated youll have a much easier time
finishing off Crazy Hand. Together they have several team attacks that will
heavily damage you. Alone, you can avoid many of their attacks with ease.


ADVENTURE MODE BREAKDOWN

The Adventure Mode is a nice combination of Classic Mode and some old school
levels from Nintendo games of the past. Adventure Mode is divided up into
twelve stages. Some of the stages have multiple areas consisting of an
Adventure level, and a Standard Match level. Below you will find the order in
which you go through each stage, and a description of each stage type. You are
given four minutes to complete each stage segment, unless otherwise noted.

Stage Order:

Stage 1 - Mushroom Kingdom
 - Adventure Level
 - Team Match (Against Princess Peach, and Mario or Luigi)
Stage 2 - Kongo Jungle
 - Team Match (Against Two Mini-Donkey Kong's)
 - Standard Match (Against Giant Donkey Kong)
Stage 3 Underground Maze
 - Adventure Level
 - Standard Match (Against Princess Zelda)
Stage 4 - Brinstar
 - Standard Match (Against Samus Aran)
 - Adventure Level
Stage 5 - Green Greens
 - Standard Match (Against Kirby)
 - Team Match (Against 15 Kirbys)
 - Standard Match (Against Giant Kirby)
Stage 6 - Corneria
 - Standard Match (Against Fox McCloud
 - Standard Match (Against Fox McCloud or Falco Lombardi)
Stage 7 - Pokemon Stadium
 - Team Match (Against 12 Pikachus)
Stage 8 - F-Zero Grand Prix
 - Adventure Level
 - Standard Match (Against Captain Falcon)
Stage 9 - Onett
 - Team Match (Against 3 Ness)
Stage 10 - Icicle Mountain
 - Standard Match (Against 2 Ice Climbers)
Stage 11 - Battlefield
 - Standard Match (Against 15 Wire-Frame Opponents)
 - Standard Match (Against Metal Mario and Metal Luigi)
Stage 12 - Final Destination
 - Standard Match (Against Bowser)
 - Standard Match (Against Giga Bowser)

Stage Descriptions:

Mushroom Kingdom - Welcome to old school Super Mario Brothers. Nintendo takes
you back to the NES as you work your way through a standard Super Mario Bros.
Stage. Complete with blocks to break, and Goombas and Para Koopas to battle.
Halfway through the stage youll have to stop and battle a team of ten Yoshi
opponents. Youll fight them five at a time, but it shouldnt take more than a
single Smash Attack or power hit to KO them. After youve completed the
Adventure level, youll fight a team match against Princess Peach, and either
Mario or Luigi depending on what time you finished the Adventure level. If you
finished the Adventure level with a time ending in 2 seconds (10:02:00), Luigi
will beat out Mario to fight alongside Peach.

Kongo Jungle - Theres nothing old school about this stage. Youll battle two
miniature Donkey Kong opponents in the Kongo Jungle. Focus on attacks that will
hit the smaller DKs. If youre a larger character, many of your attacks may go
over their heads. Once youve beat them both, you head over to the Jungle Japes
to battle a giant DK. Stay on the middle platform and rack up as much damage as
you can. Then knock him off and keep him off.

Underground Maze - While this isnt technically an old school stage, you will
find some familiar enemies from the Legend of Zelda series. Youve got seven
minutes to navigate your way through a maze. Within the maze youll find one
main corridor with three passageways on either side of it. Through each
passageway youll find either one of five battles with Link, or the Tri-Force.
The location of the Tri-Force will randomly move each time you play through the
stage. If youre on a higher difficulty level, slowly edge up to each battle
area and see if theres a Tri-Force, or a Master Sword in the middle. A Master
Sword indicates a battle with Link. If you dont want to fight Link, just turn
around and take another passage. Once you have found the Tri-Force, youll
battle Princess Zelda in a standard match.

Brinstar - Here youll fight in a standard match against Samus. No tricks or
anything, youll just have to fight her based on the level of difficulty youre
playing at. On higher difficulty levels youll need to use rolls and dodges to
succeed. Once you have defeated Samus, a warning message will flash on the
screen. From here youll be taken through the end of the original Metroid.
Youve got 40 seconds to make your way up a vertical corridor to your ship
before Planet Zebes explodes. Some characters will be better here than others,
depending on their jumping ability.

Green Greens - Nothing special here. Just your standard battle against Kirby.
Once youve defeated him, youll move on to a team match against 15 Kirby
opponents. Youll fight them five at a time in standard team battle fashion.
The easiest way to beat them at higher difficulty levels is to simply break
through the blocks on either side of the main platform. That way they wont hit
anything to stop them from getting KOd. After you have dealt with them, if
youve met certain requirements, youll battle against a giant Kirby in another
standard match.

Corneria - Jump on top of the Great Fox and battle Fox in a standard match.
Once youve defeated him, youll see a cut-scene featuring Peppy, Slippy, and
either Fox or Flaco. If you get Falco in the cut-scene, youll battle Fox a
second time in another standard match. If you get Fox in the cut-scene, youll
get a slight change and battle Falco in a standard match.

Pokemon Stadium - This is once again youre typical team match against twelve
Pikachu opponents. The only trick here is that Poke Balls will be appearing at
a high rate. Make sure you break open as many as possible before Pikachu can
get to them. The Poke Balls should do most of the work for you.

F-Zero Grand Prix - Youll be taken down to Mute City to race alongside the
F-Zero racers. Unfortunately, they all remain in their hovercraft while you get
to run. Youll need to race from the starting point, to the finishing line
without getting knocked off the stage. Watch the right side of the screen for
the warning of when the hovercraft are about to speed past. When you see it,
jump on one of the platforms positioned above the track. If youre using a
slower character, jump off the platform before the racers have completed their
pass, and use your air jump and comeback attack to prevent yourself from
hitting them. This will give you a little more time to get to the next
platform. Once you have reached the finish, youll move on to fight Captain
Falcon in a standard match.

Onett - Welcome to another normal team battle match. This time its your
character against three computer controlled Ness opponents. Just watch out for
the stage hazards on the lowest level, and you should have no trouble
completing this stage with normal tactics.

Icicle Mountain - Yet another normal team match. Youll take on two sets of Ice
Climbers as their stage scrolls vertically throughout the match. For an easier
battle, dispatch with the secondary Ice Climber first. This will eliminate
their triple jump ability and allow you an easier win.

Battlefield - This stage is very similar to the Multi-Man Melee events. Youll
take on 15 Wire-Frame opponents, five at a time. Just be careful and watch your
jumps. The gravity has been turned down, so youll jump, and be tossed
abnormally far. Once youve defeated the Wire-Frame opponents, youll face
either Metal Mario alone, or Metal Mario accompanied by Metal Luigi. Once you
unlock Luigi, you face them both. Treat this just like any other metal match.
Get them to the edge and knock them off. Once off, it will be difficult for
them to get back.

Final Destination - On Easy and Very Easy, youll face Bowser here. On Normal
and higher, after youve defeated Bowser, youll face Giga Bowser. When youre
fighting Bowser, it will be just like a normal match. Get his damage high, then
draw him near the edge. Hell pick up every item, so make sure you get to them
first. Once hes gone and Giga Bowser appears, youll have a slightly harder
time. Hes bigger, stronger, and smarter than the normal Bowser. Youre attacks
will hardly move him, and hell KO you with little effort. Stay on your toes
and continue moving. Hes slow...thats your only advantage.


EVENT MODE BREAKDOWN

Event 1: Trouble King - Fight Bowser in a classic Mushroom Kingdom clash!
Character: Mario
Stage: Battlefield
Summary: You take control of Mario in a Stock match against Bowser at CPU Level
3. You each have two lives.
Strategy: There isnt much to this match. Just go right out Bowser with Smash
Attacks and power hits. A level 3 CPU opponent shouldnt give you much trouble.
Just knock him off the edge, the use an edge guard strategy to keep him off.


Event 2: Lord of the Jungle - A duel of epic proportions! Which ape is top
primate?
Character: Giant Donkey Kong
Stage: Kongo Jungle
Summary: Its your Giant DK against a miniature DK in a three minute Stock
match. This time, the CPU level has been upped to 4. Youll will each have two
lives.
Strategy: As most people would probably expect, the first few events are fairly
easy to complete. The only thing you need to worry about here is using attacks
that will hit the tiny DKs. Focus on grabs and the Hand Slap (Down + B), and
you should have no problem taking down this event.


Event 3: Bomb-fest - Bombs are everywhere in this explosive battle.
Character: Select Any
Stage: Princess Peachs Castle
Summary: Its your choice of character in a Stock match, against Link and Samus
at level 4. Each player will have one life. The only trick is that Link and
Samus will be focusing on using their bomb attacks. Youll also get a lot of
Poke Balls with Electrode inside (big bomb Pokemon).
Strategy: The difficulty level of the CPU opponents hasnt risen any, but the
fact that theyll concentrate on bomb attacks will make them slightly harder
than your typical level 4 CPU opponent. You can still get by if you focus on
power hits and Smash Attacks. Just be sure to watch out for the Poke Balls.
They all contain Electrode, which will deal a great amount of damage to anyone
around it. Grab as many Poke Balls as possible and drop them anyway. As long as
you avoid them, chances are one of the CPU opponents will fall victim to the
explosion.


Event 4: Dino-wrangling - A giant Yoshi is on the loose! Somebody stop it!
Character: Select Any
Stage: Yoshis Story
Summary: Your choice of character against a level 5 Giant Yoshi in a Stock
match. Youll have three lives, while Giant Yoshi will only have one.
Strategy: Giant Yoshis size gives you somewhat of an advantage. His main
attacks will consist of the Egg Lay, and standard kicks. All you should really
have to do is stay on the top platform and attack away. If Yoshi hits you with
the Egg Lay, tap the buttons as quickly as possible so get out.


Event 5: Spare Change - Dont stop until you get 200 coins!
Character: Ness
Stage: Onett
Summary: Take control of Ness on his home turf against a level 4 CPU Captain
Falcon in a one minute, twenty second Coin match. The first to 200 coins wins
the match.
Strategy: The computer controlled Falcon will mostly try his Rapid Punch Combo.
When he does this, or any of Falcons other attacks, simply roll to the
opposite side of him and perform a Smash Attack. Then grab as many coins as you
can. If you hang out on the bottom level of this stage, Falcon will be hit by
almost every car that goes by. Just watch for the warning sign and put up your
shield when the car comes by. If Falcon gets close to 200 coins, move over to
either side of the stage and try to throw him out. If you can KO him, hell
lose half his coins and youll have an opportunity to grab them.

Event 6: Kirbys on Parade - Look out! A rainbow of Kirbys is after you!
Character: Select Any
Stage: Fountain of Dreams
Summary: Any character you choose against a trio of level three CPU Kirbys in
a Team Battle Stock match. Your character will have one life, while all three
Kirbys will have two lives each.
Strategy: Another fairly simple event. One or two Smash Attacks or power hits
will KO each of the Kirby CPU players. All you really have to do is sit in the
middle of the stage and attack them when they get close.


Event 7: Pokemon Battle - Use Poke Balls to duel with Pikachu.
Character: Select Any
Stage: Pokemon Stadium
Summary: The character of your choice against a level three CPU Pikachu in a
Stock match. You will each have two lives, and Poke Balls will appear at a very
high rate.
Strategy: A level 3 CPU opponent isnt much to worry about. Just focus on
opening as many Poke Balls as you can. If Pikachu gets to a Poke Ball before
you do, he will pick it up and open it. Try to level out the Pokemon attacks by
opening balls on either side of the stage. This will make sure Pikachu cant
get away from the attacks.


Event 8: Hot Date on Brinstar - Youre interfering with Samuss Brinstar raid!
Character: Select Any
Stage: Brinstar
Summary: Pick your character and head to Brinstar. Youll be fighting in a
Stock match against a level 3 Samus. You will each have three lives. The trick?
Youll start at 102% while Samus begins the match at 130%.
Strategy: Even though you and Samus start the match with a very high damage
percent, Samus stamina has been raised and you wont be able to KO her as
easily as you would expect. However, Samus is still only set at level 3, and
youve got three lives to burn. Go right at her with Smash Attacks and power
hits. If she begins to attack back, roll or dodge to avoid her attacks, and
counterattack.


Event 9: Hide n Sheik - Only Sheik KOs count! Wait for the change...
Character: Select Any
Stage: Great Bay
Summary: Select the character of your choice and go into a Stock match against
two computer controlled Zeldas at level 3. Youll each have one life, but
Zelda will not lose a life if she gets KOd as Zelda. You must KO her as Sheik.
Strategy: Youre only fighting level 3 computer opponents, so this event isnt
too hard. Stay on the higher platform in the middle of the stage, and chip away
at your opponents. Once they reach 50% damage, move to one of the lower
platforms on either side of the main platform. From here, use Smash Attacks or
power hits to finish her off only when shes Sheik. If she changes into Zelda,
just roll back and forth until she changes back. If you start to get hit, move
back up to the main platform, but stay near the edge.


Event 10: All-Star Match 1 - Its the Mario Stars: Mario, DK, Yoshi, Peach and
Bowser.
Character: Select Any
Stage: Yoshis Island, Jungle Japes, Yoshis Story, Princess Peachs Castle,
and Rainbow Cruise
Summary: Take your character of choice and KO Mario (level 3), Donkey Kong
(level 3), Yoshi (level 3), Peach (level 3), and Bowser (level 4) within four
minutes. Youve got two lives, while the CPU opponents will only have one.
Youll also fight them all one at a time instead of a Team Battle.
Strategy: As you start getting higher in the events, they start to get a little
harder. The main thing that makes this one harder than most of the previous
events is that you have to beat all five opponents within the four minute time
limit. To do this, youll need to lure each opponent to the edge of their
respective stages. From here you should have no problem using power hits and
Smash Attacks to KO them. If you have trouble, get them down to 50% or so in
the middle of the stage, then lure them to the edge to finish them off.


HOME-RUN CONTEST

One of the main additions from the original Smash Brothers to Melee would have
to be all of the new single player modes. The objective is to smash Sandbag as
far as you can within 10 seconds. To do this, there are a few general
strategies you should follow. Just like in a standard battle, the more damage
you do to Sandbag before you hit it with the bat, the farther it will go. Below
youll find some of the best methods to inflict as much damage as possible
within the 10 seconds, as well as the average distance you should get if the
strategy is done correctly (you may be able to hit it further, this is just a
reference point). Remember that you can swing the bat up until a split second
after the one has disappeared. Even if you dont hit Sandbag until after the
time has expired, as long as you start the swing immediately after the one
disappears, your hit will still register. Youll also find that hitting Sandbag
with the very tip of the bat will result in longer hits as well.

Bowser
Average Distance - 1000 Feet
Strategy - There are two methods to get the longest distance with the king of
the Koopas. You can either perform your downward Smash Attack (Down + A), or
your upward Smash Attack (Up + A). Your personal skill on the GameCube pad will
dictate which method is best for you. Both methods should allow you to inflict
at least 70% damage on Sandbag before you use the bat. Each time you attack,
charge the Smash Attack as much as possible before the Sandbag drops down to
within your reach. Just before time runs out, you should be able to add
Bowsers Fire Breath (Tap B) for extra damage. Try out both Smash Attacks and
see which one better suits your style. You may even go with a combination of
the two.

Captain Falcon
Average Distance - 1150 Feet
Strategy - Falcon is a mixed bag. On one hand hes a powerful character.
However, on the opposite hand, when you use the bat he launches Sandbag
straight up into the air giving you no distance. Therefore you have to result
to using other methods for your final hit. This greatly reduces the distance
you can achieve. So far, the best method for Falcon is to simply use the bat at
maximum range. This will limit Falcon to hitting Sandbag with only the first
portion of his swing, doing around 30% damage. Repeat this as many times as you
can, then once the time is about to expire, press B to perform the Falcon
Punch. Captain Falcon does not have to hit Sandbag before time expires, as long
as you have already begun the Falcon Punch animation.

Donkey Kong
Average Distance - 1600 Feet
Strategy - To reach the average distance with DK, youll need precision timing.
Youll need to begin the session by quickly tapping left and A to grab the bat,
then in the same motion, tap right and B to perform his Headbutt attack. This
will plant Sandbag into the ground. From here, use DKs Hand Slap attack (Down
+ B), but make sure you dont duck before going into the attack. Youll need to
have 45% damage on Sandbag before he jumps into the air. At this point, follow
it up and execute DKs Aerial Foot Stomp (Down + A while in the air). This will
knock Sandbag back to the platform. Repeat the Headbutt and Hand Slap a second
time. Once again making sure you immediately go into the Hand Slap to get the
maximum amount of damage. If everything is done correctly, you should be able
to rack up at least 120% damage before you use the bat. Remember to hit Sandbag
with the tip of the bat to get the maximum distance.

Dr. Mario
Average Distance - 1100 Feet
Strategy - While the good doctor has many powerful attacks, your best bet for
getting the maximum distance here is his Cape Counter (Forward + B). You should
be able to get in at least nine Cape Counters. Hold forward just before you
press B to move yourself slightly close to Sandbag. You have to stay fairly
close to Sandbag to deliver the most damage. If done correctly, you should be
able to dish out 85% damage before you use the bat. If youre a skilled player,
you can also add in the Spinning Heel Kick (Down + A while in the air) either
before or after the Cape Counter attacks.

Falco Lombardi
Average Distance - 850 Feet
Strategy - Falcos strategy here will vary depending on your personal
abilities. Two methods seems to stick out among his many attacks. Either his
upward Smash Attack (Up + A) or his standard upward attack (Hold Up, A). Use
either of these, or a combination of the two to deal as much damage as possible
to Sandbag. You should be able to get at least 60% damage before you use the
bat. Skilled players should also be able to add a laser blast before you swing
the bat, but youll have to be quick.

Fox McCloud
Average Distance - 1050 Feet
Strategy - Out of Fox McClouds entire arsenal of attacks, the best one to use
for this mode is his weakest. The laser blast (Tap B) will not move Sandbag at
all. Therefore, you can shoot it as many times as your finger will allow and it
will continue to rack up damage without fear of Sandbag falling off the
platform. If youre fast enough, youll be able to deal at least 85% damage
before using the bat. Skilled players will also be able to add a jab or two in
before you use the blaster to get additional damage.

Ganondorf
Average Distance - 1200 Feet
Strategy - The Legend of Zelda bad guy is a power house in Melee. The easiest
way to launch Sandbag is to use your upward Smash Attack (Up + A). Youll only
be able to get two or three complete attacks off because Ganondorf sends
Sandbag flying so high, youll run out of time if you try more than that.
Ganondorfs upward Smash Attack will hit twice each time you do it. If you
dont time your second Smash Attack correctly, only one of the hits will
connect, and you either wont do as much damage, or Sandbag will fly off the
platform. Try to time it so that Sandbag is still in the air when you do the
second Smash Attack. For extra distance, you can hit Sandbag one or two times
before you use the two Smash Attacks. Try Ganondorfs standard Hold Forward, A
attack to get 12% damage before you begin Smash Attacks. You should be able to
rack up at least 80% damage before you use the bat.

Jigglypuff
Average Distance - 950 Feet
Strategy - The best way to launch Sandbag with Jigglypuff revolves around her
Aerial Spin Kick attack (Down + A while in the air). This will help you deal
the most damage to Sandbag before time expires. Tap X or Y so that you dont
just very high, then hit down and A to perform the spin attack. Make sure
youre as close to Sandbag as possible. With a low jump, youll be able to get
the most hits out of the spin attack. You can also add on a variety of moves
before you begin using the spin attack to dish out even more damage. A jab will
work fine in this case, but you can experiment to find what attack youre able
to pull off fastest. Add this on before you begin the spin attack and youll
reach maximum range with Jiggypuff.

Ice Climbers
Average Distance - 1250 Feet
Strategy - The Ice Climbers best bet at launching Sandbag is to use their
standard upward attack (Hold Up, A). This will hit Sandbag multiple times, and
send it into the air allowing you to repeat the attack. Start the event off
with a normal attack to add additional damage to Sandbag. Hold Forward, A will
deal 20% damage if both Ice Climbers connect. From here, run up and use their
standard upward attack multiple times. You must time the attacks so that
Sandbag is still in the air when you hit. This will give you the most hits out
of the attack, and save you some time in the end. If done correctly, Sandbag
should have at least 85% damage before you use the bat. Once youre ready to
swing the bat, make sure youre close enough so that both Ice Climbers connect
with an attack. After you use the bat, if both Ice Climbers hit Sandbag, it
should have at least 120% damage.

Kirby
Average Distance - 1000 Feet
Strategy - Many of Kirbys attacks will knock Sandbag off the platform. Even
his Aerial Spin Kick (Down + A while in the air) will knock Sandbag off the
platform on its last hit. However, his new attack, the Hammer Spin (Forward + B
while in the air) is just the thing to rack up the damage on Sandbag. Youll
need to grab the bat and immediately jump in and start attacking. Depending on
your angle of attack, Sandbag will move in the same direction youre spinning.
Try to position Sandbag so that your last hit leaves it as close to the right
edge of the platform as possible. If done properly, using the smallest jump
possibly, Kirby should be able to deal at least 80% damage before using the
bat.

Link
Average Distance - 800 Feet
Strategy - Link is one of the few characters that has a somewhat limited
ability in this event. Most of his attacks send the Sandbag flying off the
platform, or wont connect completely dealing very little damage. Your best bet
is to use his Upward Slash (Hold Up, A) as many times as possible. You may have
to turn around once or twice to keep Sandbag as close to the front of the
platform as possible. If youre fast enough, you should be able to get around
55% damage.

Luigi
Average Distance - 1200 Feet
Strategy - Without the Cape Counter like Mario and Dr. Mario, Luigi must rely
on his more basic attacks to send Sandbag flying. Use the 360 Low Kick (Down +
A) will deal out nice damage and knock Sandbag into the air. This allows you to
follow it up with another 360 Low Kick. This should be your main attack,
however you can also add on a dashing attack as soon as you get the bat, and
Luigis Aerial Kick (A while in the air) in-between consecutive 360 Low Kicks.
Combine these three attacks and you should be able to get at least 80% damage
on Sandbag before you use your bat.

Mario
Average Distance - 1050 Feet
Strategy - Just like Dr. Mario, the original Mario can use the Cape Counter
(Forward + B) to inflict a good amount of damage. You should be able to get in
at least ten Cape Counters. Hold forward just before you press B to move
yourself slightly close to Sandbag. You have to stay fairly close to Sandbag to
deliver the most damage. If done correctly, you should be able to dish out
around 75% damage before you use the bat. If youre a skilled player, you can
also add in the Spinning Heel Kick (Down + A while in the air) either before or
after the Cape Counter attacks.

Mewtwo
Average Distance - 900 Feet
Strategy - Most of Mewtwos attacks are too powerful to use in the Home-Run
Contest. The best move for this event seems to be his Psychic Flip (Forward +
B). Use this attack as fast as you can to rack up around 65% damage before you
use the bat.

Mr. Game & Watch
Average Distance - 1050 Feet
Strategy - As odd a character as you many think Mr. Game & Watch is, his
Home-Run Contest strategy breaks the mold. The best way to reach the maximum
distance with Mr. G&W is to use his Scuba Helmet Smash (Up + A) three times.
All three hits will knock Sandbag up and to the right, and the third hit will
knock it off the platform. From here, jump after it (off the platform) and
follow up with as many Aerial Blow attacks (Up + A while in the air) as you can
execute in the remaining time. In order to get the farthest hit, youll need to
time the Aerial Blow attack so that both hits connect. You also must not let
Sandbag hit the ground. If it does, wherever it lands will be your final
distance. Youll need to time your bat swing so that it hits Sandbag in the air
as well. If done correctly, you should have inflicted at least 80% damage on
Sandbag before you use the bat.

Ness
Average Distance - 950 Feet
Strategy - Ness is by far the most unique when it comes to the Home-Run
Contest. Youll have to start the session immediately with a PK Fire (Forward +
B). From here youll need to pay close attention to Ness. As soon as he
retracts his arm, do an Aerial PK Fire (Forward + B while in the air). As soon
you land, grab the bat and run back over to Sandbag. Youll now need to perform
a very short jump (lightly tap X or Y) and execute a Downward Kick (Down + A
while in the air). Follow up the Downward Kick with an Aerial Headbutt (Up + A
while in the air). Then once again do a short jump into a Downward Kick as soon
as Sandbag lands, and another Aerial Headbutt. By this time youll have very
little time left. Time your bat swing so that you begin just as the one begins
to disappear. If youve done everything correctly, you should have inflicted
around 70% damage to Sandbag before you use the bat.

Pichu
Average Distance - 1200 Feet
Strategy - Pichu is one of the easiest characters to rack up the distance with.
Your main strategy should be to use the Thunder attack (Down + B). You should
be able to pull this off three times before it knocks Sandbag off the platform.
Before or after the three Thunder attacks, use whatever attack you can pull off
quickly. Two Thunder Jolts (B) would be an example of something to use before
the Thunder attacks. Sandbags damage should be around 80% before you use the
bat.

Pikachu
Average Distance - 1150 Feet
Strategy - Finding a way to launch Sandbag with Pikachu has not been an easy
task. So far, the best strategy is to use his Super Headbutt (Up + A) three
times on the platform. After the first hit, roll forward once to get on the
right side of Sandbag. After the second hit, roll left twice to get back on the
left side of Sandbag. The final hit will knock Sandbag slightly off the
platform. This is where it gets tricky. Youll need to make sure your back is
facing Sandbag, then hit it out of the air with the tip of the bat. Pikachus
swing allows him to hit Sandbag from behind, and this actually makes it go
further.

Prince Marth
Average Distance - 750 Feet
Strategy - Prince Marth is a very basic character. So far, the best strategy
found for him is to simply use either his Vertical Slash (Hold Up, A) or his
Upward Slash (Up + A while in the air). The Vertical Slash will be the obvious
choice for beginners as it does not require the timing needed for the Upward
Slash. However, either will do the job. Sandbag needs to be around 50% damage
to obtain the average distance.

Princess Peach
Average Distance - 950 Feet
Strategy - Peachs best method for the Home-Run Contest is fairly simple. Your
strategy should revolve around her low bat swing (Hold Down, A). Start your
session with whichever attack you can execute fastest, that will inflict the
most damage while still keeping Sandbag on the platform. Then use the low bat
swing as many times as possible before doing the standard bat swing. Just make
sure that you wait until Sandbag has landed before doing another low bat swing
to insure you get the maximum damage. You will also find that you dont have to
move to grab the bat. Simply turn around and press A. Peach will grab the bat
without the need to move closer to it.

Princess Zelda / Sheik
Average Distance - 1200 Feet
Strategy - Thanks to Princess Zeldas unique ability to change into Sheik,
youll have to use both of them in order to obtain the average distance. As the
session starts, grab the bat and change into Sheik. Head over to Sandbag and
use the Sheik Palm Thrust attack (Up + A) three times. Now, youll have to make
sure that both hits of the Palm Thrust connect all three times. While Sandbag
is in the air after the third Palm Thrust, change back into Zelda. From here
youll need precision timing for your bat swing. If the previous attacks were
performed correctly, Sandbag will be falling slightly outside of the platforms
radius. You will need to hit Sandbag out of the air with the bat. If everything
was done correctly, Sandbag should have at least 85% damage before you use the
bat.

Roy
Average Distance - 1450 Feet
Strategy - While Roy may be a powerhouse in Versus Mode. He seems to lack a
little something in the Home-Run Contest. Almost all of his powerful attacks
will knock Sandbag off the platform. Youll have to rely on his Flaming Force
Slash (Up + A). You should be able to pull off three Slashes before the time
expires. Youll need to give the first two Slash attacks a short charge, then
unleash a fully charged attack for the third Slash. Then instead of using the
bat, charge your Flaming Shield Breaker (Hold B). Sandbag should have around
55% damage before you use the Flaming Shield Breaker. Skilled players will also
be able to add Roys Double Low Slash (Down + A), before they use the Flaming
Force Slash. This is the only way to obtain the average distance.

Samus Aran
Average Distance - 1250
Strategy - Samus is a little tricky when it comes to the Home-Run Contest.
Youll need to use her Ground Flame (Hold Down, A) in conjunction with her
Double Kick (Hold Up, A). You should use either two Double Kicks, followed by
four Ground Flames, or vice versa. For the Double Kicks, youll need to make
sure you wait until Sandbag has hit the ground before performing the second
Double Kick. Otherwise, the Double Kick will knock Sandbag off of the platform.
When youre ready to execute the bat swing, youll need to make sure you hit
Sandbag out of the air. The arch on Samus swing enables her to hit Sandbag
further if you knock it out of the air. If youve done everything correctly,
Sandbag should have around 70% damage before you use the bat.

Yoshi
Average Distance - 1850 Feet
Strategy - Yoshi is a monster when it comes to the Home-Run Contest. Using his
Aerial Run attack (Down + A while in the air), do the smallest jump possible
(tap the X or Y buttons very lightly) and get as close as you can to Sandbag.
If done correctly, you should inflict around 30% damage with each attack, and
around 130% damage before you use the bat. Repeat this over and over until the
time reaches one. Hold forward just before you land to move Sandbag slightly to
the left to give you that little bit of extra distance when you eventually hit
it.

Young Link
Average Distance - 850 Feet
Strategy - Young Link doesnt have a lot of power in the Home-Run Contest.
Youll have to rely mainly on bombs, fire arrows, and his Upward Thrust (Hold
Up, A). Use whatever combination of these three attack that leaves Sandbag
around 60% damage and in the air, slightly off the right side of the platform.
From here, hit it with the bat directly out of the air.


MULTI-MAN MELEE

10-Man Melee - This is the easiest Multi-Man Melee event. Your objective here
is to defeat 10 Wire-Frame opponents. They will attack you in groups of five.
When you KO one, another will appear until a total of five are fighting at
once. The Wire-Frame opponents are KOd in one or two Smash Attacks or power
hits. Simply stand slightly off center and use one of these attacks. A clear
out attack will also work well here.

100-Man Melee - Your objective here is to defeat 100 Wire-Frame opponents. They
will attack you in groups of five. When you KO one, another will appear until a
total of five are fighting at once. A counter in the upper-left corner of the
screen indicates how many Wire-Frame opponents are remaining. Just like the
10-Man Melee, the Wire-Frame opponents are KOd in one or two Smash Attacks or
power hits.

Start off using the same strategy you used for 10-Man Melee. Stand slightly off
center and use a Smash Attack, power hit, or clear out attack. However, once
you get to around 50 opponents remaining, the computer will increase the
difficulty level. This is where you may have to start using the roll and dodge.
Try not to jump. As the difficulty level increases, jumping will only give the
Wire-Frame opponents a chance to juggle you can gang up in there attacks. Under
most circumstances it will still only take a single strong attack to KO the
Wire-Frame opponents. If they begin to gang up around an edge, roll around them
and perform a Smash Attack or clear out attack. Then roll again and repeat. As
long as you stay out of the air, and constantly roll or dodge, you should be no
trouble with the 100-Man Melee.

3-Minute Melee - Instead of having a set number of KOs you need to obtain, in
this Multi-Man Melee event, you simply have to defend yourself for 3 minutes
without getting KOd. There are two ways to accomplish this task. You can run
from the first 5 Wire-Frame opponents that appear, and not attempt to KO any of
them. This is probably the easiest way, as the opponents will not increase in
difficulty. It shouldnt be too hard to roll around and jump from platform to
platform avoiding the first 5 opponents.

The other method is the professional way to beat the 3-Minute Melee. Take
everything you know about the 100-Man Melee and apply it here. Go for as many
KOs as you can get and try to break your previous record each time you play.
Which method to go with is up to you.

15-Minute Melee - This is one of the most difficult Multi-Man Melee events. In
a similar fashion to the 3-Minute Melee, youll need to fend off Wire-Frame
opponents without getting KOd for 15 minutes. Even if you go with the easy
3-Minute route and attempt to avoid the opponents, this is difficult to do for
15 minutes without KOing a few of them and increasing the difficulty level of
the CPU.

Your best bet here is to open every item container that appears. Many of the
items will be very useful in defending yourself. Especially the beam sword. If
you stand near one of the edges (not too close), just wait for the Wire-Frame
opponents to come to you. The beam sword will give you longer reach over the
Wire-Frames. If you have the correct position (so that no one can drop behind
you from the above platform), you should be able to go the entire 15 minutes
with very little damage (once you have the beam sword).

You can also attempt to hammer your opponents with Smash Attacks and power
hits, but as you defeat them, theyll begin to get harder. Defending yourself
against high level computer opponents for 15 minutes is a very difficult task.

Endless Melee - There really isnt a set task you must perform in Endless
Melee. Instead, you simply defeat as many Wire-Frame opponents as you can.
Theres no time limit, so take your time, or blow through them as fast as
possible. Just like in the previous Multi-Man Melee events, the opponents will
become more and more difficult with each KO. Focus on the 100-Man Melee
strategies and go all out on the Wire-Frame team.

Cruel Melee - This is by far, the most difficult single player event in Super
Smash Brothers Melee. Getting a single KO in this event is harder than almost
anything else the game offers. The difficulty level of the Wire-Frame team is
set to above level 9 computer opponents. All 5 Wire-Frame opponents will attack
you more aggressively than most human opponents. Depending on your character,
you can even be KOd with as low as 25% damage. Meanwhile, youll have to
inflict at least 50% damage to defeat any of them (under most circumstances).

So far, one of the best methods found to acquire a small amount of KOs is to
use either Ganondorf or Ness and stage off of the main stage as much as
possible. With Ganondorf, simply jump off the stage and use his Warlock Grab
(Up + B). Each time you connect with one of the Wire-Frame opponents, youll be
able to perform the attack again. Wait until youre almost out of range,
otherwise the opponents will knock you out of the attack, and youll have a
very difficult time getting back to the edge. Your opponents will practically
jump off the edge trying to hit you, so you shouldnt have any trouble using
the attack over and over again. If you find yourself off axis, or having
problems getting a rhythm going, grab the edge and roll to the opposite side as
quickly as you can. From here, start over with the Warlock Grab technique.

Using Ness, do the same thing, only instead of the Warlock Grab, use his PK
Thunder attack (Up + B). Move to the opposite side after every pass and you
should be okay. Just make sure all 5 opponents get hit by your attack.
Otherwise, youll be in trouble.


MULTIPLAYER STRATEGIES

Super Smash Brothers Melee has added a great deal to the one player mode of the
original. However, as was the case in the original Smash, this game is all
about the multiplayer. This section will help you become a better multiplayer
combatant. While veterans may already know some of these strategies, or have
some strategies of their own, this section should still contain at least one
strategy (or variation of a strategy) that wasnt already known. Read through
and see if any of these strategies can be applied to your style of play.

Edge Guarding - Once you've knocked an opponent off the edge of the playing
field, wait for them to come back. If there's other attackers in the area, take
care of them, but if not stay about two inches from the edge. At that distance
an opponent won't be able to hit you with a comeback attack, and at the same
time you can defend the playing field.

Depending on your character, there are a few strategies you can take to keep
your opponents from coming back. Characters with long range attacks can throw a
projectile at the oncoming opponent, hitting them out of their comeback attack
and causing them to fall. However, you must continue launching projectiles
until your opponent is far enough away that their comeback attack cannot reach
the edge. If you throw only one projectile, your opponent will be able to
execute their comeback attack a second time after it hits.

If your character does not have a projectile attack, you can utilize a Smash
Attack to defend the edge. Try to execute your Smash Attack from its maximum
range. If done successfully, the opponents comeback attack will not interrupt
your Smash Attack.

Your final option is to simply do a jumping attack. However, this puts your
character in a great deal of danger. You can get hit by the comeback attack, or
could miss completely and fall off the edge. The best jumping technique to use
is your Down + A attack. This will generally take the most priority over your
opponents comeback attack. If you're skilled enough, you can even throw other
opponents at whoever is trying to comeback, then repeat the process.

Use The Edge - When you're coming back after being launched, a smart opponent
will wait for you at the edge of the playing area and try to hit you on your
way back. If this happens, youve got several ways to avoid getting hit. If
youre close enough to the edge, use the forward aerial dodge (Forward + R/L)
to dodge the incoming attack. The only thing youll have to worry about here is
if youre not close enough to the edge, or if your opponent gets tricky and
delays his attack until after youve dodged. Once you have executed the dodge
technique, most characters will not be able to do anything until they reach the
ground (there are some exceptions).

Another way to avoid attack is to try to angle yourself so that you land right
on the edge of the playing area. That way you'll grab onto the edge. You're
invincible for the first few seconds you're holding on so your opponents will
not be able to hit you. Do not hold on too long or else your opponents will be
able to attack you. While you're hanging, you can do an edge attack (explained
in the General Definitions section) and usually catch the opponent off guard
and/or give yourself a chance to counter attack. Youll also be able to jump
off the edge by holding up. However, a skilled opponent will wait for you to
land and launch you once more.

Whatever happens, try not to land close to an opponent after doing a comeback
move. You'll be left completely open for another launch. A skilled opponent is
very difficult to avoid as youre coming back. These strategies will help, but
sometimes an edge attack is unavoidable.

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

Hit The Hammer Guy - Once an opponent has grabbed the hammer, your normal
reaction is to run. This is a good strategy, however under certain
circumstances it becomes difficult to escape the hammer. Therefore you'll need
to either defend yourself, or get rid of the player with the hammer. Any player
with the hammer is limited to only one jump and cannot do any of their regular
or special moves. If you can knock them off the edge, they won't be able to get
back while they're still holding the hammer. Unlike other items, once you've
got the hammer, you can't get rid of it until the fifteen second time limit is
up.

If you're under the player with the hammer, do your aerial upward power hit.
You'll do some damage to them and if their damage percentage is high enough,
you'll KO them or knock them off the edge. Throwing certain items will also
have the same effect. Try luring them to the edge of a platform, then doing a
double jump and throwing an item directly down at them.

Whatever you do, keep your distance. If you must put your shield up, make sure
your opponent has had the hammer for at least ten seconds or else your shield
won't last and you'll be in even worse trouble. If you get KOd by the hammer,
or have just been KOd when an opponent picks the hammer up, you have an
advantage. You are invincible for the first few seconds and therefore you can
walk right up and attack the person with the hammer. Don't try to do as much
damage as possible, just get them off the edge. Once they're off, they won't be
able to get back. Be careful not to stick around too long though. You're only
invincible for a very short time.

In Melee, theres also a 30% chance that he hammer will break. If this happens,
the person holding the broken hammer is completed open for attack. Take him
out, then grab the detached head of hammer and use it as a projectile weapon by
throwing it at an opponent.

Find the Highest Damage - It's very difficult to KO another player unless
they're high in damage, or you have the bat. Therefore if you attack the
players with the highest damage, you'll have the best chance of getting a KO.
While this strategy will deduct points from your total score, this will only
effect you in Decision Mode.

When an opponent reaches 100% damage (handicaps can change this), their damage
percentage will change color from white to grey. At this point, a single Smash
Attack or power hit will generally KO them. Connecting with one of these
attacks is a lot easier than wearing an opponent down with multiple attacks. So
for easier KOs, head for the opponent with the highest damage percentage.

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

Roll - When playing against faster characters such as Pikachu or Fox, blocking
an attack will only leave you open for a throw. Because of this, it is
necessary to use your roll as much as possible. You can't be damaged while
you're rolling, and your opponents won't expect it if timed correctly and not
overused. However, while you're going into the roll, your shield drops and you
can be hit. The same thing can happen as you're coming out of the roll.

By pressing A during a roll, you'll do a quick throw and your opponent will
have no way to escape unless they roll as well. If they're in front of you,
roll forward. You'll turn around as you're rolling so that after the roll,
you're still facing the opponent. When the opponent is behind you can also
perform a reverse roll. If the opponent attacks, you won't take any damage and
they'll be wide open for a counterattack. If they don't attack, you would've
still caught them by surprise, and probably have the advantage.

Ground Dodge - One of the best additions from the original Smash Brothers to
Melee would have to be the dodge technique. On the ground, you can quickly
sidestep and attack, and dish out a counterattack if you utilize this move
correctly. Seasoned veterans will probably have no problem using the dodge.
However, other players may find that when attempting to execute a dodge, they
instead put their shield up. To avoid this, limit the usage of a ground dodge
to when youve got your shield up or after a roll.

Many players will attempt to attack you multiple times once youve put your
shield up. Use this opportunity to dodge their secondary attacks and
counterattack. In the same application, youll use your roll to avoid incoming
attacks. Skilled players will roll to avoid your post-roll counterattack, then
they will try their own post-roll counter attack. Use this opportunity to
dodge. Roll, then dodge and counter with a grab or a quick attack that will
juggle or stun your opponent. Just be aware that a dodge will not avoid a grab
attempt, only physical and projectile attacks.

Aerial Dodge - Similar to the ground dodge, the aerial dodge should be used to
avoid attacks while in the air. However, the aerial dodge does not limit you to
avoiding attacks by simply stepping into the background. While in the air, you
can dodge up, down, forward, or backward.

Use the two vertical dodge techniques to avoid attacks from above and below
while youre over the playing area. Do not use either of these dodges if you
are not within the confines of the playing area. After an aerial dodge, your
character will not be able to do anything else until they reach the ground
(there are some exceptions). If you perform a vertical dodge outside of the
playing area, unless youre close enough to grab the edge, you will not be able
to use an air jump or comeback attack to get back on the playing area. Even if
you avoid your opponents attack, youll still have no way to get back on the
playing area.

The only use for this technique outside of the playing area is if the leading
player is attempting to steal your KO from another player. Since youre already
going to be KOd, youll help yourself by not letting the player in the lead
acquire another KO.

The horizontal dodge techniques will probably be of more use to you than the
vertical dodges. These are best used to not only avoid attacks, but also get
you out of a dangerous situation, and possibly help in your comeback attempts
after getting knocked off the playing area. On stages with multiple platforms,
as youre falling down to a platform where an opponent is awaiting you, use one
of the horizontal dodges to completely avoid that platform and fall down to an
adjacent platform. Not only will your opponent be unable to attack you, youll
have time to prepare your own attack while they drop down from their current
platform, to the platform youre now on.

While youre attempting to come back after being launched out of the playing
area, use either of the horizontal dodge techniques to propel you closer to the
edge. Not only will you avoid the attack of an opponent waiting at the edge,
the horizontal dodge will also move you closer to the edge. Possibly close
enough to grab the edge, or land on the ground. This technique can sometimes be
more useful than a comeback attack. Especially if your opponent is skilled at
guarding the edge.

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

Health First - Health is one of the most important items in the game. Getting
health is almost like getting a free life. New to Melee, you can now pick up
health items while holding other items or weapons. The heart, maxim tomato, and
food will all lower your damage percent. The heart will reset your damage back
to zero, while the maxim tomato will give you back up to 100% of your damage.
The food only gives you back around 5%, but youll usually find multiple food
items at a time. These can add up and save you from a KO.

When you see one of these items pop up, get to them above all else, especially
if you've got a high damage percentage. If you've got a low damage percentage,
pick them up just to keep them away from other players. When you've worked hard
to get someone up to 100% damage, you don't want them to get back down to zero.
Try standing near the health and waiting for another player to go for it.
They'll more than likely be trying to get that health above all else. This will
work even better if you can get above or below the health as you'll have a
better angle of attack.

Guard The Weapons - Often times in multiplayer battles, everyone will be
bunched up in one general area. If items appear in that area, everyone will go
for them. Get to the items first and grab the best ones. Multiple items will
usually appear after a barrel, crate, or party ball has been broken. If someone
else grabs the barrel, quickly do an aerial downward power hit to break it. If
you don't, the barrel will roll until it hits something or someone, or falls
off the edge. If another player grabs the crate, just wait until they've thrown
it, then go after the items. Crates break on impact with any surface.

Do not attempt to break a crate or barrel if you've got a high damage
percentage. They have a tendency to blow up if someone who's not holding them
tries to break them. Once you have the best item, guard the rest until they
disappear. If an opponent tries to grab an item, they'll be temporarily open to
attack while they're picking the item up. You'll have a much better chance if
you have the only item weapon, than if every player has an item weapon.

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


TEAM BATTLE STRATEGIES

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

3-on-1 - This team battle is a true test of skill. If you're the one, keep
moving! You'll have three opponents who will ignore each other and concentrate
all of their efforts on killing you. If you get caught by one of them, the
other two will be on their way to help out.

Your best strategy of attack would be to isolate each opponent and chip away at
their energy until you can KO them with a single power hit. When the other two
opponents get close, maneuver past them and get over to the opposite side of
the stage. Once the first one catches you, start chipping away again.

Use your projectiles to keep them at bay and allow for you to make some
distance on the larger stages. On smaller stages, this technique will seem like
a hit and run, but it is necessary. If you get trapped by more than one
opponent your shield be very ineffective. You're best course of action is to
escape to the other side of the stage.

Remember that you can only hold one item at a time. If multiple beam swords
appear, keep one and throw the rest off the playing area. You'll have a much
greater advantage if you're the only one with a weapon. If a motion sensor bomb
appears, pick it up immediately and throw it anywhere. Even if you have a
weapon already. Drop that, take care of the bomb, then pick it up again.

While you may think rolling or dodging will help you out in a 3-on-1 match,
sometimes that is not the case. Youre vulnerable to attack before and after a
roll, and just as youre coming out of a dodge. While you may avoid the attack
of one opponent, the other two will have a field day. If you have isolated one
opponent, then rolling and dodging will be effective as theres no one else to
hit you. However, dont use it as a main defensive technique when youre
surrounded by opponents.

2-on-1 - This is very similar to a 3-on-1 battle except that you only have two
opponents to worry about instead of three. In this situation, concentrate on
the weaker of the two opponents and use the same method as you would in a
3-on-1 match.

Isolate one of the opponents and chip away at their energy until you can KO
them with a single power hit. It will be easier if you isolate the weaker
opponent, however do not ignore the other player. When both opponents get close
to you, maneuver past them and get over to the opposite side of the stage. Once
the first one catches you, start chipping away again. On smaller stages this
technique will seem like a hit and run, but it is necessary. If you get trapped
by the two opponents your shield won't do you much good.

You're best course of action is to escape to the other side of the stage. Once
you've KOd one of the opponents, the match now becomes 1-on-1 for a short
period of time. Use this to your advantage by doing as much damage to the
remaining opponent as possible. If the stage is large enough, you may even be
able to have them alternate. You KO one, and while the other is one his way
back, you KO the remaining opponent.

2-on-2 - In this match it's all about team work. Never leave your partner! If
your two opponents get separated, both of you should concentrate on double
teaming one of the opponents. Remember that even with team attack off, bombs
and mines will still hurt your team mate. It is also very important to keep an
eye on both of your opponents. If you're double teaming one, the other will
most likely be doing everything they can to get back into the action and help
his teammate. Concentrate all of your efforts on killing the isolated opponent.
When the other starts to get close, one of you should break off the attack and
keep the other opponent from interrupting.

If your opponents are acting as a team, fight like you normally would and look
for an opening in the other opponent. Once you see that opening, leave the one
you're attacking and hit the other with a power hit or Smash Attack. The one
you're attacking will not be expecting this tactic and you may even save your
partner.

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

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

Stock - If you're playing stock, your strategy should change somewhat from when
you are playing a timed game. With a limited amount of lives, it now becomes
very important that you keep yourself alive as long as possible. Use the same
strategies as you would in a 3-on-1, 2-on-1 or 2-on-1-on-1 match, except make
it a point to attack only the weakest opponent unless you absolutely must
attack one of your other opponents. If you can KO the weakest opponent first,
that will lessen your opponents power as they will have one less partner. This
is especially true in a 2-on-1 match because it is now a 1-on-1 game.

In a 3-on-1 match, after you've KOd the first opponent, go after the next
weakest. The best player on the other team will more than likely be looking for
an opening to land a power hit while you're dealing with his teammates. Once
you eliminate his teammates, he now must face you 1-on-1, where you stand a
much better chance.

Motion sensor bombs are very important in a stock match. No matter who lays the
bomb, anyone who hits it stands a good chance at getting KOd. Just remember
where the bombs have been laid and try to lure your opponents into them.

Team Attack On - By selecting this feature in the options menu, everyone will
be able to hit each other, even teammates. If you are the one that's
outnumbered this will work heavily to your advantage. Instead of running when
your opponents are close to you, wait until they've all surrounded you and put
your shield up. Any attacks they try against you will hit your shield and their
teammates if they're close enough. However, if one of your opponents tries to
throw you, unless one of the other opponents hits him, you may be in trouble as
your shield does not protect against throws.

If you are part of the team, try not to attack the opponent at the same time.
Get on either side of the opponent to prevent him from escaping, but stay far
enough away from your teammate so you do not get hit by their attacks.

High Damage - When you get high in damage you have several options. A heart or
maxim tomato will appear if a player is in need of one. However, this may take
a full minute to happen, and you may not be able to get to it. If the score is
fairly close, or your opponents are winning you may want to commit suicide.
It's not the most honorable way to die, but your opponents won't get a KO out
of it.

If you chose to stick it out, remember a few key things. Under normal
circumstances only a throw or power move will KO you at high damage. A regular
move or standard projectile will not. An aerial attack can also knock you far
enough out that you wont be able to come back. While you're waiting for a
heart or maxim tomato, don't do any moves that have a long recovery time. If
you miss, you'll be in trouble.

Take heed that because you're at a high damage level, your opponents will be
out for blood. They'll probably be concentrating on hitting you with a single
power move. Power moves typically have longer recovery times. Use this delay
time to counter and escape. Be sure to listen for the faint noise of an item
appearing. After you hear it, seek it out.


TOURNAMENT STRATEGIES

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

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

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

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

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


HIDDEN SECRETS

This is probably the only section youll be looking at for the first week or so
you have the game. Please take note that there are multiple ways to unlock many
of these secrets. Because of this, the methods below may not be 100% accurate.
While they do work, there may be more requirements needed than what is
described below. The exact methods to unlock each of these secrets should be
discovered soon.

Hidden Characters:

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

Play as Luigi - Beat Stage One of Adventure Mode with a time in which the
number of seconds ends in a 2 (i.e. 10:02:00). A cut-scene will follow showing
Luigi beating out Mario to fight alongside Princess Peach. Beat Luigi and Peach
without losing a life, in under 45 seconds, then complete the rest of Adventure
Mode and Luigi will challenge you. Beat him and Luigi will become playable.

Play as Dr. Mario - Beat Classic Mode with Mario on any level without
continuing, beat Adventure Mode with Mario without losing a life, or play 100
Versus matches. Once you have completed one of these tasks, Dr. Mario will
challenge you, or the winner of the 100th Versus match. Beat him and Dr. Mario
will become playable.

Play as Young Link - Beat Classic Mode with ten characters. Link and Zelda must
be 2 of the 10 characters you beat it with. You can also unlock Young Link by
playing 500 Versus Mode battles. Once you have beaten Classic Mode with the
10th character, or played the 500th Versus Mode match, Young Link will
challenge you, or the winner of the Versus match. Beat him and Young Link will
become playable.
Note: There is another requirement to unlock this character through Classic
Mode. This will be updated in the future.

Play as Prince Marth - Beat Classic Mode with all 14 default characters, or
play 70 Versus matches. You can also unlock Marth by playing Versus Mode with
all 14 default characters (computer opponents do not count). Once you have
completed one of these task, Marth will challenge you, or the winner of the
70th Versus match. Beat him and Prince Marth will become playable.

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

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

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

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

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

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


Hidden Stages:

Unlock Past Stage: Kongo Jungle - Complete 15-Minute Melee with any character.

Unlock Past Stage: Yoshi's Island - Hit Sandbag at least 1300 feet in the
Home-Run Contest.

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

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

Unlock Eagleland: Fourside - Play 100 Versus Mode matches.

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

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

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

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

Unlock Secret Stage: Battlefield - Beat All-Star Mode with any character.

Unlock Secret Stage: Final Destination - Clear all 51 Event Matches.


Other Hidden Stuff:

Unlock Events #11-30 - Once youve completed Events #1-10, more Events will
open up. The more Events you complete, the more that will open up until you
reach Event #30.

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

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

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

Unlock Sound Test - Once you have completed all 51 Event Mode matches, the
Sound Test will become available.
Note: There is another requirement to unlock this character through Classic
Mode. This will be updated in the future.

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

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

[[[[[[]]]]]]
Super Smash Brothers Melee
The Bowser FAQ
Made By Fire Link
Email: Thagreaty2j@aol.com
Version: 4.2
Last Update:5/16/02
Copyright 2002 Fire Link                   <insert lame ASCII art here>
[[[[[[]]]]]]


=-=-=-=-=-=-=-=-=                       Bowser says: Roar!
Table Of Contents
=-=-=-=-=-=-=-=-=

-1.Announcement
0.Version History
1.Introduction
2.Pros
3.Cons
4.Basic Move List
5.In-depth Move List
6.Stategys/Combos
7.Character Stategys
8.Level Stategys
9.Classic Mode
10.Adventure Mode
11.All-Star Mode
12.Break The Targets
13.Home Run Contest
14.Multi-Man Melee
15.Event Matchs
16.Special Melee(s)
17.Items
18.FAQ
19.Coming Soon
20.CPU Kirby Jokes
21.Credits
22.Legal Stuff


=-=-=-=-=-=-=-=-=
0.Version History
=-=-=-=-=-=-=-=-=

Version 4.2- Just added a few things people sent to me, some of them I lost
so you can send them again if you dont see it. Havent updated in like 2 
months.. ill start working again. Removed Announcement

Version 4.0- Added a few minor things. I still need to work on the character 
stategys section some more..

Version 3.7- Added my announcement and updated some stategys. Im redoing
alot of the character stategys because alot of them arent good.

Version 3.5- Dangit. Because of stupid America Online, some of my old emails
that contained high scores and tips were deleted, and i couldnt put them in
the FAQ. If you send me a score/tip thats not on here, please send it again
and ill make sure to put it up ASAP.
Whew. Havent updated in a while. Added tons of CPU Kirby jokes 
from GeNji KiD, fixed a few things here and there, added a Giga Bowser
stategy in the adventures section, and renewed a few stategys. I found out how
to cut off the .33 second start time for fire breath which you can read in 
the indepth move list.

Version 3.0- Updated a few Character stategys, added the CPU Kirby Jokes 
section. (CPU Kirby-mania is spreading)

Version 2.5- Added Special Melee stategys section. Added an Items section.
Added a set of combos from Dj Link.

Version 2.0- Added Event Stategys section.

Version 1.5- Added the Level Stategys section, fixed a few spelling errors 
here and there and more witty CPU Kirby jokes. Added a stategy from XGiga
BowserX

Version 1.0- First version ever! Expect many improvements in the future.

=-=-=-=-=-=-=-=
1.Introduction
=-=-=-=-=-=-=-=
(Note: Im not good at introductions)

Bowser. Bowser, to me, is one of the best characters in this game, and my
favorite (and first) starting character. He is powerful, very powerful. But 
there are a few bad things about Bowser too. No one is perfect. If mastered, 
Bowser can be. He is big and bad and can easily destroy lightweights and put 
up a good fight against the heavier people. Now on to the good things and bad
things about Bowser.

=-=-=-=
2.Pros
=-=-=-=

*Bowser is EXTREMELY powerful. Very. He can take out anyone if used
correctly

*He has a flame attack, similar to a fire flower. Can use whenever he wants.

*Hes heavy, so it takes a bit of damage to knock him off. (Usually takes me
to get Bowser to %150 to knock him far.)

*He can pick up and throw electrode! (Press A by electrode when it turns 
black.)

*One wrong move from the opponent and its over.

=-=-=-=
3.Cons
=-=-=-=

*Hes slow. Really slow.

*The flame thrower goes out after a while.

*He can't jump very high. But he does (surprisingly) jump better then alot of
characters

*His recovery time from moves is bad.


=-=-=-=-=-=-=-=-=
4.Basic Move List
=-=-=-=-=-=-=-=-=

B Moves-

B-Fire Breath

Smash B(B+Left/Right)-Koopa Klaw

Close To Opponent Smash B+B+Left/Right-Snack Time w/ Headbutt/Throw

Down B-Bowser Bomb

Up B-Whirling Fortress


A Moves-

A-Koopa Scratch (becomes a combo if pressed repeatedly)

Left/Right A-Punch

Down A-Leg Swat

Up A-Overhead Claw

Smash A(A=Left/Right)-Bowser Headbutt

Smash Down A-Charged Whirling Fortress

Smash Up A-Spikey Shell Attack

Aerial A-Crazy Bowser Spin

Aerial Forward A-Claw(intercept move)

Aerial Back A-Shell Attack

Aerial Down A-Upside Down Whirling Fortress

Aerial Up A-Big Headbutt

Dash A-Running Headbutt


Z Noves-

Z-Grab

Z Forward-Headbutt Throw

Z Back-Throw

Z Up-Whirling Fortress (Bowsers got a lot of whirling fortress related moves,
dont he?)

Z Down-Bowser Pancake


=-=-=-=-=-=-=-=-=-=
5.Indepth Move List
=-=-=-=-=-=-=-=-=-=
Importancy factor-
This is for how important it is to learn how to get good with a move. Of 
course, all moves should be learned, but the higher rated ones should be used
more frequently than the lower ones.
*-Dont like this move that much.
**-A so-so move, nothing special.
***-Your average move that you should learn.
****-A great move, learn it at once.
*****-Master this move.
B Moves-

Recovery Time-
How long the move takes to recover from if it misses.
&-Horrible
&&-Bad
&&&-Average
&&&&-Low Recovery Time
&&&&&-Nearly No Recovery Time

*****/&& B-Fire Breath (Damage Varies on Length)

I love this move! You can really make your opponent mad with this move
if you do it at the right time. If youve got one of this faster opponents
(you may notice it takes a .33 of a second to start the actually fire), you
should jump, and while airborne, hit B, and as soon as you hit the ground
the flamefest should begin! Its also good to use this move while the opponent
is about to hit the ground, then the split second before that hold B and
youll have your very own Smash Brothers BBQ. Heres another tactic, when your
opponent is coming back onto the stage, as soon as they are about to grab the
corner, or jump on, start flaming, and watch their damage flow.
I get lots of emails about how i overrate this move and the Bowser
Headbutt. You just have to learn when to use it and how, and the quick fire
breath helps tons.

***/&& Smash B(B+Left/Right)-Koopa Klaw (5%-10%)
Not really much to say about this move except it can send an opponent pretty
far up sometimes. I dont really recommend doing this move unless the enemy
is falling and is about to hit the ground, then when they are falling again,
do it again! Nice juggle.

****/&&& Close To Opponent Smash B+B+Left/Right-Snack Time(Each bite does 2%-4% 
damage. The headbutt/throw does 7%-13%)
I like this move too. With this one, you can actually sort of EAT your 
enemy with Bowser! (its funny eating Pichu or Jigglypuff.) Get in a few bites, 
then hit Left or Right. If you do it too much the enemy will get out of
Bowsers hands, leaving him open for a quick attack. If you learn how to do 
this move good, you can get your opponent ready to be knocked off.

*****/& Down B-Bowser Bomb(4%-21%)
Looks like Bowser has his own variation of a butt stomp. If you are standing
still and use this move, Bowser will move in the direction he is facing. I
recommend doing it in the air though. You shouldnt use this move at the edge
of any stage. You could fall off, and thats not a good thing. If Bowser
gets knocked up really high, try to put Bowser of the enemy, then use this 
move. They dont have long to escape, because Bowser falls VERY fast. You 
should only do this if the character is at the center of the stage though.
Also be cautious of the terrible recovery time.

*****/&&&& Up B-Whirling Fortress(1%-30%)
You can do this move 2 ways. Either from the ground doing 1 hit, or in the
air doing multiple hits. The ground way, of course, hits harder though. So
heres what you should do. Im gonna teach you how to learn the combo away.
The best practice is to go in training and have someone like.. hmm.. lets
say Mario. Go to some flat level place.(Final Destination is great.) Jump
over Marios head. As soon as it looks like Bowsers feet are at about Marios
arms, hit up+b. Bowser should do a combo version of the Whirling Fortress,
and can pull in about 30% if done good. Do this a few times. Use the ground
version and he should go flying. Now try it when hes walking. Now do it
against a level 6 computer. Youll get the hang of it after a while. You can
also hit your opponent upwards, then as they are coming down jump and 
whirling fortress them, but it wont do much. Youll also hear me say this move 
alot too, so make you learn it real well.


A Moves-

**/&&&& A-Koopa Scratch (becomes a combo if pressed repeatedly) (8%-11%)
Nothing special. Just one of those moves to damage the enemy to get him
ready for a smash attack. The first scratch wont send the opponent anywhere,
not even at 999%.

***/&&&& Left/Right A-Punch(6%-14%)
Again nothing special. I have found something cool about this move. If you
you do a straight forward left/right A, Bowser will punch normally. If you
aim Diagnolly up, Bowser will hit diagnolly up, same with diagnolly right.
Nothing new though. Another damager. I underrated this move too much. 
This is actually a better move than i thought, if you cant get any other 
hits on use this move, its very good.

**/&&& Down A-Leg Swat(7%-22%)
If you havent noticed by now, most A moves are to set your opponent up for
a smash attack. I have found one little tiny itty bitty use for this move.
If your opponent is coming back onto the stage, stand by the the edge and
keep using this move to set them up for an intercept.

***/&&& Up A-Overhead Claw(7%-11%)
This is an alright move i guess. Its a good way to set up for a whirling
fortress. Just hit your enemy with this attack and then whirling fortress
him/her. You can use this move to juggle a bit too. They wont go flying off
until they get about 100%.

*****/&& Smash A(A=Left/Right)-Bowser Headbutt(13%-32%)
Now this is what we are talking about right here, this is where Bowsers
best aspect comes into play- his power. If your opponent has atleast 45%
damage and you hit them with this move, charged or not, they are going to
go flying. If you hit them fully charged with like, 34%, they are out of
there. Ive gotten lots of emails about how much i overrate this move and
fire breath. You just have to learn when to time it and youll get used to
it eventually.

****/&&& Smash Down A-Charged Whirling Fortress(1%-27%)
Yet another very powerful smash move. If all the hits.. well.. hit, Bowser
does lots of damage. This one went send them flying as well as the Bowser
Headbutt, but that doesnt mean it wont send them flying! If you can do this
a couple of times and then the Bowser Headbutt, they are gone.

****/&&& Smash Up A-Spikey Shell Attack(11%-27%)
The weaker of Bowsers smash moves. This one can damage the character greatly
while not sending them too far, but if they have about 100%, they will
usually fly off. You can also use this move to setup for a Bowser Headbutt
or Whirling Fortress.

***/&&&Aerial A-Crazy Bowser Spin(7%-13%)
Its Bowser when he goes crazy. Anyways, i guess you can use this move
when you are falling from above and about to hit the ground. Do it right
before your about to hit your enemy. A damager move. Im starting to become 
very fond of this move. Why? I dont know. It just usually seems to hit my 
opponent alot.

*****/&&&& Aerial Forward A-Claw(intercept move)(9%-14%)
Ok first of all, if you dont know what intercept is, intercepting is when
your enemy is knocked to the side, and when they are coming back, you
jump outwards and then knock them downwards and they die. You should ALWAYS
learn how to intercept. It is a very important and EXTREMELY useful, and
youll never be the best unless you learn how to do this. Most characters
have a move like this, and they can either send downwards or sideways. It
depends on your aim. Even for a little move, itll knock pretty hard. When
you are about to intercept, you should always, i repeat, ALWAYS, do one jump,
then do the intercept move while your in the air, then do your other jump
and your up+b to get back on. It is extremely important you jump once to
intercept, then twice to get back to the stage. Especially with the heavier
people, like Bowser, because his 3rd jump isnt good. Its good to practice
it in training by going to an edge and taking your opponent and throwing 
him/her off, then intercept. Keep trying until you can do it good, and
thats all there is to it. Sort of.

*/& Aerial Back A-Shell Attack(8%-13%)
I dont like this move that much. If you do it on the ground or land on the
ground, after Bowser hits he is left open for about 1/3rd of a second for an 
attack. Its not a good intercept move either. Try avoiding this unless you
really have to do it.

****/&& Aerial Down A-Upside Down Whirling Fortress(1%-15%)
You can use this move as a replacement for the Bowser Bomb if you wear it
out. The hard part about it is that timing is extremely crucial. Just another
move to get your enemys damage up so you can hit them with another move
and knock them off. Another move i must admit i underrated a bit, being a bit
better than what i thought if you have trouble with those harder opponents 
and you need to give them some damage.
Update: Yea! This move is ALOT more useful then i say! Start using it!

*****/&&& Aerial Up A-Big Headbutt(9%-17%)
Wow. This can be a powerful if you use it right. The bad part is it is another
one of those moves you have to learn how to time right to perfect it. If
you knock your enemy upwards, and they are falling down, use this move, and 
you probably arent going to see them ever again. (Well until the platform
with them comes down of course.)

****/&& Dash A-Running Headbutt(6%-11%)
Running moves can be very useful for the quicker opponents. Sometimes i can 
manage to juggle some people with this move.


Z Noves-

Z-Grab
This is the grab move. Im not a throwing kind of person, but I do like using
throwing to set my enemy up for an intercept. You should always hit A/Z twice
before doing a throw. Even if it is a little bit of damage, it still counts.
None of Bowsers throws are really good.

***/&&&Z Forward-Headbutt Throw(5%-10%)

***/&& Z Back-Throw(5%-10%)

*/&& Z Up-Cheap Whirling Fortress(5%-10%)
I dont like this move that much, however you can use it to set up for an
Up+B whirling fortress. Even if your enemy has 999% damage, it will always
send the same distance. I call this the Wannabe Smash Down A.

**/&&& Z Down-Bowser Pancake(6%-12%)
Like the Cheap Whirling Fortress, this one will send the same distance
always even if your opponent has 999%. However, it does more damage than any
of the other 3 moves and the animation is hilarious.

Control Pad Up- Roar (0%)
Bowsers taunt is a roar.

marthemblem says- Ever noticed that when Bowser and Giga Bowser taunt, 
it looks like they're doing the matrix! I don't think that'll help 
dodging bullets though...

=-=-=-=-=-==-=-=-=
6.Stategys/Combos
=-=-=-=-=-==-=-=-=

Learn how to intercept! If you think your good and you dont intercept, learn
how to intercept and you will be ALOT better.

Always, and i mean always take advantage of the flamethrower. If you learn 
how to use it correctly, you can cause major damage to your
enemys.

If Bowser is (somehow) knocked really far up into the air, use the Bowser
Bomb (down+B) to get back down quickly. Do not use this if Bowser is near
the edge of the stage.

([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{
If your enemy tends to move alot and trys to get sneaky, use Fire Breath
and then when your enemy comes towards you do the Whirling Fortress. You
will hear me talk about this stategy alot.
([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{

Learn how to dodge, that means sidestepping, rolling, and everything else.

Update: I finally learned how to do an automatic Fire Breath attack without 
the split second wait time so your opponent doesnt see it coming!
Its really quite simple. You just jump in the air. As soon as Bowser is about
to land, hit B, he should land and flames should start coming out without the
split second it usually takes to start the attack. Very useful against speedy
opponents.

From XGiga BowserX-
Bowsers fire move is a very great advantage in a team battle, because you can
flame both of the opponents in the corner while your teammate does a powerful
attack.(like a falcon punch)

From Dj Link-
Controls: ^ means up on the on the Control stick, v means down. OTG means, 
On the Ground.

So Grab ^ means, grab the opponent and throw them up.

Combos:

1.)Grab ^, OTG B button.
2.)Grab ^, OTG v B button.
3.)Grab ^, jump, ^ B button.
4.)Grab ^, jump, Forward+B (Make sure the Koopa Klaw Grabs the person), 
while having the person grab press B, B, B, B, Forward+B.
5.)Grab ^, jump, Forward+B, B, B, B, B, Forward+B, jump, ^+B.


If you have Bowser Stategys or Combos, feel free to send them to 
Thagreaty2j@aol.com

You will get credit.
=-=-=-=-=-=-=-=-=-=-=
7.Character Stategys
=-=-=-=-=-=-=-=-=-=-=
(Note: All CPU strategys were tested on level 9 CPUs.)
(Note: All Human strategys based on what I do [Im good with pretty much every
character] and what ive seen my friends do)
(Note: If you havent unlocked all the characters this may contain spoilers)


Ratings (CPU only)-
*-Horrible(F)
**-Horrible but not too horrible.(D)
***-Average(C)
****-Above Average(B)
*****-Ultimate.(A)

***Bowser-

CPU- The computer bowser uses alot of bowsers moves, but mainly uses the
Whirling Fortress and the Crazy Bowser Spin. It also tends to use Fire
Breath, but being a computer, it only taps B, so it wont do too much
damage. I like using the Bowser Bomb alot to do some damage, then do Bowsers
smash a to take him out. Watch out though. Hes sneaky.

Human- Ehm, I erased this. You can figure out why yourself.


**Captain Falcon-

CPU- Computers can be quite stupid at times. Sometimes, the CPU Falcon will
try to do that combo punchy thing, when he does this, you will most likely
be behind him, so start using the fire breath. Falcon is fast, so thats a bad
thing for Bowser. He likes using the uppercut move and the Falcon kick, so 
make sure to be responsive, if you see him getting ready, jump.I rarely see
the CPU falcon do a Falcon Punch, but if you do, just flame him.

Human- The Falcon Punch is a fast move. Usually people Falcon Punch in mid
air and hit you. If they miss you and are about to say "Punch!". Bowser
Bomb of Upside Down Whirling Fortress him. Falcon is speedy which isnt
a good thing for Bowser and most of his attacks are decent in strength 
and damage. But his attacks are time consuming, allowing you to set up for
a smash attack. When Falcon misses his attacks he takes a split second to
recover, allowing you to smash him off the stage or use other attacks on him.


**Donkey Kong-

CPU- The computer Donkey Kong likes to use his down a and punchs alot. I
found that the Koopa Claw works well on him. The CPUs like to tap buttons
alot, not hold them. So you will rarely ever see a CPU charge up a smash
or a charging move. This goes for DK's charge punch, he swings twice then
stops, then will start doing it again. This is a great time to utilize
Bowser's Bowser Headbutt.

Human- DK jumps bad, and most of his moves have bad recovery time, which is
a good thing (for you). When he misses, you can hit him with almost anything
that is an attack. He shouldnt be too hard.


****Dr. Mario-

CPU- CPU Dr. Mario is stupid. They like to use the pills just about 3/4 of
the time. But he does evade like.. x2000. So he can really be a big pain
in the butt. (I wonder if he has a prescription for that?) The best move
ive found to use against him is the Koopa Claw followed by the Whirling 
Fortress. Then find a time (he likes the Dr. Tornado too, so try it at that
time) to do the Bowser Headbutt. Intercept and hes gone. Also you can try
using the Upside Down Whirling Fortress (aerial Down+A) on him.

Human- Its Mario! Well, Dr. Mario, but it pretty much is Mario except a 
different costume, a bit slower and a bit more powerful. But not much.
Watch out for his cape, it reflects everything. If he trys to go for his
Up+B move (i forgot what its called), and he misses, start charging up a
smash attack to get rid of him.


*****Falco-

CPU- This guy will slaughter you. I think i heard someone say once that Falco
was the smartest CPU. They werent lying. He will punch you and kick you 
and do virtually any other small move on you until he backs you into the edge
of the stage then he'll knock you off. When he does this, keep trying to jump
over him or roll, and use the Upside Down Whirling Fortress on him, when he
is doing his kicking combo and misses, immediatly do the Bowser Bomb on him.
If you hear that "Shing!" noise, jump, thats falcos Falco Illusion. Its 
annoying, and if you dodge it when hes at the edge he'll fall off.. also, if 
he knocks you off and your getting back on, do a combo whirling fortress on
him. Throw items at him too.

Human- Dur hur look at me i have a gun! A lot of players like to use
the Falco Illusion (phantasm, whatever) on their opponents, so start heading 
towards the edge but be careful, because if they miss they will fall and die.
Also if they are getting ready to use a smash attack, roll behind them and 
fire breath them.


*****Fox-

CPU- Not as good as CPU Falco, but that doesnt mean hes easy. He enjoys
shooting his gun and throwing you and shooting you. He also enjoys long
vacations on beachs and collects bottle caps. But thats not important, whats
important is how to beat him. I, sadly, like to use bowsers Punch (forward
A) on this guy sometimes. Sometimes you can fit in a Bowser Bomb if you do
it at the right time. Try to Whirling Fortress him as much as Possible too.
Most of the time he leaves himself open for a quick Bowser Headbutt. I like
dashing at him and using the running headbutt to juggle him the bowser 
headbutt.

Human- Dur hur look at me i have a gun! Humans like to use Foxs crappy 2%
damage blaster on people. Just use the running headbutt technique and upside
down whirling fortress on them and then headbutt them and they are out of
there.


*****Ganondorf-

CPU- Update: After a recent test with a tournament of 24 CPUs fighting with 
level 9 with all items off, Ganondorf won, meaning he is the hardest CPU
out there. But hes not hard. At all. He does very stupid things. Stand away
from him and he'll start charging his super leg attack (the one that takes 
like 2 hours to hit you) or a Warlock Punch, and sometimes Gerudo Dragon.
When he starts doing this Bowser Bomb him or Upside down Whirling Fortress
or Crazy Bowser spin or- whatever. Just use anything on him. So basically 
stand far, let him be stupid, then attack. He is good at close range fighting.

Human- Ganondorf users like the Wizards Foot. So as soon as you see
him getting ready to do it, hold down B and flame him. Keep using Whirling
Fortress and Smash A's and youll do good. Also make sure to be careful with
Warlock Punch, even i do stupid things and walk into it.


**Ice Climbers-

CPU- Try to get rid of Nana (the pink one). If you do, youve got this one 
won easy. Just hit them with attacks until they die. If you manage to get
popo by himself, you've got the cat in the bag. Or whatever that saying is.
They also like to use that attack where they swing their hammer and a freezie
comes out. Make sure to watch out for that. Update: The Ice Climbers rarely
ever use Smash Attacks, but will hit you and get you up to like 200%, so they
arent really that hard unless they like get an item.

Human- A really good Ice Climbers person can whoop some tail. But dont
worry, so can bowser. They like to use smash attacks because they are 
very strong with the ice climbers, seeing as how there are 2. Just use fire
breath and a few attacks and once again try to get rid of Nana. Trust me,
without Nana, Popo is like.. Luigi in his pink outfit.


*Jigglypuff-

CPU- It will grab you and kick you and use its aerial down a alot, but dont 
worry, they are all weak. It is very light so a good amount of damage will 
send it into a far off place. The CPU barely ever uses rest, so thats a good 
thing. Also it has no 3rd jump so it has a bit of trouble of getting back
onto the stage when knocked off. Heh heh. Heh... heh..

Human- If you see a human jigglypuff jump towards you, start running. Very 
fast. Run with bowser as fast as you can. Human Jigglypuff poses a giant 
threat to Bowser. "Haha fir link u b stuped how culd jiglypuf defet bowzer"
you may ask (or may not). Ill give you one word: Rest. Bowser is probably the 
easiest target for Jigglypuffs rest move, it is almost an instant KO most of 
the time. I recommend staying very far from it and throwing items at it and
using the fire breath + whirling fortress technique. Be very careful.

Tip from WEBSPIDER1408- there is a much better way to beat a rest-crazed
jiggly puff. Most human jigglypuffs will laugh and think bowser is far to 
clumsy to get away. And they're right. Let them come and when they hit punch 
range (they have to be practically on top of you to hit you but don't let 
them do so!) rool behind them. The should have already fallen asleep. This 
gives you enough time to meteor them.


*Kirby-

CPU- CPU Kirbys fireball attack kills him alot.(It does in Kirby Superstar
too.)(ok that wasnt funny). The CPU kirby is like.. suicidal. He will 
accidently kill himself with his down+B (stone) attack like all the time and
will sometimes kill itself with its own up+B attack! Also, CPU kirby will
try to suck you up alot. Try to avoid that, because if he keeps trying to 
suck you up, that means he keeps using his B move, which means he'll set you
on fire like all the time. But CPU Kirbys stupidity works around that. I bet
if CPU Kirbys friend jumped off a bridge, CPU Kirby would jump off too. Why,
CPU Kirby is so stupid, he got fired from the M&M Factory for throwing out
all the W's. CPU Kirby is so stupid, he got hit by a parked car. Why, CPU
Kirby is so stupid, he tripped over a cordless phone. CPU Kirby is so stupid,
he thought Taco Bell was a Phone Company. CPU Kirby is so s.. ok onto more 
important things. CPU Kirby is an easy task, just keep using moves and you
should be fine.

Human- A human Kirby player isnt nearly as stupid as the CPU Kirby, who is 
so stupid he sold his car for gasoline money. Human players will usually
try to suck you up to gain your awesome flamethrowing ability, again try
to find a way to go around that, Bowser bomb him or something. Fire Breath
him and Use smashes to get rid of this obstacle. But remember though Human
Kirbys are much smarter than CPU Kirbys, who are so stupid they steal free
bread.


****Link-

CPU- CPU Link likes to use his Hookshot after 2 attacks, so watch out for
that. But most of the time it doesnt hit because he has bad aim. Flame him 
and when hes coming near you use the Whirling Fortress, and Koopa Claw him
a few times and he should be done and over with. They also like to shoot 
totally uncharged arrows that can do a whopping 2% damage.(Sarcasm for the
stupid people, like CPU Kirbys, who are so stupid they took spoons to the
SuperBowl) Update: Link REALLY likes that hookshot, when he uses it and misses
hit him with a Bowser Bomb or a whirling fortress, since it takes him like 3
seconds to recover from it missing. Also he can be challenging at times, using
lots of his Up B moves and Boomerang and such, just be cautious.

Human- Link can be quite challenging, seeing as how Link has a giant
array of items and moves to hit his enemys with. They do tend though to
enjoy pelting their enemys with bombs, so try to jump over them or if you can
try avoiding them while pulling little attacks like a punch or two. Watch out
for the arrows and the boomerang, they can damage you a bit. (BTW, i just got 
back from taking the "Pepsi Challenge" and saw 2 CPU Kirbys there. Both of 
them are so stupid they chose Jif.)


*****Luigi-

CPU- CPU Luigis favorite attacks are his 1-2-3 butt combo and his fireballs.
He also refuses to use his Up B attack at all, he will always use the dorky
Green Missile to get back on the stage. CPU Luigi is one of the Harder CPUs,
believe it or not, but when you learn him he wont be that hard. Also watch
out for the misfired Green Missile, if you can dodge it he'll usually go
flying off the stage.

Human- Watch out for Luigis Green Missile. Theres a 12% chance it catches on
fire and luigi goes flying at you at a high speed and then you fall and die.
Most of the time the Human Luigi will make the mistake of missing that 
exploding green missile and actually flying off the stage. Its hilarious.
Just use normal tactics and attacks here.


***Mario-

CPU- Like always, Mario is your average player. However, CPU Mario likes to
use the retarded cape attack alot, so when you see him do that use that time
to hit him with a smash attack. He also has some times where he just stands
there for like half of a second. Use that time to hit him with a smash attack.
He also uses his totally little damaging Fireballs alot too. He also likes 
doing that little 1-2-3 kick combo he has and intercepts alot. Just make sure
to evade most of his attacks and smash him around a bit and youll be ok.

Human- I rarely ever see mario use his fireballs unless their opponent
is far away. So get far away from them, when they shoot them, make sure you
are facing mario and hit Down+B to bowser bomb them because they usually move
around alot. Just hit him with a few Koopa Klaws and Whirling Fortresses here
and there and you can take him out. His Up+B is used alot too, try to avoid
that and if he does it do a Bowser Bomb.


****Marth-

CPU- A CPU Marth can be tough if you dont know what you are doing, but
easy if you do. Marth leaves himself open for some attacks sometimes, so
use that time to do a Fire Breath + Whirling Fortress or the Bowser
Headbutt. I found myself beating Marth pretty easy but sometimes he can
get some good hits on you, so watch out. I noticed that he likes to use little
tiny sword swipes to make you angry.  Fire breath him to make him stop, then
continue on with your normal stategy.

Human- I use Marths counter after every 2 moves I use. The thing is that when
Marth misses his counter, it takes him like 1 1/2 seconds to recover, just 
make sure you hit him after he stops flashing so he doesnt counter your 
attack. Hes fast so again hes hard to defeat, but missing counter is a very
bad thing for Marth users. Most of Marths attacks are weak, so they dont pose
too much of a threat.


*Mewtwo-

CPU- CPU Mewtwo isnt really that hard and can be quite dumb at times (but not
nearly as dumb as CPU Kirbys, who are so stupid, they get locked in a grocery
store and starved). He likes shooting uncharged shadow balls which are really
weak and slow, so just jump over them and laugh, then start hitting him with
Whirling Fortress and Smash A. He likes to throw you alot too. Just try 
to avoid that as much as possible. I like throwing items at him too. If you
can, fire breath him and then when hes coming towards you use the Whirling
Fortress for some damage. Update: CPU Mewtwo suicides alot, so if you can
knock him off he'll usually try to get back on, then he uses a stupid attack
and dies.

Human- Most people i know that use Mewtwo like to use his Disable attack.
(atleast i think thats whats its called.. the one where he freezes you for
like 2 seconds.) Try to dodge that move as much as possible, for it is one
of the better moves out there. If you get froze, they will usually start 
charging up a shadow ball, then when you snap out of it, theyll try it
again, charge up again and maybe all the way this time and bam you are out.
So try using some of Bowsers faster moves like Whirling Fortresses and Upside
Down Whirling Fortresses. You have to watch out for these guys. They are not
stupid.(Unlike CPU Kirbys, who are so stupid they sit on the TV and watch
the couch.)


***Mr. Game and Watch

CPU- A CPU Mr. Game and Watch isnt that hard, but he can be really really
annoying. He really usually use that bug spray attack thing, and do the 
football dash attack alot too. This can do some major damage to you. But 
theres a good part. Mr. Game and Watch is light, so if he has a bit of damage
and you manage to hit him with a Smash attack hes a goner. Also if you find
a ray gun or superscope, dont use it, he'll put it in his bucket most of the
time.

Human- Dangerous. Very dangerous. If someone is very skilled with Mr. Game
and Watch, be very very careful. Usually they will go for the Judgement
Hammer, which if the number is 9, will instantly KO his opponent. The thing
is the Judgement hammer takes a split second to hit, so use that time to 
jump and start a fire breath. Also try avoiding the bug pump attack. That can
damage you quite a bit. I like using Bowsers Snack Time attack then a whirling
fortress on him to take care of him, then smash him somehow. Dont worry,
after a while youll get the hang of him. Also, watch out for his Scuba Helmet
smash and his Match smash, they are devestating.


***Ness

CPU- CPU Ness is retarded (almost nearly as retarded as CPU Kirbys, who are
so stupid, they watch "The Three Stooges" and take notes). They will always
use that annoying PK Fire attack on you. When you hear that.. psychic..
noise.. jump jump over him and flame him and whirling fortress him. Hit him
with moves and knock him off. He will also save you from falling off. If he
knocks you off and you try to get back on, he will PK Thunder you so you can 
3rd jump again. Also, when he knocks you in his air, he will always use (but
miss) PK Flash (or as a call it, pk cross, i swear it sounds more like "PK
Cross!" than "PK Flash"! god, even a CPU Kirby who has swallowed ness says
it better.) He also tends to use his GUTSY bat. Why? I dont know. Hes a CPU.

Human- Watch out, these are the Smart Nesses. Unlike their counterparts, 
instead of saving you from falling off the stage, they will ruin it
by PK Flashing you instead. They also like to combo PK Fire alot and then
use the GUTSY bat. Just use the fire breath whirling fortress technique,
these guys can be pretty challenging. Hit them with your moves and make sure
to watch out for PK Fire.


****Peach

CPU- Hey look everyone, its pear! I mean, peach. CPU Peach is both smart and 
stupid, in that she always, and i mean ALWAYS, gets vegetables and throws them
at you. This can sometimes though do damage to you greatly if you are too 
slow. CPU Peach doesnt know how to float, so thats a good thing. Sometimes CPU
Peach will use her Up+Umbrella, and just float there, allowing you to charge
up your Bowser Headbutt and knock her off into heck.

Human- A very challenging opponent if used right. You have no choice but to
knock her off the screen, seeing as how she can float across the whole stage
of Hyrule Temple. But shes light though, so a few fire breaths and whirling
fortresses and smash attacks will do her in. Watch out of the umbrella and
dont be distracted by her obscene high kick attack.


***Pichu

CPU- Being the lightest character in the game, pichu will fall off to almost
any smash attack. Ok that was a lie, but usually he will. The cpu likes to
use that thunder shock thing. Also, when it knocks you up in the air, move
away from it, because if it uses thunder, your a goner. Its really easy just
to use your normal attacks and throw it and smash it and bash it and kill it
and eat it and cook it and it makes really good grape jelly if you put it
on bread.

Human- Dude, it damages itself, its skull bash is never going to hit you 
fully charged unless, of course, you are a CPU Kirby, who are so stupid when
they jump out the window they go up. But watch out anyways, people like to
hit you upwards and thunder you like 3 times. Just fire breath them and smash
them. Heck, just smash them. You can whirling fortress them too.


*Pikachu

CPU- Pikachu is the fat, overweight version of Pichu. This is what happens
when Pichu eats lots of food and starts sitting on the couch all day watching
TV. He evolves into Pikachu. Anyways, CPU Pikachu leaves himselfs open for
smash attacks alot, so use that time to hit him out of the stage. He also 
tends to use that stupid headbutt alot and a uncharged skull bash. He sucks,
basically.

Human- Now a human pikachu usually doesnt suck. They like to smash you upwards
and thunder you all the way to the moon. Pikachu is stronger than Pichu, so
itll do a better job at that. Just keep throwing him and intercept him off the
screen and fire breath and whirling fortress. 


****Roy

CPU- CPU Roy is another one of those more challenging CPU's. He'll start 
getting all fast on you and stuff. Sometimes he leaves himself open for a
bowser bomb or 2. Just try to avoid most of his attacks and use a few basic
moves like a punch or intercept. Then try to fit in a smash attack and 
intercept him. When he swings, thats when you know when to hit down+B.
this has nothing to do with beating Roy, but when you hit him, he HONKS!!
BAH HAHAHAHAHAHAHAHAHAHA!!

Human- A Human roy can be very dangerous if used right. Watch out for roys
retarded Up+B attack because they use that alot. Also watch out for his 
counter, that can knock you pretty good. Just use whirling fortresses and
throws off edges with interceptions, youll make it through most of the
time.


***Samus

CPU- Basically, CPU Samus has 4 moves, her grabbing beam thingy, her kick, 
her rocket, and her charge gun. Shes like the only CPU that charges her
charging weapon, which can pose a threat if your not careful. One useful
tactic i found is to get a bit away from her, them when she sticks out her
arm to shoot her rocket, immediatly hit down+B and bowser bomb her. I like
to run at her and use the fire breath + whirling fortress technique.

Human- Not many humans use Samus, but those who do are pretty good. They like
to hit you upwards and then screw attack you. To avoid this, just move out
of samus's way when you are knocked upward. She isnt that hard to take out 
if you just use your moves.


*Yoshi

CPU- CPU Yoshi is quite easy. It can easily be defeated just by using the
Bowser Bomb and the Whirling Fortress. Hes just easy. He must hang out
with that CPU Kirby crowd. Also, he has no 3rd jump, but his 2nd is very long.
He also tends to run at you and try to swallow you. Try to avoid that if
you are near an edge because if you are, if he turns you into an egg and
you fall, you are dead. Also, watch out for his ground pound.

Human- Alright, i once heard that there was a tournament one time with like
lots of people and a person that was using Yoshi won. This shows that 3rd
jump or not, if Yoshi is used correctly and mastered, you can get your
tail kicked. There are a few things to avoid when fighting yoshi. Watch out
for his eggs and make sure he doesnt swallow you and you turn into an egg
and fall off the edge. If you do your a goner. Also watch out for that rolling
egg attack he does. If he hits you with it enough it can be a very devestating
attack. I once again prefer the fire breath+whirling fortress technique, just
watch yourself.


**Young Link

CPU- CPU Y.Link likes to use his 1-2-3 sword combo just about all the time. He 
also likes to use his hookshot, when he uses his hookshot, hit down+B to 
bowser bomb him. Then when hes trying his crappy combo, smash him to heck.
Hes not that hard, hes just a faster weaker version of link with Fire
arrows.

Human- He can be a little bit better then Link, seeing as how he is faster
and quicker to attack. Watch out for his Up+B, it can damage you pretty bad,
but if this happens just jump or do a Bowser bomb. If Y.Link trys Up+B and 
misses, Bowser Bomb him. Use the fire breath and whirling fortress technique. 
He shouldnt be too challenging if you know what you are doing.


***Zelda/Shiek

CPU- CPU Zelda/Shiek are both retarded. Zelda will always use Dins Fire, 
which is probably the most easiest move to block in the history of Super
Smash Brothers. I mean come on, all you have to do is see it coming and
press R. She must hang out with those stupid CPU Kirbys, who are so stupid,
they got sent to rehab for being "hooked on phonics". Just Bowser Bomb
her a bunch of times, if she turns into sheik, try the fire breath
and whirling fortress technique. Also, watch out for Shieks Whip, it
can make you very mad sometimes.

Human- Watch out. 2 Characters in one can really beat you, when you get
used to fast and weak, it suddenly can change to slow and strong. Just
try using the Fire Breath and Whirling Fortress, try a few Upside Down
ones, Bowser Bomb, everything. Just make sure that it hits.


=-=-=-=-=-=-=-=-=
8.Level Stategys
=-=-=-=-=-=-=-=-=
This will provide tips on the many things to do with the stages and a few 
stategys with it.


Princess Peachs Castle- This is the one with the giant Bullet Bill on it. Now 
for some idiotic reason, whenever the Bullet Bill is approaching, the CPU will
move to the side of the screen. Smart, huh? No. This is agreat time to take 
Bowsers fire breath into full advantage, then use the Fire Breath Whirling 
Fortress combo. This will make it easy to knock out your opponent.

Kongo Jungle- This is the one is the one with the barrel cannon moving on the 
bottom of the screen. This is a very very useful weapon, it has saved my arse 
on many occasions. Make sure you use it wisely. Also, its easy to knock out 
your opponents on this level, since believe it or not its quite small. Oh 
yeah, avoid that little rock platform thing on the right. I just have really 
bad luck with it..

Great Bay- Ok, i have a funny stategy for this one.

       Main Platform
       -------------

                  B
-------          ----------
Platform
that floats
on water

Look at the B. Thats where Bowser should be at. Sometimes, the computer will 
act stupid. If you stand here and manage to grab your opponent, throw him to 
the left. Sometimes, they will try to jump back towards you, but will fail 
because the Main Platform bounce knocked them real good. You should make sure 
your opponent has an ok amount of damage on him before you do this.
Oh yea, and stay away from the evil turtle.

Yoshi's Story- This is one of your standard 3 platform stages. The only really 
special thing it has is a little cloud moving in a rectangle formation. This 
is good. Heres what you do, jump on the little cloud (be careful). The CPU 
will try to follow, but because of Bowsers size it can barely get on. It will 
try to do moves on you and it will fall off. Very funny.

Fountain of Dreams- If King Dedede were in this game this would be his stage.
 Also if you dont know this music is from Kirby Superstar's Gourmet Race game. 
(Kirby Superstar is a really great game, you should try it.) This is another 
standard 3 platform stage. The only major thing is that the platforms move. I 
dont really have a stategy for this one, so all i can say is break a leg!

Corneria- A very long stage. Its a good training stage too. I have 2 stategys
 for this one, one on the left end of the ship and the other on the right 
lower part. First the left end. When you see the ships laser charging, hit 
your opponent and intercept him into the laser beams. It will almost always be 
an automatic KO. Now the right lower part. If you stay near the wall, then you 
will be fine, because if you get smashed it will absorb some of that hit and
 you can usually survive. Just dont stand on the extreme right, or youll get 
knocked off easily.

Icicle Mountain- Possibly the most hated stage in SSBM history. It will either 
scroll up or down at random speeds whenever it wants. I have one stategy. Stay
 near the top and use either Smash Up A or Smash Down A to knock your opponent 
upwards and they are history.

Rainbow Cruise- 2 stategys. One is if your on the ship go to the top and use 
an attack to send your opponent upwards and kill them, and when you get to the 
platforms use a stategy similar to the Icicle Mountain one. (See Above)

Jungle Japes- I hate this stage. (Or anything relating to DK in that matter.) 
Theres not really any statagical things to do here. However, sometimes the CPU 
will stupidly fall through the cracks. Be cautious of using the Bowser Bomb 
here so you dont fall through the cracks.

Temple- My favorite stage!! Why? Because it has no hazards and theres a way to 
rack up around 400% till you get smashed off. It has to do with the 
underground tunnel that leads into the 2nd underground tunnel. Heres what you 
do, on the top underground tunnel, drag your opponent in and start beating 
each other senseless. It is VERY hard to get killed out of here. Once you get 
your enemy up to a nice amount of damage, take him out and smash him or throw 
an item or a bomb or something. They will be goners.

Yoshis Island- "Why is it called Yoshis Island if its from Super Mario World?"
 Because the 1st stage of Super Mario World was.. (drum roll).. YOSHIS ISLAND!
Anyways, i hate this level. I really hate this level. Its stupidity matches 
that of a CPU Kirbys, who are so stupid they went to a drive in movie to see 
"Closed for the Season". The only good thing about this stage is that it has 
awesome SMB3 remix music. So why do i hate this stage? Virtually any attack 
can make you fall through the center 3 blocks. Avoid using Bowser Bomb here at
 all costs. One thing to do is set your opponent on fire while they are on the 
center 3 blocks then find a way to do an intercept move on them to knock them 
through. 

Green Greens- Watch out for the bombs in this stage, stay away from them. One 
thing to do is to stand on the blocks and let your opponent do a down b move 
on you, and laugh as they fall through. Try to be careful using Fire Breath 
around the blocks, because you dont want to blow up, do you? Also try avoiding 
Bowser Bomb near the blocks as well, you dont want to fall through like the 
other idiots.

Venom- Again i dont have any really good stategys for this level (besides the 
fact that you can hit through the middle wing of the ship on the top, making 
it albe to hit your opponent with a smash attack) except for to stay on the 
bottom wings if your one of those people who like to intercept and hit 
horizontally. However if your the verticle kind of person, stay on top and hit
 them with anything thatll knock them upwards.

Brinstar- I dont like this stage either, it can be both helpful at times and 
very not helpful at others. The lava can save you ALOT sometimes but it does 
alot of damage and sooner or later you will fly off. There are also these 
weird looking things in the right center part of the main platform, you can 
set this on fire and create a small opening to intercept your enemy through. 
Also the CPU in this stage, similar to the Princess Peachs Castle stage, will 
go to the top platform when lava is about to come up. When this happens, throw 
items at them and Whirling Fortress them.

Onett- Heh, i dont like alot of levels. In this level, the 2 main platforms 
will fall (the store shade things) and cars will hit you. The cars are very 
strong. For some odd reason, i found Whirling Fortress to be a really easy 
move to hit your opponent with. I dont know why, its just easier (i guess its 
the 2 main platforms). One stategy i have is to go to the bottom. (Where the 
cars can hit you) Your opponent will start attacking you, most of the time 
they will not see or pay little attention to the !. When the cars about to 
come, jump or even better do a sidestep dodge (R/L+up), most of the time the 
opponent will evade the car, but sometimes it will get hit by one and go 
flying off the stage.

Mute City- One thing- dont go on the racetrack!! Well, you can for one certain
stategy similar to the Onett one. You can jump when the cars come and laugh as 
the enemy gets hit by them, but i still suggest staying on top of things. 
Another thing to do is when the platform is about to come out of the ground, 
go on the raceway and wait for your opponent to do an attack then jump up and
if they up b they will die.

Pokemon Stadium- Uh, i really have no stategys here, except to be careful when
the stage chages form. That can be really annoying. Oh and alot of pokeballs 
come up here, use them.

Kingdom(SMB1 place)- The bottom platform (the long one) can almost sort of 
serve as a roof thing like the Hyrule Temple cave, but not as good because the
blocks break. Also, stay away from the platforms, since Bowser is the heaviest
person in SSBM, he will fall unexpectedly easy and you wont notice sometimes.
Sometimes if you break the platforms and manage to get back on, the cpu will
commit suicide by falling the the little pits they fall in.

---Secret Levels---
Warning: If you do not want to be spoiled, skip this part and go on your merry 
way.


Brinstar Depths- I sort of like this level because its really easy to get the
CPU to commit suicide. There is a little itty bitty platform that helps you do
this. When the stage is in its right position, its on the bottom right part of 
the screen. The CPU will go here when Kraid rotates the level by hitting it.
The CPU will stay here, if you come down, it will try to Up+B you, but fail
and die. Also make sure you notice when Kraid hits the level so you are ready
to start climbing.

Fourside- This stage is really horrible to play Bowser on with, because the
buildings are way too small for him. The center one with 2 little ledges on 
the side are too small and Bowser will fall off them (or hang). There is also 
a UFO which is for some reason slippery.(never played earthbound, dont know) 
However it is a good place for doing some damage and i manage to get smashs in
like all the time on there somehow because the CPU trys to come back at you. 
Oh well, atleast the music is cool.

Big Blue- Another alright stage with good alternate music. I prefer to stay on
the top vehicle (again i dont know what its called, i havent played F-Zero) 
because for some reason it seems easier on there, however, it is cool on the
lower racing cars because the CPU will do some wacky things, and also, if you
can hit your opponent into a platform above from the cars, they will bounce 
off onto the track and most likely die.

Poke Floats- Oh gosh, the CPU has probably an IQ of -3 when they are on this 
level, they NEVER move to another float!! (Well sometimes they do but those
are the lucky ones) so its better to fight on this stage with some friends,
not computers. Intercepting is a must in this place, and so are all the other
normal Bowser fighting tactics. No real stategys. 

Kingdom II(SMB2 place)- There is one stategy thats works really well against
computers here. Every few seconds, a wooden platform will fall. Jump on this 
and the computer will follow hitting you with attacks, as soon as you are 
about to die, jump back up. For some reason the computer is too stupid to 
realize that they can jump back up, or just plain fail doing it (like CPU 
Kirbys taking an IQ test). Birdo will also come out sometimes and shoot eggs.
Hit your opponent towards them when she does this so they can take damage then
you can hit them off like usual.

Battlefield- The REAL standard 3 platform stage. There are no real stategys 
here, break a leg!

Final Destination- An awesome stage, no, it has no hazards. It doesnt have 
anything special about it. But it does have the greatest backround in the 
history of backrounds! It will actually get lighter and darker, its just 
magnificent how well it was put together. This is a GREAT stage to learn how 
to do just about anything on, be it intercepting or item catching, or a 
friendly game of Mr. Saturn baseball. Like Battlefield, there is no real 
stategy for this stage, so once again, break a leg!

Past Stage/Dream Land- I dont know why, but i like this level for some reason.
I think its the music. This is a standard 3 platform stage with only 1 thing,
Whispy Woods will blow wind and try to blow you off the stage. Use this to 
your advantage by hitting your opponent towards the direction Whispy is 
blowing so they will go farther, and if they come back hit em back down.

Past Stage/Yoshis Island- Another standard 3 platform stage, with 2 clouds 
that will disappear when you stand on them too long. Try jumping on one of the
clouds and hopefully the CPU will follow, then when its about to go out hit 
him/her and they will die.

Past Stage/Kongo Jungle- A stage with 2 moving platforms and a barrel cannon.
If you get knocked off, make sure you use the barrel cannon to get back on,
it can save you in times of need most of the time. You know, why did they 
waste good past stage space on Yoshis Island and Kongo Jungle, when they could
be replaced by the way more popular Saffron City or even better Hyrule Castle?
The world will never know..

Flat Zone- Mr Game&Watchs own zone is lots of his own handheld games mixed 
into one. In this stage, tools will fall from the ground and the platforms
will move because of some thing from a Game and Watch game. This is a very
small stage, so use smash attacks alot, and i mean alot, because most of the
time Bowsers smash attacks are strong enough to knock anyone out of this 
stage with one hit.


=-=-=-=-=-=-=-=
9.Classic Mode 
=-=-=-=-=-=-=-=
Designed to get you through hard mode without continuing.

1.Bowser Vs. ???(Random Opponent)
Just Bowser fighting a random opponent.. nothing special. Just kick their 
arse.

2.Bowser and ???(Random teammate) vs. Team ???(2 random opponents)
Ok i think this is how it goes. If you are playing Very Easy, your partner
will be on a Very Hard type difficulty. If your playing Very Hard, your 
partner will be on a very easy difficulty. So if your playing Easy, your
partner is hard, on hard, your partner is easy, and on normal everyone is
normal. Since this is supposed to get you through HARD, your partner will be
easy. While one of the CPUs is attacking your partner, Smash them, and the 
other one. The Bowser Headbutt and Whirling Fortress worked good for me.

3.Break the Targets
(See section 11, Break The Targets)

4.Bowser Vs. ???(Random Opponent)
Again Bowser fighting some random opponent.

5.Bowser, ???, and ???(2 random teammates) vs. Giant ???(random Giant opponent)
Again the same formula as the B&? vs ?&?. On Hard, the giant will usually go
after you. Keep using Whirling Fortress, then smash attack them. Not too hard,
but can be difficult sometimes.

6.Snag The Trophys
Snag trophys. Pretty self-explanitory. Use Bowsers Up+A.

7.Bowser vs. ???(Random Opponent)
....

8.Bowser vs. Team ???(10 Random Opponents)
On hard mode, this is usually where i first lose a life. Keep using Smash 
attacks, because usually Whirling Fortress just wont do on hard mode. Its
usually harder against team Luigi for some reason. Break a leg.

9.Race to the Finish
<erase erase> You know what, forget what i said. Take the bottom path. It will
get you there alot faster and its not too hard if you jump right.

10.Bowser vs Metal ???(random opponent)
On hard mode, i usually lose 1 or 2 lives here. Keep using Whirling Fortress
and try to throw them off when they get enough damage. Use smash attacks if
they have about 200% and they still wont fall off.

11.Bowser vs Master Hand (and maybe Crazy Hand)
Master Hand is easy cheese. Just use Whirling Fortress on him. When hes about
to shoot you, use your shield. Lasers? Psh. Just go to the other direction or
just keep using Whirling Fortress. If you are playing Normal or harder, after
Master Hand is half way damaged, and you have not continued, Crazy Hand will
appear. He has pretty much the same moves as Master Hand except he has 2 
different ones. One he goes crazy and has some sort of spasm type thing and
the other one he drops bombs. They also have some teamwork moves. Watch out
for the one where they put sleep powder on you and clap their hands. Also,
if one of the hands grabs you, hit buttons crazily to get out. (If you get
in Crazy Hands grab you will get a Lips Stick effect.) When crazy comes out,
you should kill Master Hand first, then go after Crazy Hand. It can be 
challenging at times, but youll get them easy with Whirling Fortress. Do a few 
Bowser Bombs if you get knocked high, too.


=-=-=-=-=-=-=-=-=
10.Adventure Mode
=-=-=-=-=-=-=-=-=

1.Mushroom Kingdom
Piece of cake here. Make your way through the Goombas and Koopas. Firebreath
the Goombas for a simple KO. Some of the Goombas have trophys when you kill
them, so make sure you kill each one that you see. When you get to the Yoshis, 
use Whirling Fortress to take them out easily. Walk on to the finish. If your
ending time has a 2 on the ones place of the seconds (x:x2:xx) then you will
fight Peach and Luigi, if not, you will fight the normal Peach and Mario.

Peach and Mario/Luigi
Just keep using Whirling Fortress and the Bowser Bomb. Also, try to stay away
from them when they are together, they can start comboing you crazy. They 
arent too hard if you know what your doing.


2.Kongo Jungle

2 Small DKs- This is a joke, use your Bowser Headbutt(Smash A) on them twice.
Its over for them.

Giant DK-Another joke. Just smash attack him. He usually commits suicide 3/4
of the time anyways.


3.Underground Maze
Ok heres what you do. First drop down, just straight down. Is there a sword?
If not, get the triforce to complete the level. If there is, jump back up. 
(BTW, a combo whirling fortress takes out the redeads easily.) Go to the 
farther right platform. Jump onto the ledge in the middle, then jump to the 
platform on the left, then down the stairs. Is there a sword there? If not, 
pick up the triforce to leave the level, if there is, then go back onto the
tall ledge. Now jump on the platform to the right, into the cave to the right.
Sword? If not, take the triforce to leave the level. If there is, get ready
to fight link. Walk towards it. Take him out. Go onward, take out the redeads
with fire breath. Sword? If not, take the triforce, if so, fight Link again.
Go onward down the pit. Sword? If not, take the triforce, if so, fight link.
Go on to the next sword/triforce.Go onward down the pit. Sword? If not, take 
the triforce, if so, fight link. Go on to the next sword/triforce. If you make 
it this far its most likely the triforce.

Zelda/Shiek- Fight Zelda/Shiek. Take her out. Not too hard, Shiek can be cheap
somtimes though.


4.Brinstar

Samus- Watch out for that retarded extendo grabbing beam thing. Just keep 
using the Whirling Fortress and smash attacks and youll get her.

Warning!- Jump to the top of the level. I recommend not to use the 3rd jump
until you need it.

A cool cutscene of the earth exploding.


5.Green Greens

Kirby- Just take him out using your normal Bowser fighting skills. One stupid
thing CPU Kirby does is stone the star blocks and fall off the stage. When he 
turns into stone, charge up a smash attack and as soon as he changes back WAM 
hes gone.

15 Kirbys- A joke. Keep using whirling fortress.

Giant Kirby(sometimes)- Pretty tough but easy. When he turns into stone, 
start charging up a smash attack, when he turns back youll hit him fully 
charged.
Update: You fight Giant Kirby if you manage to beat the 15 kirbys in less
than half a minute.


6.Corneria

Fox- Take him out with smashes and fire breath.

Fox Again/Falco- Fox again/Falco, except this time, theres tons of arwings 
shooting at you and fox/falco. Thats a good thing. Why? It lets Fox get hit 
while you charge up a smash and hit him off the stage.


7.Pokemon Stadium

12 Pokemon- Haha. Start picking up and chucking pokeballs at them and they
are goners.
This one can be quite hard sometimes when you are on hard or very hard mode. 
Just keep using the pokeballs and you should make it through.


8.F-Zero Grand Prix
Ok. First run(or whatever the heck Bowser is doing when hes dashing) as fast
as you can. When you get to the third platform, jump on it. When the cars go
by, run off again. This time jump on the 2nd platform. Run as fast as you can
again, this time landing on the 2nd (pink) platform. Dont worry, the cars cant 
hit you on that platform. Let them go by, then jump on the little platform and 
up back on the race track, and run to the finish.

Captain Falcon- You might have to get him up a bit on damage till you smash 
his stupid self off the stage.


9.Onett

3 Nesses- You fight 3 easy Nesses. Just smash them to their deaths. Mr. 
Saturns crowd the area.


10.Icicle Mountain
This one can be difficult. Just keep jumping, The stage will start scrolling
faster after about 20 seconds. When you get to the ice climbers, just smash
them to take them out. Simple.


11.Battlefield

Wireframes- Keep using Whirling Fortress. Shouldnt be too hard.

Metal Mario Bros- This can be hard. Just keep using Whirling Fortess combo
on them and then smash them out of there.

12.Final Destination

Bowser- Get him up to 150%, knock him far, and when hes coming back, charge
up a smash attack, then hit him.

Giga Bowser- Wow. This guy is really, really strong. One uncharged smash 
attack from him will most likely knock you off. It takes about 300% damage
to knock him off. To do this, whirling fortress him, when you are coming back
down, he will most likely go for the Giga Bomb, so roll out of the way so he
doesnt hit you. Most of his attacks are elemental (i think his whirling 
fortress is Ice and his Giga Headbutt is Fire). The main things you need to
watch out for in this battle is the Giga Bomb, he uses it alot, so when you 
see him going for it, roll out of the way. When you get him up to enough 
damage use the Bowser Headbutt (smash A). For those who want to know, to get
to Giga Bowser you have to beat adventure on Normal or harder in under 18
minutes.


=-=-=-=-=-=-=-=-=
11.All-Star Mode
=-=-=-=-=-=-=-=-=
Well, all i can really say is, if your fighting 1 person, use a normal 
fighting tactic, make sure you dont take too much damage. I dont usually take 
any of the 3 hearts until i get about 80%. When fighting 2, use whirling 
fortress alot along with fire breath and seperate the 2. When fighting 3, the 
fire breath whirling fortress combo is great, and also just smash attacks. 
The All-Star Pattern is 4 1v1, 4 1v2, and 4 1v3, then 25 Mr. Game and Watchs. 
The G&W's are not hard, just keep using whirling fortress.


=-=-=-=-=-=-=-=-=-=-=
12.Break The Targets
=-=-=-=-=-=-=-=-=-=-=
My best time:21.60
Nothing too hard or complicated to this BtT..

1.Turn left and punch the first one
2.Jump to the right and hit the 2nd one, fall onto the platform with the 
flipper.
3.Hit the target by the flipper.
4.Let the flipper go up, then jump up and whirling fortress the 4th one. Keep 
goin to the left till you land on the fall-through platform and fall through 
it.
5.When your right below it, whirling fortress it. Land on the platform with 
the target.
6.Swat at it. Go to your right.
7.Whirling Fortress this one. Jump up till you see the next target.
8.Whirling Fortress it, land on the platform.
9.Punch this one.
10.Jump from this platform underneath the one next to in and whirling fortress 
it.

Best Times (Send me your times at Thagreaty2j@aol.com)
1.)16.48-Me!
2.)21.77-Syotee
3.)---------
4.)---------
5.)---------


=-=-=-=-=-=-=-=-=-=
13.Home Run Contest
=-=-=-=-=-=-=-=-=-=
My Distance=1364.7

From Mario 64 Master:
------------------------------------------------------------------------------
This is how I got 1596:

1.Grab the bat.
2.Double jump over the bag and smash throw the bat straight up.
When you are coming down into the bag but still in the air, do an Up B. It 
will suck the bag up for 30% damage and the bat will hit it for another 20% or 
so.
3.Pick up the bat and do it again.
4.When you and the bag land, do an Up B on the ground.
5.When the bag comes down, be on the right side of it and do a left A 
(not running or smash). It will bounce off the back wall and come back to 
the platform. As it's going there, pick up the bat. Facing left, when it 
comes back, swing the bat while the bag is coming over you. If you hit it 
when it's above you and not in front of you, the bat won't make the ping 
noise and the bag will go much further.

------------------------------------------------------------------------------
This takes lots of almost perfect timing, skill, and patience to do. Also, I
noticed on step 4, timing is very, very crucial. If you time it wrong, the
bag will go flying. Thanks Mario 64 Master for this great technique!

Best Distances (Send me your distance at Thagreaty2j@aol.com)
1.)1596-Mario 64 Master
2.)1364.7-Me!
3.)1214.5-Syotee
4.)1112.9-XGiga BowserX
5.)---------


=-=-=-=-=-=-=-=-=-=
14.Multi-Man Melee
=-=-=-=-=-=-=-=-=-=
10 Man Melee- Oh please. If you really need help with this, you should jump
off a cliff. Just use Whirling Fortress.

100 Man Melee- Its 10 Man Melee, except 10 times more difficult! Yet another
simple one. Keep using Whirling Fortress.

3 Minute Melee- Now it starts getting tough. For this one, use whirling 
fortress again, and if you get low on health, start jumping over the enemys
heads.

15 Minute Melee- This one is really, really, REALLY hard. For this one, I 
recommend staying airborn as long as you can, and if you have to use the
bowser bomb on them to make them go away. Use Whirling Fortress to take them
out if you want to do it the non-chicken way.

Endless Melee- I heard if you beat Endless Melee you get a secret level. 
(Note: Sarcasm for the stupid people)

Cruel Melee- We all hate cruel melee. Why? Because its cruel. The best tactic
i found on this one is to keep using Bowser Bomb, and eventually they will
fly off the screen.
My Score=7 KOs.

Best Scores (Send me your scores at Thagreaty2j@aol.com)
1.)20-RavensFlux
2.)7-Me!
3.)4-Syotee
4.)---------
5.)---------



=-=-=-=-=-=-=-=-=
15.Event Matches
=-=-=-=-=-=-=-=-=
This will help you beat (character selectable) events with Bowser.

Event 3/Bombfest- You shouldnt really have trouble with this one, seeing as
how the enemys kill themselves alot. Just stay away from the electrodes.

Event 4/Dino Wrangling- Get Yoshi to abour 100%, then just throw him off.
You can get his damage up easily by using Whirling Fortress.

Event 6/Kirbys on Parade- CPU Kirbys on Parade. Just use the Koopa Klaw and
they will die in one hit. Dumb CPU Kirbys.

Event 7/Pokemon Battle- This one can really make you mad sometimes. The only
way to damage Pikachu is through pokemon. So every time you see a pokeball,
run to it and throw it staight down. If a good one comes out, it will hit 
Pikachu for a bit then another Pokeball appears while that happens, then more
and more and you just keep throwing them while pikachu dies.

Event 8/Hot Date on Brinstar- You will start out with %102 damage and Samus
will start out with %130. This one is hilariously easy, if you hit her with
a smash attack, charged or not, she dies.

Event 9/Hide 'n' Shiek- Probably one of the most hated events, you can only
kill Zelda when she is Shiek. When Zelda is Zelda, use Fire Breath and comboed
Whirling fortresses alot, then when one changes into Shiek, start using Smash
attacks on her, and you should be able to do it.

Event 10/All Star Match 1- You fight a series of people. Mario shouldnt be
a problem, just use normal fighting tactics against him and he should be gone,
but be careful about using Bowser Bomb on this stage so you dont fall through
the 3 center blocks. After Mario you get sent to Jungle Japes to fight DK,
I found it easy to use Snack Time on him and then smash him. After DK, you are
sent to Yoshis Island to fight Yoshi. Again not a problem, Yoshi is easy, just
use normal fighting tactics. After Yoshi you get sent to Peachs Castle to 
fight, guess who, Peach! Peach is very easy, just get here near the edge and
smash attack her. After Peach you are send to the Cruise Ship to fight Bowser.
(Is it me or is this his main stage? If so thats stupid.) Again i took him
and smashed attack him from the edge. This is not a hard All Star Match.

Event 11/King of the Mountain- Stay alive on Icicle Mountain for a minute. The
only thing bothering use is 2 pesky little Ice Climber duos. Just stay near 
the bottom of the stage and move up. Dont stay too near the bottom though,
incase it starts going really fast and you die. If one of the Ice Climbers 
comes towards you, you can easily take them out with a smash attack.

Event 12/Seconds, Anyone?- Not as hard as it sounds. You both start out with
%100. Smash attack Captain Falcon and he dies.

Event 14/Trophy Tussle 1- You go against 3 random opponents for the Goomba 
Trophy. You can easily take them out with Whirling Fortresses and Fire 
Breaths.

Event 15/Girl Power- You are tiny Bowser against the 3 Normal sized females
of the game. The only one that does anything, like usual, is Samus. Peach 
stands there and does nothing and Zelda will turn into a Shiek a few times.
Samus will try to do her Up+B on you alot. This match can be easily won by 
using using smash A, Bowser Bomb, and Whirling Fortress.

Event 20/All Star Match 2- Your first foe is Samus. I beat her easy using
Snack Time and smash attacks. Watch out for the Lava. Your 2nd enemy is Link
in Great Bay. I beat him easy using the Technique explained on the Level 
Stategys section. (Platform by turtles nose throw.) Now you are send to 
Hyrule Temple to fight Zelda/Shiek. Use normal fighting techniques on her.
Now you are send to Mute City to fight Captain Falcon. This one can be tough.
Get him up to about %100 then smash him off. Use normal fighting tactics. Now
you are send to Corneria to fight Fox. I used Bowser Bomb on him a few times,
then smashed him and he flew away.

Event 21/Ice Breaker- This one sucks. Really. You have to KO the Nanas.(the
pink ones) and only the Nanas. You cant KO the Popos.(The blue ones.) And
to make it worse they are always jumping!! Heres the worst part- You have
one minute to do it!!! Heres how I did it. Grab one of the Ice Climbers, 
if you grab Popo, throw him Up, if you get Nana, throw her to the edge and
smash attack her. Repeat for the other Nana. This one will take you a few
tries, but youll get the hang of it.

Event 22/Super Mario 128- This one is so easy its not funny. The only possible
person that could lose to this event is a CPU Kirby. Just keep using Whirling
Fortress. ANY attack will kill the Marios in one hit, even Flame Breath.

Event 23/Slippy's Invention- This one can be a challenge if you dont look
close enough. Trust me, you can see them. Use Fire Breath and when they get
about %60 damage, smash them off.

Event 24/The Yoshi Herd- Whirling Fortress them, Koopa Klaw them, throw them,
eat them, whatever you want. Another easy battle. Watch out for the 3 blocks
in the middle. The 30th Yoshi is a giant Yoshi that can be knocked off easily
with a smash attack.

Event 25/Gargantuans- Bowsers own event. You get to fight Giant Donkey Kong.
You are Giant Bowser. Also, there is a tiny Mario and a tiny Peach which can
be easily knocked off in one hit (i heard someone say they were just there to
look like civilians.) I stood on the moving platform (that you start on) 
and waited for DK, when he came, i threw him to the left and smashed him, when
he came back on, i did it again until he died.

Event 26/Trophy Tussle 2- This one can be pretty hard. Use Fire Breath and
Whirling Fortress alot, along with Smash Attacks to know them off. Just keep
on keeping on. Bowser Bomb works wonders.

Event 28/Puffballs Unite!- You get to fight 14 stupid CPU Kirbys in this 
battle. But they arent just CPU Kirbys. They each have their own power..
...oh well they are still CPU Kirbys. Use Smash Attacks on this one, whirling
fortress wont work all the time.

Event 30/All Star Match 3- Your first opponent is CPU Kirby. When he turns 
into stone, and doesnt suicide, charge up a smash A on him and when he turns
back youll hit him and he'll die. Now you go to Pokemon Stadium to fight
Pikachu. He can be tough in this one. Use smash attacks and intercepts and
you should make it through. Now you are sent to Onett to fight Ness. Stand
on the bottom and let cars hit him by jumping or sidestepping when they come
by, then smash him away. Now you are sent to the evil Icicle Mountain to fight
the Ice Climbers. This is so not hard. Damage them a bit them smash them off.
Not as hard as the other events.

Event 31/Mario Bros. Madness- There are lots of speculations about this event.
Some people say that it is won by getting more Bonuses, because sometimes when
someone is sure they got more KOs they get failure. I got it using KOs though.
Just use firebreath and smash attacks, this one can be hard. Try to get them
to suicide by standing on the platform and letting them follow, then when
it falls, jump back up, and sometimes they cant make it.

Event 37/Legendary Pokemon- Even though I no longer like Pokemon ever since
Pokemon Gold/Silver came out, this, for some reason, is my FAVORITE event.
It is just so fun to see all the legendary pokemon and the annoying little
Jigglypuff scream "Jiggily!!" as its knocked off the screen. Also, by beating
this event, you get challenged by Pikachu. I also think its easiest to see
Mew in this event, because i dont have everything (score display) and I once
saw him twice in a row! Anyways, heres how to win: GET THE FIRST POKEBALL!!
Dont get the 2nd, or the 3rd, because if Jigglypuff gets the 1st pokeball
you are screwed, unless its a Wobuffet(the only non legendary pokemon in this
event). Legendary Pokemons attacks are long, so while they are getting 
attacked, more pokeballs fall for you to throw! This can be a very easy event
if you keep getting the pokeballs, also, the wireframes dont pick up 
pokeballs, so once Jigglypuff is dead, all the Pokemon are yours!! Simple.

Event 38/Super Mario Bros. 2- If you havent noticed yet, the events get
progressively harder as you go. This one is hard. Why? Because its 3 on 
one!! You have to fight Mario, Luigi, and Peach all at the same time. You
can get their damage up by using lots of Fire Breaths and Bowser Bombs,
then sneak in a smash attack to knock them off. Break a leg.

Event 40/All Star Match 4- Your first opponent is Marth. I managed to get
some long Fire Breaths on him, then smash him off. Not too hard, but watch
out for his stupid sword. After that you are sent to Mushroom Kingdom II to
fight Luigi. Once again get some long Fire Breaths going on him and smash him
off. He can put up a fight. Next you are sent to Poke Floats to fight 
Jigglypuff. Bowser Bomb him and smash him off. Hes not as hard as Luigi or
Marth. If he comes back smash him again. Now you are sent to Final Destination
to fight Mewtwo. Cant say much here, just use normal fighting tactics like
the fire breath whirling fortress combo and smash attacks. When Mewtwo dies
you are sent to Flat Zone to fight Mr. Game and Watch. This one isnt too hard
if you hit him a few times then smash him, seeing as how this is the smallest
level and Mr. G&W is very light. A decent All Star Match.

Event 44/Mewtwo Strikes- Dont fight Zelda. Just dont. Wait for Mewtwo to 
appear out of no where, then Smash him a bunch of times and he should die.
Not too hard.

Event 46/Fire Emblem Pride- You can use the cave technique (descrived in level
stategys section) on this one, or, if you want an easy but hard way, go to
the low low low platform (the one the 2nd cave leads to) and jump around, they
will try to Up+B you and sometimes miss, making them fall off. This can be a
very challenging battle because they like to use little sword hits all the 
time as a team. Just fire breath them and whirling fortress and smash and
whatever. Just kill them. Also if your using the platform technique be very
careful not to fall off. One time when i was standing on the platform, roy had
just died, then he was walking towards me and he just fell off. No attack or
anything. What an idiot. Also on the platform you can throw one to the right
and when they are coming back smash them off.

Event 47/Trophy Tussle 3- VERY EXTREMELY hard. What i did on this one was use
Bowser Bomb on them multiple times. You will take damage. This is basically
3 against 1 with friendly fire off. This will take many many tries, but 
eventually you will overcome. Also, if Pikachu or Pichu is one of the random
opponents, restart, because their thunder will kill you. Alot.

Event 48/Pikachu and Pichu- Turn on some music or something, turn the volume
down on your TV, no matter how cute you think these guys are, you will get
this sensation to shoot yourself after hearing thousands of "pi"s and "pika"s
like they are constapated or something. This one is another hard one. Try to
get Pikachus damage up a bit, and hit him so he goes very far, but not off
and dies, because he has infinity lives. The pichus only have 1. You have 2.
When you get the chance, smash the Pichus alot, and i mean alot. Youll get
them after about 100 tries and 1000000 Pi's.

Event 49/All Star Match Deluxe- I cant really offer you any advise, seeing
as how they are all Level 9, it will take skill to beat this one. Go out
there and break a leg. Use items and whirling fortress combos as much as
you can and smash them off. Falco will be your toughest. You should have
mastered rolling by now, if you do that he wont be too hard. Break a leg.

Event 50/Final Destination Match- The first hand you should go after is
crazy hand (the left one for those CPU Kirbys out there) because Master
Hand is much easier. Just keep using Whirling Fortress, if one of them grabs
you just start mashing buttons and you should get out. Sometimes Crazy Hand
just stands there for a while and lets you hit him. Also watch out for their
double team attacks, they are deadly. Once Crazy Hand is out of the way
Master Hand shouldnt be too hard if you havent take much damage. The R/L
Button comes in handy on this event.

Event 51/The Showdown- Ive done this one with Bowser a few times. With no l
ives left and like %100 damage. The first person you should go after is Giga
Bowser, Whirling Fortress him alot of times. After you do that whirling
fortress combo him to the opposite end then smash him off. When hes gone,
start using your usual stuff against Mewtwo and Ganondorf. The hardest person
in this battle, in my opionion, is Ganondorf. Hes always last and hurts me
really bad. When you kill them be proud because you are a very good Bowser
user. It gets easy when Giga Bowser is gone..


=-=-=-=-=-=-=-=-=-=
16.Special Melee(s)
=-=-=-=-=-=-=-=-=-=
This will help you on the special melee battles (stamina, tiny, etc.)

Camera Mode- Take pictures. Yay. Make pictures of Bowser roasting Pichu or 
something. Have fun!

Stamina Mode- My favorite mode (although they couldve thrown in some an 
options menu). Fire Breath can win this one easy for you, but make sure you
stay a good distance from the enemys, since you are slow they will tend to
team up on you sometimes and do some good damage. Bowser is powerful so this
one shouldnt be too hard against 1 person. Break a leg.

Super Sudden Death- Bowser pick ups an advantage here being the heaviest 
person in the game, some of the attacks that'll KO someone in one hit wont
work as good against Bowser. Use Whirling Fortress and Koopa Klaws and
Bowser Bombs, throw every item you see at your opponents. Dont use fire 
breath. That will just slow you down and kill you. Throwing may seem to be
a good idea here, but dont, because of your slowness, if you go against a 
skilled player and they dodge it, you just set yourself up for a KO.
Also try avoiding using smash attacks unless you come back from getting KO'd.

Giant Melee- Bowser once again picks up an advantage because of his weight.
But a disadvantage from his size makes him easy to hit in this melee. Try to
use Fire Breath and smash attacks alot seeing as how in the smaller stages the
characters are bunched togeter. Whirling Fortress works too. Use any items you
stumble onto, they will help big in this melee.

Tiny Melee- Bowser.. again.. gets an advantage here this time from his breath.
No not the smell, but no matter what size you are, Bowsers fire breath will
always remain the same size. So that means big flame time!! Use your giant
fire breath in this melee to damage your opponents badly then smash them
away. Hammers are a good item to use in this melee.

Invisible- A fun melee but can really make you mad sometimes. I like to use
Whirling Fortress and Smash A as my main attacks. If you are fighting against
a friend, try to avoid using Fire Breath as that will show where you are. Then
again, doing anything will show where you are. Oh well. Just use it when they
are near, then hit them with what you got. Also, be careful of the edges of
the level and make sure you dont fall off. It happens to me alot.

Fixed Camera Mode- Probably the biggest waste of good special melee mode ive
ever seen. Its a camera that shows the whole level. Hooray. They coulve
put in something more productive like Metal Melee or something. But noooooo.
"Hey guys, lets make a camera that shows the whole level!!" No offense to any
poor sap who actually likes this mode, its just dumb. Just fight and win.
This mode is almost as stupid as a CPU Kirby, who are so stupid it takes them
an hour to make minute made rice.

Single-Button Mode- Both a big advantage and a big disadvantage for Bowser. 
His smash attacks have awesome power, and so do nearly all of his other A
attacks. But, you dont have a triple jump in this mode, and Bowsers jump is
very bad. Just keep hitting your opponents with Smash Attacks and you can
knock a few out. Also, dont forget X/Y jumpers, those buttons are disabled
so you have to use Up on the rotation stick. (I prefer X, though.) Just a
plain Forward A punch will help you alot too.

Lightning Melee- They shouldve made this 2x speed, THEN it would be lightning
fast. Bowsers slowness actually helps in this melee, seeing as now he is a bit
easier to control. Use normal fighting tactics. Dont forget that this is a
faster melee.

Slow Mo Melee- Bowsers slowness is once again a disadvantage. This melee, 
though, can help improve your timing. I just like using the fire breath
whirling fortress combo in this melee. Break a leg.


=-=-=-=-=
17.Items
=-=-=-=-=
This will provide stuff to do with items, what to do with them, and what not
to do with them.

Food- Its food. Try eating food at all costs, even if it does only heal about
3%-7%, it can help sometimes. Keep your enemys away from food. Every damage
point counts. 

Maxim Tomato- Heals 50%. Get the Maxim Tomato whenever you can. It appears
alot more frequently then the heart container. In SSB, it healed 100%. Why
they changed it.. i dont know. I guess because it healed too much. Keep your
enemys away from it when it appears, rush to it whenever you see it, even
if you have full health.

Heart Container- Heals 100%. Not only does it no longer heal all damage, its
very rare. I could get 50 Maxim Tomatos to appear before this thing does. Its
a rip off, but get it anyways. Get it as soon as you see it so your enemy 
doesnt get his/her damage down!

Warp Star- An AWESOME item! When you try to take it, you will get on it, go
flying in the air, and hit your opponent and send them flying! You control
where it goes by holding left or right on the control stick, or no direction
at all. Be warned though that its control is very stiff, so it wont move far.
This item works greatest when going against more than 1 person, since it will
usually send anyone flying if they have a decent amount of damage. Try to
avoid falling off the edge while controlling it, because.. thats bad.

Ray Gun- An item i dont like. It works like Falcos blaster except it sends
further and it does more damage. Its slow though, making you open for a smart
attack. Try not to use this in a melee against more than 1 person, but in a
1 on 1 melee, use it. Throw it when it gets empty.

Super Scope- The SNES utility is much much better (in my opinion) than the Ray
Gun. It shoots laser bullets like a machine gun, allowing you to hit your 
opponent with a steady flow of bullets, or in a melee against a group, you can
charge up the gun while they are fighting and hit them with the fully charged
bullet to send them flying. Throw it when it runs out of ammo. A very useful
item.

Fire Flower- The Melee version of the Fire Flower is crap. Stay away from this
horrible item. Instead of keeping your opponent trapped in flames, like in
SSB, it will send them away, so you can only do like 10 damage at a time.
Stay away from this thing, Fire Breath is alot better. You can, however, use
this on groups of people, but Fire Breath is still better. The only use I 
found for it was picking it up and throwing it at my enemy, or just throwing 
it off the stage.

Lip's Stick- If you hit your enemy with Lip's Stick, it will poison them and
do damage to them slowly, the bigger the flower the more the damage (I think),
If you ever get hit by it, simply just start hitting all directions on the
control stick, and the flower will fall off. This is a very useful item and
i recommend using it followed by Fire Breath. When it runs out of Poison, 
throw it at your enemy.

Star Rod- When you get this item and smash with it, it will shoot 1 star for
Bowser (some characters can actually shoot more, the most being a whopping 4
with Captain Falcon). Use the stars when you first get the rod to do some 
damage from afar, when you run out of stars, smash attack your opponents with
it to send them flying. An OK item, if you get tired of it just throw it
at your enemy. An alright item but there is better.

Beam Sword- Like the star rod except its more powerful and doesnt shoot 
stars. It is shorter than the beam sword in SSB, but it can still be useful.
Use it like you would any other rod type item. Throw it when you get tired
of it.

Home Run Bat- The most powerful item in the game, when smashed it will, 
no matter what (with the exception of a few Hyrule Temple occasions), do a 
1 hit KO. Whenever you see this great item fall from the sky, push everyone
out of your way and run like heck to it. When you get it, start homerunning
people like crazy (Smash A for the newer people). Even some Level 9's and
smart players can get killed by this item. A great item overall, its charge
time has been reduced since SSB, making it better.

Fan- "Oh boy, the fan. How crappy. (Throw off the stage)." This is what you
might think about the Fan since SSB. But it has actually been improved a 
little seeing as how you can do major damage with it. How? Sure it may only
do 1%-2% damage with a normal hit, but if you grab it then start hitting A
like crazy near your enemy, you will combo them for lots of damage. If they
are the type that comes near you and uses a Down B or something, use it like
you would the Fire Breath Whirling Fortress combo and use the Whirling 
Fortress when they get near you. This can be a good item if you know what your
doing with it.

Hammer- In my opinion the 2nd best item next to the Home Run Bat. When you
see this run to it and grab it, then start hitting your opponents like wild.
They will go flying because of the hammers awesome power. A new thing to the
hammer since SSB is now sometimes the head of the hammer falls off, and you
will be walking around just swinging the stick leaving you wide open for 
attacks. If this happens, just start jumping around until it ends. If your
opponent gets the hammer, just jump over them. Its cheap but hey, it works.
If the opponents head comes off the hammer, pick up the head and throw it at
them for lots of damage. 
From SAHMSue-
Hey! Great FAQ. I have a hammer strategy: Use the Bowser Bomb. You go right 
through the hammer and hit them! Bowser rocks! YEA!!!!!!!!!!!!!!!!

Green Shell- The Green Shell is just a throwing item except it hits further
and does more damage. Keep chunking it at your opponents and sometimes they 
will go flying.

Red Shell- With the Red Shell you throw it and it starts homing the person
you threw it at. Try to stay away from it when you throw it, it can send
you really far. A pretty good item overall, just be careful around it. Also
it only stays on the ground.

Flipper- The flipper is the cheap rip off version of the awesome Bumper except
it floats in air instead of sticking to the ground. So if you use this on
a moving stage (Corneria, Big Blue) it will move away with the stage (a nice
little effect). You can throw it at a computer player and they will keep 
running into it like idiots, but most smart normal people will jump over it.

Freezie- The freezie is an awesome item that, when thrown at your opponent,
will turn them into an ice block and leave it like that for a while. I like
to use smash attacks while they are frozen. Dont use Fire Breath, because
that will melt the ice (how realistic). Another thing you can do is knock
your enemy far, and when they are coming back, throw a Freezie at them to 
turn them into a block of ice and watch them fall to their death. Air 
dodging wont help them either because they will just fall because they cant
jump anymore. When you get frozen.. well all i can say is hope your opponent
doesnt do any good attacks on you.

Mr. Saturn- Mr. Saturn will push items off the edge of the stage. Mr. Saturn
is also a good thing and a bad thing because when thrown at someone they will
barely move, but he does like 10%. Throw Mr. Saturn at your opponents many
times then smash them or Koopa Klaw them to make them go flying. This can
be a good item, and at times a bad item.

Pokeball- A very very useful item, like pokemon or not. Throwing one will
make a random pokemon come out of the pokeball, some very useful, and some
not. Since this is a Bowser FAQ im not going to waste my time with thorough
descriptions of each Pokemon, but point out the more important ones. The most
useless Pokemon is Goldeen. There are rumors that Goldeen can do a one hit KO,
but i have not seen this yet, so it is unconfirmed (by me). One useful 
Pokemon is Electrode. Why? Mainly because Bowser can pick up and throw 
electrode, unlike the other characters (besides DK). This is good because 
electrode hits very very far because it has a huge explosion. If you pick it
up, throw it right away because he explodes quickly. You can pick him up by
pressing A by him when he turns black. 

Bob-omb- A very annoying but useful item. Throwing this at an enemy will make
it explode sending them off very far. The bad thing about Bob-ombs is that
if they are left alone for about 10 seconds, they will start moving on their
own, and if you run into it while its walking, it will explode and you will
most likely get sent off the screen. Pick these up whenever you see them so
they dont start walking or your opponent gets one.

Motion Sensor Mine- A sneaky version of the Bob-omb. When you pick it up and
throw it, it attacks to the wall you threw it at, and when someone touches it
they are send flying by an explosion. Try to be really sneaky with this one.
I like to attach it to the ground, then go in another direction and let my
enemy follow and as they are walking towards me getting ready to use Roys
retared Up+B, bam they are sent flying into oblivion. A very good item except
one bad thing- ALWAYS remember where you put it! If no one runs into it after
a while and you forget where you put it you will probably step on it and die.
You can tell where it is because it glows a little green light, noticible in
some stages and hard to see in some. Also if your opponent sets one, Fire 
Breath it to make it explode and get rid of it.

Super Mushroom- An item that has just about no disadvantage except sometimes 
if you get stupid with it youll fall off stages with little cracks (Jungle
Japes). Use smash attacks when you get big to send your opponents flying.

Poison Mushroom- The item that has no advantage! When you get this item, stay
away from everyone else because a very little attack will send you flying.
The difference between a Poison Mushroom and a Super Mushroom is that the
Poison one is purplish red instead of bright red, you can tell the difference
after a while.

Starman- If you get a star man you become invincible, so nothing will hurt
you at all! Take full advantage of this item because it has NO disadvantages!
If your opponent gets one, just start running from them because there is 
nothing you can do about it.

Parasol- A weak version of an unstarred star rod with the except if you jump
with it you can float with it. Its weak so dont expect it to do much damage
or send your opponent flying, i dont recommend this item.

Screw Attack- You can do 2 things with this item. 1 you can keep it and jump
to do a screw attack on your opponents, which is what you should do if
your fighting more than 1 person. 2 you can throw it at your opponent to make
them do a screw attack and do some damage which your should do if your doing
a 1 on 1. I dont really like this item either, but some people like it alot
more than I do.

Metal Box- Both good and bad. Its good because when you get it, you become
much harder to knock off. Bad because when you get it, you fall alot faster
and can fall off easier if you arent quick enough. So get it or not? I'd get
it if you are in a large stage. If you are in the smaller stages, let your
opponent have it, then throw them off and laugh.

Bunny Hood- The Bunny Hood is a very good item because it makes you faster
and you jump about 3x as high as you used too (excluding your third jump).
Get this whenever you can, it can save you from falling off alot. Be careful
with it though so you dont go out of control because of the speed and fall
off. You shouldnt have a problem with that because of Bowsers speed though.
A good item.

Cloaking Device- Makes you turn invisible. Good against a friend but bad
against a computer because they are computers so they can see you. I dont like
this item sometimes because if you dont watch out you can fall off without
noticing. So should you get it or not? Get it in the flat out large stages,
but in the smaller stages watch out for it so you dont go falling off like
I do sometimes.

Barrel Cannon- If you throw it at your opponent, they will go inside the 
cannon and get shot in a direction of their choice. Dont throw this at anyone.
Let them throw it at you.

Party Ball- Like a crate or barrel accept it lets out 4 items, and usually 
they are all the same thing (sometimes it lets out tons of food, or 4 of
any item, or sometimes just various things).

Barrel- Lets out random items.

Crate- Lets out random items. Sometimes the crates will countain Octoroks,
Redeads, Goombas, and Like-Likes, but this is usually rare. They dont do
anything except annoy you. You can knock them off easy.


=-=-=-=
18.FAQ
=-=-=-=

1.Do you believe that theres a way to get Giga Bowser?
Ok here is my honest opionion about this: I think its way too obvious that 
Giga Bowser is in the game. I mean, it says it in sound test. Sure, theres a
message saying you got all the secret characters, big whoopdee doo. But with
all the recent finds lately, like Samuses long through and more importantly
Fox and Falcos secret taunts, i think it is likely. However i don't think it
would be too easy, since ive been trying to find Bowsers "secret taunt" for a
while now along with other people (Ganondorf and Kirby) and have no luck.
I am not saying he is in the game, but its a very little possibility.
You know what, i was thinking, if they put Giga Bowser in the game
some way, form, or fashion, Bowser would pretty much be useless. I guess the
only bad part to him is that hes really easy to hit..

2.Did u no sonic and tales r in tha game!?
SONIC AND TAILS ARENT IN THE GAME!! It was, as I stated, AN APRIL FOOLS JOKE
BY EGM. Lots of people, including me, have tons more then 20 KOs on Cruel
Melee. I have 43 with Jigglypuff. THEY ARENT IN THE GAME!

3.But EGM said..
APRIL FOOLS JOKE!!!

4.But they had pictures of..
APRIL FOOLS JOKE!!!

5.Whats Bowser doing when he is running?
Hes not running, hes sliding with an engine in his shell. If you listen and 
look closely, you can see sparks coming from his shell and hear a motor noise.

6.Why was the Tamagon trophy taken out?
Not a Bowser related question, but the 291st trophy, Tamagon, was taken out
because NOA has a problem with a little dinosaur burning crosses and 
collecting bibles. Or something like that. And no, you cant get Tamagon by
changing the language to Japanese, so dont even try it. (For curios people,
he was a lottery trophy)
=-=-=-=-=-=-=-=
19.Coming Soon
=-=-=-=-=-=-=-=
More strategys (there will always be more strategys)..
And more..

If you have an idea for a new section, send it to me at ThaGreatY2J@aol.com
because i really need one..

=-=-=-=-=-=-=-=-=-=
20.CPU Kirby Jokes
=-=-=-=-=-=-=-=-=-=
This section is dedicated to CPU Kirby jokes.

Fire Link
-CPU Kirbys are so dumb, they buy solar powered flash lights.
-CPU Kirbys are so stupid, they failed recess.
-Tons more spreaded throughout this FAQ.

Keikos Husband
-CPU Kirbys are so dumb they use their Down+B move above surfaces greatly 
sloped toward the end of the stage!

Nic64
-CPU Kirbys are so stupid, they put screen doors on a submarine.
-CPU Kirbys are so stupid, they invented a helicopter ejection seat.
-CPU Kirby is so stupid because it used its inhale move in a room full of 
paint fumes!

PikaNerd
-CPU Kirbys are so stupid, they invented clear paint.
-A counterfeiter was making some fake money when he realized that he made a 
$15 bill. Knowing he'd get caught if he was seen with it, he went to the
grocery store because he knew a CPU Kirby worked there. He walked up to the
checkout line where the CPU Kirby was working and said, "Excuse me, sir, but
do you have change for a fifteen?" And the Kirby said "Sure! Do you want a 
seven and an eight, or five threes?"
-CPU Kirby is so stupid, when it snows he goes outside and squirts Head & 
Shoulders into the sky to help God's dandruff.
-CPU Kirby is so dumb, he sent back his steak because he asked for it rare 
and they gave him a regular steak
-CPU Kirby is so stupid, he hired somebody to write his autobiography.

KujaKiller11
-CPU Kirbys are so stupid, they put air conditioning on motorcycles.

GamecubeGuru
-CPU Kirbys are so stupid, it takes them a week to watch 60 minutes.

Fantusta
-CPU Kirbys are so stupid, they walk into a Roy charging his B move.

T1me2Play
-CPU Kirbys are so stupid they try to put M&Ms in alphabetical order!
-CPU Kirbys are so stupid they took a ruler to bed to see how long they slept.
-CPU Kirbys are so stupid you have to dig for their IQ!
-CPU Kirbys are so stupid they ask you, "What is the number for 911?"
-CPU Kirbys are so stupid they get stabbed in shootouts.
-CPU Kirbys are so stupid they call Dan Quayle for spell check.
-CPU Kirbys are so stupid it takes them a day to cook a 3 minute egg.

Turtleboy00
-CPU Kirbies are so stupid that they'd be flying over and endless abyss, 
think that they were going too high and do what the kid in Willy Wonka did 
by burping and fall to their doom!

Paliosun
-How do you kill a CPU Kirby? Put a Scratch n' Sniff at the bottom of a pool.
-A CPU Kirby got a plane going to California. He paid for coach seats, but 
sat in first class. A stewardess noticed and tried to convince him to go to 
coach, but failed. A second stewardess convinced him successfully. The first 
stewardess asked her "How did you convince him?" and she said "I told him 
first class is going to New York." 

V Faction
-CPU Kirbys are so stupid they mourned when the phone lines went dead.
-CPU Kirbys are so stupid when asked for change they switch their pants and
shirt.

the last crusader
-CPU Kirby is so stupid he filled himself with gas then stuck the ignition key
in his eye.
-CPU Kirby is so stupid he geats beaten in chess by a mealworm.

zoom882
-CPU Kirby is so stupid he sucked up a wire frame for its special move.

Motrunks
-CPU Kirby is so stupid he sucks other Kirbys that havent already sucked up
a character for their special move.

LeGoLaS0
-CPU Kirby is so stupid he tried to kill a fish by drowning it.
-CPU Kirby is so stupid he tried to kill a bird by throwing it off a cliff.

Quixim
-CPU Kirby is so stupid, he invented Dehydrated water

PatrickSays
-CPU Kirby is so stupid, when he threw a bob-omb at the ground, he 
missed.

miraclematter
-CPU Kirbys are so stupid, they eat and use Electrode's(sp?) attack

Beat Box
-CPU Kirbys are so dumb, they leave at signs saying "airport left".
-CPU Kirbys are so dumb, they couldent find water if they fell out a boat.
-CPU Kirbys are so dumb, they buy money.
-CPU Kirbys are so dumb, they read comics for they're educational value.
-CPU Kirby, Link, and Mario were stranded in a desert. They find a cliff with 
inscriptions that read, "jump off, and say what you wish to land in." Mario 
jumps off and says, "gold!" and lands in a pile of gold. Link says, "silver" 
and lands in a pile of silver. Kirby trips on a rock on his way off the 
cliff,and says,"SH**!!"
-CPU Kirbys are so dumb, they go to deserts and look for sand.
-CPU Kirby, Mario, and Link are deserted in a desert.they find a lamp, rub it,
and a genie pops up and says, "each of you have one wish. Mario says, "i wanna
go to italy" and he pops up there. Link says, "i wanna go back to hyrule"
and he pops up there. CPU Kirby says, "I wish they were here."

cRiSpYkRiSpZ
-CPU Kirby's are so stupid, they die trying to boil water in a toaster.
-A CPU Kriby walks into a Target and goes to the clerk and says "Can I buy 
this TV?" and the clerk goes "Sorry, we don't sell to moron Kirby's like you."
 So the Kirby comes back the next day with a PoPo costume on, and asks "Can I 
buy this TV" and the clerk goes "Sorry we don't sell to moron Kirby's". The 
next day, the CPU Kirby gets a blow-up Link doll and gets inside and goes 
"Can I buy this TV" and the clerk goes "I TOLD YOU! WE DON'T SELL TO YOUR 
KIND!!!" and the Kirby goes "How in God's name did you know it was me?" and 
the clerk goes "Because you've been bringing that microwave up to me for the 
past 3 days!"

-Three CPU's are working on a construction site 100's of stories up. They are 
sitting on a girder and the first CPU, Link, opens his lunch up. "ARGH! Ham 
and cheese sandwich! I hate ham and cheese! If I get ham and cheese one more 
time, I'm going to jump off this building!" So the next CPU, Roy, opens his 
lunch. "Calamari pizza? If i get Calamari Pizza one more time, I'm jumping off
 with Link! I HATE calamari pizza!" Then the last CPU, Kirby, opens his lunch
 and goes "Lunchables! I hate Lunchables. If I get it once more, I'm going 
down with the rest of you."
The next day, Link opens his lunch and finds ham and cheese. He jumps to his 
death. Roy opens his brown bag to find calamari pizza. He follows Link's 
example and dies.
Kirby opens Lunchables and kills himself also.
At the funeral processions, Zelda says "ARGH!! If only Link had told me he 
doesn't like Ham and cheese! I would have packed him something else!"
Then Marth, Roy's boyfriend who is living with him, goes "He must have been 
lying when he said he loved that calamari pizza! WAHHHHH!!!"
Then some guy from Kirby video games who Kirby lives with goes, "Don't look 
at me. He packs his own lunch."

Tapion013
-Dr. Mario, Luigi, and a CPU Kirby were all arrested, and these criminal 
masterminds were devising a plan to breakout ever since. After the third day 
they finally blow out the back wall and out into the valley.
Dr. Mario: Hey, look, a three a sacs that a we can a hide in. Let's a GO!
Luigi: good a idea
CPU Kirby: HiiIIIiii!!!!
after they finally got in, the three guards that have been chasing them up to 
the valley reach the bags.
Guard 1: do you know what's in here
Guard 2: you got me
Guard 3: let's take a look
So the gaurds go up to the bags and kick the first one, and Dr. Mario goes 
"Meow!" So they go up to the second one with Luigi in it, and they here "WOOF 
WOOF" then they go up to the third one with the CPU Kirby in it, and kick it.
and they hear ".......................POTATOES!"

coolasice
-A CPU Kirby finishes a jigsaw puzzle just as Link comes over. Kirby says, 
"Hey, Link! I finished this puzzle in only 6 months! And the box says 2 to 3 
years!" 

starwatcher
-CPU Kirby is so dumb he studied for an blood test
...is dumb he thought he had a twin brother when he looked in the mirror...he 
looked in the mirror and said: "AHHH! He keeps staring at me!"
He's so stupid he was in a staring contest with a volley ball and won...
he's so stupid he thought Jigglypuff was his mother
he's so stupid, when he wanted to commit suicde, he jumped out of the basement
so stupid that he got drunk from water
*******
*During a fight with Link* 
Both are standing at the edge*
CPU Kirby: HIIII! 
Link: LOOK! *poins behind CPU K.* ELVIS! 
CPU K.: Where?! *turns around*
Link: *pushes CPU K. off of edge*
CPU K.: *While falling* IIIIII STTIIIIIILLLLL DOOOOOON'TT SEEEEEEEE HIIIIIIM!
EEEEEEELVVIIIIIISSSS?! *bang*
*****
What's 5 miles long and has the IQ of 0? A parade of CPU K's
How many CPU K's does it take to screw in a lightbulb? 
A #1: Two, one to keep the other from swallowing it.

GeNji KiD-

Note: whenever I say "Kirby," I mean a CPU Kirby. I'll mention if it's a 
smart Kirby or not.
Some of these jokes are rated-R.

Q: What do you call a Kirby with half a brain?
A: Gifted!

Q: How do Kirby's braincells die?
A1: Alone.
A2: Kirby's have braincells?

Q: What do you call a Kirby with 2 brain cells?
A: Pregnant.

Q: How do you brainwash a Kirby?
A: Give it a douche and shake it upside down.

Q: Why do Kirby's wash their hair in the sink? (if they had hair)
A: Because, that's where you're supposed to wash vegetables!

Q: Why is it good to have Kirby as a passenger?
A: You can park in the handicap zone.

Q: How do you make a Kirby's eyes light up?
A: Shine a flashlight in its ear.

Q: How do you get a Kirby's eyes to twinkle?
A: Shine a torch in its ears.

Q: Why should Kirbys not be given coffee breaks?
A: It takes too long to retrain them.

Q1: How can you tell if a Kirby's been using the computer?
A: There's white-out on the screen.
Q2: How can you tell if another Kirby's been using that computer?
A: There's writing on the white-out.

Q: Why don't Kirbys eat Jello?
A: They can't figure out how to get two cups of water into those little 
packages.

Q: Why don't Kirbys eat bananas?
A1: They can't find the zipper.
A2: They can't find the pull tab.

Q: How did the Kirby die ice fishing? 
A: He was run over by the zambonis machine. 

Q: What's a Jigglypuff's mating call?
A: Has that Kirby gone yet?
A2: When is that Kirby b*tch going to leave!?
A3: "All the Kirbys have gone home!"

Q: Why do Kirbys drive BMWs?
A1: Because they can spell it.
A2: Kirbys can drive?

Q: Why do Kirbys like the GST? (GST -- Goods and Services Tax now in effect 
in Canada)
A: Because they can spell it.

Q: Why do Kirbys have TGIF on their shoes?
A: Toes Go In First.

Q: What do you call a Jigglypuff with a Kirby on either side?
A: An interpreter.

Q: What do you call a Kirby between two Jigglypuffs?
A: A mental block.

Q: What is it called when a Kirby blows in another Kirby's ear?
A: Data transfer.

Q: Why do Kirbys have more fun?
A1: Because they don't know any better.
A2: They are easier to keep amused.

Q: How many Kirbys does it take to change a lightbulb?
A1: "What's a lightbulb?"
A2: One. It holds the bulb and the world revolves around him.
A3: Two. One to hold the Diet Pepsi, and one to call, "Daaady!"

Q: Why are there no dumb CPU Jigglypuffs?
A: Peroxide.

Q: Why does NASA hire peroxide Kirbys?
A: They're doing research on black holes.

Q: What do you call 10 Kirbys standing ear to ear?
A: A wind tunnel.

Q: What do you call 15 Kirbys in a circle?
A: A dope ring.

Q: Santa Claus, the Tooth Fairy, a CPU Kirby, and a smart Kirby are walking 
down the street when they spot a $10 bill. Who picks it up?
A1: The CPU Kirby, because there is no such thing as Santa Claus, the tooth 
fairy, or a smart Kirby.
A2: None of them. There is no such thing as Santa Claus, the Tooth Fairy or a 
smart Kirby and the CPU Kirby thought it was a gum wrapper.

Q: Why did the Kirby scale the glass wall?
A: To see what was on the other side.

Q: What do you do when a Kirby throws a hand grenade at you?
A: Pull the pin and throw it back.

Q: If a Kirby and a Jigglypuff are tossed off a building, who hits the ground 
first?
A: Jigglypuff. Kirby has to stop to ask for directions.

Q: What happens when a Kirby gets Alzheimers disease?
A: Its IQ goes up!

Q: What is the difference between a smart Kirby and Bigfoot?
A: Bigfoot has been spotted.

Q: What does a Kirby and a beer bottle have in common?
A: They're both empty from the neck up.

Q: How do you drown a Kirby?
A: Put a mirror at the bottom of the pool.

Q: How many Kirbys does it take to make chocolate-chip cookies?
A1: 10. One to mix the dough and nine to peel the smarties.
A2: Three...one to mix the batter and two to squeeze the rabbit.
A3: Two...one to make batter and one to peel the M&Ms.

Q: What's the Kirby's cheer?
A: "I'm Kirby, I'm Kirby, I'm K.E.R.B.I....ah, oh well..I'm Kirby, I'm Kirby, 
yea yea yea..."

Q: What do you get when you offer a Kirby a penny for its thoughts?
A: Change.

Q: Why does a Kirby only change its baby's diapers every month?
A: Because it says right on it "good for up to 20 pounds."

Q: How did the Kirby try to kill the bird?
A: It threw the bird off a cliff.

Q: How does a Kirby kill a fish?
A: He drowns it.

Q: Why did the Kirby get so excited after she finished its jigsaw puzzle in 
only 6 months?
A: Because on the box it said From 2-4 years.

Q: How does a Kirby high-5?
A: He smacks himself in the forehead.

Q: How do you amuse a Kirby for hours?
A: Write 'Please turn over' on both sides of a piece of paper.

Q: Why do Kirbys always die before help arrives?
A: They always forget the "11" in "9-1-1".

Q: What did the Kirby say when he looked into a box of Cheerios?
A: "Oh look! Donut seeds!"

Q: What did the Kirby name his pet zebra?
A: Spot.

Q: What do you call a fly buzzing inside a Kirby's head?
A: A Space Invader.

Q: What do you see when you look into a Kirby's eyes?
A: The back of his head.

Q: Why do Kirbys drive VW's?
A: Because they can't spell PORSCHE!

Q: How do you make a Kirby laugh on Monday mornings?
A: Tell them a joke on Friday night!

Q1: Why did Nintendo create Pichus?
A: To bring beer from the fridge.
Q2: Why did Nintendo create Kirbys?
A: Because Pichus were too small to bring beer from the fridge.
Q3: Why did Nintendo create Jigglypuffs?
A: Neither could the Kirbys.

Q: How did the Kirby break its leg raking leaves?
A: He fell out of the tree.

Q: Why do Kirbys have see-through lunch box lids?
A1: So they know if it is morning or afternoon.
A2: So that when they're on the train they can tell if they're going to work 
or coming home.

Q: Why are CPU Kirby jokes so short?
A1: So Jigglypuffs can remember them.
A2: Because Kirbys are so SHALLOW a long joke wouldn't fit.
A3: So others can understand them.

Q: What do you call a smart Kirby?
A1: A golden retriever.
A2: A labrador.

Q: Why are Kirbys hurt by people's words?
A: Because people keep hitting them with dictionaries. 

Q: What does a 'quarterback' mean to a Kirby?
A: A refund.

Q: What do you call a Kirby with Jigglypuff's power?
A: Artificial Intelligence.

Q: What do you call a Kirby with Bowser's power?
A: That's not even possible!

Q: What do you do to a Kirby driving down your street?
A: Sit in your yard and point a hair dryer at him to see if they slow down.

Q: What is the last thing a Kirby says at a drive-thru?
A: To go.


Marth and Roy were sitting in a Chinese restaurant.
"Roy," asked Marth, "Are there any Jews in China?"
"I don't know," Roy replied. "Why don't we ask the waiter?"
When the waiter, Kirby, came by, Roy asked him, "Are there any Chinese Jews?"
"I don't know sir, let me ask," Kirby replied, and he went into the
kitchen. He returned in a few minutes and said, "No, sir. No Chinese Jews."
"Are you sure?" Roy asked.
"I will check again, sir," Kirby replied and went back to the kitchen.
While he was still gone, Marth said, "I cannot believe there are no Jews in
China. Our people are scattered everywhere."
When Kirby returned he said, "Sir, no Chinese Jews."
"Are you really sure?" Roy asked again. "I cannot believe there are no
Chinese Jews."
"Sir, I ask everyone," Kirby replied exasperated. "We have Orange
Jews, Prune Jews, Tomato Jews and Grape Jews, but no Chinese Jews! 

Mario, Luigi, and Kirby all work for the same construction company.
At the beginning of the day the boss comes out and says to Mario, "You're
in charge of the cement."
Then he said to Luigi, "You're in charge of the dirt."
Then he said to Kirby, "You're in charge of the supplies."
Then he said, "I'm gonna be back at the end of the day to check on your
work. It better be good or you're fired."
So they all go off to go get their work done.
At the end of the day, the boss comes back to check on their work. He
looks at the big pile of cement and goes, "Good work," to Mario.
Then he looks at the big pile of dirt and says, "Good work," to Luigi.
Then he couldn't find Kirby so he asks, "Where the heck is Kirby??"
All of a sudden, Kirby jumps out from behind the big pile of dirt 
and yells, "SUPPLIES!"

Mario, Luigi, and Kirby are all in the same ESL class. The teacher told
them to make a sentence using the word 'hostess' for homework.
The next day Luigi goes "Oh I have a good sentence. The hostess was very
courteous." And the teacher said "Wow that was really good!"
Mario goes, "Oh I have a better sentence. My mother is a good hostess when
others come over." Then the teacher said, "Wow that was really good!" 
Finally Kirby goes, "I have the best sentence. When my mother answers the
phone, she says hostess?"

There is this good ol' barber in some city in the US. One day Fox goes
to him for a haircut. After the cut, he goes to pay the barber and the
barber replies: "I am sorry, I cannot accept money from you; I am doing a
community service." Fox is happy and leaves the shop. The next morning when
the barber goes to open his shop, there is a thank you card and a dozen
roses waiting at his door.
Falco goes for a haircut and he also goes to pay the barber and the barber
replies: "I am sorry, I cannot accept money from you; I am doing a community
service." The cop is happy and leaves the shop. The next morning when the
barber goes to open his shop, there is a thank you card and a dozen donuts
waiting at his door.
Kirby goes for a haircut and he also goes to pay the barber and barber
replies; "I am sorry, I cannot accept money from you; I am doing a community
service." The next morning when the barber goes to open his shop, guess what
he finds there - a dozen Kirbys waiting for a free haircut...

Time for a trip to Kirby Grammar 101
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use SINIGANG in a sentence.
"You see that boy there, you stay away from him. He SINIGANG!

Use SCHOOLING in a sentence.
*Ring, ring*.....Hello? Who SCHOOLING?

Use UNO, DOSE, TRES in a sentence.
UNO! DOSE TRES are on fire!!!

Use PENIS in a sentence.
I have to PENIS my homework first.

Use CHICKEN NUT BREAD in a sentence.
Stop choking your sister! CHICKEN NUT BREAD! (she cannot breathe)

Use MASTURBATION in a sentence.
In third-world countries where food is scarce, there is MASTURBATION. (mass 
starvation)

Use TENACIOUS in a sentence. 
I went to The Athlete's Foot yesterday to buy a pair of TENACIOUS. 

Use CONTEMPLATE in a sentence.
I went to a party last night. There was so much food pero co-CONTEMPLATE. 
(???)

Use DEDUCT, DEFENSE, DEFEAT, and DETAIL in a sentence.
DEDUCT jumped over DEFENSE but DETAIL landed before DEFEAT.

Use DEPOSIT in a sentence.
I think DEPOSIT is leaking. 

Use PERSUADING in a sentence.
Mario and Peach got married on June 1, 1992. So on June 1, 1993, they are
going to celebrate their PERSUADING anniversary. 

Use DEVASTATION in a sentence.
I wait for the bus at DEVASTATION every morning. 

Use PAMPERS and PAPERS in one sentence.
At the gasoline station, I asked the attendant, "Do I PAMPERS or do I 
PAPERS?" (pump first, pay first)

Use DIFFERENCE and DIFFERENCES in one sentence.
If the royal family has a baby boy, he is called DIFFERENCE; if they have a 
baby girl, she is called DIFFERENCES. 

Use PROTESTANT in a sentence.
Apples, oranges, and other fruits can be bought at the PROTESTANT. (???)

Use ANALYZE and ANATOMY in one sentence.
My ANA-LYZE over the ocean so bring back my ANA-TO-MY. 

Use IRAQ, IRAN and EGYPT in one sentence.
I-RAQ is bigger than a stone; I-RAN is faster than a walk; and E-GYPT is 
smaller than a truck. 

Use INDAY in a sentence.
(In your best Whitney Houston voice): INDAAAAAAAAAAY will always love you...
ooooooo. 

Use DINUGUAN in a sentence.
I tried turning on the TV but no matter how many times I tried, it DINUGUAN. 
(didn't go on)

Use PAUL five times in a sentence.
PAUL, be carePAUL; you might PAUL in the swimming PAUL and make a PAUL of 
yourself. 

Use CUISINE in a sentence.
I hope you studied last night because our teacher might give a surprise 
CUISINE Math.  
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kirby Pick-Up Lines And Jigglypuff Comebacks

K: "Haven't we met before?" 
J: "Perhaps. I'm the receptionist at the VD Clinic." 

K: "Haven't I seen you someplace before?" 
J: "Yeah, that's why I don't go there anymore." 

K: "Is this seat empty?" 
J: "Yes, and this one will be too if you sit down." 

K: "So, wanna go back to my place?" 
J: "Well, I don't know. Will two people fit under a rock?" 

K: "Your place or mine?" 
J: "Both. You go to yours and I'll go to mine." 

K: "I'd like to call you. What's your number?" 
J: "It's in the phone book." 
K: "But I don't know your name." 
J: "That's in the phone book too." 

K: "So, what do you do for a living?" 
J: "I'm a female impersonator." 

K: "Hey baby, what's your sign?" 
J: "Do not Enter." 

K: "How do you like your eggs in the morning?" 
J: "Unfertilized!" 

K: "Hey, come on, we're both here at this bar for the same reason." 
J: "Yeah! Let's go pick up some chics." 

K: "I know how to please a woman." 
J: "Then please leave me alone." 

K: "If I could see you naked, I'd die happy." 
J: "Yeah, but if I see you naked, I'd probably die laughing." 

K: "I want to give myself to you." 
J: "Sorry, I don't acccept cheap gifts." 

K: "Your body is like a temple." 
J: "Sorry, there are no services today." 

K: "I'd go through anything for you." 
J: "Good! Let's start with your bank account." 

K: "I would go to the end of the world for you." 
J: "Yes, but would stay there?"

Fire Link says: Now thats a true CPU Kirby joker!

Perfect Agent-
-CPU Kirby is so stupid, he doesn't even know he's stupid!

-CPU Kirby is so stupid, he fills himself with gas, then sucks up a Bowser and 
does his special move.

-In the middle of winter, CPU Kirby was about to drive Bowser to the airport; 
Bowser needed to fly to Redmond for an SSBM press conference along with 
Ganondorf, Mewtwo, and Giga Bowser. Kirby tries to start up his car, but he 
was stupid and forgot to buy antifreeze, so his fuel is frozen. 
Kirby asks Bowser, "Can I suck you up and use your special move on the 
fuel? I think it's frozen." 

-CPU Kirby is so stupid, he really tries to dig a hole to China at night
because he wants to know what they're eating for breakfast.

venusy2-
-CPU Kirby, Bowser and DK are at a party. Suddenly Peach comes running out, 
"I forgot to hire a chef! I've cooked the food, but I can't cut it!" Mr. 
Moron(CPU Kirby) says "I'll cut it!" and promtly uses Final Cutter. 
The Final cutter heads for Bowser and DK.SLASH! One of Bowser's spikes had 
gone.SHAVE! DK has no fur left."Er,I'm Sorry?" says Mr. Moron.I won't tell 
you what happened next, except Bowser and DK dined on BBQ de CPU Kirby.

RedRapien-
-CPU Kirby is so dumb, he did his taunt on a leaving Ar-Wing
-Once, a CPU Kirby was doing the 15-minute melee, and said," why can't they 
shorten the 15-minute melee to 5 minutes?"

fjmccloud-
-CPU Kirby is so dumb, when he fell off a cliff, he had to stop and ask for 
directions!
-CPU Kirby is so dumb, he tripped over a cordless phone.

CactusMan002
-Why Doesn't CPU Kirby Like Legos? Because they keep forgetting to put the 
glue in the box.


=-=-=-=-=-=
21.Credits
=-=-=-=-=-=

Fire Link- Me! For wasting 8 hours of my time typing all of this..

CJayC- Making GameFAQs, the greatest site for gaming in the world!

Mario 64 Master- Home Run Contest stategy!

CPU Kirbys- For being so stupid!

Nintendo- Making this game!

Bowser- Being Bowser!

XGiga BowserX- Fire breath team stategy!

Dj Link- Bowser combos!

SAHMSue- Hammer stategy!

GeNji KiD- Like 4 billion CPU Kirby Jokes!

WEBSPIDER1408- Jigglypuff human tip.

CPU Kirby Jokers-
------------------
starwatcher
coolasice
Tapion013
cRiSpYkRiSpZ
Beat Box
miraclematter
PatrickSays
Quixim
LeGoLaS0
Motrunks
zoom882
the last crusader
V Faction
Paliosun
Turtleboy00
Time2Play
Fantusta
GamecubeGuru
KujaKiller11
PikaNerd
Nic64
Keikos Husband
Perfect Agent
venusy2
RedRapien
fjmccloud
CactusMan002

[[[[[[]]]]]]
Super Smash Brothers Melee
The Bowser FAQ
Made By Fire Link
Email: Thagreaty2j@aol.com
Version: 4.2
Last Update:5/16/02
Copyright 2002 Fire Link                   <insert lame ASCII art here>
[[[[[[]]]]]]


=-=-=-=-=-=-=-=-=                       Bowser says: Roar!
Table Of Contents
=-=-=-=-=-=-=-=-=

-1.Announcement
0.Version History
1.Introduction
2.Pros
3.Cons
4.Basic Move List
5.In-depth Move List
6.Stategys/Combos
7.Character Stategys
8.Level Stategys
9.Classic Mode
10.Adventure Mode
11.All-Star Mode
12.Break The Targets
13.Home Run Contest
14.Multi-Man Melee
15.Event Matchs
16.Special Melee(s)
17.Items
18.FAQ
19.Coming Soon
20.CPU Kirby Jokes
21.Credits
22.Legal Stuff


=-=-=-=-=-=-=-=-=
0.Version History
=-=-=-=-=-=-=-=-=

Version 4.2- Just added a few things people sent to me, some of them I lost
so you can send them again if you dont see it. Havent updated in like 2 
months.. ill start working again. Removed Announcement

Version 4.0- Added a few minor things. I still need to work on the character 
stategys section some more..

Version 3.7- Added my announcement and updated some stategys. Im redoing
alot of the character stategys because alot of them arent good.

Version 3.5- Dangit. Because of stupid America Online, some of my old emails
that contained high scores and tips were deleted, and i couldnt put them in
the FAQ. If you send me a score/tip thats not on here, please send it again
and ill make sure to put it up ASAP.
Whew. Havent updated in a while. Added tons of CPU Kirby jokes 
from GeNji KiD, fixed a few things here and there, added a Giga Bowser
stategy in the adventures section, and renewed a few stategys. I found out how
to cut off the .33 second start time for fire breath which you can read in 
the indepth move list.

Version 3.0- Updated a few Character stategys, added the CPU Kirby Jokes 
section. (CPU Kirby-mania is spreading)

Version 2.5- Added Special Melee stategys section. Added an Items section.
Added a set of combos from Dj Link.

Version 2.0- Added Event Stategys section.

Version 1.5- Added the Level Stategys section, fixed a few spelling errors 
here and there and more witty CPU Kirby jokes. Added a stategy from XGiga
BowserX

Version 1.0- First version ever! Expect many improvements in the future.

=-=-=-=-=-=-=-=
1.Introduction
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(Note: Im not good at introductions)

Bowser. Bowser, to me, is one of the best characters in this game, and my
favorite (and first) starting character. He is powerful, very powerful. But 
there are a few bad things about Bowser too. No one is perfect. If mastered, 
Bowser can be. He is big and bad and can easily destroy lightweights and put 
up a good fight against the heavier people. Now on to the good things and bad
things about Bowser.

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2.Pros
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*Bowser is EXTREMELY powerful. Very. He can take out anyone if used
correctly

*He has a flame attack, similar to a fire flower. Can use whenever he wants.

*Hes heavy, so it takes a bit of damage to knock him off. (Usually takes me
to get Bowser to %150 to knock him far.)

*He can pick up and throw electrode! (Press A by electrode when it turns 
black.)

*One wrong move from the opponent and its over.

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3.Cons
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*Hes slow. Really slow.

*The flame thrower goes out after a while.

*He can't jump very high. But he does (surprisingly) jump better then alot of
characters

*His recovery time from moves is bad.


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4.Basic Move List
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B Moves-

B-Fire Breath

Smash B(B+Left/Right)-Koopa Klaw

Close To Opponent Smash B+B+Left/Right-Snack Time w/ Headbutt/Throw

Down B-Bowser Bomb

Up B-Whirling Fortress


A Moves-

A-Koopa Scratch (becomes a combo if pressed repeatedly)

Left/Right A-Punch

Down A-Leg Swat

Up A-Overhead Claw

Smash A(A=Left/Right)-Bowser Headbutt

Smash Down A-Charged Whirling Fortress

Smash Up A-Spikey Shell Attack

Aerial A-Crazy Bowser Spin

Aerial Forward A-Claw(intercept move)

Aerial Back A-Shell Attack

Aerial Down A-Upside Down Whirling Fortress

Aerial Up A-Big Headbutt

Dash A-Running Headbutt


Z Noves-

Z-Grab

Z Forward-Headbutt Throw

Z Back-Throw

Z Up-Whirling Fortress (Bowsers got a lot of whirling fortress related moves,
dont he?)

Z Down-Bowser Pancake


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5.Indepth Move List
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Importancy factor-
This is for how important it is to learn how to get good with a move. Of 
course, all moves should be learned, but the higher rated ones should be used
more frequently than the lower ones.
*-Dont like this move that much.
**-A so-so move, nothing special.
***-Your average move that you should learn.
****-A great move, learn it at once.
*****-Master this move.
B Moves-

Recovery Time-
How long the move takes to recover from if it misses.
&-Horrible
&&-Bad
&&&-Average
&&&&-Low Recovery Time
&&&&&-Nearly No Recovery Time

*****/&& B-Fire Breath (Damage Varies on Length)

I love this move! You can really make your opponent mad with this move
if you do it at the right time. If youve got one of this faster opponents
(you may notice it takes a .33 of a second to start the actually fire), you
should jump, and while airborne, hit B, and as soon as you hit the ground
the flamefest should begin! Its also good to use this move while the opponent
is about to hit the ground, then the split second before that hold B and
youll have your very own Smash Brothers BBQ. Heres another tactic, when your
opponent is coming back onto the stage, as soon as they are about to grab the
corner, or jump on, start flaming, and watch their damage flow.
I get lots of emails about how i overrate this move and the Bowser
Headbutt. You just have to learn when to use it and how, and the quick fire
breath helps tons.

***/&& Smash B(B+Left/Right)-Koopa Klaw (5%-10%)
Not really much to say about this move except it can send an opponent pretty
far up sometimes. I dont really recommend doing this move unless the enemy
is falling and is about to hit the ground, then when they are falling again,
do it again! Nice juggle.

****/&&& Close To Opponent Smash B+B+Left/Right-Snack Time(Each bite does 2%-4% 
damage. The headbutt/throw does 7%-13%)
I like this move too. With this one, you can actually sort of EAT your 
enemy with Bowser! (its funny eating Pichu or Jigglypuff.) Get in a few bites, 
then hit Left or Right. If you do it too much the enemy will get out of
Bowsers hands, leaving him open for a quick attack. If you learn how to do 
this move good, you can get your opponent ready to be knocked off.

*****/& Down B-Bowser Bomb(4%-21%)
Looks like Bowser has his own variation of a butt stomp. If you are standing
still and use this move, Bowser will move in the direction he is facing. I
recommend doing it in the air though. You shouldnt use this move at the edge
of any stage. You could fall off, and thats not a good thing. If Bowser
gets knocked up really high, try to put Bowser of the enemy, then use this 
move. They dont have long to escape, because Bowser falls VERY fast. You 
should only do this if the character is at the center of the stage though.
Also be cautious of the terrible recovery time.

*****/&&&& Up B-Whirling Fortress(1%-30%)
You can do this move 2 ways. Either from the ground doing 1 hit, or in the
air doing multiple hits. The ground way, of course, hits harder though. So
heres what you should do. Im gonna teach you how to learn the combo away.
The best practice is to go in training and have someone like.. hmm.. lets
say Mario. Go to some flat level place.(Final Destination is great.) Jump
over Marios head. As soon as it looks like Bowsers feet are at about Marios
arms, hit up+b. Bowser should do a combo version of the Whirling Fortress,
and can pull in about 30% if done good. Do this a few times. Use the ground
version and he should go flying. Now try it when hes walking. Now do it
against a level 6 computer. Youll get the hang of it after a while. You can
also hit your opponent upwards, then as they are coming down jump and 
whirling fortress them, but it wont do much. Youll also hear me say this move 
alot too, so make you learn it real well.


A Moves-

**/&&&& A-Koopa Scratch (becomes a combo if pressed repeatedly) (8%-11%)
Nothing special. Just one of those moves to damage the enemy to get him
ready for a smash attack. The first scratch wont send the opponent anywhere,
not even at 999%.

***/&&&& Left/Right A-Punch(6%-14%)
Again nothing special. I have found something cool about this move. If you
you do a straight forward left/right A, Bowser will punch normally. If you
aim Diagnolly up, Bowser will hit diagnolly up, same with diagnolly right.
Nothing new though. Another damager. I underrated this move too much. 
This is actually a better move than i thought, if you cant get any other 
hits on use this move, its very good.

**/&&& Down A-Leg Swat(7%-22%)
If you havent noticed by now, most A moves are to set your opponent up for
a smash attack. I have found one little tiny itty bitty use for this move.
If your opponent is coming back onto the stage, stand by the the edge and
keep using this move to set them up for an intercept.

***/&&& Up A-Overhead Claw(7%-11%)
This is an alright move i guess. Its a good way to set up for a whirling
fortress. Just hit your enemy with this attack and then whirling fortress
him/her. You can use this move to juggle a bit too. They wont go flying off
until they get about 100%.

*****/&& Smash A(A=Left/Right)-Bowser Headbutt(13%-32%)
Now this is what we are talking about right here, this is where Bowsers
best aspect comes into play- his power. If your opponent has atleast 45%
damage and you hit them with this move, charged or not, they are going to
go flying. If you hit them fully charged with like, 34%, they are out of
there. Ive gotten lots of emails about how much i overrate this move and
fire breath. You just have to learn when to time it and youll get used to
it eventually.

****/&&& Smash Down A-Charged Whirling Fortress(1%-27%)
Yet another very powerful smash move. If all the hits.. well.. hit, Bowser
does lots of damage. This one went send them flying as well as the Bowser
Headbutt, but that doesnt mean it wont send them flying! If you can do this
a couple of times and then the Bowser Headbutt, they are gone.

****/&&& Smash Up A-Spikey Shell Attack(11%-27%)
The weaker of Bowsers smash moves. This one can damage the character greatly
while not sending them too far, but if they have about 100%, they will
usually fly off. You can also use this move to setup for a Bowser Headbutt
or Whirling Fortress.

***/&&&Aerial A-Crazy Bowser Spin(7%-13%)
Its Bowser when he goes crazy. Anyways, i guess you can use this move
when you are falling from above and about to hit the ground. Do it right
before your about to hit your enemy. A damager move. Im starting to become 
very fond of this move. Why? I dont know. It just usually seems to hit my 
opponent alot.

*****/&&&& Aerial Forward A-Claw(intercept move)(9%-14%)
Ok first of all, if you dont know what intercept is, intercepting is when
your enemy is knocked to the side, and when they are coming back, you
jump outwards and then knock them downwards and they die. You should ALWAYS
learn how to intercept. It is a very important and EXTREMELY useful, and
youll never be the best unless you learn how to do this. Most characters
have a move like this, and they can either send downwards or sideways. It
depends on your aim. Even for a little move, itll knock pretty hard. When
you are about to intercept, you should always, i repeat, ALWAYS, do one jump,
then do the intercept move while your in the air, then do your other jump
and your up+b to get back on. It is extremely important you jump once to
intercept, then twice to get back to the stage. Especially with the heavier
people, like Bowser, because his 3rd jump isnt good. Its good to practice
it in training by going to an edge and taking your opponent and throwing 
him/her off, then intercept. Keep trying until you can do it good, and
thats all there is to it. Sort of.

*/& Aerial Back A-Shell Attack(8%-13%)
I dont like this move that much. If you do it on the ground or land on the
ground, after Bowser hits he is left open for about 1/3rd of a second for an 
attack. Its not a good intercept move either. Try avoiding this unless you
really have to do it.

****/&& Aerial Down A-Upside Down Whirling Fortress(1%-15%)
You can use this move as a replacement for the Bowser Bomb if you wear it
out. The hard part about it is that timing is extremely crucial. Just another
move to get your enemys damage up so you can hit them with another move
and knock them off. Another move i must admit i underrated a bit, being a bit
better than what i thought if you have trouble with those harder opponents 
and you need to give them some damage.
Update: Yea! This move is ALOT more useful then i say! Start using it!

*****/&&& Aerial Up A-Big Headbutt(9%-17%)
Wow. This can be a powerful if you use it right. The bad part is it is another
one of those moves you have to learn how to time right to perfect it. If
you knock your enemy upwards, and they are falling down, use this move, and 
you probably arent going to see them ever again. (Well until the platform
with them comes down of course.)

****/&& Dash A-Running Headbutt(6%-11%)
Running moves can be very useful for the quicker opponents. Sometimes i can 
manage to juggle some people with this move.


Z Noves-

Z-Grab
This is the grab move. Im not a throwing kind of person, but I do like using
throwing to set my enemy up for an intercept. You should always hit A/Z twice
before doing a throw. Even if it is a little bit of damage, it still counts.
None of Bowsers throws are really good.

***/&&&Z Forward-Headbutt Throw(5%-10%)

***/&& Z Back-Throw(5%-10%)

*/&& Z Up-Cheap Whirling Fortress(5%-10%)
I dont like this move that much, however you can use it to set up for an
Up+B whirling fortress. Even if your enemy has 999% damage, it will always
send the same distance. I call this the Wannabe Smash Down A.

**/&&& Z Down-Bowser Pancake(6%-12%)
Like the Cheap Whirling Fortress, this one will send the same distance
always even if your opponent has 999%. However, it does more damage than any
of the other 3 moves and the animation is hilarious.

Control Pad Up- Roar (0%)
Bowsers taunt is a roar.

marthemblem says- Ever noticed that when Bowser and Giga Bowser taunt, 
it looks like they're doing the matrix! I don't think that'll help 
dodging bullets though...

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6.Stategys/Combos
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Learn how to intercept! If you think your good and you dont intercept, learn
how to intercept and you will be ALOT better.

Always, and i mean always take advantage of the flamethrower. If you learn 
how to use it correctly, you can cause major damage to your
enemys.

If Bowser is (somehow) knocked really far up into the air, use the Bowser
Bomb (down+B) to get back down quickly. Do not use this if Bowser is near
the edge of the stage.

([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{
If your enemy tends to move alot and trys to get sneaky, use Fire Breath
and then when your enemy comes towards you do the Whirling Fortress. You
will hear me talk about this stategy alot.
([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{([{

Learn how to dodge, that means sidestepping, rolling, and everything else.

Update: I finally learned how to do an automatic Fire Breath attack without 
the split second wait time so your opponent doesnt see it coming!
Its really quite simple. You just jump in the air. As soon as Bowser is about
to land, hit B, he should land and flames should start coming out without the
split second it usually takes to start the attack. Very useful against speedy
opponents.

From XGiga BowserX-
Bowsers fire move is a very great advantage in a team battle, because you can
flame both of the opponents in the corner while your teammate does a powerful
attack.(like a falcon punch)

From Dj Link-
Controls: ^ means up on the on the Control stick, v means down. OTG means, 
On the Ground.

So Grab ^ means, grab the opponent and throw them up.

Combos:

1.)Grab ^, OTG B button.
2.)Grab ^, OTG v B button.
3.)Grab ^, jump, ^ B button.
4.)Grab ^, jump, Forward+B (Make sure the Koopa Klaw Grabs the person), 
while having the person grab press B, B, B, B, Forward+B.
5.)Grab ^, jump, Forward+B, B, B, B, B, Forward+B, jump, ^+B.


If you have Bowser Stategys or Combos, feel free to send them to 
Thagreaty2j@aol.com

You will get credit.
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7.Character Stategys
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(Note: All CPU strategys were tested on level 9 CPUs.)
(Note: All Human strategys based on what I do [Im good with pretty much every
character] and what ive seen my friends do)
(Note: If you havent unlocked all the characters this may contain spoilers)


Ratings (CPU only)-
*-Horrible(F)
**-Horrible but not too horrible.(D)
***-Average(C)
****-Above Average(B)
*****-Ultimate.(A)

***Bowser-

CPU- The computer bowser uses alot of bowsers moves, but mainly uses the
Whirling Fortress and the Crazy Bowser Spin. It also tends to use Fire
Breath, but being a computer, it only taps B, so it wont do too much
damage. I like using the Bowser Bomb alot to do some damage, then do Bowsers
smash a to take him out. Watch out though. Hes sneaky.

Human- Ehm, I erased this. You can figure out why yourself.


**Captain Falcon-

CPU- Computers can be quite stupid at times. Sometimes, the CPU Falcon will
try to do that combo punchy thing, when he does this, you will most likely
be behind him, so start using the fire breath. Falcon is fast, so thats a bad
thing for Bowser. He likes using the uppercut move and the Falcon kick, so 
make sure to be responsive, if you see him getting ready, jump.I rarely see
the CPU falcon do a Falcon Punch, but if you do, just flame him.

Human- The Falcon Punch is a fast move. Usually people Falcon Punch in mid
air and hit you. If they miss you and are about to say "Punch!". Bowser
Bomb of Upside Down Whirling Fortress him. Falcon is speedy which isnt
a good thing for Bowser and most of his attacks are decent in strength 
and damage. But his attacks are time consuming, allowing you to set up for
a smash attack. When Falcon misses his attacks he takes a split second to
recover, allowing you to smash him off the stage or use other attacks on him.


**Donkey Kong-

CPU- The computer Donkey Kong likes to use his down a and punchs alot. I
found that the Koopa Claw works well on him. The CPUs like to tap buttons
alot, not hold them. So you will rarely ever see a CPU charge up a smash
or a charging move. This goes for DK's charge punch, he swings twice then
stops, then will start doing it again. This is a great time to utilize
Bowser's Bowser Headbutt.

Human- DK jumps bad, and most of his moves have bad recovery time, which is
a good thing (for you). When he misses, you can hit him with almost anything
that is an attack. He shouldnt be too hard.


****Dr. Mario-

CPU- CPU Dr. Mario is stupid. They like to use the pills just about 3/4 of
the time. But he does evade like.. x2000. So he can really be a big pain
in the butt. (I wonder if he has a prescription for that?) The best move
ive found to use against him is the Koopa Claw followed by the Whirling 
Fortress. Then find a time (he likes the Dr. Tornado too, so try it at that
time) to do the Bowser Headbutt. Intercept and hes gone. Also you can try
using the Upside Down Whirling Fortress (aerial Down+A) on him.

Human- Its Mario! Well, Dr. Mario, but it pretty much is Mario except a 
different costume, a bit slower and a bit more powerful. But not much.
Watch out for his cape, it reflects everything. If he trys to go for his
Up+B move (i forgot what its called), and he misses, start charging up a
smash attack to get rid of him.


*****Falco-

CPU- This guy will slaughter you. I think i heard someone say once that Falco
was the smartest CPU. They werent lying. He will punch you and kick you 
and do virtually any other small move on you until he backs you into the edge
of the stage then he'll knock you off. When he does this, keep trying to jump
over him or roll, and use the Upside Down Whirling Fortress on him, when he
is doing his kicking combo and misses, immediatly do the Bowser Bomb on him.
If you hear that "Shing!" noise, jump, thats falcos Falco Illusion. Its 
annoying, and if you dodge it when hes at the edge he'll fall off.. also, if 
he knocks you off and your getting back on, do a combo whirling fortress on
him. Throw items at him too.

Human- Dur hur look at me i have a gun! A lot of players like to use
the Falco Illusion (phantasm, whatever) on their opponents, so start heading 
towards the edge but be careful, because if they miss they will fall and die.
Also if they are getting ready to use a smash attack, roll behind them and 
fire breath them.


*****Fox-

CPU- Not as good as CPU Falco, but that doesnt mean hes easy. He enjoys
shooting his gun and throwing you and shooting you. He also enjoys long
vacations on beachs and collects bottle caps. But thats not important, whats
important is how to beat him. I, sadly, like to use bowsers Punch (forward
A) on this guy sometimes. Sometimes you can fit in a Bowser Bomb if you do
it at the right time. Try to Whirling Fortress him as much as Possible too.
Most of the time he leaves himself open for a quick Bowser Headbutt. I like
dashing at him and using the running headbutt to juggle him the bowser 
headbutt.

Human- Dur hur look at me i have a gun! Humans like to use Foxs crappy 2%
damage blaster on people. Just use the running headbutt technique and upside
down whirling fortress on them and then headbutt them and they are out of
there.


*****Ganondorf-

CPU- Update: After a recent test with a tournament of 24 CPUs fighting with 
level 9 with all items off, Ganondorf won, meaning he is the hardest CPU
out there. But hes not hard. At all. He does very stupid things. Stand away
from him and he'll start charging his super leg attack (the one that takes 
like 2 hours to hit you) or a Warlock Punch, and sometimes Gerudo Dragon.
When he starts doing this Bowser Bomb him or Upside down Whirling Fortress
or Crazy Bowser spin or- whatever. Just use anything on him. So basically 
stand far, let him be stupid, then attack. He is good at close range fighting.

Human- Ganondorf users like the Wizards Foot. So as soon as you see
him getting ready to do it, hold down B and flame him. Keep using Whirling
Fortress and Smash A's and youll do good. Also make sure to be careful with
Warlock Punch, even i do stupid things and walk into it.


**Ice Climbers-

CPU- Try to get rid of Nana (the pink one). If you do, youve got this one 
won easy. Just hit them with attacks until they die. If you manage to get
popo by himself, you've got the cat in the bag. Or whatever that saying is.
They also like to use that attack where they swing their hammer and a freezie
comes out. Make sure to watch out for that. Update: The Ice Climbers rarely
ever use Smash Attacks, but will hit you and get you up to like 200%, so they
arent really that hard unless they like get an item.

Human- A really good Ice Climbers person can whoop some tail. But dont
worry, so can bowser. They like to use smash attacks because they are 
very strong with the ice climbers, seeing as how there are 2. Just use fire
breath and a few attacks and once again try to get rid of Nana. Trust me,
without Nana, Popo is like.. Luigi in his pink outfit.


*Jigglypuff-

CPU- It will grab you and kick you and use its aerial down a alot, but dont 
worry, they are all weak. It is very light so a good amount of damage will 
send it into a far off place. The CPU barely ever uses rest, so thats a good 
thing. Also it has no 3rd jump so it has a bit of trouble of getting back
onto the stage when knocked off. Heh heh. Heh... heh..

Human- If you see a human jigglypuff jump towards you, start running. Very 
fast. Run with bowser as fast as you can. Human Jigglypuff poses a giant 
threat to Bowser. "Haha fir link u b stuped how culd jiglypuf defet bowzer"
you may ask (or may not). Ill give you one word: Rest. Bowser is probably the 
easiest target for Jigglypuffs rest move, it is almost an instant KO most of 
the time. I recommend staying very far from it and throwing items at it and
using the fire breath + whirling fortress technique. Be very careful.

Tip from WEBSPIDER1408- there is a much better way to beat a rest-crazed
jiggly puff. Most human jigglypuffs will laugh and think bowser is far to 
clumsy to get away. And they're right. Let them come and when they hit punch 
range (they have to be practically on top of you to hit you but don't let 
them do so!) rool behind them. The should have already fallen asleep. This 
gives you enough time to meteor them.


*Kirby-

CPU- CPU Kirbys fireball attack kills him alot.(It does in Kirby Superstar
too.)(ok that wasnt funny). The CPU kirby is like.. suicidal. He will 
accidently kill himself with his down+B (stone) attack like all the time and
will sometimes kill itself with its own up+B attack! Also, CPU kirby will
try to suck you up alot. Try to avoid that, because if he keeps trying to 
suck you up, that means he keeps using his B move, which means he'll set you
on fire like all the time. But CPU Kirbys stupidity works around that. I bet
if CPU Kirbys friend jumped off a bridge, CPU Kirby would jump off too. Why,
CPU Kirby is so stupid, he got fired from the M&M Factory for throwing out
all the W's. CPU Kirby is so stupid, he got hit by a parked car. Why, CPU
Kirby is so stupid, he tripped over a cordless phone. CPU Kirby is so stupid,
he thought Taco Bell was a Phone Company. CPU Kirby is so s.. ok onto more 
important things. CPU Kirby is an easy task, just keep using moves and you
should be fine.

Human- A human Kirby player isnt nearly as stupid as the CPU Kirby, who is 
so stupid he sold his car for gasoline money. Human players will usually
try to suck you up to gain your awesome flamethrowing ability, again try
to find a way to go around that, Bowser bomb him or something. Fire Breath
him and Use smashes to get rid of this obstacle. But remember though Human
Kirbys are much smarter than CPU Kirbys, who are so stupid they steal free
bread.


****Link-

CPU- CPU Link likes to use his Hookshot after 2 attacks, so watch out for
that. But most of the time it doesnt hit because he has bad aim. Flame him 
and when hes coming near you use the Whirling Fortress, and Koopa Claw him
a few times and he should be done and over with. They also like to shoot 
totally uncharged arrows that can do a whopping 2% damage.(Sarcasm for the
stupid people, like CPU Kirbys, who are so stupid they took spoons to the
SuperBowl) Update: Link REALLY likes that hookshot, when he uses it and misses
hit him with a Bowser Bomb or a whirling fortress, since it takes him like 3
seconds to recover from it missing. Also he can be challenging at times, using
lots of his Up B moves and Boomerang and such, just be cautious.

Human- Link can be quite challenging, seeing as how Link has a giant
array of items and moves to hit his enemys with. They do tend though to
enjoy pelting their enemys with bombs, so try to jump over them or if you can
try avoiding them while pulling little attacks like a punch or two. Watch out
for the arrows and the boomerang, they can damage you a bit. (BTW, i just got 
back from taking the "Pepsi Challenge" and saw 2 CPU Kirbys there. Both of 
them are so stupid they chose Jif.)


*****Luigi-

CPU- CPU Luigis favorite attacks are his 1-2-3 butt combo and his fireballs.
He also refuses to use his Up B attack at all, he will always use the dorky
Green Missile to get back on the stage. CPU Luigi is one of the Harder CPUs,
believe it or not, but when you learn him he wont be that hard. Also watch
out for the misfired Green Missile, if you can dodge it he'll usually go
flying off the stage.

Human- Watch out for Luigis Green Missile. Theres a 12% chance it catches on
fire and luigi goes flying at you at a high speed and then you fall and die.
Most of the time the Human Luigi will make the mistake of missing that 
exploding green missile and actually flying off the stage. Its hilarious.
Just use normal tactics and attacks here.


***Mario-

CPU- Like always, Mario is your average player. However, CPU Mario likes to
use the retarded cape attack alot, so when you see him do that use that time
to hit him with a smash attack. He also has some times where he just stands
there for like half of a second. Use that time to hit him with a smash attack.
He also uses his totally little damaging Fireballs alot too. He also likes 
doing that little 1-2-3 kick combo he has and intercepts alot. Just make sure
to evade most of his attacks and smash him around a bit and youll be ok.

Human- I rarely ever see mario use his fireballs unless their opponent
is far away. So get far away from them, when they shoot them, make sure you
are facing mario and hit Down+B to bowser bomb them because they usually move
around alot. Just hit him with a few Koopa Klaws and Whirling Fortresses here
and there and you can take him out. His Up+B is used alot too, try to avoid
that and if he does it do a Bowser Bomb.


****Marth-

CPU- A CPU Marth can be tough if you dont know what you are doing, but
easy if you do. Marth leaves himself open for some attacks sometimes, so
use that time to do a Fire Breath + Whirling Fortress or the Bowser
Headbutt. I found myself beating Marth pretty easy but sometimes he can
get some good hits on you, so watch out. I noticed that he likes to use little
tiny sword swipes to make you angry.  Fire breath him to make him stop, then
continue on with your normal stategy.

Human- I use Marths counter after every 2 moves I use. The thing is that when
Marth misses his counter, it takes him like 1 1/2 seconds to recover, just 
make sure you hit him after he stops flashing so he doesnt counter your 
attack. Hes fast so again hes hard to defeat, but missing counter is a very
bad thing for Marth users. Most of Marths attacks are weak, so they dont pose
too much of a threat.


*Mewtwo-

CPU- CPU Mewtwo isnt really that hard and can be quite dumb at times (but not
nearly as dumb as CPU Kirbys, who are so stupid, they get locked in a grocery
store and starved). He likes shooting uncharged shadow balls which are really
weak and slow, so just jump over them and laugh, then start hitting him with
Whirling Fortress and Smash A. He likes to throw you alot too. Just try 
to avoid that as much as possible. I like throwing items at him too. If you
can, fire breath him and then when hes coming towards you use the Whirling
Fortress for some damage. Update: CPU Mewtwo suicides alot, so if you can
knock him off he'll usually try to get back on, then he uses a stupid attack
and dies.

Human- Most people i know that use Mewtwo like to use his Disable attack.
(atleast i think thats whats its called.. the one where he freezes you for
like 2 seconds.) Try to dodge that move as much as possible, for it is one
of the better moves out there. If you get froze, they will usually start 
charging up a shadow ball, then when you snap out of it, theyll try it
again, charge up again and maybe all the way this time and bam you are out.
So try using some of Bowsers faster moves like Whirling Fortresses and Upside
Down Whirling Fortresses. You have to watch out for these guys. They are not
stupid.(Unlike CPU Kirbys, who are so stupid they sit on the TV and watch
the couch.)


***Mr. Game and Watch

CPU- A CPU Mr. Game and Watch isnt that hard, but he can be really really
annoying. He really usually use that bug spray attack thing, and do the 
football dash attack alot too. This can do some major damage to you. But 
theres a good part. Mr. Game and Watch is light, so if he has a bit of damage
and you manage to hit him with a Smash attack hes a goner. Also if you find
a ray gun or superscope, dont use it, he'll put it in his bucket most of the
time.

Human- Dangerous. Very dangerous. If someone is very skilled with Mr. Game
and Watch, be very very careful. Usually they will go for the Judgement
Hammer, which if the number is 9, will instantly KO his opponent. The thing
is the Judgement hammer takes a split second to hit, so use that time to 
jump and start a fire breath. Also try avoiding the bug pump attack. That can
damage you quite a bit. I like using Bowsers Snack Time attack then a whirling
fortress on him to take care of him, then smash him somehow. Dont worry,
after a while youll get the hang of him. Also, watch out for his Scuba Helmet
smash and his Match smash, they are devestating.


***Ness

CPU- CPU Ness is retarded (almost nearly as retarded as CPU Kirbys, who are
so stupid, they watch "The Three Stooges" and take notes). They will always
use that annoying PK Fire attack on you. When you hear that.. psychic..
noise.. jump jump over him and flame him and whirling fortress him. Hit him
with moves and knock him off. He will also save you from falling off. If he
knocks you off and you try to get back on, he will PK Thunder you so you can 
3rd jump again. Also, when he knocks you in his air, he will always use (but
miss) PK Flash (or as a call it, pk cross, i swear it sounds more like "PK
Cross!" than "PK Flash"! god, even a CPU Kirby who has swallowed ness says
it better.) He also tends to use his GUTSY bat. Why? I dont know. Hes a CPU.

Human- Watch out, these are the Smart Nesses. Unlike their counterparts, 
instead of saving you from falling off the stage, they will ruin it
by PK Flashing you instead. They also like to combo PK Fire alot and then
use the GUTSY bat. Just use the fire breath whirling fortress technique,
these guys can be pretty challenging. Hit them with your moves and make sure
to watch out for PK Fire.


****Peach

CPU- Hey look everyone, its pear! I mean, peach. CPU Peach is both smart and 
stupid, in that she always, and i mean ALWAYS, gets vegetables and throws them
at you. This can sometimes though do damage to you greatly if you are too 
slow. CPU Peach doesnt know how to float, so thats a good thing. Sometimes CPU
Peach will use her Up+Umbrella, and just float there, allowing you to charge
up your Bowser Headbutt and knock her off into heck.

Human- A very challenging opponent if used right. You have no choice but to
knock her off the screen, seeing as how she can float across the whole stage
of Hyrule Temple. But shes light though, so a few fire breaths and whirling
fortresses and smash attacks will do her in. Watch out of the umbrella and
dont be distracted by her obscene high kick attack.


***Pichu

CPU- Being the lightest character in the game, pichu will fall off to almost
any smash attack. Ok that was a lie, but usually he will. The cpu likes to
use that thunder shock thing. Also, when it knocks you up in the air, move
away from it, because if it uses thunder, your a goner. Its really easy just
to use your normal attacks and throw it and smash it and bash it and kill it
and eat it and cook it and it makes really good grape jelly if you put it
on bread.

Human- Dude, it damages itself, its skull bash is never going to hit you 
fully charged unless, of course, you are a CPU Kirby, who are so stupid when
they jump out the window they go up. But watch out anyways, people like to
hit you upwards and thunder you like 3 times. Just fire breath them and smash
them. Heck, just smash them. You can whirling fortress them too.


*Pikachu

CPU- Pikachu is the fat, overweight version of Pichu. This is what happens
when Pichu eats lots of food and starts sitting on the couch all day watching
TV. He evolves into Pikachu. Anyways, CPU Pikachu leaves himselfs open for
smash attacks alot, so use that time to hit him out of the stage. He also 
tends to use that stupid headbutt alot and a uncharged skull bash. He sucks,
basically.

Human- Now a human pikachu usually doesnt suck. They like to smash you upwards
and thunder you all the way to the moon. Pikachu is stronger than Pichu, so
itll do a better job at that. Just keep throwing him and intercept him off the
screen and fire breath and whirling fortress. 


****Roy

CPU- CPU Roy is another one of those more challenging CPU's. He'll start 
getting all fast on you and stuff. Sometimes he leaves himself open for a
bowser bomb or 2. Just try to avoid most of his attacks and use a few basic
moves like a punch or intercept. Then try to fit in a smash attack and 
intercept him. When he swings, thats when you know when to hit down+B.
this has nothing to do with beating Roy, but when you hit him, he HONKS!!
BAH HAHAHAHAHAHAHAHAHAHA!!

Human- A Human roy can be very dangerous if used right. Watch out for roys
retarded Up+B attack because they use that alot. Also watch out for his 
counter, that can knock you pretty good. Just use whirling fortresses and
throws off edges with interceptions, youll make it through most of the
time.


***Samus

CPU- Basically, CPU Samus has 4 moves, her grabbing beam thingy, her kick, 
her rocket, and her charge gun. Shes like the only CPU that charges her
charging weapon, which can pose a threat if your not careful. One useful
tactic i found is to get a bit away from her, them when she sticks out her
arm to shoot her rocket, immediatly hit down+B and bowser bomb her. I like
to run at her and use the fire breath + whirling fortress technique.

Human- Not many humans use Samus, but those who do are pretty good. They like
to hit you upwards and then screw attack you. To avoid this, just move out
of samus's way when you are knocked upward. She isnt that hard to take out 
if you just use your moves.


*Yoshi

CPU- CPU Yoshi is quite easy. It can easily be defeated just by using the
Bowser Bomb and the Whirling Fortress. Hes just easy. He must hang out
with that CPU Kirby crowd. Also, he has no 3rd jump, but his 2nd is very long.
He also tends to run at you and try to swallow you. Try to avoid that if
you are near an edge because if you are, if he turns you into an egg and
you fall, you are dead. Also, watch out for his ground pound.

Human- Alright, i once heard that there was a tournament one time with like
lots of people and a person that was using Yoshi won. This shows that 3rd
jump or not, if Yoshi is used correctly and mastered, you can get your
tail kicked. There are a few things to avoid when fighting yoshi. Watch out
for his eggs and make sure he doesnt swallow you and you turn into an egg
and fall off the edge. If you do your a goner. Also watch out for that rolling
egg attack he does. If he hits you with it enough it can be a very devestating
attack. I once again prefer the fire breath+whirling fortress technique, just
watch yourself.


**Young Link

CPU- CPU Y.Link likes to use his 1-2-3 sword combo just about all the time. He 
also likes to use his hookshot, when he uses his hookshot, hit down+B to 
bowser bomb him. Then when hes trying his crappy combo, smash him to heck.
Hes not that hard, hes just a faster weaker version of link with Fire
arrows.

Human- He can be a little bit better then Link, seeing as how he is faster
and quicker to attack. Watch out for his Up+B, it can damage you pretty bad,
but if this happens just jump or do a Bowser bomb. If Y.Link trys Up+B and 
misses, Bowser Bomb him. Use the fire breath and whirling fortress technique. 
He shouldnt be too challenging if you know what you are doing.


***Zelda/Shiek

CPU- CPU Zelda/Shiek are both retarded. Zelda will always use Dins Fire, 
which is probably the most easiest move to block in the history of Super
Smash Brothers. I mean come on, all you have to do is see it coming and
press R. She must hang out with those stupid CPU Kirbys, who are so stupid,
they got sent to rehab for being "hooked on phonics". Just Bowser Bomb
her a bunch of times, if she turns into sheik, try the fire breath
and whirling fortress technique. Also, watch out for Shieks Whip, it
can make you very mad sometimes.

Human- Watch out. 2 Characters in one can really beat you, when you get
used to fast and weak, it suddenly can change to slow and strong. Just
try using the Fire Breath and Whirling Fortress, try a few Upside Down
ones, Bowser Bomb, everything. Just make sure that it hits.


=-=-=-=-=-=-=-=-=
8.Level Stategys
=-=-=-=-=-=-=-=-=
This will provide tips on the many things to do with the stages and a few 
stategys with it.


Princess Peachs Castle- This is the one with the giant Bullet Bill on it. Now 
for some idiotic reason, whenever the Bullet Bill is approaching, the CPU will
move to the side of the screen. Smart, huh? No. This is agreat time to take 
Bowsers fire breath into full advantage, then use the Fire Breath Whirling 
Fortress combo. This will make it easy to knock out your opponent.

Kongo Jungle- This is the one is the one with the barrel cannon moving on the 
bottom of the screen. This is a very very useful weapon, it has saved my arse 
on many occasions. Make sure you use it wisely. Also, its easy to knock out 
your opponents on this level, since believe it or not its quite small. Oh 
yeah, avoid that little rock platform thing on the right. I just have really 
bad luck with it..

Great Bay- Ok, i have a funny stategy for this one.

       Main Platform
       -------------

                  B
-------          ----------
Platform
that floats
on water

Look at the B. Thats where Bowser should be at. Sometimes, the computer will 
act stupid. If you stand here and manage to grab your opponent, throw him to 
the left. Sometimes, they will try to jump back towards you, but will fail 
because the Main Platform bounce knocked them real good. You should make sure 
your opponent has an ok amount of damage on him before you do this.
Oh yea, and stay away from the evil turtle.

Yoshi's Story- This is one of your standard 3 platform stages. The only really 
special thing it has is a little cloud moving in a rectangle formation. This 
is good. Heres what you do, jump on the little cloud (be careful). The CPU 
will try to follow, but because of Bowsers size it can barely get on. It will 
try to do moves on you and it will fall off. Very funny.

Fountain of Dreams- If King Dedede were in this game this would be his stage.
 Also if you dont know this music is from Kirby Superstar's Gourmet Race game. 
(Kirby Superstar is a really great game, you should try it.) This is another 
standard 3 platform stage. The only major thing is that the platforms move. I 
dont really have a stategy for this one, so all i can say is break a leg!

Corneria- A very long stage. Its a good training stage too. I have 2 stategys
 for this one, one on the left end of the ship and the other on the right 
lower part. First the left end. When you see the ships laser charging, hit 
your opponent and intercept him into the laser beams. It will almost always be 
an automatic KO. Now the right lower part. If you stay near the wall, then you 
will be fine, because if you get smashed it will absorb some of that hit and
 you can usually survive. Just dont stand on the extreme right, or youll get 
knocked off easily.

Icicle Mountain- Possibly the most hated stage in SSBM history. It will either 
scroll up or down at random speeds whenever it wants. I have one stategy. Stay
 near the top and use either Smash Up A or Smash Down A to knock your opponent 
upwards and they are history.

Rainbow Cruise- 2 stategys. One is if your on the ship go to the top and use 
an attack to send your opponent upwards and kill them, and when you get to the 
platforms use a stategy similar to the Icicle Mountain one. (See Above)

Jungle Japes- I hate this stage. (Or anything relating to DK in that matter.) 
Theres not really any statagical things to do here. However, sometimes the CPU 
will stupidly fall through the cracks. Be cautious of using the Bowser Bomb 
here so you dont fall through the cracks.

Temple- My favorite stage!! Why? Because it has no hazards and theres a way to 
rack up around 400% till you get smashed off. It has to do with the 
underground tunnel that leads into the 2nd underground tunnel. Heres what you 
do, on the top underground tunnel, drag your opponent in and start beating 
each other senseless. It is VERY hard to get killed out of here. Once you get 
your enemy up to a nice amount of damage, take him out and smash him or throw 
an item or a bomb or something. They will be goners.

Yoshis Island- "Why is it called Yoshis Island if its from Super Mario World?"
 Because the 1st stage of Super Mario World was.. (drum roll).. YOSHIS ISLAND!
Anyways, i hate this level. I really hate this level. Its stupidity matches 
that of a CPU Kirbys, who are so stupid they went to a drive in movie to see 
"Closed for the Season". The only good thing about this stage is that it has 
awesome SMB3 remix music. So why do i hate this stage? Virtually any attack 
can make you fall through the center 3 blocks. Avoid using Bowser Bomb here at
 all costs. One thing to do is set your opponent on fire while they are on the 
center 3 blocks then find a way to do an intercept move on them to knock them 
through. 

Green Greens- Watch out for the bombs in this stage, stay away from them. One 
thing to do is to stand on the blocks and let your opponent do a down b move 
on you, and laugh as they fall through. Try to be careful using Fire Breath 
around the blocks, because you dont want to blow up, do you? Also try avoiding 
Bowser Bomb near the blocks as well, you dont want to fall through like the 
other idiots.

Venom- Again i dont have any really good stategys for this level (besides the 
fact that you can hit through the middle wing of the ship on the top, making 
it albe to hit your opponent with a smash attack) except for to stay on the 
bottom wings if your one of those people who like to intercept and hit 
horizontally. However if your the verticle kind of person, stay on top and hit
 them with anything thatll knock them upwards.

Brinstar- I dont like this stage either, it can be both helpful at times and 
very not helpful at others. The lava can save you ALOT sometimes but it does 
alot of damage and sooner or later you will fly off. There are also these 
weird looking things in the right center part of the main platform, you can 
set this on fire and create a small opening to intercept your enemy through. 
Also the CPU in this stage, similar to the Princess Peachs Castle stage, will 
go to the top platform when lava is about to come up. When this happens, throw 
items at them and Whirling Fortress them.

Onett- Heh, i dont like alot of levels. In this level, the 2 main platforms 
will fall (the store shade things) and cars will hit you. The cars are very 
strong. For some odd reason, i found Whirling Fortress to be a really easy 
move to hit your opponent with. I dont know why, its just easier (i guess its 
the 2 main platforms). One stategy i have is to go to the bottom. (Where the 
cars can hit you) Your opponent will start attacking you, most of the time 
they will not see or pay little attention to the !. When the cars about to 
come, jump or even better do a sidestep dodge (R/L+up), most of the time the 
opponent will evade the car, but sometimes it will get hit by one and go 
flying off the stage.

Mute City- One thing- dont go on the racetrack!! Well, you can for one certain
stategy similar to the Onett one. You can jump when the cars come and laugh as 
the enemy gets hit by them, but i still suggest staying on top of things. 
Another thing to do is when the platform is about to come out of the ground, 
go on the raceway and wait for your opponent to do an attack then jump up and
if they up b they will die.

Pokemon Stadium- Uh, i really have no stategys here, except to be careful when
the stage chages form. That can be really annoying. Oh and alot of pokeballs 
come up here, use them.

Kingdom(SMB1 place)- The bottom platform (the long one) can almost sort of 
serve as a roof thing like the Hyrule Temple cave, but not as good because the
blocks break. Also, stay away from the platforms, since Bowser is the heaviest
person in SSBM, he will fall unexpectedly easy and you wont notice sometimes.
Sometimes if you break the platforms and manage to get back on, the cpu will
commit suicide by falling the the little pits they fall in.

---Secret Levels---
Warning: If you do not want to be spoiled, skip this part and go on your merry 
way.


Brinstar Depths- I sort of like this level because its really easy to get the
CPU to commit suicide. There is a little itty bitty platform that helps you do
this. When the stage is in its right position, its on the bottom right part of 
the screen. The CPU will go here when Kraid rotates the level by hitting it.
The CPU will stay here, if you come down, it will try to Up+B you, but fail
and die. Also make sure you notice when Kraid hits the level so you are ready
to start climbing.

Fourside- This stage is really horrible to play Bowser on with, because the
buildings are way too small for him. The center one with 2 little ledges on 
the side are too small and Bowser will fall off them (or hang). There is also 
a UFO which is for some reason slippery.(never played earthbound, dont know) 
However it is a good place for doing some damage and i manage to get smashs in
like all the time on there somehow because the CPU trys to come back at you. 
Oh well, atleast the music is cool.

Big Blue- Another alright stage with good alternate music. I prefer to stay on
the top vehicle (again i dont know what its called, i havent played F-Zero) 
because for some reason it seems easier on there, however, it is cool on the
lower racing cars because the CPU will do some wacky things, and also, if you
can hit your opponent into a platform above from the cars, they will bounce 
off onto the track and most likely die.

Poke Floats- Oh gosh, the CPU has probably an IQ of -3 when they are on this 
level, they NEVER move to another float!! (Well sometimes they do but those
are the lucky ones) so its better to fight on this stage with some friends,
not computers. Intercepting is a must in this place, and so are all the other
normal Bowser fighting tactics. No real stategys. 

Kingdom II(SMB2 place)- There is one stategy thats works really well against
computers here. Every few seconds, a wooden platform will fall. Jump on this 
and the computer will follow hitting you with attacks, as soon as you are 
about to die, jump back up. For some reason the computer is too stupid to 
realize that they can jump back up, or just plain fail doing it (like CPU 
Kirbys taking an IQ test). Birdo will also come out sometimes and shoot eggs.
Hit your opponent towards them when she does this so they can take damage then
you can hit them off like usual.

Battlefield- The REAL standard 3 platform stage. There are no real stategys 
here, break a leg!

Final Destination- An awesome stage, no, it has no hazards. It doesnt have 
anything special about it. But it does have the greatest backround in the 
history of backrounds! It will actually get lighter and darker, its just 
magnificent how well it was put together. This is a GREAT stage to learn how 
to do just about anything on, be it intercepting or item catching, or a 
friendly game of Mr. Saturn baseball. Like Battlefield, there is no real 
stategy for this stage, so once again, break a leg!

Past Stage/Dream Land- I dont know why, but i like this level for some reason.
I think its the music. This is a standard 3 platform stage with only 1 thing,
Whispy Woods will blow wind and try to blow you off the stage. Use this to 
your advantage by hitting your opponent towards the direction Whispy is 
blowing so they will go farther, and if they come back hit em back down.

Past Stage/Yoshis Island- Another standard 3 platform stage, with 2 clouds 
that will disappear when you stand on them too long. Try jumping on one of the
clouds and hopefully the CPU will follow, then when its about to go out hit 
him/her and they will die.

Past Stage/Kongo Jungle- A stage with 2 moving platforms and a barrel cannon.
If you get knocked off, make sure you use the barrel cannon to get back on,
it can save you in times of need most of the time. You know, why did they 
waste good past stage space on Yoshis Island and Kongo Jungle, when they could
be replaced by the way more popular Saffron City or even better Hyrule Castle?
The world will never know..

Flat Zone- Mr Game&Watchs own zone is lots of his own handheld games mixed 
into one. In this stage, tools will fall from the ground and the platforms
will move because of some thing from a Game and Watch game. This is a very
small stage, so use smash attacks alot, and i mean alot, because most of the
time Bowsers smash attacks are strong enough to knock anyone out of this 
stage with one hit.


=-=-=-=-=-=-=-=
9.Classic Mode 
=-=-=-=-=-=-=-=
Designed to get you through hard mode without continuing.

1.Bowser Vs. ???(Random Opponent)
Just Bowser fighting a random opponent.. nothing special. Just kick their 
arse.

2.Bowser and ???(Random teammate) vs. Team ???(2 random opponents)
Ok i think this is how it goes. If you are playing Very Easy, your partner
will be on a Very Hard type difficulty. If your playing Very Hard, your 
partner will be on a very easy difficulty. So if your playing Easy, your
partner is hard, on hard, your partner is easy, and on normal everyone is
normal. Since this is supposed to get you through HARD, your partner will be
easy. While one of the CPUs is attacking your partner, Smash them, and the 
other one. The Bowser Headbutt and Whirling Fortress worked good for me.

3.Break the Targets
(See section 11, Break The Targets)

4.Bowser Vs. ???(Random Opponent)
Again Bowser fighting some random opponent.

5.Bowser, ???, and ???(2 random teammates) vs. Giant ???(random Giant opponent)
Again the same formula as the B&? vs ?&?. On Hard, the giant will usually go
after you. Keep using Whirling Fortress, then smash attack them. Not too hard,
but can be difficult sometimes.

6.Snag The Trophys
Snag trophys. Pretty self-explanitory. Use Bowsers Up+A.

7.Bowser vs. ???(Random Opponent)
....

8.Bowser vs. Team ???(10 Random Opponents)
On hard mode, this is usually where i first lose a life. Keep using Smash 
attacks, because usually Whirling Fortress just wont do on hard mode. Its
usually harder against team Luigi for some reason. Break a leg.

9.Race to the Finish
<erase erase> You know what, forget what i said. Take the bottom path. It will
get you there alot faster and its not too hard if you jump right.

10.Bowser vs Metal ???(random opponent)
On hard mode, i usually lose 1 or 2 lives here. Keep using Whirling Fortress
and try to throw them off when they get enough damage. Use smash attacks if
they have about 200% and they still wont fall off.

11.Bowser vs Master Hand (and maybe Crazy Hand)
Master Hand is easy cheese. Just use Whirling Fortress on him. When hes about
to shoot you, use your shield. Lasers? Psh. Just go to the other direction or
just keep using Whirling Fortress. If you are playing Normal or harder, after
Master Hand is half way damaged, and you have not continued, Crazy Hand will
appear. He has pretty much the same moves as Master Hand except he has 2 
different ones. One he goes crazy and has some sort of spasm type thing and
the other one he drops bombs. They also have some teamwork moves. Watch out
for the one where they put sleep powder on you and clap their hands. Also,
if one of the hands grabs you, hit buttons crazily to get out. (If you get
in Crazy Hands grab you will get a Lips Stick effect.) When crazy comes out,
you should kill Master Hand first, then go after Crazy Hand. It can be 
challenging at times, but youll get them easy with Whirling Fortress. Do a few 
Bowser Bombs if you get knocked high, too.


=-=-=-=-=-=-=-=-=
10.Adventure Mode
=-=-=-=-=-=-=-=-=

1.Mushroom Kingdom
Piece of cake here. Make your way through the Goombas and Koopas. Firebreath
the Goombas for a simple KO. Some of the Goombas have trophys when you kill
them, so make sure you kill each one that you see. When you get to the Yoshis, 
use Whirling Fortress to take them out easily. Walk on to the finish. If your
ending time has a 2 on the ones place of the seconds (x:x2:xx) then you will
fight Peach and Luigi, if not, you will fight the normal Peach and Mario.

Peach and Mario/Luigi
Just keep using Whirling Fortress and the Bowser Bomb. Also, try to stay away
from them when they are together, they can start comboing you crazy. They 
arent too hard if you know what your doing.


2.Kongo Jungle

2 Small DKs- This is a joke, use your Bowser Headbutt(Smash A) on them twice.
Its over for them.

Giant DK-Another joke. Just smash attack him. He usually commits suicide 3/4
of the time anyways.


3.Underground Maze
Ok heres what you do. First drop down, just straight down. Is there a sword?
If not, get the triforce to complete the level. If there is, jump back up. 
(BTW, a combo whirling fortress takes out the redeads easily.) Go to the 
farther right platform. Jump onto the ledge in the middle, then jump to the 
platform on the left, then down the stairs. Is there a sword there? If not, 
pick up the triforce to leave the level, if there is, then go back onto the
tall ledge. Now jump on the platform to the right, into the cave to the right.
Sword? If not, take the triforce to leave the level. If there is, get ready
to fight link. Walk towards it. Take him out. Go onward, take out the redeads
with fire breath. Sword? If not, take the triforce, if so, fight Link again.
Go onward down the pit. Sword? If not, take the triforce, if so, fight link.
Go on to the next sword/triforce.Go onward down the pit. Sword? If not, take 
the triforce, if so, fight link. Go on to the next sword/triforce. If you make 
it this far its most likely the triforce.

Zelda/Shiek- Fight Zelda/Shiek. Take her out. Not too hard, Shiek can be cheap
somtimes though.


4.Brinstar

Samus- Watch out for that retarded extendo grabbing beam thing. Just keep 
using the Whirling Fortress and smash attacks and youll get her.

Warning!- Jump to the top of the level. I recommend not to use the 3rd jump
until you need it.

A cool cutscene of the earth exploding.


5.Green Greens

Kirby- Just take him out using your normal Bowser fighting skills. One stupid
thing CPU Kirby does is stone the star blocks and fall off the stage. When he 
turns into stone, charge up a smash attack and as soon as he changes back WAM 
hes gone.

15 Kirbys- A joke. Keep using whirling fortress.

Giant Kirby(sometimes)- Pretty tough but easy. When he turns into stone, 
start charging up a smash attack, when he turns back youll hit him fully 
charged.
Update: You fight Giant Kirby if you manage to beat the 15 kirbys in less
than half a minute.


6.Corneria

Fox- Take him out with smashes and fire breath.

Fox Again/Falco- Fox again/Falco, except this time, theres tons of arwings 
shooting at you and fox/falco. Thats a good thing. Why? It lets Fox get hit 
while you charge up a smash and hit him off the stage.


7.Pokemon Stadium

12 Pokemon- Haha. Start picking up and chucking pokeballs at them and they
are goners.
This one can be quite hard sometimes when you are on hard or very hard mode. 
Just keep using the pokeballs and you should make it through.


8.F-Zero Grand Prix
Ok. First run(or whatever the heck Bowser is doing when hes dashing) as fast
as you can. When you get to the third platform, jump on it. When the cars go
by, run off again. This time jump on the 2nd platform. Run as fast as you can
again, this time landing on the 2nd (pink) platform. Dont worry, the cars cant 
hit you on that platform. Let them go by, then jump on the little platform and 
up back on the race track, and run to the finish.

Captain Falcon- You might have to get him up a bit on damage till you smash 
his stupid self off the stage.


9.Onett

3 Nesses- You fight 3 easy Nesses. Just smash them to their deaths. Mr. 
Saturns crowd the area.


10.Icicle Mountain
This one can be difficult. Just keep jumping, The stage will start scrolling
faster after about 20 seconds. When you get to the ice climbers, just smash
them to take them out. Simple.


11.Battlefield

Wireframes- Keep using Whirling Fortress. Shouldnt be too hard.

Metal Mario Bros- This can be hard. Just keep using Whirling Fortess combo
on them and then smash them out of there.

12.Final Destination

Bowser- Get him up to 150%, knock him far, and when hes coming back, charge
up a smash attack, then hit him.

Giga Bowser- Wow. This guy is really, really strong. One uncharged smash 
attack from him will most likely knock you off. It takes about 300% damage
to knock him off. To do this, whirling fortress him, when you are coming back
down, he will most likely go for the Giga Bomb, so roll out of the way so he
doesnt hit you. Most of his attacks are elemental (i think his whirling 
fortress is Ice and his Giga Headbutt is Fire). The main things you need to
watch out for in this battle is the Giga Bomb, he uses it alot, so when you 
see him going for it, roll out of the way. When you get him up to enough 
damage use the Bowser Headbutt (smash A). For those who want to know, to get
to Giga Bowser you have to beat adventure on Normal or harder in under 18
minutes.


=-=-=-=-=-=-=-=-=
11.All-Star Mode
=-=-=-=-=-=-=-=-=
Well, all i can really say is, if your fighting 1 person, use a normal 
fighting tactic, make sure you dont take too much damage. I dont usually take 
any of the 3 hearts until i get about 80%. When fighting 2, use whirling 
fortress alot along with fire breath and seperate the 2. When fighting 3, the 
fire breath whirling fortress combo is great, and also just smash attacks. 
The All-Star Pattern is 4 1v1, 4 1v2, and 4 1v3, then 25 Mr. Game and Watchs. 
The G&W's are not hard, just keep using whirling fortress.


=-=-=-=-=-=-=-=-=-=-=
12.Break The Targets
=-=-=-=-=-=-=-=-=-=-=
My best time:21.60
Nothing too hard or complicated to this BtT..

1.Turn left and punch the first one
2.Jump to the right and hit the 2nd one, fall onto the platform with the 
flipper.
3.Hit the target by the flipper.
4.Let the flipper go up, then jump up and whirling fortress the 4th one. Keep 
goin to the left till you land on the fall-through platform and fall through 
it.
5.When your right below it, whirling fortress it. Land on the platform with 
the target.
6.Swat at it. Go to your right.
7.Whirling Fortress this one. Jump up till you see the next target.
8.Whirling Fortress it, land on the platform.
9.Punch this one.
10.Jump from this platform underneath the one next to in and whirling fortress 
it.

Best Times (Send me your times at Thagreaty2j@aol.com)
1.)16.48-Me!
2.)21.77-Syotee
3.)---------
4.)---------
5.)---------


=-=-=-=-=-=-=-=-=-=
13.Home Run Contest
=-=-=-=-=-=-=-=-=-=
My Distance=1364.7

From Mario 64 Master:
------------------------------------------------------------------------------
This is how I got 1596:

1.Grab the bat.
2.Double jump over the bag and smash throw the bat straight up.
When you are coming down into the bag but still in the air, do an Up B. It 
will suck the bag up for 30% damage and the bat will hit it for another 20% or 
so.
3.Pick up the bat and do it again.
4.When you and the bag land, do an Up B on the ground.
5.When the bag comes down, be on the right side of it and do a left A 
(not running or smash). It will bounce off the back wall and come back to 
the platform. As it's going there, pick up the bat. Facing left, when it 
comes back, swing the bat while the bag is coming over you. If you hit it 
when it's above you and not in front of you, the bat won't make the ping 
noise and the bag will go much further.

------------------------------------------------------------------------------
This takes lots of almost perfect timing, skill, and patience to do. Also, I
noticed on step 4, timing is very, very crucial. If you time it wrong, the
bag will go flying. Thanks Mario 64 Master for this great technique!

Best Distances (Send me your distance at Thagreaty2j@aol.com)
1.)1596-Mario 64 Master
2.)1364.7-Me!
3.)1214.5-Syotee
4.)1112.9-XGiga BowserX
5.)---------


=-=-=-=-=-=-=-=-=-=
14.Multi-Man Melee
=-=-=-=-=-=-=-=-=-=
10 Man Melee- Oh please. If you really need help with this, you should jump
off a cliff. Just use Whirling Fortress.

100 Man Melee- Its 10 Man Melee, except 10 times more difficult! Yet another
simple one. Keep using Whirling Fortress.

3 Minute Melee- Now it starts getting tough. For this one, use whirling 
fortress again, and if you get low on health, start jumping over the enemys
heads.

15 Minute Melee- This one is really, really, REALLY hard. For this one, I 
recommend staying airborn as long as you can, and if you have to use the
bowser bomb on them to make them go away. Use Whirling Fortress to take them
out if you want to do it the non-chicken way.

Endless Melee- I heard if you beat Endless Melee you get a secret level. 
(Note: Sarcasm for the stupid people)

Cruel Melee- We all hate cruel melee. Why? Because its cruel. The best tactic
i found on this one is to keep using Bowser Bomb, and eventually they will
fly off the screen.
My Score=7 KOs.

Best Scores (Send me your scores at Thagreaty2j@aol.com)
1.)20-RavensFlux
2.)7-Me!
3.)4-Syotee
4.)---------
5.)---------



=-=-=-=-=-=-=-=-=
15.Event Matches
=-=-=-=-=-=-=-=-=
This will help you beat (character selectable) events with Bowser.

Event 3/Bombfest- You shouldnt really have trouble with this one, seeing as
how the enemys kill themselves alot. Just stay away from the electrodes.

Event 4/Dino Wrangling- Get Yoshi to abour 100%, then just throw him off.
You can get his damage up easily by using Whirling Fortress.

Event 6/Kirbys on Parade- CPU Kirbys on Parade. Just use the Koopa Klaw and
they will die in one hit. Dumb CPU Kirbys.

Event 7/Pokemon Battle- This one can really make you mad sometimes. The only
way to damage Pikachu is through pokemon. So every time you see a pokeball,
run to it and throw it staight down. If a good one comes out, it will hit 
Pikachu for a bit then another Pokeball appears while that happens, then more
and more and you just keep throwing them while pikachu dies.

Event 8/Hot Date on Brinstar- You will start out with %102 damage and Samus
will start out with %130. This one is hilariously easy, if you hit her with
a smash attack, charged or not, she dies.

Event 9/Hide 'n' Shiek- Probably one of the most hated events, you can only
kill Zelda when she is Shiek. When Zelda is Zelda, use Fire Breath and comboed
Whirling fortresses alot, then when one changes into Shiek, start using Smash
attacks on her, and you should be able to do it.

Event 10/All Star Match 1- You fight a series of people. Mario shouldnt be
a problem, just use normal fighting tactics against him and he should be gone,
but be careful about using Bowser Bomb on this stage so you dont fall through
the 3 center blocks. After Mario you get sent to Jungle Japes to fight DK,
I found it easy to use Snack Time on him and then smash him. After DK, you are
sent to Yoshis Island to fight Yoshi. Again not a problem, Yoshi is easy, just
use normal fighting tactics. After Yoshi you get sent to Peachs Castle to 
fight, guess who, Peach! Peach is very easy, just get here near the edge and
smash attack her. After Peach you are send to the Cruise Ship to fight Bowser.
(Is it me or is this his main stage? If so thats stupid.) Again i took him
and smashed attack him from the edge. This is not a hard All Star Match.

Event 11/King of the Mountain- Stay alive on Icicle Mountain for a minute. The
only thing bothering use is 2 pesky little Ice Climber duos. Just stay near 
the bottom of the stage and move up. Dont stay too near the bottom though,
incase it starts going really fast and you die. If one of the Ice Climbers 
comes towards you, you can easily take them out with a smash attack.

Event 12/Seconds, Anyone?- Not as hard as it sounds. You both start out with
%100. Smash attack Captain Falcon and he dies.

Event 14/Trophy Tussle 1- You go against 3 random opponents for the Goomba 
Trophy. You can easily take them out with Whirling Fortresses and Fire 
Breaths.

Event 15/Girl Power- You are tiny Bowser against the 3 Normal sized females
of the game. The only one that does anything, like usual, is Samus. Peach 
stands there and does nothing and Zelda will turn into a Shiek a few times.
Samus will try to do her Up+B on you alot. This match can be easily won by 
using using smash A, Bowser Bomb, and Whirling Fortress.

Event 20/All Star Match 2- Your first foe is Samus. I beat her easy using
Snack Time and smash attacks. Watch out for the Lava. Your 2nd enemy is Link
in Great Bay. I beat him easy using the Technique explained on the Level 
Stategys section. (Platform by turtles nose throw.) Now you are send to 
Hyrule Temple to fight Zelda/Shiek. Use normal fighting techniques on her.
Now you are send to Mute City to fight Captain Falcon. This one can be tough.
Get him up to about %100 then smash him off. Use normal fighting tactics. Now
you are send to Corneria to fight Fox. I used Bowser Bomb on him a few times,
then smashed him and he flew away.

Event 21/Ice Breaker- This one sucks. Really. You have to KO the Nanas.(the
pink ones) and only the Nanas. You cant KO the Popos.(The blue ones.) And
to make it worse they are always jumping!! Heres the worst part- You have
one minute to do it!!! Heres how I did it. Grab one of the Ice Climbers, 
if you grab Popo, throw him Up, if you get Nana, throw her to the edge and
smash attack her. Repeat for the other Nana. This one will take you a few
tries, but youll get the hang of it.

Event 22/Super Mario 128- This one is so easy its not funny. The only possible
person that could lose to this event is a CPU Kirby. Just keep using Whirling
Fortress. ANY attack will kill the Marios in one hit, even Flame Breath.

Event 23/Slippy's Invention- This one can be a challenge if you dont look
close enough. Trust me, you can see them. Use Fire Breath and when they get
about %60 damage, smash them off.

Event 24/The Yoshi Herd- Whirling Fortress them, Koopa Klaw them, throw them,
eat them, whatever you want. Another easy battle. Watch out for the 3 blocks
in the middle. The 30th Yoshi is a giant Yoshi that can be knocked off easily
with a smash attack.

Event 25/Gargantuans- Bowsers own event. You get to fight Giant Donkey Kong.
You are Giant Bowser. Also, there is a tiny Mario and a tiny Peach which can
be easily knocked off in one hit (i heard someone say they were just there to
look like civilians.) I stood on the moving platform (that you start on) 
and waited for DK, when he came, i threw him to the left and smashed him, when
he came back on, i did it again until he died.

Event 26/Trophy Tussle 2- This one can be pretty hard. Use Fire Breath and
Whirling Fortress alot, along with Smash Attacks to know them off. Just keep
on keeping on. Bowser Bomb works wonders.

Event 28/Puffballs Unite!- You get to fight 14 stupid CPU Kirbys in this 
battle. But they arent just CPU Kirbys. They each have their own power..
...oh well they are still CPU Kirbys. Use Smash Attacks on this one, whirling
fortress wont work all the time.

Event 30/All Star Match 3- Your first opponent is CPU Kirby. When he turns 
into stone, and doesnt suicide, charge up a smash A on him and when he turns
back youll hit him and he'll die. Now you go to Pokemon Stadium to fight
Pikachu. He can be tough in this one. Use smash attacks and intercepts and
you should make it through. Now you are sent to Onett to fight Ness. Stand
on the bottom and let cars hit him by jumping or sidestepping when they come
by, then smash him away. Now you are sent to the evil Icicle Mountain to fight
the Ice Climbers. This is so not hard. Damage them a bit them smash them off.
Not as hard as the other events.

Event 31/Mario Bros. Madness- There are lots of speculations about this event.
Some people say that it is won by getting more Bonuses, because sometimes when
someone is sure they got more KOs they get failure. I got it using KOs though.
Just use firebreath and smash attacks, this one can be hard. Try to get them
to suicide by standing on the platform and letting them follow, then when
it falls, jump back up, and sometimes they cant make it.

Event 37/Legendary Pokemon- Even though I no longer like Pokemon ever since
Pokemon Gold/Silver came out, this, for some reason, is my FAVORITE event.
It is just so fun to see all the legendary pokemon and the annoying little
Jigglypuff scream "Jiggily!!" as its knocked off the screen. Also, by beating
this event, you get challenged by Pikachu. I also think its easiest to see
Mew in this event, because i dont have everything (score display) and I once
saw him twice in a row! Anyways, heres how to win: GET THE FIRST POKEBALL!!
Dont get the 2nd, or the 3rd, because if Jigglypuff gets the 1st pokeball
you are screwed, unless its a Wobuffet(the only non legendary pokemon in this
event). Legendary Pokemons attacks are long, so while they are getting 
attacked, more pokeballs fall for you to throw! This can be a very easy event
if you keep getting the pokeballs, also, the wireframes dont pick up 
pokeballs, so once Jigglypuff is dead, all the Pokemon are yours!! Simple.

Event 38/Super Mario Bros. 2- If you havent noticed yet, the events get
progressively harder as you go. This one is hard. Why? Because its 3 on 
one!! You have to fight Mario, Luigi, and Peach all at the same time. You
can get their damage up by using lots of Fire Breaths and Bowser Bombs,
then sneak in a smash attack to knock them off. Break a leg.

Event 40/All Star Match 4- Your first opponent is Marth. I managed to get
some long Fire Breaths on him, then smash him off. Not too hard, but watch
out for his stupid sword. After that you are sent to Mushroom Kingdom II to
fight Luigi. Once again get some long Fire Breaths going on him and smash him
off. He can put up a fight. Next you are sent to Poke Floats to fight 
Jigglypuff. Bowser Bomb him and smash him off. Hes not as hard as Luigi or
Marth. If he comes back smash him again. Now you are sent to Final Destination
to fight Mewtwo. Cant say much here, just use normal fighting tactics like
the fire breath whirling fortress combo and smash attacks. When Mewtwo dies
you are sent to Flat Zone to fight Mr. Game and Watch. This one isnt too hard
if you hit him a few times then smash him, seeing as how this is the smallest
level and Mr. G&W is very light. A decent All Star Match.

Event 44/Mewtwo Strikes- Dont fight Zelda. Just dont. Wait for Mewtwo to 
appear out of no where, then Smash him a bunch of times and he should die.
Not too hard.

Event 46/Fire Emblem Pride- You can use the cave technique (descrived in level
stategys section) on this one, or, if you want an easy but hard way, go to
the low low low platform (the one the 2nd cave leads to) and jump around, they
will try to Up+B you and sometimes miss, making them fall off. This can be a
very challenging battle because they like to use little sword hits all the 
time as a team. Just fire breath them and whirling fortress and smash and
whatever. Just kill them. Also if your using the platform technique be very
careful not to fall off. One time when i was standing on the platform, roy had
just died, then he was walking towards me and he just fell off. No attack or
anything. What an idiot. Also on the platform you can throw one to the right
and when they are coming back smash them off.

Event 47/Trophy Tussle 3- VERY EXTREMELY hard. What i did on this one was use
Bowser Bomb on them multiple times. You will take damage. This is basically
3 against 1 with friendly fire off. This will take many many tries, but 
eventually you will overcome. Also, if Pikachu or Pichu is one of the random
opponents, restart, because their thunder will kill you. Alot.

Event 48/Pikachu and Pichu- Turn on some music or something, turn the volume
down on your TV, no matter how cute you think these guys are, you will get
this sensation to shoot yourself after hearing thousands of "pi"s and "pika"s
like they are constapated or something. This one is another hard one. Try to
get Pikachus damage up a bit, and hit him so he goes very far, but not off
and dies, because he has infinity lives. The pichus only have 1. You have 2.
When you get the chance, smash the Pichus alot, and i mean alot. Youll get
them after about 100 tries and 1000000 Pi's.

Event 49/All Star Match Deluxe- I cant really offer you any advise, seeing
as how they are all Level 9, it will take skill to beat this one. Go out
there and break a leg. Use items and whirling fortress combos as much as
you can and smash them off. Falco will be your toughest. You should have
mastered rolling by now, if you do that he wont be too hard. Break a leg.

Event 50/Final Destination Match- The first hand you should go after is
crazy hand (the left one for those CPU Kirbys out there) because Master
Hand is much easier. Just keep using Whirling Fortress, if one of them grabs
you just start mashing buttons and you should get out. Sometimes Crazy Hand
just stands there for a while and lets you hit him. Also watch out for their
double team attacks, they are deadly. Once Crazy Hand is out of the way
Master Hand shouldnt be too hard if you havent take much damage. The R/L
Button comes in handy on this event.

Event 51/The Showdown- Ive done this one with Bowser a few times. With no l
ives left and like %100 damage. The first person you should go after is Giga
Bowser, Whirling Fortress him alot of times. After you do that whirling
fortress combo him to the opposite end then smash him off. When hes gone,
start using your usual stuff against Mewtwo and Ganondorf. The hardest person
in this battle, in my opionion, is Ganondorf. Hes always last and hurts me
really bad. When you kill them be proud because you are a very good Bowser
user. It gets easy when Giga Bowser is gone..


=-=-=-=-=-=-=-=-=-=
16.Special Melee(s)
=-=-=-=-=-=-=-=-=-=
This will help you on the special melee battles (stamina, tiny, etc.)

Camera Mode- Take pictures. Yay. Make pictures of Bowser roasting Pichu or 
something. Have fun!

Stamina Mode- My favorite mode (although they couldve thrown in some an 
options menu). Fire Breath can win this one easy for you, but make sure you
stay a good distance from the enemys, since you are slow they will tend to
team up on you sometimes and do some good damage. Bowser is powerful so this
one shouldnt be too hard against 1 person. Break a leg.

Super Sudden Death- Bowser pick ups an advantage here being the heaviest 
person in the game, some of the attacks that'll KO someone in one hit wont
work as good against Bowser. Use Whirling Fortress and Koopa Klaws and
Bowser Bombs, throw every item you see at your opponents. Dont use fire 
breath. That will just slow you down and kill you. Throwing may seem to be
a good idea here, but dont, because of your slowness, if you go against a 
skilled player and they dodge it, you just set yourself up for a KO.
Also try avoiding using smash attacks unless you come back from getting KO'd.

Giant Melee- Bowser once again picks up an advantage because of his weight.
But a disadvantage from his size makes him easy to hit in this melee. Try to
use Fire Breath and smash attacks alot seeing as how in the smaller stages the
characters are bunched togeter. Whirling Fortress works too. Use any items you
stumble onto, they will help big in this melee.

Tiny Melee- Bowser.. again.. gets an advantage here this time from his breath.
No not the smell, but no matter what size you are, Bowsers fire breath will
always remain the same size. So that means big flame time!! Use your giant
fire breath in this melee to damage your opponents badly then smash them
away. Hammers are a good item to use in this melee.

Invisible- A fun melee but can really make you mad sometimes. I like to use
Whirling Fortress and Smash A as my main attacks. If you are fighting against
a friend, try to avoid using Fire Breath as that will show where you are. Then
again, doing anything will show where you are. Oh well. Just use it when they
are near, then hit them with what you got. Also, be careful of the edges of
the level and make sure you dont fall off. It happens to me alot.

Fixed Camera Mode- Probably the biggest waste of good special melee mode ive
ever seen. Its a camera that shows the whole level. Hooray. They coulve
put in something more productive like Metal Melee or something. But noooooo.
"Hey guys, lets make a camera that shows the whole level!!" No offense to any
poor sap who actually likes this mode, its just dumb. Just fight and win.
This mode is almost as stupid as a CPU Kirby, who are so stupid it takes them
an hour to make minute made rice.

Single-Button Mode- Both a big advantage and a big disadvantage for Bowser. 
His smash attacks have awesome power, and so do nearly all of his other A
attacks. But, you dont have a triple jump in this mode, and Bowsers jump is
very bad. Just keep hitting your opponents with Smash Attacks and you can
knock a few out. Also, dont forget X/Y jumpers, those buttons are disabled
so you have to use Up on the rotation stick. (I prefer X, though.) Just a
plain Forward A punch will help you alot too.

Lightning Melee- They shouldve made this 2x speed, THEN it would be lightning
fast. Bowsers slowness actually helps in this melee, seeing as now he is a bit
easier to control. Use normal fighting tactics. Dont forget that this is a
faster melee.

Slow Mo Melee- Bowsers slowness is once again a disadvantage. This melee, 
though, can help improve your timing. I just like using the fire breath
whirling fortress combo in this melee. Break a leg.


=-=-=-=-=
17.Items
=-=-=-=-=
This will provide stuff to do with items, what to do with them, and what not
to do with them.

Food- Its food. Try eating food at all costs, even if it does only heal about
3%-7%, it can help sometimes. Keep your enemys away from food. Every damage
point counts. 

Maxim Tomato- Heals 50%. Get the Maxim Tomato whenever you can. It appears
alot more frequently then the heart container. In SSB, it healed 100%. Why
they changed it.. i dont know. I guess because it healed too much. Keep your
enemys away from it when it appears, rush to it whenever you see it, even
if you have full health.

Heart Container- Heals 100%. Not only does it no longer heal all damage, its
very rare. I could get 50 Maxim Tomatos to appear before this thing does. Its
a rip off, but get it anyways. Get it as soon as you see it so your enemy 
doesnt get his/her damage down!

Warp Star- An AWESOME item! When you try to take it, you will get on it, go
flying in the air, and hit your opponent and send them flying! You control
where it goes by holding left or right on the control stick, or no direction
at all. Be warned though that its control is very stiff, so it wont move far.
This item works greatest when going against more than 1 person, since it will
usually send anyone flying if they have a decent amount of damage. Try to
avoid falling off the edge while controlling it, because.. thats bad.

Ray Gun- An item i dont like. It works like Falcos blaster except it sends
further and it does more damage. Its slow though, making you open for a smart
attack. Try not to use this in a melee against more than 1 person, but in a
1 on 1 melee, use it. Throw it when it gets empty.

Super Scope- The SNES utility is much much better (in my opinion) than the Ray
Gun. It shoots laser bullets like a machine gun, allowing you to hit your 
opponent with a steady flow of bullets, or in a melee against a group, you can
charge up the gun while they are fighting and hit them with the fully charged
bullet to send them flying. Throw it when it runs out of ammo. A very useful
item.

Fire Flower- The Melee version of the Fire Flower is crap. Stay away from this
horrible item. Instead of keeping your opponent trapped in flames, like in
SSB, it will send them away, so you can only do like 10 damage at a time.
Stay away from this thing, Fire Breath is alot better. You can, however, use
this on groups of people, but Fire Breath is still better. The only use I 
found for it was picking it up and throwing it at my enemy, or just throwing 
it off the stage.

Lip's Stick- If you hit your enemy with Lip's Stick, it will poison them and
do damage to them slowly, the bigger the flower the more the damage (I think),
If you ever get hit by it, simply just start hitting all directions on the
control stick, and the flower will fall off. This is a very useful item and
i recommend using it followed by Fire Breath. When it runs out of Poison, 
throw it at your enemy.

Star Rod- When you get this item and smash with it, it will shoot 1 star for
Bowser (some characters can actually shoot more, the most being a whopping 4
with Captain Falcon). Use the stars when you first get the rod to do some 
damage from afar, when you run out of stars, smash attack your opponents with
it to send them flying. An OK item, if you get tired of it just throw it
at your enemy. An alright item but there is better.

Beam Sword- Like the star rod except its more powerful and doesnt shoot 
stars. It is shorter than the beam sword in SSB, but it can still be useful.
Use it like you would any other rod type item. Throw it when you get tired
of it.

Home Run Bat- The most powerful item in the game, when smashed it will, 
no matter what (with the exception of a few Hyrule Temple occasions), do a 
1 hit KO. Whenever you see this great item fall from the sky, push everyone
out of your way and run like heck to it. When you get it, start homerunning
people like crazy (Smash A for the newer people). Even some Level 9's and
smart players can get killed by this item. A great item overall, its charge
time has been reduced since SSB, making it better.

Fan- "Oh boy, the fan. How crappy. (Throw off the stage)." This is what you
might think about the Fan since SSB. But it has actually been improved a 
little seeing as how you can do major damage with it. How? Sure it may only
do 1%-2% damage with a normal hit, but if you grab it then start hitting A
like crazy near your enemy, you will combo them for lots of damage. If they
are the type that comes near you and uses a Down B or something, use it like
you would the Fire Breath Whirling Fortress combo and use the Whirling 
Fortress when they get near you. This can be a good item if you know what your
doing with it.

Hammer- In my opinion the 2nd best item next to the Home Run Bat. When you
see this run to it and grab it, then start hitting your opponents like wild.
They will go flying because of the hammers awesome power. A new thing to the
hammer since SSB is now sometimes the head of the hammer falls off, and you
will be walking around just swinging the stick leaving you wide open for 
attacks. If this happens, just start jumping around until it ends. If your
opponent gets the hammer, just jump over them. Its cheap but hey, it works.
If the opponents head comes off the hammer, pick up the head and throw it at
them for lots of damage. 
From SAHMSue-
Hey! Great FAQ. I have a hammer strategy: Use the Bowser Bomb. You go right 
through the hammer and hit them! Bowser rocks! YEA!!!!!!!!!!!!!!!!

Green Shell- The Green Shell is just a throwing item except it hits further
and does more damage. Keep chunking it at your opponents and sometimes they 
will go flying.

Red Shell- With the Red Shell you throw it and it starts homing the person
you threw it at. Try to stay away from it when you throw it, it can send
you really far. A pretty good item overall, just be careful around it. Also
it only stays on the ground.

Flipper- The flipper is the cheap rip off version of the awesome Bumper except
it floats in air instead of sticking to the ground. So if you use this on
a moving stage (Corneria, Big Blue) it will move away with the stage (a nice
little effect). You can throw it at a computer player and they will keep 
running into it like idiots, but most smart normal people will jump over it.

Freezie- The freezie is an awesome item that, when thrown at your opponent,
will turn them into an ice block and leave it like that for a while. I like
to use smash attacks while they are frozen. Dont use Fire Breath, because
that will melt the ice (how realistic). Another thing you can do is knock
your enemy far, and when they are coming back, throw a Freezie at them to 
turn them into a block of ice and watch them fall to their death. Air 
dodging wont help them either because they will just fall because they cant
jump anymore. When you get frozen.. well all i can say is hope your opponent
doesnt do any good attacks on you.

Mr. Saturn- Mr. Saturn will push items off the edge of the stage. Mr. Saturn
is also a good thing and a bad thing because when thrown at someone they will
barely move, but he does like 10%. Throw Mr. Saturn at your opponents many
times then smash them or Koopa Klaw them to make them go flying. This can
be a good item, and at times a bad item.

Pokeball- A very very useful item, like pokemon or not. Throwing one will
make a random pokemon come out of the pokeball, some very useful, and some
not. Since this is a Bowser FAQ im not going to waste my time with thorough
descriptions of each Pokemon, but point out the more important ones. The most
useless Pokemon is Goldeen. There are rumors that Goldeen can do a one hit KO,
but i have not seen this yet, so it is unconfirmed (by me). One useful 
Pokemon is Electrode. Why? Mainly because Bowser can pick up and throw 
electrode, unlike the other characters (besides DK). This is good because 
electrode hits very very far because it has a huge explosion. If you pick it
up, throw it right away because he explodes quickly. You can pick him up by
pressing A by him when he turns black. 

Bob-omb- A very annoying but useful item. Throwing this at an enemy will make
it explode sending them off very far. The bad thing about Bob-ombs is that
if they are left alone for about 10 seconds, they will start moving on their
own, and if you run into it while its walking, it will explode and you will
most likely get sent off the screen. Pick these up whenever you see them so
they dont start walking or your opponent gets one.

Motion Sensor Mine- A sneaky version of the Bob-omb. When you pick it up and
throw it, it attacks to the wall you threw it at, and when someone touches it
they are send flying by an explosion. Try to be really sneaky with this one.
I like to attach it to the ground, then go in another direction and let my
enemy follow and as they are walking towards me getting ready to use Roys
retared Up+B, bam they are sent flying into oblivion. A very good item except
one bad thing- ALWAYS remember where you put it! If no one runs into it after
a while and you forget where you put it you will probably step on it and die.
You can tell where it is because it glows a little green light, noticible in
some stages and hard to see in some. Also if your opponent sets one, Fire 
Breath it to make it explode and get rid of it.

Super Mushroom- An item that has just about no disadvantage except sometimes 
if you get stupid with it youll fall off stages with little cracks (Jungle
Japes). Use smash attacks when you get big to send your opponents flying.

Poison Mushroom- The item that has no advantage! When you get this item, stay
away from everyone else because a very little attack will send you flying.
The difference between a Poison Mushroom and a Super Mushroom is that the
Poison one is purplish red instead of bright red, you can tell the difference
after a while.

Starman- If you get a star man you become invincible, so nothing will hurt
you at all! Take full advantage of this item because it has NO disadvantages!
If your opponent gets one, just start running from them because there is 
nothing you can do about it.

Parasol- A weak version of an unstarred star rod with the except if you jump
with it you can float with it. Its weak so dont expect it to do much damage
or send your opponent flying, i dont recommend this item.

Screw Attack- You can do 2 things with this item. 1 you can keep it and jump
to do a screw attack on your opponents, which is what you should do if
your fighting more than 1 person. 2 you can throw it at your opponent to make
them do a screw attack and do some damage which your should do if your doing
a 1 on 1. I dont really like this item either, but some people like it alot
more than I do.

Metal Box- Both good and bad. Its good because when you get it, you become
much harder to knock off. Bad because when you get it, you fall alot faster
and can fall off easier if you arent quick enough. So get it or not? I'd get
it if you are in a large stage. If you are in the smaller stages, let your
opponent have it, then throw them off and laugh.

Bunny Hood- The Bunny Hood is a very good item because it makes you faster
and you jump about 3x as high as you used too (excluding your third jump).
Get this whenever you can, it can save you from falling off alot. Be careful
with it though so you dont go out of control because of the speed and fall
off. You shouldnt have a problem with that because of Bowsers speed though.
A good item.

Cloaking Device- Makes you turn invisible. Good against a friend but bad
against a computer because they are computers so they can see you. I dont like
this item sometimes because if you dont watch out you can fall off without
noticing. So should you get it or not? Get it in the flat out large stages,
but in the smaller stages watch out for it so you dont go falling off like
I do sometimes.

Barrel Cannon- If you throw it at your opponent, they will go inside the 
cannon and get shot in a direction of their choice. Dont throw this at anyone.
Let them throw it at you.

Party Ball- Like a crate or barrel accept it lets out 4 items, and usually 
they are all the same thing (sometimes it lets out tons of food, or 4 of
any item, or sometimes just various things).

Barrel- Lets out random items.

Crate- Lets out random items. Sometimes the crates will countain Octoroks,
Redeads, Goombas, and Like-Likes, but this is usually rare. They dont do
anything except annoy you. You can knock them off easy.


=-=-=-=
18.FAQ
=-=-=-=

1.Do you believe that theres a way to get Giga Bowser?
Ok here is my honest opionion about this: I think its way too obvious that 
Giga Bowser is in the game. I mean, it says it in sound test. Sure, theres a
message saying you got all the secret characters, big whoopdee doo. But with
all the recent finds lately, like Samuses long through and more importantly
Fox and Falcos secret taunts, i think it is likely. However i don't think it
would be too easy, since ive been trying to find Bowsers "secret taunt" for a
while now along with other people (Ganondorf and Kirby) and have no luck.
I am not saying he is in the game, but its a very little possibility.
You know what, i was thinking, if they put Giga Bowser in the game
some way, form, or fashion, Bowser would pretty much be useless. I guess the
only bad part to him is that hes really easy to hit..

2.Did u no sonic and tales r in tha game!?
SONIC AND TAILS ARENT IN THE GAME!! It was, as I stated, AN APRIL FOOLS JOKE
BY EGM. Lots of people, including me, have tons more then 20 KOs on Cruel
Melee. I have 43 with Jigglypuff. THEY ARENT IN THE GAME!

3.But EGM said..
APRIL FOOLS JOKE!!!

4.But they had pictures of..
APRIL FOOLS JOKE!!!

5.Whats Bowser doing when he is running?
Hes not running, hes sliding with an engine in his shell. If you listen and 
look closely, you can see sparks coming from his shell and hear a motor noise.

6.Why was the Tamagon trophy taken out?
Not a Bowser related question, but the 291st trophy, Tamagon, was taken out
because NOA has a problem with a little dinosaur burning crosses and 
collecting bibles. Or something like that. And no, you cant get Tamagon by
changing the language to Japanese, so dont even try it. (For curios people,
he was a lottery trophy)
=-=-=-=-=-=-=-=
19.Coming Soon
=-=-=-=-=-=-=-=
More strategys (there will always be more strategys)..
And more..

If you have an idea for a new section, send it to me at ThaGreatY2J@aol.com
because i really need one..

=-=-=-=-=-=-=-=-=-=
20.CPU Kirby Jokes
=-=-=-=-=-=-=-=-=-=
This section is dedicated to CPU Kirby jokes.

Fire Link
-CPU Kirbys are so dumb, they buy solar powered flash lights.
-CPU Kirbys are so stupid, they failed recess.
-Tons more spreaded throughout this FAQ.

Keikos Husband
-CPU Kirbys are so dumb they use their Down+B move above surfaces greatly 
sloped toward the end of the stage!

Nic64
-CPU Kirbys are so stupid, they put screen doors on a submarine.
-CPU Kirbys are so stupid, they invented a helicopter ejection seat.
-CPU Kirby is so stupid because it used its inhale move in a room full of 
paint fumes!

PikaNerd
-CPU Kirbys are so stupid, they invented clear paint.
-A counterfeiter was making some fake money when he realized that he made a 
$15 bill. Knowing he'd get caught if he was seen with it, he went to the
grocery store because he knew a CPU Kirby worked there. He walked up to the
checkout line where the CPU Kirby was working and said, "Excuse me, sir, but
do you have change for a fifteen?" And the Kirby said "Sure! Do you want a 
seven and an eight, or five threes?"
-CPU Kirby is so stupid, when it snows he goes outside and squirts Head & 
Shoulders into the sky to help God's dandruff.
-CPU Kirby is so dumb, he sent back his steak because he asked for it rare 
and they gave him a regular steak
-CPU Kirby is so stupid, he hired somebody to write his autobiography.

KujaKiller11
-CPU Kirbys are so stupid, they put air conditioning on motorcycles.

GamecubeGuru
-CPU Kirbys are so stupid, it takes them a week to watch 60 minutes.

Fantusta
-CPU Kirbys are so stupid, they walk into a Roy charging his B move.

T1me2Play
-CPU Kirbys are so stupid they try to put M&Ms in alphabetical order!
-CPU Kirbys are so stupid they took a ruler to bed to see how long they slept.
-CPU Kirbys are so stupid you have to dig for their IQ!
-CPU Kirbys are so stupid they ask you, "What is the number for 911?"
-CPU Kirbys are so stupid they get stabbed in shootouts.
-CPU Kirbys are so stupid they call Dan Quayle for spell check.
-CPU Kirbys are so stupid it takes them a day to cook a 3 minute egg.

Turtleboy00
-CPU Kirbies are so stupid that they'd be flying over and endless abyss, 
think that they were going too high and do what the kid in Willy Wonka did 
by burping and fall to their doom!

Paliosun
-How do you kill a CPU Kirby? Put a Scratch n' Sniff at the bottom of a pool.
-A CPU Kirby got a plane going to California. He paid for coach seats, but 
sat in first class. A stewardess noticed and tried to convince him to go to 
coach, but failed. A second stewardess convinced him successfully. The first 
stewardess asked her "How did you convince him?" and she said "I told him 
first class is going to New York." 

V Faction
-CPU Kirbys are so stupid they mourned when the phone lines went dead.
-CPU Kirbys are so stupid when asked for change they switch their pants and
shirt.

the last crusader
-CPU Kirby is so stupid he filled himself with gas then stuck the ignition key
in his eye.
-CPU Kirby is so stupid he geats beaten in chess by a mealworm.

zoom882
-CPU Kirby is so stupid he sucked up a wire frame for its special move.

Motrunks
-CPU Kirby is so stupid he sucks other Kirbys that havent already sucked up
a character for their special move.

LeGoLaS0
-CPU Kirby is so stupid he tried to kill a fish by drowning it.
-CPU Kirby is so stupid he tried to kill a bird by throwing it off a cliff.

Quixim
-CPU Kirby is so stupid, he invented Dehydrated water

PatrickSays
-CPU Kirby is so stupid, when he threw a bob-omb at the ground, he 
missed.

miraclematter
-CPU Kirbys are so stupid, they eat and use Electrode's(sp?) attack

Beat Box
-CPU Kirbys are so dumb, they leave at signs saying "airport left".
-CPU Kirbys are so dumb, they couldent find water if they fell out a boat.
-CPU Kirbys are so dumb, they buy money.
-CPU Kirbys are so dumb, they read comics for they're educational value.
-CPU Kirby, Link, and Mario were stranded in a desert. They find a cliff with 
inscriptions that read, "jump off, and say what you wish to land in." Mario 
jumps off and says, "gold!" and lands in a pile of gold. Link says, "silver" 
and lands in a pile of silver. Kirby trips on a rock on his way off the 
cliff,and says,"SH**!!"
-CPU Kirbys are so dumb, they go to deserts and look for sand.
-CPU Kirby, Mario, and Link are deserted in a desert.they find a lamp, rub it,
and a genie pops up and says, "each of you have one wish. Mario says, "i wanna
go to italy" and he pops up there. Link says, "i wanna go back to hyrule"
and he pops up there. CPU Kirby says, "I wish they were here."

cRiSpYkRiSpZ
-CPU Kirby's are so stupid, they die trying to boil water in a toaster.
-A CPU Kriby walks into a Target and goes to the clerk and says "Can I buy 
this TV?" and the clerk goes "Sorry, we don't sell to moron Kirby's like you."
 So the Kirby comes back the next day with a PoPo costume on, and asks "Can I 
buy this TV" and the clerk goes "Sorry we don't sell to moron Kirby's". The 
next day, the CPU Kirby gets a blow-up Link doll and gets inside and goes 
"Can I buy this TV" and the clerk goes "I TOLD YOU! WE DON'T SELL TO YOUR 
KIND!!!" and the Kirby goes "How in God's name did you know it was me?" and 
the clerk goes "Because you've been bringing that microwave up to me for the 
past 3 days!"

-Three CPU's are working on a construction site 100's of stories up. They are 
sitting on a girder and the first CPU, Link, opens his lunch up. "ARGH! Ham 
and cheese sandwich! I hate ham and cheese! If I get ham and cheese one more 
time, I'm going to jump off this building!" So the next CPU, Roy, opens his 
lunch. "Calamari pizza? If i get Calamari Pizza one more time, I'm jumping off
 with Link! I HATE calamari pizza!" Then the last CPU, Kirby, opens his lunch
 and goes "Lunchables! I hate Lunchables. If I get it once more, I'm going 
down with the rest of you."
The next day, Link opens his lunch and finds ham and cheese. He jumps to his 
death. Roy opens his brown bag to find calamari pizza. He follows Link's 
example and dies.
Kirby opens Lunchables and kills himself also.
At the funeral processions, Zelda says "ARGH!! If only Link had told me he 
doesn't like Ham and cheese! I would have packed him something else!"
Then Marth, Roy's boyfriend who is living with him, goes "He must have been 
lying when he said he loved that calamari pizza! WAHHHHH!!!"
Then some guy from Kirby video games who Kirby lives with goes, "Don't look 
at me. He packs his own lunch."

Tapion013
-Dr. Mario, Luigi, and a CPU Kirby were all arrested, and these criminal 
masterminds were devising a plan to breakout ever since. After the third day 
they finally blow out the back wall and out into the valley.
Dr. Mario: Hey, look, a three a sacs that a we can a hide in. Let's a GO!
Luigi: good a idea
CPU Kirby: HiiIIIiii!!!!
after they finally got in, the three guards that have been chasing them up to 
the valley reach the bags.
Guard 1: do you know what's in here
Guard 2: you got me
Guard 3: let's take a look
So the gaurds go up to the bags and kick the first one, and Dr. Mario goes 
"Meow!" So they go up to the second one with Luigi in it, and they here "WOOF 
WOOF" then they go up to the third one with the CPU Kirby in it, and kick it.
and they hear ".......................POTATOES!"

coolasice
-A CPU Kirby finishes a jigsaw puzzle just as Link comes over. Kirby says, 
"Hey, Link! I finished this puzzle in only 6 months! And the box says 2 to 3 
years!" 

starwatcher
-CPU Kirby is so dumb he studied for an blood test
...is dumb he thought he had a twin brother when he looked in the mirror...he 
looked in the mirror and said: "AHHH! He keeps staring at me!"
He's so stupid he was in a staring contest with a volley ball and won...
he's so stupid he thought Jigglypuff was his mother
he's so stupid, when he wanted to commit suicde, he jumped out of the basement
so stupid that he got drunk from water
*******
*During a fight with Link* 
Both are standing at the edge*
CPU Kirby: HIIII! 
Link: LOOK! *poins behind CPU K.* ELVIS! 
CPU K.: Where?! *turns around*
Link: *pushes CPU K. off of edge*
CPU K.: *While falling* IIIIII STTIIIIIILLLLL DOOOOOON'TT SEEEEEEEE HIIIIIIM!
EEEEEEELVVIIIIIISSSS?! *bang*
*****
What's 5 miles long and has the IQ of 0? A parade of CPU K's
How many CPU K's does it take to screw in a lightbulb? 
A #1: Two, one to keep the other from swallowing it.

GeNji KiD-

Note: whenever I say "Kirby," I mean a CPU Kirby. I'll mention if it's a 
smart Kirby or not.
Some of these jokes are rated-R.

Q: What do you call a Kirby with half a brain?
A: Gifted!

Q: How do Kirby's braincells die?
A1: Alone.
A2: Kirby's have braincells?

Q: What do you call a Kirby with 2 brain cells?
A: Pregnant.

Q: How do you brainwash a Kirby?
A: Give it a douche and shake it upside down.

Q: Why do Kirby's wash their hair in the sink? (if they had hair)
A: Because, that's where you're supposed to wash vegetables!

Q: Why is it good to have Kirby as a passenger?
A: You can park in the handicap zone.

Q: How do you make a Kirby's eyes light up?
A: Shine a flashlight in its ear.

Q: How do you get a Kirby's eyes to twinkle?
A: Shine a torch in its ears.

Q: Why should Kirbys not be given coffee breaks?
A: It takes too long to retrain them.

Q1: How can you tell if a Kirby's been using the computer?
A: There's white-out on the screen.
Q2: How can you tell if another Kirby's been using that computer?
A: There's writing on the white-out.

Q: Why don't Kirbys eat Jello?
A: They can't figure out how to get two cups of water into those little 
packages.

Q: Why don't Kirbys eat bananas?
A1: They can't find the zipper.
A2: They can't find the pull tab.

Q: How did the Kirby die ice fishing? 
A: He was run over by the zambonis machine. 

Q: What's a Jigglypuff's mating call?
A: Has that Kirby gone yet?
A2: When is that Kirby b*tch going to leave!?
A3: "All the Kirbys have gone home!"

Q: Why do Kirbys drive BMWs?
A1: Because they can spell it.
A2: Kirbys can drive?

Q: Why do Kirbys like the GST? (GST -- Goods and Services Tax now in effect 
in Canada)
A: Because they can spell it.

Q: Why do Kirbys have TGIF on their shoes?
A: Toes Go In First.

Q: What do you call a Jigglypuff with a Kirby on either side?
A: An interpreter.

Q: What do you call a Kirby between two Jigglypuffs?
A: A mental block.

Q: What is it called when a Kirby blows in another Kirby's ear?
A: Data transfer.

Q: Why do Kirbys have more fun?
A1: Because they don't know any better.
A2: They are easier to keep amused.

Q: How many Kirbys does it take to change a lightbulb?
A1: "What's a lightbulb?"
A2: One. It holds the bulb and the world revolves around him.
A3: Two. One to hold the Diet Pepsi, and one to call, "Daaady!"

Q: Why are there no dumb CPU Jigglypuffs?
A: Peroxide.

Q: Why does NASA hire peroxide Kirbys?
A: They're doing research on black holes.

Q: What do you call 10 Kirbys standing ear to ear?
A: A wind tunnel.

Q: What do you call 15 Kirbys in a circle?
A: A dope ring.

Q: Santa Claus, the Tooth Fairy, a CPU Kirby, and a smart Kirby are walking 
down the street when they spot a $10 bill. Who picks it up?
A1: The CPU Kirby, because there is no such thing as Santa Claus, the tooth 
fairy, or a smart Kirby.
A2: None of them. There is no such thing as Santa Claus, the Tooth Fairy or a 
smart Kirby and the CPU Kirby thought it was a gum wrapper.

Q: Why did the Kirby scale the glass wall?
A: To see what was on the other side.

Q: What do you do when a Kirby throws a hand grenade at you?
A: Pull the pin and throw it back.

Q: If a Kirby and a Jigglypuff are tossed off a building, who hits the ground 
first?
A: Jigglypuff. Kirby has to stop to ask for directions.

Q: What happens when a Kirby gets Alzheimers disease?
A: Its IQ goes up!

Q: What is the difference between a smart Kirby and Bigfoot?
A: Bigfoot has been spotted.

Q: What does a Kirby and a beer bottle have in common?
A: They're both empty from the neck up.

Q: How do you drown a Kirby?
A: Put a mirror at the bottom of the pool.

Q: How many Kirbys does it take to make chocolate-chip cookies?
A1: 10. One to mix the dough and nine to peel the smarties.
A2: Three...one to mix the batter and two to squeeze the rabbit.
A3: Two...one to make batter and one to peel the M&Ms.

Q: What's the Kirby's cheer?
A: "I'm Kirby, I'm Kirby, I'm K.E.R.B.I....ah, oh well..I'm Kirby, I'm Kirby, 
yea yea yea..."

Q: What do you get when you offer a Kirby a penny for its thoughts?
A: Change.

Q: Why does a Kirby only change its baby's diapers every month?
A: Because it says right on it "good for up to 20 pounds."

Q: How did the Kirby try to kill the bird?
A: It threw the bird off a cliff.

Q: How does a Kirby kill a fish?
A: He drowns it.

Q: Why did the Kirby get so excited after she finished its jigsaw puzzle in 
only 6 months?
A: Because on the box it said From 2-4 years.

Q: How does a Kirby high-5?
A: He smacks himself in the forehead.

Q: How do you amuse a Kirby for hours?
A: Write 'Please turn over' on both sides of a piece of paper.

Q: Why do Kirbys always die before help arrives?
A: They always forget the "11" in "9-1-1".

Q: What did the Kirby say when he looked into a box of Cheerios?
A: "Oh look! Donut seeds!"

Q: What did the Kirby name his pet zebra?
A: Spot.

Q: What do you call a fly buzzing inside a Kirby's head?
A: A Space Invader.

Q: What do you see when you look into a Kirby's eyes?
A: The back of his head.

Q: Why do Kirbys drive VW's?
A: Because they can't spell PORSCHE!

Q: How do you make a Kirby laugh on Monday mornings?
A: Tell them a joke on Friday night!

Q1: Why did Nintendo create Pichus?
A: To bring beer from the fridge.
Q2: Why did Nintendo create Kirbys?
A: Because Pichus were too small to bring beer from the fridge.
Q3: Why did Nintendo create Jigglypuffs?
A: Neither could the Kirbys.

Q: How did the Kirby break its leg raking leaves?
A: He fell out of the tree.

Q: Why do Kirbys have see-through lunch box lids?
A1: So they know if it is morning or afternoon.
A2: So that when they're on the train they can tell if they're going to work 
or coming home.

Q: Why are CPU Kirby jokes so short?
A1: So Jigglypuffs can remember them.
A2: Because Kirbys are so SHALLOW a long joke wouldn't fit.
A3: So others can understand them.

Q: What do you call a smart Kirby?
A1: A golden retriever.
A2: A labrador.

Q: Why are Kirbys hurt by people's words?
A: Because people keep hitting them with dictionaries. 

Q: What does a 'quarterback' mean to a Kirby?
A: A refund.

Q: What do you call a Kirby with Jigglypuff's power?
A: Artificial Intelligence.

Q: What do you call a Kirby with Bowser's power?
A: That's not even possible!

Q: What do you do to a Kirby driving down your street?
A: Sit in your yard and point a hair dryer at him to see if they slow down.

Q: What is the last thing a Kirby says at a drive-thru?
A: To go.


Marth and Roy were sitting in a Chinese restaurant.
"Roy," asked Marth, "Are there any Jews in China?"
"I don't know," Roy replied. "Why don't we ask the waiter?"
When the waiter, Kirby, came by, Roy asked him, "Are there any Chinese Jews?"
"I don't know sir, let me ask," Kirby replied, and he went into the
kitchen. He returned in a few minutes and said, "No, sir. No Chinese Jews."
"Are you sure?" Roy asked.
"I will check again, sir," Kirby replied and went back to the kitchen.
While he was still gone, Marth said, "I cannot believe there are no Jews in
China. Our people are scattered everywhere."
When Kirby returned he said, "Sir, no Chinese Jews."
"Are you really sure?" Roy asked again. "I cannot believe there are no
Chinese Jews."
"Sir, I ask everyone," Kirby replied exasperated. "We have Orange
Jews, Prune Jews, Tomato Jews and Grape Jews, but no Chinese Jews! 

Mario, Luigi, and Kirby all work for the same construction company.
At the beginning of the day the boss comes out and says to Mario, "You're
in charge of the cement."
Then he said to Luigi, "You're in charge of the dirt."
Then he said to Kirby, "You're in charge of the supplies."
Then he said, "I'm gonna be back at the end of the day to check on your
work. It better be good or you're fired."
So they all go off to go get their work done.
At the end of the day, the boss comes back to check on their work. He
looks at the big pile of cement and goes, "Good work," to Mario.
Then he looks at the big pile of dirt and says, "Good work," to Luigi.
Then he couldn't find Kirby so he asks, "Where the heck is Kirby??"
All of a sudden, Kirby jumps out from behind the big pile of dirt 
and yells, "SUPPLIES!"

Mario, Luigi, and Kirby are all in the same ESL class. The teacher told
them to make a sentence using the word 'hostess' for homework.
The next day Luigi goes "Oh I have a good sentence. The hostess was very
courteous." And the teacher said "Wow that was really good!"
Mario goes, "Oh I have a better sentence. My mother is a good hostess when
others come over." Then the teacher said, "Wow that was really good!" 
Finally Kirby goes, "I have the best sentence. When my mother answers the
phone, she says hostess?"

There is this good ol' barber in some city in the US. One day Fox goes
to him for a haircut. After the cut, he goes to pay the barber and the
barber replies: "I am sorry, I cannot accept money from you; I am doing a
community service." Fox is happy and leaves the shop. The next morning when
the barber goes to open his shop, there is a thank you card and a dozen
roses waiting at his door.
Falco goes for a haircut and he also goes to pay the barber and the barber
replies: "I am sorry, I cannot accept money from you; I am doing a community
service." The cop is happy and leaves the shop. The next morning when the
barber goes to open his shop, there is a thank you card and a dozen donuts
waiting at his door.
Kirby goes for a haircut and he also goes to pay the barber and barber
replies; "I am sorry, I cannot accept money from you; I am doing a community
service." The next morning when the barber goes to open his shop, guess what
he finds there - a dozen Kirbys waiting for a free haircut...

Time for a trip to Kirby Grammar 101
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use SINIGANG in a sentence.
"You see that boy there, you stay away from him. He SINIGANG!

Use SCHOOLING in a sentence.
*Ring, ring*.....Hello? Who SCHOOLING?

Use UNO, DOSE, TRES in a sentence.
UNO! DOSE TRES are on fire!!!

Use PENIS in a sentence.
I have to PENIS my homework first.

Use CHICKEN NUT BREAD in a sentence.
Stop choking your sister! CHICKEN NUT BREAD! (she cannot breathe)

Use MASTURBATION in a sentence.
In third-world countries where food is scarce, there is MASTURBATION. (mass 
starvation)

Use TENACIOUS in a sentence. 
I went to The Athlete's Foot yesterday to buy a pair of TENACIOUS. 

Use CONTEMPLATE in a sentence.
I went to a party last night. There was so much food pero co-CONTEMPLATE. 
(???)

Use DEDUCT, DEFENSE, DEFEAT, and DETAIL in a sentence.
DEDUCT jumped over DEFENSE but DETAIL landed before DEFEAT.

Use DEPOSIT in a sentence.
I think DEPOSIT is leaking. 

Use PERSUADING in a sentence.
Mario and Peach got married on June 1, 1992. So on June 1, 1993, they are
going to celebrate their PERSUADING anniversary. 

Use DEVASTATION in a sentence.
I wait for the bus at DEVASTATION every morning. 

Use PAMPERS and PAPERS in one sentence.
At the gasoline station, I asked the attendant, "Do I PAMPERS or do I 
PAPERS?" (pump first, pay first)

Use DIFFERENCE and DIFFERENCES in one sentence.
If the royal family has a baby boy, he is called DIFFERENCE; if they have a 
baby girl, she is called DIFFERENCES. 

Use PROTESTANT in a sentence.
Apples, oranges, and other fruits can be bought at the PROTESTANT. (???)

Use ANALYZE and ANATOMY in one sentence.
My ANA-LYZE over the ocean so bring back my ANA-TO-MY. 

Use IRAQ, IRAN and EGYPT in one sentence.
I-RAQ is bigger than a stone; I-RAN is faster than a walk; and E-GYPT is 
smaller than a truck. 

Use INDAY in a sentence.
(In your best Whitney Houston voice): INDAAAAAAAAAAY will always love you...
ooooooo. 

Use DINUGUAN in a sentence.
I tried turning on the TV but no matter how many times I tried, it DINUGUAN. 
(didn't go on)

Use PAUL five times in a sentence.
PAUL, be carePAUL; you might PAUL in the swimming PAUL and make a PAUL of 
yourself. 

Use CUISINE in a sentence.
I hope you studied last night because our teacher might give a surprise 
CUISINE Math.  
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kirby Pick-Up Lines And Jigglypuff Comebacks

K: "Haven't we met before?" 
J: "Perhaps. I'm the receptionist at the VD Clinic." 

K: "Haven't I seen you someplace before?" 
J: "Yeah, that's why I don't go there anymore." 

K: "Is this seat empty?" 
J: "Yes, and this one will be too if you sit down." 

K: "So, wanna go back to my place?" 
J: "Well, I don't know. Will two people fit under a rock?" 

K: "Your place or mine?" 
J: "Both. You go to yours and I'll go to mine." 

K: "I'd like to call you. What's your number?" 
J: "It's in the phone book." 
K: "But I don't know your name." 
J: "That's in the phone book too." 

K: "So, what do you do for a living?" 
J: "I'm a female impersonator." 

K: "Hey baby, what's your sign?" 
J: "Do not Enter." 

K: "How do you like your eggs in the morning?" 
J: "Unfertilized!" 

K: "Hey, come on, we're both here at this bar for the same reason." 
J: "Yeah! Let's go pick up some chics." 

K: "I know how to please a woman." 
J: "Then please leave me alone." 

K: "If I could see you naked, I'd die happy." 
J: "Yeah, but if I see you naked, I'd probably die laughing." 

K: "I want to give myself to you." 
J: "Sorry, I don't acccept cheap gifts." 

K: "Your body is like a temple." 
J: "Sorry, there are no services today." 

K: "I'd go through anything for you." 
J: "Good! Let's start with your bank account." 

K: "I would go to the end of the world for you." 
J: "Yes, but would stay there?"

Fire Link says: Now thats a true CPU Kirby joker!

Perfect Agent-
-CPU Kirby is so stupid, he doesn't even know he's stupid!

-CPU Kirby is so stupid, he fills himself with gas, then sucks up a Bowser and 
does his special move.

-In the middle of winter, CPU Kirby was about to drive Bowser to the airport; 
Bowser needed to fly to Redmond for an SSBM press conference along with 
Ganondorf, Mewtwo, and Giga Bowser. Kirby tries to start up his car, but he 
was stupid and forgot to buy antifreeze, so his fuel is frozen. 
Kirby asks Bowser, "Can I suck you up and use your special move on the 
fuel? I think it's frozen." 

-CPU Kirby is so stupid, he really tries to dig a hole to China at night
because he wants to know what they're eating for breakfast.

venusy2-
-CPU Kirby, Bowser and DK are at a party. Suddenly Peach comes running out, 
"I forgot to hire a chef! I've cooked the food, but I can't cut it!" Mr. 
Moron(CPU Kirby) says "I'll cut it!" and promtly uses Final Cutter. 
The Final cutter heads for Bowser and DK.SLASH! One of Bowser's spikes had 
gone.SHAVE! DK has no fur left."Er,I'm Sorry?" says Mr. Moron.I won't tell 
you what happened next, except Bowser and DK dined on BBQ de CPU Kirby.

RedRapien-
-CPU Kirby is so dumb, he did his taunt on a leaving Ar-Wing
-Once, a CPU Kirby was doing the 15-minute melee, and said," why can't they 
shorten the 15-minute melee to 5 minutes?"

fjmccloud-
-CPU Kirby is so dumb, when he fell off a cliff, he had to stop and ask for 
directions!
-CPU Kirby is so dumb, he tripped over a cordless phone.

CactusMan002
-Why Doesn't CPU Kirby Like Legos? Because they keep forgetting to put the 
glue in the box.


=-=-=-=-=-=
21.Credits
=-=-=-=-=-=

Fire Link- Me! For wasting 8 hours of my time typing all of this..

CJayC- Making GameFAQs, the greatest site for gaming in the world!

Mario 64 Master- Home Run Contest stategy!

CPU Kirbys- For being so stupid!

Nintendo- Making this game!

Bowser- Being Bowser!

XGiga BowserX- Fire breath team stategy!

Dj Link- Bowser combos!

SAHMSue- Hammer stategy!

GeNji KiD- Like 4 billion CPU Kirby Jokes!

WEBSPIDER1408- Jigglypuff human tip.

CPU Kirby Jokers-
------------------
starwatcher
coolasice
Tapion013
cRiSpYkRiSpZ
Beat Box
miraclematter
PatrickSays
Quixim
LeGoLaS0
Motrunks
zoom882
the last crusader
V Faction
Paliosun
Turtleboy00
Time2Play
Fantusta
GamecubeGuru
KujaKiller11
PikaNerd
Nic64
Keikos Husband
Perfect Agent
venusy2
RedRapien
fjmccloud
CactusMan002

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     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      Link FAQ                            <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


------------------------------------------------------------------------
|Super Smash Brothers Melee                                            |
|Link FAQ                                                              |
|By Kim Nguyen (DaAznSaN) - DaAznSaN@msn.com                           |
|Version 10.0                                                          |
|Last Revised: March 17, 2001                                          |
|This FAQ Copyright 2002 Kim Nguyen                                    |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      I. Contents                         <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


------------------------------------------------------------------------
|I.    Contents                                                        |
|II.   Introduction                                                    |
|      A. Trophy Excerpts                                              |
|      B. Timeline                                                     |
|      C. Tunics                                                       |
|III.  Attacks                                                         |
|      A. Ground Attacks                                               |
|      B. Smash Attacks                                                |
|      C. Aerial Attacks                                               |
|      D. Special Attacks                                              |
|      E. Throw Attacks                                                |
|      F. Dash Attack                                                  |
|IV.   Battle Strategies                                               |
|      A. Fallen Angel                                                 |
|      B. Recovery Mastery                                             |
|      C. A Hunter's Game                                              |
|      D. Dodge Boomerang?                                             |
|      E. Clearing Out the Party                                       |
|      F. The Wall                                                     |
|      G. Flaw Manipulation                                            |
|V.    Item Strategies                                                 |
|      A. Containers                                                   |
|      B. Recovery Items                                               |
|      C. Performance Items                                            |
|      D. Battering Items                                              |
|      E. Shooting Items                                               |
|      F. Projectile Items                                             |
|      G. Miscellaneous Item                                           |
|VI.   Stage Strategies                                                |
|      A. Infinite Glacier: Icicle Mountain                            |
|      B. Mushroom Kingdom: Princess Peach's Castle                    |
|      C. DK Island: Kongo Jungle                                      |
|      D. Termina: Great Bay                                           |
|      E. Yoshi's Island: Yoshi's Story                                |
|      F. Dream Land: Fountain of Dreams                               |
|      G. Lylat System: Corneria                                       |
|      H. Mushroom Kingdom: Rainbow Cruise                             |
|      I. DK Island: Jungle Japes                                      |
|      J. Hyrule: Temple                                               |
|      K. Yoshi's Island: Yoshi's Island                               |
|      L. Dream Land: Green Greens                                     |
|      M. Lylat System: Venom                                          |
|      N. Super Flat World: Flat Zone                                  |
|      O. Planet Zebes: Brinstar                                       |
|      P. Eagle Land: Onett                                            |
|      Q. F-Zero Grand Prix: Mute City                                 |
|      R. Kanto: Pokemon Stadium                                       |
|      S. Mushroom: Kingdom                                            |
|      T. Planet Zebes: Brinstar Depths                                |
|VII.  Home-Run Contest                                                |
|VIII. Target Test                                                     |
|IX.   Copyright                                                       |
|X.    Credits                                                         |
|XI.   Versions                                                        |
|      A. Version 1.0                                                  |
|      B. Version 2.0                                                  |
|      C. Version 3.0                                                  |
|      D. Version 4.0                                                  |
|      E. Version 5.0                                                  |
|      F. Version 6.0                                                  |
|      G. Version 7.0                                                  |
|      H. Version 8.0                                                  |
|      I. Version 9.0                                                  |
|      J. Version 10.0                                                 |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      II. Introduction                    <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


=============== A. Trophy Excerpts =====================================
|----------------------------------------------------------------------|
|Even in his youth, Link was already becoming the warrior who would    |
|carry the destiny of Hyrule (and many other lands) on his shoulders.  |
|His epic struggles against the forces of darkness are written in      |
|legend, and he is bound to the Princess Zelda and the archfiend       |
|Ganondorf by the awesome power of the Triforce.                       |
|----------------------------------------------------------------------|
|Burdened with a shield, a heavy sword, and plenty of equipment, Link  |
|isn't a very mobile character. Nevertheless, he's skilled with the    |
|blade, and his varied supply of missile weapons makes him a powerful  |
|fighter. To master Link, you must control the pace by balancing your  |
|long-range attacks with head-to-head swordplay.                       |
|----------------------------------------------------------------------|
|Link's Bow, Boomerang, and Bombs all take time to wield, so you may   |
|want to try drawing them in midair to prevent your foes from attacking|
|you while you're vulnerable. The Spin Attack can score consecutive    |
|midair hits, and the final slash is very powerful. Link's Bombs are   |
|his trump card, but he can't pull one out if he's carrying another    |
|item.                                                                 |
------------------------------------------------------------------------


=============== B. Timeline ============================================
|----------------------------------------------------------------------|
|The Legend of Zelda                                                   |
|Nintendo Entertainment System                                         |
|July, 1987                                                            |
|----------------------------------------------------------------------|
|Zelda II: The Adventure of Link                                       |
|Nintendo Entertainment System                                         |
|December, 1988                                                        |
|----------------------------------------------------------------------|
|The Legend of Zelda: A Link to the Past                               |
|Super Nintendo Entertainment System                                   |
|April, 1992                                                           |
|----------------------------------------------------------------------|
|The Legend of Zelda: Link's Awakening                                 |
|Game Boy, Game Boy Color                                              |
|August, 1993 (DX version released December, 1998)                     |
|----------------------------------------------------------------------|
|The Legend of Zelda: Ocarina of Time                                  |
|Nintendo 64                                                           |
|November, 1998                                                        |
|----------------------------------------------------------------------|
|The Legend of Zelda: Majora's Masks                                   |
|Nintendo 64                                                           |
|October, 2000                                                         |
|----------------------------------------------------------------------|
|The Legend of Zelda: Oracle of Ages                                   |
|Game Boy Color                                                        |
|May 14, 2001                                                          |
|----------------------------------------------------------------------|
|The Legend of Zelda: Oracle of Seasons                                |
|Game Boy Color                                                        |
|May 14, 2001                                                          |
------------------------------------------------------------------------


=============== C. Tunics ==============================================
|----------------------------------------------------------------------|
|Kokiri (green) Tunic                                                  |
|----------------------------------------------------------------------|
|Goron (red) Tunic                                                     |
|----------------------------------------------------------------------|
|Zora (blue) Tunic                                                     |
|----------------------------------------------------------------------|
|GameShark (black) Tunic                                               |
|----------------------------------------------------------------------|
|Blue Ring (light blue) Tunic                                          |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      III. Attacks                        <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


--------------- Commands -----------------------------------------------
|----------------------------------------------------------------------|
|A:       A Button                                                     |
|B:       B Button                                                     |
|Z:       Z Button                                                     |
|UP:      Press Up on the Control Stick                                |
|FORWARD: Press Forward on the Control Stick                           | 
|BACK:    Press Back on the Control Stick                              | 
|DOWN:    Press Down on the Control Stick                              |
|RAPID:   Press the preceding button rapidly                           |
|,:       Press the preceding command, then press the next button      |
|+:       Tap the preceding direction and button simultaneously        |
------------------------------------------------------------------------


--------------- Damage Terms -------------------------------------------
|----------------------------------------------------------------------|
|Regular: Amount of damage when attack isn't charged                   |
|Charge:  Amount of damage when attack is fully charged                |
|Far:     Amount of damage when done far away from enemy               |
|Close:   Amount of damage when done close to the enemy                |
|Ground:  Damage done from the ground                                  |
|Air:     Damage done from the air                                     |
|Smash:   Damage done when Control Stick was smashed                   |
|All:     Damage done when all hits connect                            |
|N/A:     There is no set damage range                                 |
------------------------------------------------------------------------


--------------- Note ---------------------------------------------------
|----------------------------------------------------------------------|
|All damage percentages were tested on Bowser.  Damage may differ.     |
------------------------------------------------------------------------


=============== A. Ground Attacks ======================================
|----------------------------------------------------------------------|
|A:              Slash              - 5%  (All)                        |
|A, A:           Counter Slash      - 8%  (All)                        |
|A, A, A:        Stab               - 14% (All)                        |
|A, RAPID        Illusion Stab      - N/A                              |
|UP, A:          Half-Moon Swipe    - 9%                               |
|FORWARD, A:     Sword Chop         - 13%                              |
|DOWN, A:        Grass Cutter       - 11%                              |
|                                                                      |
|With the Master Sword in Link's possession, Link's normal Ground      |
|Attacks have very good range compared to the other fighters.  The     |
|Slash, Counter Slash, Stab, and Illusion Stab have a good attack rate.|
|But the same can't be said about Link's UP, FORWARD, and DOWN, A.  The|
|extra range comes at the price of a slower attack rate.  This can be  |
|fatal in battles with multiple opponents as Link will temporarily be  |
|left open.  By Rolling out of crowds, Link can use his attacks without|
|the worry of being surrounded.  Dodging and Rolling are two techniques|
|that should be mastered, no matter who you use.  (Refer to the        |
|instruction manual to learn how to Dodge and Roll.)                   |
|                                                                      |
|In battles where there isn't much concern of being surrounded, the    |
|Half-Moon Swipe is a very effective juggler.  It's the weakest of     |
|Link's three directional Ground Attacks but excessive use of this     |
|attack can add a lot of damage to the opponent early on.              |
|                                                                      |
|The Sword Chop and Grass Cutter are moves that won't be used too      |
|often.  The Smash Attack counterparts of these two moves are very     |
|similar and can add an extra damage percent or two.  The Sword Slice  |
|can hit enemies above and in front of Link while the Sword Sweep can  |
|hit enemies to the left and right of Link.  The extra range of these  |
|two Smash Attacks are another plus.  One of the few times you would   |
|use the slightly quicker Sword Chop and Grass Cutter is when Link is  | 
|surrounded, but the Spin Attack may be a better choice.               |
------------------------------------------------------------------------


=============== B. Smash Attacks =======================================
|----------------------------------------------------------------------|
|UP + A:         Triple Sword Swipe - 15% (Regular, All) / 20% (Charge)|
|FORWARD + A:    Sword Slice        - 14% (Regular)      / 19% (Charge)|
|FORWARD + A, A: Double Sword Slice - 32% (Regular, All) / 37% (Charge)|
|DOWN + A:       Sword Sweep        - 13% (Regular)      / 17% (Charge)|
|                                                                      |
|Link's Smash Attacks aren't the most damaging attacks in the game,    |
|especially compared to the other fighters.  Even when the Smash       |
|Attacks are fully charged, the damage is only increased by 4-5%.      |
|However, it's the attack range that makes these Smash Attacks worth   |
|using.  Link's Triple Sword Swipe can damage enemies above him and    |
|anyone very close to Link's left and right.  The Sword Slice can      |
|damage enemies that are in front of Link and slightly above him.  The |
|final Smash Attack, the Sword Sweep, can damage enemies on both sides |
|of Link.  It's because of the attack range of Link's Smash Attacks    |
|that make him such a dangerous fighter.                               |
|                                                                      |
|The thing that makes Link's FORWARD + A unique is that pressing A a   |
|second time will cause Link to attack with another Sword Slice.  This |
|means that Link can launch two Smash Attacks in one fluid motion.  The|
|problem, however, is that the first hit will most likely knock the    |
|enemy out of Link's attack range, causing Link to miss his next slice.|
|The only time you can hit the enemy a second time is when the enemy   |
|has little damage or bounces off of a wall and falls within your      |
|attack range.  Still, the extra swing is just as powerful (or more    |
|powerful) as the first one and is well worth the effort if you can    |
|connect with both hits.                                               |
------------------------------------------------------------------------


=============== C. Aerial Attacks ======================================
|----------------------------------------------------------------------|
|A:              Hylian Kick        - 9%                               |
|UP + A:         Stab-Up            - 16%                              |
|FORWARD + A:    Spinning Sword     - 13%                              |
|BACK + A:       Double Kick        - 13% (All)                        |
|DOWN + A:       Sword Plant        - 22%                              |
|                                                                      |
|The Aerial Attacks of Link consist of some of the most damaging and   |
|powerful attacks in the entire game.  A Stab-Up and Sword Plant can   |
|deal out amazing amounts of damage and with enough force to KO        |
|moderately damaged enemies.  The Sword Plant will be the Aerial Attack|
|used most often.  If the attack did not knock an enemy away, Link can |
|repeatedly "bounce" on the enemy to deal out more damage.  This is    |
|most effective against the huge Giga Bowser and Master/Crazy Hand.    |
|Although the extra hits will not be as strong as the first hit, some  |
|damage is better than none.                                           |
|                                                                      |
|When the Master Sword is held up high for a Stab-Up, Link can cut     |
|through most downward attacks.  The long attack range from a Stab-Up  |
|either cancels out an attack or damages the enemy first.  Not only can|
|it stop an attack, it can KO an enemy with high enough damage.  This  |
|is the other Aerial Attack that you'll use a lot.                     |
|                                                                      |
|Link's other Aerial Attacks, unfortunately, aren't as strong as the   |
|powerful Stab-Up and Sword Plant.  Despite the fair amount of damage  |
|that the other three Aerial Attacks do, none of them are strong enough|
|to KO an enemy.  Situations will arise where the enemy will neither be|
|above or below you so use these moves sparingly.                      |
------------------------------------------------------------------------


=============== D. Special Attacks =====================================
|----------------------------------------------------------------------|
|B:              Bow                - 1%  (Regular)      / 18% (Charge)|
|UP + B:         Spin Attack        - 15% (Ground)       / 15% (Air)   |
|FORWARD + B:    Boomerang          - 6%  (Far)          / 16% (Close) |
|DOWN + B:       Bomb               - 4%  (Close)        / 6%  (Smash) |
|                                                         / 11% (Air)  |
|                                                                      |
|Link's Special Attacks mainly consist of projectiles.  The only non-  |
|projectile Special Attack that Link has is his Spin Attack.  However, |
|it still has an incredible range.  The Spin Attack is one move that   |
|you'll use a lot.  Unlike many other fighters, Link has a Special     |
|Attack that can actually KO his enemies.  On the ground, Link stands  |
|still as he spins his sword.  The attack is powerful enough to send   |
|anyone within the attack range flying.  It's also very quick and can  |
|attack both sides of Link.  In midair, the Spin Attack can hit an     |
|enemy multiple times.  The final swing of the sword is very strong and|
|can KO a heavily damaged enemy.                                       |
|                                                                      |
|The Bow is Link's most powerful projectile but it must be fully       |
|charged to do the most damage.  When the Bow isn't fully charged, the |
|arrow does not fly as far and is very weak.  At times, though, this   |
|can be useful.  If an enemy is at a lower elevation than Link, you can|
|time the Bow to fire an arrow and hit the enemy as the arrow descends.|
|When it comes to edge-guarding, this can be helpful.                  |
|                                                                      |
|The Boomerang and Bomb aren't as strong as in the first Super Smash   |
|Bros. but are still useful depending on the situation.  Against       |
|fighters who jump a lot, a Boomerang could be tossed as a distraction.|
|By holding up as you throw the Boomerang, you can throw the Boomerang |
|at an upward angle.  The enemy has to react to dodge the Boomerang,   |
|but as they do, you can jump up and intercept the enemy.  Then again, |
|if the enemy was hit by the Boomerang, that is just as good!          |
|                                                                      |
|When there is a crowd of enemies, a Bomb can cause some quick damage. |
|The explosion from the Bomb will only hurt the enemy group so you no  |
|longer have to worry about being damaged as you did in the original.  |
|Previously, in the first Super Smash Bros., the Bomb was also used as |
|an edge-guarding attack.  With the introduction of the Bow in Melee,  |
|the Bomb may not be needed for this situation.  The advantage of the  |
|Bow is that it can be charged to travel an exact distance whereas the |
|Bomb can only be tossed a limited distance.  The Bomb has little use  |
|in One-on-One Matches but vice-versa with multiple enemies.           |
------------------------------------------------------------------------


=============== E. Throw Attacks =======================================
|----------------------------------------------------------------------|
|Z               Hookshot           - 0%                               |
|Z, A/Z:         Hilt Strike        - 3%                               |
|Z, UP:          Sword Launch       - 6%                               |
|Z, FORWARD:     Kick Out           - 6%                               |
|Z, BACK:        Reverse Kick Out   - 6%                               |
|Z, DOWN:        Flying Elbow       - 6%                               |
|                                                                      |
|Throw Attacks are among the most useful attacks that any fighter will |
|have.  They can setup enemies for combos or simply KO an enemy.       |
|Unfortunately for Link, none of his throws are capable of KO'ing an   |
|enemy.  All of Link's throws have very little power and, as you can   |
|see, cause very little damage.  The advantage of all of this is that  |
|the enemy will be close to Link after Link throws the enemy, so combos|
|are very easy to setup.                                               |
|                                                                      |
|Link's most useful throw is his Sword Launch.  Simply tossing the     |
|enemy above you and linking Half-Moon Swipes with Triple Sword Swipes |
|can do a lot of damage.  Or, if the enemy is knocked high after the   |
|throw, you can jump and follow up with an aerial Spin Attack.  Better |
|yet, you can combine the two combos to make one long and very damaging|
|combo.  Remember that with multiple enemies, you may not have the time|
|to get as many hits on the enemy as you want.  Don't be afraid to     |
|finish off the combo with a Triple Sword Swip or Spin Attack when     |
|enemies start to come to you.                                         |
|                                                                      |
|The Flying Elbow can be a surprise set-up for the Sword Plant.  This  |
|throw slams the enemy into ground and bounces the enemy slightly off  |
|the ground.  If you're quick enough, you can do a small jump and come |
|down with an aerial Sword Plant.  To make this combo work more often, |
|the enemy should have taken a good amount of damage.  The enemy       |
|bounces higher off the ground with more damage, thus making it easier |
|to hit with the Sword Plant.                                          |
------------------------------------------------------------------------


=============== F. Dash Attack =========================================
|----------------------------------------------------------------------|
|DASH + A:       Running Hack       - 12%                              |
|                                                                      |
|Every fighter has one Dash Attack.  Link's Running Hack is a great way|
|to knock the enemy into the air.  The enemy will most likely be       |
|knocked slightly behind you, though, so remember to turn around if you|
|want to start a combo.  Like the Sword Launch, you can use Half-Moon  |
|Swipes and Triple Sword Swipes to add some damage and a Spin Attack to|
|end the combo.  But, as with any match with multiple opponents, be    |
|wary of other enemies as they can disrupt your combo.  The Running    |
|Hack has a long delay time.  Make sure that when you use this attack, |
|you have enough time to recover without being hit.                    |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      IV. Battle Strategies               <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


=============== A. Fallen Angel ========================================
|----------------------------------------------------------------------|
|Frequently attack with the Sword Plant.  This move has great priority,|
|high power, and strong force.  In battles with multiple enemies, pick |
|off the highest damaged enemy and deliver a Sword Plant for easy an   |
|KO.  Always make sure to come down hard when falling from the sky.    |
|Don't be afraid to abuse this attack.  Learn to time this attack so it|
|hits the enemy just as Link points the Master Sword downward.  If you |
|perform the Sword Plant too soon, enemies will see it coming and avoid|
|the attack.  By properly mastering when to use this attack, you can   |
|avoid missing and being attacked.                                     |
------------------------------------------------------------------------


=============== B. Recovery Mastery ====================================
|----------------------------------------------------------------------|
|Link, despite being improved from the original, still has one of the  |
|worse triple jump.  That being said, you must know how to peform the  |
|"quadruple jump."  There are two variations of the quadruple jump.    |
|                                                                      |
|The first variation is the one most people are familiar with.  After  |
|grabbing the stage with the Hookshot, Link can pull himself up.  If   |
|Link needs an extra height boost, perform a Spin Attack.              |
|                                                                      |
|The next quadruple jump is a strange one.  In a way, however, it could|
|be considered a quintuple jump.  It adds versatility to the jump and  |
|defensive capability at the same time.  Start off by doing a double   |
|jump.  Then hold either the L or R Button while pressing the Control  |
|Stick in a direction.  This will cause Link to perform an Aerial      |
|Dodge.  While still holding down the L/R Button, press the A Button to|
|make Link launch his Hookshot.  Link will latch onto the stage if     |
|aimed correctly.  Pull Link up and use a Spin Attack if needed.       |
|                                                                      |
|The versatility of this quadruple jump comes from how you can adjust  |
|Link's positioning with the Aerial Dodge.  If Link is too close to the|
|stage, for example, you can direct Link to move avay from the wall    |
|before launching the Hookshot (for those of you who don't already     |
|know, Link can't grab onto the stage if he is too close).  The        |
|defensive capability comes from the fact that you can also direct Link|
|away from projectiles and other various attacks.  This tactic can     |
|avoid danger and save yourself a stock.                               |
------------------------------------------------------------------------


=============== C. A Hunter's Game =====================================
|----------------------------------------------------------------------|
|Various forms of projectiles give Link a lethal arsenal to hunt with. |
|When you have the time, throw Boomerangs and toss Bombs at your enemy |
|to bait your enemy into making a move.  Then react as to what happens.|
|                                                                      |
|The first tactic is to grab your enemy when they block.  Most people  |
|already know this.  After all, it's pretty obvious.  But there is a   |
|difference to knowing how to do something and doing it correctly.  For|
|example, if you throw your Boomerang from across the stage, don't     |
|expect to be able to grab your enemy before the shield is lowered and |
|they can move again.  Make the most of this tactic by using Bombs.    |
|                                                                      |
|Boomerangs simply bounce off of a shield and enemies can quickly lower|
|it before trouble starts brewing.  Bombs (as long as they aren't      |
|deflected) are a better projectile to use since the explosion "clings"|
|onto the shield.  What I mean by this is that the enemy can't stop    |
|their Block until the explosion disappears.  This gives you more time |
|to grab the enemy.                                                    |
|                                                                      |
|If your enemy decides to Roll from the projectile, then tactics will  |
|vary.  Rolling towards or behind you means a Spin Attack is coming    |
|their way.  Quickly pull one off to smack them away.  As long as you  |
|did not throw your Boomerang, you can throw it when the enemy decides |
|to Roll away from you.  After the using the Bow and Bomb, immediately |
|smash the Boomerang in their direction.  Ending a Roll will leave     |
|anyone momentarily open.  Take this opportunity and make it count.    |
|                                                                      |
|There are only a couple of methods of how your enemy can turn the     |
|momentum of the battle around.  The enemy can either deflect your     |
|projectiles into you or do a standing Dodge.  Being hit with your own |
|projectiles will stun you and give your enemy a chance for            |
|retaliation.  Having your projectiles Dodged will allow the projectile|
|to pass right by with very little delay.  Catch your enemy off-guard  |
|before you commit to being the hunter.                                |
------------------------------------------------------------------------


=============== D. Dodge Boomerang? ====================================
|----------------------------------------------------------------------|
|Against fighters who jump a lot, a Boomerang could be tossed as a     |
|distraction.  By holding up as you throw the Boomerang, you can throw |
|the Boomerang at an upward angle.  The enemy has to react to dodge the|
|Boomerang, but as they do, you can jump up and intercept the enemy.   |
|Then again, if the enemy was hit by the Boomerang, that is just as    |
|good!                                                                 |
------------------------------------------------------------------------


=============== E. Clearing Out the Party ==============================
|----------------------------------------------------------------------|
|The Double Sword Slice is critical to master when enemies are busing  |
|duking it out and you're waiting around.  The second hit of the Double|
|Sword Slice is strong and will take out enemies by knocking them way  |
|up.  It's important to know that it's actually better to miss the     |
|first hit so the enemy does not get knocked away.  This lets Link to  |
|connect with the second hit.  The first hit isn't going to KO enemies |
|as fast as the second hit.  Miss the first hit and focus instead on   |
|getting the second hit in.                                            |
|                                                                      |
|Keep in mind that the first hit will cause Link to lunge forward,     |
|making it much easier to connect with the second hit.  Give yourself a|
|bit of distance from your enemies to prevent taking damage.  Then just|
|lunge forward with a Sword Slice and top it off with a Double Sword   |
|Slice to smash them away.                                             |
|                                                                      |
|At times, it may be better to use the Sword Plant simply because it's |
|much faster and has less risks.  This is true but the power of the    |
|Sword Plant is focused on the first hit and the first hit can only    |
|take out one enemy.  Subsequent bounces aren't as effective.  The     |
|enemy will not be hit far and leaves Link open to quick damage.  Team |
|battles are where the Sword Plant is a much better option.  If your   |
|partner is getting hurt, you simply can't wait to attack with the     |
|Double Sword Slice.  Get in there quickly with a Sword Plant!         |
|                                                                      |
|Otherwise, use the Double Sword Slice.  The attack can KO multiple    |
|enemies and is further enhanced by the long reach.  Use this to your  |
|advantage!  Practice with the range of this attack and you yourself   |
|can be racking up twenty-plus KO's in a ten minute melee (against     |
|three level nine computer-players, of course).                        |
------------------------------------------------------------------------


=============== F. The Wall ============================================
|----------------------------------------------------------------------|
|Edge-guarding is a term used when an enemy is off the stage and being |
|kept off due to a fighter who is constantly knocking the enemy away.  |
|Successfully edge-guarding with Link requires proper usage of the     |
|Boomerang and Bow.  The Boomerang quickly flies in a straight line.   |
|Enemies who return to the stage horizontally such as Jigglypuff will  |
|have trouble defending against a Boomerang when properly aimed.  When |
|a triple jump is in use, a Bow can disrupt the enemy.  Unlike the     |
|Boomerang, the Bow can cut through most triple jumps.  The Boomerang  |
|is the easiest projectile to effectively use.  The Bow will take time |
|to master the charge.                                                 |
|                                                                      |
|When projectiles fail, you must resort to ground attacks.  The two    |
|attacks to use are the Spin Attack and Grass Cutter.  Spin Attacks    |
|should be used if the enemy can reach above the stage level.  Hitting |
|the enemy in midair with a Spin Attack can send them diagonally       |
|downward, something most fighters have trouble recovering from.       |
|Smarter enemies will try to grab onto the ledge and pull themselves   |
|up.  Prevent this by using the Grass Cutter to keep their dirty hands |
|off your property.                                                    |
|                                                                      |
|Projectiles and ground attacks work fine and all but sometimes you    |
|have to resort to aerial attacks.  There is always a way around edge- |
|guarding.  The enemy can either stay very high on drop on you or stay |
|low and come up at the last second.  An enemy coming straight down can|
|negate your Spin Attack and an enemy coming straight up can just      |
|barely squeak by your Grass Cutter.  In these cases, intercept the    |
|enemy in midair before they can do anything.  Aerial Spin Attacks hit |
|enemies up high and Sword Plants down low.                            |
|                                                                      |
|Switch your stragtegy according to how the enemy reacts.  This is key |
|no matter who you play as and what fighting game you're playing.  Keep|
|a keen eye open to spot trouble!                                      |
------------------------------------------------------------------------


=============== G. Flaw Manipulation ===================================
|----------------------------------------------------------------------|
|As in any game, the AI (artificial intelligence) of the computer has  |
|flaws.  Although some may consider it cheap, taking advantage of such |
|flaws can lead to victory.  The computer-players of Super Smash Bros. |
|Melee like to follow you wherever you go.  However, there is a problem|
|with what the computer does when doing this.  When you jump up or fall|
|down through platforms, the computer will still follow you.  The flaw |
|is that the computer-players will not attack when they do the same!   |
|                                                                      |
|To take advantage of this, jump up through the platform and use a     |
|Sword Plant.  The computer-players will jump up into your Sword Plant,|
|giving you an easy hit or even a KO.  Using such tactics, you can     |
|manipulate the AI to your advantage with any fighter.                 |
|                                                                      |
|Another thing to remember is that this tactic will even work on human-|
|players, especially on the upward-scrolling stages such as Icicle     |
|Mountain.  The Sword Plant has great priority over other attacks and  |
|even experts may have trouble getting through this attack.            |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      V. Item Strategies                  <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


=============== A. Containers ==========================================
|----------------------------------------------------------------------|
|Barrel                                                                |
|Capsule                                                               |
|Crate                                                                 |
|Egg                                                                   |
|Party Ball                                                            |
|                                                                      |
|There isn't much to say about Containers since they're just that,     |
|containers.  Other than the Capsule and Egg, Containers are very heavy|
|and can drastically slow down you fighter.  However, they pack a huge |
|punch if you can successfully toss a Container at someone (except for |
|the Capsule and Egg).  Containers deal out the most damage when it's  |
|an explosive.  When thrown, the Containers can cause a huge explosion |
|that is as strong as a Bob-omb (this time, the Capsule and Egg are    |
|included).                                                            |
|                                                                      |
|The main purpose of the Containers are to hold a variety of Items.    |
|Break a Container and out comes one (1), two (2), or three (3) Items. |
|There is still a chance that the Container is an explosive so be      |
|careful when breaking a Container open as the explosion can hurt you, |
|too.                                                                  |
------------------------------------------------------------------------


=============== B. Recovery Items ======================================
|----------------------------------------------------------------------|
|Food                                                                  |
|Heart Containers                                                      |
|Maxim Tomato                                                          |
|                                                                      |
|There isn't much to say about Recovery Items since they only heal your|
|fighter.  Heart Containers heal the most damage (100%) so be sure to  |
|pick those up before any enemies can.  Maxim Tomatoes heal the second |
|most damage (50%).  These aren't as rare to find as Heart Containers  |
|but don't nearly heal as much damage.  Still, a Maxim Tomato can heal |
|just enough damage to survive another Smash Attack or two.  Food heal |
|the least amount of damage but appear very often.  The biggest source |
|of food comes from Party Balls.  Occasionally, a banquet of food comes|
|out.  If you can manage to eat all of the food, then you can heal a   |
|substantial amount of damage.  It won't be as much as a Heart         |
|Container but every bit helps.  Oh, and remember, Recovery Items can  |
|be picked up when holding any Item but a Projectile Item.             |
------------------------------------------------------------------------


=============== C. Performance Items ===================================
|----------------------------------------------------------------------|
|Bunny Hood                                                            |
|Cloaking Device                                                       |
|Metal Box                                                             |
|Poison Mushroom                                                       |
|Starman                                                               |
|Super Mushroom                                                        |
|                                                                      |
|All of the Performance Items, with the exception to the Poison        |
|Mushroom, should almost always be picked up.  The Starman is useful in|
|any situation since it grants you invincibility.  Always try to touch |
|this Item whenever it appears.                                        |
|                                                                      |
|The other good Performance Items (the only bad one being the Poison   |
|Mushroom) should be gotten depending on the stage and amount of       |
|players.  The Super Mushroom is best used against a single opponent on|
|a small stage.  Avoid this Item if there are more than one enemy.     |
|Although you're given in increase in power and weight, you're also a  |
|much larger target.  Beware of enemies trying to team up on you as    |
|you're a very easy fighter to hit.                                    |
|                                                                      |
|The Metal Box and Bunny Hood are sort of like opposites to each other.|
|On non-scrolling stages, the Metal Box is handy since the extra weight|
|makes it difficult to be knocked off.  But move into the scrolling    |
|stages and the extra weight can be used against you.  You constantly  |
|need to be jumping to stay on-screen, but the weight can shorten your |
|jump and lead to self-destructs.  This isn't a major problem,         |
|fortunately, since it's rare for the weight to affect people this     |
|much.  Just keep an eye open for these kind of situations.  In the    |
|case you're on a scrolling stage, pick up the Bunny Hood.  The extra  |
|height in your jump will make it much easier to jump from platform to |
|platform.  Since the Bunny Hood fixes the problem of the Metal Box,   |
|it's best to combine both of these Items.  You'll have the extra      |
|weight to avoid being knocked far yet still have the jump boost of the|
|Bunny Hood to keep you alive when you do.                             |
|                                                                      |
|No matter what your fighting style is for Link, the Cloaking Device is|
|very handy.  The invisibility does not help a lot if you like to fight|
|from a distance since the Bow, Boomerang, and Bomb are still visible, |
|but it can keep you safe from damage if you enemy plays the same way  |
|as you.  It's when you play close-combat that the Cloaking Device     |
|helps the most.  Free from damage, Link can rush into combat with his |
|Master Sword swinging.  Don't be afraid to attack with Smash Attacks |
|since even a Level 9 CPU will not be able to detect you quick enough  |
|(unless you did something to give away your location).  Be stealthy   |
|and hit fast and hard.                                                |
------------------------------------------------------------------------


=============== D. Battering Items =====================================
|----------------------------------------------------------------------|
|Beam Sword                                                            |
|Fan                                                                   |
|Hammer                                                                |
|Home-Run Bat                                                          |
|Lip's Stick                                                           |
|Parasol                                                               |
|Star Rod                                                              |
|                                                                      |
|With Link's Master Sword, is there any point in using Battering Items?|
|Of course!  The Beam Sword, Hammer, and Parasol are extremely         |
|effective against any enemy.  All three can deal out heavy damage and |
|KO enemies.  The Beam Sword gives Link extra attack-range in his      |
|attacks, the Hammer gives temporary hammer power, and the Parasol     |
|offers floatation for returning to the stage or slowing your descent  |
|to avoid damage.                                                      |
|                                                                      |
|The Home-Run Bat should be used based on the match.  One-on-One       |
|battles are tricky to effectively use the power of the Home-Run Bat.  |
|It does not have great range and it has a slow attack speed.  Free-   |
|For-All and Two-on-Two battles is where the Home-Run Bat is handy.    |
|While the enemies are preoccupied, take the time to knock one out of  |
|the stage.                                                            |
|                                                                      |
|Lip's Stick can be pretty effective.  It lacks attack range but makes |
|up for it in the damage it can do.  Hit an enemy with the Lip's Stick |
|to put a flower on their head.  The enemy will begin to take damage at|
|a steady rate.  Keep whacking the enemy to keep the flower on their   |
|head since it will eventually be shaken off.                          |
|                                                                      |
|The Star Rod, despite being a Battering Item, is best used as a       |
|Projectile Item.  Throw it into an enemy and they will fly at a       |
|downward angle.  If the enemy has high enough damage, they will travel|
|exceedingly fast into their doom.                                     |
|                                                                      |
|Fans of the Fan will be happy to know that the Fan has been changed   |
|very little from the original.  It still has a very quick attack rate |
|and the ability to break a shield in just a few swipes.  Against      |
|computer enemies, the Fan should be avoided.  It does not deal out    |
|damage quickly and it rarely ever breaks a shield (since the computer |
|enemies rarely use it).  Only against human-players does the Fan      |
|become really useful.  Depending on the fighting style of your enemy, |
|the Fan can easily punish excessive blockers and hit-and-run fighters.|
|Other than that, there isn't much use.                                |
------------------------------------------------------------------------


=============== E. Shooting Items ======================================
|----------------------------------------------------------------------|
|Fire Flower                                                           |
|Ray Gun                                                               |
|Super Scope                                                           |
|                                                                      |
|With these Items, Link has one more long-range attack.  If the Bow,   |
|Boomerang, and Bomb weren't enough, then pick up a Shooting Item.  Of |
|the three, the Ray Gun is the best for One-on-One battles.  You'll    |
|have the time and space needed to let you get good shots on your      |
|enemy.                                                                |
|                                                                      |
|Taking on multiple enemies requires an Item that can hit them all.    |
|The best Shooting Item for this situation is the Super Scope.  You can|
|either shoot a flurry of small laser blasts or charge up for a        |
|powerful boom.  In Free-For-All and Two-on-Two battles, you can let   |
|the other fighters fight as you charge up.  Depending on your partner |
|in a Two-on-Two battle, you may opt for rapid fire.  Using the rapid  |
|fire, the enemies will be held in place.  This gives your partner     |
|plenty of time to use their strongest attacks to deal out damage.     |
|Make sure that your partner uses attacks that are quick and can cause |
|damage quickly.  You do run on limited ammo so they have to make the  |
|best of their time.                                                   |
|                                                                      |
|The Fire Flower has been severely weakened from the original.  It's   |
|now much easier to escape from the Fire Flower and the damage done to |
|the enemies is hardly worth the time and effort of using it.  Leave   |
|this Item alone.                                                      |
------------------------------------------------------------------------


=============== F. Projectile Items ====================================
|----------------------------------------------------------------------|
|Barrel Cannon                                                         |
|Bob-omb                                                               |
|Flipper                                                               |
|Freezie                                                               |
|Green Shell                                                           |
|Motion-Sensor Bomb                                                    |
|Mr. Saturn                                                            |
|Pokeball                                                              |
|Red Shell                                                             |
|Screw Attack                                                          |
|                                                                      |
|Whenever you see a Projectile Item, pick it up!  Other than Barrel    |
|Cannon, Mr. Saturn, and Red Shell, Projectile Items have a positive   |
|effect.  The Pokeball is among the best of any Item.  Getting pokemon |
|like Entei can rack up amazing amounts of damage within seconds.  Not |
|only do they deal out damage, they hold the enemy still.  Following up|
|with some Falling Stabs while the enemy is held still can seriously   |
|put the hurt on your enemies.  The Pokeball itself can cause damage   |
|when thrown into the enemy so make sure you peg them in case the      |
|pokemon failed to do any damage.                                      |
|                                                                      |
|The Bob-omb is a very dangerous Item, not only for the enemy but for  |
|you.  When you get too close to the enemy, the Bob-ombs explosion can |
|blow you away.  It also begins walking around the platform it's on    |
|when left alone.  Touch it when it's walking and it will explode,     |
|taking you with it.                                                   |
|                                                                      |
|The Green Shell has a similar effect to the Bob-omb.  It does not blow|
|up but it can do a lot of damage with enough force to KO multiple     |
|enemies.  When the Green Shell is thrown into someone, it will keep   |
|traveling through the air.  It can hit any additional enemies in the  |
|way as well as yourself and your partner.  Jumping onto the Green     |
|Shell also pushes the shell along the ground and hurts anybody in the |
|way.  But wait!  You can also attack the Green Shell to make it glide |
|through the ground and air.                                           |
|                                                                      |
|Red Shells are the same as the Green Shell but with two differences.  |
|For one, the Red Shell is red whereas the Green Shell is green.       |
|Secondly, the Red Shell moves back and forth along the platform it's  |
|on.  This hurts anyone who touches it, including the person who threw |
|it.                                                                   |
|                                                                      |
|Freezies are a fun Item to use.  It's easily broken when it glides    |
|along the ground so you should pick the Freezie up before anyone      |
|attacks it.  Throw the Freezie to temporarily freeze an enemy.  If the|
|enemies are close enough, it's possible to freeze more than one.      |
|While the enemy is frozen, Link should follow up with his Double Smash|
|Slash.  The enemy won't fly away from the first hit so it's very      |
|simple to hit with both slashes.                                      |
|                                                                      |
|There isn't much to say about the Flipper.  Simply throw it and knock |
|the enemy into it.  The Flipper acts as a temporary wall.  Use it to  |
|keep enemies trapped as you attack.  A much better use of the Flipper |
|is to throw it off of the stage.  Knock your enemy (or enemies) off   |
|the stage and watch as they try to return to the stage but fail due to|
|the intefering Flipper.                                               |
|                                                                      |
|The Motion Sensor Bomb has similar results to the Bob-omb.  Throw this|
|Item into someone to cause a bit of damage.  As long as the Motion    |
|Sensor Bomb doesn't fall off of the stage, it will stick to the       |
|ground.  Knock someone into it to cause massive damage and hopefully  |
|gain a KO.  Be careful as you can be knocked into it yourself.        |
|                                                                      |
|The Screw Attack can be very useful or very wasteful.  Having the     |
|Screw Attack with you when you try to return to the stage helps since |
|it increases Link's jumping abilities.  Other than that, the Screw    |
|Attack has no other useful use unless you throw it.  When the holding |
|the Screw Attack and jumping, the damage is very little.  Throwing the|
|Screw Attack is much better.  For one, it knocks the enemy high up.   |
|This is good for Falling Stabs when the enemy is low enough since the |
|enemy will be completely paralyzed to do anything.  The best time to  |
|hit someone with the Screw Attack is when they're returning to the    |
|stage.  Hitting someone in midair will cut off their double and triple|
|jump.  As long as the enemy isn't already close to the edge of the    |
|stage, there is no way for the enemy to snap out of their paralysis.  |
|                                                                      |
|The other two Projectile Items, the Barrel Cannon and Mr. Saturn, have|
|little use.  People enjoy using Mr. Saturn because it's fun to throw  |
|around a walking head but even they have to admit that it can't do a  |
|whole lot of damage.  The Barrel Cannon may be effective against the  |
|computer enemies since they blast themselves out of it as soon as     |
|possible.  This may end up in the computer enemies being launched a   |
|pit or off the stage.  Against human-players, they can (and will) time|
|the launch to be shot in a safe direction.  These two Items can be fun|
|to use but does not have much useful effects.                         |
------------------------------------------------------------------------


=============== G. Miscellaneous Item ==================================
|----------------------------------------------------------------------|
|Warp Star                                                             |
|                                                                      |
|The Warp Star is a difficult Item to put into any particular category.|
|It fits none of the descriptions and thus must be put into the        |
|Miscellaneous Item, even if it's the only one.  This doesn't mean the |
|Warp Star is bad, though.  Of all of the new Items, the Warp Star may |
|be the best one.  Upon "picking up" the Warp Star, Link will hop on it|
|and fly high into the sky.  Then Link will come crashing straight down|
|in a huge bang and knock away any nearby enemies (or better yet, KO   |
|any nearby enemies).  The Warp Star is used only once so make sure you|
|make it count; press LEFT or RIGHT to control where you land.         |
|                                                                      |
|This is one Item that you should try to pick up right away, especially|
|if your enemies are heavily damaged.  Against the CPU, there is no    |
|hurry since the CPU Players will rarely use it.  With Human Players,  |
|this is a whole different story since anyone who has a bit of         |
|experience with the game should realize the power of the Warp Star.   |
|If your enemies do get to the Warp Star, either run away or Roll at   |
|the last second to avoid being hit.  The Warp Star is unblockable so  |
|this should give you an idea of how strong the Warp Star can be.      |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      VI. Stage Strategies                <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


=============== A. Infinite Glacier: Icicle Mountain ===================
|----------------------------------------------------------------------|
|One of the first available scrolling stages is Icicle Mountain.  The  |
|screen is constantly moving up or down and requires you to keep       |
|moving.  Quick jumping and falling is needed to avoid being off-      |
|screen.  Link's main attack to use on this stage is the Spin Attack.  |
|As the screen moves up, Link can jump and use the Spin Attack to hit  |
|anyone above him.  If Link happens to be above the enemy instead, fall|
|through the floor and stab the enemy with a Falling Stab.             |
|                                                                      |
|The sides of the stage has little room to recover.  Get struck by a   |
|strong attack to the left or right and it's a sure TKO.  Use this to  |
|your advantage and smash the enemies off the sides.  A ground Spin    |
|Attack hits with enough force to smack any enemy to the edge.  With   |
|lethal timing of your Spin Attack, you can easily rack up the KO's.   |
------------------------------------------------------------------------


=============== B. Mushroom Kingdom: Princess Peach's Castle ===========
|----------------------------------------------------------------------|
|There are two factors of this stage that can interfere with the       |
|fighters.  The Bullet Bill is (obviously) a bullet that slowly crashes|
|into the castle.  It explodes when implanted and the explosion can    |
|completely annihilate anyone unlucky enough to be caught in the blast.|
|Even at zero percent (0%) damage, a fighter can rack up fifty percent |
|(50%) damage and be KO'ed instantly.  Avoiding the Bullet Bill is a   |
|simple task but keeping the enemy trapped near it's tougher.  Using   |
|Link's projectile weapons can keep enemies in place as the bullet     |
|explodes.  A barrage of Boomerangs and Bombs work well.  Or, you can  |
|hit the enemy into the bullet as it explodes.  This requires a bit of |
|practice in timing but is much easier when you learn it.              |
|                                                                      |
|The other stage interference are the various buttons around the stage.|
|Standing on one of these buttons will cause blocks and temporary      |
|platforms to appear.  The blocks hold an item while the platforms are |
|another level for you to fight on.  Unlike the Bullet Bill, this stage|
|interference does not harm any of the fighters.  It's perfectly safe  |
|to step on the button and interact with whatever happens.             |
------------------------------------------------------------------------


=============== C. DK Island: Kongo Jungle =============================
|----------------------------------------------------------------------|
|Kongo Jungle has little stage interference as long as you stay on the |
|main platform.  In very few times, an orange Klap Trap will jump from |
|the river and attacks anyone in its path.  When this does happen, it  |
|does a good amount of damage and packs a huge bite.  This randomly    |
|happens so there isn't much anyone can do to use this to their        |
|advantage.                                                            |
|                                                                      |
|Off to the right side of the main platform is a little rock jutting   |
|out from the waterfall.  By repeatedly using Spin Attacks while on the|
|rock, you can keep anyone away.  If you get knocked off, grab onto the|
|edge and attack as you pull yourself up.  Then use more Spin Attacks. |
|With multiple enemies, this is a must-use strategy.  In a Free-For-All|
|battle against three Level 9 computer enemies, I racked up a score of |
|more than plus thirty (+30) Total in just ten minutes.                |
|                                                                      |
|Underneath the main platform is a moving barrel.  It behaves in the   |
|same manner as the Barrel Cannon except this one does not break apart |
|after a single use.  Use this to help yourself return to the stage but|
|make sure that the barrel is facing the right direction before you do.|
|                                                                      |
|Occasionally, a log will stick out of the waterfall to the left and   |
|right of the main platform.  The log is very thin and shouldn't be    |
|used to fight on since it will break away.  However, you can grab onto|
|the log to pull yourself up and jump back to the main platform.       |
------------------------------------------------------------------------


=============== D. Termina: Great Bay ==================================
|----------------------------------------------------------------------|
|This is the first of two of Link's home stages.  Battle takes place on|
|a small platform with two smaller ones to the left and right.  Then   |
|out in the water is a giant turtle, made famous from The Legend of    |
|Zelda: Majora's Mask.  Link is most effectively used when on one of   |
|the two smaller platforms.  Once again, the Spin Attack is incredibly |
|effective here.  Repeated use of the Spin Attack can keep enemies at  |
|bay (pun intended).  It's best to use the Spin Attack to hit the enemy|
|towards the inside of the stage, not the outside.  The force of the   |
|Spin Attack can knock an enemy into the upper roof of the main        |
|platform and bounce straight down for an easy KO.                     |
|                                                                      |
|To the top-right of the platform will be a little balloon-riding elf  |
|named Tinkle.  You can grab onto the balloon and pull yourself up.    |
|This seems to offer no strategic advantage.  It's best to leave Tinkle|
|alone.                                                                |
|                                                                      |
|The turtle also offers no strategic advantage for Link unless Link    |
|needs to return to the stage from the right side.  Link can land on   |
|the turtle and continue his fight against his enemies.  The turtle    |
|will dive over time and greatly (pun intended) decrease the size of   |
|the stage.  Once again, the main the two small side platforms are the |
|place to be when playing as Link.                                     |
------------------------------------------------------------------------


=============== E. Yoshi's Island: Yoshi's Story =======================
|----------------------------------------------------------------------|
|Reminiscent of Dream Land from the original Super Smash Bros. is the  |
|fairly plain Yoshi's Story.  There is absolutely no dangerous stage   |
|interference.  The only interactive elements are the Shy Guys who drop|
|food and the occasional moving cloud on the left and right.  This is  |
|one of those stages where Link has no particular area to gain an      |
|advantage.  You must play with your battle skills to win here.  The   |
|stage is very small so be wary of team-ups in multiple enemy battles. |
------------------------------------------------------------------------


=============== F. Dream Land: Fountain of Dreams ======================
|----------------------------------------------------------------------|
|This stage is almost exactly like Yoshi's story.  Remove the Shy Guys |
|and the moving cloud to have another plain level.  The main addition  |
|to this stage is the moving left and right platforms.  Once again,    |
|there is no area for Link to take advantage of, it takes battle skills|
|to win.                                                               |
------------------------------------------------------------------------


=============== G. Lylat System: Corneria ==============================
|----------------------------------------------------------------------|
|This stage is a remake of Sector Z in the original.  The Great Fox is |
|much smaller and the Great Fox will now fire its main lasers.  Anyone |
|hit by the lasers will be instantly KO'ed.  Fortunately, you have to  |
|be off the left side of the stage and leveled with the lower guns to  |
|be hit.                                                               |
|                                                                      |
|Where Link can really excel in One-on-One battles is the lower-right  |
|side of the Great Fox.  The wall is huge and Link can set-up some     |
|viscious combos.  Make use of Link's Double Smash Slash.  The first   |
|hit will bounce your enemy off the wall and into position for the next|
|slash.  Remember that you don't have to slash the second time right   |
|away.  Give your enemy time to land in front of you before you attack.|
|                                                                      |
|Link should stay on the upper portion of the stage when facing        |
|multiple enemies.  Getting trapped between the wall on the lower-right|
|with multiple enemeies can put the hurt Link.  The upper level has    |
|enough room for Link to single out enemies and finish them off.  With |
|no platforms to get in the way, Link should use a lot of Falling      |
|Stabs.  In Yoshi's Story and Fountain of Dreams, the enemy can wisely |
|hide under the platforms, safe from Link's Falling Stab.  Here, there |
|is nothing for them to hide under.  Link can easily rack up the KO's. |
------------------------------------------------------------------------


=============== H. Mushroom Kingdom: Rainbow Cruise ====================
|----------------------------------------------------------------------|
|Taking place in the clouds of Mushroom Kingdom is the cruise through  |
|the rainbows.  Starting off on a ship, you fly to the rainbow's       |
|beginning.  From there, you hop from various platfroms and flying     |
|carpets while fighting off your enemies.  The rainbow will end your   |
|jumping streak but the action isn't over yet.  Make your way along    |
|some platforms where you'll drop down back onto the ship you start off|
|on, ready again to take you on a magical cruise.                      |
|                                                                      |
|Aboard the ship is a small fighting area.  With four players, battle  |
|can be hectic early on.  There isn't much room to fight on so make use|
|of clear-out attacks to give you space.  Or stick to the left edge of |
|the ship and attack anyone who approaches.  Avoid the two middle      |
|platforms as attacks from below can reach through and hit you.        |
|                                                                      |
|To give Link the advantage on this stage, make use of repeated aerial |
|Sword Spins as you make your way up through the platforms.  The tactic|
|discussed in "Flaw Manipulation" is very effective on such a stage as |
|this because of the constant jumping.  Although most effective against|
|the computer, human-players may still jump into your trap.  The Sword |
|Plant has high priority and even human-players may have trouble       |
|piercing through your attack.                                         |
|                                                                      |
|Don't rely too much on edge-guarding here.  There are a lot of        |
|platforms that your enemies can jump onto as an alternative.  The same|
|goes to the Bow.  Charging up the Bow is almost useless unless there  |
|is a crowd and you're above the action.  In any other situation, the  |
|enemy can just wait on a higher platform to attack you.  Here, you    |
|have to be aggressive and hit hard.   A Spin Attack on a magic carpet |
|can work wonders.  The range of the attack covers the whole carpet and|
|anyone on it will be hit away.  Even if the enemy was to block, the   |
|force will still push them off.                                       |
|                                                                      |
|The end of the stage is very straight forward.  There are some        |
|platforms that will fall but nothing serious.  Use your battle skills |
|to put a good fight.  Note that the sides of the stage is small so you|
|may want to use a Spin Attack as your main finishing attack instead of|
|the Double Sword Slice or Sword Plant.  Reach the very end and you'll |
|drop back to the starting ship.  If the enemies fall down before you  |
|do, then come down with, you guess it, a Sword Plant.                 |
|                                                                      |
|Rainbow Cruise is one of those stages where switching strategy is     |
|important.  With the different environment, you have to not only adapt|
|to your enemies but the stage.  Use attacks that are effective and    |
|stop using those that aren't.                                         |
------------------------------------------------------------------------


============== I. DK Island: Jungle Japes ==============================
|----------------------------------------------------------------------|
|Jungle Japes is one stage that is perfectly symmetrical.  Not matter  |
|what side you're on, the main fighting stage is the same.  There isn't|
|much to do here that can give Link a huge advantage.  The only main   |
|strategy is the infamous Spin Attack on small platforms.  Here, it's  |
|on the two sides.  Once again, the Spin Attack covers the whole stage |
|and is very effective at giving you room.                             |
|                                                                      |
|One thing that you may want to do to give yourself a slight advantage |
|is stay on the right side.  I realize that I said both sides are the  |
|same but there is a strategy that, although not fairly obvious or     |
|greatly useful, may work.  The river flows to the the left of the     |
|stage.  If you were to splash into the water on the left, it will be  |
|extremely difficult to get back since the current is pushing you away.|
|Analyze the situation and you'll see why falling from the right is    |
|easier to recover from.  The current is pushing you left, meaning that|
|you can recover onto the left-most platform.  Get lucky and you pull  |
|yourself from the current and save yourself a stock.                  |
|                                                                      |
|With practice, you use the tactic as a fancy escape manuever.  When in|
|trouble on the right side, take a dip into the river.  Once the       |
|current pulls you under the main platform, double jump to the left.   |
|Fail to do so and you may sink to a lost stock.  The point of double  |
|jumping here is to pull yourself out of the water.  You may need the  |
|current to pull yourself past the main platform.  Get out from under  |
|it when you pass by and Spin Attack back to safety.                   |
------------------------------------------------------------------------


============== J. Hyrule: Temple =======================================
|----------------------------------------------------------------------|
|The Temple can simply be described as amazing.  Being the largest     |
|stage in the game, it gives you a variety of places to use a variety  |
|of strategies.  Users of projectiles will want to stay on the upper   |
|platforms.  The main ones to snipe from are the left-most platform,   |
|the middle pillar, and the second-highest platform to the right.  For |
|hand-to-hand (or sword) combat, the lower area is best.  The walls    |
|restrict where players will fly so adding damage quickly with combos  |
|is likely to happen a lot.  Once the damage is high enough, head back |
|up to bait your enemies and finish them off.  The best tactic of      |
|accomplishing this is in "Flaw Manipulation."  The left vertical      |
|passage will work very well.                                          |
|                                                                      |
|Without any interaction on this stage, the key to winning is based on |
|your battle skills.  There isn't a lot luck involved here so it all   |
|comes down to how well you think on your feet and how well you execute|
|attacks and strategies.                                               |
------------------------------------------------------------------------


=============== K. Yoshi's Island: Yoshi's Island ======================
|----------------------------------------------------------------------|
|This stage is one of the best for Link to completely dominate in.  The|
|sides have little space for recovery and the stage ceiling is very    |
|small.  KO's can quickly be racked up in no time.  There aren't any   |
|real hot spots for Link so you have to rely on your own skills to win.|
|Sword Plants seem to work most effectively for me.  Unless you're on  |
|the sloping sides, Spin Attacks may have trouble hitting enemies past |
|the pipe and hill.  But with the small area to fight in, the Spin     |
|Attack is still very effective.  Don't hesitate to try and build up   |
|damage.  Instead, go straight for the KO.                             |
------------------------------------------------------------------------


=============== L. Dream Land: Green Greens ============================
|----------------------------------------------------------------------|
|Similar to Yoshi's Island: Yoshi's Island, this stage also has a small|
|side and ceiling.  If you prefer to get KO's through Spin Attacks,    |
|stay near the two side platforms.  Here, Spin Attacks will cover the  |
|whole side area.  Enemies will have a hard time avoiding these attacks|
|when used regularly.  When using Sword Plants as your main source of  |
|KO's, stick towards the middle.  You don't want to play it risky by   |
|staying near the sides since enemies can knock you off just as easily |
|as you do to them.  Stay on the main platform and hold your position. |
|                                                                      |
|The only real hazard here are the yellow blocks.  Falling inbetween   |
|the main platform and side platfroms will make you susceptible to     |
|getting trapped under falling blocks.  Not only that but enemies can  |
|easily spike you down.  Make sure you always have a Spin Attack to    |
|help you get out of here.  It does not seem like a hard place to get  |
|out of but when the action gets crazy, you may find yourself getting  |
|hit down there time after time.                                       |
------------------------------------------------------------------------


=============== M. Lylat System: Venom =================================
|----------------------------------------------------------------------|
|Not much to say here.  Although featuring one of the most gorgeous    |
|backgrounds in the game, action is very straightforward.  On the lower|
|wings of the Great Fox is a great place to trap enemies against the   |
|wall.  One-on-one fights should be focused here.  Free-for-alls should|
|be focused on the upper wings where racking up KO's with the Sword    |
|Plant is much easier.  Not only that but this would be the place where|
|it's easiest to grab helpful Items.  The lower wings on slanted       |
|outward so Items tend to roll off when them appear down there.        |
|                                                                      |
|Once again, you must rely on your own skills.  The only interactive   |
|element on this stage is the occasional ships flying by.  They will   |
|either fire at you or fly by the Great Fox and offer a temporary      |
|platform.  Don't stay on the ship for to long or it will fly away and |
|with you still on it, resulting in a death.                           |
------------------------------------------------------------------------


=============== N. Super Flat World: Flat Zone =========================
|----------------------------------------------------------------------|
|Much like Yoshi's Island: Yoshi's Island and Green Greens, there is   |
|little room to fight and recover from.  Link should focus on KO'ing   |
|enemies by knocking them past the side barriers.  Stay near the side  |
|and Spin Attack to turn your enemies into KO's.                       |
|                                                                      |
|Sword Plants are still effective but mainly on the upper platforms.   |
|Platforms will disappear and reappear, sometimes reappearing right    |
|when you use a Sword Plant.  Stay on the upper platforms and you      |
|shouldn't have anything to worry about.                               |
|                                                                      |
|Other hazards are the oil spills beneath the lowest platforms and     |
|falling tools.  The oils spills aren't much of a problem since they   |
|only mess with your traction.  Simply stay on the platforms or jump   |
|away to avoid these.  The falling tools are more difficult to avoid.  |
|They randomly appear throughout the whole stage and even through      |
|platforms.  You can't hide underneath platforms and hope to be safe.  |
|Quick reflexes are needed to avoid taking hits.  Unlike some hazards, |
|the tools can actually KO you with little damage.  Impact is about as |
|strong as Scizor.  If you know what Scizor can do, then think of what |
|a dozen falling "Scizors" would be like.                              |
------------------------------------------------------------------------


=============== O. Planet Zebes: Brinstar ==============================
|----------------------------------------------------------------------|
|Avoid the rising acid pool and you have yourself another straight-    |
|forward stage.  Stay on the uppermost platform to completely evade the|
|acid and use plenty of Spin Attacks to keep your enemies off.  Use    |
|this strategy for the two side platforms, too.  Fighting skills will  |
|win the day here so focus on your own skills to master this stage.    |
|                                                                      |
|Note that the stage will split in three areas.  Underneath the two    |
|side platforms is a thin pillar.  Hit the pillar repeatedly to snap it|
|and tilt the platform it's holding.  The other break-away section is  |
|on the bottom platform.  Hit the strange-looking logs enough times to |
|split this section into two.  This has a pretty significant result on |
|the stage since the stage will now be wider.  But it's not enough to  |
|alter your playing style any.  Do what you know how to do and claim   |
|victory!                                                              |
------------------------------------------------------------------------


=============== P. Eagle Land: Onett ===================================
|----------------------------------------------------------------------|
|Onett has an unusually shaped stage but is one of the most fun as a   |
|result.  With all of the different places to jump onto and battle,    |
|action here can be a smash.  Watch out for the passing cars.  You'll  |
|know when one is coming when a sign appears.  When you see it, jump to|
|any platform or prepare to block, dodge, or roll from the incoming    |
|cars.  Once you prepare yourself to stay safe from the cars, prepare  |
|yourself for battle.  The two middle platforms will eventually give   |
|away but nothing major will happen.  Just use your fighting-style and |
|strategy to clasp victory from your enemies.                          |
------------------------------------------------------------------------


=============== Q. F-Zero Grand Prix: Mute City ========================
|----------------------------------------------------------------------|
|Link absolutely dominates on this stage.  There are very few platforms|
|to get in Link's way when using the Sword Plant and the platforms that|
|are there are small enough for Link to clear the way with Spin Attacks|
|and Double Sword Slices.                                              |
|                                                                      |
|The F-Zero cars are the only dangers here (besides your enemies).  If |
|you don't mind taking a bit of damage, then go ahead and fight on the |
|low ground.  However, staying on the platforms is a much wiser choice |
|if you already have lots of damage.  You don't want to add more.      |
------------------------------------------------------------------------


=============== R. Kanto: Pokemon Stadium ==============================
|----------------------------------------------------------------------|
|There is no better place to battle than in a stadium.  Although made  |
|for pokemon, Kanto offers a great place to do battle in.  The primary |
|layout of the stage is basic enough.  Do what you know how to do with |
|Link to give yourself enough KO's to secure victory.                  |
|                                                                      |
|Play on this stage long enough and the terrain will begin to change.  |
|There are four different kinds of terrain: water, fire, rock, and     |
|grass.  Each one has its own main feature.  The water terrain has a   |
|windmill.  Because it's always spinning, battling up here can be fun  |
|and tricky.  The fire terrain features a burnt tree to the left.  A   |
|branch sticks out towards the left.  Avoid getting stuck here; it's   |
|difficult to get out of when being heavily attacked.  The rock terrain|
|gives you a huge mountain to fight on.  There are a lot of platforms  |
|in the middle; hiding beneath a platform and hitting upwards will work|
|pretty well.  Atop the mountain, try to Sword Plant whoever is on the |
|peak.  Since the enemy is closer to the stage ceiling, it will be much|
|easier to get a KO.  The grass terrain is the most basic of the four  |
|terrains.  It only has a few platforms to fight on.  The platforms are|
|placed very close to the one underneath so you can stand underneath   |
|and attack upward.                                                    |
|                                                                      |
|Other than these few sentences of advice, your skills as a Link-player|
|will determine who wins here.  Sword Plants on the primary layout is a|
|must; there are only two small platforms to get in your way.  The main|
|stage is flat so make use of Double Sword Slices to help rack up more |
|KO's.  Always adapt your playing skills to the variety of terrain.    |
|This stage was made for your ability to fight in a diverse set of     |
|environments.  Make sure you can do it well enough to win.            |
------------------------------------------------------------------------


=============== S. Mushroom: Kingdom ===================================
|----------------------------------------------------------------------|
|If there is one stage Link wants to avoid, then this is it.  The rows |
|of blocks make it difficult for Link to gain a lot of KO's with Sword |
|Plants and Double Sword Slices.  To win, stay at either sides of the  |
|stage and use Spin Attacks.  Hopefully, you'll send your enemies far  |
|enough past the barrier and into a KO.  Once you have a lot of damage,|
|start to move into the middle on the the upper platforms.  There, try |
|your best to get KO's with Sword Plants.                              |
|                                                                      |
|Items are the key to victory when you have trouble getting KO's on    |
|our own.  The blocks will turn into item blocks sooner or later and   |
|that is when you want to grab the Item that is held within.  Winning  |
|here can be tricky so do your best to last.  Be smart in knowing when |
|to withdraw from the sides and when to use your Spin Attacks.         |
|Beginners with Link may have trouble depending on their fighting      |
|skills.  Eventually, experienced players will have no problems        |
|wherever they fight.  Until then, do what you can.  Practice makes    |
|perfect!                                                              |
------------------------------------------------------------------------


=============== T. Planet Zebes: Brinstar Depths =======================
|----------------------------------------------------------------------|
|Simply incredible.  Brinstar Depths is breath-taking to look at.  Too |
|bad fighting here lacks smashing fun.  The tilting stage will send    |
|lots of people to their deaths if they aren't careful.  There are a   |
|lot of strange objects and floating platforms throughtout the stage.  |
|This makes the stage uneven when trying to battle.  Link should rely a|
|lot of his Sword Plants if you want to be the victor.  Hopefully, the |
|lack of big platforms won't give Link any troubles.                   |
|                                                                      |
|Spin Attacks aren't too useful on this stage.  Use them only near the |
|sides or when you're stuck on a platforms.  When you do get stuck on a|
|platform and have no way back up to the main stage, then just wait    |
|patiently.  Computer-players will foolishly jump to their doom but    |
|humans are smarter than that.  Wait until the stage tilts you upwards |
|before resuming battle.                                               |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      VII. Home-Run Contest               <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


--------------- Instructions -------------------------------------------
|----------------------------------------------------------------------|
|1.  Facing left, grab the Home-Run Bat.                               |
|2.  Roll to the Sandbag's right, still facing left.                   |
|3.  Do an Overhead Slash.                                             |
|4.  Wait for the Sandbag to almost touch the ground; repeat Step 3.   |
|5.  Repeat Step 4.                                                    |
|6.  Turn around and face right.                                       |
|7.  Repeat Step 4 three more times.                                   |
|8.  Turn around and face left.                                        |
|9.  Repeat Step 4 two more times.                                     |
|10. Turn around and face right.                                       |
|11. Time your swing and hit the Sandbag while it's in midair.         |
------------------------------------------------------------------------


--------------- Overview -----------------------------------------------
|----------------------------------------------------------------------|
|First, pick up the Home-Run Bat.  Then, quickly roll to the Sandbag's |
|right (you should be facing left).  Do an Overhead Slash three times. |
|After the third Overhead Slash, turn around and face right.  Do       |
|another three Overhead Slashes.  Turn to the left once more and do two|
|more Overhead Slashes.  Turn to the right a final time and hit the    |
|Sandbag with a charged Home-Run Bat while the Sandbag is in midair.   |
------------------------------------------------------------------------


--------------- Note ---------------------------------------------------
|----------------------------------------------------------------------|
|After each Overhead Slash, make sure the Sandbag is almost touching   |
|the ground before you do another Overhead Slash.  Also, depending on  |
|how you hit the Sandbag, results will vary to either an average of 800|
|ft. or an average of 1150 ft.  Hitting the Sandbag when it's above    |
|Link will result in a distance of about 1150 ft.  If the Sandbag is   |
|hit anywhere else, it will only go about 800 ft.                      |
------------------------------------------------------------------------


--------------- Personal Distance --------------------------------------
|----------------------------------------------------------------------|
|1175.8 ft.                                                            |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      VIII. Target Test                   <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


--------------- Layout -------------------------------------------------
|----------------------------------------------------------------------|
|                                                                      |
|                         _F_  6                                       |
|                        /                                             |
|                       /                                              |
|                   2   |5                                             |
|  |       7    1       |D                                             |
|  H      -G-    -A-    |-                                             |
|  | 8     10     |     | |                                            |
|9 |              |  3 ----E 4 -                                       |
|                 |                                                    |
|                 |  B       C                                         |
|                 |  \       /                                         |
|           ______|_____________                                       |
|                                                                      |
------------------------------------------------------------------------


--------------- Instructions -------------------------------------------
|----------------------------------------------------------------------|
|Start:   Start on Platform A.                                         |
|1 and 2: Jump and do a Spin Attack (UP + B).                          |
|Then:    Land on Platform A.                                          |
|3:       Drop down and do a Jump Kick (A in the air).                 |
|Then:    Land on Platform B.  Jump to platform C.                     |
|4 and 5: Jump and do a Spin Attack (UP + B).                          |
|Then:    Land on Platform D or E.                                     |
|6:       Double jump and do a Spin Attack (UP + B).                   |
|Then:    Land on Platform F.                                          |
|7:       Double jump and do a Jump Kick (A in the air).               |
|Then:    Land on Platform G.                                          |
|8:       Take out a Bomb (DOWN + B) and throw it.                     |
|9:       Charge up an arrow and release when Wall H moves up.         |
|10:      Drop through Platform G and do a Jump Kick (A in the air).   |
------------------------------------------------------------------------


--------------- Personal Time ------------------------------------------
|----------------------------------------------------------------------|
|14.63 seconds                                                         |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      IX. Copyright                       <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


------------------------------------------------------------------------
|This FAQ was created by me, Kim Nguyen.  Don't take this FAQ and copy |
|it in any way without my permission. If you wish to use my FAQ, send  |
|me an e-mail at DaAznSaN@msn.com stating what you'll use the FAQ for. |
|If you were given permission to use my FAQ, you must not change the   |
|FAQ in any way and you must give me full credit. Thank you for        |
|following my guidelines.                                              |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      X. Credits                          <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\

------------------------------------------------------------------------
|AdmiralViscen IV                                                      |
|Bill_Helios                                                           |
|blueflame                                                             |
|Kim Nguyen (DaAznSaN)                                                 |
|KnucklesShadowSonic                                                   |
|Meganium00                                                            |
|Nintendo Power                                                        |
|Shigmiya64                                                            |
|The Dark Link                                                         |
|t 002 Tyrant                                                          |
|Yellow Comet CO Toyz                                                  |
------------------------------------------------------------------------


     /\                                                          /\
    //\\ >>>>>>******************************************<<<<<< //\\
   ///\\\ >>>>>                                          <<<<< ///\\\
  /\    /\ >>>>      XI. Versions                        <<<< /\    /\
 //\\  //\\ >>>                                          <<< //\\  //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\


=============== A. Version 1.0 =========================================
|----------------------------------------------------------------------|
|> Complete                                                            |
|  - 0.    Contents                                                    |
|  - I.    Coming Soon                                                 |
|  - II.   Introduction                                                |
|          A. Trophy Excerpts                                          |
|          B. Timeline                                                 |
|          C. Tunics                                                   |
|  - III.  Attacks                                                     |
|          A. Ground Attacks                                           |
|          B. Smash Attacks                                            |
|          C. Aerial Attacks                                           |
|          D. Special Attacks                                          |
|          E. Throw Attacks                                            |
|          F. Dash Attack                                              |
|  - V.    Item Strategies                                             |
|          A. Containers                                               |
|          B. Recovery Items                                           |
|          C. Performance Items                                        |
|          G. Miscellaneous Item                                       |
|  - VII.  Home-Run Contest                                            |
|  - VIII. Target Test                                                 |
|  - IX.   Copyright                                                   |
|  - X.    Credit                                                      |
|  - XI.   Versions                                                    |
|> Incomplete                                                          |
|  - V.    Item Strategies                                             |
|          D. Battering Items                                          |
|          E. Shooting Items                                           |
|          F. Projectile Items                                         |
------------------------------------------------------------------------


=============== B. Version 2.0 =========================================
|----------------------------------------------------------------------|
|> Complete                                                            |
|  - V.    Item Strategies                                             |
|          D. Battering Items                                          |
|          E. Shooting Items                                           |
|          F. Projectile Items                                         |
|> Updates                                                             |
|  - III.  Attacks                                                     |
|          E. Throw Attacks                                            |
------------------------------------------------------------------------


=============== C. Version 3.0 =========================================
|----------------------------------------------------------------------|
|> Complete                                                            |
|  - VI.   Stage Strategies                                            |
|          A. Infinite Glacier: Icicle Mountain                        |
|          B. Mushroom Kingdom: Princess Peach's Castle                |
|          C. DK Island: Kongo Jungle                                  |
|          D. Termina: Great Bay                                       |
|          E. Yoshi's Island: Yoshi's Story                            |
|          F. Dream Land: Fountain of Dreams                           |
|          G. Lylat System: Corneria                                   |
------------------------------------------------------------------------


=============== D. Version 4.0 =========================================
|----------------------------------------------------------------------|
|> Complete                                                            |
|  - IV.   Battle Strategies                                           |
|          A. Fallen Angel                                             |
|          B. Recovery Mastery                                         |
|          C. A Hunter's Game                                          |
|          D. Dodge Boomerang?                                         |
|> Updates                                                             |
|  - III.  Attacks                                                     |
|          A. Ground Attacks                                           |
|          B. Smash Attacks                                            |
|          C. Aerial Attacks                                           |
|          E. Throw Attacks                                            |
|          F. Dash Attack                                              |
------------------------------------------------------------------------


=============== E. Version 5.0 =========================================
|----------------------------------------------------------------------|
|> Format Update                                                       |
------------------------------------------------------------------------


=============== F. Version 6.0 =========================================
|----------------------------------------------------------------------|
|> Complete                                                            |
|  - IV.   Battle Strategies                                           |
|          E. Clearing Out the Party                                   |
|          F. The Wall                                                 |
|          G. Flaw Manipulation                                        |
------------------------------------------------------------------------


=============== G. Version 7.0 =========================================
|----------------------------------------------------------------------|
|> Complete                                                            |
|  - VI.   Stage Strategies                                            |
|          H. Mushroom Kingdom: Rainbow Cruise                         |
|          I. DK Island: Jungle Japes                                  |
|          J. Hyrule: Temple                                           |
------------------------------------------------------------------------


=============== H. Version 8.0 =========================================
|----------------------------------------------------------------------|
|> Complete                                                            |
|  - VI.   Stage Strategies                                            |
|          K. Yoshi's Island: Yoshi's Island                           |
|          L. Dream Land: Green Greens                                 |
|          M. Lylat System: Venom                                      |
|          N. Super Flat World: Flat Zone                              |
|          O. Planet Zebes: Brinstar                                   |
|          P. Eagle Land: Onett                                        |
------------------------------------------------------------------------


=============== I. Version 9.0 =========================================
|----------------------------------------------------------------------|
|> Complete                                                            |
|  - VI.   Stage Strategies                                            |
|          Q. F-Zero Grand Prix: Mute City                             |
|          R. Kanto: Pokemon Stadium                                   |
|          S. Mushroom: Kingdom                                        |
|          T. Planet Zebes: Brinstar Depths                            |
------------------------------------------------------------------------


=============== J. Version 10.0 ========================================
|----------------------------------------------------------------------|
|> Format Update                                                       |
------------------------------------------------------------------------

=========================================
Smash Bros. Melee
Mr. Game & Watch FAQ
Started:4/11/02
Done:
Written By:Himura
Copyright (c) 2002 by Joel Bernal
All rights reserved
=========================================
Contents:
1.Version
2.Character info
3.Plus and Minus
4.Moves
5.Strategy (general)
6.Strategy-vs. character
7.Level strategies-incomplete
8.Miscellani-incomplete
9.Credits/Legal Beef
=========================================
I.Version-This is the first FAQ that I have attempted, but expect a lot 
of information to be packed in.  As I figure out more Game and Watch 
strategies, etc., I will update this FAQ further.  Questions are also 
welcome, and will get credit as long as they haven't been asked already.  
Feel free to send in your G&W strategies and I will be glad to add them 
on.
Status-Version 1.0-not complete (expect more to come)
=========================================
2.Character Profile
Mr. Game and Watch is one of the "What the?!" characters in Melee.  Most 
gamers now do not know his orgins, except for those who have been around 
since the earliest days of gaming.  Mr. Game & Watch hails from a series 
of small handheld games called "Game & Watch".  Each Game and Watch had 
a different game.  Some games involved controlling the little shadow 
person (Mr. G & W) based on the objective of the game.  In "Fire" for 
example, Mr. G&W had to use a trampoline to rescue falling
people and bounce them to the ambulance for points.  In "Lion", Mr. G&W 
had to fend off a group of angry lions.  There were around 20+ Game and 
Watch games, and all were very popular, causing Nintendo to emerge as a 
successful gaming company.  The Game and Watch was created by Gumpei 
Yokoi, who also made the Game Boy.  Mr. Game and watch returns
once again, this time in 128 bits, to fight against more familiar 
nintendo trademarks. Unlike the rest of the characters, Game and Watch 
is actually in 2D, and retains familiar sounds, and has animations 
resembling an old game in his attacks.
==========================================
3.Pluses and Minuses
Advantages-
Easy to control since he isn't fast
Good third jump move
Excels against long range characters
Has 2 potential killer moves
Varied moves
Has some fast moves and others with lots of range and power
Annoying taunt
Makes annoying and cool noises
He's 2-D!!!
Camo-factor (discussed in level Strategy)
==========================================
Disadvantages-
Moves a bit slow sometimes
Cannot really function against multiple opponents at one time
Double jump is kinda crappy (but his third makes up for it)
Lightweight, and will fly pretty easy
==========================================
4.Moves-Mr. G&W will require some practice with his moves before you can 
do good with him. There is variety in his moves, so fooling your 
opponent will never be a hard thing to do.  On the flip side, it 
requires that you be able to remember when to use them since there's
a lot to use at your disposal.  G&W's attacks can range from crappy to 
insanely powerful, so take note of that.  His regular attacks also have 
good priority, damage, distance, and range.  If you're a G&W junkie, 
there's another strategy guide that has the respective G&W games each
move comes from.
==========================================
A-Moves
Press A-Bug spray/Greenhouse-G&W will pull out his sprayer and fire at 
the opponent for minor damage (2-5%).  Pressing A repeatedly will result 
in a multi shot attack, much like Fox's kick combo or C. Falcon's punch 
combo, though a bit slower, and can be broken out of.  However, if 
opponents are against a wall, its great to use to rack up some damage.  
Otherwise, two to three shots is enough before they can start trying to 
knock you back.  Great to use whenever someone is running at you to 
attack and you're standing still to stop their attack and hit them in 
the process.

Dash+A-Helmet-G&W will run at his enemies, put on a football helmet, 
duck, and then proceed to headbutt opponents.  The problem with this 
attack is that G&W will go into a weird animation as he ducks his head 
before hitting the opponent, slowing him down, and leaving you open to 
attack.  Unlike other character's dash moves, this is best used when you 
get pretty close to your opponent so they will get hit during the 
startup animation.  It also knocks them upwards, setting them up for
a quick upwards smash.  Causes roughly 7% damage. I use it moderately. 

Forward+A-Chair-G&W will pull out his chair, and slam it forwards, 
clocking opponents over the head.  This one is a bit slow, but you can 
use it since it has great range, and a little longer attack time
during the animation (opponents who touch the chair a little after it 
falls still will still take a hit).  Its strong too (6-10%), can hit 
multiple opponents, and will get some good flying distance or can
kill lightweights at high percentages.  Avoid it at lower percentages 
though, since it will not move the opponent all that much, and the lag 
time will leave you open to counterattacks.  I like this move a lot.

Down+A-Floor/Manhole-As the name implies, this attack uses a piece of 
the floor.  G&W will flip a piece of the floor from under an opponent 
(even though its black) and send them upwards.  I like this move better 
than the downwards smash since its much quicker, is about equally 
powerful, and can be done a couple of times for a quick combo on a fresh 
opponent.  It causes around 10% damage, but will send em flying at high 
percentages (around 90 is enough for lighter ones).  It also knocks them 
upwards, setting them up for the scuba helmet.  A great surprise move 
too-if they are trying to run and grab, flip the floor out from under 
them.  One of my surprise moves.

Up+A-Flag-G&W pulls out a big flag and waves it over his head, knocking 
anyone hit upwards for decent distance.  It has about as much damage as 
the floor, and it too has great range above, and a little to the sides.  
Great for getting jumping idiots, and killing them at higher 
percentages.  Alternatively, hit them upwards with this,
and then follow up with a scuba helmet for some good damage.  This one 
is kinda quick, and the recovery is quick.  I use this for idiots who 
like coming from above.
===========================================
Smash attacks-Require you to press the A button as you tap any direction 
at the same time.  G&W has strong smash attacks besides the double 
hammer, and the range is about as good as a swordsman's attacks.  Some 
of them are a bit slow though...

UP+A-Scuba Helmet/Octopus-Game and Watch will put on a scuba helmet, 
lean his body back, and then slam his head forwards, hitting anyone 
above him for heavy damage and distance.  If you charge, he will remain 
in the leaning back animation until you reach full power or let go.  Its 
got great priority, but its kinda slow to come out, which can be a good 
or bad thing, depending on your timing and anticipation.  Its a great 
way to finish an upwards throw or floor attack.  Causes about 23% when 
fully charged, and can send people into the background or TV screen with 
about 70-80 percent.  If fully charged, it adds more to the distance.  
Has decent range too.

Down+A-Double Hammer/Vermin-Game and Watch pulls out a hammer in each 
hand, and slams them to the ground.  This move is not powerful enough to 
really kill anyone unless their damage is high, which you are better off 
then using the flag or floor attack.  Its slow, and you can get hit 
during startup.  It hits both sides though, and has good range due to
the mallets, and should be used as a clearout move if anything.  At 
least you will damage them somewhat(13%), and might get a kill if you're 
lucky.

Forward+A-Torch/Fire-G&W will hold out a torch in one hand, and then 
will bonk an opponent over the head with it.  If fully charged, this 
will kill opponents around 50 percent with ease.  Takes off about 25% 
when charged, and sends them flying real far.  An uncharged attack will 
cause about 14% and its pretty quick to come out.  This move has the 
best range of G&W's smashes.  The opponent will light on fire when hit 
by the torch, and will get stunned for a moment.  Great move for
edge guarding.
===========================================
Air moves-G&W is a pretty good character in the air too, since he hits 
strong and has good priority and range.  Vary your moves, keep on 
jumping, and you will piss people off and kill them in the process.

A-Parachute-As you fall and do this move, G&W will open up a big 
parachute.  It does about 15% damage, and is a power hit.  The radius is 
pretty large, and you can hit opponents above you, as well as to the 
sides.  A good use for this is to time it to where the parachute will be 
fully open as you land, so if there's anyone on either side of you, they 
will be knocked back pretty hard.  Never use this move when directly 
above someone or you will get whacked since his underside is still open.  
This move will kill opponents at a lower percentage than other moves, 
and if you can catch them in the air with about 90%, 
they will die consistently, especially lightweights like Pichu.  One of 
the better A air attacks in the entire game.

Up+A-Spray-Like the regular A move, G&W will spray his opponent, only he 
will aim upwards.  This move serves as a cheap juggle.  It takes off 
only about 7% per shot, so don't use it to kill opponents.  Better 
suited for adding on a little damage if you don't want to take a risk 
with the scuba helmet.  You can fire off another shot by pressing A 
again.  After two shots, G&W will stop for recovery for about a half 
second, and then you can fire off two rounds again.  Decent range, but 
no real distance, though you can hit them with both shots when they 
aren't at high percentages.  Don't use this too much, or you might get 
clobbered by a spike.

Down+A-Key-This move works like Link's Downwards thrust, except it has a 
G&W twist added in.  Rather than using a sword to impale opponents, G&W 
pulls out a key and drops on top of an opponent's head.  Is used the 
same way however.  Takes off about 10% damage.  Unlike Link's thrust, 
G&W will recover faster if he misses, and a little shockwave will be 
created when he hits the ground, and can damage opponents lightly if 
they are near.  Against a fresh character or large character, this can 
hit twice-once with the key, once with the little wave.  Feel free to 
use this repeatedly, especially against bigger people.  A good clear out 
move if you decide to jump into the fray also.  Against smaller people, 
or to annoy and rack up damage, hop up, and quickly perform the move.  
Repeat over and over again, just don't miss, and if they are constantly 
trying to smash you up, their attack will be too slow and will get 
cancelled out by yours.  Can kill too at reasonable percentages.  This 
same combo will work with Link's move too.

Forward+A-Briefcase-I'm really not sure what this is since his moves are 
ripped sprites of different things from G&W games, but it sorta
looks like one, so I decided on it.  This is by far my favorite aerial 
move of G&W's period.  It will cause about 15% damage, and has as
much range and more priority than the chair shot.  Its also 
powerful(14%), and can KO Mario's around 90 percent.  Like the chair, it 
has
a longer attack time, and when you land, you can still hit opponents.  
Great for jumping in towards someone, and you don't have to worry
about getting hit since the range is superb.  You can do another cheap 
combo with this-hop forwards, briefcase, and repeat.  However, if
you are trying to land and you are slamming the case at someone, you 
will have to recover and can be left open for attack.  Great for 
those assmasters who like to jump around all the time...

Back+A-Turtle-This move is okay, I don't use it too much since its kinda 
hard to connect with fully.  G&W will pull out a turtle from 
who knows where, and it will bite opponents about 4 times for 3 percent 
damage per hit.  Unless you are directly near the opponent, the
turtle will usually miss a few bites.  Unless all of them connect, they 
will hardly get knocked back.  Its quicker than some of his other 
moves, and is good to use if you are landing and someone's behind you.  
Don't expect any kills at all though.

============================================
Special moves-This area is where Mr. Game and Watch is really unique.  
Mastering his special moves and mixing them with regular attacks
will make you own any other character.  They are varied, and can be used 
effectively in many different situations.  Two of them can also
kill in one hit...

B-Sausages/Chef-This is my favorite B move in the entire game (maybe its 
because G&W is that darn cool...).  He pulls out his frying pan, and 
flips sausages into the air.  Each sausage will cause about 3-4% damage, 
and its the perfect move to be an assmaster with.  You can fire up to 
five sausages consecutively before you have to stop briefly for a 
recovery.  However, time your button presses a little slower, and you
won't have to worry about stopping and leaving an opening.  This move is 
used best when above an opponent, or when faraway from them.
The sausages go different distances when flipped, some land close, 
others go far, but you will hit with at least two of them usually, even
against midgets like Kirby.  This move has another use-The frying pan in 
his hand will burn opponents if they come into contact with it for
about 10 percent damage, and sends them in a straight, slightly 
downwards path, meaning its a great way to screw someone over if they 
get burned off the edge with a high damage rating.  If you are against 
Giga Bowser or another giant character, jump in their face, and start
flippin' those sausages.  You will hit with every one, and the frying 
pan will burn at least twice as long as they're decently fresh, 
causing at least 30% damage.  Its also great when you got them cornered, 
since they will get burned for sure.  Stop flipping if someone gets 
close, or is running and doesn't get hit, because there is a delay 
before you can block or move, leaving you open for a good hit.
When you get giant, unlike other character's projectiles, the sausages 
will also grow bigger with the pan, though they won't go as far.
Same goes when you're tiny, except the sausages get small, and they fly 
FAR, allowing you to be a punk from even farther away.  Another use is 
if you are playing super sudden death-A sausage will send them flying 
far, and getting burnt is a sure kill.  If the ratio is at 2.0 also, a 
sausage is enough to kill(ask my friend who got killed by one).  It 
seems overrated, but the sausages are a necessary part of G&W strategy.  
Its also a good edge guard move to stop third jumps and such.  I am 
compelled to use the awesome powers of kick arse sausages whenever I use 
Mr. Game and Watch.

Forward+B-Judgement-This is the most random of all of G&W's moves, as 
its nine attacks in one.  Game and Watch pulls out a hammer, and
a number appears above his head from one to nine.  The numbers are as 
follows:
1-Causes one percent damage to opponents, and twelve to yourself.  Sucks 
if you get this...
2-Taps the opponent with the mallet-causes as much damage as a A attack 
(3-5%)-A little faster too.
3-Makes a fan sound, and functions the same-causes about 3% damage, and 
will mess up a shield somewhat.
4-Makes that sound when a sword hits and works the same-causes 5-10% 
damage
5-10-15% damage, and zaps the opponent with electricity (stuns for a 
moment too)
6-Works like 5, except it causes about 10%, and sets them on fire 
instead...
7-Causes damage like a "B" move, and does corresponding distance; 
nothing all that special...but you do get a food item also
8-Causes about 8% damage and freezes-the higher the damage, the longer 
they stay frozen, and the higher they fly.
9-Anyone hit by this is about 99% screwed-This works like a smash attack 
with the home run bat-G&W will spark, and whack enemies with the
mallet, sending them flying for the sure KO as long as the wall is not 
there to stop them.  Causes 25% damage, so its a win-win either way.
You usually kill them though, and you can hit multiple opponents with 
this.
The number pulled is totally random, and you have a 1 in 9 chance of 
pulling a 9, though I get it fairly often.  A great move to use, 
especially if you get fire, electricity, freeze, or the kill.  The more 
you use it, the more you get the better stuff.  The range isn't 
spectacular, although you will hit with this more times than none.  You 
can use this when you are falling down to surprise them, and if you
pull out a 9 and you are jumping into the fray, everyone's screwed and 
you will be declared a cheapie and everyone will get mad and gang up
on you (Time to get the frying pan-hungry for sausage, anyone?)  I use 
it fairly often.

Down+B-Oil Panik-This move is what makes Game and Watch excel against 
people who like to use the Super Scope, Ray Gun, or any "energy"
type of projectile (Fox blasters, Samus Charge Shots, PK thunder, etc.).  
Most people wonder what the hell it does since he just pulls out a 
bucket and stands there.  All you have to do is pull out the bucket and 
wait for the projectile to come your way.  When it falls into the 
bucket, G&W beeps and flashes, and part of it fills up.  You can store 3 
projectiles into the bucket before G&W will begin flashing.  When you 
have it filled, go up to someone and press Down+B again to pour out an 
oil slick.  You gotta be kinda of close, but this thing hurts like hell 
if you get hit.  The stregnth depends on what you put inside.  3 Samus 
Shots or Super Scope Charged Shots will do 100+ damage on your opponents 
(like it matters because its always a one hit kill, no matter the 
percentage).  Weaker projectiles like Fox's laser will still do more 
damage than fully charged smashes and will send them flying for while.  
If you hold B after G&W pulls out the bucket, he will keep on holding it 
until you let go of the button.  You can also turn around when holding 
it, making it great if someone's trying to shoot you from behind.  This 
move is best used as a surprise move, since people will catch on and not 
fire projectiles at you.  As long as its not filled up, the contents 
carry over even if you die.  A great way to use it is to jump into a 
melee and drop the slick or land to the side of someone so they will 
miss their up smash and then oil them.  Always remember this move.  You 
can still get hit if the projectile doesn't come in contact with the 
bucket (get hit in the head, back, etc.  Even if you don't use the oil, 
its a great projectile nullifier.

Up+B-Trampoline-Another of the weird G&W moves-this one serves as his 
third jump, and its a good one.  When you use it, 2 firefighters appear
with a trampoline under G&W, making him bounce off and up.  You get some 
great vertical distance, and you can move pretty far afterwards.  
If someone is above you and you are flying up, they will get hit for 3-
4% damage.  This move should not be used for attack except on Sudden 
Death, or the 15 minute melee.  A great evasion move too.  You can 
supposedly attack while landing, but I haven't been able to do it yet...

Z-grab
Press Z again after you grab someone to hit them with a bell hand for 
about 3% damage.  If you do it too much, they will escape.  At higher
percentages, you can hold them for longer before tossing them away or 
them escaping.  Press any direction to toss them to the side.  Game and
Watch will juggle them and toss them either forwards, backwards, or up.  
It gets good distance and does about 8% damage.  This move also can be 
used in certain stages to rack up kills...
===========================================
5.General Strategy-
The first thing to remember is G&W's stregnths and weaknesses.  Game and 
Watch works the best against Projectile characters (Ness, Fox, Samus) 
bar none.  When playing these characters, go ahead and let them run and 
charge their shots.  As soon as they fire, use Oil Panic to get rid of 
it.  Oftentimes, after getting toasted by G&W's Oil Panic and getting 
killed in one hit, they will start to move in closer.  In this case, let 
them come at you, and be ready to Torch or Floor them.  Most of these 
characters except Fox are too slow to really cause any trouble since G&W 
is about medium speed.  When playing a Fox or Falco, be ready to smack 
them before they get in your face.  Game and Watch has startup delays on 
a lot of his moves, so you can compensate by anticipating when they will 
try a close up attack.  You can also Sausage at medium to long range 
distances with no problem.  Game and Watch's variety of moves allows him 
to take some kind of advantage in most any situation.  Lots of his hits 
are powerful enough to kill with relative ease, so keep that in mind, 
but also look out for recovery times if you miss.  However, the range on 
most of his moves like the Torch is enough
to keep enemies at bay, especially those who like to run and grab.  
Against edge guarders, you shouldn't have too much trouble if you can 
know when to use the trampoline.  Use it when you are about to fall to 
their level so they will attempt a smash and miss.  Rather than attack 
right after (G&W isn't fast enough to get one off most of the time), run 
to safety.  If you know you will land without having to use Trampoline, 
use the judgement hammer as you fall into your opponent.  If you get one 
of the good numbers, you can damage them and escape.  If you happen to 
get a 9, they're dead.  If you are too low to do any offense, your best 
bet is to trampoline, and then accelerate the fall (press down) and grab 
the ledge.  Chances are they'll miss their smash.
Press A after grabbing the ledge to do a quick attack.  Run off, or if 
you are in an one on one, roll to the side and grab or do a move of your 
choice.  Remember the Judgement Hammer.  Don't overuse it, but don't use 
it little to none at all.  Great to use in the air if someone's coming 
your way.  Also if you want to be annoying, stand still and torch or 
hammer them as they approach.  Oil panic should be used when faraway, 
but never up close since you will get the crap beaten out of you.  If 
they fire a super scope shot or the like, take it in the bucket.  They 
will either focus in on someone else, or
they will toss the scope at you, where you should catch it (press Z as 
it approaches you).  Sausage as long as you have adequate distance, or 
if you got people against the wall.  Edge guarding with G&W is easy.  
You don't have to be right on the edge to do it effectively.  Use the 
torch, and when you are standing close, but not on the edge, the torch 
will reach over the edge and fry anyone trying to comeback.  If they are 
too faraway to use their third jump, flip those sausages, and if they 
keep on third jumping to get back on the ledge, let them back on, and 
torch them or Scuba Helmet as they are
falling.  If they grab, jump backwards and use the briefcase so they 
will miss their invincible quick attack, and get hit by the case since 
it has a long attack time.  As discussed above, the Key and Briefcase 
combos work against almost anyone.  Don't attempt it if you see them 
charging a smash attack though or you will be in for a rude awakening.  
Get knocked up in the air?  No prob, since G&W is also good in the air.  
Use that parachute if you are on the defensive.  The 'chute also works 
when you are landing (also discussed in moves).  If you are on the 
offensive, use that Briefcase.  The Turtle shouldn't be used too much, 
though its good for surprise and multiple opponents behind.  The spray 
should be only used if someone is trying to fall on top of you or if 
you are doing a juggle.  His throws are good distance, so grab, toss up, 
and parachute or scuba helmet.  At higher percentages, toss them away.  
One thing you should do is NEVER try to pick a fight with multiple 
opponents.  G&W is too slow to handle them all at one time, and you will 
get beaten around like a rag doll.  Game and Watch also flies off the 
top easily, so keep that in mind when attacking from above.  Never get 
offensive minded or hot blooded or you will find yourself eliminated 
first.  Also, make sure you use that taunt.  Its annoying, and sounds 
like a telephone or alarm clock.  If you know someone who has a short 
temper, use this after a kill or star finish to piss them off.  When 
people get mad, they lose focus and start messing
up (I know from experiences with friends), and all you have to do is 
wait and smash.  Its also annoying to use over and over again, 
especially if you want someone to stop being a coward and attack.  Heck, 
I'm annoying enough to use it whenever they get sausaged.  I've already 
discussed basic strategies against projectile characters.  Heavyweights 
are somewhat harder to deal with, but they're not bad if you know what 
you're doing.  Sausages work well because of their
large size, and so does the key, torch, and briefcase.  Their moves take 
longer to recover than yours, so fake them out and counter.  Don't 
bother with throws or the dual hammer smash.  They are fairly easy to 
juggle too.  If you get knocked into the air or are getting clobbered, 
don't fight back and run somewhere safe.  You're faster than them, and 
you can have an attack prepared for when they come at you.  Play 
cautious at 75+%, because one smash means byebye.  Speedsters are a pain 
in the rear to deal with, honestly.  Your recovery times and startup 
lags make you easy to get faked out.  These characters can run circles 
around you, and attack pretty strongly.  Don't bother chasing them, as 
they can just run until you mess up.  Against these characters, let them 
come at you.  Learn the timing of smash moves to send them off into the 
great beyond.  A few smashes is enough to kill speedsters except for C. 
Falcon, who will give you hell along with
Falco because of their added power and resistance.  Items work great, 
toss one at them so they will jump, and chase them up into the sky and 
slam them with a briefcase or Parachute.  In the air, you can own them 
with the Parachute, and the turtle will work well too.  If you sausage 
them, do it when you are faraway.  Swordsmen, like Speedsters, can also 
give you problems.  They don't have much in the way of projectiles 
(except for Link/Y. Link), but their range with their regular attacks 
can screw you over.  Never fight them hand to hand since they will 
always win.  Sausages can be your good friend, as well as items.  When 
jumping in though, beware of Roy/Marth's annoying counter move.  Try to 
keep them far and sausage them, but if you decide to attack, its best 
done in the air.  If you get a Swordsman off the edge, they are pretty 
easy to guard.  If they attack from above, roll at the last minute, and 
grab or Torch them.  Close range characters like Mario and Luigi are 
easier to deal with.  Your smash attacks and range are usually better 
than theirs, so abuse that.  Abuse the sausages to get some damage if
they are approaching.  Watch out for Yoshi and his down+B move or it 
might surprise you.  The Briefcase also works wonders in the air.  
Lightweights don't pose a problem either.  Smash like there's no 
tomorrow.  If you get them off the edge, guard like crazy with Torches 
and Sausages.  If they don't want to approach, sausage or taunt them 
until they come your way.  If they throw projectiles, suck them in.  
Don't worry about their comeback abilites since G&W's smashes will kill
them pretty easily.  However the flip side applies, so don't get too 
offensive minded or you might just find yourself going over the top...
As for the colors, you can use them strategically to your advantage.  I 
know you are thinking WTF?!!, but they really do have a use (check out 
the level strategy)
If you get metallicized, jump into the fray and torch everyone.  Don't 
use B moves since they stop as soon as you are hit; smash attacks have 
built in auto guard.  Same goes if you are giant, but beware of getting 
knocked around still since your resistance isn't as great.  Sausages 
work also since they get bigger and so does the pan.  You also can't 
trampoline as far.  If you are Giant and Metal, kick everyone's butt 
with smash attacks, and don't worry about getting hurt unless its a
legendary pokemon.  When tiny, your best bet is to hide until you grow 
back.  Mr. Game and Watch can get killed in one hit.  The only attack 
you should use here is sausages, since they will travel much farther and 
are so tiny that people won't notice them at all.  Hiding is easy due to 
the camoflague factor.  Against Giants, just jump in their face and 
sausage them, burning them and sausaging them at the same time.  
Briefcases followed by sausages or smashes work well too.  Against 
midgets, just try to hit them with whatever.  Don't go off chasing them 
though, or you might get surprised.  Metals are easy to deal with.  You 
can torch, but if they get close, toss them away or off the edge to get 
them out of your hair.  Use your sausage pan to burn them if they are 
attempting B moves up close also.
===========================================
6.Character-specific Strategy-I have played a lot of matches against 
every character in the game.  I'll outline the basics, and try to 
explain what to do in given situations.  

Vs. Mario-Mario is a close range fighter, and should be dealt with 
accordingly.  Computers can cause a little trouble, but they are easy to 
kill off.  A Mario Master, however, can give you a good fight even if 
you know what you are doing.  At a distance, Mario's like to throw 
fireballs.  You can retaliate by tossing sausages, but use Oil Panic 
instead.  When you store all of your oil, don't use it-save it for 
later.  Once they figure it out, they will continue tossing away(use 
sausages while advancing), or they will begin to draw closer.  When they 
get close, use the floor or Torch to get them.  Follow up with some more 
attacks, abusing the Torch and Briefcase if you're in the air.  Your 
range is more than his, so don't worry about getting countered.  
Attacking in the air is good, but watch out for the super jump punch.  
If you know they are going to use it, use the key to hit them.  Try not 
to get hit on higher percentages by this or you can get set up for a 
nasty juggle.  Watch out for the Tornado, as if you are hit, it will set 
up for a easy headbutt smash that will kill you at a reasonable 
percentage.  His cape isn't much of a problem, since if it deflects a 
sausage, it won't cause much trouble.  However, human Marios like to 
smack you back and forth and piss you off.  If you are getting smacked 
about, just roll out of the way and regroup.  If he does his little 
taunt, run up to him and smack him with a scuba helmet or Torch since he 
will be unable to block for about five seconds.  When knocked off the 
edge, watch out for his sweep kick smash.  Your best bet is to 
trampoline over him if at all possible.  You will most likely get hit
by a jump punch or other move-use trampoline again, and accelerate your 
fall so you can get to safety faster.  You can also use the parachute 
when falling to his level to get him out of the way.  Grabbing onto the 
ledge shouldn't be done unless you have to since you can get nailed by a 
smash.  If you knock Mario off, make sure you aren't standing directly 
on the edge, or the jump punch will get you.  Stand back a little and 
use the torch.  If he grabs, wait and smash, or get out of the way if 
you are playing defensively. If he decides to run and start trying to 
grab you, just torch or floor him.  Oil panic will also work here.  You 
can also toss the oil off the edge to make sure he will not come back.  
If he leaves himself open while falling, use the judgement hammer.  
Sausage also works well here for edge guarding.  Shouldn't be
too difficult if you keep on the offensive up close.  Abuse the Smash.

Vs. Link-Although a swordsman, Link is a royal pain since he not only 
outranges you, but he also has projectiles to back it up.  I don't know 
for sure if you can use Oil on his projectiles.  From faraway, Links 
like to toss boomerangs.  If you are below them, expect some arrows to 
come your way.  Wait for the shot, jump up, and spray them.  The bombs 
can be annoying, but they are catchable and don't cause much damage.  
Block, get out of the way, or whatever.  You can also sausage from a 
medium to long range.  The sausages will kill incoming projectiles, and 
a few may hit.  Link's regular attacks have range that is longer than 
your torch, so stay just out of that range, but not too faraway either.  
Watch out for Link's smashes, especially the two hit forwards smash, 
because you are light and can get Ko'ed pretty easily.  Your best bet is 
to take Link to the air.  His moves there have lesser range than yours.  
Briefcase, and parachute if you can.  Watch out for his downwards stab 
though, becuase its powerful and can surprise you.  If you can get him 
to miss with an air dodge or whatever, key him to the ground.  You can 
also attack from above, but don't do it too much because he can get you 
with his up smash or upwards stab.  Another point that you must keep in 
mind is: AVOID THE SPIN ATTACK!  Its cheesey, sends you flying, and 
takes off a lot of damage in the air or on the ground.  To prevent this, 
stay above Link when in the air, and maintain your distance accordingly.  
The hop in briefcase manuever works well here.  If he misses the spin, 
go over there and smash him upwards and juggle him for a bit.  
Eventually you won't be able to do it anymore.  Feint another attempt, 
and Link (human) will most likely attempt the downwards stab.  Roll, and 
Torch him off the edge.  Try to hit with some sausages, and juggle.  
Edge guarding is pretty easy, since Link is easy to kill when he's off 
the edge.  Don't stand too close, or you might get hit by the spin 
attack.  Stand back and Torch.  Also, don't ever count him out, since he 
can Hookshot the side and come back.  Wait until he's falling, then 
Scuba Helmet him.  Don't attempt throws at all.  Try to make him miss 
smash attacks, and then counter.
Humans don't use the hookshot too much, but watch out or it might come 
when you least expect it.  Roll or hop, then slam him.  When you get 
knocked off the edge, Link can be a real assmaster when guarding.  The 
two hit smash will keep you from coming back if you don't know what to 
do.  Grab the ledge as fast as you can so he will miss.  You can
quick attack, but if he does the two hit again, you might get smacked.  
You can also press Up after grabbing to jump up, and then trampoline to 
safety.  Swordsmen are the most difficult characters for Mr. Game and 
Watch, but with some practice and skill, you can give them a solid 
beating also.  If you somehow fill the bucket, oil Link in the air.

Vs. Zelda/Sheik-A lightweight, Zelda shouldn't be a problem at all.  
Your range outclasses hers, expect for a few of Sheik's attacks.  Zelda 
doesn't use Din's Fire often, but its easy to see coming.  Just oil it.  
Toss sausages like mad, since Zelda has no real counter to getting hit 
by them.  Naryu's Love might deflect a few, but the rest will hit.  
Zelda is slow, but very strong.  Don't get smashed or you might get 
whacked at a low percentage.  Since you outrange her, a Torch or Floor 
works well.  You can also throw her around if you like, but do it at 
higher percentages so you will get some breathing room, and a possible 
kill if you're near the edge.  Don't bother edge guarding Zelda, since 
Faeroe's Wind gives her great comeback distance.  Wait for her to land, 
and smash her up for the star finish.  Zelda in the air is easy if you 
play keep away.  Watch out for that explosion thingy since it can kill 
you easily.  You can attack from the air with ease, use keys, 
parachutes, and briefcases for results.  You can even mix in Judgement 
hammers every now and then.  When your bucket fills, toss it up close 
and taunt like mad.  Again, watch out for side and upwards smashes.
Zelda's throws also are pretty powerful, so don't get tossed near an 
edge.  Don't worry about someone edge guarding with Zelda, since she 
isn't all that good at it.  However, skilled Zelda's will use charged 
smashes to make sure you get whacked, so play it safely and trampoline 
away.  Zelda at some point or another will transform into Sheik.  If you 
are in her face when she does this, hit her with a quick A button or 
something else to keep her from changing.  Sheik should be fought a bit 
differently from Zelda.  Sheik is faster, but not as annoying as the 
speedsters.  Get in her face and smash.  If you are faraway,
sausage to bait her in, then follow with torch, or floor.  You can 
juggle, but be careful, because if you are above a pit, Shiek can slam 
you down for the kill.  Avoid aerial combat at all times, since Sheik 
will just juggle you back and forth until you are killed.  If you end up 
in the air, use the briefcase.  Sheik's needles aren't much of a worry, 
just oil them.  The whip is not an issue since its rarely used, and is 
weak.  When you smash Sheik, get her off the edge.  Her teleport doesn't 
go as far as Zelda's, and you can just watch her fall or smash her on 
the way down.  Don't attempt to attack her when she teleports or the 
explosion will fry you.  Also, don't miss too often since Sheik can 
combo well.  Her throws are negligible, so don't worry about them.  You 
can also toss her around if you like.  Sheik's speed can be annoying, 
but if you can get her up close and personal on the ground, you will 
always come out on top.  

Vs. Pikachu-Another Speedster, Pikachu can be a problem, since he's a 
small target to boot.  Since you have the power advantage, use the 
smash.  Pikachu, especially human players, like to use hit and run 
tactics.  Computers like to use the spark projectile thingy at a medium 
-just oil it, and save.  Hand to hand combat with Pikachu can be a bit 
more difficult since he has powerful smashes, and one of them has good 
range.  Don't get too close if human players start using the bolt (you 
can oil it though), and Torch if you can.  Don't bother charging it 
unless you are sure of a hit.  Sausages will work okay, but some will 
overshoot him.  The best use for sausages is when Pikachu tries to jump 
in on you on the ground.  A few will hit, setting up a scuba helmet.  
The computer likes to throw a lot, so don't get grabbed at higher 
percentages since his throws, especially the backthrow are powerful.  
Another thing that gets real annoying is when Pikachu starts rolling 
around up close.  If they start doing that, its a good time to use the 
Double Hammers (Vermin) smash attack since it hits on both sides.  
Aerial fighting is not really recommended, since Pikachu can bat you 
around a bit, and the Thunderbolt can screw you over if you're not 
careful.  If you try to come in from above, a smart player will either 
up smash or bolt you.  Your key can still hit, but you will get whacked 
too-not a good tradeoff.  Pikachu's smashes are strong too, so don't 
leave some openings.  If you can trick him into using the bolt, smash 
him when he's recovering.  Computers will use the skull bash every once 
in a while, but its no real bother.  If he barely charges it, torch him 
when he flies your way since he will travel slow.  If its a full charge, 
roll as he approaches, or block.  Like Zelda, if you knock him off the 
edge, don't bother guarding.  Rather, make him use his quick attack 
(does no damage at all) to get back on, preferably where you are 
standing so you can smash him when he falls.  Use sausages to make him 
use the third jump, but be wary, since it can make him move far if its 
done twice.  If you get knocked off instead, a skilled Pikachu is a 
royal pain, since he can edge guard very well.  Watch out for his 
smashes, and above all, watch out for the thunderbolt, since if you 
trampoline or touch the field of electricity surrounding him, you will 
get zapped with little to no chance of making it back.  Try to grab the 
ledge as quickly as possible, or trampoline away.  If you get bolted in 
the air, it won't kill you unless you got lots of damage, so don't worry 
too much.  However, if you get the opportunity, use the bucket to store 
the thunderbolt.  Fill it with three of em, oil Pikachu, and it will do 
upwards of 70% and send him flying, even with zero damage.  If you do 
this, save it for the last possible moment to use it, since even if you 
die, the projectiles will still carry over, even if filled (made a 
mistake in the moves section).  Again, he likes to pick at you and run, 
so don't give too much chase.  Time your attacks, and smash him if at 
all possible.  Your backthrow will also work at higher percentages.  Get 
in his face and smash until he dies.

Vs. Fox-Fox has plenty of speed, and decent power, but he lacks in 
range, especially on his smashes.  For this reason, its a good thing to 
stay kinda close and pummel him.  Don't worry about his blaster, you can 
oil it, or run through it and nail him as he puts the gun away.  
However, don't stay too faraways, or the damage will add up.  Human 
Foxes like the Fox Illusion (the move where he dashes at you), but you 
can block it, or even grab/hit him out of it.  If you want to be really 
sneaky, stand near an edge and let him hit you with it-he will go 
falling off with no recovery.  Don't use sausages that often, since Fox 
can deflect them, though you can oil your own sausage back if it comes 
your way.  Computers can be quite annoying with Fox, taking preference 
to throws and the reflector.  The reflector will send you downwards if 
you are hit by it, and computers have a knack for using it in combos.  
Be careful of his upwards toss, since it will set you up for Fox in the 
air, which is the worst place to be when playing him.  Fox can juggle 
extremely well, and if you're not careful, someone who has their timing 
down can juggle you until you plaster against the TV screen.  If you're 
in the air, try to get a briefcase or turtle.  The key is not 
recommended since he can juggle you out of it.  The parachute can work 
sometimes, but the slight startup time can leave openings if they are 
expecting it.  
Using the Judgement hammer as you fall is a good surprise tactic, since 
if they chase you up, they will get hit by the time they get to your 
level.  The hop briefcase also works well.  You don't have to worry too 
much about getting smashed due to his short range, but if you get hit, 
it can put the hurt on you.  If you see a Firefox coming, get out of the 
way since they improved the priority and distance over the original 
game's version.  Hit Fox after he blasts off, since if you play 
agressive, you can get fried.  Plus its kinda more powerful too, and he 
will juggle with this as a finisher (especially humans).  Take caution 
when shooting super scope, or tossing items like shells or bombs, since 
he can reflect them back at you.  If you have insane reflexes, block it 
(will mess up your shield), or catch it if you're feeling gung-ho.  If 
you do toss, do it at a distance so you will have ample time to react.  
However, if its a deflected shot, you may be able to oil it, which will 
dish out the pain when the time comes.  If the item misses you and falls 
to the ground without dissappearing, it will do 1.5x damage next time 
you hit someone with it.  Same goes with the shield-1.5x shield 
reduction next time it hits.  If Fox keeps on deflecting, the damage 
will accumulate, and will hurt like hell next time you or someone else 
gets hit (humans will be sneaky with this...).  For example, Mr. Saturn 
takes off about 10 percent when tossed.  If Fox deflects it, it will 
take off 15% when it hits again.  Next time, ~23%, ~35%, finally ~53%.  
If Mr. Saturn survives, pick it up, and heave it at him or someone else.  
It will break his reflector, letting you beat the snot out of him.  If 
he blocks it, it will shatter his shield.  If he gets hit, its gonna 
hurt like mad, and probably kill him.  Now YOU WILL FEAR Mr. Saturn  
(and you thought he was totally useless...).  The same trick can be used 
for any item (though bombs and the like only deflect once and explode-
duh...), and the flying distance will also increase appropriately.  If 
he does this trick (most don't think of it), DO NOT GET HIT.  As for 
edge guarding, Fox is somewhat easy to guard.  Let him firefox, and 
Vermin if he's below you, and Torch if he's falling from above.  Don't 
stand right on the edge or you will get firefoxed.  Also, don't go out 
after him-he has two nasty tricks up his sleeve that will kill you 
instantly.  One is the Fox Illusion, which sends you straight down if it 
hits in the air.  The second is the reflector, which sends you down at 
an angle and screws you over.  Computers will rarely use this, but human 
players will.  Don't toss items off the edge or they will get deflected 
back at you.  Fox can be an edge whore if he wants to also.  Watch out 
for his side or down smash when coming from below.  If you trampoline 
above him, make sure you fall fast so you won't get juggled or up 
smashed into the sky.  An agressive human Fox will also come try to use 
the reflector while you are attempting to get back on for the kill.  
Computers aren't a problem, so long as you remember to stay in the air 
only if you have to.  Stay near the middle of the stage.  For humans, 
depending on their skill, you can smash them to death, or you might have 
to play it smart.  Don't throw items, and if you get a sword or 
clobbering item, don't throw it, and use the added range to put the hurt 
on him up close.  Get in his face and smash, being careful of his 
running attack and throws.  Also take note of the Fox Illusion and the 
reflector.

Vs. Ness-Against a normal Ness, this is a walk down the park for Mr. 
Game and Watch.  Computers aren't much different either.  The only 
Nesses that will give you trouble are players who can use Ness without 
relying on his projectiles, and the players that can juggle like mad 
with him.  Oil Panic eliminates PK Fire and Flash as a threat so long as 
you remember to get out the way if you can't pull out the bucket in 
time.  Put in 3 fully charged PK flashes inside the bucket and oil a 
group of opponents-120+ damage for everyone, plus instant death!  
Everyone but you will wonder what the hell happened.  Computer Ness will 
also sometimes use the PK thunder to shoot himself into you, though 
humans will use it even more, especially from the air.  Don't get hit, 
since it takes off more than 20% in one lick, plus sends you flying (G&W 
is suspectible to a star finish as low as 60 percent, so don't get 
whacked).  Sausages are a safe bet, and its easy to get close to Ness.  
Once you are in his face, smash away.  Don't let him grab you, since his 
backthrow is pretty powerful and can kill you at 90 percent if you get 
tossed off an edge.  The upthrow will also set you up for a quick 
juggle, so don't let Ness get you, especially if he starts running and 
rolling.  Up close, Ness is not as effective, since they made his yo-yo 
smashes crap.  However, his bat has more range than the torch, and its 
damn powerful, so watch out for that.  Humans like the bat a lot 
(including me).  The PK magnet isn't an issue, unless you are shooting 
items or pokemon at him.  If you are one of those players who likes 
running attacks, Ness will clobber you with his bat or walk the dog yoyo 
smash.  Keep in mind that when Ness charges his yoyo for either smash, 
it sits behind him, and if you touch it, it will hit multiple times.  
Ouch.  If he attempts the around the world yoyo up smash, he will 
probably miss unless he has good timing.  At lower percentages, its not 
really an issue, but at higher percentages, Ness will take the 
oppournity to get you into a nasty headbutt juggle.  Ness is another 
strong character in the air, so keep that in mind when you are in the 
air.  Don't get directly above him or he can use his headbutt juggle 
(also hits you far).  He doesn't have too much range for his side air 
moves, though if you're not careful you might get kicked from behind.  
Your turtle and briefcase are your best buddies here.  You can also 
parachute if he tries the hop step, since he will take a second to 
charge, leaving him open.  If you get too faraway in the air, Ness may 
try the PK thunder-get out of the way and wait for him to fall before 
you attack him.  Since Ness is light, your briefcase/parachute can kill 
him pretty easily.  Once off the edge, Ness is a somewhat easy character 
to edge-whore.  If he isn't too far from coming back, use sausages to 
sabotage his recovery.  One will trash his jump, and the rest will 
destroy the thunder spark if he tries PK thunder, leaving him no 
recovery (a cheap strategy).  His second jump might make you miss since 
he has a weird way of jumping, but other than that, its stay a little 
further on the platform, and Vermin if he's coming from below with PK 
thunder.  If he's coming from level or above you, wait for him to fall 
down before smashing him off into the sky or into the KO wall.  If there 
is sufficent height, Human Nesses will sometimes toss a PK fire to cover 
their landing.  Just suck it in the bucket.  If you go out to attack 
Ness, he may use PK magnet to slow his fall for a second before using 
thunder (advanced Ness strategy).  If you, however, get knocked off, 
Ness is an assmaster at edge-whoring.  For a particularly nasty 
surprise, Ness will charge his PK flash and release it as you are 
trampolining back.  If you get hit, you're screwed since Mr. Game and 
Watch can fly like the best of them.  Remember that he can move the 
flash too before he detonates it, but your trampoline is faster, so 
unless he can predict where you will go next, its not too cheap.  Of 
note is his down smash, which has range and oftentimes extends off of 
the edge, hitting you back down if you try to come from below.  
Computers rarely do this, but anyone who played the original knows about 
Ness' foot stomp spike attack.  Though it takes some time to charge, 
Ness will jump to where you are and try to spike you to your doom.  
Depending on how low or high you are from the platform, you can do the 
following:  If high, accelerate your fall, moving forwards, and 
trampoline.  The situation will be reversed.  If coming from below, its 
a bit harder since you're trying to climb up and you have less room for 
fakeouts.  Try to trampoline through him before his foot smacks you.  
Other times, you may just get screwed if his timing was in sync with 
your fall.  Overall, Ness isn't too much trouble, and if you are playing 
an expert, skill will win.  Rely on the smashes, don't get tossed, and 
don't get directly above him when you attack.

Vs. C.  Falcon-Out of all of the speed characters, C. Falcon is the most 
powerful and heavy, which is a real bad thing.  Bad since he can hit and 
run, and bad since getting whacked will kill you pretty quickly.  His 
range is about equal to yours, so if you decide to smash, make sure you 
hit him or you will get beaten up.  Falcon has a set of special moves 
that can annoy the hell out of you if you don't know what you are doing.  
The Raptor Boost is the CPU's favorite move, since it likes to use it as 
soon as the match starts up.  It won't kill you unless you have lots of 
damage, but it sets up for a juggle since you fly straight up.  Falcon 
punch isn't really a concern since its slow and you can dodge or hit him 
out of it.  Unless you are fighting a skilled human C. Falcon who has 
his timing down, you shouldn't get hit.  If you do, you will probably 
die.  Falcon kick covers lots of distance horizontally, so if you're 
trying to play keep away, you might get hit by this.  It doesn't really 
hurt, but at high damage, you will go flying for quite a bit of time.  
His last move, the Falcon Dive is a real pain in the butt if you like to 
stay in the air often.  Your 2D-ness will get you killed since its 
powerful, and allows C. Falcon to use it again or attack in  the air.  
Computers don't use this too much, but skilled humans will, leaving you 
the ground as a viable option.  However, its easy to fake someone into 
using this, and then hitting them as they fall.  Just don't get too 
aggressive or you might get grabbed.
You can use sausages if you are at a distance, but watch out for the 
Falcon Kick if you get too happy with the frying pan.  Don't play hit 
and run with Falcon, since he can just run over there in a second and 
clobber you.  Your best strategy is to get in his face and start off 
with some power hits.  Either an uncharged torch, the Manhole/floor, or 
even the Flag will work well.  Use these attacks to work up his damage 
on the ground.  Unless you have him against a wall, don't use the bug 
spray combo too often, or he will get you back with his punch combo.  If 
you are stuck against a wall, manhole like mad until it connects.  Your 
roll is also useful here, and you can even grab, just as long as you 
don't do it too much, or both AI and humans will catch on.  Keep on the 
offensive, or the Captain will smash you away.  If you get him in the 
air with the Floor, feel free to juggle him.  Your Judgement Hammer will 
also work somewhat well too, just make sure you are close enough to hit.  
Don't bother with the bucket at all, since C. Falcon has no projectiles 
unless he picks up an item.  He also grabs, so don't wait for him to 
come to you, get in his face, and watch out for the Falcon Dive as you 
jump in with a Briefcase.  In the air is a bit more difficult, since Cap 
can fight damn well in the air.  Don't get above him, or he can flip 
kick juggle you for the Star KO.  A Key is a good surprise, just make 
sure you  use it only once in a while.  Again, abuse the briefcase, 
since its range is good, and its strong.  The Turtle also works well, 
but don't land while its out, or you will have a recovery delay.  The 
parachute will also work somewhat, but you have to wait for it to 
unfurl, leaving you open to attacks.  Falcon's kicks, the backhand, and 
the flip kick are the moves to watch out for, since they damage good, 
and are more or less smash attacks.  While in the air, don't worry too 
much about a Falcon Dive, unless its a human player.  Edge guarding C. 
Falcon is pretty easy, since his jump isn't anything spectacular.  Just 
watch out for the Falcon Dive when he is getting back on.  Toss those 
sausages while he's coming back to sabotage his jumps, just don't keep 
hitting him, or he will be able to Falcon dive back on due to your 
unintended assistance.  Let him fall back on, and smash him up, or Torch 
him if his damage is only moderate or below.  If he's coming from below, 
try Vermin or Floor, and if you don't connect, just get out the way.  
Roll behind him after he does his invincible recovery attack, and grab 
him, toss off the side, and repeat.  Most people don't know about this, 
but if he uses Falcon Kick in the air, he will get another second jump 
(glitch).  You don't ever really have to worry about that unless he is 
far above you.  One nasty thing to watch out for is the Raptor Boost in 
the air.  If he's coming back and you see him use it, let him do it.  
Don't get too eager and chase him out, since he can either stomp you, or 
Raptor Boost you into the pit (sends you straight down).  If you are 
getting edge whored, try to save your jumps until the last minute.  If 
you can, trampoline out of the way.  And if he comes to you to try to 
stomp you or something, fake him out since your trampoline gets good 
height.  Watch out for his elbow smash when falling, as well as his 
upwards smash, and the juggle.  The safest thing is to either get away 
if you can, or grab the ledge and do whatever after that.  C.  Falcon 
can be a pain if you let him be, but stay on the offense, and on the 
ground if at all possible.  

Vs. Yoshi-Yoshi is another pain if you're playing a cheap computer, or a 
skilled human.  However, this time around, Yoshi is lighter and is still 
a big target, so you shouldn't have a problem smashing at all.
Don't attack from the ground, since he (especially the computer) likes 
to eat you.  Whether or not he spits you out as a egg is a different 
story.  Its not strong, but if he gets you enough times, it will add up.  
Don't bother using the bucket against the eggs, and watch out for them 
in the air.  Yoshi can also aim their trajectory, so be aware of that 
when he tosses one.  If you're playing a human, also beware of the butt 
stomp, since it will send you flying with ease.  Its fast too, so be 
careful, especially when juggling.  However, computers rarely counter 
with it, so go ahead and juggle them to your satisfaction.  Your biggest 
problem with his special moves will be that thing where he rolls around 
in his egg back and forth.  Don't get trapped in it, since the damage 
will add up quickly.  If he uses it, just jump out of the way until he 
stops.  Other than his moves and penchant for fondling 2D paper cutouts, 
fight him like Mario.  Get in his face, and smash his face in.  The 
moment you get him in the air, smack him around with some turtles, 
briefcases, keys, whatever you want.  If he's coming back down and 
didn't fly up far, send him up higher with a scuba helmet. Since he's 
kinda big, you can use the judgement hammer or Chef when you are falling 
in towards him.  Air fighting with Yoshi is a cinch, since he doesn't 
really have any fast moves that can get you.  Watch out for his flurry 
kicks, especially if he's coming from below, because that damage will 
rack up quick.  His smashes are powerful and pack range too, so don't 
let him get one off if at all possible.  Yoshi is extremely easy to edge 
guard, since he has no third jump at all.  Just toss sausages off the 
edge.  His second jump will shun off blows until he reaches the highest 
point and starts falling-hit him there, and he's screwed.  Just toss the 
sausages, and hope they mess him up.  If he comes back, toss or smash 
him off, and try again.  He really has no attack options, so don't worry 
about getting smacked from above-use an Octopus smash to send him into 
the wild blue yonder.  The only real attack is the butt stomp, and you 
can see that from a mile away.  Don't go after him and try to knock him 
away until after he uses the second jump, because if you hit him during 
the jump, he will just go through you.  If you are in the flipside 
situation, watch out for those damned eggs.  Don't worry about getting 
edge whored by a computer Yoshi, since he's stupid and won't really do 
much.  Humans will aim those buggers, and the explosion is what will 
most likely get you and mess your little plan up.  You're gonna have to 
either stay high in the sky when coming back, or have your second jump 
and trampoline ready.  Watch out for his smashes, as his long neck will 
give him good range too.  Yoshi is a pretty easy character to deal with, 
there's no real concern except for your lightweight, which makes you a 
easy smash target if you are hit.  

Vs. Peach-Another Lightweight like Zelda, Peach is an easy character to 
get out of your hair.  Like Zelda, all you have to do is get in her face 
and smash away.  Unlike Zelda, there's no Sheik to worry about, and no 
powerful smashes to worry about.  Her special moves aren't powerful 
either.  Unless you're playing a human player with great reaction times 
and reflexes, Toad isn't a problem.  It damages you, but you don't move 
anywhere.  Just keep that in mind whenever you try to sausage her from a 
distance (it absorbs projectiles).  Peach can't throw vegetables unless 
she's on the ground.  If you have a good eye, pay attention to the type 
of vegetable she pulls out.  The different expressions do different 
damage.  If she pulls out one with X'ed out eyes, get out of the way, 
because if it hits, its 30-something damage and will mess you up badly.  
However the vegetables will hit the ground if they miss-pick that sucker 
up and throw it at her butt and see her fly.  Sometimes, Peach can also 
pull out Mr. Saturns or Bombs, though its rare.  So keep that in mind.  
The parasol isn't a problem unless she tries to use it when you are 
close, where it will take off about 10 percent and hit you repeatedly.  
Whenever its open, if you try to attack from above, it will prick you.  
However, after getting pricked, you can key through it like nothing's 
there.  Her hip thrust, however is pretty powerful and will send you off 
if you get hit at high damage.  Computers use this moderately, and 
humans often forget about it, but its a surprise if you get hit by it.  
Watch out for it, but its not gonna kill you if you have only moderate 
damage.  Jump in with a briefcase, and after you hit her, start getting 
in her face and either manholing, or smashing away.  Use the power hits 
first to build up damage, and manhole her into the air.  Finish with 
Octopus.  You can Fire her if she comes your way, or if you are right 
next to her.  If you get hit by a smash attack, don't worry, because 
none of them except for the downwards are particularly powerful.  You 
can also fight her in the air, using whatever you choose, just watch out 
from coming from above because of the umbrella.  If you smash her off 
the edge, don't bother with edge guarding because of her long travelling 
distance.  Her jump lets her float, and the umbrella will let her take 
the remaining distance.  The only move you should use here is sausages, 
and if she floats close, jump straight up and use the briefcase.  
Otherwise, let her fall after using the parasol, and Octopus her into 
the TV screen.  The only thing that she can use to efficently edge guard 
you is the vegetables, but they travel in a easy to predict path, so its 
no concern.  Peach, like other lightweights, falls victim to the Helmet 
dash attack also.  If you like, toss her around like a paper ball too.  
Your only problem with Peach is her annoyingly air-headed voice.  Smash 
her until she can't bother you no more.

Vs. Kirby (Kriby)-WHEEE!!! Another lightweight...except he's a poof.  
Again, get in Kriby's face, and smash the gelatin/cotton/marshmallow 
creme filling out of him.  Kirby has very short range, so you can abuse 
Fire here, or almost any other smash.  Sausage at a distance, but 
remember that a few will overshoot.  Feel free to use the Judgement, 
since its range is longer than most of Kirby's attacks.  Helmet dash 
attacks work well, and setup the juggle easily.  Kirby's special moves 
can be an annoyance if used carefully, but they aren't really powerful 
enough to repeatedly kill you off.  CPU Kriby likes to suck you in the 
moment he sees an opening.  Don't let him get you, or he will turn into 
a 2D cutout like you, complete with Chef.  He uses it when close, mainly 
to burn you with the pan.  Oil his sausages.  Humans will do this also, 
but they might spit you out in a direction, preferably near a KO wall, 
so be careful if you're playing a skilled Kriby.  His fireball attack 
isn't nothing to worry about-unlike Luigi's Green Missle, it doesn't 
really hurt you, its slow, and it will never misfire.  CPU's will often 
commit suicide using this move, so if you're near an edge, jump and 
laugh as he falls.  Kirby also has a Hammer this time around, but its 
not as powerful as the item, thank god.  Watch out for it nonetheless, 
since its somewhat powerful, and in the air, it will swing all around 
him like a minishield.  The Final Cutter is still as crappy as in the 
original-run under him when he flies up, and then smash him with 
Octoupus or Torch when he lands.  Either that, or jump over the little 
blade thingy and Briefcase him, or if too faraway, run off or block it.  
Very predictable and easy to avoid.  On to his last special.  Cheap, 
cheesey, damned, whatever you want to call it.  The Stone attack from 
the original returns again, except its crap this time around (*insert 19 
Game and Watch taunts* for those people who liked to be cheap with this 
in the original).  HAHAHAHA!  Now Kirby isn't a cheesemaster anymore 
(*cough*Anthony*cough*).  It takes about a second to charge, giving you 
time to move out of the way or whack him out of the transformation.  The 
priority and damage remain the same, but he falls a bit slower, and its 
slow, so its easy to avoid.  Like the original, he's invincible when he 
lands, so here's what you can do:
1.Throw him away to the side
2.Hit him with the hammer once to "break" him, and clobber him 
afterwards
3.Charge your smash and time the release so he will get hit after he 
softens up.
On a side note, he turns into different rocks randomly, but it has no 
effect on the move.  Kirby has powerful smashes and quick attacks, but 
you have more range AND quick attacks too.  Run up to him and lay the 
smackdown by either tossing him like a plush toy, or by smashing him 
around.  The manhole juggle works well here too.  Knock him around a 
bit, and get him in the air or off the edge.  At about 80 percent, a 
parachute is sufficent to get the Star KO.  The Briefcase and Turtle 
work very well in the air, and the key works, even if he tries to smash 
you.  Kirby's air attacks hurt, but they take a bit to charge, or they 
have short range.  Watch out for his little drill kick thingy, because 
its still a nasty move if you are hit, and it will still spike you, 
though they toned it down a bit.  If you toss Kriby off the edge, here's 
what you do:  Toss sausages like mad.  Jump twice, and then toss away so 
you will ruin his multiple jumps.  When he does the final cutter, move a 
little bit backwards, since it still can get you in that cheap spike 
thingy like in the original.  If he's coming from above with that drill 
kick, Flag him, or Octopus him.  Slam him with the torch if he's equal 
level with you.  Edge guarding Kriby isn't a prob at all.  If you are 
getting guarded, take note of the charge time for his drill kick spike.  
Humans still like to use it, but you can just move out the way, or 
trampoline before he gets it off. Just try to get back on, since he will 
just attack you and puff back on.  Roll after grabbing the ledge, and 
toss his butt off.  Also watch out for a smash attack from the side or 
above, depending on how you're falling, since they're powerful.  As for 
throws, don't expect to get grabbed too often, but if you do, they are 
moderately powerful.  If he attempts his throw from the original, and 
he's facing the very edge, let him grab you, and revel in laughter as he 
suplexes you, but falls straight down into crack.  If its a human, taunt 
him to no end.  Let him have it with that darn bell.  Kirby is no real 
threat, unless he's either skilled, or if its a computer getting cheap 
all of a sudden.  He just has varied attacks, but so do you. 

Vs. Bowser-Due to your lightweight (you are second easiest to KO), 
Bowsie can be quite a handful.  He's a heavyweight, which means it'll 
take quite a bit of punishment before he begins to even fly, and all of 
his smash attacks are enough to KO you at a pretty low percentage, 
charged or not.  With Bowser, you might want to get close from time to 
time, but don't overstay your welcome or you might just see your black 
visage jet off into the sky.  Bowsie also comes with a particularly 
nasty set of special moves also.  The first, and probably most used move 
by humans is the Fire Breath.  Unlike the Fire Flower, it will trap you 
slightly if you are hit by it.  If you are fully burned, it will rack up 
a decent amout of damage.  However, Bowser will run out after a few 
seconds, so its not too cheesey.  Its also somewhat easy to see coming, 
since Bowser rears back before flaming you.  Another plus is that you 
can Oil the fire.  If you see him rearing back, jump, and smack him in 
the face.  Your second problem is the Koopa Klaw.  Since Bowser is just 
so freakin big, he automatically gets some good reach with this move.  
He swipes at you, and if you are faraway, it will knock you upwards for 
a good damage, not to mention setting you up for his nasty up smash.  If 
up close, Bowsie grabs you, bites you, and then chucks you backwards.  
The flying distance and damage are about equal to an original SSB 
backthrow, meaning you can get killed easily by this.  Again, its 
somewhat slow, but the range is large, so if you are too close for 
comfort, block and Fire him as he recovers.  The third worry is the 
Whirling Fortress.  Its like DK's Spinning Kong, and Link's Sword Spin 
rolled into one.  I love this move when I use Bowser, since its a good 
one.  Anyways, Bowser has some horizontal range on this one, so watch 
out. If you are hit on the ground, it will hit once and send you 
sailing.  Get hit in the air, and you get hit multiple times, but its 
less powerful (though it still takes off a lot).  A ground hit near the 
edge at 80 percent can kill you.  Watch out for this move when trying to 
get Bowser in the air.  Not much to say about this, except CPU's and 
most human players don't use it too often.  Don't be too worried about 
it, but remember that the freak turtle still has this move.  His last 
move, and definitely the most powerful, is the Bowser Bomb.  He does his 
Mario 3 Butt Bounce right on top of your head.  Its fast, and you will 
get nailed if someone knows how to use this.  Get hit at about 50 
percent while in the air, and its back to the great Game and Watch 
Heaven for you.  However, if you make him miss, the recovery time for it 
is abysmal, so use this to do whatever you choose to the giant turtle.  
Bowser is a lumbering fatbutt character, so the best way to start 
getting the damage on is to make him miss a smash or special move to 
leave him open.  Once you do that, start using the manhole juggle or a 
few smashes to soften Bowser up.  You can also play keep away with your 
sausages.  If he tries to use fire breath, just jump over it.  The 
sausages work very well against bowser since they all hit him, and if he 
tries to jump in on you, he can get burnt.  Its very easy to burn Bowser 
due to his size, so don't be afraid to use Chef as an offensive move.  
Judgement will also work well if you use it as an air attack since you 
will probably clock him in the head if you are jumping in.  However, 
don't count on the nine to kill him every time-it will fail if he has 
low damage.  The briefcase jumpin will work, but if Bowser uses the 
Koopa Klaw or forwards smash, you might get smote by either one.  
However, the startup time is usually enough to clock him.  Once you can 
manage to get him up in the air, use Octopus a couple of times to soften 
him up, then a flag to knock him up a little farther.  Don't follow 
Bowser up, since he will probably try to sit on you.  Let him attempt 
the Bowser bomb, and then Fire him off and away.  Bowser is at his best 
on the ground, so if you can get him up in the air and stay above or 
equal level with him, you have an advantage.  Watch out for the whirling 
fortress though, as its his stregnth move in the air, along with the 
aerial headbutt (it takes a little bit to come out though).  If you get 
too far below Bowser in the air, he will try Bowser Bomb.  CPU's do it, 
and humans will also try to Koopa Klaw you in the air (it will usually 
miss).  Just Key him if you are above, and Turtle or Briefcase if you 
are approaching him.  The key hop manuever also works well against 
Bowser on the ground.  Rolls and air dodges mixed in also will make him 
miss.  Edge guarding the giant turtle is easy, just toss sausages and 
smash when he whirling fortresses back.  You can also grab him and toss 
him off again if you prefer.  As for yourself, Bowsie can edge guard 
pretty good.  The fire breath will mess up any of your jump attempts-
just keep on trampolining until you can get back.  However, doing this 
may set you up for an upwards smash for the kill, so be wary of that.  
Bowser can also just Klaw you again and throw you far, or he can even be 
sneaky and do a Bowser Bomb as you land.  However, all you have to do is 
make him miss.  The fire breath is usually a guranteed hit if he fires 
off the edge, but the smash isn't if you know how to fall and make him 
miss.  The main strategy with Bowser, like other heavyweights, is to 
make him miss or make a mistake first, and then hit him hard.  Don't get 
too aggressive on the juggles, only throw at high percentages, use the 
smashes when he misses, and use those sausages to burn him.

Vs. Ice Climbers-Wheee, its the two annoying eskimo dudes.  Since 
there's two of them, its twice the annoyance for our portable shadow 
friend.  However, the CPU controls one (usually Nana), so its not that 
bad if you look at it.  Their moves, especially the smashes can pack a 
punch if you're not careful, but remember that the computer mimics the 
player in most things from jumping to picking up items or attacking.  
First things first, the specials: the Ice Climbers have a basic B 
projectile attack that involves sending a small chunk (or two) of ice 
along the ground.  It will accelerate if it goes down a slope, but all 
you have to do is jump over or oil it.  If you are hit, there is a 
random chance of you freezing.  It doesn't really damage, so don't worry 
about it, since neither CPU or human will use it unless they are faraway 
(plus its easy to avoid).  Their second special is the freeze breath.  
They stand facing opposite directions and start breathing cold breath on 
both sides.  You may get frozen if hit (random), and it will damage if 
its used over and over again.  This move is very easy to counter-just 
hop above them and key.  The third move is the squall hammer-they both 
spin their hammers and travel.  It will do moderate damage if you get 
caught in it, so be careful.  It also has good horizontal range and can 
be used in the air too.  Their third jump, Belay isn't an offensive move 
at all.  Its like your trampoline in that its used to get you back onto 
the stage and not for attack.  You will get pricked for about 5% if 
you're below them though.  Remember that its one of the highest, if not 
the highest recovery jumps in the game.  As for the standard attacks, 
the Ice Climbers are nasty with their smashes since there's two of them.  
On the flipside, they can't juggle at all.  Game and Watch 1, Ice 
Climbers 0.  Anyways, the tried and true Ice Climber strategy works 
here.  Separate the two from each other, and single out the leader (you 
can hit the other one, but the damage doesn't count).  The best manuever 
for this is the Key.  Once you've keyed them, the key to victory (a 
great pun) lies in singling out the player controlled climber.  Beat the 
crap out of him, and if at all possible, knock him off the edge.  Nana 
will try to get back to Popo, but just Turtle or knock her out of the 
way when she gets close, then resume the beatdown on Popo.  You will 
either kill Popo, or get him off the edge, leaving him in a bad 
position-Belay doesn't work with no Nana, and the Squall Hammer won't 
give much vertical distance-toss a few sausages to mess up his jump.  
You can do the same with Nana, leaving one crappy climber to deal with.  
Fire works well if you can single out one of them, and if you get them 
in the air, Octopus them as they fall.  The Ice Climbers can't fight in 
the air, so beat the crap out of them with whatever you choose, and use 
a parachute around 80 percent for the kill.  Don't worry about getting 
juggled either.  Don't throw them when they're together, since the other 
will usually hit you out of the throw, but do throw if they are at high 
percentages.  Edge guarding is simple-follow the above if there's only 
one climber.  If there's both of them, sausage them, and let them Belay.  
The height is enough to get them above you-just Octopus them off into 
the sky.  They can edge guard well, so watch out for their breath, and 
ice shots-get frozen and you're screwed.  Their forwards smash is also 
nasty since they hit twice.  Just trampoline above them and get back to 
the middle of the arena.  They aren't a handful unless you lay off on 
the smashes and keep grounded when close.  

Vs. Samus-Another long range character, Samus is no problem with Game 
and Watch, as long as you know when to use Oil Panic.  Unless Samus gets 
in your face and shoots you before you can oil, the Charge Shot is of no 
concern.  Just oil it in, and when your bucket fills, save it for a 
fresh opponent-1 full charge and any other stuff is enough to kill 
someone in one hit at zero damage.  If playing keep away is your game 
(which should be as long as possible), Samus might try to shoot you with 
homing/regular missiles, which are easy to dodge at a long distance.  At 
shorter distances, they are a bit harder to dodge, so watch out, since 
they can cause damage pretty quickly.  Computer and some human Sami like 
to toss bombs while you are chasing them to cover their back-just don't 
worry about them since they are very weak.  Your last concern of Samus' 
moves is the Screw attack-this alone makes fighting Samus in the air a 
major pain, and it'll screw you up (pun intended), after a few attacks.  
Samus has decent smash attacks, but yours are better.  Watch out for the 
Forward smash, since it can damage you, even if uncharged.  The up smash 
serves mainly to rack up damage, like the original, but it can still 
kill you if you get hit at a high enough percent.  The downwards smash 
is painful, but it takes a while to come out, and you can always block 
it.  The computers also love to throw a lot, so watch out for that, 
because if you are tossed enough times, the damage adds up.  If its 
possible, approach Samus on the ground, jumping over any projectiles(oil 
a charge shot though), and being wary of the Screw attack when you get 
near Samus.  Use the briefcase to start your attack-use a manhole or two 
to soften her up, and use an octopus for more damage.  Fire works well, 
since it has great range, and if you are too faraway for fire, a sausage 
or two isn't a bad idea.  Samus is a decent character in close range 
situations, but if you keep on the offense and on the ground, you will 
be sure to get a star KO.  In the air though, Samus is very cheap.  
Watch out for that Down+A meteor attack when she is above you (computers 
use this a lot), and especiall when over open air.  If you hit her, a 
screw attack is probably going to be the counter, so air dodge if you 
can.  Also watch out for air missiles when approaching.  Don't attack 
from behind in the air, since the backwards kick can nail you too.  
Attack from either below, or at an equal level when in the air.  Also 
watch out for bombs if you're juggling her around.  Edge guarding Samus 
can be somewhat more difficult than for other characters, since Samus 
can jump high, and can use the Grappling Beam to save herself.  Humans 
will also bomb in the air to move forwards and slow their fall.  Toss 
sausages, as long as she isn't close to the edge to ruin her jumps.  
Sometimes, humans will screw attack over and over again, hoping that you 
will unintentionally assist them with sausages(stop as soon as one 
hits), but if you stop, they will simply fall and die.  If Samus is 
below, move out of the way since the screw attack has priority.  Also be 
wary of the grappling beam that samus uses to save herself-you're 
probably gonna have to smash her off into the KO wall before she gets 
out of your hair.  Coming from above or to the sides, use Fire or 
Octopus appropriately (watch out again, for bombs from above).  Now, if 
you get knocked off the edge, a computer Samus won't be much of a 
problem, but humans can give you a nightmare or two.  As a Samus player, 
I can edge guard nicely against anyone.  From a distance, homing 
missiles can and will screw you over.  However, I always have a charge 
shot ready-I shoot the missile first to make them jump, and shoot the 
blast afterwards to trap them.  Anyways, the missiles can mess you up if 
you're too faraway to trampoline without a second jump.  Watch out for 
those, and the occasional charge shot.  If the edge is sloped, a bomb 
can roll off the ledge, but if you are hit, just trampoline again.  
Also, watch out for that damned meteor attack from more aggressive 
players-one hit and you're dead.  If you have a trampoline to spare, an 
air dodge can foil Samus' plans.  Plan your comeback defensively, and 
when you get back on, get back to the middle of the stage ASAP.  Samus 
isn't a problem, just watch out for her air superiority and humans' edge 
guarding tactics.

Vs. Jigglypuff-This is an easy battle no matter how you see it, unless 
you're playing an expert Jigglypuff player (which is very rare).  Like 
the original, it is still crap and easy to kill too.  Your only concerns 
with special moves is the rest (humans only), rollout (human more than 
CPU), and Pound (only if you like to use Helmet a lot).  Anyways, for 
almost all human players, their trump card is to use the drill kick 
attack from the air, followed by Rest.  This is the only real deadly 
tactic that it has, but it is cheap.  However, don't get yourself in 
this situation by not letting her attack from above.  If you are in 
imminent danger, shield, and move it upwards, and then roll out of the 
way if you can.  Otherwise, roll or run to the side and Fire away.  The 
rollout needs time to charge, and is only used at faraway distances-when 
she rolls your way, Fire it into a smore.  The pound is the stock move 
of her attacks, but its still weak, so use your stronger moves to 
counter it.  All you need to do is get up close and smash a few times to 
finish her off(a charged attack at 40 percent can kill).  Knock her 
around in the air or whatever, just play volleyball or baseball with 
Ness until you get the Star KO.  Again, if you're playing a human, watch 
out for that stupid combo and you'll be fine.  For edge guarding, 
sausage like mad, because Jigglypoo can use Pound and jumps to get some 
insane distance.  When she gets close, Octopus or Fire her off into the 
KO wall.  Also watch out for CPU's to grab when up close.  
Jigglystink/crap/trash/*insert suck-related word here* is not a problem 
at all, computer or human.  

Vs. Luigi-Fight Luigi like you would Mario.  The differences between 
Luigi and Mario are as follows...Luigi jumps higher, and falls slower.  
His fireballs travel in a straight line and die faster.  The super jump 
punch has no horizontal movement, and the cape is replaced by the dorky 
Green Missile, a.k.a the "Dick Move", a Skull-Bash like move.  Luigi is 
also lighter, so you won't have to smash him around as much as his 
horizontally challenged bro.  The Luigi Cyclone only hits once, is 
powerful, and has some horizontal movement and speed, so watch out for 
that at high percentages.  Since he's slower, you can do even better up 
close.  Smash away.  Edge guarding Luigi is different, however.  Sicne 
the Jump punch has no horizontal movement, don't expect to be attacked 
by it.  Luigi will use a mixture of the Green Missile and his second 
jump.  Beware of a misfired missile, since he flies damn far, and if you 
are hit, you're gonna get fried.  If you want to get rid of Luigi very 
easily, the key is to knock him downward, with a flipper or something.  
Up close, if you let up for too long, you might get flamed into the sky 
by his Super Jump Punch from the original, but remember that he has to 
touch you first.  As soon as you get 60 percent, the computer will start 
to throw you like mad, so keep him at a close distance, but don't get 
grabbed too often.  For more details, read over the Mario strategy 
section.

Vs. Roy-Argh, its another swordsman.  Roy is like Link, but a tad 
slower, heavier, has longer reach, and has no projectiles (thank 
goodness).  Your main concern with Roy is trying to get close enough to 
attack without getting hit by his strong attacks.  Humans can be a pain 
in the butt with Roy's special moves because of his sword.  The charge B 
move usually will be a stock attack, even uncharged, since those crap 
hits will add up eventually, as well as mess up air attacks from the 
front.  Some Roy's like to be punks and let you come in and attack-only 
to use the counter and hit you back.  If a Roy is good enough, he can 
counter and damage you using only that.  However, very few people do it 
only, and if they miss, you can beat the crap out of them.  Also, if 
they get all counter happy, just grab them and toss them upwards and 
begin juggling.  The 4 hit sword combo won't give you too much woe as 
long as you keep your distance, and if you see it coming, jump over Roy, 
since each hit gets more powerful.  His comeback move can also be an 
offensive attack since it hits multiple times, so watch out for this in 
the air (it can be used like Mario's jump punch).  However, it does lose 
power as it goes up, so keep that in mind.  For starters, you will need 
to soften him up somehow.  Toss sausages from a distance, since his 
sword can't reach you, and if he comes at you, roll or jump out of the 
way.  Items are great for throwing also.  When you go in close to 
attack, don't attack from the front, as its Roy's strong area.  You're 
better off attacking from above, or from behind by using rolls and 
sidestep dodges.  His smashes are nasty and can kill you very easily, 
but they got recovery delays, so use that to your advantage.  When you 
get in close, don't smash right away, use a quick powerhit like Manhole 
or Flag to set him up for a juggle.  Juggle Roy like mad.  Use your 
Octopus when he's worked up and falling towards you for the Star KO.  If 
you can keep him in the air, you got an advantage, especially if you're 
above or below him.  Use all of your air attacks, and use the Parachute 
from below for the finish.  For edge guarding, toss sausages like mad, 
and roll away before he uses his comeback.  When he falls, Fire him off.  
Just repeat until he dies.  Roy can edge guard pretty good, and if you 
try to get offensive, he can counter you right back off, so watch out 
for that.  The charge B move can also knock you right back off, so try 
to get above and away from him when coming back if you can.  Roy is a 
hard character for G&W to beat, especially a skilled one.  You're going 
to have to keep him in the air, and lay on the sausage from a distance 
in order to beat him.  Juggles, items, and any projectiles are your 
friends here.  

Vs. Marth-Okay, you got a clone character to deal with.  However, Marth 
has his own differences that make him even more of a pain than Roy.  He 
isn't as strong, but he has the longest sword of all swordsmen, is the 
fastest one, and is lighter, so he is easier to knock away.  His moves 
work the same way, except the charge B doesn't charge as long, and his 
Dolphin Slash doesn't hit multiple times and loses power as it goes up.  
Slight differences aside, you're going to have to get Marth in the air 
like Roy.  He isn't a fatass though, so it should be easy once you get 
the chance.  One thing to watch out for when fighting Marth in the air 
from below is that his Down+A attack works like a meteor/spike and will 
send you straight down, so watch out for that.  His smashes aren't as 
powerful, but the added range makes them more dangerous.  For edge 
guarding and other related stuff, see the Roy strategy.

Vs. Falco-Oh boy, its Fox's evil twin.  Fighting this 
parrot/pigeon/whatever he is can be a serious pain, especially one on 
one against a computer.  Falco works like Fox, but he has his 
differences too. He falls faster, his attacks have more oomph on them, 
he runs slower, and his special moves are a bit different.  His up+B 
doesn't go as far, the blaster actually makes you flinch, his forward+B 
sends you straight down when hit in the air, and his reflector makes you 
go up rather than downwards.  Falco is a bit slower, but he's somewhat 
heavier than Fox, and he can still get you in those pesky Fox combos.  
CPU Falco is very smart, and will use weenie hits to wear you out or 
back you up, and then he will knock you off the edge and guard pretty 
well.  Falco can also juggle pretty good, but his falling speed makes it 
a bit harder for him.  As for fighting in the air, his down+A is a 
meteor attack, so beware of that, since its powerful too, and your 2-D 
butt will go down if hit at a high enough percentage.  Also of note is 
that his forward+B will do the same thing, so watch out when going out 
to attack him.  His blaster also makes him an effective edge guarder 
since it will wreck your second jump.  Go see the Fox strategy for more 
details.

Vs. Dr. Mario-Dr. Mario is like Mario, except he's a bit slower, 
heavier, and has more power.  His Dr. Tornado sends you in a random 
direction, and the super jump punch can kill you at a high percentage, 
so watch out.  You can oil the Megavitamins, but its a bit harder since 
they bounce differently.  Fight him exactly like Mario, but keep his 
differences in mind.  (go see the Mario section)

Vs. Ganondorf-Ganon is like C. Falcon, but he is more different than the 
other clone characters.  He's much heavier (heavyweight), jumps lower, 
is slower, but has lots of power.  A skilled Ganondorf player can kick 
everyone's arse however he wants.  All of Ganon's special moves are 
souped up versions of C. Falcon's moves, though slightly slower and more 
powerful.  His smashes remain the same, but they are much stronger, and 
can kill you at 60 percent if you're not careful.  He doesn't have that 
punch combo like Falcon, but its replaced by a quick jab that will faze 
your attacks, and actually move you at reasonable percentages.  CPU 
Ganon likes two moves the most: Dark Dive (fake him out for a suicide), 
and the Gerudo Dragon (hurts and can kill at 100 percent).  Whenever you 
try to jump in on the CPU, it will most likely attempt Dark Dive, so 
when he misses, use this oppournity to get him in a quick manhole 
juggle.  If you're moderately far (sausage distance), he may attempt 
Gerudo Dragon, so be ready to move out of the way.  Jump up and Key him.  
Since he's so heavy, you're going to have to work him with power hits 
before you can start smashing, otherwise he can recover and beat the 
crap out of you.  Also watch out for his juggles (they aren't as bad as 
Falcon's, but annoying), and the forwards smash attack.  If you somehow 
get frozen or have your shield broken, you're screwed if Ganon decides 
to clock you with a Warlock Punch.  You can fight Ganon in the air if 
you like, but staying on the ground and making him miss is the easy way 
to go.  Once you get him off the edge, toss sausages and he won't be 
coming back since he's a horrible jumper.  For more details, see the C. 
Falcon strategy, just adjust for Ganon's added power and slowness.

Vs. Young Link-Another swordsman, but this one's easier since he barely 
has more range than you.  He's like Link, but he flies easier and is 
faster.  Avoid the projectiles, especially when advancing, since they 
are stronger than Link's, especially the bombs, which can setup combos 
for Y. Link.  His spin attack is weak in the air, but it hits multiple 
times if you get sucked in on the ground, so watch out.  However, the 
range isn't as large, so you can dodge it easier.  His smashes are 
weaker, but his forwards smash, especially the twohitter, is still 
powerful enough to kill you easily.  The hookshot has reduced range as 
well, so CPU and humans alike grab less often.  Your best strategy is to 
get in close with a Key or something, and then use a manhole to get him 
up in the air.  Octopus works well, and you can fight Young Link safely 
in the air since his sword isn't as big.  If you practice with Link 
first, then you'll be more or less prepped for Young Link (go see Link 
strategy).  His speed might be annoying at times though.

Vs. Mewtwo-Whee, its another long range character.  You're close range, 
but you have an ace up your sleeve with Oil Panic.  If he shoots those 
shadow balls, Oil them.  Toss a bucket filled with at least one charged 
ball, and its off to the sky for the psychic freak.  Computers like to 
use the confuse move when up close, so be on the guard for that.  The 
disable is rarely used since it only puts you to sleep like Jigglypuff's 
sing move.  If you're fighting a coward Mewtwo, it will teleport 
whenever you get close-toss sausages from a distance and make him shoot 
balls at you, or come up close.  Mewtwo is slow, so when he's up close, 
he's pretty easy to smash around, and when you get him up in the air, 
he's considerably lighter, so a Fire or Octopus in the air will finish 
him off faster than it would if you got him off the ground.  You can be 
offensive with Mewtwo since his attacks are pretty slow off the ground, 
but make sure you mix in powerhits like manhole or chair with your smash 
attacks to hit him before he tries a quick smash attack.  In the air, 
Mewtwo might try to flip you around with his tail-it will do damage if 
you're worked enough.  Also of note is his A move in the air-the damage 
adds up really quickly, so briefcase him before he touches you, or get 
him with Turtle.  Parachute in the air at 90 percent is a pretty 
successful finisher, so get it ready for a quick surprise.  His smashes 
also have more range than most of yours, so don't try to come directly 
at him on the ground, or you will just get sent back to your little 
portable console in no time.  His smashes are powerful, especially the 
forwards smash.  Also watch out for the downwards smash, since it will 
set you up for a kill.  His upwards throw is also powerful too.  Get in 
his face, and beat the stuffing out of him with a mix of smashes and 
powerhits, and this match is in the bag for you.  

Vs. Pichu-Its another clone-this time of Pikachu.  Pichu is faster, and 
its the lightest character in the game, so when you get the oppournity, 
smash to your heart's content.  Also of note is that his special moves 
as well as some of his regular moves damage himself.  Stay away and if 
he tosses sparks at you, oil them.  Make him use his special moves as 
much as possible to work up his damage.  All you need to do is move out 
of the way.  As the fastest character in the game, Pichu might give you 
headaches jumping/running around all of the time.  Don't give chase, and 
toss sausages at him.  Stay more or less stationary, and he'll 
eventually come to you.  If he tries the Skull Bash from faraway, roll, 
block, or if you got good reflexes, give him a concussion with Fire.  A 
charged smash at 50 percent will most likely kill Pichu, and a parachute 
at about 80 percent in the air will also net the Star KO.  Fight him 
like Pikachu, just add the extra speed and self-inflicted damge factor 
(see Pikachu strategy).

Vs. Mr. Game and Watch-I haven't had much experience with Human G&W's, 
so this will deal mainly with computers.  The first, and most used thing 
of the CPU is to get up close to you and use the bug spray over and over 
again to get your damage worked up.  After that, expect a Flag or 
Manhole to get you in the air.  After that, they usually try to 
Parachute to kill you.  Remember that you're fighting yourself, and you 
are pretty powerful with smashes and such, so don't get hit more often 
then you should.  The computers rarely use sausages or the Judgement 
Hammer, so don't get worked up over those two.  If you get caught in the 
bug spray, manhole until you connect.  G&W is light enough to fling in 
the air at low percentages-once he's up, Octopus or flag, then start 
using your powerful air moves.  If he jumps in on you, have an Octopus 
or Fire ready to slam him with.  Computers will also grab a lot if they 
get close, so expect throws also.  Rolling around will disrupt the 
computers, so do it every now and then.  There's no real way to say how 
to fight G&W, the best way is to practice against him yourself, and to 
scope him out if you can.  

=========================================
7.Level Strategies-Level strategies work the same for almost all 
characters, but with G&W, adding some special twists to them can benefit 
your matches if you use them correctly.  Remember you are light, so stay 
near the center of the stage if at all possible, and grounded when at 
high percentages.  Some stages with close KO walls are your worst 
enemies if you're not careful, since you will often die at low 
percentages from attacks that wouldn't kill you on bigger stages.

On Icicle Mountain-This stage has a decent size, but it scrolls at 
varying speeds, ranging from no scrolling to very fast either up or 
down.  You have a good advantage in that your Trampoline sends you very 
high, so if things start getting hectic and fast, you can always 
trampoline to keep ahead of everybody.  Avoid the sides at all times.  
Computers especially like to smash you when you get near the KO wall for 
the cheap kill.  Stay in the middle, and get pests from above with Flag, 
or Octopus.  Freezies come fairly often on this stage-Grab one and hold 
it for a while.  When you see someone on the top tier or offscreen, toss 
it from below for the Freezie KO.  Grab what items you can-if its going 
fast, don't bother, but otherwise, do.  Motion sensor mines also are a 
nice surprise for someone trying to either quickly ascend or descend.  
Play defensive when at all possible.  If you can, toss someone to the 
side.  When the stage is about to start going down, jump up and use a 
parachute or the bug spray to get in a cheap lick, if not send them 
offscreen. Watch out for others to do the same to you.  Also of note is 
the slippery surfaces-the Ice Climbers have perfect traction here.  Your 
Trampoline will also break through the solid ice cubes that may block 
your ascent.

On Peach's Castle-This is a fairly large level, so you can play 
offensively here.  If you can, play territorial by camping on the ground 
on either side of the spire, Flagging or Octopusing any incoming 
opponents.  The colored switch blocks release items, so if you see a 
switch, press it.  The KO walls on the sides are somewhat far, so you 
can survive for a while if you're getting screwed.  DO NOT stand on the 
spire.  You're open to attacks from all directions.  Plus the upper KO 
wall is even closer, and you will die faster up there.  If fighting 
multiple opponents, let them beat the crap out of each other, and then 
jump in with Judgement.  Get a 9 and everyone's screwed!  You will 
immediately be declared cheap.  You can also play hit and run if you 
like.  Every once and in a while, a giant bullet bill will burrow into 
the stage.  Toss your opponent into the bullet for some damage points, 
and when it contacts the stage and starts flashing, do all you can to 
keep them in the vicinity-smash, throw, whatever.  When it explodes, 
they are most certainly dead.  Bumpers can help a lot, as can tossing 
Mr. Saturn or some other item to disrupt their escape jump.  Follow 
everything mentioned, and you'll be fine.  Also, you can use Red Game 
and Watch for the nice Camoflague Factor-stand directly next to the 
spire, and you will go unnoticed sometimes.

On Rainbow Ride-Its one of those large, interactive stages, so keep on 
your toes, especially when things start moving.  At the start of the 
stage, stay at the middle of the ship, close to the sloped wall on the 
right.  Sausage or Fire opponents to keep them away, and don't bother 
getting items unless they're close to you.  Most people will stay in one 
area and wait for someone to come.  Use your wait-and-hit strategies 
liberally.  When the ship moves, get off as fast as you can, and try to 
stay behind or above everyone else so you won't get spiked or hit back 
to where you can't get back on.  Also, don't stay too close to the left 
side, since the ground beneath you will dissappear as the stage moves, 
plus you can get smashed for cheap KO's easily.  Same goes for the right 
side-go too far, and there's no ground to save you if you are knocked 
away.  The KO wall above is also somewhat close, so don't get smashed 
upwards.  Abuse the briefcase when moving about to whack opponents and 
prevent them from hitting you back.  Before the stage scrolls down to 
the ship again, try to knock them upwards before it quickly goes down 
for a cheap KO.  Throwing items around is also recommended on this 
stage.  For the Camo Factor, pick Blue Game and Watch to blend in with 
the skies.  

On Kongo Jungle-Okay, the first thing to do is to not concentrate on the 
DK Rap in the background.  Make it your ally, and if someone hates it 
enough, the lyrics will disrupt their rythym.  Beware of the Klaptrap 
jumping out of the river when you are attempting a comeback, since it 
will mess up your recovery and probably kill you.  Stay on the middle of 
the bottom platform, or on the high platforms depending on where 
everyone else is.  The small rock platform on the right side is okay to 
catch a moment's breath, but opponents will come to you if you stay too 
long.  A motion sensor bomb planted on the middle of the platform is a 
nice little surprise too.  Sometimes a log will appear on the left side 
to aid your recovery, but its unreliable at best since you will overlook 
or miss it.  Don't rely on the barrel cannon below either, since you 
can't see it that well, and a klaptrap might be hiding inside it.  Stay 
down low, and use your flag or octopus for people above, and fire or 
manhole for people at your level.  Sausages also work well for edge 
guarding.  Toss items like crazy, since even large characters can get 
messed up by a renegade bomb at medium percentages.  If someone gets a 
hammer, you're gonna somehow have to outwit them with some craftiness or 
hope they drop HHH...
=====================More to come on this section======================

9.Credits-Here is where I give props to those directly/indirectly 
involved with this FAQ...submissions will get due credit too, so send 
them in.

GameFAQ's-For being kind enough to host this little old FAQ...

Myself-For becoming an ace with Mr. Game and Watch, and for writing this 
FAQ in hopes that people like you reading this now will use this as a 
definitive source for Mr. Game and Watch strategy

Anthony-For being a great Smash sparring partner, both on 64 and 
Cubeage.  I'll best you on one-on-one one day, but I still own 
multiplayer...

Jordan-For buying the Gamecube and being an almost daily sparring 
partner with Dr. Mario and Tacky Mario.

Tron-The Link Master, and a good friend of mine

Hoss-The Ness Master

Vlade Divac-For being so darn crafty (this is totally random...)

Nintendo-for making Smash Bros. Melee

Legal Beef-This FAQ is made by me, Himura, and only I am allowed to put 
this on any site unless you e-mail me for permission first.  All you 
have to do is ask, and I will be more than glad to let you use this FAQ 
as you want.  Its a way of letting me know that there are more Game and 
Watch players out there reading this...
E-mail me at seahawks54@hotmail.com for any submissions or other matters 
relating to this FAQ.  Just put Game and Watch FAQ as the header, and 
I'll promptly reply.  Hope you all enjoyed this-Himura-

Super Smash Bros Melee
Roy FAQ
By Erik McLennan-Funkytoad
Version 6.9
06/17/02

Mail-xxfunkytoadxx@yahoo.com
AIM -xXFunkytoadXx

Sites that are allowed to host this FAQ:
www.gamefaqs.com
www.neoseeker.com
www.gamespot.com
www.ign.com

If you see it anywhere else, please notify me immediately.

//////////////////
Table of Contents
\\\\\\\\\\\\\\\\\\
1-Introduction
2-Controls
3-Unlocking Roy
4-Why Roy?
5-The Roy Rule
6-Attacks
7-Attack Breakdown
 -R.O.Y.
8-Items
9-Trophy Descriptions
10-One Player Modes
  -Classic
  -Adventure
  -All-Star
  -Event Match
  -Break The Targets
  -Homerun Contest
  -Multi Man Melee
   -10 Man Melee
   -100 Man Melee
   -3 Minute Melee
   -15 Minute Melee
   -Endless Melee
   -Cruel Melee
  -Training
11-VS Mode
  -Strategies
  -Stages
12-Words of Wisdom
13-FAQs
14-Closing
15-Credits
16-Disclaimer

///////////////
1-Introduction
\\\\\\\\\\\\\\\
Hello everyone, and welcome to my Roy FAQ. My name is 
Funkytoad, and I'm an avid gamer. I very much enjoy Super 
Smash Bros Melee, and have "mastered" Roy. Now I shall pass 
on my knowledge to you ^_^ I'll be holding your hand through 
everything that you could ever want to do with Roy...except 
that...get your mind out of the gutter!

///////////
2-Controls
\\\\\\\\\\\

Analog Stick-The round appendage protruding from the left 
side of your controller. Ya can't miss it-Moves Roy. If you 
hold left or right, Roy will move in that direction. If you 
tap it left or right and hold it, Roy will dash in that 
direction. If you hold down, Roy will duck. If you press up, 
Roy will jump. You can do one jump off the ground, and one 
in mid-air.

D-Pad-The four directional arrows right below the Analog 
Stick-Pressing up on the D-Pad will make Roy do his taunt.

Start-The small circular button in the middle of your 
controller-Pauses the game. When the game is paused, this 
unpauses it.

A-Large green button-Attacks. Depending on what directions 
you combine this with, you can do many different attacks.

B-Small red button-Uses special attacks. Roy has 4 special 
attacks;B, Forward+B, Up+b, and Down+B.

X and Y-Gray buttons above and beside A-Jump. If you hold 
the button, you'll jump high. If you tap the button very 
lightly, you'll do a tiny jump. You can jump once on the 
ground, and once in mid-air.

C Stick-Yellow analog stick below B-Used for smash attacks. 
If you tilt it left or right, Roy will do his forward smash 
in that direction. If you tilt it up or down, he'll do 
either his up smash or his down smash.

L and R-Grey analog buttons on the shoulders of the 
controller-Holding down L or R will put up your shield. 
Since these are analog buttons, the strength of the shield 
can vary, depending on how far you hold the button in.

Z-Purple button in front of R-Grabs the opponent. Once 
you've grabbed them, you can throw them in any direction or 
knee him.

////////////////
3-Unlocking Roy
\\\\\\\\\\\\\\\\
In order to unlock Roy, you must first unlock Marth. To 
unlock Marth, you must play with all of the original 14 
characters, in any mode. It's easiest to just play one VS 
match with each of them. After playing with the 14th 
character, Marth will challenge you. Defeat him, and you'll 
unlock him. If you lose, simply play another VS match, and 
he will challenge you again. Now, go to either Classic mode, 
or Adventure mode and beat it with Marth on any difficulty, 
with and stock, without using a continue. Now Roy will 
challenge you. Defeat him, and he will be unlocked. If you 
lose, you must beat Classic or Adventure again, without 
continuing.

///////////
4-Why Roy?
\\\\\\\\\\\
Why would one want to play as Roy? Let me list the 
advantages and disadvantages:

Advantages:

-Excellent range
-Fairly quick on his feet
-Powerful
-Very good in one on one matches

Disadvantages:

-No projectiles
-Weak throws
-No meteor attacks **
-Crappy aerial fighter

As we can see, his advantages far out-weigh his 
disadvantages. Fighting against a very good player with 
projectiles can be a bit of a problem, but he can overcome 
them with a little craftiness. As for the weak throws, the 
solution is just don't throw....it's not a vital part of 
winning a match by any means. Meteor attacks are always 
nice, but he really doesn't need them. He can Edge Guard 
much better than someone like Mario who -does- have a meteor 
attack, so don't stress over this. Yes, he is a very crappy 
aerial fighter...the only time you should even think of 
using a mid-air attack, is when you've been popped up there 
by your opponent. So in conclusion, stay on the ground, and 
this won't affect your fighting in the least.

**Something to note, I've received emails from at least 10 
people now, telling me that Roy does indeed have a meteor 
attack. In his Double Edge Dance, if you do up+B for the 
third hit, it will smack the opponent straight down, and 
thus is a meteor attack! I've tested this, and it is 
absolutely true. Keep in mind that the Roy Rule applies;it 
will only smash them down if you hit them with the middle of 
the blade. 

AlphaZ44550@aol.com has informed me of something that I had 
noticed before, but never really thought much of. Sometimes 
when you do Roy's up+A smash, the enemy will be sent 
straight down. This is when the enemy is hit with the middle 
of the blade. I've confirmed this quite a few times, and it 
does work. I don't know when this would be useful, but it is 
indeed another Meteor Smash. w00t, Roy is getting better all 
the time!


Ahah! So now we see that one of Roy's disadvantages can be 
stricken from the list! Honestly everyone, this guy can own 
everyone and their mother. If you're having trouble chosing 
which character you'd like to use, and "master" so to speak, 
I highly recommend Roy.

///////////////
5-The Roy Rule
\\\\\\\\\\\\\\\
Alright....before we really get into anything, I must state 
the Roy rule...that is, something that you should always 
keep in mind. It affects pretty much all of Roy's attacks, 
as as such, it's something good to take in. Roy's blade has 
much more effect when you hit the opponent with the middle 
of it. This goes for absolutely any attack where you're 
attacking with your sword. You can tell by the difference in 
the sound, whether you're hitting with the middle or not. 
When you hit with the tip, you make a *smack* sound, like 
you're hitting a punching bag with a baseball bat. Learn to 
make the middle of the blade connect, instead of the tip, 
and you'll fare much better.

//////////
6-Attacks
\\\\\\\\\\
Here are all of Roys moves, with information concerning 
them.
Note:Smash attacks are done by tapping the control stick in 
the direction. These attacks can be charged by holding the A 
button.

Example:
Button Combo*Name*Description*Effect On Enemy*Max Damage

A*Slash*Slashes the enemy with the sword*Moves them a little 
bit*3

Forward+A*Forward Slash*Slashes the enemy with the sword 
while walking*Hits the enemy back*11

Up+A*Upward Slash*Slashes upwards*Hits them up*8

Down+A*Low Stab*Stabs the enemy in the legs*Pops the enemy 
up into the air*12

Dash+A*Dashing Slash*Slashes the enemy while running*Pops 
the enemy up into the air*12

Smash Forward+A*Sword Smash*Smashes the enemy with the 
sword*Hits the enemy back far*19-27

Smash Up+A*Upward Stab*Stabs upwards*Hits the enemy up 
high*15-22

Smash Down+A*Double Sword Sweep*Sweeps both sides of himself 
with his sword*Pops the enemy forward and up*20-28

Air+A*Double Air Slash*Slashes twice in mid-air*Hits the 
enemy back*7 per slash

Air+Forward+A*Air Slash*Slashes in mid-air*Hits the enemy 
back*8

Air+Back+A*Rear Air Slash*Slashes behind him in mid-air*Hits 
the enemy back*9

Air+Up+A*Upward Air Slash*Slashes upward in mid-air*Hits the 
enemy up a little bit*6

Air+Down+A*Downward Air Slash*Slashes down in mid-air*Spikes 
the enemy down*7

B*Flare Blade*Smashes the enemy with his sword(can be 
charged*Hits the enemy back(One hit KO if charged fully)*6-
50(does 10 damage to yourself if charged fully)

Forward+B*Double Edge Dance*Various Effects(see full 
explanation later on)

Up+B*Blazer*Travels upwards with an outstretched sword*Pulls 
the enemy up with you and fires them up at the end*11

Down+B*Counter*Puts you in a position ready to counter*Hits 
the enemy back if they attack you with any non smash, non 
special attack. Also counters projectiles*1

Z*Grab*Grabs the enemy*Pulls them to you*N/A

Grab+A*Knee*Knees the enemy*N/A*3

Grab+Forward*Forward Throw*Throws the enemy forward*Enemy 
goes in direction thrown*5

Grab+Back*Backward Throw*Throws the enemy backward*Enemy 
goes in direction thrown*5

Grab+Up*Upward Throw*Throws the enemy up*Enemy goes flying 
up*5

Grab+Down*Downward Throw*Throws the enemy at the 
ground*Enemy goes behind you*6

L or R+Down*Sidestep*Roy sidesteps, dodging any attacks 
coming at him*N/A*N/A

L or R+Forward*Forward Roll*Roy rolls forward, dodging 
attacks*N/A*N/A

L or R+Back*Backward Roll*Roy rolls backward, dodging 
attacks*N/A*N/A

L or R+Air+Direction*Mid-Air Dodge*Roy moves in the 
direction that you used, dodging attacks*N/A*N/A


Double Edge Dance:This move is a combo move that has many 
possibilities. It is up to a 4 hit combo. The first attack 
is always the same, while the others can differ. The 2nd 
attack can either be forward or up, and the 3rd and 4th 
attacks can be forward, up, or down. I'm going to list these 
hits with a description and their maximum damage.

F=Forward
U=Up
D=Down

F1*Forward Slash*5
F2*Forward Stab*5
F3*Forward Swipe*6
F3*Forward Smash*7
U2*Upward Swipe*3
U3*Downward Swipe*8  **
U4*Jumping Downward Smash*7
D3*Downward Slice*7
D4*Low Multi-Stab*9

**This attack is a meteor attack. If you hit the opponent 
with it (with the middle of the blade) they will be sent 
straight down. I really like to use this, as it doesn't send 
them flying, and so they're in perfect position to be hit 
with any of the three great finishing attacks of Double Edge 
Dance

///////////////////
7-Attack Breakdown
\\\\\\\\\\\\\\\\\\\
In this section I'm going to completely break down all of 
Roy's Smash Attacks, and Special Attacks, so that you know 
what's going on with them...and stuff.

NOTE:All of the names of the smash attacks, are false names 
that I've given to them for sake of reference.

_____________
Smash Attacks

Forward+A Smash:Cross Slash

This is basically Roy's pinnacle attack, and a lot of 
strategy is based around this move. The range of the attack 
is very awesome, and so you can beat your foes down without 
them coming close to you. Quite useful indeed. It also deals 
a very respectable amount of damage. On your first use, it 
deals between 20 and 27 damage, depending on how much you 
charge it up. Even when the damage has gone to its very 
minimum, you still deal bewteen 13 and 18 damage, which is 
quite good. Once you've used it enough times for the damage 
to be minimized, they'll have enough damage to die rather 
quickly anyhow. Another great thing about this move is that 
it smashes your opponent quite far. This is an excellent 
move for edge guarding (though it is not quite as good of an 
edge guarding move as Flare Blade). ALSO, the move hits a 
large area, not just in front of you, but can hit enemies 
that are above you as well, providing they aren't behind 
you, obviously =P All in all, I rate this to be Roy's best 
move, and pretty much the beat all end all move of the 
entire game. Seriously.

Up+A Smash:Skyward Thrust

This is a pretty good attack that can somewhat hide Roy's 
completel aerial suckage, as it has some pretty good upward 
range. This one is a beast for damage, if you charge it up. 
Otherwise it's still decent. On your first attack, you'll do 
19 to 39(!!) damage, depending on charge. This is a 5 hit 
attack btw, you need to hit with all 5 for the full damage. 
At minimum damage though, it only does 9-13 damage, so don't 
overuse it, or else it will become shite. Not really much 
else to say about this move. Oh yeah, it -is- a meteor 
attack, if you follow the Roy Rule and hit with the middle 
of the blade, but this is so hard to exploit that it's not 
even worth knowing. Moving on......=P

Down+A Smash:Clean Sweep

Meh, this attack would be good, if it weren't so bloody 
slow. Honestly, any good player will have you halfway to 
hell by the time Roy starts to slash with his bloody sword. 
Don't waste your time on this move, seriously. Unless of 
course the situation really calls for it, and I'm not sure 
when it would.....meh. 

_______________
Special Attacks

B:Flare Blade

This is quite the powerful attack, in its own right. It's 
the 3rd most powerful attack in the game when fully charged 
(the top 2 being conditional [roy's counter, and G&W's 
bucket]). The first time using it, the move does 6-50(!!) 
damage, depending on how long you charge. If you charge it 
up all the way, you'll get a big explosion, and damage 
yourself 10%. However, it's an almost definite KO. When the 
damage is minimized, the attack is completel karp though, 
doing from 4 to 29 damage. This attack is quite good in the 
sense that it launches them far, even if it only does 5 or 6 
damage. This is an extremely useful edge guarding move, and 
my most preferred one. A good situation for using this move 
is when you get a Bellossom, and the enemy is trapped by 
it's sleep powder. Charge it up all the way, they aren't 
going anywhere ;)

Forward+B:Double Edge Dance

This move is detailed earlier....pretty much the same as 
before....*yawn*.....Well, you can use this move for help 
returning to the stage...but only use the first hit of it. 
You can use it a few times, but pause for a moment, so that 
you don't do the whole combo, and fall to your death like an 
idiot =P

Up+B:Blazer

An interesting move; this is Roy's main recovery move. Roy 
flies upward in a slash. This move is somewhat reminiscent 
of Shooooooryuken!, except that Roy is holding a sword =P. 
This is a multi hit attack. It doesn't do much damage, but 
it still packs quite the punch if you follow the Roy Rule, 
and hit the enemy with the middle of your blade. This is a 
great move for when you're in a one player mode, fighting a 
ton of weak enemies, as it will usually kill them in one 
hit. Also, if you hold forward right as you hit up+B, or 
well, a tiny bit after, you'll get more horizontal distance, 
if that's what you're after. A fairly good move, with nice 
recovery properties, all in all.

Down+B:Counter

When Roy uses this move, he gets into a Kung Fu stance, and 
flashes. During the time that he flashes, if anyone hits him 
with ANY attack, he'll counter it and do 1.5 times the 
damage. Very useful indeed! This is a good way of letting 
projectiles pass by you as well :) I like using this move on 
power characters, like Ganondorf and Captain Falcon, as it 
will put a big hurt on them. Generally countering a Warlock 
Punch is a one hit kill, unless you're in a large level. 
Whee....stuff.


All of the attack summaries below are those of my good buddy 
Buckwheatz Revenge. Kudos to Buckwheat ^_^
____________________________________________________________
__
Roy

Forward+B Double Edge Dance

Roy (shows pretty rainbow colors O_o;;; as he) executes a 4 
hit combo. The key to this is that you time your B button 
taps just right so he executes each of his 4 hits on the 
enemy(I usually wait until the full swing of the past blade 
sweep is completed). If you hit an enemy with the 4th swing, 
they will burn up. The swings can even be aimed. This gives 
it the following uses:

1.	can be started in the air and continued when Roy hits 
the ground, gaining him horizontal distance to get back to 
an edge, making it an EXCELLENT edgeguarding defense tool! 
^_^
2.	can be used as well to edgeguard because it has 
excellent range and the duration of the combo (should you 
choose to use all 4 swipes). 
3.	is an excellent comboer, the moves come out one after 
the other, getting your opponent caught in it. When used on 
an opponent at low damage, this is damage % racking. When 
used on an opponent at high damage, can KO an opponent. 
4.	because you can aim the swipes, this can be used in a 
variety of ways to KO. You can aim up to juggle an opponent, 
or down to spike them, or keep it simple and just go 
straight forward in a combo with it. Many options are 
available. It is VERY hard for an opponent to predict which 
way you will swipe because Roy also has good speed while 
using this. Before the opponent can react, they are caught 
in the combo! ^_^

************************************************

*activates work of art skillz*

Legend: #'s = column number and step of the swipe, R = Roy, 
X = direction of sword swipe; can hit either up, down, or 
forward.

Columns:
....1....2....3....4	- Number of B button tap.
-------------------------------------------
..........X....X....X	- Direction UP
R..X....X....X....X	- Direction FORWARD (or unaimed, default 
if you just tap B alone)
................X....X	- Direction DOWN

This shows the variety Roy has when using his B moves alone. 
If the fourth hit is directed down,, he goes into a short 
infinite-hit-like combo. This is not all though. After you 
use the first B, you can also use the A button, or any other 
A move such as smash, etc. Allowing a greater chance for 
combos!

*ends art skillz*

************************************************
More on Forward+B

The first hit is always the same. It can't be pointed up or 
down, because otherwise you'd use B Up or B Down. o_o After 
the first hit though, you can work wonders. Many thanks to 
Aerodude for supplying this table.

2nd hit(upward)- knocks opponent into the air, ready to be 
comboed.
2nd hit(forward)- a continuation of the straight forward 
combo. It stuns, and inflicts 5%.

3rd hit(upward)- a spike. A very useful tool when 
edgeguarding.
3rd hit(forward)- a forceful move that can clear.
3rd hit(downward)- sets on fire, and builds up damage. It 
can get up to 15% damage at one time. Is a sweeping move, so 
it can hit the smallest characters, even Pichu.

4th hit(upward)- a strengthened and widely ranged move, it 
send the opponent less vertically than horizontally, so it's 
a good KO move and excellent finisher to the combo.
4th hit(forward)- a good KO move. It's similar to his 
Forward Smash.
4th hit(downward)- an infinite combo. It hits 5 times 
altogether, but Roy, unlike Marth, throws in some fire, to 
inflict an extra 4% with each hit. So, it can get up to 25%, 
even without any of the other hits. !O_O!

That's all I have to say there. It can also be used to get 
back to the edge. Keep using the first hit and hold down the 
direction of the ledge you are returning to. This makes it a 
good edgeguarding defense move!  ^_^

************************************************

Roy

Up-B Blazer

Roy does a flaming sword uppercut! This move is very useful 
in combos. It hits your enemy with a continuous flame 
attack. It is also one of Roy's comeback move (the Forward+A 
helps too!). The closer you are to your target, the more 
damage dealt. This move can also be aimed! Hit B and 
diagonally up and forward, and he trades some vertical 
height for some horizontal distance! It is possible to use 
this move for juggling too. One special function of this 
move is its ability to KO. When you Up+B near an opponent, 
it is possible just after it is executed to aim Roy in the 
opposite direction. This will not only steer Roy away from a 
cliff if he happens to be near an edge with the opponent, 
but it knocks the opponent sky high! Some light opponents 
can be KOed at low percents. It is possible to kill an 
opponent at 0% with this technique. Thanks to Acidfreeze for 
a lot of these ideas.

<art skillz>

............................................................
................
....................... 
.X...................................................
....................... 
.X...................................................
..........X.............X...................................
................
..........X.............X...................................
................
........R1............R2....................................
................

X = Opponent(heights opponents will travel vary according to 
method of Up+B aiming).
R1 = Roy hitting opponent with a normal Up+B, Roy will head 
just a bit forward in the air.
R2 = Roy hits the opponent aiming the Up+B in the direction 
away from his opponent just after it's executed, this will 
cause Roy also to jump backwards away from his opponent, and 
possibly, away from an edge too.

The height in which the opponent will be send is greatly 
increased while doing this trick, and this KOs most lighter 
enemies at damages as low as 0!!!!!!!!!!! @m@zing1111!

</art skillz>

*activates work of art skillz again*


Legend: R = Roy, ^ = direction in which Roy travels when he 
uses his Up+B. Diagram 1 is when Roy does his normal Up+B, 
non directed. Diagaram 2 is what happens to the uppercut 
when you press diagonal up while using the Up+B to direct 
it.

D1.......|.......D2...
**********************
....^......|...........^...
...^.......|.......^....
R.........|...R.........

D1 is normal. Good vertical distance will be covered. D2 is 
a bit different. You will get more horizontal distance than 
normal... suggested that this is done when you are returning 
to a ledge, that little bit can help!

*end art skillz*

************************************************

Roy

B Flare Blade

Roy does an overhead sword swing from behind him chopping 
towards the front. This B move when tapped or lightly 
pressed, can unleash a quick sword slash that sets your 
opponent aflame. It is not as forceful as the Forward+A 
Smash, but Roy's B move can be charged as well by holding 
the B button. This move can be charged pretty much anywhere, 
even when Roy is falling he can charge this! You can release 
the charged attack anytime as well, making it hard for an 
opponent to predict what you are doing next. The opponent 
gets burned up as well after they are hit by any degree of 
charging from the Flare Blade. Anyway, charge this move to 
maximum and Roy will create a mini explosion, causing 10% 
damage to himself, and sending an opponent (that is within 
range) flying for about 50% damage. Most likely, if an 
opponent is hit by this move fully charged, they will be 
KO'd. You can start the charging anywhere you want, and even 
is flexible because you can start the charge in the air and 
keep the same charge when you hit the ground. When charged, 
this B move of Roy's is deadly powerful, and is 
exceptionally useful when edgeguarding. If used edgeguarding 
and this move is fully charged up, I can guarantee a KO, 
just as long as you hit with it! (which is not hard with the 
range of Roy being quite long o_O)

************************************************

Roy

Down+B Counter

Roy stands still and absorbs the attack of his opponent with 
his sword. The opponent is temporarily stunned along with 
Roy as he blocks and absorbs the attack, and dishes back an 
attack to the opponent for damage! This move is very useful 
in that you can counter many close range moves with this, 
and Roy can counter moves while in the air as well! When you 
time this move just right, it will be hard for an opponent 
to touch you with one of their moves, because Roy will not 
be harmed, and retort an attack right back at an opponent, 
free of charge! A great tool when used as edgeguarding 
defense. Sorta like Falcon's Up+B, because time will 
temporarily "halt" for the 2 characters involved in this 
move. ^_^


************************************************
Roy

Aerial Back+A

Roy's Air Back+A puts him in the direction his back is 
turned to, allowing him to get right into attacks, combos, 
or whatever you want to do. Recovery speed is a key point 
here, and because Roy turns in the direction of his 
opponent, he cuts the time normal characters have to do 
which is landing, then turning in the direction of his 
opponent.

************************************************

Roy

Running

Basically Roy bends his knees and gets down low to the 
ground as he sprints. Because he gets so low to the ground, 
some attacks (mainly projectiles) will miss him. When he 
sprints close to an opponent he can immediately slash his 
opponent with his sword, by pressing A while running 
(lengthy description for a Running+A O_o;-). Getting low to 
the ground will avoid many attacks and allow Roy the 
opportunity to start out effective combos by using his 
Running+A attack! 

************************************************
Roy

Power

Many of Roy's moves have great power. His B Flare Blade can 
be charged and released wherever he see fitted. This allows 
a variety in it's power as well. Whether fully charged or 
not, this move has power. Roy's Forward+B has power as well. 
Some of the final hits of his combo have the power to KO an 
opponent, and this isn't hard to do seeing that Roy moves in 
a forward motion towards his opponent while performing this 
move. All of Roy's smash moves are equally good in power, if 
not better. The fact that he uses a sword grants him extra 
range over other many other characters. Having that little 
bit of range makes his opponents all that much easier to KO, 
and makes him deadly on the battlefield when his opponent is 
at high damage.

************************************************

Roy

Combos

Roy has many moves which can easily be comboed with. 
Probably the most powerful comboing tool Roy has is his 
Forward+B Double Edge Dance. This move allows Roy to flow in 
and out of combos, as he can easily stop his Forward+B at 
any time and for example throw in either a B (Flare Blade) 
or a quick Forward+A Smash by using the C-stick forward. 
Here is a list of some of the combos I have discovered while 
using Roy.

Roy Combos

~Double Edge Dance
Roy's standard Forward+B can be executed in a variety of 
combinations up to 27 possible moves! The following diagram 
will help you understand how many combos Roy has at his 
disposal with this move. 

*activates work of art skillz*

......................................................................
......................................Up.............................
...................................../.................................
.................................Up ' B...........................
................................/.....\................................
.............................../.......Down........................
............................./.......................................
............................/.......Up..............................
.........................../....../..................................
........................Up ' B ' B.............................
....................../.....\......\..................................
...................../.......\......Down..........................
...................../.........\.......................................
.................../...........\............Up.......................
................../.............\........./..........................
................./...............Down ' B......................
................/.........................\.........................
.............../...........................Down..................
Forward+B.....................................................
...............\......................Up............................
................\.................../...............................
.................\..............Up ' B..........................
..................\............/.....\..............................
.................. \........../........Down.......................
....................\......../.......................................
.....................\...../.......Up.............................
......................\.../....../..................................
........................B ' B ' B.............................
..........................\.......\.................................
..........................\........Down.........................
............................\........................................
............................\............Up.......................
.............................\........./............................
...............................Down ' B......................
.......................................\...........................
........................................Down....................
...................................................................
Note: regarding the 2nd slash of the combo, you cannot aim a 
down slash, there is only an option to aim forward or up on 
the 2nd slash. A forward aimed slash in my diagram is 
displayed as simply "B", because if you don't aim the move 
and just tap B, by default it will execute the 4 Forward+B 
combinations.


*end art skillz*

All this mess adds up to 27 possible combinations for this 
move. Needless to say this attack is unpredictable. Using a 
variety of directions with this move makes it hard for an 
opponent to get out of this combo. You can KO most of the 
time with the last moves (4th step) of the combo in that 
they pack the most force, and the force makes a great cap 
after racking up damage with the earlier hits of the combo. 

************************************************

Stage Strategies

Icicle Moutain
Use the Up+B Blazer move to aid in your upward progress. 
When the screen scrolling slows down, use Roy's combos such 
as his Forward+B Double Edge Dance and Smash attacks to hit 
your opponent out of screen for kills. Send them up if you 
want, but a more effective option would be to send them 
horizontally.

Princesss Peach's Castle
At the center pillar, use the Up+B Blazer to catch an 
opponent above you off guard. Same applies if you happen to 
be above an opponent on one of the many appearing platforms. 
On the flat spaces, use smash attacks and Roy's Forward+B 
Double Edge Dance. Try to lure your opponent over to the 
Bullet Bill when it is about to explode, and use Roy's quick 
jumping and the Up+B to escape the explosion. Use 
edgeguarding tactics on the ramps of the roof on either side 
of the castle. 

Rainbow Cruise
Use the Forward+B to get opponents caught in a combo and 
even get a kill by using edgeguarding techniques off the 
platforms, carpets, the boat, and other obstacles. Try using 
it in the air going to a platform also, you can go right 
into the other 3 moves. This is a big help for edgeguarding 
defense. Use Up+B when fit also. Opponents will be above you 
quite often.

Kongo Jungle
Use the Up+B and Air dodging to it's full advantages. Also 
execute the B+Forwards quite often. Use the little island as 
a steak-out post and prepare Roy for a Up+B to an opponent 
jumping over to it or smash them with the c-stick quick 
smash. Continue to Up+B your opponent to higher platforms, 
as this is a good juggling tactic because the Blazer move is 
so fast.

Jungle Japes
Use the Down+A c-stick quick smash here to edgeguard 
opponents who are trying to get back to the main or side 
platforms. Same applies with the Forward Smash. Forward+B is 
a necessity here. Use it frequently as you chase your 
opponent across the platforms. Of course, use it in the air 
to start the combo off, as it will catch your opponent off 
guard. Don't forget to throw in a Down+B in the air too, 
it'll stun your opponent and give them a retort for damage%!

(Termina) Great Bay
Use the Running+A move on the main flat platform. It's 
really quick and will set up for 
combos. If you are below the main platform on either side, 
and an opponent is above 
you, use a Up+B on them to knock them away, cause damage, 
and gain access to the 
main platform. B+Forward is a good idea to use when 
edgeguarding and use it often on 
the main platform. Smash your opponents against the 
underneath of the main platform 
should they decide to join you on either the floating 
platform or the one just before the 
turtle. They will deflect off the bottom of the main 
platform into the deep waters below. 
The balloon serves as an escape from your opponent as you 
can fall back down on them 
from it and use a Down+B to block the attack as well as 
retort it back on them.

Hyrule Temple
Use Up+B on opponents above on platforms. Use the wide space 
to charge a B Flare 
Blade move and lay a powerful blade blow on your opponent. 
Charge the B move as well 
while edgeguarding on any of the ledges. The Forward+B is 
definitely a useful tool to 
have here. It should be used in open areas, in the air, 
getting back to a ledge, and more. 
Running+A is also a useful move to use in the flat areas. 
You can KO easiest of the time 
by sending the opponents up and out of the stage by using an 
Up+A Smash. It'll also 
set them on fire. 

Yoshi's Story
Use the little floating cloud to the left and right of the 
main platform to surprise your
Opponents. If they are edgeguarding from the main platform, 
try Up+Bing them when the 
cloud moves down to a lower elevation. Use Forward+B and 
your Smash moves a lot for 
KO's. Up+B opponents above you on the 3 platforms. Also the 
Up+A Smash can go 
through the lower of the 2 platforms, so use that to Roy's 
advantage.

Yoshi's Island
Pipes and slope are good places to "aim high" when using 
Roy's Forward+B on it. Use 
smashes to both knock your opponents up or horizontally out 
of the level. B+Up is useful 
when an opponent is above you on either the pipe or the 
slope. Also you can B+Up 
through the spinning Yellow blocks and hit your opponent 
should they happen to be up 
there.

Fountain of Dreams
Make excellent use of Roy's Forward+B on the flat platforms 
as well on the main 
platform. The sinking platforms you can use as a diversion 
and you can drop below the 
platform and Up+B your opponent. It's a rather small level, 
so edgeguarding will be very 
necessary. Charge Roy's B Flare Blade when he's 
edgeguarding, as you'll be able to 
charge while your opponent is out over the edge, trying to 
get back.

Green Greens
Opponents on the 2 platforms in the center of the stage are 
prime targets for an Up+B. 
With a Forward+A Smash, you can clear all the blocks away 
with Roy's range. You can 
spike an enemy into the pit once all the blocks are cleared 
with Roy's Air Down+A. 
Edgeguarding is a key factor here too as Roy. Forward+A 
Smash and charge the B Flare 
Blade when edgeguarding. 

Corneria
Spike an enemy off the head end of the ship with Roy's Air 
Down+A and put them in 
range for the Great Fox Cannon! It can do about 280% damage 
and r0x0rz your opponent 
with massive force! You can also Up+A Smash or simple Up+A 
your opponent into the 
laser paths of both the horizontally traveling ships as well 
as the ships who shoot at the 
mid section  of the level from the background. Standard 
edgeguarding, use Forward+B, 
B, and Forward+A Smash. They have great range. When going up 
on the fin of the great 
fox, aim the Forward+B upwards to hit the opponents above 
you on the slope. Also use 
the arwings as a temporary escape platform to get out of an 
opponents juggle. (Juggling 
defense factor.)

Venom
Use the multiple platforms as an opponent is perched above 
you for an Up+B. on the
 wing tips(ends), use Forward+B to edgeguard. Forward+A 
Smashes and B's work well 
too. Aim the Forward+B to adjust and hit opponents who 
happen to be on the 
anatomically curved slopes of the wings and ship. 

Flat Zone
The little disappearing / re-appearing platforms set up 
opponents for Up+B's by Roy 
from below. The flat areas prove to be a great place to 
execute Roy's Forward+B 
combos, and use the range and speed of the Running+A. 
Edgeguarding is a bit different 
here, it's a bit easier in that there will be an instant 
death once anyone reaches a certain 
point off screen. This makes it easy for Roy, simply get an 
opponent as far to the borders 
of the board as you can, and use one of his vastly ranged 
and powerful moves to knock 
them out of bounds and off stage. Power moves of Roy's 
include the B(charge when 
possible), Forward+A Smash, Up+A Smash, Down+A Smash, and 
the Up+B Blazer. 
Blazer can KO if you aim away from an opponent as it will 
knock an enemy more than 
twice as high as they would originally go! Using that tactic 
you can KO an opponent at 
anything as low as 0%. ^_^


Once again, big thanks to Buckwheatz Revenge for his 
intelligent insights!



R.O.Y. is the Roy Clan at the Super Smash Brothers Melee 
Social Board. I am a member of this clan. In this section of 
the FAQ, I'm going to bring you insights from members of my 
clan, about Roy, about all of his moves, how they're really 
good, and how he is superior to other characters.

R.O.Y vs Super Samus Squad

NGCGameMaster:
Forward-B Attack 

Samus- Her forward-b move is just a missle. I doesnt have any type of 
combo with it. It leaves Samus open for attack from behind so she can 
get hit. It sometimes doesnt even hit the opponent that shes aiming at 
just making it a waste of time. The missle can be deflected easily 
because it is so slow, just a tap on the A button makes it explode 
causing no damage to the opposing player. Her missle also has a delay 
time before it shoots.

Roy- For Roy's forward-b move it has all types of combos. It can vary 
from 3-15 damage. In the middle of the attacks he can perform different 
varities of attacks, such as: an upward attack, forward, or downward. Of 
what i know there is 27 different combinations of Roy's foward-b attack, 
all varying in distance and power. Depending on what type of combo you 
choose it can vary in distance you hit your opponent. During the process 
of the combos it can deflect mid-air objects without Roy taking damage. 
It also has the ability to rack up damage easily.

I am in favor of Roy here.

Buckwheatz Return:

General Opening

Roy is a character whose sword gives largely ranged attacks and a big 
advantage. Samus has shorter ranged non-projectile attacks, and Roy has 
a definite edge over her when in the areas of range, comboing, and 
speed. Let me take Roy and Samus' B moves. Roy's Forward+B Double Edge 
Dance attack can be executed on the spot, and comboed as he can hit the 
opponent up to four times let alone just that move. It has good range, 
speed, is a good edgeguarding move and many other aspects. Samus's 
Forward+B Missile is slow to come out. You can't really combo with it 
like Roy's Forward+B because it is a projectile. It can be rolled, 
dodged, or shielded to avoid at your own convenience because, it is 
traveling towards Roy as an object outside Samus' body, so essentially, 
it is weaker and less useful than some of Samus' other non-projectile 
attacks she'd have to move in close to Roy to do damage. Just keep in 
mind that Roy's sword can cover more area than a standard non-projectile 
attack because of its range, and this prevents Samus come very close 
with the majority of her non-projectile moves. Roy's speed, range, 
combos, short recovery time, speedy jumping, as well as many other 
aspects I will show give him a definite advantage over Samus.

General "B" move arguement

Roy's Flare Blade has more power than Samus' charge shot. Flare Blade 
can reach up to 50% fully charged, while Samus' projectile only gets up 
to 28% fully charged. Samus' damages on her Charge Shots will decrease 
dramatically downwards from 28% upon further uses (overusing it). Given 
this information, Roy's Flare Blade is more likely to KO an opponent 
than Samus' Charge Shot. 

Flare Blade isn't badly ranged either for a stationary non-projectile 
attack. Samus' Charge Shot is a projectile. Roy has the option to evade 
the projectile as well. He can mid-air dodge, roll, or shield to avoid 
the giant ball of energy. Probably a more suitable option for Roy though 
would be to Down+B Counter the flying projectile. Of course, you should 
be close up to Samus for the sake of the Down+B Counter swipe hitting 
her, but this move will deflect charge shot away, as well as cause Roy 
to counter swipe at Samus for 1.5x more damage than the charged shot 
would have caused if it hit Roy.

ONE MORE THING!!! General "B" move arguement

Samus can't charge the Charge Shot while she's in midair. She can only 
release a shot (which will be a weak 3% damage hit unless you've charged 
prior to the jump). Roy can charge Flare Blade in the air. He can also 
release it when he wants. He can continue his charge on Flare Blade even 
after he hits the ground.

Raydude:

running

roy can definetly run faster then samus and has a much less chance of 
getting hit while running. Roy bends down really low when he's running 
so any high attacks would miss him but samus stands up strait making it 
real easy to hit her when she's running.

Buckwheatz Return:

Counter regarding Smash attacks... (?_?)

"Overall: samus' smashes are fast and easy to pull off, they make good 
combo moves and send the opponent very far even at the lowest power." 

Some evidence? Maybe a specific move? You aren't proving or debating 
anything by just saying "they're powerful". I can do that too. Specify a 
move please. I can simply say all of Roy's Smashes have great speed, 
have great power, are great edgeguarders, etc... that makes no sense, 
see where I'm coming from?

"roys smashes are slow and take time to pull off. yes, they have range, 
but samus can dodge the smash and counter with one of her own."

Specific info? They are not slow. You are making incorrect general 
statements about Roy's Smashes. The Down+A Smash comes out instantly, 
and hits on both sides of Roy. The Up+A Smash Samus goes in an arc over 
Samus' head, so they'll hit opponents above them at the same time 
anyway. Roy's reaches greater heights as it has more range. The 
Forward+A Smash has a second of delay time, but the range the move 
achieves will make that delay insignificant. What smash would you dodge? 
I can't use all the smashes at once! I'll be more specific in a bit. ^_^ 

Counter regarding Forward+A Smash

"> smash: samus' forward smash is undoubtedly one of the fastest, if not 
the fastest, forward smashes in the game. it can be executed quickly, 
can be aimed, and has great throwing distance
roys forward smash, while having range, is slow and has an even slower 
cooldown. samus can dodge or roll around it with ease and use her own 
smash as a counter"

Samus' Forward+A Smash gets 19%, which is some 8% less than Roy's 
Forward+A Smash. Samus' is low ranged, and much less than Roy's so his 
can reach longer distances than Samus'. This makes Roy's Forward+A Smash 
a better edgeguarder right off the bat. Roy's Smash having great power 
is also a plus of this move, as it DOES have more power and can KO 
opponents easier than Samus' can.

To avoid Samus' forward+A smash, Roy has many options. Probably the best 
would be Roy's Down+B Counter. It will put the damage right back at 
samus for 1.5x the damage it would cause Roy! [B][C][D][E].

<olution rovider> uses Systems for Success.

ystem or uccess
~~~~~~~~~~~~~~~~

This is a key for my evasive System for Success. To make things easy, to 
avoid a situation, Roy can use a variety of evasive moves. Wherever you 
see the letters in brackets in my counter posts, look back to my key, 
pretty much I was looking to save some typing and save the refs some 
reading, so I used a system! To make it simple, the ref can just copy my 
system to a sheet of paper, or something they can write on at their own 
disposal, otherwise, you'll have to keep coming back to this post! >_<.
[A] = Use a midair dodge
[B] = Use a roll
[C] = Use the shield
[D] = Use Roy's Down+B (Counter)
[E] = Use the ground dodge

Rolling

Speed is the same on both of their rolls. Samus' roll goes farther than 
Roy's, but it is slower to finish than Roy's roll. Because of this, Roy 
can put up his shield sooner than Samus after completing the roll. When 
Roy is shielding Samus is still in the ball shape completing her roll. 
This leaves her vulnerable that extra few seconds that Roy is safe. ^_^

Funkytoad:

lets roll baby!

samus:

sure samus's roll may be slower than roy, but its very compact and its 
GOOD that it goes slow. it can go under a dancing blade and have time to 
shield. it also goes very far.
No, it really isn't a good thing that it's so slow. If roy's in the 
middle of a double edge dance, he'd be either at the first or second hit 
when you roll (no roy player would start up a DED aiming to hit you with 
only the third or fourth hit). At this point Roy stops the combo, and 
hits the C stick for a quick forward smash. At this point, he runs after 
your flying corpse, hits you with a running A attack to pop you up, then 
hits with a mid-air Flare Blade. You see what kind of trouble samus' 
sloooow roll starts up? By the time she's out, roy can be LONG done any 
of his attacks, and smashing you very far.

roy: 

roy's may be faster, but it dosent go that far back. therefor roy 
couldnt continueously evade a barradge of smash missles and charge 
shots. while samus's can get under and away enought to not get hit by 
roys attacks
Duh, you don't want it to go extremely far, that's a bad thing. The 
further your dumb roll goes, the more time the opponent has for setting 
up an attack. Roy's roll is quick, so when samus is attacking, or trying 
to grab, or whatever, roy rolls behind, and hits with either a forward+A 
smash, or starts up a double edge dance.

Up+B Moves:

Roy:Blazer. This move is so useful, it's not even funny. It's multi 
hit(though not as multi hit as screw attack), and it pops the enemy up 
like nothing. Not only does it get very respectable vertical distance, 
if you hold forward with up, he'll get some nice horizontal distance as 
well, ideal for returning to the level. This move is a great finish to a 
combo, or even a middle move. Roy falls much faster than samus, so if he 
hits her with a Blazer up high, he can fast fall, and have a smash set 
up for when she lands. It also does 13% if you connect with every hit, 
more than samus.

Samus:Screw Attack. This move is multi hit as well, and hits more times 
than Roy's Blazer. However, each hit does less damage, and this move has 
a hard time doing it's max 12%. While roy's blazer traps the enemy quite 
well, samus' is a hit or miss. If the enemy does get trapped, they're 
trapped for good, but if you hit them the wrong way, you're doing very 
little damage. This move also has pithy horizontal recovery. Plus, after 
samus uses this, she's got to fall back to the ground before doing 
anything, and since she falls so slowly, roy can be on the ground owning 
her when she gets there.


Edge Guarding

Roy:Roy is an -extremely- great edge guarder. He has many moves with 
which to guard. First we have Flare Blade, my personal edge guarding 
choice. This thing takes a long time to charge up, yes, but if samus is 
far away, and coming back to the level, you can nail her just as she 
gets back with a 31% or 36% Flare Blade, that will hammer her out of the 
arena. If she decides to drop down an grapple to the ledge, roy simply 
ends the move, moves back a bit, and starts to charge a forward+A smash, 
our second edge guarding move. This has excellent range, and can hit a 
returning foe that is still quite a ways from the ledge. Not only this, 
but it executes quickly, and you can quickly begin charging another one, 
or a flare blade. Thirdly we have double edge dance. Whomever says Roy 
doesn't have a smash attack is sadly mistaken. The third hit is a smash 
attack if you do up+B. This hit smashes them straight down, and is 
perfect for edge guarding. This is a much better meteor attack than most 
others, because it doesn't involve jumping off, and risking your life.

Samus: What can samus do to edge guard? Fire missles and plasma shots. 
That's really about it. Since the first hit of double edge dance is a 
large part of Roy's recovery anyhow, he can just rid himself of these 
projectiles, -while- returning. Samus doesn't have any edge guarding 
capability whatsoever with her forward smash, roy will be well into his 
blazer before he comes into range of that less than stellar move.

Power

Roy:Roy is a powerhouse, simply put. You can be fighting against 
someone, and get hit seven or eight times in a row, and then make it up 
with two smash attacks. Roy's forward attack can do up to 27%, and with 
no charge, can do 20%, more than samus' forward smash when fully 
charged. Flare blade is THE most powerful move in the game, short of a 
game&watch bucket, or Roy countering a very powerful move (ooh, roy 
possesses two of the 3 most powerful attacks ;).) Roy's upward smash 
also deals more than 20 damage, and so does his downward smash. Also, in 
terms of launching power, Blazer can launch them VERY far into the sky, 
at 0% simply by hitting them with the lower-middle of the blade.

Samus:Meh, she has a few powerful attacks, such as her smash missiles, 
and her up+A smash, but her up+A smash has a hard time connecting with 
every hit anyhow. For the most part, samus doesn't often break 20% with 
attacks. She simply cannot beat roy in this section, no questions asked.

The further your dumb roll goes, the more time the opponent has for 
setting up an attack.

yea my dumb roll does go far, no the opponet wont have time to set up an 
attack unless its a running A due to how far away ill be.

Perhaps you should go turn on your gamecube, and check the range on 
roy's forward smash. But then, a running A works too. Roy can set up a 
combo/juggle right there.....is that a selling point for samus' roll? 
No.

Sexiness

Roy:Roy is pretty damn sexy if you ask me (no I'm not like that, but 
trying to get in touch with my feminine side ;) ). Not only does he have 
dashing good looks, but he's a brave hero. He goes out and fights 
baddies for the good of the people. He's courageous, selfless, and 
noble. Not to mention that he's of regal blood. One of his winning pose 
voices translates to "For those I must protect, I cannot lose!". This 
shows that he cares for his loved ones very much. I don't know about you 
guys, but a lot of my female friends think that bravery, and courage, 
and nobility, etc, are pretty sexy stuff.

Samus:As I caressed the cold metal suit, and inserted my finger into her 
plasma gun, I knew that this night was going to be magical....
Seen many Harlequin's with this scene? No, because it just doesn't work. 
Samus is very much a tomboy. There is nothing at all sexy about a metal 
suit of armor, and weapons galore. Underneath that, she must be REALLY 
REALLY sweaty imo....ick. If samus had a costume without the suit, she'd 
probably be pretty damn sexy, but as it stands, she doesn't, so she's 
simply about as sexy as a robot.

forward+b moves

Oh, and I have something to say about samus' "great" smash missiles. Any 
good player won't even try to dodge them, but rather Power Shield them 
back, taking out two missiles at a time. If you mess up the power 
shield, you still get a regular shield. Double edge dance -cannot- be 
power shielded, and if you try to regular shield it, you're gonna have a 
broken shield pretty damn fast.

juggling defense...

Samus:

welp, its hard for most characters to defend a juggle, but then there's 
samus. she has the bombs thatll stop and stun as long as roy isnt 
releasing an attack (thats why you use the bombs high up) even if he is 
it forces him to take another attack to charge which is a waste of time. 
she can also (if she times it right) use a down A spike.

Roy:

Roy lacks one thing in this game: projectiles. roy has basicly no 
defense while juggling and he can ethier jump away or try a down a 
areail. not too much for roy to do here...

On the contrary good buddy, Roy has a little thing called Counter He 
simply counters at the last second, and the juggler all of a sudden 
becomes the juglee! Great how that works, eh? Samus however has crappy 
little bombs. If you're high in the air, they'll explode before they hit 
the juggler. If you're low enough taht the bomb would actually hit them, 
chances are they're attacking you at that point anyhow ;p

Buckwheatz Return:

Roy

Power

Many of Roy's moves have great power. His B Flare Blade can be charged 
and released wherever he see fitted. This allows a variety in it's power 
as well. Whether fully charged or not, this move has power. Roy's 
Forward+B has power as well. Some of the final hits of his combo have 
the power to KO an opponent, and this isn't hard to do seeing that Roy 
moves in a forward motion towards his opponent while performing this 
move. All of Roy's smash moves are equally good in power, if not better. 
The fact that he uses a sword grants him extra range over other many 
other characters. Having that little bit of range makes his opponents 
all that much easier to KO, and makes him deadly on the battlefield when 
his opponent is at high damage.

Running

Roy

Basically Roy bends his knees and gets down low to the ground as he 
sprints. Because he gets so low to the ground, some attacks (mainly 
projectiles) will miss him. When he sprints close to an opponent he can 
immediately slash his opponent with his sword, by pressing A while 
running (lengthy description for a Running+A O_o;). Getting low to the 
ground will avoid many attacks and allow Roy the opportunity to start 
out effective combos by using his Running+A attack! 

Samus
Samus wears all of her gear. That must be what slows her down, because 
she runs straight standing up! When she is running, she is actually 
increasing the area you can hit her, as opposed to Roy, because Roy 
crouches down and sprints close to the ground, hence reducing the area 
you can hit him. Roy is a faster runner than Samus as well. Running will 
affect the transition into the Running+A move, so if you have a fast 
sprinter like Roy, you will make out well with the Running+A.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Running+A

The Running+A move is directly linked to how fast a character can run. 
Because Roy is such a good sprinter, I'd say he wins over Samus in this 
category, because she is slower, but I have a bit more information 
before I get off this subject. Samus' Running+A gets 13%, acts as a 
battering ram, and will push the opponent forward. Samus also has 
recovery time after the shoulder charge she does. Now lets take a look 
at the aspects of Roy's Running+A. Roy's Running+A will pop the opponent 
up into the air for 12% damage. Roy has no recovery time after the move, 
so he can move directly after he slashes the opponent with his sword. 
With this, Roy can set up for great combos after the Running+A. Also, 
the move pops the opponent up into a prime place to juggle them as well. 
Samus' is not made for juggling, or comboing, as it will not only knock 
the opponent out of range, but Samus needs to recover after the 
Running+A attack.

Funkytoad:

forward+b moves

Oh, and I have something to say about samus' "great" smash missiles. Any 
good player won't even try to dodge them, but rather Power Shield them 
back, taking out two missiles at a time. If you mess up the power 
shield, you still get a regular shield. Double edge dance -cannot- be 
power shielded, and if you try to regular shield it, you're gonna have a 
broken shield pretty damn fast.

Any good player isn't naive enough to think they can consistantly pull 
of power shield.And most likely you will just get hit with them.Double 
edge dance is useless as a comboer because the first hit often knocks 
opponents out of range of the second hit, getting all 4 hits is very 
rare.Also samus can just roll behind him.

Here's an idea, let's start using facts. The first hit of double edge 
dance pulls the opponent toward you. Getting four hits in is simple, use 
forward, forward, up, down. You get in 30+ damage if you do it right, 
and it's not very hard to pull off. Also, once it's started, it's not 
easy to escape from.

And btw, I can Power Shield about 50% of the time ;p Most good players 
can power shield at least semi consistantly.

Secondly, the battle armor is just a external piece of equipment, it in 
no way makes her any less attractive underneath it.If you've ever beaten 
super metroid in under 3 hours you'd know that she is very sexy because 
other than the chozo suit all she wears is a bikini.

Last time I checked, we were debating about a game called Super Smash 
Brothers Melee, not Super Metroid...am I at the wrong board?

Dodging

Roy:Roy is quite the good player for dodging. His rolling dodge is 
quick, and effective, and can allow him to dodge an attack, and quickly 
retaliate with a smash attack, or a double edge dance. His down+A dodge 
is just like anyone elses, not much to say about this... His mid-air 
dodge is also just the same as everyone else's....however he can fall 
quite fast, compared to samus, so after a mid-air dodge, you can fall 
fast, when the opponent would jump, looking to combo you. If you make it 
down before them, you can start attacking. His up+B move is quite the 
effective move for dodging, especially given its optional horizontal 
capabilites. In a complicated level, such as Infinite Glacier, you can 
dodge things very well with this, then recover and attack.

Samus:Samus has basically the same dodging properties as Roy, save for 
two things. One, Her rolling dodge is SLOW and LONG as hell, and you 
aren't even invulnerable during it. This gives opponents an opportunity 
to smash you. Also, her up+B move cannot go horizontally, and thus 
limits dodging capabilities.

Comboing

Roy:Roy is a very effective comboer. A lot of this comboing talent comes 
from his forward+B move, Double Edge Dance. This is -the- ultimate 
comboing move. It starts off with two hits, that pull the enemy towards 
you, then you can smack them straight into the floor, then finish with a 
down+B, for some quick damaging stabs. There are also tons of other 
possibilities for this move, and lots of them are very effective. Roy is 
not limited to this move for combos however. My favourite combo is a 
forward+A smash, then a running+A hit, a mid-air flare blade, then 
hopefully they're off the edge, and you can just edge guard with either 
Flare Blade or your forward+A smash.

Samus:Samus doesn't really have much for the way of combos....her up+B 
move would be good, if it didn't force her to fall helplessly, and 
slowly to the ground after you use it. Her up+A smash would also be 
good, if it could actually connect with every hit on a semi-consistant 
basis.

Buckwheatz Return:

Counter regarding Down+A Smash

"\/smash: samus' \/smash has an excellent radius, and is executed very 
quickly. it can be used as a crowd clearer as it sends opponents 
flying."

It isn't as powerful as Roy's. Roy's power propels the opponent higher 
up into the air, and Roy can recover from his backslash and continue 
with a juggle or combo.

"the back is slightly less powerful but is equally useful in combos"

Samus' Down+A Smash I find hard to juggle with. This is because there is 
delay time after she hits the opponent. Roy's Down+A Smash has more 
power than Samus', so he can make up for the back end slash by knocking 
his opponent into the air for a longer amount of time than Samus can. 
Roy's Down+A Smash can also useful for combos, but does more damage at 
28%. This move of Samus' has less range than Roy's. This means that it 
is a less useful edgeguarder.

"roys \/smash also has a good radius, but isnt executed nearly as fast."

You are mistaken. It comes out instantly, but it hits once on each side.

"there is a pause between the forward and backward hit, leaving him more 
open to attacks from behind."

Yes, but this move has power, more than Samus' too. It will knock the 
opponent high enough in the air for Roy to recover from the backslash 
and start up a nifty juggle or combo. This means he won't be attacked 
from behind. Even should the opponent happen to be in back of Roy, the 
backslash would take care of them in a jiffy.

"while being a good crowd clearer, samus can get about 1.5 \/smashes in 
for every one of his (assuming they are not interrupted)"

Even so, it does have some delay time afterwards that may give her 
trouble because her Down Smash isn't as powerful as Roy's and won't send 
them as high in the air. Roy's range is greater than Samus' too on the 
Down+A Smash, so there is a certain distance that you won't be able to 
hit Roy, but Roy will be able to hit Samus.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Down+A Smash

Roy
Does excellent damage for a Down+A Smash at 28%. Has great power. It 
will pop an opponent into the air allowing a juggle or combo. It has 
great range, and it makes a great edgeguarding tool for opponents who 
hang just below the edge. 

Here is an image portraying the range of Roy's Down+A Smash:

..........................
..........................
..........................
..........................
..........................
......xxxRxxx.......
=============
..........................
..........................

R = Roy
X = Areas the Down+A Smash will hit an opponent.

Samus
This move is harder to combo or juggle with than Roy's. It's not as 
powerful, nor does it do more damage than Roy's Down+A Smash. It gets 
21%. It has less range than Roy's, so I wouldn't recommend it as a more 
useful edgeguarder. It can also be avoided in a variety of ways. Most of 
the reason it is easy to dodge is because it lacks range. [B][C][D][E].

I also have an image for this move as well:

..........................
..........................
..........................
..........................
..........................
........xxSxx.........
=============
..........................
..........................

R = Roy
X = Areas the Down+A Smash will hit an opponent.

As a comparison of both images, I hope you now see that Roy's Down+A 
Smash gets better range and therefore is better edgeguarder than Samus' 
Down+A Smash.

Counter regarding Up+A Smash

"^smash: samus' ^smash has a wide radius of fire and hits several times. 
it has not ko power,"

You must mean wide arc. I have no problems with the arc, but it's low 
range is where Roy gets you. It lacks the high reach that Roy can get 
with his sword, as Samus' only travels in a small semi circle above her 
head and is vulnerable to attack from below. If you don't hit with all 
the explosion attacks, it won't be as powerful nor will it be as 
damaging as you say. 

"but its good for using on enemies above you on platforms"

Nope. It is short ranged, and won't hit opponents as high as you think. 
As I said before, it doesn't get range. It makes more of an arc than it 
gets height on the explosion attacks.

"roys ^smash has a very narrow attack radius." 

Even if it doesn't have an arc (which the normal Up+A covers anyways), 
it reaches higher than Samus'. I will give a visual now.

....................................................
....................................................
....................................................
................x..................................
................x...................xxx..........
..............xxx.................x...x.........
..............xRx...................S...........
==========================
....................................................
....................................................

R = Roy
S = Samus
X = Areas the Up+A Smash will hit an opponent.

Even if the arc is a bit less, that extra range gives Roy the advantage 
to hit the opponent multiple times, and makes Roy's Up+A Smash better 
for juggling.

"it is also slow and easily dodged. "

Ain't as slow as you think. In the time Samus completes her scorching 
circle, Roy already has his sword out to hit the opponent. To hit an 
opponent above and in the rear of Samus takes more time than it takes 
for Roy to juggle an opponent with his. Roy's is easy to dodge? So is 
Samus'. All you have to do is execute an air dodge in back of Samus, 
Down+B counter, or shield the attack.

"while doing a lot of damage"

This will only do the full 29% if it carries the opponent through all 
the explosions. An opponent above in front or above in back of her will 
only get caught in the first couple of explosions, only doing 3% each 
hit. 

"and having excellent juggling power,"

Ahem. This move doesn't have the range of Roy's. It neither has the 
power to even lift the opponent to a decent juggling height until after 
50% damage. Roy's is better for it's power and range, damage isn't 
always everthing.

"samus can counter this with a bomb , drop off to the side of roy, and 
start himin a combo that he cant break thru"

That bomb you are talking about, is Samus' Down+B. It explodes after a 
certain height. Not only that, all Roy has to do is attack the bomb with 
his sword on an Up+A, and it will explode, neutralizing Samus' attack. 
After the Up+A attack, Roy can roll away from Samus.

Up+A Smash

Roy
Does 22% damage, trapping an opponent in a multiple hit flaming sword 
attack. It has great range, as it can juggle opponents who are just out 
of range of the normal Up+A. Because he holds his sword in the air for a 
second, it proves to be useful for many juggling purposes. The sword 
travels a good distance upwards above Roy's head.

Samus
This move is gonna hit for 29% on the first hit and drop down every 
other use. The arc is only over Samus' head, but it doesn't get good 
distance either. The flames will only travel in a line close around 
Samus' head. It's not near the range Roy's Up+A Smash. It isn't near as 
good a juggler as Roy's is either for that reason of lower range and 
height. It may not even do a full 29%, because Samus needs to hit with 
all the hits. Because every opponent will be directly above Samus, it is 
very likely they will miss the entire arc, and only be hit with a couple 
explosions, only dealing 3% a hit.

Medeus:

Samus's flamethrower is the perfect juggling attack.

How can you say that? No matter where the enemy is standing with Roy, 
he'll always push them into the air with considerable force. That means 
if you're standing beside us, we can use the Up Smash and you'll follow 
the flames. Seriously though, for all practical purposes, Roy's Up Smash 
stomps Samus' flame thrower for juggling abilities.

as enemys are falling down, samus unleashes a firey arc that goes above 
her head doing up to 30%.

But all of the hits hardly even connect...

since roys blade just goes up and not all around like samus's does.

It goes all around his sword down to his feet. Even Samus can't do that. 

both are a very quick attack, give off about same dammage, but samus's 
has a quicker recovery time cus she just puts her flame off, while roy 
still holds his blade up a bit afterwards.... also samus's covers a bit 
more space compared to roys.

If you've ever played as Ness you'll know that his Down Smash starts 
back and goes to front, but that isn't the point: Samus' Up Smash starts 
in front of her and it travels to the back of her head. Keep in mind 
that Roy's Up Smash hits all around his body, at ALL TIMES. So, if you 
were standing behind Samus, there would be more time to escape; that 
isn't the case with Roy however.

- Counter for *Rolling*

samus:

sure samus's roll may be slower than roy, but its very compact and its 
GOOD that it goes slow. it can go under a dancing blade and have time to 
shield. it also goes very far.

No, no, silly goose! Being slow is never a *good* thing! That's like 
saying it's bad to be fast, and it's not. Please don't say that again...

Getting under Roy's Double-edge Dance isn't as easy as you make it 
sound. For starters, with eighteen different combinations, using the one 
aimed down would work wonders. Besides that, the first slash hits people 
on the ground. However, I won't lie: if you were close enough to Roy, 
you could roll under it, but that would be totally forgetting the speed 
of the move. Roy lashes out with his sword... and that's about all you 
know. Those fists were fast as lightning, HUA!

roy: 

roy's may be faster, but it dosent go that far back. therefor roy 
couldnt continueously evade a barradge of smash missles and charge 
shots. while samus's can get under and away enought to not get hit by 
roys attacks.

Rolling once and then jumping soundly evades the missiles. You don't 
have to roll incessantly to dodge anything; throwing things together as 
a mix gives one the best results.

Silverhomer17:

a while ago, earlier in this topic, it was said that about the plain B 
attack that:

samus: this baby can be charged and released at any time. it cant do as 
much as roys B and doesnt have the one hit KO power ethier, but who the 
hells gonna go underneath Roys blade and say hmmm i feel like taking a 
hit today... anyway, samus's cannon does anywhere from 3%-27% and can go 
great distances without goin out. Its best used in the air or close 
range. overall a great attack from far or close up...

Roy's Fire Blade:

Yesh this attack is tight if you could pull it off aginst a human 
player. it has the one hit KOness and kwel effects. only prob is if you 
are gonna play witha a long ranged character like samus (or any human) 
you are only hurting yourself... speaking of hurting yourself, if roy 
releases this attack at or around full blast, he takes 10% dammage. not 
that good for an attack that most likely wont make contact

i don't know about you guys, but when i am fighting level 9 comps, or 
even friends, they will be sent off of the edge sooner or later. while 
they start to jump back, Roy can charge his b shot a little ways in from 
the ledge. the comp/friend graps on to the edge and pulls himself up, 
while you are waiting with a fully charged b attack, sending them off 
the screen. 

now, lets compare the edge gaurding factor of it. Roy's B attack doesn't 
take hardly any time to pull off if you tap the button. and the only way 
you would need a short amount of time to attack would be if the comp 
didn't go far at all. if the comp/friend is off for two seconds, roy's 
blade can do as much as 25 damage. correct me if i am wrong here, but 
that would be almost equal to a fully charged attack by samus, which 
takes roughly 3-3 and 1/2 seconds. if the oppenent is off for 4 seconds 
(how long it takes roy to fully charge) then a full attack can be pulled 
off, giving them 50 percent damage, and you a point for killing them, 
even if they were at 2% damage. a samus fully charged would be equal to 
about 4 seconds and would only do 28% damage and not instant kill. (i 
know you are probably saying, "Hey, silverhomer, didn't you say it takes 
3 seconds to charge?" well, not only do you have to fully charge it, but 
you have to hit the b button again to release it!)

another GREAT edge gaurding quality of roy's would be his dancing blade 
(forward smash B). if an opponent is hanging on to the edge, you can do 
his dancing blade, and the first attack should knock them off of the 
cliff (if not, just do his second forward b). samus's forward b smash 
would send a missle straight, not coming anywhere near your opponent, 
also leaving samus open to an attack that the opponent can do to get up. 
this is also a good way to get the hangman's KO bonus.

Psgamer02:

~~~~Roy in General~~~~

Roy uses a sword, I don't know which brand it is or anything fancy, I 
bet you could ask the Marth clan if you wanted to find out ^_^, anyhow, 
he extends his arm full length on a regular basis to attain the maximum 
possible range. With a big heavy sword comes spectacular priority.

His size is just below average, he is by no means tiny, but crouching 
cuts his height in half, making him a small target.

His moves advocate a sort of defensive/offensive style. He can stun you, 
but at the same time, prevent your attacking him with his range and 
speed, so he tends to take little damage, while simultaneously doing 
much damage to any enemy he may have. 

He is an all or none sort of character, just not taken to say...mewtwo 
extremes. He is fairly light, but his speed and power let his opponents 
take damage easily, but at the same time as killing the opponent easily 
with his power, his own vulnerability is accentuated by his weight and 
size.

~~~Roy pertaining to the game~~~

Power>
Roy has a lot of power behind him. Moves like Forward smash(20%), 
B(50%), Up Smash(16%), and Down Smash(19%) are the backbone of his 
power, and they serve him well. Anyone of these moves can deal out the 
damage as well as KO the opponent. His power isn't limited to these KO 
moves. He has the ability to heavily damage the opponent with His 
Forward B(20%) and Dash A(12%). All this makes for a surprisingly 
powerful character.

Speed>
There is no doubt of Roy's speed. His regular A, Up and B, Forward and 
B, Aerial moves and Smashes all have above average speed. Sacrificing 
power does not attain the speed he has. His power is retained, and his 
moves achieve a perfect balance in quickness and force. His roll is 
extremely fast, and his shield is also quick to defend him. His grabs 
also have this quickness. He grapples the opponent with a speed not 
usually seen in characters with his power. This all accounted for, he is 
a character near the top in all facets of speed.

Range>
Roy's range is his biggest asset. He has a severe lack of poor range 
moves. This is due to the very nature of his attacks. With his sword, he 
can out-range even the most deadly attacks, thus rendering them useless. 
All his A and B moves save one use this incredible sword, and that move 
(Down and B), is not an offensive move.

Arc>(range sub-category) 
His sword provides a bounty of arc. Only 5 of 25 moves don't use the 
slashing motion for the main attack (Down A, Smash Down A, Down B, 
Regular Aerial A, and Up Smash A). All other moves use to full length of 
the sword to cover as much area as possible in the attack. His arc is 
second to none.

Priority>
His attacks provide much priority. Priority is the ability to cancel or 
go through the opponents attacks. Many Roy's moves have this ability 
(Smash A moves including; Up, Down, and Forward, B, Forward + B, and Up 
+ B). Combined with Down and B (which is impossible to go through, 
literally) and you have a character that has the ability to go right 
through your attacks and turn your attack into a weakness. 

go ahead and analyze those b moves ppl (which i know a lot are about to 
right now) ill analyze SMASHES.
*ahem*
Overall: samus' smashes are fast and easy to pull off, they make good 
combo moves and send the opponent very far even at the lowest power.
roys smashes are slow and take time to pull off. yes, they have range, 
but samus can dodge the smash and counter with one of her own.

-Samus's smashes have some of the worst range in the game.

-Overall, samus has less power than Roy, especially in A moves. So if 
Samus can "Send the opponent very far even at the lowest power" Roy 
should be able to kill them no?

-Samus's slow Roll can never out-speed Roys A moves.

> smash: samus' forward smash is undoubtedly one of the fastest, if not 
the fastest, forward smashes in the game. it can be executed quickly, 
can be aimed, and has great throwing distance
roys forward smash, while having range, is slow and has an even slower 
cooldown. samus can dodge or roll around it with ease and use her own 
smash as a counter

-Marth is fastest, although samus does have speed, her awefull range and 
general stabbing motion limit its use to extremely close fighting

-Not a good edguarder due to the bad range and Hit area.

-Again, her slow roll isn't faster enough to beat Roy's Smash, which is 
quite fast, but slightly slower than Samus's.

-Roy has insane range, and more power than Samus's. It also happens to 
do more damage.

^smash: samus' ^smash has a wide radius of fire and hits several times. 
it has not ko power, but its good for using on enemies above you on 
platforms
roys ^smash has a very narrow attack radius. it is also slow and easily 
dodged. while doing a lot of damage and having excellent juggling power, 
samus can counter this with a bomb , drop off to the side of roy, and 
start himin a combo that he cant break thru

-Same speed on the start up.

-Roy can potentially hit opponents on the ground and behind him, 
something samus cant do. Roy definatly wins in the range department 
also.

-Roy's move has much better KO power.

-On average, Roy does more damage, Unless the opponent is caught in 
front of samus, and right next to her, there is no way to do the full 
damage, which is like 21%. Roy on the other hand, Can do 15+ damage 
almost all the time

\/smash: samus' \/smash has an excellent radius, and is executed very 
quickly. it can be used as a crowd clearer as it sends opponents flying. 
the back is slightly less powerful but is equally useful in combos
roys \/smash also has a good radius, but isnt executed nearly as fast. 
there is a pause between the forward and backward hit, leaving him more 
open to attacks from behind. while being a good crowd clearer, samus can 
get about 1.5 \/smashes in for every one of his (assuming they are not 
interrupted)

-Roys power is not even touched by Samus's spin move. He has much better 
range, power, and damage. Samus takes home the speed trophy. The way I 
see it, if Roy connects with this move, samus takes masses of damage and 
could be killed. The good range makes it so Samus can be out of range 
for her Down A, and yet Roy can still hit her with his move. If samus 
manages to get close enough to hit Roy with hers, it will do minimal 
damage, and not KO roy, the trajectory also limits Combing. Roys Down A 
automatically sets up an Up A smash for much more damage, but that's 
only if it doesn't kill Samus.


ets GET DOWN! o_o;;

B move: Samus's Charge cannon vs. Roys Fire Blade

Samus's charge cannon:

ahh yes the signature charge shot... this baby can be charged and 
released at any time. it cant do as much as roys B and doesnt have the 
one hit KO power ethier, but who the hells gonna go underneath Roys 
blade and say hmmm i feel like taking a hit today... anyway, samus's 
cannon does anywhere from 3%-27% and can go great distances without goin 
out. Its best used in the air or close range. overall a great attack 
from far or close up...

-Roy can easily do 27% damage, just while falling through the air and 
charging. Samus can't even Charge in the Air =(

-From far away, it can be easily Sheilded or Jumped over. It flys too 
slow to be usefull from a long ways.

-Roy's move releases way faster, and starts charging faster too =(

Roy - For Roy's forward-b move it has all types of combos. It can vary 
from 3-15 damage. In the middle of the attacks he can perform different 
varities of attacks, such as: an upward attack, forward, or downward. Of 
what i know there is 27 different combinations of Roy's foward-b attack, 
all varying in distance and power. Depending on what type of combo you 
choose it can vary in distance you hit your opponent. During the process 
of the combos it can deflect mid-air objects without Roy taking damage. 
It also has the ability to rack up damage easily.
Often, these combo moves are too powerful to pull off on an opponent all 
at once, making the combo rather ineffective. these do send opponents 
flying, but are easily avoided. Samus can roll around them. OR she could 
just stick to her own >B which is a ranged attack, and keep roy at a 
distance. Roys >B, while having good damage, distance, and somewhat 
useful as a recovery, only hits in one direction, is slow, and hard to 
pull out of if you make a mistake. while doing this samus could easily 
meteor you right down to infinity, or up to the sky, depending on where 
you are.

-What? Meteor on the stage who? Well lemme try to explain why this move 
is about 5 times better than a missle.

-WAY faster, lasts longer, more powerfull, more damage, more uses, 
recovery ability, superfast start up and recovery time, stuns for 
longer, can be used over and over due to the speed, hard to see coming, 
hard to jump over, hard to shield, good range for the speed it has, KO 
ability, Good trajectory, Combo potential, many options as the move is 
played out, ect.

Are those good enough reasons? How about these pertaining to Samus ->

-Easy to see coming, slow start up, slow finnish, lack of Combo ability, 
no power, poor hit area, less options, and useless. I would like to 
compare this move to a misquito...irritating but not dangerous.

ok >B time!

Samus's missle Vs. Roys Dancing Blade

Samus's missle:

now some may say that these are weak and cant go to far before dying 
welp.... if you knew when to use them youd know why they are good. The 
homing missle is weak thats true but its true purpose is to stop charges 
and combo attacks such as Roys B and Roys >B. the homing missle can also 
be used while your opponet is flying off the stage. it can cancel a jump 
and set up for another smash missle to be sent. speaking of smash 
missle, the super missle (as it is called in super metroid), is best 
used abit closer but not that close as to get hit by an attack. This 
fools the player into thinking its an >A smash and they back away only 
to be hit by it. the super missle is at its best when the opponet is in 
the air as well. if you can hit them with a super missle in air, theres 
an 80% chance they arent making it back. The homing missle does 4% and 
the super missle does 15-17%.

-I don't think that roy has long range charges and combos =/

-It allows Roy to use another recovery move

-Easy to see coming, hence easy to avoid/cancel/shield/dodge

Roys dancing blade:

This attack is also pretty good if you know how to use it. the part i 
always find tricky though is hitting them with the last hit. i can 
always get 3 and that gets me around 12%... anyway, you of course can 
only use this on ground. it does a fair amount of damage but normally 
when you aim up or forward on the third slash, it sends them too far 
away to start comboing away. due to samus's long jumps in the air, she 
can eaisly evade the slashes. its a nice attack and the color changes 
are good its just lacking the options samus has.

-Nope, It can be used in the Air just as effectively. It is almost more 
usefull in the Air. Super-fast disruption, combo killing, stunning, it 
can even lift people off the ground into the combo. 

-Lets Roy hover in the Air, this makes it harder to time Missiles, it 
also lets him get much more recovery distance.

Pros for Samus's >B:

longer range
a nice amount of dammage
is THE perfect edge guarder

-It only allows Roy to gain more distance on recovery if used for 
edgeguarding.

-Less than Roy for damage =(

-Long range = Easy to see coming





Cons:

it has a big recovery time afterwards so you are hopin they get caught 
in it.
it dosent send them that far unless you hit them with all 4 attacks.
cant use anywhere except ground.

-Yeah, such long recovery that it can only be used 3 times in the Air 
before Ory gets back down from his jump -_-;;

-The third attack can easily KO, and by that time the damage is already 
more than Samus's move..

-In the Air is even more effective, as I already explained 

Roy's Fire Blade:

Yesh this attack is tight if you could pull it off aginst a human 
player. it has the one hit KOness and kwel effects. only prob is if you 
are gonna play witha a long ranged character like samus (or any human) 
you are only hurting yourself... speaking of hurting yourself, if roy 
releases this attack at or around full blast, he takes 10% dammage. not 
that good for an attack that most likely wont make contact.

-lol, you can release it before it hits Roy you know. Roy can travel 
while charging too, he can fly through the Air and charge, then release 
as he arrives, basically making it a transportable move, and giving it 
range.

Pros for samus B:

Good damage for a standard B attack
Can be shot at anytime
can go across just about any stage without dissapearing
medium KO power

-Slow

-easy to see it coming

-Has to be charged to the max to be usefull




Cons:

Short range
long chargeup
he hurts himself if charged all da way

-Can also be released at anytime, but his releases much faster, 
furthering it usefulness in a realy fight.

-Can be used in the Air, momentum makes it mobile

-Releasable near the end without major Power\damage loss.

Samus- Her forward-b move is just a missle. I doesnt have any type of 
combo with it. It leaves Samus open for attack from behind so she can 
get hit. It sometimes doesnt even hit the opponent that shes aiming at 
just making it a waste of time. The missle can be deflected easily 
because it is so slow, just a tap on the A button makes it explode 
causing no damage to the opposing player. Her missle also has a delay 
time before it shoots.
Samus' forward-b is TWO missles. one is a homing missle the other is a 
powerful smash attack. this smash attack is ranged, farther than roys 
smash attack could ever range, and can be fired in the air unlike other 
smashes. this has great comboing potential, in that four or five super 
misles coming at you is impossible to avoid at once, even by jumping (a 
good samus player wouldnt fire that many in a situation where u could 
just jump outta it). by throwing you in the air, you would be only able 
to jump around them, and you only have three jumps (counting the dodge) 
that arent even that good anyway. super missles make great kos.
the homing missle is good for disrupting attacks. often the super missle 
is hard to pull off accurately in midair, this is where the homing 
missle comes in. if someone is coming back to the edge, be they abve or 
below, you can fire a missle to home in on their sorry arses to rack up 
damage and waste their jump (if its their normal jump then they just 
wasted it on a homing missle). while htis missle does a small amount of 
damage it can easily put you opponent on his/her toes.

-Range comes with projectiles, but so does Less damage, power, speed, 
ect.

-a simple Sheild or air dodge nullifys slow moving homing missles.

-Roys Up and B, that super fast Fire dragon move can easily be used just 
before the missle hits, and it can then be used again, only furthering 
our recovery. Talk about a backfire

On the contrary, Roy's forward smash can do up to 27% damage, and 
samus's can only go up to 20%, which is a huge difference. And how can 
samus's smash be "aimed"? it has extreamly bad arc, and its power is 
only minimal compared to roy. Roy swings down at a 45 degree angle, and 
has incredible range compared to samus's poor smash. Samus's smash cant 
even be used for edge guarding, since it barley covers any distance. And 
how would you be able to roll around a smash attack from roy? Roy's 
smash goes down in about .3 seconds, and the reaction time for a human 
being isnt even that much. so you would have to be pretty amazing to 
roll out of the way of something like that. plus, Samus's roll is 
extreamly slow, so even if Samus did somehow managed to evade Roy's 
smash, Roy could easily turn around and prepare another one as Samus 
recovers from the slow roll. Samus's forward smash is insanely 
inaccurate, not to mention weak, and short ranged, making it obsolete 
compared to Roy.
Samus' smash can be aimed up, down, or forward depending on how you tilt 
the joystick. this was an attribute that, sadly, didnt carry over for 
most characters from the original. it allows you to hit an opponent low 
for easier defending, high if they have decent damage on them, and just 
straight forward. Roys smash only hits high, being hit high allows you 
to recover more easily. and, you dont necessarily have to roll, you can 
dodge it too. Scenario: roy does a >smash, samus dodges, roy readies 
another smash while at the same time samus unloads a fully charged beam 
on him. the beam hits roy right before or at the same time he hits 
samus, sending him flying and leaving samus unharmed. if he hits the 
beam it cancels it out and leaves him stunned for a second. a second is 
a long time, and plenty of time to begin a combo or just to toss roy 
away and keep him away with projectiles. samus' smash seems accurate, 
but thats because its short ranged. its main use is just to knock 
enemies away from her.

-Yeah, all that scenario is BS. Unless samus uses her roll before or at 
the same time as Roy's smash, she will be hit. Can you send me that book 
quick, yeah that one entitled "psychic powers for beginners" -_-;

-Roy dominates the Power, arc, range, priority, edge-guarding, and 
combo-ability, Samus takes the "Hit guys who are right next to you a 
slight distance away" trophy.

Samus's Up Smash does crap damage, and barley hits that far at all. 
Roy's packs a punch, does a bunch of damage, and is excellent for 
starting a juggling combos. How could she counter this attack with a 
bomb, if the attack sends samus so far into the air that the bomb will 
eather dissappear before it hits Roy, or Roy will obviously move out of 
the way, or even better, Roy will just meet Samus in mid air with an A 
or Up+A or Up+B to continue a juggling combo. You can't always count on 
samus's Up+A on hitting Roy with every flame, and with its poor power, 
Roy can easily recover and follow up with a Down+B if the samus decides 
to continue attacking, or maybe with a double-edged dance.
like i said, with a bomb. if i see roy using this move then i can use a 
bomb while close to him and then move off to the side, out of harms way. 
this will obviously disrupt the attack. also, it is very very slow, as i 
also said. this move can only be pulled off while samus is high above 
roy, so she cant use her meteor to disrupt it. if you tried to use this 
move while samus almost on top of you, she could meteor you right into 
the sky with no problem. and, roy has a long cooldown time for this 
move, and samus can just hit him while he recovers, making "movng out of 
the way" very difficult.

-If you have to "see" one of roy's moves to react, you probly got hit by 
the time you got to the word "see"

-Does anyone know which attack we are talking about here?

-We don't use Counter unless the attack is started, or we expect an 
attack, as in a Combo/Juggle.

Fortunatly, Roy's Down Smash has even better radius, not to mention 
better it can do up to 28% Damage!!!! Samus's can only do up to 21%, AND 
the backward hit is weaker than the forwards hit, making the attack even 
weaker. That is a huge damage difference, making Roy's attack much more 
rounded out and better. Roy's also packs more of a punch, as it can Star 
KO someone easily. And unless you didn't notice, Samus's Down Smash also 
has a pause between the forward/backward hit.

like i said, samus' smash is faster. she can get off 1.5 of her smashes 
for his one. the pause in samus' smash is very short, while roys is a 
long one and leaves him open even to samus' forward smash. he swings, 
pauses, swings again. samus spins around with her foot. the only pause 
is while her foot is facing away or torward the camera, and that one is 
short. roys cant clear crowds well because his is too slow. samus sends 
her opponent behind her, which is a good thing because her back+a in the 
air is extremely powerful, and faster than anything roy can pull off 
while he flies from her smash.

-Speed = Samus, Everything else is owned by Roy

-The trajectory is no competition. Behind samus and you are limited to 1 
move, With Roy, being straight above him, he can uses a plethora of good 
solid Aerial moves.

Samus- Her forward-b move is just a missle. I doesnt have any type of 
combo with it. It leaves Samus open for attack from behind so she can 
get hit. It sometimes doesnt even hit the opponent that shes aiming at 
just making it a waste of time. The missle can be deflected easily 
because it is so slow, just a tap on the A button makes it explode 
causing no damage to the opposing player. Her missle also has a delay 
time before it shoots.

Kids these days. They can't stick with the truth. Let us analyze this 
shall we? Okay first of all the missile has many types of combos. Have 
you ever seen somebody getting held up in the air with missiles? The 
missiles don't leave Samus open for attack. This is a one on one battle, 
you won't have the time to run forward, and dodge the missile. The 
missiles have short startup time, and the usefulness of a long distance 
powerful attack is something that Roy will never achieve. You can never 
assume that Samus's moves are a waste of time. Ask previous clans, 
they'll tell you. If the missile misses you, either by you dodging or 
side stepping, I'll already have a second missile coming your way. You 
think the missiles are slow? Let's see Roy countdown attack...that takes 
beyond too long to catch someone off gaurd. Samus's missiles have good 
speed, great range, and excellent power. Roy's Forward B attack is 
hardly useful in one on one matches. Trust me, I know two people who use 
him, and never win against me. Roy's attack does about 15% damage if 
you're lucky, and it takes about 3 hits to do so. Samus's attack, on the 
other hand, has distance, homing capabilities, powerful attack power, 
unrivaled edge guarding capabilities, and deadly comboing abilities, all 
in exchange for 3% damage. All in all, Samus's move is better. ROy's 
attack may look good, but it's all flashy colors, and no noticeable 
potential against a player in the SSS.

-The speed of the missles, both in the air and the start up/recovery 
time, prevent any such Trap of death, or line of missles. The speed of 
them is simply to much to form a string of these and be effective.

-LOL, I like how you think that This move is better because you beat 
your friends with Samus.

-First of all, I already told the truth about this move. Lets go over it 
again, shall we? =P

a. It is by far faster than the missle, it can be used 3 times in the 
Air before Roys hits the ground again, samus gets 1 off =(
b. More damage, more power
c. Can be used for disruption, lift, quick attacks, damage, KO's, 
comboing, recovery, ect.

-Are we all fully aware now that Dancing Blade > Missile?

the grab and running throw:

samus:

Samus has the longest ranged grab in the game even without the 3 
capibility. i have no problem executing this feat and can do it in about 
2 trys. after that, you can throw you grab pretty far and to retrive 
your prize catch, just press the A button. if he dosent like the bait, 
home in on him with L. this is much better then Roy's simple grab and 
throw which i shall add, dosent send them that far. all of her throws do 
7% by the way...

-Super slow, so slow in fact that Roy can grab samus 3 times before her 
grab gets to him.

-All of her grabs save one completely nullify any chance of a combo by 
throwing them on the ground. Then she has to Recover herself and go over 
there. By then, there is no chance to Combo.
-------------------------------------------

Samus's running throw also is the longest ranged running grab/throw in 
the game. its great to use when you are back from the person abit and 
they are recovering from a move (i.e. Roys flare blade) it does 7% and 
is probally the best running throw in the game.

-Range Range Range Range Range Range Range Range Range Range Range Range 
Range Range Range Range Range Range Range Range Range Range Range Range 
Range Range Range Range Range Range Range Range Range Range Range.

-Roy runs Immensely faster than Samus, 

-She has to hunch over, wind up, and throw that thing, Roy simply 
extends his arm and he has got them. 

roy:

Roy's grab is a pretty good throw but its just like most other 
characters grabs and is a bit weaker when he throws than most throws in 
distance. id say roys best throw would be the ^ throw for juggling and 
such (samus has a trump card for that ^_^)but otherwise its just a 
normal grab.

-His Down Grab is the perfect combo setter. He tosses them in the Air a 
slight distance, stunned. This is the perfect set up for a Smash, 
Running A, B, just about anything.

Roys running grab/throw is also pretty normal. samus really takes the 
cake in the multi function grappling beam. roys running throw has a 
averadge recovery time allowing samus to try to get a quick running A in 
there...

-Faster in every way, samus's throw is so slow, that a person can see it 
coming and roll back out of the way. You will be done rolling with just 
enough time to walk up and Smack Samus as she recovers from the huge 
slow grappling beam of Gargantuas.

Pros for Samus's Grab:

longest range
with 3 ability on, you can home in
good damage

-Immensely slow, almost impossible to hit with unless the opponent isn't 
ready for it.



Cons:

recovery time is a bit more than usual
its range is microscopic compared to samus grappling beam

-What? His grab is slow? I don't get it, you have the slowest grab in 
the game >_>

-His quick speed allows him to actually use his in a fight, as a roll 
would take too long to dodge it, and shielding is ineffective.

Pros for Samus running grab

best range for running grab
throw does ok amount dammage
is great to break up combo attempts

-Extremely slow running.

-How does Samus Run at roy as he is already doing a Combo? The combo 
would most likey be over by then, if a person had a low enough IQ to 
combo mid-air =/



Cons:

the range once again isnt great compared to samus's which gives him a 
greater chance of missing leaving him open.

-Samus's massive range = Disadvantage

a. Its so damn slow, it is nearly ineffective
b. The slow recovery time allows Roy to run circles around Samus
c. Samus is defenseless if she misses
d. A simple roll will negate this Gigantic grab.

eather way, the attack still does poor damage, and when i was messing 
around with it, it seemed like it was dealing the same amount of 
knockback power if you hit high, low, or straight. Roy doesn't need to 
aim his attack, is it swings at an arc and hits all in front of him. In 
your scenario how did Samus get the fully charged beam? Any idiot 
wouldn't let Samus stand somewhere and charge, and with Roy's high 
running speed, he could easily catch Samus if she tried to Run and 
charge somewhere. And if you do happen to charge the beam all the way 
and unleash it at the same time Roy smashes, the attack will cancel out, 
as you mentioned, but roy wont be the only one stunned for a moment. 
Samus has just as long of a cool-down time as the time to cancel out an 
attack is, so we would be even. Another thing is when you're aiming 
samus's smash, you have to aim it before you can charge it. So it's 
still an inaccurate attack because it only hits in one spot, and is hard 
to be trajected into the right location of an enemy at the last moment. 
For Roy, he only needs to smash forward, and it slices anything infront 
of him diagonally and infront of him directly, AND a short ways away 
from him.

if youve ever played the original all samus did as a cp was just roll 
around and charge. samus can build up this way, by saving the charge. 
and, samus can charge while roy is dying, recovering, and if he messes 
up (messing up on any move is a great time to charge for samus) like say 
for example he gets a >B combo started but misses on the first hit. lets 
say the human playing him, by reflex, hits b again, this gives samus a 
chance to charge while he follies in his combo.
an ur right, my bad, samus does indeed recover as long as a cancel 
recoil, but she can still roll away faster than he can get another 
attack off afterwards

-So you are going to charge while Roy's Forward B move Recovers eh?

a. His Forward B move has almost no recovery time.
b. This move is so fast that by the time samus rolls away and starts 
charging, Roy is there and waiting.
c. If you don't believe "b," try it yourself.



aiight lets do the ^A smash

Samus's flamethrower vs. Roy's firey blade thing

Samus:

Samus's flamethrower is the perfect juggling attack. as enemys are 
falling down, samus unleashes a firey arc that goes above her head doing 
up to 30%. since roys blade just goes up and not all around like samus's 
does. both are a very quick attack, give off about same dammage, but 
samus's has a quicker recovery time cus she just puts her flame off, 
while roy still holds his blade up a bit afterwards.... also samus's 
covers a bit more space compared to roys.

a. Nope, Roy has better hit area

Roy:
.....***
...***
....*()*
...*<|>*
-----/\----

Samus:
....****
...*.()*
...-<|>
-----/\----

-No way in hell Samus's move ever pulls off the full damage. The 
opponent has to be right in front of Samus, and not moving, and standing 
upright.

-Roys move can hit in back of Him, and it last longer in all the hit 
areas.



Pros for samus:

good range
great combo abilities
nice dammageness

-it can potentially do more damage, but in extreme circumstances.

-Can't combo as well as Roy, due to the trajectory as it hits near the 
end. It doesn't have good power and it hits behind her, making the 
opponent recover at the same speed as you, and they also end up right 
behind you, no room for combos.



Cons:

slower recovery time than samus's
covers less than samus's does

-It recovers slower, but it also lasts longer, making it easy to be hit, 
even if you air guard to disrupt timing.

-"covers less area" ----Blatant Lie

lets do edge gaurding defense

Samus:

well besides the fact samus falls slow allowing her to hover over Roy, 
and the apparent grab on ledge and roll, she has her friend, THE 
GRAPPLING BEAM!!!!1! this can hang on to ledges with ease and pull 
herself to the ledge and/or get into the air, overall, a varity of 
options.

-The slow speed allows for a longer charge from Flare Blade, which also 
hits above Roy.

Roy:

The only real thing roy can do is grab on the ledge. unless hes way up, 
he falls too fast to hover over samus's range. without the grappling 
beam or hook shot and whatnot, roy falls short on the defense area

-His up and B move hits samus behind him, turning the tables on the 
edgeguarding.

-Not to mention his insanely fast Air moves and Forward B, allowing him 
to recovery easily. 

-Aimable Up and B allows for dodging Moves.

stage strat:
Stage: Fourside
Samus definitely wins this one. In a one on on, roy would have to jump 
all the way across the course and samus would have plenty of time to 
charge her beam. the small holes make easier recovery for roy, who has 
sheer vertical recovery power in his ^B, but even better for samus, who 
can jump from wall to wall, making it all but impossible to ko her down 
there, esp. since roy has no meteor attack. Not to mention her wall jump 
can allow her to dodge attacks quite easily by jumping off the center 
building. The ufo is slippery, and a battle on it would not be easy for 
roy, who would be a sitting duck for samus' missles. There are plenty of 
areas samus can just hide to charge up her beam while roy chases her 
down, and with her superior jumping she can easily outmaneuvar him.

-the staggered platforms jack the range of Samus's projectiles, making 
it easier for Roy to jump around and attack without being in the hit 
area of Samus.

-Flare blade thrives on Momentum...the UFO only adds range to the most 
powerful move in the game.

-lol, out-maneuver Roy in the AIR? With Samus!!!!?!?! You have got to be 
kidding me, please tell me you are kidding. Roy jumps way faster, runs 
way faster, falls way faster, attacks way faster, I don't see any out-
maneuvering there.

lets roll baby!

samus:

sure samus's roll may be slower than roy, but its very compact and its 
GOOD that it goes slow. it can go under a dancing blade and have time to 
shield. it also goes very far.

-Heh, I know I sure would like to have a super-predictable and slow 
moving roll -_-;;

roy: 

roy's may be faster, but it dosent go that far back. therefor roy 
couldnt continueously evade a barradge of smash missles and charge 
shots. while samus's can get under and away enought to not get hit by 
roys attacks.

-Roy gets nearly the same distance in much less time.

-Both characters are invincible during this time, so size doesn't 
matter.

Stage strat:
Stage: Brinstar Depths
One thing to say before i get started: this course was made for samus. 
It was made to accomodate her style of close-range fighting and aerial 
maneuvaring by giving her many many chances to use the wall jump. The 
rotating of the course is hazardous for roy who doesnt have as good 
aerial maneuvaring as samus. samus can easily just jump from platform to 
platform while roy would have to land on each platform or use dodges 
constantly. the many obstacles jutting from the surface allow samus to 
use her long legs and make use of her ^a which doesnt get much use 
against roy. It may seem, though, that her projectiles dont get as much 
use. But on the contrary, her missles and charge shot are at their 
fullest potential as edgeguarders. Being that there are no ledges to 
grab onto, samus can easily knok you away and keep you away with the 
missles and beam. which brings me to my next point, samus can use her 
grapple beam as a recovery, better than any other course in the game. 
The only other characters who can do this are link and y. link, and they 
arent in this argument. but the grapple beam/hookshot compensates for 
the lack of a ledge by allowing samus to literally grab onto the edge of 
the course and pull herself in, unlike roy who, once out, has little 
chance of recovery.

-LOL, how does samus's slow jumping and falling compute to Good Air 
maneuverability?

-The many obstacles are in roy's favor by shielding him from projectiles 
and letting his fast, ranged, physical attacks hit easily.

-Roy, at this stage, is at a huge advantage. His general quickness 
allows him to jump over obstacles and attack much faster than Samus.

-Roy can use his speedy recovery to get back before the slow 
moving/jumping samus can get to where he is going to land.

Stage strat:
Stage: poke floats
Again, the lack of ledges to grab onto puts samus at an advantage, 
recovery wise. Also, samus' long roll comes in hand here as she can 
easily evade many of roys attacks as he moves into position. The 
pokemon's movement makes it an obstacle course for roys limited jumping, 
while samus moves through this course at ease. Another one where samus 
excels.

-Nope, samus's slow jumping puts her at a disadvantage when It comes 
time to scamper to the float. Also, Roy's 

-Roys quick jumping and recovery time allows him to always get to the 
next float, while samus's general slow attacks put her in jeopardy.

edge gaurding offense

Samus:

Samus has a varity on things to use in air. she has projectiles such as 
the missles and the charge shot covers alot and can basicly kill if you 
are in the air. the smash missle if you can time it, can take away a 
jump. she can also use her >A smash or down A smash to get him eaisly.

-Down A hits upward, letting Roy recover.

-Forward A has too short of a range, Roy could easily let back and grab 
the edge.

-All Samus's projectiles allow Roy another Recover move, furthering his 
recovery. The Chrage shot also takes too long to charge as roy is in the 
Air, and the "release anytime" thing is hard to time because of its slow 
start up time.

Roy: 

roy has a couple of attacks up his sleeve too just nat as many or as 
useful as samus's. he has the >A smash, the down A smash, and the B. 
these attacks are good but cant stop him in midair.

-?

-Flare blade is The best edge guarder in the game, ill explain in short 
here, and in pepth later.

a. He can Instantly release it at anytime
b. Samus's slowness in the Air only allows a more powerfull charge when 
samus gets back.
c. Very powerfull, almost guarantees a kill if it hits.
d. It covers all the area in front of, and above roy, and hits forward 
always.

The further your dumb roll goes, the more time the opponent has for 
setting up an attack.

yea my dumb roll does go far, no the opponet wont have time to set up an 
attack unless its a running A due to how far away ill be.

Is there something wrong with hitting Samus with a Running A everytime 
she rolls?

juggling defense...

Samus:

welp, its hard for most characters to defend a juggle, but then there's 
samus. she has the bombs thatll stop and stun as long as roy isnt 
releasing an attack (thats why you use the bombs high up) even if he is 
it forces him to take another attack to charge which is a waste of time. 
she can also (if she times it right) use a down A spike.

-Bombs, when released, start falling above Samus, not exactly a shield 
of defense =(

-Her spike is feasible, but hard to time and last much less time that 
say, Roys Up and A smash.

Roy:

Roy lacks one thing in this game: projectiles. roy has basicly no 
defense while juggling and he can ethier jump away or try a down a 
areail. not too much for roy to do here...

-How do Projectiles Prevent Juggling?

-His Dancing blade is very fast, lifts him up, catches the enemy, 
disrupts timing.

-His speed in the Air is a huge advantage. His fast Jump, Up B, and 
Dancing blade can prevent most juggles.

Buckwheatz Return:

Counter regarding B

"B move: Samus's Charge cannon vs. Roys Fire Blade

Samus's charge cannon:

ahh yes the signature charge shot... this baby can be charged and 
released at any time. it cant do as much as roys B and doesnt have the 
one hit KO power ethier, but who the hells gonna go underneath Roys 
blade and say hmmm i feel like taking a hit today..."

First of all, who would use this move out in the open? This move is best 
used for edgeguarding, and timing and patience is a big key on Roy's 
part. It can be charged in the air, and continued even when Roy hits the 
ground, unlike Samus, who can do neither with her Charge Shot.

"anyway, samus's cannon does anywhere from 3%-27% and can go great 
distances without goin out."

But, it can be avoided by a shield, roll, or even countered with Roy's 
Down+B.

"Its best used in the air or close range. overall a great attack from 
far or close up..."

In the air it cannot be charged though. Samus doesn't have the options 
that Roy has with his Flare Blade, making Charge Shot quite predictable. 
Not to mention it travels in a straight, easy to dodge path across the 
screen. We want you to use it up close. This way you are in range for 
Roy's counter strike with the Down+B, when we both deflect your shot 
away, and do 1.5x the damage of the shot back at you after the shot is 
fired and while you are stunned.

"Roy's Fire Blade:

Yesh this attack is tight if you could pull it off aginst a human 
player. it has the one hit KOness and kwel effects. only prob is if you 
are gonna play witha a long ranged character like samus (or any human) 
you are only hurting yourself..."

Whats so wrong with playing against long range characters? We can 
counter as well as dodge projectiles. It's not hard especially with 
projectiles as slow moving and predictable as Samus' Forward+B and B. We 
can release Flare Blade when we want, reset ourselves, and continue to 
charge when edgeguarding. 

"speaking of hurting yourself, if roy releases this attack at or around 
full blast, he takes 10% dammage. not that good for an attack that most 
likely wont make contact."

It's gonna do 10% to Roy when it's FULLY charged up. This is also gonna 
do 50% to the opponent, as well as hit them with a mega powerful blow 
that can KO opponents from the center of normal size stages. Samus' is 
less power and less damage, as well as a slow and predictable 
projectile, so that can't really compare. It isn't always necessary to 
charge this attack up fully either. Roy has the option to charge Flare 
Blade and release at any point both on the ground and in midair. This is 
something Samus's Charge Shot can't do. As I have said before too, it is 
more likely to KO someone at full force with this move while 
edgeguarding, because the option is there always to release and reset 
your position according to your opponents edgeguarding defense moves.

Con't Counter regarding B

"Pros for samus B:

Good damage for a standard B attack
Can be shot at anytime
can go across just about any stage without dissapearing
medium KO power"

28% is standard. Roy's is above standard then because of it's 
possibilities to do 50% and KO an opponent. Roy's Flare blade can he 
thrown out anytime as well as charged at any time, but Samus is 
restricted to ground charging only. She cannot charge her shot once she 
is in midair, she can only release it. It can be dodged, countered, or 
shielded against too. As I said the first paragraph, if this is at 
Medium KO power, Roy's is VERY close to max KO power.

"Cons:

well it takes abit to charge..."

Charge shot can't be charged in the air either, like Roy's Flare blade.

"Pros for roys B:

one hit KO dammage and a good close range attack"

No, it's not a good close range attack. It is a well ranged non-
projectile attack. It's range is by far BETTER than many of Samus' non-
projectile attacks.

"Cons:

Short range
long chargeup
he hurts himself if charged all da way"

Puh, I commented on the "short" range. What are you comparing this to? 
Samus' projectile attacks? That isn't fair, because this Flare Blade of 
Roy's is a non-projectile attack. Being a well ranged non-projectile 
attack, this move can beat out many of Samus' non-projectile attacks. 
The lo0Ong chargeup? How about Samus? Her's takes a while too, and she 
is limited to charge this one on the ground. Roy can charge Flare Blade 
in the air, as well as continue his charge when he hits the ground. When 
charged up all the way, yes, Roy does 10% damage on himself. But look at 
what he is producing! A powerful long ranged non-projectile attack that 
does 50% damage on an opponent as well as possessing the ability to KO 
opponents with this attack alone!!! By all means, I consider the KO 
worth the trade for a measly 10% scratch to Roy.

Silverhomer17:

oh, i have something for the up b/third jump!

i will use mario in my example.

say you come back from being thrown or hit off the edge, and you are 
right below the platform, and still have your up b. here is a model

X= mario
Y= Roy/Samus
___= surface

___X___
\........../
.\......../ Y

okay, mario is trying to hit you with a fireball while you come up. Roy 
has a VERY fast third jump the is very hard to hit with a fireball of 
mario's. (great timing would be needed) while samus on the other hand is 
very slow and can be predicted from a mile away. I think that Roy will 
deal more damage with his up b than samus

Psgamer02:

~~~A moves~~~

His Aerial move-set leaves something to be desired in the power 
department, but they generally have the speed for disruption, the power 
to kill and the range for usefulness.

His Smash "A" move set is awesome. Tons of Priority, Range and power, 
not to mention the above par speed and you get Roy's Smash Set, one of 
the best in the game.

Roy's standing "A" non-smashes are his strongest point. The superb speed 
and range make them some of the most disruptive and best combo starting 
moves there are. The enemy attacks with a Smash or B move, you use 
regular "A" that's a fairly basic scenario, so lets elaborate. Roy's 
slash does 2 things, it goes faster than most moves, and it has a better 
range than most moves. It will hit you, and your move is worthless if it 
is cancelled, so roy has the upper hand on a stunned and un-attacking 
opponent. Simply follow up with a Smash forward, and they have just 
taken 25 % and possibly been killed. Regular "A" moves are critical to 
Roy's success on the ground.

Running speed is great, so that only adds to the usefulness his running 
"A" move. This area is fairly specific, so I will explain it all in a 
separate post..

~~~~Air A~~~~

Roy

Check out this sweet diagram to help explain the use of this move....
...........\...()..<A
.............\<|>
..............-/\--------
.................
.....()..<B
....<|>
-----/\-

"Person" A is Roy, "Person" B is the opponent....that is, if you couldn't 
already tell.

This move is most effective at any stage with platforms, (25 of 29 
stages do have platforms)...you simply jump from any area where the 
heights of your character and the opponent are different. This height 
difference gives ample time to get the sword swinging.

Shields don't fully cover a character unless the shield has been raised 
during the exact instant of the attack, and the erratic swinging action 
of this move prevents accurate timing for the opponent to raise a 
shield. It will be quite easy to hit the enemy in the area where the 
shield doesn't protect, either near the bottom or near the top of the 
character. 


-It can do either 4, 8 or 12 damage. The first slash does 4, the second 
is 8, and if you are falling with them, It can do the 12%. This is 
obviously very good for an aerial "A" move. 

-It has spectacular range because Roy fully extends his arm and Sword to 
get a bounty of distance.

-It has good start up time, and the recovery is the same amount of time 
as a jump, which is very little. His legs can still land on the ground 
while he swings the sword with his arms; this lets him recover much 
faster than normal character would.

-Samus does a base 10%, which is more than Roy

-Samus's move is much slower on the recovery and start up beacuse she 
has to use her legs to land on, which means she has to extend her foot, 
then to land on it she has to pull it in, Roy has no such problem.

-It doesnt last nearly as long as Roy, and due to her slow speed in the 
Air, it is very predicatable to see coming. (air Guard)

Buckwheatz Return:

Up+A

Roy
Roy will swing his sword in an arc, doing 9% to any opponents in its 
path. This move has power, as it can pop up an opponent into the air 
either for starting a juggling combo, or maintaining a juggle. Whether 
it be from the ground, or from midair, if an opponent is hit, they will 
be sent back into the air. Wherever in the arc that Roy hits his 
opponent with this move, they will be sent flying into the air. Roy's 
arc covers a very wide range above his head, as well as covering around 
his entire body, as he hits opponents on either side next to him. The 
wide and ranged arc makes Roy's Up+A very useful in juggling opponents, 
as it has a large hit area. Now for an image:

.......................................................
.................^.^...................................
.................|..|...................................
.................|..|...................................
.................xx...................................
...............xxxx..................................
...............xxxx..................................
...............x.R.x.................................
============================
........................................................
........................................................
R = Roy
x = Areas the Up+A will hit an opponent.

As you can see from this image, Roy has quite a wide hitting arc with 
this move. From the ground, Roy can hit an opponent on either side of 
him. There are arrows showing that the opponent who is hit by this will 
be sent up into the air. Roy can set up excellent juggles from there.

Up+A (Con't ^_^;;)

Samus
Samus does a heel drop doing 13%. Although doing a BIT more damage than 
Roy's Up+A, it has little use and little power. It does an arc, but it's 
not like Roy's where you can predict exactly what direction your 
opponent is heading. It hits at odd angles, so it won't be able to set 
up opponents for juggles. Because of it's many directions it will send 
the opponent, it's hard and confusing to predict where your opponent 
will go Hence that is another reason why this move can't juggle. It can 
in one place, pop the opponent up for a juggle, but the place is a very 
limited one, being below Samus' legs. Even this place though, is hard to 
hit at, and most likely you will hit the opponent at the frontwards 
angle, doing some damage to them, but sending them nowhere. Lets go to 
the image:

........................................................
.......................^................................
.......................|................................
.......................|................................
...................x.....---------->..................
...................xx...---------->..................
..................Sxx................................
===========x================
........................................................
........................................................
S = Samus
x = Areas the Up+A will hit an opponent.

Samus' Up+A as you can see is quite complex. If an opponent is in the 
air when she first starts off the heel drop, or if they are in mid air 
next to her, they will be sent a small distance away. If they are at 
even level with Samus, the heel drop will send them NOWHERE! Yes, 
nowhere. The opponent will simply stay in place. The reason being this 
move lacks power. The ONLY way Samus could ever get an opponent into the 
air with this move is if they are below Samus. The only real time this 
can happen is if an opponent is stunned lying flat on the ground. But 
how often will that happen, that a Roy player would just watch a Samus 
player kick them up into the air? Hardly ever. There is a nifty ground 
counter move, as well as ground roll out of that stunned position that 
is available to Roy for escape. Because of all this, it ain't too hot of 
a juggler. Not near as good a juggler Roy's Up+A is at least.

Let me clarify a bit for you there, Nate.

Up-B Blazer

Roy

Roy does a flaming sword uppercut! This move is very useful in combos. 
It hits your enemy with a continuous flame attack. It is also one of 
Roy's comeback move (the Forward+A helps too!). The closer you are to 
your target, the more damage dealt. This move can also be aimed! Hit B 
and diagonally up and forward, and he trades some vertical height for 
some horizontal distance! It is possible to use this move for juggling 
too. One special function of this move is its ability to KO. When you 
Up+B near an opponent, it is possible just after it is executed to aim 
Roy in the opposite direction. This will not only steer Roy away from a 
cliff if he happens to be near an edge with the opponent, but it knocks 
the opponent sky high! Some light opponents can be KOed at low percents. 
It is possible to kill an opponent at 0% with this technique. Thanks to 
Acidfreeze for a lot of these ideas.

<art skillz>

........................................................................
....
....................... 
.X...................................................
....................... 
.X...................................................
..........X.............X...............................................
....
..........X.............X...............................................
....
........R1............R2................................................
....

X = Opponent(heights opponents will travel vary according to method of 
Up+B aiming).
R1 = Roy hitting opponent with a normal Up+B, Roy will head just a bit 
forward in the air.
R2 = Roy hits the opponent aiming the Up+B in the direction away from 
his opponent just after it's executed, this will cause Roy also to jump 
backwards away from his opponent, and possibly, away from an edge too.

The height in which the opponent will be send is greatly increased while 
doing this trick, and this KOs most lighter enemies at damages as low as 
0!!!!!!!!!!! @m@zing1111!

</art skillz>

*activates work of art skillz again*

Legend: R = Roy, ^ = direction in which Roy travels when he uses his 
Up+B. Diagram 1 is when Roy does his normal Up+B, non directed. Diagaram 
2 is what happens to the uppercut when you press diagonal up while using 
the Up+B to direct it.

D1.......|.......D2...
**********************
....^......|...........^...
...^.......|.......^....
R.........|...R.........

D1 is normal. Good vertical distance will be covered. D2 is a bit 
different. You will get more horizontal distance than normal... suggested 
that this is done when you are returning to a ledge, that little bit can 
help!

*end art skillz*

Silverhomer17:

you want an image? I will show you why samus's wonderful screw attack 
ownz.

#1-Range
the dollar sign shows the path that each could take
.....$......
.$$$.$.$$$$.
....$$$.....
.....s......
............

............
....$$$.....
.....$......
.....r......
............
actually, samus cannot jump that high with her up B attack, Roy can jump 
higher, so there is the first thing. second, samus cannot jump 
horrizontally except when she stops spinning. so, her jump would look 
like this:

............
....$$$.....
.....$......
.....s......
............
which would be exactly the same as Roy's jump. if you are counting the 
fall of the jump, it will remain equal.

Buckwheatz Revenge:

Forward+B Double Edge Dance

Roy
Roy (shows pretty rainbow colors O_o;;; as he) executes a 4 hit combo. 
The key to this is that you time your B button taps just right so he 
executes each of his 4 hits on the enemy(I usually wait until the full 
swing of the past blade sweep is completed). If you hit an enemy with 
the 4th swing, they will burn up. The swings can even be aimed. This 
gives it the following uses:

1. can be started in the air and continued when Roy hits the ground, 
gaining him horizontal distance to get back to an edge, making it an 
EXCELLENT edgeguarding defense tool! ^_^
2. can be used as well to edgeguard because it has excellent range and 
the duration of the combo (should you choose to use all 4 swipes). 
3. is an excellent comboer, the moves come out one after the other, 
getting your opponent caught in it. When used on an opponent at low 
damage, this is damage % racking. When used on an opponent at high 
damage, can KO an opponent. 
4. because you can aim the swipes, this can be used in a variety of ways 
to KO. You can aim up to juggle an opponent, or down to spike them, or 
keep it simple and just go straight forward in a combo with it. Many 
options are available. It is VERY hard for an opponent to predict which 
way you will swipe because Roy also has good speed while using this. 
Before the opponent can react, they are caught in the combo! ^_^

************************************************

*activates work of art skillz*

Legend: #'s = column number and step of the swipe, R = Roy, X = 
direction of sword swipe; can hit either up, down, or forward.

Columns:
....1....2....3....4 - Number of B button tap.
-------------------------------------------
..........X....X....X - Direction UP
R..X....X....X....X - Direction FORWARD (or unaimed, default if you just tap B 
alone)
................X....X - Direction DOWN

This shows the variety Roy has when using his B moves alone. If the 
fourth hit is directed down,, he goes into a short infinite-hit-like 
combo. This is not all though. After you use the first B, you can also 
use the A button, or any other A move such as smash, etc. Allowing a 
greater chance for combos!

*ends art skillz*

More on Roy's Forward+B

The first hit is always the same. It can't be pointed up or down, 
because otherwise you'd use B Up or B Down. o_o After the first hit 
though, you can work wonders. Many thanks to Aerodude for supplying this 
table.

2nd hit(upward)- knocks opponent into the air, ready to be comboed.
2nd hit(forward)- a continuation of the straight forward combo. It 
stuns, and inflicts 5%.

3rd hit(upward)- a spike. A very useful tool when edgeguarding.
3rd hit(forward)- a forceful move that can clear.
3rd hit(downward)- sets on fire, and builds up damage. It can get up to 
15% damage at one time. Is a sweeping move, so it can hit the smallest 
characters, even Pichu.

4th hit(upward)- a strengthened and widely ranged move, it send the 
opponent less vertically than horizontally, so it's a good KO move and 
excellent finisher to the combo.
4th hit(forward)- a good KO move. It's similar to his Forward Smash.
4th hit(downward)- an infinite combo. It hits 5 times altogether, but 
Roy, unlike Marth, throws in some fire, to inflict an extra 4% with each 
hit. So, it can get up to 25%, even without any of the other hits. !O_O!

That's all I have to say there. It can also be used to get back to the 
edge. Keep using the first hit and hold down the direction of the ledge 
you are returning to. This makes it a good edgeguarding defense move! 
^_^

One last bit:

Down+B Counter

Roy
Roy stands still and absorbs the attack of his opponent with his sword. 
The opponent is temporarily stunned along with Roy as he blocks and 
absorbs the attack, and dishes back an attack to the opponent for 1.5x 
the damage! This move is very useful in that you can counter many close 
range moves with this, and Roy can counter moves while in the air as 
well! When you time this move just right, it will be hard for an 
opponent to touch you with one of their moves, because Roy will not be 
harmed, and retort an attack right back at an opponent, free of charge! 
A great tool when used as edgeguarding defense. It's sorta like Falcon's 
Up+B, because time will temporarily "halt" for Roy and the opposing 
character involved in this move. ^_^

Now that I have my information out, it's all counters for me from here 
on in!!! 

Psgamer02:

Up+B

you want an image? I will show you why samus's wonderful screw attack 
ownz.

No way f00, you wish the art skill was there.

#1-Range
the dollar sign shows the path that each could take
.....$......
.$$$.$.$$$$.
....$$$.....
.....s......
............

But you have to face that direction to go that way =(

............
....$$$.....
.....$......
.....r......
............

Roy can go straight up, or to one side, with his Forwad B moves, 
horizontal recovery isnt a problem, hence, his mostly upward path is 
ideal for him.

I don't think I did this right, so I'll sum it up. Roy's attack has a 
more automatic movement range, it basically follows a path, where as 
samus has full control of her attack, until she hits the ground.

-Roy has all the horizontal recovery he needs through Forward B.

-Roys recovery is much much faster than samus's, it also has hit power 
at the end. Unlike samus who needs to have the enemy caught near the 
start to do much of anything, Roy can KO even just as they touch the tip 
at the very end.

DAMAGE
Samuses attack can do about 10, at a maximum of 12, whereas Roy does 7, 
at a maximum of 12. about tied, but samauses is still a lil better.

-Nope, that is is the enemy is caught in the entire thing. It is much 
easier to catch the opponent in Roys move because of the fast moving 
move, and the full length of the sword catches them and pulls them in. 
Samus balls up, and spins, this makes her hit area smaller them Roy's.

USEFULNESS

Roy:
-little use for recovery, as it gives roy little control.
-Not much for crowd clearing, as it tends to send the CPU the same 
distance, no matter how much damage.
-A good 12% damage, at times can be comboed
-Basically, only done for blatant damage.

-One of the best anti-edgeguarding moves, as it pulls the enemy toward 
the pit as he land on the stage. This turns the table on the situation.

-Fire effect for stunning beyond Samus's ablity

-Roy only needs Vertical Recovery as his Forward B move can be used 
multiple times to gain Forward motion, this lets sets up a lack of need 
for forward Recovery move motion.

Samus:
-Good for recovery, as you have control of samus while in air.
-serves as not only a jump, but also as an attack and crowd clearer, 
too.
-Gives good height and distance
-Pulls enemies in for longer attacks, then lets them fly!
-Quick pullof time
-A good 12% damage, and can be repeated and strung into combos

-Slow moving, easy to time the landing.

-Samus recovery slower than the opponent being hit, this negates chances 
for Combos.

-Damn, i have to check something.....Yup, i was correct. Roy has vastly 
superior vertical recovery.

-relitivly the same damage, although roy has power at the end of the 
move that samus need to build up throughout the spin.

Silverhomer17:

Looks:

Roy is a young looking guy, age 16-18. has prince status and a spiffy 
sword, with good armour.

Samus has some snazy armour, but physical appearence is unknown. Age is 
also unknown, and a lot of people think she is a he. 

jumping looks:

Roy: A fewfancy spins and sword tricks for his third attack.
Samus: No uniquety(is that a word??) does a few front spins in 2nd and 
3rd jump.

Winning poses:

Roy: Fancy sword handling skills and speaking in japanese.
Samus: Fires her gun and doesn't say a word.

Taunt:

Roy: spiffy sword art and a war cry that isn't annoying (like Capton 
Falcon).
Samus: Nothing original, same as in the first smash brothers game.

Psgamer02:

~~~~B moves in general~~~~

-Roy's B moves are mostly Fire elemental. 

Fire-

a. Stuns for much longer than a non-flaming move of the same sort. 
b. Generally does more damage than without flames.
c. Most of the time, flaming moves have sort of a hit area, like a real 
fire, you don't necessarily have to be in the fire to get hurt, 
generally just being near it will get you some lovin =)
d. Explosions and fire can be confusing, most often in multi-person 
play. It can be very difficult to recognize a flaming spot on the stage 
and hit it accurately with an item or projectile.

Multiusage- Roy's "B" moves are extremely multitasking. Forward "B" can 
be used for recovering and combos, but the immense speed of it is useful 
in combo disruption and cancellation. Also, His Counter is a completely 
Defensive move, it can potentially do more damage than any other move in 
the game, and if used correctly, it can and will save your butt many 
times over. Obviously his Up and B can be used for Getting out of a 
tight spot due to its speed, but the Aim ability of it makes it very 
useful in recovering, as you can mold it to your needs. Regular B just 
kills people, no diversity there =)

~~~~B Move Specifics~~~~

Roy's B
(6%-50%)Flare Blade is awesome for its downright versatility. It can't 
lose in the downright power section. The full amount of charge will do 
great damage, and with charging, comes power. It is unparalleled in KO 
power, and the most damaging B move in the game.

It releases very quickly, so it can be used in regular combat as well as 
situations where power in needed. It can be charged up any amount of 
time you need. You can sacrifice speed for all the power you will ever 
need, or simply use it to defend yourself by hitting the opponent away. 

It can also be used in the Air. You can use it like any other Air move, 
but the advantage is the timing and trajectory. You can release it at 
any time, and it hits the enemy straight away from Roy. This provides a 
trajectory not found in any many other moves. In the Air, your momentum 
carries you till you release the attack. This means that you can 
actually travel short distances before releasing. This only furthers the 
Aerial usefulness because a stationary charge move is obviously disrupt-
able, and this feature allows you to move, making it harder to stop this 
attack. Another advantage is the ability to come from above/the side 
with this attack. Just standing on the ground charging, like samus would 
easily be seen, and countered. But, a powerful, quick, ranged attack 
from above would be much harder to anticipate. 

Its arc covers all the area in front of Roy, and above him. Even 
slightly behind him is dangerous to opponents. Being right behind him is 
a very dangerous, as Roys sword gets stronger towards the hilt. Being 
right by Roy on either side is devastating. This move covers a 90-degree 
arc, meaning a simple turn of Roy makes him effectively shielded from 
above and the front. 90-Degrees + 90-Degrees=Protective barrier.

The range is spectacular, especially when fully charged. Un-charged, its 
swipe extends very far, and has only a slightly shorter range than Smash 
A. Charged, it is Roys most ranged move, extending much farther than 
almost all other physical attacks. In the Air, you can fall forward with 
the momentum Roy gets, and add even more range to this move. 

The priority this move has is also great. It can hit through near 
anything once it is charged. He can be hit while charging, but only from 
behind because he can simply release the sword at any time to ward off 
incoming attacks. Another useful tactic involves retreating. Jump 
backwards, and start charging, if they follow you into the air, use the 
Arc, Priority and Power to fend off all attacks. This effectively 
shields you in the air. 

It is a good edge-guarding move because it has no specific release time. 
If they are a long ways off, start charging. If they manage to get near, 
the "splash hit" from a powerful swipe will push them away with too much 
force to come back from. If they are only slightly off, you could simply 
tap the button to do a quick to medium slash and still come up with 
enough power to hit them to their deaths. The longer the opponent is off 
of the stage, the more air they lose. The longer they hang on the ledge, 
the more they risk of falling. No matter what, it's a waiting game, and 
the longer you delay it, the stronger Roy's B becomes, without 
sacrificing speed. 

Rolling
Roy has one of the better rolls in this game. He plants his hand on the 
ground, and then he whips his feet around this fulcrum in a very 
distracting manner. He flails around, as he is invincible. This makes 
his roll very unpredictable. 

The above average roll distance he achieves is also a strong plus. Roy 
has good range moves, especially on the ground. The advantage here is 
the fact that with these well-ranged moves, after he rolls around the 
opponent, he will be just out of their range, but his attacks, having a 
better range, will be able to hit with ease. 

On the other hand, samus's lack of fast and long ranges moves makes her 
Roll put her out of range to attack, but still in range for Roy.

This roll's speed is also a strong point. At approximately .6 seconds, 
it is one of the fastest in the game. With this speed of rolling, it is 
nearly impossible to react in time to counter this. Roy will be rolling 
behind you, and because of a thing called reaction time, you will not be 
able to counter an attack from the rear. The only solution is the 
shield. In a shielding situation, Roy can break your shield with his 
Smash A, or simply wait for you, (on the defending side), to act or 
react to the situation. In either case, Roy achieves the upper hand with 
this good roll. 

-Samus's roll is quite a bit slower =/

~~~Roy's Sexy~~~

Roy is by far the most attractive character in this game. 

His mannerisms

He shifts his weight from leg to leg, bouncing, bouncing, on his sweet-
ass boots. While he waits, he clinches his fist, then relaxes, then 
clinches his fist, almost like meditation. He holds his sword perfectly 
steady, waiting to spring at any time, upon an unsuspecting foe. He 
blinks very infrequently, keeping his eye upon the opponent at all 
times, again, waiting to spring into action.

His appearance

Roy has the best wardrobe selection....

He wears super-cool knee-high boots, with protection over his toes, a 
metal strap to prevent incapacitation in a running fight. He dons sword-
fighting gloves, with the fingers cut out so that he may be able to have 
better control of his steel handled sword. Also, fully armored shoulders 
are protected by a 3-piece pull over vest, which also protects his vital 
organs. His cape can flail around in the wind, as if he is a hero just 
arriving at the castle to save the maiden, and with that pimpin' scarf 
he wears, he will be irresistible to any lady. His cool headband keeps 
his dashing hair out of his eyes, and tight pants to show off his 
package. Roy has it all in his closet, making him definitely the best 
looking and sexiest.

Samus is a girl, but the metal suit thing is a bit of a turnoff =(


w00t! our clan really pwnz! Obviously whatever is dissing 
Roy or promoting samus is simply something copied from a 
post of someone from SSS, in order to counter it. Use your 
judgement to decide who wrote what =P

////////
8-Items
\\\\\\\\
Here are the items that could be used by Roy. This tells you 
the best way to use them.

FOOD*Eat it to recover a little health
MAXIM TOMATO*Eat it to recover 50 health
HEART CONTAINER*Eat it to recover 100 health
RAY GUN*Fires greene energy shots. This has 16 ammo. I 
generally just keep shooting my enemy back, until they're 
off the stage. Keep track of how much ammo you have, 
otherwise you might run out, and have the enemy come kill 
you while you're clicking your gun. When you're done with 
it, throw it at the enemy.
FIRE FLOWER*Shoots a constant stream of fire* Get close to 
the enemy, and start hitting them with it. When they go out 
of range, move a bit closer and keep firing until it runs 
out. This is good to use when the enemy is up against a 
wall, or off of an edge.Throw when done with it.
SUPER SCOPE*Fires balls of energy. This can be charged up by 
holding A. If the enemy is close, I rapidly hit A to deal 
damage, and push them back. If they're far away, I charge up 
a large shot to hit them with. Only enough ammo for 3 fully 
charged shots. Throw when done with it.
STAR ROD*A weapon that fires a projectile star when you use 
a smash attack. When you smash with this, Roy will hit with 
his sword, then this. I generally just keep the enemy back 
with the stars, and hopefully push them off the stage. This 
has 16 ammo. Throw when done with it.
LIP'S STICK*This is a weapon that will sprout a flower on 
the enemy's head when they are hit with it. The best 
strategy for this is to simply throw it at the enemy, to get 
a flower on them. If you have a flower on your head, you 
take 1 damage per second.
BEAM SWORD*This is an excellent weapon. Dashing at the enemy 
and using an attack will produce a long range attack that 
hits them back and does decent damage. Hit them to the edge, 
then smash them with it. When they're trying to come back, 
throw it at them, and they will fly away ^_^
HOMERUN BAT*This is by far my favourite weapon. The smash 
attack with it is a one hit KO. I just make a little 
distance between myself and the enemy, and smash them. Keep 
trying to smash. Even if you take 100 damage before smashing 
them out, it's worth it, because they're dead and you aren't 
:)
FAN*This item is a lot more useful than it seems. When 
tossed at the enemy, they fly straight up. This is good to 
do when the enemy is high in the air, as it has a good 
chance of sending them off the top of the screen. The normal 
attack can be executed very rapidly. Also, the smash attack 
with it will break a shield in one hit, which you can follow 
up with a fully charged Flare Blade
HAMMER*This beauty will have you running around like a mad-
man, swinging a massive hammer over your head. Seek out the 
enemy, and smash them out of the arena! Be wary though, as 
there is a chance of the head of the hammer falling off. If 
this happens, avoid the enemy, as you are completely 
useless, swinging a stick around that doesn't hit people.
GREEN SHELL*This will slide along the ground in the 
direction that it is hit or thrown. Use a smash attack on it 
to hit a far away enemy hard. Throwing it works too.
RED SHELL*Same deal as the green shell, except that it 
doesn't die. This one seeks out the closest player, and hits 
them. This can hurt you as well, but Roy can take advantage 
of this. Use your Counter, and it will send the shell back 
to attack a different player ^_^
FLIPPER*Ugh, I find this thing annoying and stupid. When you 
throw it, it will sit in the air, and bat back any one that 
hits it. Since it can hit you, I think it's really 
dumb......the only good use for this is to stick it on an 
edge that an enemy is trying to get back to....it makes it 
difficult to do so.
FREEZIE*Great item! Throw this at the enemy to send them 
flying into the air, encased in a block of ice! Position 
yourself where it's going to land, and start charging your 
flare blade. When they come out, release it. This is also 
good to throw at someone who is high on the screen, as it 
will send them off the top.
MR. SATURN*A funny little guy that will walk across the 
stage aimlessly.Good to throw at your enemy, as it will 
bounce back, and you can grab it and throw it again.
POKE BALL*When thrown, a random pokemon will come out of 
this. This is a very good item. Whenever you see one, always 
go for it, as you can never go wrong.Throwing it at the 
enemy is always good too (unless it's Fox or Falco, as they 
can reflect it, and make it their own).
BOB-OMB*This little guy will sit still for a few seconds, 
then walk along the stage. Anyone who touches it while it's 
walking will be blasted, and go flying. If you can get to it 
before it starts walking, grab it and throw it at the enemy. 
If not, just stand on the opposite side of it from the 
enemy, and it might walk into them.
MOTION-SENSOR BOMB*This will stick to any surface, and 
explode when someone touches it. Throw it at the enemy, and 
remember where it landed. Try to stay on the opposite side 
of your enemy, and hopefully they'll step on it.
SUPER MUSHROOM*This item makes you twice your normal size 
when you touch it! Take advantage of this, by using your 
forward+a smash over and over. Roy's sword will be 
ridiculously long, and they won't be able to get anywhere 
near you.
POISON MUSHROOM*This will reduce you to half your normal 
size.....you'll fly very far when hit...just dodge the enemy 
until you regrow to normal size.
STARMAN*This item will make you invincible when you touch 
it. Take this opportunity to own your opponent left and 
right with any attack you damn well please ^_^
PARASOL*A stupid umbrella that does crappy damage....and you 
can't even throw it far, because it just catches the air, 
and falls slowly....the only good thing about this would be 
that when holding it, you fall nice and slowly, which could 
help you get back to the level.
WARP STAR*A great item, that sends you flying up, and 
smashing back down. You can control the lateral movement of 
yourself, by pressing left or right on the analog stick. Aim 
to hit the enemy, and you'll send them flying.
METAL BOX*Makes you temporarily made of metal. This makes 
you jump lower, fall faster, and not go anywhere at all when 
attacked. Stay away from the edges when this is in effect.
BUNNY HOOD*A cool item that makes Roy look oh-so cute with 
bunny ears ^-^ You'll run twice as fast, and jump twice as 
high. Cool!
SCREW ATTACK*When you hold this, your jumps will have you spinning 
around, and will function like Samus' Up+B move. The best this to do 
with this, is get near the enemy, and jump. They'll get caught in your 
spinning. Do your double jump to take them even higher, then immediately 
do Blazer, to send them up, and hopefully off the top. 
AlphaZ44550@aol.com has informed me of something I overlooked. If the 
opponent is off the level, and you throw the screw attack at them, 
they'll be pretty much screwed...get it? ahah, ah....*cough*

BARREL CANNON*A big barrel with an arrow on it....when you 
throw it, it will roll down the stage, and when it touches 
someone, they'll get stuck in it. They then have to hit A to 
get fired out, hoepfully in the right direction....Don't use 
this unless the enemy is a fair distance away, because it's 
really heavy, and leaves you open.
CLOAKING DEVICE*This makes you pretty much invisible. This 
doesn't really do anything to computer opponents, but it 
will confound a human opponent. The best thing about it, is 
that you take no damage while invisible! Go for this 
whenever possible.

//////////////////////
9-Trophy Descriptions
\\\\\\\\\\\\\\\\\\\\\\
Roy:The son of the lord of Pharae Principality, Roy was 
studying in Ostia when the Kingdom og Bern invaded League of 
Lycia. His father fell ill at this time, so Roy assumed 
leadership position of Pharae's armies. After his fateful 
meeting with the Princess Guinevere, his destiny became 
inexctricably linked with the fate of the entire continent.

Fire Emblem
Japan Only

Roy(smash)Red:While Roy's moves are well balanced, he's a 
little on the slow side, and doesn't excel at midair combat. 
His blade, the Sword of Seals gives him excellent reach, and 
makes his Double-Edge Dance slightly different than Marth's 
Dancing Blade. When it's fully charged, Roy's destructive 
Flare Blade delivers an instant KO.

B:Flare Blade
Smash B:Double-Edge Dance

Roy(smash)Blue:Roy's blade is different than Marth's; he 
does the most damage hitting with the center of his sword. 
So, a fearless advance into the arms of his for is Roy's 
best bet. Blazer is a bit slower than Marth's Dolphin Slash, 
but it's still a might attack that sets anyone is striker 
aflame. Roy's attack after using Counter differs slightly 
from Marth's.

Up & B:Blazer
Down & B:Counter

///////////////////
10-One Player Modes
\\\\\\\\\\\\\\\\\\\

_______
Classic

Classic is a mode where you fight 7 battles against random 
opponents, and one Boss at the end. There are 3 bonus games 
amidst these battles as well.

Battle 1:You fight one random opponent here. Wait for them 
to come to you, and nail em with a forward+A smash. Keep 
doing this over and over. Even on Normal or higher, they 
shouldn't be able to do much of anything to you.

Battle 2:This is a team battle. You'll get one random 
partner, and you'll be fighting 2 random enemies. Again, 
just wait for them to come to you, and hit them with a 
forward+A smash. Try to keep yourself on the same side of 
both opponents. That is, try not to be in between the 
enemies.

Bonus 1:Break The Targets. See Break The Targets Section.

Battle 3:Same as Battle 1.

Battle 4:Wheeeee! In this battle, you get 2 random partners, 
to help you take out a random GIANT enemy! This is fun 
stuff! Go and get in his face! I like to use a forward, 
forward, up, down Double Edge Dance, as it racks up damage 
nicely, and they're so large that they're really easy to 
hit! When they have a fair amount of damage, over 100 or so, 
use your forward+A smash, or Flare Blade to KO them.

Bonus 2:In this bonus, you need to guide to trophies that 
fall into the cone in the middle. This is easy, and fun too 
^_^ When you see one, jump up and use your up+A in mid-air, 
and usually it will go right above the cone. No effort 
required! If it's too far away, it might require 2 of these 
attacks, but nothing spectacular.

Battle 5:Same as Battle 1.

Battle 6:In this battle you have to fight 10 of the same 
randomly selecter opponent. These enemies are extremely 
light, and will die to a blazer, or any smash, or Flare 
Blade in just one hit! Fun stuff :)

Bonus 3:Race to the finish! Your goal here is to make it as 
far as possible before the time runs out. Always make sure 
that you're dashing, and don't jump unnecessarily. When you 
get to the fork, take the bottom. You can take your time 
down there, and still make it to the final door. If you 
don't think you're gonna make it, you can always stop and 
the 3rd or 2nd last door, for a decent amount of points.

Battle 7:Metal melee! In this battle you will fight a 
randomly selecter metal opponent! This is really really 
easy....Treat this like any normal battle, and just keep 
using your forward smash. They can't take too many of these, 
and they can't recover worth crap.

Boss Battle:Master Hand! This battle is quite easy...Just 
use your up+A smash over and over. When he's about to 
attack, jump and do a mid-air dodge. If he's coming from the 
background, and going to slam you, hold up your shield when 
he's just about there. This is very very easy. If you're 
playing on Normal or higher, and get through to this batttle 
without using a continue, and do it fairly fast, Master 
Hand's counterpart, Crazy Hand will join the battle after 
Master Hand is below half HP. Take out master hand, then go 
beat down Crazy Hand the same you did for Master. Simple 
really.


NOTE:I highly recommend that if you're trying to get the No 
Damage Clear bonus, use Roy. I got it while going through 
Classic, without even trying. I already had the bonus, and 
at the moment I was just going for coins. Seriously, it's 
very easy. On very easy, a forward+A smash is usually all 
you'll need. For the multi man battle, Blazer is your best 
bet. In the target test and race to the finish, just finish 
right away. No sense in taking damage here, and screwing 
yourself over. For the Master Hand, do one attack (up+A 
smash works well), then retreat, and dodge has attack (I 
prefer mid-air dodges). Really, this is quite simple. Good 
luck ^_^

_________
Adventure

Adventure is a mode where you go through stages, for each 
character. The themes are quite nice, and all in all, this 
is a very easy mode (though not as easy as classic ^_^).

Stage 1:Mushroom Kingdom:Easy. Just walk through the level, 
killing or avoiding Goombas and Koopas along the way. A 
little over halfway you'll fight a team of Yoshis. These 
will die extremely quick to Blazer. Now just make your way 
to the end of the level.
Fight:Mario and Peach:Siiimple. Just keep using your 
forward+A smash over and over. They won't be able to get 
anywhere near you.
NOTE:If you finish the first section of Mushroom Kingdom 
with the 2nd second digit being a 2, you'll fight Luigi 
rather than Mario. Just as easy.

Stage 2:Kongo Jungle:
Fight:Tiny DKs:In this match you fight 2 tiny DKs.....your 
forward+A smash will make short work of them.
Fight:Giant DK:Get onto the top middle platform, and just 
keep using your forward+A smash over and over. The damage 
will build up, and he'll die quite quickly.

Stage 3:Underground Maze:This is really easy....there are 6 
possible exits. 1 of them is real, and the other 5 are Link 
Battles. If you're on Normal or below, you might as well 
fight Link, because he's easy as hell. If you're going for 
the Crazy Hand trophy, I suggest skipping over any battles, 
but jumping completely over the platform. You'll know it's a 
battle when there is a Master Sword in the middle. The exit 
will be designated by a Triforce. There are 2 possible exits 
in the right hand side of the main cavern, and 4 on the 
right. These are easy to find. Be wary of Like Likes..these 
guys will eat you up, and can be very annoying on higher 
difficulties.
Fight:Zelda:Simple.....just use standard one on one tactics; 
forward+A over and over.

Stage 4:Brinstar:
Fight:Samus:Again, forward+A will make short work of 
Samus...once the lava is up, she'll die very easily, because 
she seems to think that it isn't really there.....yay ^_^
Escape from Brinstar:Uh oh....the planet you're on is about 
to explode....I can't see that being a good thing.....make 
your way up the platforms until you get to the top. This is 
really easy. Most often, a double jump will suffice to get 
to the next platform, but there are one or two gaps that 
will require Blazer. There's also a trophy in here 
someplace...might as well pick it up ^_^

Stage 5:Green Greens:
Fight:Kirby:This guy will often die in just one hit from 
forward+A smash. If not, keep at him, and he'll be toast 
quite quickly.
Fight:Kirby Team:You fight 15 random Kirbies, each with a 
different disguise. Blazer will own them like nothing. Feel 
free to use it liberally.
Optional Fight:Giant Kirby:If you beat Kirby, and the Kirby 
Team in a combined total of less than 1 minute, you'll fight 
Giant Kirby. Fight him just as you'd fight Kirby.

Stage 6:Corneria:
Fight:Fox:At the beginning, he won't even move. Walk up to 
him and smash him. Now he'll come at you. Smash him again, 
and walk to the edge he just flew off. If he comes back, 
smash him once more. If he ends up on top of the Great Fox's 
gun, just wait. As soon as it fired, he's a goner.
Fight:Fox or Falco:You'll fight either Fox or Falco here, 
randomly. This time, he'll be more eager to fight. Right at 
the beginning, charge up a forward+A smash, and hit him when 
he comes at you. Now just keep nailing him with 
these...he'll die quickly, especially with his wingmates 
shooting at him!

Stage 7:Pokemon Stadium:
Fight:Pokemon Team:You'll fight 12 random pokemon, picked 
between Pikachu, Pichu, and Jigglypuff. On lower 
difficulties, you can just smash the out easily. On Normal 
or higher, it might be a little harder, because of all of 
the Thunder coming at you.....go after pokeballs always, and 
you should make it through.

Stage 8:F-ZERO Grand Prix:In this mode, you just have to get 
to the end alive. Just dash, and when you see the 
exclamation mark, hop onto the nearest pink platform. After 
the gaps witht he pink platforms, you can stand on the 
track, and the racers will ramp over you. Easy stuff ^_^
Fight:Captain Falcon:Fight him just like you'd fight anyone 
else; forward+A smash. Make sure to be on your toes though, 
as his Raptor Boost can catch you offguard, and that will 
set you up for a combo, or a Falcon Dive.

Stage 9:Onett:
Fight:Team Ness:Here you have to fight 3 Nesses. On higher 
difficulties, these guys can be really really annoying. I 
like to stand on the power wires on the right side of the 
level, and just smash whomever comes near me. Once they're 
past 60% or so, charge up a Flare Blade, and let loose when 
anyone comes near you.

Stage 10:Icicle Mountain:All you need to do here is keep up 
with the level...if you need help with doing this, I suggest 
you taking up an easier hobby, such a knitting. The only 
thing to be wary of is falling off of the top of the screen. 
This will happen if you try to take things too fast. At the 
end, you have to fight 2 Ice Climbers. These guys will die 
to one forward+A smash on anything below Normal. On Normal 
and higher, I suggest you bring a Freezie with you through 
the level, and throw it at one of the ice climbers when you 
reach them. This will make things easier....picking up a 
pokeball along the way is smart too, but those are harder to 
find.

Stage 11:Battlefield:
Fight:Fighting Wire-Frame Team:These guys are ridiculously 
easy.....just keep using Blazer, and they'll be done in no 
time at all.
Fight:Metal Bros:Really easy...just keep using your 
forward+A smash over and over....really, that's all...on 
higher diffuculties, it'll take a lot of hits, but it's 
still the same strategy.

Stage 12:Final Destination
Fight:Bowser:This guy won't be a pushover like every other 
one on one opponent you've fought. This guy will take a 
beating before he dies. A good strategy is to start off with 
a few Double Edge Dances. I like forward, forward, up, down. 
Then you can smash him a few times, then charge up a flare 
blade while he's trying to recover. When he comes back, nail 
him, and he should die.
Optional Fight:Giga Bowser:*shudder* This guy isn't fun at 
all. He's twice as large as Bowser, and twice as ugly as me. 
Roy however, is quite small.......hold down, and keep press 
A...he will have a very hard time hitting you, and you'll 
keep dealing damage! When he's at 200% or so, smash him off, 
and then edge guard to the best of your ability.

________
All-Star

Gawd this mode is easy....it's unlocked once you have every 
character....it pits you against them one by one, until 
you've defeated all of them....all you need to do is 
forward+A smash over and over and over.....the final match 
is against 25 Game&Watches...Blazer makes them dead very 
quick. Yay ^_^
Honestly, I don't have anything else to say about this 
mode...even on Hard, this is quite simple to do, especially 
with the 3 Heart Containers you're given....good luck!


**TIP** If you're going for high scores in Classic, 
Adventure, or All Star mode, and you have no sense of fair 
play, try this. Put the difficulty to Very Easy and set the 
stock to five. In the first match, just sit around holding 
R, continually breaking your shield over and over. Do this 
until about 20 seconds are left, then finish. For Adventure, 
you can just wait in a vacant area, but for Classic or 
Adventure, keep trying over and over until you get Hyrule 
Temple, that way, the opponent won't disturb you. The aim of 
this is to get a negative score. If you do, the game won't 
know what to think, and will give you 999,999,999 points!! 
Now you can finish the rest like regular, and then go drool 
over your mega score, and dazzle your friends! ^_^

___________
Event Match

Event Match is a mode which has you completing certain 
objectives in a level...not necessarily just killing 
everything you see. I'm gonna walk you through every Event 
that Roy can participate it ^_^

Event 3:Bomb-Fest:You need to kill Samus and Link...the only 
items will be explosives. Grab any items you see, and chuck 
them at the enemies. This level will be over before you know 
it!

Event 4:Dino-wrangling:It's you against a Giant Yoshi! You 
have 3 lives, so this is really really easy. Just forward+A 
smash at every opportunity. Often he'll die on his own by 
using an Egg Roll, or Yoshi Bomb. Easy.

Event 6:Kirbys on Parade:You with one life, vs 3 tiny 
Kirbies with 2 lives apiece. Blazer will kill them in one 
hit, so I suggest you use it......this will be over before 
it begins.

Event 7:Pokmon Battle:You vs Pikachu, witht the only items 
being pokeballs. You can't physically harm Pikachu, so just 
grab any pokeballs you see, and throw them down. Easy match.

Event 8:Hot Date on Brinstar:You vs Samus, each with 3 
lives. You both strat with more than 100% damage done to 
you. One forward+A smash is all it takes to kill Samus each 
time, so do that, and this will be a piece of cake.

Event 9:Hide 'n' Sheik:You vs 2 Zeldas....with a catch. The 
KO only counts on them, if you KO them while they are in 
Sheik form. Do some Double Edge Dances to build up damage, 
then when they transform, use forward+A smash to kill them.

Event 10:All-Star Match 1:You against Mario, DK, Yoshi, 
Peach, and Bowser, one at a time. You have 2 lives. Each of 
these guys will die to one or 2 forward+A smashes...have at 
them!

Event 11:King of the Mountain:This level is the epitome of 
easy. You're on Infinite Glacier, with 2 Ice Climbers after 
you. All you need to do is survive for 1 minute and 3 
seconds. Just stay away from them, or better yet, use your 
forward+A smash to kill them!

Event 12:Seconds, Anyone?:One forward+A smash will do away 
with Falcon, in less than 2 seconds, giving you plenty of 
time to spare ^_^

Event 14:Trophy Tussle 1:This is a fight between you and 3 
random computer opponents. Everyone has 2 stock. You're 
fighting on top of a giant Goomba! One forward+A smash will 
take anyone out of you charge it a little bit. This is a 
really easy event, and you get the Goomba trophy for 
winning.

Event 15:Girl Power:This event has you pitted against Samus 
Peach and Zelda. You are tiny for this. Everyone has 2 
stock. Treat this like any other1 on 3 match. Don't get 
surrounded, and use forward+A smash liberally. If you're on 
the top platform with a girl that has high damage, use 
Blazer for a kill. Hang in there, and this should be fairly 
easy.

Event 20:All-Star Match 2:It's you against Samus, Link, 
Zelda, Falcon, and Fox, one at a time. You have 2 stock. 
These guys die pretty quickly, so just forward+A smash, and 
be done with them. Falcon is quick, so you have to be on 
your toes....Counter works well against his Raptor Boost.

Event 21:Ice Breaker:You vs 2 Ice Climbers....with a twist. 
You need to KO both Nanas but keep the Popos alive -_-;. The 
best thing to do is go to the first one, and grab. If you 
get Nana, toss left, and smash her off the stage. If you get 
popo, toss up, and then grab Nana, toss left, and smash off. 
Repeat the same strategy for the 2nd pair. Make sure not to 
dawdle though, as you only get one minute to complete this.

Event 22:Super Mario 128:You against 128(!!) Tiny Marios. 
Blazer is an easy way to kill these guys....make sure you 
don't die though...it's easier than you think ~_~

Event 23:Slippy's Invention:You against Fox and Falco, who 
are both invisible...this is just like any other 1 on 2 
match. Keep on forward+A smashing. They're relatively easy 
to see, so this shouldn't be a problem.

Event 24:The Yoshi Herd:You vs 30 Yoshis. You have to defeat 
them in 2 minutes or less. Blazer will kill each one of them 
in one hit. This should be easy. Be careful about the hold 
in the middle though....if you open it with Blazer, make 
sure you don't fall down it.

Event 26:Trophy Tussle 2:This event pits you against 3 
random computer foes. Everyone has 2 stock. You're fighting 
on top of a huge Entei!(god he's gorgeous)Ahem, one CPU 
player will always sit on the left side, and do nothing 
until you approach them. Take out the other 2 enemies first. 
Your forward+A smash will be useful, as will Flare Blade, 
and Double Edge Dance. Once they're done, Get close enough 
to the guy on the left to forward+A smash him, but not close 
enough to alert him. You can smash him, then just edge guard 
with Flare Blade. When he comes back, treat him like any 
other single opponent; forward+A smash.

Event 28:Puffballs Unite!:You against a bunch of Kirbies, 
each with a different ability....this is easy. One Blazer 
will usually kill one. If not, the 2nd one will for sure. 
Piece o' cake ;)

Event 30:All-Star Match 3:You vs Kirby, Pikachu, Ness, and 
Ice Climbers, one at a time. You have 2 lives. These guys 
are a little more intelligent, and harder to knock off than 
previous "All-Stars". Forward+A smashes are still the key 
though, as well as edge guarding with Flare Blade. Also 
remember that Rolling Dodges are your friend ^_^

Event 31:Mario Bros. Madness:To be quite honest, I don't 
know how this works....it's not based on KOs..I think it's a 
bonus match...so fight with style ;) A lot of KOs will get 
you the win...a good tip is to hold either A or B through 
the whole match, as that willget you 4000 points right 
there.....good luck ^_^

Event 37:Legendary Pokmon:This event pits you against 4 
Wireframes and a Jigglypuff. And the Wireframes are Giant! 
Good god! The catch,is that the only items are pokeballs, 
and the only pokemon that come out are legendary! Make sure 
you get them before Jigglypuff does, and this will be easy.

Event 38:Super Mario Bros 2:This pits you against Peach, 
Mario and Luigi. Everyone has 2 stock. The best way to 
handle this, is to get on one side, so that no one is behind 
you, and then just act like you're edge guarding. If you get 
surrounded, Rolling Dodges are a great help. Blazer is also 
good to get out of a sticky situation. Once you're down to 2 
enemies, it becomes really easy, and once there's only one 
left, it's all over. Forward+A smash is very useful.

Event 40:All-Star Match 4:You against Marth, Luigi, 
Jigglypuff, Mewtwo, and Game&Watch, one at a time. You have 
2 lives. This battle can be a bit tricky....for Marth, wait 
until he comes to you, and hit him with a forward+A smash. 
Rolling Dodges are great, because you can just roll behind 
him, and smash again. This is how I beat him, taking little 
damage. Luigi can be handles in the same manner. Watch out 
for the green missile, as that is executed quite quickly. 
Jigglypuff is ridiculously simple. Do one smash for about 
20%, then jump up on Squirtle's head. Start charging up a 
Flare Blade, and when jiggly comes to investigate, let 'er 
rip.RIP. Mewtwo can be dealt with in the same manner as 
Marth. Mewtwo is a really stupid opponent, and shouldn't be 
able to hit you at all. Game&Watch can be killed in the same 
was you killed Mewtwo, but he'll get in more 
attacks....fortunately, 2 or 3 smashes is all poor little 
G&W can handle.

Event 44:Mewtwo Strikes!:You vs Mewtwo and Zelda. Mewtwo 
won't appear until 15 seconds has gone by, so just dodge 
Zelda. Killing her only fails the event. When Mewtwo 
appears, be ready with a charged up forward+A smash. It 
starts on the left platform. After this, just focus on 
smashing it, and avoiding Zelda. Perhaps the first hard 
event you'll fight. Good luck!

Event 46:Fire Emblem Pride:My god this event is easy....I 
just played it to find out a good strategy for the guide, 
and beat it without losing a life, at 73% at the end. You 
are up against Roy and Marth. Ooh, a mirror match! Kinky ^_~ 
All you need to do is stand there, and when one gets close, 
start to charge a forward+A smash. When he comes in range, 
release it. Lather, rinse, and repeat. Seriously, it's 
nothing more than this. If you end up between them, roll to 
the side, and smash. Simple.

Event 47:Trophy Tussle 3:A battle atop Majora's Mask, 
against 3 randomly selecter computer opponents. Everyone has 
3 lives. This event is a bitch, because it isn't _AT ALL_ 
suited for forward+A smashes. I beat this by pure luck, 
using Blazer over and over. I suggest you do the same. If 
anyone has a better strategy, feel free to email me ^_^

Event 48:Pikachu and Pichu:These Pokmon are pals...but not 
with you! XD That cracks me up! Heh...anyhow, the strategy. 
This event is dumb....I don't like it at all, and I've only 
beaten it once. Use your forward+A smash over and over, 
hoping to connect. You only need to kill the 2 Pichus once, 
and you have 2 lives, but Pikachu is just so annoying, and 
the Pichus keep sending Thunder Jolts my way.....rack up as 
much damage as possible. When you die, get in a highly 
charged forward+A smash or Flare Blade, and hope they die. 
If not, maybe you'll get a lucky pokeball....*shrug*. Sorry, 
I really suck at this one.

Event 49:All-Star Match Deluxe:You against Dr Mario, Falco, 
Ganondorf, Roy, Young Link, and Pichu! Dear god!! You only 
get 2 bloody lives, and you have to complete this stupid 
task in a mere 4 minutes. ;_; For Dr Mario, start charding 
up a Flare Blade about 0.3 seconds into the match. When Dr 
Mario gets to you, let it go. This is an easy 36% every 
time. Now just forward+A smash him to death. Not -too- hard. 
Falco is all forward+A smashing, but he's really quick, so 
you need to be too....not fun. Pichu is simple. Forward+A 
smashes will do away with him quickly. Young Link will die 
the same way as Pichu, without much resistance. Now comes 
Roy. You want to get to him with 2 lives left. Deal as much 
damage as possible to him before you die. Forward+A smashes 
combined with Rolling Dodges are the way to go. You'll 
probably die to him. When you come back, get in a good hit, 
and then hope to finish him off before your damage gets too 
high....finally, we have Ganondorf. This guy doesn't mess 
around. You need to dodge as much as possible, and wait 
until you can catch offguard, then slam with a forward+A 
smash. Once you do that, catch up with him, and get him in a 
smash loop. Once he's off, he's simple to edge guard with 
Flare Blade.

Event 50:Final Destination Match:Treat this just like the 
Master Hand at the end of Classic mode and you'll do fine. 
It's no trouble at all dodging their attacks, and Roy's up+A 
smash does decent damage. Once one is gone, the other is 
toast. If you ask me, this event is pretty damn easy.

Event 51:The Showdown:Dun dun dun! All your hard work has 
paid off, and now you're at the final showdown! It's you 
against Ganondorf, Mewtwo and *drumroll* GIGA BOWSER! This 
guy is twice as large as regular Bowser, and twice as ugly 
as myself. Everyone has 3 lives. Forward+A is definately the 
way to go. Keep doing this over and over, using a Rolling 
Dodge when necessary. Once Giga Bowser is dead, the other 2 
are easy. Forward+A smashes will wear them down eventually. 
If you happen across a good item like a superscope or a 
pokeball, excellent, make it even easier. Edge guard with 
Flare Blade, and you can beat them down without too much 
trouble ^_^

_________________
Break The Targets

I'll just give you my best strategy for getting a good time 
on Roy's BtT.

1:Jump up and do an up+A in mid-air to the first target. 
Hold right, and do your 2nd jump onto the platform. When 
you're about to land, do a down+A to hit the one below you.
2:Use forward+B to hit the 2 targets beside you.
3:Double jump, and use Blazer to land on the small platform 
above you, hitting the target on it.
4:Do a small jump to land on the platform to your left, then 
jump up and forward+A the target in the air. Hold left and 
do your 2nd jump. Forward+B the next 2 targets, then fall 
down and Blazer the last 2.

_______________
Homerun Contest

Grab the bat, and run up to the bag. Jump once, and at the 
peak of your jump, press
Z to drop the bat. Now press down+a to spike the bag down. 
Do three more of these drop/
spike combos, remembering to grab the bat in mid-air in 
between combos. Now as soon as
you can, press and hold B. You need to do a fully charged 
Flare Blade to the bag (you'll
know you did it by the explosion, and the 50% damage you'll 
deal to the bag). You need
to be very quick to do this. Good luck ^_^
GOAL=2200+

NOTE:If you'd like to add a few hundred feet to this, and 
are good at L-Cancels, try adding in a forward+B at the 
beginning for 5%. It's quite possible to make it in time, 
and it gives you that extra distance. Go for it! ^_^ If 
you're really insanely good, instead of adding a forward+B, 
just do 5 drop/spike combos....I personally haven't done 
this, but it would get you well over 3000 feet.......good 
luck! *shudder*


w00t, I got over 3000 with Roy yesterday! All you need to do 
is four bat drops, then catch the bat in mid-air again, jump 
over the bag, and drop the bat so that the bag flies left. 
As soon as you let go of the bat, start charging Flare 
Blade. If the bag is at at least 103% it will come back, and 
land right in front of you, so that you can blast it! Yay :) 
This is really simple :)

_______________
Multi-Man Melee

------------
10-Man Melee
------------
Roy's Blazer will make short works of these foes....self-
explanatory.

-------------
100-Man Melee
-------------
Same idea as 10 Man Melee........

--------------
3-Minute Melee
--------------
Just kill the enemies for 3 minutes...this should play out 
almost exactly like the 100-Man Melee match, but these guys 
are easier.

---------------
15-Minute Melee
---------------
This is tough...if you kill enemies left and right, the 
difficulty will become too high for you to handle for 15 
minutes...I suggest just dodging the dumb enemies. This can 
get really frustrating, when you hit a bob-omb with 15 
seconds left....:( Good luck.

-------------
Endless Melee
-------------
Err....Iono what to tell ya. Just kill as many guys as 
possible......Blazer is a good bet, and Rolling Dodges will 
be very useful when the enemies get harder...good luck!

-----------
Cruel Melee
-----------
*shudder* These are mega tough enemies....my high score is 7 
:( Just use Blazer, and hope they die. These guys will send 
you flying out of the arena faster than you can think. In 
cruel melee, you get the Mr. Resetti trophy if you can KO 5 
enemies. Roy is generally the best character for this, as 
his Blazer is one of the few attacks that can kill the cruel 
wire-frames in one hit, if done correctly.

________
Training

This is where you can hone your skills, or try out new 
strategies. This is a good place to familiarize yourself 
with all of the items, or figure out what you can and cannot 
do (for example, with some extensive testing, I have found 
that Roy can indeed make it from the top right of Hyrule 
Temple to the bottom right, with some nifty maneuvering. Try 
it!). As a matter of fact, here is a list of fun things to 
try to do! I've done all of these, so don't think anything 
is impossible!

-Make it from the top-right of Hyrule Temple, to the bottom 
right, without items.
-Do 75% damage to an enemy in one hit.
-Perform an 8 hit combo.
-Hit a dummy computer opponent that is at 999% with a smash 
hit from the home-run bat, and have them survive.

//////////
11-VS Mode
\\\\\\\\\\
VS Mode is where you'll probably be spending most of your 
time. This is heart of SSBM, the area where you can pwn your 
friends madstyle! With my help, you might just be the 
best....

__________
Strategies

Would you like to know some of my strategies....my deepest 
darkest secrets...? Well then you've come to the right place 
^_^ After reading this, you'll not only be better overall, 
but you'll be able to kick my ass, because you'll know what 
I'm gonna do before I do it!

One on One:One on One matches are quite simple for 
Roy....against a CPU opponent, even at level 9, Roy can own 
like no other. His forward+A smash has stellar range, and 
the computer shouldn't even be able to get near you. If a 
projectile comes your way, Counter is the way to go. Except 
for Fox's pesky laser...that should be dealt with by 
punishment of Double Edge Dance flogging =D Roy's Rolling 
Dodges are extremely useful when fighting a computer 
opponent, as they will continue to attack thin air, while 
you smash them with forward+A, or Flare Blade. 
Hmmmm....let's get into some strategies for Special Melees.

Camera Mode:Errrr..you can take some pretty nice pictures 
with Roy ^^ I personally like a fully charged Flare Blade or 
a Blazer ^_^

Stamina Mode:This mode should be treated just like any other 
match. Your forward+A smash does good damage, and should 
kill them soon enough.

Super Sudden Death:Jeezums...Roy isn't very good in this 
mode...if you can get beneath them, do a Blazer...otherwise, 
your best bet would either be a forward+A smash, or a 
dashing attack. Good luck.

Giant Melee:Omg..Roy is like, god when he's this large. His 
forward+A smash has massive range. Abuse this move even more 
than you did before!

Tiny Melee:Hmmmm....very much reduction of range...this puts 
you at a slight disadvantage...I suggest you use Double Edge 
Dance a lot, as well as Counter, because projectiles become 
a lot more abundant in this mode.

Invisible Melee:This might as well just be a regular 
match....my only suggestion is to do more Rolling Dodges, as 
some humans can be confounded by this ^_^

Fixed-Camera Mode:Err....this is just a regular 
match....whee.

Single-Button Mode:w00t! Roy owns this mode! Pretty much all 
projectiles are removed! Now you can completely own with 
your forward+A smash! w00t w00t!

Lightning Melee:This is pretty much just a regular 
match...though it's harder to charge things up, because they 
run out quicker, and people run at you faster etc....Rolling 
Dodges are very good, as well as Double Edge Dance.

Slo-Mo Melee:You can see pretty much everything coming, so 
there really isn't any excuse for taking much 
damage...forward+A smash is great, and if you can get them 
to the edge, there's no way they'll make it past a Slow Mo 
edge guarding Roy with a charging Flare Blade ^_^

______
Stages

Oooh.....29 stages....there sure is a lot to learn! Keep 
reading if you'd like to learn how to use each level to your 
advantage with Roy ^_^

Icicle Mountain:This level is just a big death trap, 
inspired from the classic NES title Ice Climbers. The level 
is always scrolling either up or down. It can be going 
either fast or slow. When it's going slow, you need to seek 
out the enemy, and smash them, or Double Edge Dance. The 
up+A smash is a good move to use on this level, as it may 
pop them up off the top of the screen. When the level picks 
up speed, just focus on staying alive. Roy can deal some 
good damage with Blazer while keeping up, if you plan things 
right.

Princess Peach's Castle:This is a stage inspired by good old 
Princess Peach's Castle in Mario 64. It's easy to ambush 
someone coming over the steeple with a Blazer. On a 
sidenote, every once in a while, a Bullet Bill will come and 
plow into the castle, then explode! Cool! If you're fighting 
a computer opponent, you'll see them move to one side, and 
just sit there until it leaves. This is a good opportunity 
to hit them with a down+A smash (they'll be on a lower part 
of the castle). As always, forward+A smash is very welcome. 
You can jump to the other side of the steeple, and wait for 
them to walk right into it ^_^

Rainbow Cruise:Hehe, this level is a lot of fun. You're 
fighting on the airship from Mario 64's 15th level. On here, 
you should just use standard fighting technique. After a 
little bit, the airship will crash into a platform, and 
"sink". You have to make your way onto the series of 
platforms, and battle there! The level is now scrolling. 
What I do is try to stay ahead of my opponent, and wait for 
them, always ready to smash. Beware of donut blocks, which 
will fall if you stand on them. Also at the end, when you 
loop back to the ship, make sure you don't get stuck when 
the screen scrolls down, and fly off the top (it's really 
embarrassing, trust me ;) ).

Kongo Jungle:A level taken out of Donkey Kong Country, this 
is one of my favourites ^_^ Your forward+A smash can often 
kill a foe in only a few hits, due to the small size of the 
level. Up+A smashes are also useful, when someone is coming 
to drop down on you. Beware of the KlapTrap in the river! 
He'll kill you very fast if you touch him. On a sidenote, 
the music in this level kicks ass! w00t w00t for DK Rap!

Jungle Japes:Another level taken from Donkey Kong Country. 
This level is rather bland IMO...there are more KlapTrap 
coming down the river....I like to sit on either the left or 
right side, and wait for someone to come, then nail them 
with a forward+A smash. The middle is dangerous, because 
they can come at you from above or below. The music 
definately isn't up to Donkey Kong par either.

Great Bay:A kinky level taken from Majora's Mask, involving 
a 40 year old gay elf, and a Turtle with trees growing out 
of his shell. If that doesn't turn you on, I don't know what 
will! Tingle, the aforementioned elf is always hanging from 
a balloon. This balloon acts as a platform until someone 
pops it. The turtle is a good place to fight....that is 
until it decides that it wants to leave, placing you in the 
middle of the bay... I suggest you stay off the turtle, and 
bat your enemies over onto it.I generally just stay on the 
middle platform, and act as if I'm edge guarding. Guys will 
die off the left side of the level with only a few smashes. 
Rolling Dodges are a big help in this level, for dodging 
enemies that like to grab onto the ledge, and attack on 
their way up, or even roll past you.

Hyrule Temple:My ultimate favourite level! This place is 
massive! It's inspired by something or other from Zelda, and 
it looks to be ruins, but I can't quite figure out 
where...oh well, this place is still awesome. You can stand 
pretty much anywhere, and just wait for someone to come walk 
into your forward+A smash. Also, if I'm above someone, I 
like to jump down and down+A them in the air, then L cancel, 
and roll to the side, where I follow up with a forward+A 
smash. Yay ^^ If you're fighting in the bottom section of 
the level, damage levels can reach upwards of 350%(!!) 
because you don't exit the level, you simply fly around like 
a pinball. If your damage gets above this, and you're in a 
Time match, just jump off the edge. Better than your 
opponent getting a KO ^_^

Yoshi's Story:A level taken from....you guessed it, Yoshi's 
Story! This level is really crappy if you ask me...it's 
really small, and really bland, and just reaks of bad 
design. Shyguys are flying around carrying food, so if you 
need a little health, take one out...other than that, jsut 
use standard tactits, for this standard level.

Yoshi's Island:This is Yoshi's good level, taken from Super 
Mario World for SNES. Rolling Dodges are everything in this. 
Dodge, smash, dodge, smash. This technique always works for 
me, whether it's against CPU or human. Throwing items is 
good too, especially when they're up on the hill to the 
right. It'll get bouncing around really good, and well, you 
never know what it might do =D Sitting on the very left of 
the stage is good too, because your forward+A smash can 
reach them when they're walking up the pipe.

Fountain of Dreams:A level taken from the Great Cave 
Offensive of Kirby's SuperStar, this level is basically just 
Yoshi's Story, with a pretty background. Standard techniques 
*yawn*

Green Greens:A stage taken from the very first Kirby game 
for gameboy, this is a lot more fun than Fountain of Dreams. 
The yellow blocks that fills the gaps in the stage are 
destroyed when hit by anything. There are also bomb blocks, 
that you must be wary of, as they will blast you out quite 
quick....a good strategy is to go to the right or left, and 
when they come for you, roll towards the middle, and smash 
them off. Then edge guard with Flare Blade.

Corneria:Another one of my favourite level, taken from Star 
Fox 64, and basically a shrunken version of SSB's Sector Z. 
This level is great for edge guarding, and a lot of fun! 
Smashing is the key as usual, and rolling dodges are quite 
useful. If you can get them cornered against the wall on the 
lower level, do a Double Edge Dance with the 4th hit being 
down+B for some good damage. Watch out for Arwings and 
Wolfen firing pot shots at you and the crew.

Venom:Another level taken from Star Fox 64, this is on the 
Great Fox again, but on the wings, rather than on the main 
body. Again, there are Arwings and Wolfen shooting at you. I 
like to wait on the opposite side of the ship, then 
forward+A smash them, or Blazer. Lol, one thing that I 
learned the hard way, is that when you're in a cave, you 
can't die off the side. I was edge guarding Falco in event 
49, and the bastard just kept bouncing back! After about 
300%, I just used Blazer, but this is something to keep in 
mind.

Flat Zone:Hehe, a cool little level, inspired from an old 
handheld game called Game&Watch. The level is 2D, so 3D Roy 
looks quite out of place :) Fighting is just regular 
tactics, as they can't go far at all on the sides before 
they die. Be sure to watch out for falling tools. These pack 
quite a punch, as I've died on more than one occasion to a 
bucket or a hammer. Occasionally a little fella will come 
and spill some oil on the floor, which will make you slip 
and slide. Not much of a big deal, but a cool effect ^_^

Brinstar:A level based on a planet you visit in Super 
Metroid, this beauty is quite a death trap. Lava will 
frequently rise, so I advise you stay on the top platform. 
The lava hurts a lot, and once you're in, you'll take a few 
hits before you come back, IF you come back. Otherwise, I 
like to stay on the left or right platform, and edge guard. 
Fun stuff :)

Brinstar Depths:An aesthetically amazing level, this was 
taken from Metroid as well. In the background, you'll see a 
large Kraid, a creature who will take a swipe at the entire 
level and rotate it!!1 Awesome! This is a great level! In 
any one on one match, I like to head to the small lone rock 
platform, and just stay there, edge guarding. If he rotates 
while you're there, you can get yourself stuck underneath 
the level, which can be the perfect place to kill time if 
you're in the lead of a Time match. Good luck ^^

Onett:A busy little town from Earthbound for the SNES, this 
is the first city you come across. Occasionally an 
exclamation mark will appear, and a car will zoom across the 
bottom of the level. Make sure not to get hit by this, as it 
has a good chance of killing you. The platforms in the 
middle will sometimes collapse, putting an interesting spin 
on things. Personally, I like sitting on the power wires on 
the right side of the level, and just edge guarding.

Fourside:The second city from Earthbound to make it to SSBM, 
this is the fourth city in the game for SNES. This level 
takes place atop skyscrapers, and a scaffolding that moves. 
Also, every once in a while a UFO will come for you to 
battle on. The surface is very slippery, so be wary. This is 
a great level for just sitting and waiting for people to 
come to you! Beware though, as they have a large skyscraper 
for a vantage point, and can throw items at you easily. Try 
catching them mid-air, then throwing them back! That'll show 
em ;) If you can, try to use your mid-air down+A to smash 
people down the gaps. Often they can't get back up ^_^

Mute City:This is a racetrack taken from the futuristic F-
ZERO circuit. You'll be travelling along the track on a 
platform, periodically stopping, to battle on the track. 
Beware of passing racers, as they can hurt you a lot 
(they're going over 400 kph after all). For this level, I 
just go AWOL, and run around dash-attacking people. It 
doesn't pay to use your forward+A smash here, unless you're 
edge guarding. The pace of this level is very fast, and you 
have to keep up with it.

Big Blue:A really awesome level, where you're fighting atop 
F-ZERO racers! You start on the Falcon Flyer, and can move 
to other racers that are passing below you. Since the racers 
are moving really fast, be careful not to touch the road. 
You'll be left behind. There are platforms that float around 
sometimes. I encourage you to fight on these, as they are 
much safer than the cars. I like the down+A mid-air attacks, 
to smash people right into the track, then get back to the 
cars with a lateral Blazer (hold left/right while doing it). 
Good luck, as this is what the level often comes down to!

Pokmon Stadium:A level inspired by Pokemon. This is a 
stadium that pokemon battles are held in. At first, the 
level is quite simple. Only 2 platforms, and not much 
special about it, other than the video screen in the 
background, that shows battle statistics. Once you wait a 
bit, the level changes to either a water, fire, or earth 
themed level. Kewlio! This is a level for standard tactics. 
Edge Guarding is useful, but if they have good recovery, it 
could be a while before they die, as the actual out of 
bounds area is quite far from the level. An item that lands 
on one of the floating platforms is best grabbed in mid-air, 
rather than jumping up and grabbing it. This can save time, 
and maybe even your life!

Pok Floats:Lol, a crazy level inspired by a ton of 
different pokemon! The CPU really sucks at this level, and 
will SD a lot. Always stay on your toes, and be wary of 
sudden change. If you get on one that looks like it's gonna 
stay for a little bit, hit the enemy with forward smashes, 
and Double Edge Dance. Otherwise, down+A in mid-air, and 
Blazer is always a good bet, when the level is changing. 
Hehehe, isn't Psyduck just soooo cyute!! Heh...Roy isn't the 
greatest for this level with is meager jumping abilities, 
but you should be able to pull it off ;)

Mushroom Kingdom:A level inspired by Super Mario Brothers 1! 
This is a cool level, that brings nostalgia to the air ^^ 
The bricks are destroyed in one hit, and the ? blocks 
produce items. The small gaps are a good place to die with a 
misplaced Blazer, or someone who decides to meteor smash you 
down there, so be wary. Other than that, it's just standard 
edge guarding, forward smashing, Double Edge Dancing fun :)

Mushroom Kingdom II:A level taken from Super Mario Brothers 
2, this level is kinda plain. The 2 gaps are easy to die in, 
but also easy to kill others in (dodging green missiles, and 
skull bashes is fuuuun!). I prefer to stay on one side, and 
just guard the edge. When Birdo comes to peg you off in the 
back of the head with eggs, move to the middle, and use 
rolling and smashing techniques.

Kongo Jungle:A stage from SSB, that is quite bland. The only 
excitement you'll get from this is jumping into the barrel 
cannon floating around the bottom. Something to note is that 
you can up up through the main level, which might save you 
as some point. I just stand on one side or the other 
charging a Flare Blade or forward+A smash. As always, 
rolling is a good idea.

Yoshi's Island:What the...*does a double-take* Is it just 
me, or is the only thing separating this from Yoshi's Story, 
the fact that this level has disappearing clouds...gawd, 
what a boring level... I suggest you smash your foes out to 
the right clouds. They've gotta come back sometime, and 
you'll be waiting as ye loyal edge guarder. Other than that, 
standard...*yawn*

Dream Land:Yet again we have another plain jane level. Other 
than the occasional wind blowing you to the side, this level 
is as basic as it gets. Standard tactics again (bet you're 
getting tired of hearing that ;p)

Battlefield: This is about as plain as they get. One thing 
to note is that from the main platform, you can hit people 
standing on the left and right platforms with your up+A 
smash. This often comes in handy. Standard tactics 
again....*sigh*

Final Destination:This is definately one of my favourite 
levels. It's so simple, and yet so great! This is perfect 
for just sitting back, dodging projectiles, and doing what 
Roy does best;his forward+A smash! That's all you need for 
this level, other than items, and Flare Blade for edge 
guarding. Plus it's got cool music and everything. Yay!

///////////////////
12-Words Of Wisdom
\\\\\\\\\\\\\\\\\\\
These are my final thoughts...and things that you should 
always remember when fighting as Roy:
-forward+A smash is ALWAYS a good idea. Period.
-Blazer is great for tiny enemies, or multi enemy matches.
-If you see an attack coming, or sense it for that matter,
roll past the person, and smash them from behind.
-always edge guard with Flare Blade
-don't be afraid to take risks...they often pay off
-drugs are bad, mmmhay?
-go check out Roy's 33rd sound clip in the sound test! It 
rocks! Yes, the best thing you'll ever do with Roy is listen 
to this! It's one of his victory speeches, and in english it 
means "For those that I must protect, I cannot lose!". 
Awesome, simply awesome!! =D

////////
13-FAQs
\\\\\\\\
Q:What do Roy's other voices mean?
A:Dunno, check for them in a later version -_-;

Q:Why do you suck so badly at writing?
A:Damnit, I don't know, quit making fun!

Q:Who let the dogs out?
A:My sister, but that's a long story.

Q:What other games do you like to play?
A:Perfect Dark, Pokmon, Super Monkey Ball, etc. I also 
enjoy many RPGs, and have beaten every Final Fantasy game.

Q:Will you be my friend?
A:Probably, beggars can't be choosers after all.

Q:Are you really uglier than Giga Bowser?
A:You be the judge. 
www.geocities.com/xxfunkytoadxx/erik4.jpg

Q:Are you just making up questions and answers to take up 
more space.
A:Get a life.

Q:Can I go now?
A:Nope.
///////////
14-Closing
\\\\\\\\\\\
Well, you've just spent the last few hours, reading about 
how I play with Roy, and the best ways to confound your 
opponents with him. Now it's time that you should be 
leaving, to go out in the world, and make your own 
strategies, and maybe come back one day to beat your 
master.....*sniff* Goodbye Grasshopper.

                ===================================================
                Nintendo GameCube
                Super Smash Bros. Melee
                Trophy Descriptions
                Final Version
                December 01, 2002
                Cyantre@comcast.net
                ===================================================

001: Alpha                     [Future Release]

        "A creature in an imaginary cubist world
        where survival of the fittest is the rule.
        These creatures have strong, efficient bodies
        and the cute faces of pandas. They form
        family groups and treat each other lovingly,
        yet have no respect for other beasts.
        Their favorite foods seem to be meat
        and bamboo grass."

002: Andross                   [Star Fox]
                               [03/93]
        "Star Fox's archenemy. Whether it's a metallic
        manifestation of Andross or just a
        hologram is unknown, but from its outward
        appearance, it's safe to assume that it's not 
        the fiend's true form. Andross occasionally
        sucks matter in and then violently exhales,
        sending out a cloud of metal tiles. Its eyes are
        its weak points."

003: Andross                   [Star Fox 64]
                               [06/97]
        "This incarnation of Andross was so big
        as to be ridiculous, but it at least appeared
        to be a living being. Andross was once
        a brilliant scientist, but was banished from
        the galaxy for his dangerous experiments.
        From the planet Venom, he readied his troops
        and directed his sword of vengeance toward
        the Lylat System."

004: Annie                     [Custom Robo 2]
                               [Japan Only]
        "Annie, a Jumper model in the Stunner line of
        robots, was the robot used by Nanase, a cadet
        at the Takuma Academy, a commander training
        school. At the climax of the story, Nanase
        fell prey to temptation and stained her
        hands with the illegal robot Majei. This
        act ultimately set the stage for her undeniably
        tragic end."

005: Articuno                  [Pokmon Red & Blue]
                               [09/98]
        "Clouds gather, the baromerer plunges,
        and fresh snow falls from the frigid air when
        this legendary Pokmon takes wing. Graceful
        and elegant, it boasts long tail feathers that
        flap in the wind and are lovely to behold.
        As would be expected, its combat moves
        are based on its cold nature; they include
        Ice Beam and Blizzard."

006: Arwing                    [Star Fox]
                               [09/93]
        "The Arwing is the symbol of Star Fox.
        Like an F-Zero racer, it's equipped with
        an opposing-gravity device. It can barrel
        roll and flip with ease thanks to its quick
        acceleration and flexible control. In battle, the
        ship uses retractable wings for precise
        flying. Every Arwing has smart bombs
        as its sub-weapons."

007: Ayumi Tachibana           [Famicom Detective Club Part II]
                               [Japan Only]
        "Ayumi's the heroine of the Detective Club games,
        which were made for the Famicom Disk
        System. In the first installment of the series,
        Ayumi solved the murder of one of her friends,
        and shortly thereafter, she opened her own
        investigative agency. Since those early days,
        she's proven to be a daring and peerless
        crime solver."

008: Baby Bowser               [Super Mario World 2: Yoshi's Island]
                               [10/95]
        "Even as a youngster, Baby Bowser was already
        playing pranks and causing trouble for Baby Mario and his
        pal Yoshi. Even at this early age of his evil
        career, Baby Bowser had tons of henchmen at his
        disposal. Many experts speculate that Mario
        and Bowser have some sort of connection that
        can be traced back to their mutual births."

009: Baby Mario                [Super Mario World 2: Yoshi's Island]
                               [10/95]
        "Long ago, when the stork was carrying Baby
        Mario and Baby Luigi to the Mario household,
        the stork was ambushed, causing Baby Mario
        to tumble onto Yoshi's Island. This marked the
        beginning of the Yoshies' adventure to deliver
        Baby Mario to his parents. Since then,
        Baby Mario's been spotted on golf courses
        and tennis courts."

010: Ball Kirby                [Kirby's Adventure]
                               [05/93]
        "When Kirby swallows a ball enemy, he turns
        into a ball and can bounce off of floors
        and walls. It's tough to control, but well
        worth it for the strong attack power it gives
        Kirby. After his debut in Kirby's Adventure,
        Ball Kirby has popped up in several more
        Kirby games, such as Kirby's Pinball Land and
        Kirby's Block Ball."

011: Balloon Fighter           [Balloon Fight]
                               [06/86]
        "The goal in Balloon Fight is to break your
        enemy's two balloons, depriving him of his
        flotation devices. If you lose one balloon,
        your buoyancy drops and it becomes harder
        to rise. As you can pop both friends' and
        enemies' balloons, you have to stay alert in
        this two-player fun fest. The balloonist's
        name is unknown."

012: Barrel                    [Super Smash Bros.]
                               [04/99]
        "Like Crates, Barrels are often filled with
        items and occasionally explosive. Thrown
        Barrels may break on contact or go rolling
        along the ground to smash into characters.
        Like the Crate, the Barrel is heavy, so it
        will restrict the speed at which the character
        carrying it can move. This speed differs
        between characters."

013: Barrel Cannon             [Donkey Kong Country]
                               [11/94]
        "The Barrel Cannons were used in Donkey
        Kong games as a vital means of transportation,
        and their explosive nature is used similarly
        in Super Smash Bros. Melee. On the Kongo
        Jungle stage, one can catch characters as
        they fall from the main platform. Careful! The
        Barrel Cannon rotation may accidentally send
        you flying off the screen."

014: Battlefield               [Super Smash Bros. Melee]
                               [12/01]
        "Super Smash Bros. Melee borrows settings from
        many different games to create its stages, but
        the Battlefield is an original creation. While
        its initian impression may strike some players
        as a bit ominous, the layout itself is fairly
        standard, lending it to serious, straightforward
        matches. Additionally, it's used to pit players against
       the Fighting Wire Frames."

015: Bayonette                 [Custom Robo 2]
                               [Japan Only]
        "Tsurugi and Yaiba, twin brothers who were
        bewitched by the dark power, combined their
        beloved robots Spear and Lance to form
        this illegal robot. The brothers used the
        Strike Vanisher model as a base, but then
        added a number of stealth capabilities.
        This successful power-up is nothing short of
        a Custom Robo miracle."

016: Beam Sword                [Super Smash Bros.]
                               [04/99]
        "With its distinctive glowing blade, the Beam
        Sword is eye-catching and lethal. At first, the
        blade is about the size of a short sword, but
        the length changes depending on who
        wields it. The blade also lengthens in direct
        proportion to the power of an attack, so
        it reaches its maximum size when swung as
        a smash attack."

017: Bellossom                 [Pokmon Gold & Silver]
                               [10/00]
        "From time to time, these beautiful flower
        Pokmon will gather in numbers and perform
        an odd sort of dance to call out the sun. While
        in the midst of this strange exhibition,
        their petals brush together to create
        a peaceful and soothing melody. A Gloom will
        only evolve into a Bellossom if it's
        exposed to a Sun Stone."

018: Birdo                     [Super Mario Bros. 2]
                               [10/88]
        "First seen in Super Mario Bros. 2, Birdo is
        known for shooting eggs and fireballs from
        her mouth. Mario and his friends would have
        to jump onto the eggs in midair, pick them
        up and throw them back at her. Long missing
        from the Nintendo scene, Birdo recently 
        reappeared in Mario Tennis and Super
        Mario Advance."

019: Blatoise                  [Pokmon Red & Blue]
                               [09/98]
        "Blastoise is the next evolutionary step after
        Wartortle. The thick jets of water they
        shoot from the cannons on their backs are
        strong enough to cut through steel plating.
        When in danger, they hide inside
        their armored shells. Blastoise is so popular
        among trainers that it's considered the
        definitive Water-type."

020: Bob-omb                   [Super Mario Bros. 2]
                               [10/88]
        "These little guys are just what they appear
        to be: walking bombs. Pick one up and hurl
        it for an incredibly potent attack. If no one
        picks them up, Bob-ombs light their own fuses and
        start wandering around armed and dangerous.
        In Super Mario 64, Bob-ombs chased Mario down
        once they noticed him. Pink Bob-ombs are nice
        and capable of speech."

021: Boo                       [Super Mario Bros. 3]
                               [02/90]
        "These shy spirits inhabit Mario's world
        and have been known to vanish or freeze when
        met face-to-face. In recent years, they seem
        to have overcome their fears in order to
        pursue tennis and other social activities. They
        usually appear in groups and fly in
        formation. From time to time, giant Boos make
        surprise appearances."

022: Bowser                    [Super Mario Bros.]
                               [10/85]
        "Bowser has a long history of kidnapping
        Princess Peach to lure his nemesis, Mario,
        into traps. He leads an enormous group of
        mischievous creatures, not the least of which
        are his seven children. With outrageous
        strength, flammable breath, and more spikes
        than you can shake a Star Rod at, Bowser
        is a constant threat."

023: Bowser                    [B: Fire Breath]
                               [Smash B: Koopa Klaw]
        "In many ways, Bowser is the toughest character
        around. Not only does he have near-impervious
        hide, but his great mass makes him almost
        impossible to hurl offscreen. Of course,
        his weight also makes him rather slow to
        maneuver, so when facing him in battle,
        it's best to press your attack and not give him
        a chance to counter."

024: Bowser                    [Up & B: Whirling Fortress]
                               [Down & B: Bowser Bomb]
        "Bowser's Fire Breath strikes continually, but it
        grows gradually smaller over time until it's barely
        smoldering. The Koopa Klaw rakes enemies at a
        distance and pulls nearby foes in close for a good
        gnawing. Bowser's Whirling Fortress moves laterally
        over the ground; it works in midair as a recovery.
        The Bowser Bomb is powerful and paves the
        way for more attacks."

025: Bubbles                   [Clu Clu Land]
                               [10/85]
        "The mysterious Bubbles can only move straight
        ahead and has problems stopping: she changes
        paths by sticking out her hand and grabbing
        a post on the way by. If Bubbles makes contact
        with a Sea Urchin, she'll pop and deflate
        like a balloon. Bubbles protects herself by
        shocking Sea Urchins and pushing them into
        walls to destroy them."

026: Bucket                    [Mario and Wario]
                               [Japan Only]
        "In Mario and Wario, an excellent game released
        only in Japan, this hidden item gets placed on
        Mario's head, rendering him sightless. The fairy
        Wanda then guides the helpless Mario past
        numerous obstacles to the goal. The M on the
        bucket becomes a W when turned upside down,
        signifying that Mario has fallen under Wario's
        wicked control."

027: Bulbasaur                 [Pokmon Red & Blue]
                               [09/98]
        "Bulbasaur is a cute Pokmon born with
        a large seed firmly affixed to its back;
        the seed grows in size as the Pokmon does.
        Along with Squirtle and Charmander, Bulbasaur
        is one of three Pokmon available
        at the beginning of Pokmon Red & Blue.
        It evolves first into Ivysaur and ultimately
        into Venusaur."

028: Bullet Bill               [Super Mario Bros.]
                               [10/85]
        "Bullet Bills are shot out of cannons and fly
        on straight paths. In great numbers they're
        a nightmare; while Mario can stop most with
        a single jump, the rare giant one is much
        tougher to avoid. In Super Smash Bros. Melee, all
        Bullet Bills are extra large. They burrow into
        Princess Peach's castle and then detonate
        with immense power."

029: Bunny Hood                [The Legend of Zelda: Ocarina of Time]
                               [11/98]
        "Don the Bunny Hood to improve your agility
         drastically, allowing you to jump great
         distances and move at high speed. The ears
         are a cute accessory: they're even adorable
         on characters they don't quite suit. The
         Bunny Hood was key in Majora's Mask, where
         it made Link move at one-and-a-half times
         his normal speed."

030: Capsule                   [Super Smash Bros.]
                               [04/99]
        "These small containers contain items that fly
        out when the Capsules break. Capsules will
        explode roughly 12.5% of the time, so deciding
        where to break them can be
        quite a strategic decision; sometimes
        it's better to throw them rather than attacking
        them directly. Explosive Capsules pack a
        tremendous punch."

031: Capt. Falcon              [F-Zero]
                               [08/91]
        "Usually a relentless bounty hunter, Captain
        Falcon shifts gears to become a race pilot
        once the F-Zero Grand Prix begins. His
        beloved racer, the Blue Falcon, can exceed the
        speed of sound, and he knows how to drive it;
        he'll go down as one of the all time-greats.
        Now 36 years old, Captain Falcon wears
        his F-Zero X visor."

032: Capt. Falcon              [B: Falcon Punch]
                               [Smash B: Raptor Boost]
        "Falcon's style is a balanced combination
        of raw power and speed. His attacks are slow,
        but when combined with Falcon's high mobility,
        he's a formidable combat force. The
        Falcon Punch packs the highest degree
        of destructive power, while the explosive
        Raptor Boost can be used to smash airborne
        foes into the depths."

033: Capt. Falcon               [Up & B: Falcon Dive]
                                [Down & B: Falcon Kick]
        "The Knee Smash, used in midair on foes in front
        of you, is slow and has a short reach, but if it
        connects, it'll send foes flying a long way on a
        low trajectory. Falcon uses his Falcon Dive to
        grab an enemy in midair and fling them away
        with an explosive blast. He can do this technique
        repeatedly without landing, so it can also be
        used as a recovery move."

034: Captain Olimar              [Pikmin]
                                 [12/01]
        "The main character of the game Pikmin,
        Captain Olimar crash-lands on a mysterious
        planet after his spaceship malfunctions.
        In order to get off the planet, he must gather
        the pieces of his broken ship, but the
        atmosphere of the planet is poisonous to
        Olimar. As a result, he has to enlist the help
        of the native Pikmin."

035: Celebi                      [Pokmon Gold & Silver]
                                 [10/00]
        "Celebi has the power to travel through time,
        and thus wanders from one age to the next.
        It is considered a deity by the forests: plants
        and trees are said to grow in unimaginable
        abundance wherever Celebi visits. Like
        Mew, Celebi is a Pokmon shrouded
        in mystery. Its special techniques blend grass
        and psychic powers."

036: Chansey                     [Pokmon Red & Blue]
                                 [09/98]
        "Renowned for its kind temperament, Chansey
        has been known to offer injured creatures
        a highly nutricious egg to aid their recovery.
        Legend has it that this charitable creature
        brings happiness to anyone who captures
        it. All Chansey are female, and every now
        and then one is found in possession of a
        Lucky Egg."

037: Charizard                   [Pokmon Red & Blue]
                                 [09/98]
        "It's hard to believe, but this massive flame
        Pokmon evolves from the tiny Charmander.
        Not only can it fly at heights of over 4,500
        feet, but it's flaming breath is hot enough to
        reduce almost anything to ashes in seconds.
        The flames at the end of a Charizard's tail
        are said to be a fairly accurate barometer
        of its power."

038: Chikorita                   [Pokmon Gold & Silver]
                                 [10/00]
        "Chikorita was one of the first three Pokmon
         available in Pokmon Gold, Silver, and
         Crystal. A Grass-type Pokmon, it emits
         a delightful fragrance from the leaves on
         its head and loves to spend its time leisurely
         sunbathing. When called into battle, it uses
         its Razor Leaf move to strike at opponents'
         weak points."

039: Chozo Statue                 [Metroid]
                                  [08/89]
        "These statues, which provide power-ups to
        Samus and have some connection with her
        Power Suit, have been found in many places,
        most notably Zebes. The Chozo boasted the most
        advanced civilization in their galaxy. Some
        say that when they could advance no
        further, they chose to withdraw and observe
        other life forms."

040: Clefairy                     [Pokmon Red & Blue]
                                  [09/98]
        "Clefairy are very cute Pokmon, which makes
        them popular pets. However, as they're
        only found in a few areas, it takes a lot
        of work to find one. Strangely enough, legend
        has it that Clefairy are more active during the
        full moon. These Pokmon are known to
        use Metronome, a move that unleashes a randomly
        selected attack."

041: Cleffa                       [Pokmon Gold & Silver]
                                  [10/00]
        "With silhouettes that resemble stars,
        Cleffa are often sighted when the
        night sky is filled with shooting stars.
        Cleffa evolves into Clefairy, but only
        if it has a strong bond of friendship with its
        trainer. Since Cleffa are so cute and loveable,
        many trainers choose to keep it in this
        unevolved form."

042: Cloaking Device              [Perfect Dark]
                                  [05/00]
        "This state-of-the-art camouflage device bends
        light rays in such a way that players using it appear
        almost invisible. The device fosters confusion, and
        players using it will not take damage while cloaked.
        This does not mean, however, that players
        become invulnerable, so they can still be sent
        reeling or flying across the screen, depending on their
        damage percentages."

043: Coin                         [Mario Bros.]
                                  [1983]
        "The Mushroom Kingdom is dotted with these
        mysterious coins. There seems to be an endless
        supply hidden in various blocks, and Mario
        gains an extra life when he manages to collect
        a hundred of them. No one can confirm
        whether or not these coins are actually used
        as the currency of the Mushroom Kingdom, but
        it's a safe assumption."

044: Crate                        [Super Smash Bros.]
                                  [04/99]
        "A Crate will release lots of items when it's
        broken open. It's very heavy, so unless your
        character is strong, youll walk slowly while
        under its burden. You can throw Crates up,
        down, left or right, but it's hard to hit
        opponents because the throwing process
        takes time. Every now and then, a Crate will
        explode under duress."

045: Crazy Hand                   [Super Smash Bros. Melee]
                                  [12/01]
        "Where the Master Hand loves to create, its
        alter ego is impulsive and destructive,
        consumed with that hollow feeling which
        comes from destroying ones own creations. The
        Crazy Hand appears when a player clears 
        obstacles quickly and the Master Hands power is
        low.  You have only one chance to defeat the
        Crazy Hand."

046: Crobat                       [Pokmon Gold & Silver]
                                  [10/00]
        "A bat Pokmon that evolves from Golbat.
        Crobat's hind legs have evolved into a second
        pair of wings, which allows it to fly at
        great speeds but limits its ability to rest.
        The affection a Golbat has for its trainer is
        vital for the evolution process: if a novice
        trainer has a Crobat, it shows that he or she
        cares for Pokmon well."

047: Cyndaquil                    [Pokmon Gold & Silver]
                                  [10/00]
        "Cyndaquil frighten easily, so they're
        often found curled up in balls. When
        threatened, they flare the flames on their
        backs to drive off enemies. Cyndaquil was
        one of the three Pokmon that trainers could
        choose from at the beginning of Pokmon
        Silver, Gold, and Crystal. No one knows
        if their eyes are open."

048: Daisy                        [Super Mario Land]
                                  [08/89]
        "The princess of Sarasa-land. Daisy met Mario
        when he helped defeat the evil alien Tanaga
        in Super Mario Land. Princess Daisy is a bit of a
        tomboy when compared with her
        counterpart, Princess Peach. After her
        appearance in Mario Golf, some gossips
        started portraying her as Luigi's answer
        to Mario's Peach."

049: Diskun                       [Disk System]
                                  [Japan Only]
        "This little guy is the adorable mascot for a
        Nintendo Entertainment System peripheral device
        released in 1985. Using the disk system, you
        could rewrite games for 500 yen, an epochal and
        economical feature. Funnily enough, the
        instruction booklet was sold spereately for 100
        yen. The disk system's first game was The
        Legend of Zelda."

050: Ditto                        [Pokmon Red & Blue]
                                  [09/98]
        "Every Ditto has the ability to copy a
        Pokmon's entire cell structure in an instant
        and become its exact replica. They're
        terrible at remembering techniques, but when
        they use Transform, they temporarily learn
        all of their foe's moves. If a Ditto starts
        to laugh, it weakens and can't hold
        its transformation."

051: Dixie Kong                   [Dokey Kong Country 2: Diddy's Kong Quest]
                                  [12/95]
        "More than just Diddy Kong's girlfriend,
        Dixie Kong is also a fearless adventurer and
        a reliable team player. She earned her wings
        helping Diddy rescue Donkey Kong from
        the clutches of King K. Rool. Dixie's amazingly
        quick and nimble, and she's even able
        to twirl her ponytail in order to float slowly
        through the air."

052: Donbe & Hikari               [Shin Oni Ga Shima]
                                  [Japan Only]
        "Donbe and Hikari are the main characters in
        this video-game version of a classic Japanese
        folk tale. The game chronicles the lives
        of our fearless heroes from their births to the
        time they drove the evil from the Island of Ogres.
        They are accompanied in their adventure by Ringo
        the dog, Matsunosuke the monkey, and Ohana
        the pheasant. "

053: Donkey Kong                   [Donkey Kong]
                                   [Arcade 1981]
        "While he now prefers the laid-back jungle
        lifestyle to construction site mischief, DK is often
        forced back into action by the Kremling Krew.
        The great ape is quite fast despite his burly
        physique, and he keeps his strength up with
        a steady diet of his favorite food: bananas.
        His one extravagance (and only piece of clothing)
        is a monogrammed necktie."

054: Donkey Kong                   [B: Giant Punch]
                                   [Smash B: Headbutt]
        "Donkey Kong is a huge target in a fight, so
        he hates crowds. When he's in the fray,
        his Giant Punch deals serious damage to
        multiple opponents. The big ape's Headbutt
        hits so hard that it temporarily buries
        opponent's in the ground. DK is a lot
        faster than he looks, and he's lethal in the
        hands of a master."

055: Donkey Kong                   [Up & B: Spinning Kong]
                                   [Down & B: Hand Slap]
        "Being the strongest simian around, DK has
        the upper hand once he grabs an opponent.
        He can even lift his foe up and make him or her
        an unwilling travelling companion; if DK grabs
        you, shake your Control Stick as fast as you
        can to break his grip. His Spinning Kong covers
        more lateral distance than vertical, so use it
        quickly to recover."

056: Donkey Kong Junior            [Donkey Kong Junior]
                                   [Arcade 1982]
        "Donkey Kong Jr. came to the rescue when
        Mario imprisoned his father. DK Jr.'s challenge
        was to collect the keys to Donkey Kong's
        cage, all the while dropping fruit on his
        enemies from high above. He was able to
        climb faster by using two ivy vines at once.
        This ape is also quite skilled as kart racing,
        tennis, and mathematics."

057: Dr. Mario                      [Dr. Mario]
                                    [10/90]
        "Immaculate in his medical garb, Dr. Mario
        destroys killer viruses with his amazing
        vitamin capsules. With his dedicated nurse,
        Princess Peach, at his side, Dr. Mario spends
        day and night in his laboratory working
        on new miracle cures. Somehow he's managed
        to keep up with all the new viruses that have
        arisen over the years."

058: Dr. Mario                      [B: Megavitamins]
                                    [Smash B: Super Sheet]
        "There's hardly any difference in the
        abilities of Mario and Dr. Mario, so choosing
        is largely a matter of taste. Dr. Mario is a
        tad slower due to his lack of exercise, but
        his Megavitamins pack a bit more punch than
        Mario's Fireballs. The capsules travel on
        a unique trajectory and make a distinct
        sound on impact."

059: Dr. Mario                      [Up & B: Super Jump Punch]
                                    [Down & B: Dr. Tornado]
        "The differences between Dr. Mario and Mario are
        more pronounced in some areas than others,
        but basically they can be played in a similar fashion.
        While it may be hard to spot the contrasts, they
        do exist. For example, Dr. Mario's Super Sheet
        is longer and narrower than Mario's cape, and
        any opponents hit by Dr. Tornado will fly off
        in diverse directions."

060: Dr. Stewart                     [F-Zero]
                                     [08/91]
        "Dr. Stewart inherited the Golden Fox upon
        the death of his father and soon became an F-
        Zero pacesetter. The Fox, which bears the
        lucky number 3, doesn't have the highest of
        traction ratings, but a skilled pilot will thrill
        at the sensation of drifting through corners.
        This machine requires a high degree of
        technical ability."

061: Dr. Wright                      [SimCity]
                                     [08/91]
        "The assistant to the mayor of SimCity,
        Dr. Wright was actually named after the creator
        of the game. As a player, you'd have to
        use your wisdom and experience to give
        timely advice to the mayor; if you did a good
        job, the city prospered. Dr. Wright is one of the
        leaders in the all-time, bizarre Nintendo-game-
        hairstyle contest."

062: Ducks                           [Duck Hunt]
                                     [10/85]
        "These friendly fowl are the targets in the
        game Duck Hunt, which utilizes the Nintendo
        Zapper Light Gun. They appear and randomly fly
        about trying to escape after your faithful (if
        slightly clamorous) hunting dog flushes them out.
        Once you drop the ducks, your dog dutifully
        fetches them by the napes of their necks
        and grins at you."

063: Eevee                           [Pokmon Red & Blue]
                                     [09/98]
        "As adaptable a Pokmon as any yet discovered,
        Eevee's evolutionary progress changes to
        meet the conditions of its environment. So
        far, five evolutionary forms have been
        discovered and then catalogued for this
        unique Pokmon: Vaporeon, Jolteon,
        Flareon, Espeon, and Umbreon. All evolutions
        have special benefits."

064: Egg                             [Super Smash Bros.]
                                     [04/99]
       "Eggs are basically the same as Capsules,
       in that they'll release items when you break
       them open. They've been known to explode,
       too. The likelihood that certain items may be
       inside Eggs depends on the type of stage being
       played. Somtimes Eggs will contain health-
       replenishing food items; other times, they may
       hold weapons."

065: Eggplant Man                    [Wrecking Crew]
                                     [10/85]
        "Eggplant Man debuted as an enemy in the
        NES game Wrecking Crew. Even though his
        movement pattern was very simple, he was
        a fairly formidable foe, since Mario and Luigi
        had limited means of attack. You could beat
        this enemy by dropping a Dead-End Drum on
        him or by trapping him behind a door and
        blowing up the room."

066: Electrode                       [Pokmon Red & Blue]
                                     [09/98]
        "Electrode, an electric ball Pokmon, is the
        evolved form of Voltorb. It has the
        tendency to explode with even the slightest
        provocation, which has earned it the nickname
        "Wrecking Ball." Electrode is the
        quickest Pokmon found to date, and its
        distinct white-over-red coloring is the
        opposite of Voltorb's."

067: Entei                            [Pokmon Gold & Silver]
                                      [10/00]
        "A volcanic Fire-type, Entei is hotter than
        liquid magma and as tough as nails. This
        powerful creature was one of the three
        Pokmon running around the Burned Tower of
        Ecruteak City. Entei is extremely difficult to
        capture, as it tends to wander
        all over the landscape, sprouting intense
        flames from its body."

068: Excitebike                       [Excitebike]
                                      [10/85]
        "This top-of-the-line motocross motorcycle
        can accelerate like crazy with its turbo,
        but this also causes the temperature
        gauge to rise rapidly; if used too often, the
        bike will overheat. You can cool your hot bike
        down by running over special icons scattered
        across the track. The turbo and ramps let
        you pull insane airs."

069: Falco Lombardi                   [Star Fox]
                                      [03/93]
        "A Star Fox team pilot, Falco's constant air
        of casual indifference belies his precise
        piloting skills. He avoids discussion of
        what he did before joining the team,
        but many consider it likely that his past
        was filled with reckless behavior. He's not much
        for cooperation, but he does respect those
        more skilled than he is."

070: Falco Lombardi                   [B: Blaster]
                                      [Smash B: Falco Phantasm]
        "Where his leader, Fox, has blinding speed,
        Falco has his own distinct skills and
        advantages. He has both a higher jump
        and a longer reach than Fox, and although his
        Blaster lacks rapid-fire capabilities, it
        strikes with shocking force. Unlike Fox
        Falco can stop enemies in their tracks with
        his Blaster fire."

071: Falco Lombardi                   [Up & B: Fire Bird]
                                      [Down & B: Reflector]
        "Falco's amazing jumping abilities have many merits,
        but it's vital to realize that it comes at the cost
        of some attack power and defensive strength.
        He falls at a high speed, which disrupts potential
        attackers, but this also prevents successful
        recoveries occasionally. Hit an opponent with
        Reflector, and he or she will fly straight up; this is
        Falco's quickest attack."

072: Falcon Flyer                     [F-Zero]
                                      [08/91]
        "Captain Falcon's speedy midsize star cruiser
        boasts an on-board computer that allows
        Falcon to control it remotely ... perhaps that's
        why it's never appeared on-screen in an F-Zero
        game. Without this ship, Falcon couldn't prowl
        the galaxy like a lone wolf: the Blue Falcon is
        a state-of-the-art machine, but it's only
        used for F-Zero races."

073: Fan                             [Super Smash Bros.]
                                     [04/99]
        "The Fan can be swung so rapidly that it leaves
        opponents unable to counterattack. It is,
        however, an exceedingly weak weapon. Despite
        this shortcoming, the Fan is quite effective
        as a shield breaker, and it works well at
        disrupting an enemy's equilibrium. Throw the
        fan to send your foe bouncing straight up
        into the sky."

074: Female Wire Frame               [Super Smash Bros. Melee]
                                     [12/01]
        "This is the female model of the Fighting Wire
        Frames. The female's abilities are roughly
        the same as the male model's. All Fighting
        Wire Frames lack the ability to use special
        techniques, and their attacks lack any real
        physical strength. Additionally, they're slow
        and are therefore easy to outmaneuver. They 
        tend to attack in gangs." 

075: Fighter Kirby                   [Kirby's Super Star]
                                     [09/96]
        "Kirby dons a warrior's headband and becomes
        a fierce fighter when he swallows an enemy
        skilled at physical attacks. Fighter Kirby
        uses many colorful punching and kicking
        moves as he overpowers his enemies with his
        sparring skills. The Vulcan Jap is just one
        of the many techniques Kirby can use thanks
        to his copying power."

076: Fighting Wire Frames            [Super Smash Bros. Melee]
                                     [12/01]
        "The Multi-Man Melee mode consists of
        10-Man, 3-Minute, Endless, and other
        such matches, which pit you against the
        Fighting Wire Frames under varied rules.
        Of particular note is the Cruel Melee, where the
        Wire Frames pull no punches; they'll come
        after you with a single-minded fury rarely seen
        in CPU opponents."

077: Final Destination               [Super Smash Bros. Melee]
                                     [12/01]
        "As time passes on this stage, the level appears
        to travel through a wormhole from the
        imaginary Super Smash Bros. Melee world
        into reality. You move through a cloud-filled
        sky over a vast mountain range, then
        into a deep-space vista of dark blues and
        purples. The scenery is as real as you get
        in this fantastical world."

078: Fire Flower                     [Super Mario Bros.]
                                     [10/85]
        "Once you grab this item, press and hold
        down the A Button to make the flower breathe
        flames until its power gives out. The Fire
        Flower is incredibly useful when you want
        to push someone off the edge of a stage. In
        Super Mario Bros., it transformed Mario into
        Fire Mario, changing his garb and enabling
        him to throw fireballs."

079: Fire Kirby                      [Kirby's Adventure]
                                     [05/93]
        "When Kirby swallows a fire-wielding enemy,
        he transforms into Fire Kirby. Not only does
        he breathe fire in this form, but he can also
        sprout flames on his entire body and damage
        enemies by crashing into them. Fire Kirby
        wears the bright red headdress of his enemy
        Burning Leo. The hat turns into a helpful
        weapon when thrown."

080: Flipper                         [Balloon Fight]
                                     [06/86]
        "Made famous as an unpredictable obstacle
        in Balloon Fight, the Flipper stops and hangs
        in midair when thrown. Any character who
        comes in contact with the bumper-balls on
        its ends will be knocked away as the Flipper
        spins wildly. Flippers can be a bit irksome:
        in Balloon Fight they caused accidents to
        friends and foes alike."

081: Food                            [Super Smash Bros. Melee]
                                     [12/01]
        "These food items will restore your health
        when you eat them. There are 28 different
        types of food, and the nutritional value and
        yumminess quotient differs slightly with
        each type. Party Balls tend to hold the largest
        amount of food items. You may be vulnerable
        when gorging yourself, but you do need to
        eat to survive."

082: Fountain of Dreams             [Kirby's Adventure]
                                    [05/93]
        "This mystical fountain in Dream Land uses the
        power of the Star Rod to create a gush of
        pleasant dreams that flow like water. The
        dreams then become a fine mist and drift
        over the land, bringing peaceful rest to
        one and all. It's been confirmed that
        there are identical facilities on other
        planets near Pop Star."

083: Four Giants                    [The Legend of Zelda: Majora's Mask]
                                    [10/00]
        ""Swamp... Mountain... Ocean... Valley... The four
        who are there..." Link summons these four
        giant guardians to aid in his battle against the
        Skull Kid, who's possessed by Majora's Mask. They
        appear from the four compass points to catch
        the moon, which is about to crash into Clock Town.
        Without abandoning the innocent Skull Kid, they're
        able to protect the town."

084: Fox McCloud                    [Star Fox]
                                    [03/93]
        "Fox McCloud is the leader of a band of
        adventurers-for-hire known as Star Fox. Fox
        and his fellow pilots Peppy, Slippy,
        and Falco patrol the Lylat system in their
        mother ship, the Great Fox. From the cockpit
        of his Arwing, Fox leads the ceaseless
        pursuit of the evil scientist Andross, who
        doomed Fox's father."

085: Fox McCloud                    [B: Blaster]
                                    [Smash B: Fox Illusion]
        "Fox is among the quickest and nimblest
        of the Smash Bros. characters. His speed
        is offset by low firepower, however,
        and he's better at one-on-one fights than
        melees with multiple foes. His Blaster is
        unique: it does damage but it doesn't make
        enemies flinch. His Fox illusion is best used
        as a surprise attack."

086: Fox McCloud                    [Up & B: Fire Fox]
                                    [Down & B: Reflector]
        "Fox falls quickly, so he's a tough target to strike
        from below; however, this advantage can work
        against him when he goes flying sideways.
        You can use the Control Stick to set
        the direction of the Fire Fox technique
        while it's charging up. On a side note, Fox is
        also much lighter than he was in the N64 Super
        Smash Bros. game."

087: Freezie                        [Mario Bros.]
                                    [Arcade 1983]
        "Freezies slip and slide along smooth surfaces
        and will happily slide off the edge of a stage
        if left alone. In Mario Bros., they would stop
        and freeze portions of the ground; in Super
        Smash Bros. Melee, they can be picked up
        and hurled as weapons. Hit a foe with a Freezie,
        and he or she will be temporarily encased in
        a huge block of ice."

088: F-Zero Racers                  [F-Zero X]
                                    [10/98]
        "In the year 2560, an association of wealthy
        space merchants created the F-Zero
        Grand Prix in an attempt to add some excitement
        to their opulent lifestyles. The jet-powered racers
        have no tires, but use G-Diffuser systems to
        float a foot above the surface. Many believe the
        F-Zero championship is the highest claim to fame
        in the galaxy."

089: Game & Watch                   [Game & Watch]

        "This stage of Super Smash Bros. Melee
        takes its motif from the Game & Watch series.
        It incorporates settings from Oil Panic, Helmet,
        and Manhole, and it's sure to send a wave of
        nostalgia crashing over old-school gamers. If you
        want to truly reproduce the Game & Watch
        experience, try playing this unique level in
        Fixed-Camera Mode!"

090: Ganondorf                      [The Legend of Zelda: Ocarina of Time]
                                    [11/98]
        "Said to be the sole man born to the Gerudo tribe
        in a hundred years, Ganondorf aspired to
        conquer the world. He plundered a piece of the
        sacred Triforce from the Temple of Time when Link
        pulled the Master Sword from its pedestal. With
        the Triforce of Power in Ganondorf's possession,
        Hyrule was plunged into darkness until Link and
        Zelda defeated the fiend."

091: Ganondorf                      [B: Warlock Punch]
                                    [Smash B: Gerudo Dragon]
        "Since he's slow and can't jump very high,
        Ganondorf relies mainly on his immense physical
        strength to overwhelm his enemies. His great
        weight also makes him a difficult foe to send
        offscreen. Ganondorf's Warlock Punch is slow
        but absurdly powerful, and when he strikes
        with his Gerudo Dragon, enemies rise skyward
        enveloped in dark flames."

092: Ganondorf                      [Up & B: Dark Dive]
                                    [Down & B: Wizard's Foot]
        "Ganondorf's slow speed works against
        him in single combat, but in melees, his crazy
        power lets him earn his keep with innumerable
        KOs. Ganondorf can't strike quickly, but each
        blow he lands adds up. Ganondorf is at his
        quickest when he uses the Wizard's Foot,
        and his Dark Dive blasts foes in a burst
        of dark energy."

093: GCN                            [Nintendo GameCube]
                                    [Hardware]
        "Nintendo's latest bundle of joy arrived in North
        America on November 18, 2001, and video-game
        fans rejoiced. This little beauty is sleek, compact
        and full of cutting-edge technology. Incorporating
        optical media for the first time, the Nintendo
        GameCube was truly born to play. Rumor has
        it that Super Smash Bros. Melee is a software title
        for this wondrous device."

094: Giga Bowser                    [Super Smash Bros. Melee]
                                    [12/01]
        "An even more imposing figure than the
        original King of the Koopas. Giga Bowser is
        roughly twice the size of his scaly, fire-breathing,
        spike-studded Super Smash Bros. Melee
        counterpart. Predictably, this monstrous creature's
        offensive and defensive powers are a grade
        higher than those of regular Bowser. Good luck
        defeating this colossus!"

095: Goldeen                        [Pokmon Red & Blue]
                                    [09/98]
        "These Water-types are often referred to as
        "water dancers," as their elegant fins make
        them incredibly agile underwater. They can
        even travel upstream in rapids at a speed of
        five knots; of course they're not quite as
        nimble on dry land. Goldeen's Horn Drill
        is so strong that it can KO an enemy with one
        strike if it connects."

096: Gooey                          [Kirby's Dream Land 2]
                                    [05/95]
        "While Kirby swallows enemies in order to
        copy their powers, Gooey wraps them
        up in his tongue to steal their abilities. In
        Kirby's Dream Land 2, he occasionally
        appeared inside of a bag, but by Kirby's
        Dream Land 3, he was a full-fledged partner.
        He could be controlled by setting him up
        as Player Two."

097: Goomba                         [Super Mario Bros.]
                                    [10/85]
        "Goombas are actually traitors who've
        defected from the Mushroom Kingdom's
        forces. They're a slow and predictable
        nuisance, as they always try to wander
        into Mario's path. Fortunately for Mario,
        they don't have much stamina, as a single
        jump on the head is generally enough to
        defeat them."

098: Goron                          [The Legend of Zelda: Ocarina of Time]
                                    [11/98]
        "Most Gorons inhabit the stony slopes of Death
        Mountain. They can achieve incredible land
        speeds by curling up into balls and rolling:
        they also curl up into small balls to sleep.
        They're a gentle and calm people, but their
        leader, Darunia, is impassioned and brave.
        Gorons use strong and dexterous fingers to
        make blades and bombs."

099: Great Fox                      [Star Fox]
                                    [03/93]
        "The mother ship of the Star Fox team. When
        in battle, the ship's robot, ROB, can assume
        control of the bridge, allowing all hands to
        take to their Arwings or combat positions.
        The ship runs plasma engines capable of warp
        speeds, and its front lasers are effective
        both in battle and in clearing paths through
        asteroid belts."

101: Green Shell                    [Super Mario Bros.]
                                    [10/85]
        "Hit or throw a Green Shell, and it'll follow
        the contours of the environment, causing
        heavy damage to any characters it hits.
        These Koopa shells have many uses in the
        Mario series: they've been picked up, kicked,
        swallowed and even spit out. Mario
        just uses them as tools to pummel Bowser's
        numberless henchmen."

101: Hammer                         [Donkey Kong]
                                    [Arcade 1981]
        "If you grab the Hammer, you'll run across the
        screen swinging it back and forth nonstop. In
        Donkey Kong, Mario used the Hammer in exactly
        the same fashion. It's an extremely powerful item,
        but you have no recovery move when carrying it.
        Every now and then, the mallet head will fall
        off, and you'll end up completely vulnerable,
        swinging just the handle."

102: Hate Giant                     [Doshin the Giant]
                                    [Japan Only]
        "A reincarnation of the sun that appears on
        a solitary island in the south seas. Doshin
        feeds off the emotions of the islanders to
        grow into a giant. The islanders named it for
        the sound of its heavy footsteps: "Doh-Shin!"
        The red color of this Doshin points toward
        its malignant nature. It knows but one thing:
        Destroy! Destroy!"

103: Heart Container                [The Legend of Zelda]
                                    [07/87]
        "Heart Containers drift toward the ground slowly
        and replenish 100 percentage points of
        health. In The Legend of Zelda, these items
        beefed up Link's life meter; in most cases,
        Link found them in the possession of bosses
        or hidden in secret areas. Heart Containers
        are often scattered across the land in
        several fragments."

104: Heracross                     [Pokmon Gold & Silver]
                                   [10/00]
        "Heracross are powerful creatures that are
        known to drive their single horns into the
        bellies of their foes and then toss them
        over their heads. The immense power of their
        Megahorn move is said to be the strongest
        among insectoid Pokmon. They are
        one of several types of Pokmon that can be
        found by shaking trees."

105: Heririn                       [Kuru Kuru Kuruin]
                                   [Japan Only]
        "Kururin sets off in his specialized helicopter
        to rescue his siblings who have lost their way
        somewhere among ten worlds. The helicopter
        is fitted with an enormous blade, which
        propels the machine forward by slowly
        rotating. The mazes that Kururin must
        navigate are narrow and filled with all kinds
        of strange obstacles."

106: Home-Run Bat                  [Super Smash Bros.]
                                   [04/99]
        "Smash an enemy with this slugger, and you'll
        send them flying out of sight; hence the name
        Home-Run Bat. The sound of the bat being
        swung immediately strikes fear into the
        hearts of opponents and can turn the tide of a
        battle. It's slightly risky to use, though; it has
        a very limited range, and it takes a little time to
        wind up for your swing."

107: Ho-oh                         [Pokmon Gold & Silver]
                                   [10/00]
        "As it soars around the skies of the
        world, this multicolored flying Pokmon leaves
        a trail of rainbows and myths in its wake. Its
        signature move is called Sacred Fire, and it
        is believed to appear only before trainers
        who are pure of heart. If you see a trainer
        with Ho-oh, you can assume that catching
        it took a lot of work."

108: Ice Climbers                  [Ice Climber]
                                   [10/85]
        "That's Popo in the blue and Nana in the pink.
        These two stars of the game Ice Climber have
        scaled many an icy summit in their mountaineering
        careers. Back in their glory days, they chased 
        eggplants, cucumbers, and other vegetables
        that inexplicably fell from frosty summits
        when a condor reigned supreme. They're
        rarely seen apart."

109: Ice Climbers                  [B: Ice Shot]
                                   [Smash B: Squall Hammer]
        "This unique twosome fights together as a team.
        Your score will not be affected if the CPU-
        controlled character is KO's, but a lone Ice Climber
        won't be able to use teamwork moves, which will
        make for a tough and frantic solo fight. The Ice
        Shot fires mini-glaciers out of their hammers, while
        Squall Hammer is at its strongest when Nana and
        Popo combine their strength."

110: Ice Climbers                  [Up & B: Belay]
                                   [Down & B: Blizzard]
        "The colors of the Ice Climbers' parkas denotes
        who's in the lead: Nana's in pink or orange, while
        Popo's in green or blue. Their hairstyles are also
        slightly different. Belay allows them to cover great
        distances, but doesn't give foes the chance to target
        their landing. Blizzard is best used in close
        quarters; in the fray, Nana and Popo will sometimes
        freeze opponents."

111: Igglybuff                     [Pokmon Gold & Silver]
                                   [10/00]
        "Igglybuff, which evolve into Jigglypuff,
        are so incredibly elastic that they
        always seem to be bouncing. They have
        extremely stubby legs, so for these Pokmon,
        bounding from place to place is much faster
        than walking. Unlike its equally adorable
        relatives, Jigglypuff and Wigglytuff, Igglybuff
        has red eyes."

112: Jeff                          [Earthbound]
                                   [06/95]
        "Another of Ness's close friends in EarthBound,
        Jeff is the only son of the famous scientist,
        Dr. Andonuts. Jeff is a mechanical genius, able
        to turn common, broken tools into complex
        weapons like the Hungry HP-sucker and the
        Slime Generator. He's a bit on the shy side
        but incredibly intelligent and brave in the heat
        of battle."

113: Jigglypuff                    [Pokmon Red & Blue]
                                   [09/98]
        "This balloon Pokmon invites its opponents
        in close with its big, round eyes and then
        puts them to sleep with a soothing lullaby. It
        puffs itself up when angry, and while it may
        look adorable, it's not to be trifled with; it
        knows several powerful techniques. Jigglypuff
        evolves into Wigglytuff after exposure to
        a Moon Stone."

114: Jigglypuff                    [B: Rollout]
                                   [Smash B: Pound]
        "Jigglypuff's normal attacks are weak, and
        because of its light weight it's easily sent
        flying. However, with its incredible midair
        agility, it seems to dance when airborne.
        Rollout is a powerful speed attack, but be
        careful not to fly off the edge. Pound does
        serious damage, and it can also help as
        a recovery move."

115: Jigglypuff                    [Up & B: Sing]
                                   [Down & B: Rest]
        "Jigglypuff can put its enemies to sleep if they
         are in range of its Sing attack, although the
         attack does not work on airborne foes. Rest puts
         Jigglypuff into a deep sleep, but at the instant
         it drops off, an intense energy force radiates out
         of the exact center of its body. If this force
         comes in contact with an enemy, look out! Rest
         is Jigglypuff's wild card."

116: Jody Summer                   [F-Zero X]
                                   [10/98]
         "An ex-fighter pilot, Jody brings her skills
         to the F-Zero Grand Prix as an ambassador
         of the interstellar regime. Her machine,
         the White Cat, is not built for strength or
         endurance. However, it's incredibly light
         and has excellent traction. A good
         match for beginners, the White Cat's a solid
         all-around racer."

117: Kensuke Kimachi               [1080 Snowboarding]
                                   [04/98]
        "A member of the Vertical Air snowboard
        team of Japan. He's 19 years of age and a
        top boarder in Japan, but his team is still
        working on achieving world-class ranking.
        Kensuke is a mellow, laid-back guy who gets
        bored quickly with things that don't spark
        his interest. He plays a lot of Nintendo games
        when he's not riding."

118: King Dedede                   [Kirby's Dream Land]
                                   [08/92]
        "Dedede's the self-proclaimed king of
        Dream Land. While he says he's king, Dedede
        performs no administrative functions and the
        citizens of Dream Land continue to live as
        they always have. He's able to suck in air
        and fly like Kirby does, but only as a result of
        the vigorous training he undertook after
        being bested by Kirby."

119: King K. Rool                  [Donkey Kong Country]
                                   [11/94]
        "The demented head of the Kremlings and big
        boss in the Donkey Kong series. K. Rool is
        a giant, greedy glutton with a serious eye tic.
        While he fits the evil boss mold nicely,
        he's just enough of a bumbler to have gained
        a few fans over the years. His plan to blow
        up the DK Isles with his Blast-o-Matic shows
        how unbalanced he is."

120: Kirby                          [Kirby's Dream Land]
                                    [08/92]
        "A denizen of the far-off, peaceful planet
        Pop Star, Kirby became a citizen of Dream Land
        after defeating King Dedede. Even though
        he's only about eight inches tall, Kirby is
        an extremely skilled technician. He has
        the ability to absorb the powers of
        his enemies, and his elastic body makes him
        a versatile adventurer."

121: Kirby                          [B: Swallow]
                                    [Smash B: Hammer]
        "Kirby's small size lets him dodge many attacks,
        but his light weight makes him fly far
        when struck. Using his ability to inflate,
        he can jump five times. His Swallow attack
        creates wild combos; not only can he copy
        foes' moves, but he'll also put on special
        hats and mimic their voices. His Hammer is
        unwieldy but powerful."

122: Kirby                          [Up & B: Final Cutter]
                                    [Down & B: Stone]
        "Because of his light weight, Kirby is always
        in danger of being sent flying, but his ability to
        puff up and fly allows him to come back from
        amazing distances. His Final Cutter strikes on the
        way up and on the way down, and it sends out
        a beam of force upon landing. Kirby transforms
        into various objects and crashes down when he
        uses his Stone technique."

123: Kirby Hat 1                    [Super Smash Bros. Melee]
                                    [12/01]
        "Here's Kirby sporting several results of his
        Copy ability. In Link's hat he can shoot arrows,
        while Mario's cap gives him access to Fireballs.
        The Donkey Kong suit offers up a Giant Punch,
        while Samus's helmet allows Kirby to fire off
        charged-up energy shots. Finally, while
        wearing the Yoshi hat, Kirby can swallow enemies
        and turn them into eggs."

124:  Kirby Hat 2                   [Super Smash Bros. Melee]
                                    [12/01]
        "Kirby's got several of his finest hats on here.
        In Ness's baseball cap, he can use the power of
        PSI to unleash PK Flash, while Captain Falcon's
        visor gives him the ability to unleash a huge punch.
        His adorable Pikachu cap comes complete
        with stored-up electric charges, allowing him to
        shock his foes, and the Fox ears come with a
        matching blaster."

125: Kirby Hat 3                    [Super Smash Bros. Melee]
                                    [12/01]
        "With all of these hats, Kirby could open his
        own haberdashery! Peach's crown lets him
        use Toad, while the Ice Climber parka allows
        him to shoot ice blocks. Kirby has Fire Breath
        in the Bowser horns, and he can copy Zelda in
        both her forms. In Zelda's headdress he can use
        Nayru's Love, while Sheik's wrap gives
        him a needle arsenal."

126: Kirby Hat 4                    [Super Smash Bros. Melee]
                                    [12/01]
        "Looks like Kirby's copied a bunch of hidden
        characters! In Luigi's hat, he can shoot green
        Fireballs, while copying Mewtwo gives him the
        power to throw Shadow Balls. Copying Mr. Game
        & Watch lets Kirby hurl sausages, and doing
        the same to Jigglypuff earns him a Rollout move.
        Marth's hair comes complete with a powerful
        Shield Breaker move."

127: Kirby Hat 5                    [Super Smash Bros. Melee]
                                    [12/01]
        "Secret hats galore! In Pichu's hat Kirby can
        shoot out electricity, while Dr. Mario's headgear
        gives him Megavitamins. When Kirby wears Falco's
        beak, he gets to use Falco's powerful Blaster;
        by the same token, he can fire arrows when in
        Young Link's cap. When Kirby copies Ganondorf
        he gets the Warlock Punch, and copying Roy
        produces a Flare Blade."

128: Klap Trap                      [Donkey Kong Country]
                                    [11/94]
        "This low-slung alligator made its
        first appearance in Donkey Kong Country.
        You can subdue it by jumping on its back,
        but it's powerful jaws make it dangerous
        to approach from the front. In Super Smash
        Bros. Melee, it swims in the river and sometimes
        jumps in the Barrel Cannon to stop players
        from using it."

129: Koopa Clown Car                [Super Mario World]
                                    [08/91]
        "Bowser's single-seat, personal airship
        doesn't exactly handle like a dream, but it
        wasn't designed to be sporty. The Koopa Clown
        Car was made to carry Bowser's huge weight,
        not to mention a logic-defying arsenal of
        massive bowling balls. In Super Mario World,
        Mario busted the Koopa Clown Car by pelting
        it with Mecha Koopas."

130: Koopa Paratroopa               [Super Mario Bros.]
                                    [10/85]
        "These winged Koopa Troopas can fly, but
        they're none too smart: they tend to spend a
        lot of their time simply jumping or fluttering
        around a small area. As a result, no one
        exactly thinks of them as majestic, soaring
        creatures. They lose their wings and become
        normal Koopa Troopas if Mario or Luigi jumps
        on their backs."

131: Koopa Troopa                   [Super Mario Bros.]
                                    [10/85]
        "Common soldiers in Bowser's army, Koopa
        Troopas can retreat into their shells.
        Unbelievable as it may seem, they're clearly
        unaware of being kicked and sent sliding when
        in this position. There are many Koopa types,
        each with a different shell color and unique
        traits. They all wear T-shirts and shorts
        under their shells."

132: Kraid                          [Metroid]
                                    [08/89]
        "A boss enemy from Metroid. Kraid lives in
        the depths of Brinstar. He immobilizes enemies
        with his three red eyes, and his powerful
        jaws can crush anything. He can also
        shoot the three spikes in his belly; it's said
        he often fires them at his prey. Once Samus
        defeated Ridley and Kraid, the way
        to Tourian opened."

133: Lakitu                         [Super Mario Bros.]
                                    [10/85]
        "These airborne menaces used to ride their
        clouds exclusively as Bowser's henchmen.
        They typically hover just out of Mario's reach
        and hurl Spinies with irritating precision.
        More recently, however, they've been known
        to take on less evil tasks, such as doing
        camera work for sports events and even helping
        Mario on his quests."

134: Landmaster Tank                [Star Fox 64]
                                    [06/97]
        "Team Star Fox's high-powered, anti-aircraft
        hover tank. Its caterpillar-like treads
        allow it to perform quick lateral rolls. It
        can even fly for short periods of time. Its
        main cannons closely resemble the weapons
        technology on an Arwing, so the same
        rules apply: if you charge them up, you can shoot
        guided missiles."

135: Like Like                      [The Legend of Zelda]
                                    [07/87]
        "In The Legend of Zelda, these slow-footed
        monsters inhaled Link and ate his shield,
        just beating out Wallmasters for the
        coveted title of "Most Aggravating Enemies
        Ever." Supposedly, their name comes
        from an old, almost indecipherable Hyrulian
        proverb: "Shield-eaters and world leaders have
        many likes alike.""

136: Link                           [The Legend of Zelda]
                                    [07/87]
        "Even in his youth, Link was already becoming
        the warrior who would carry the destiny
        of Hyrule (and many other lands) on his
        shoulders. His epic struggles against the
        forces of darkness are written in legend, and
        he is bound to the Princess Zelda and the
        archfiend Ganondorf by the awesome power
        of the Triforce."

137: Link                           [B: Bow]
                                    [Smash B: Boomerang]
        "Burdened with a shield, a heavy sword, and
        plenty of equipment, Link is not a very
        mobile character. Nevertheless, he's
        skilled with the blade, and his varied supply
        of missile weapons makes him a powerful fighter.
        To master Link, you must control the pace
        by balancing your long-range attacks with
        head-to-head swordplay."

138: Link                           [Up & B: Spin Attack]
                                    [Down & B: Bomb]
        "Link's Bow, Boomerang, and Bombs all take
        time to wield, so you may want to try drawing them
        in midair to prevent your foes from attacking you
        while you're vulnerable. The Spin Attack can
        score consecutive midair hits, and the final
        slash is very powerful. Link's Bombs are his
        trump card, but he can't pull one out if he's
        carrying another item."

139: Lip's Stick                    [Panel De Pon]
                                    [Japan Only]
        "This magical stick was used by the character
        Lip in the Japanese game Panel De Pon,
        which was later released as Tetris
        Attack in the United States. Lip's Stick
        causes a flower to sprout from an enemy's
        head, inflicting damage as it grows. Quickly tap
        the Control Stick back and forth to get a flower
        off of your head."

140: Lon Lon Milk                   [The Legend of Zelda: Ocarine of Time]
                                    [11/98]
        "The pride of Lon Lon Ranch is this delicious
        and nutritious milk. When Link played Epona's Song
        for Lon Lon Cows, they would perk up and provide
        him with a bottle full of the tasty beverage. The
        fact that Link sometimes used bottles that had
        housed bugs is a matter of questionable hygiene.
        In Super Smash Bros. Melee, Young Link drinks
        milk instead of taunting."

141: Love Giant                     [Doshin the Giant]
                                    [Japan Only]
        "A reincarnation of the sun that appears on
        a solitary island in the south seas. Doshin
        feeds off the emotions of the islanders to
        grow into a giant. The islanders named it for
        the sound of its heavy footsteps: "Doh-Shin!"
        Its yellow color indicates its friendly
        nature: this Doshin likes to help with the
        villagers' daily tasks."

142: Lugia                          [Pokmon Gold & Silver]
                                    [10/00]
        "The waters of the Whirl Islands are home to
        this legendary Pokmon, whom few have seen.
        Lugia lives quietly in the deepest ocean trenches
        for one very good reason: its combined aerial and
        psychic powers are so strong as to be extremely
        dangerous. The special moves of this gargantuan
        creature include the destructive win assault
        known as Aeroblast."

143: Luigi                          [Mario Bros.]
                                    [Arcade 1983]
        "Although Mario's younger brother has
        always played second fiddle, Luigi finally
        garnered the spotlight with his very own game,
        Luigi's Mansion. Things are looking up for
        the eternal understudy; he's even picked up
        his own rival in Waluigi. The day he's referred
        to as the "lean, mean, green machine" may
        not be too far off."

144: Luigi                          [B: Fireball]
                                    [Smash B: Green Missile]
        "Luigi has worse traction than his
        brother, but he's a more powerful jumper.
        His Fireballs aren't affected by gravity,
        so they fly straight horizontally. The Green
        Missile is similar to Pikachu's Skull
        Bash, but there's a 12.5% chance of a
        spontaneous misfire. Luigi's taunting pose
        inflicts minor damage."

145: Luigi                           [Up & B: Super Jump Punch]
                                     [Down & B: Luigi Cyclone]
        "Smack someone with Luigi's Super Jump
        Punch, and if the timing is just right, it will
        become a Fire Jump Punch of incredible
        strength. However, Luigi can only jump straight
        up when delivering this blow, and if his aim is a
        bit off, he'll only do a single point of damage.
        The Luigi Cyclone sucks foes in and twirls
        them about."

146: Mach Rider                      [Mach Rider]
                                     [10/85]
        "After the destruction of his home town, Mach
        Rider jumped onto his machine-gun-equipped
        combat motorcycle and set off in search of a
        new home, destroying all the Quadrunners
        who got in his way. His motorcycle had
        four gears and endless ammunition. When hit,
        Mach Rider would break into fragments and
        then rejoin together."

147: Majora's Mask                   [Legend of Zelda: Majora's Mask]
                                     [10/00]
        "A lonely Skull Kid put on Majora's Mask and
        unknowingly allowed a great evil to invade
        the land of Termina. The mask manifested
        its evil power into the fearsome looking moon,
        and the Skull Kid became merely a puppet under
        its malevolent power. In the ultimate battle
        with Link, Majora's Mask transformed into three
        separate forms."

148: Male Wire Frame                 [Super Smash Bros. Melee]
                                     [12/01]
        "Who built the Fighting Wire Frames and to
        what purpose remains a mystery. They're a
        simple collection of wires which house a
        sparse framework of bones and organs that
        lends them a rather disturbing appearance.
        They look rather big and powerful, but in
        reality, both their offensive and defensive
        abilities are subpar."

149: Marill                          [Pokmon Gold & Silver]
                                     [10/00]
        "This water-mouse Pokmon evolves
        into Azumarill. The round ball on the end
        of its tail acts like a flotation device, so
        it can float safely in the roughest of water
        conditions. It resides on Mt. Mortar in
        seclusion; few of the creatures are ever
        seen. Marill's cuteness has earned it a large
        and loyal fan base."

150: Marin                           [The Legend of Zelda: Link's Awakening]
                                     [08/93]
        "Marin is a young girl who cares for Link
        after a shipwreck washes him up on
        the shores of Koholint Island. She's a talented
        harpist, well liked for her kind and gentle
        nature. She holds fast to the ideals of truth
        and honor; if Link happens to steal something
        during his adventure, she greets him with
        a shout of "THIEF!""

151: Mario                           [Donkey Kong]
                                     [Arcade 1981]
        "Known worldwide as Mr. Nintendo, Mario
        uses his incredible jumping ability to thwart
        the evil Bowser time after time. While he's
        best known as a hero, Mario has played many
        roles, including racer, doctor, golfer, and villain.
        His tastes have changed over 20 years of gaming;
        he long ago swapped the colors of his shirt
        and overalls."

152: Mario                           [B: Fireball]
                                     [Smash B: Cape]
        "Mario is a character without any glaring
        weaknesses and plenty of strong attacks:
        he's even equipped with a Meteor Smash.
        He's a straightforward character who'll
        reflect the actual skills of the player.
        Mario's Cape will turn other characters in
        the opposite direction and can also reflect
        missile weapons."

153: Mario                            [Up & B: Super Jump Punch]
                                      [Down & B: Mario Tornado]
        "Mass determines how easily a character can be
        sent flying, as well as a character's physical
        strength: Mario's mass is the standard upon
        which other Smash fighters are measured.
        His Super Jump Punch sends foes skyward in
        a shower of coins, while the Mario Tornado pulls
        in nearby foes, spins them silly, and scatters
        them every which way."

154: Marth                            [Fire Emblem]
                                      [Japan Only]
        "The betrayed prince of the Kingdom of
        Altea, the blood of the hero Anri flows
        in Marth's veins. He was forced into exile
        when the kingdom of Dolua invaded Altea.
        Then, wielding his divine sword Falchion, he led
        a revolt and defeated the dark dragon Medeus.
        Afterwards, Altea was annihilated by King
        Hardin of Akanea."

155: Marth                            [B: Shield Breaker]
                                      [Smash B: Dancing Blade]
        "Marth is a magnificent swordsman. While his
        swordplay is faster than that of Link, he
        lacks power, and his quickness if offset by
        a marginal endurance. His Shield Breaker gains
        power the longer it's held. The Dancing Blade
        combination uses both the Control Stick
        and the B Button to produce a series of
        up to four attacks."

156:  Marth                           [Up & B: Dolphin Slash]
                                      [Down & B: Counter]
        "The tip of Marth's blade causes the most damage,
        so you should try to create adequate distance
        between you and your enemy to gracefully strike
        with that point. Marth's dolphin Slash is fast and
        powerful, but it leaves him vulnerable upon landing.
        Marth uses Counter to block a foe's attack and
        deal a return strike. If you're fighting a Counter-
        happy Marth, grab him."

157: Maruo Maruhige                   [Card Hero]
                                      [Japan Only]
        "His name is Maruo Maruhige. He has a
        splendid moustache, and he's the eldest son of
        a long-established card merchant. After stints
        as a taxi driver and convenience store
        clerk, he settled into his role as heir to the card
        business, which has been in his family
        for five generations. He manages the
        Maruhige Card Shop."

158: Master Hand                      [Super Smash Bros.]
                                      [04/99]
        "The Master Hand awaits anyone who survives the
        long and difficult road to the Final Destination.
        This symbolic link between the real world and the
        imaginary battlefields of Super Smash Bros. Melee
        is quite a handful in battle, and just because it wears
        a white glove doesn't mean it fights clean. Get
        ready to be flicked, swatted, punched, and
        poked like crazy!"

159: Master Sword                    [The Legend of Zelda: Ocarina of Time]
                                     [11/98]
        "The Master Sword varies a bit between titles in the
        Legend of Zelda series, but it's generally the most
        powerful blade that Link can carry. It's a magical
        weapon that can be wielded only by a true
        hero, and, as its name implies, it's the weapon
        of choice in decisive battles. At the end of The
        Legend of Zelda: Ocarina of Time, Link returned it to
        its stone pedestal."

160: Maxim Tomato                    [Kirby's Dream Land]
                                     [08/92]
        "Maxim Tomatoes cure 50 percentage points
        of your accumulated damage. Once you eat
        one, after a brief moment, your damage meter slowly
        drains the appropriate amount, regardless of
        whether or not you pick up another item right
        afterwards. In the Kirby series, these
        juicy, health-restoring items were a favorite
        of the pink hero."

161: Megavitamins                    [Dr. Mario]
                                     [10/00]
        "Megavitamins come in six color combinations of
        red, blue, and yellow. Dr. Mario uses these
        capsules by tossing them into contaminated
        bottle to destroy viruses. The origin of
        these wonder pills is a mystery, but the most
        likely theory is that they're the result of Dr.
        Mario's lifelong efforts to find a cure for the
        common cold."

162: Meowth                          [Pokmon Red & Blue]
                                     [09/98]
        "This... is Meowth's dream. Meowth strides
        all over the globe, scattering invitations
        to other Pokmon insisting they come to
        "Meowth's Party." At this wonderful party,
        guests are packed in like sardines as Meowth
        climbs up the stage with its faithful guitar.
        It strikes a chord, pauses, and then rocks
        their world!"

163: Meta-Knight                     [Kirby's Super Star]
                                     [09/96]
        "The mysterious head of the Meta-Knights,
        he wields his sword with dignity. He delivered
        his sword to Kirby and demanded single combat
        in a show of knightly honor; his
        strict adherence to his code of ethics makes
        him a rarity in Dream Land. Sometimes he
        throws off his cape in battle. It occasionally
        transforms into wings."

164: Metal Box                       [Super Mario 64]
                                     [09/96]
        "First spotted in Super Mario 64, the Metal Box
        holds the power to turn your character briefly
        into heavy metal. Your mass is exponentially
        greater while metallic, making it difficult for
        others to throw you. Be careful though:
        not only will you move a bit slower, but you'll
        also fall much more quickly than you
        ordinarily would."

165: Metal Mario                     [Super Mario 64]
                                     [09/96]
        "Mario was in for a surprise the first time
        he hit a Metal Box in Super Mario 64.
        The metal cap that popped out transformed
        Mario into living metal, giving him great
        stamina, a heavy tread, and the ability to walk
        underwater. In Super Smash Bros., Metal
        Mario showed up as an incredibly stubborn
        midlevel boss."

166: Metroid                         [Metroid]
                                     [08/89]
        "A parasitic life form that can absorb all
        types of energy, Metroids have strong
        resistance to most conventional weaponry.
        To defeat them, Samus Aran had to freeze
        them with Ice Beam shots and then blast
        them with missiles. Mochtroids, which look
        like Metroids, are weaker, with fewer
        internal nuclei."

167: Mew                             [Pokmon Red & Blue]
                                     [09/98]
        "Mew is an extremely rare Pokmon that has
        been seen by only a few people. Information
        on every Pokmon in the world is contained
        in Mew's cell structure, so it has the ability
        to use any and all TMs and HMs. Some
        Pokmon scholars believe Mew to be
        the ancestor of all existing Pokmon, but
        the idea is debatable."

168: Mewtwo                          [Pokmon Red & Blue]
                                     [09/98]
        "A genetically created Pokmon, Mewtwo is
        the result of many long years of research by
        a solitary scientist. Although Mewtwo
        was cloned from the genes of the legendary
        Pokmon Mew, its size and character are
        far different than its ancestor. Its battle
        abilities have been radically heightened,
        making it ruthless."

169: Mewtwo                          [B: Shadow Ball]
                                     [Smash B: Confusion]
        "As Mewtwo relies mostly on its powerful brain,
        there are times when it scarcely uses its arms
        and legs. Since Mewtwo spends much of its
        time floating, it flies far when struck. Shadow
        Ball traces a jagged path once released: the
        longer Mewtwo holds it, the more powerful it
        becomes. Mewtwo uses Confusion to spin its
        foes around."

170: Mewtwo                           [Up & B: Teleport]
                                      [Down & B: Disable]
        "Mewtwo is definitely not a speedy character, but
        its ESP-powered grab and throw moves are
        comparatively strong. Teleport has a short range,
        but doesn't leave it open to attack. It's best used
        as an escape move during disturbances.
        Mewtwo can daze a foe if it makes eye contact
        and uses Disable; the move is useless unless Mewtwo
        is facing its enemy."

171: Misty                            [Pokmon Red & Blue]
                                      [09/98]
        "Misty's the gym leader of Cerulean City and a
        real tomboy. She loves swimming and all things
        aquatic, so she makes a point of collecting
        Starmie, Staryu, and other Water-type
        Pokmon. This is common among gym
        leaders: typically the Pokmon kept by
        trainers tend to reflect that person's personality
        and preferences."

172: Moltres                          [Pokmon Red & Blue]
                                      [09/98]
        "As tradition has it, the onset of spring
        heralds the return of this legendary Pokmon
        from its souther home. Its bright orange color
        and fiery aspect lends to its overwhelming
        appearance. Sky Attack, the strongest of flying
        moves, is a perfect fit for this burning
        phenom, but it obviously also excels at powerful
        Fire-type moves."

173: Monster                          [3D Hot Rally]
                                      [Japan Only]
        "This rally car tore up dirt and raced through
        uncharted lands in the Disk System game 3D
        Hot Rally. While it wasn't as fast as the other
        two car types, it had super-strong shocks
        to deal with horrible roads and other obstacles.
        Mario and Luigi are in command of this car,
        although they don't show themselves in
        the game very often."

174: Moon                             [The Legend of Zelda: Majora's Mask]
                                      [10/00]
        "High in the sky above the Clock Town Tower,
        a menacing moon slowly sinks towards the city.
        Shrouded in mystery and feared by all, it
        threatens to devour everything and everyone
        in a cataclysm of fire. Strangely, inside the
        moon is a beautiful, pristine plain broken
        by a single tree. The moon breaks after Link
        defeats Majora's Mask."

175: Motion-Sensor Bomb               [Top Secret]

        "The perfect accessory for ambushes, the
        Motion-Sensor Bomb has been a favorite
        covert weapon of spies and other stealthy
        operatives. It adheres to any surface, and once
        armed, detonates with incredible force when
        it detects motion in its range. In the frantic
        world of Super Smash Bros., it doesn't take
        long for it to go."

176: Mr. Game & Watch                 [Game & Watch]
                                      [1980]
        "First appearing in 1980, the Game & Watch
        series is the father of all portable liquid
        crystal games. The main character is simple and
        monochrome but has a timeless individuality.
        There are 39 different games in the series
        and they've sold over 43 million units
        worldwide. Pictured at left is the particularly popular
        Fire model."

177: Mr. Game & Watch                 [B: Chef]
                                      [Smash B: Judgement]
        "A resident of a totally flat world, Mr.
        Game & Watch's frame-by-frame movement
        is distinctive. His image is known far and wide
        and respected by gamers everywhere. In Super
        Smash Bros. Melee, he hurls sausages with his
        Chef technique. The random strength of his
        Judgement is determined by the number displayed;
        food appears on lucky 7."

178: Mr. Game & Watch                 [Up & B: Fire]
                                      [Down & B: Oil Panic]
        "A man of great stature in the world of Nintendo
        characters, Mr. Game & Watch is a comparatively
        light fellow and doesn't feature many powerful
        attacks. When he's in danger of falling, Fire calls
        out a rescue brigade to send him skyward once
        more. He can also catch missile weapons with Oil
        Panic; once he's caught three, he can dump the
        bucket on his foes."

179: Mr. Resetti                      [Future Release]

        "Prepare to receive a really long talking-to
        if you reset this game: the next time
        you play, Mr. Resetti will be waiting to
        deliver his best scolding. No matter what your
        intentions are, pressing the RESET Button will
        bring you face-to-face with this fervent
        character. Sometimes the only way to shut
        him up is to apologize."

180: Mr. Saturn                       [Earthbound]
                                      [06/95]
        "The origins of the Mr. Saturn race are
        unknown, but many believe they came from
        outer space. They reside in Saturn Valley
        and speak their own unique language. In
        Super Smash Bros. Melee, Mr. Saturn is just another
        item with which to pelt foes. These guys are
        laid back and not into fighting, so you can
        rest easy ...or can you?"

181: Mute City                        [F-Zero]
                                      [08/91]
        "F-Zero courses are set hundreds of feet above
        ground and kept afloat by opposing-gravity
        guard beams on both sides of the tracks.
        Mute City, which grew from an intergalactic
        trading post to a city with a population of
        over two billion, is the most famous stop on
        the F-Zero Grand Prix. This course layout is
        from the F-Zero X era."

182: Ness                             [Earthbound]
                                      [06/95]
        "Ness is a young boy who's mastered the
        psychic power known as PSI. Ness was living
        a normal life in the suburbs of Onett until
        a meteor crashed into a nearby mountain and
        sent him on a wild adventure. Believing in
        the ultimate powers of wisdom, courage, and
        friendship, Ness proves that some heroes come
        in small packages."

183: Ness                             [B: PK Flash]
                                      [Smash B: PK Fire]
        "The key to mastering Ness is controlling his
        unique midair jump, which makes up for
        what he lacks in speed. His PK Flash attack
        may seem weak at first glance, but it grows
        more powerful the longer you hold down
        the B Button. To do a lot of damage with
        PK Fire, try to burn your opponent as many
        times as possible."

184: Ness                             [Up & B: PK Thunder]
                                      [Down & B: PSI Magnet]
        "Ness's mind is his best weapon. PK Thunder is
        a PSI missile weapon that can be guided using
        the Control Stick, and if Ness hits himself with
        it, he turns into a living missile capable of doing
        massive damage. This move can also be used
        for recovery. PSI Magnet turns energy missile
        attacks into health; try out certain Pokmon for
        stamina replenishment."

185: Ocarina of Time                   [The Legend of Zelda: Ocarina of Time]
                                       [11/98]
        "This ocarina, the treasure of the House of Hyrule,
        was entrusted to Link by Zelda when she fled
        from Ganondorf's insurrection. When used
        in conjunction with three Spiritual Stones, it opened
        the way to where the Master Sword rested.
        In Majora's Mask, it gave Link limited control over
        time, but it has other uses: it's fun to play as
        a musical instrument."

186: Octorok                           [The Legend of Zelda]
                                       [07/87]
        "These common enemies made their debut in the
        very first Legend of Zelda game and have
        been a staple of every game in the series
        since. They shoot rocks from their mouths
        at high velocity, but the projectiles are
        simple to block and do very little damage.
        Octoroks have low stamina, so they don't
        pose much of a threat to good fighters."

187: Pak E. Derm                       [Yoshi's Story]
                                       [03/98]
        "This pesky pachyderm bars Yoshi's path by
        sticking poles high into the air. Pak E. Derm
        has been practicing this skill for years, and
        he's so masterful that he can even block
        Yoshi's high-flying Flutter Jump. Pak E.
        Derm is a little unstable, however, and he tends
        to topple over if Yoshi pounds the ground
        anywhere nearby."

188: Paper Mario                       [Paper Mario]
                                       [02/01]
        "The Star Rod: Bowser stole it, and Mario
        wants it back. Bowser vs. Mario is familiar for
        Mario afficionados, but Paper Mario is novel.
        What this game brings to the 3D polygon-
        filled gaming world is its art style:
        everything is wafer thin! What the visuals
        lack in realism, they more than make up
        for in unique artistry."

189: Parasol                           [Kirby's Dream Land]
                                       [08/92]
        "The Parasol, which was originally used by Kirby,
        can be used as a wepon to bludgeon
        enemies. Even better is that fact that players
        can open it while airborne and lazily float
        back toward safe ground. It's incredibly
        useful in returning to the field of play after
        an opponent gets the better of you and
        sends you flying."

190: Party Ball                        [Super Smash Bros. Melee]
                                       [12/01]
        "Party Balls are just what they sound like: a recipe
        for wild fun packed into a paper ball. Throw or
        strike one into the air, then wait for it to trigger
        its time-release. Parties are always unpredictable,
        so here are the odds on how zany your party
        might be: 
        Self-destruction: 10%
        Food banquet: 36% 
        Bob-omb fest: 12%
        Other: 42%"

191: Paula                             [Earthbound]
                                       [06/95]
        "Paula is a PSI master who used her incredible
        psychic abilities to call Ness from afar.
        Ness rescued Paula from the blue-stained
        clutches of the Happy Happyist cult, and she
        became integral to his EarthBound adventure.
        Originally, Ness didn't know either PK Thunder
        or PK Fire, so Paula probably taught him
        these techniques."

192: Peach                             [Super Mario Bros.]
                                       [10/85]
        "Princess Peach presides over the Mushroom
        Kingdom from her huge castle. Her loyal
        subject Toad does his best to protect her but
        always seems to fail spectacularly. Besides
        her royal duties, Peach is interested in both
        tennis and golf; since she's so magnanimous,
        she'll even deign to play a few matches
        with the evil Bowser."

193: Peach                             [B: Toad]
                                       [Smash B: Peach Bomber]
        "Peach's ability to float is invaluable
        in Super Smash Bros. Melee, as she can
        return from incredible distances. Balancing
        this talent, though, is the fact that she's
        quite light and can be sent
        flying with a single powerful attack. Her
        attacks are fairly weak, so you'll have
        to hang around to win."

194: Peach                             [Up & B: Peach Parasol]
                                       [Down & B: Vegetable]
        "Peach's Smash A attack will set her swinging with
        either a frying pan, tennis racket, or golf club. These
        bludgeoning devices appear randomly and have
        different reaches and power levels. The
        princess uses Toad to absorb attacks, and he
        counters by sending spores out at attackers.
        Don't worry about the little guy, though; he
        takes his job seriously."

195: Peppy Hare                        [Star Fox]
                                       [03/93]
        "Peppy was a member of the original Star Fox
        team with Fox's father James McCloud. Peppy
        was the sole survivor of the Battle of Venom
        where a treacherous teammate named Pigma
        Dengar betrayed the team. Peppy now
        rarely climbs into the cockpit of an Arwing,
        preferring instead an advisory position
        in mission planning."

196: Pichu                             [Pokmon Gold & Silver]
                                       [10/00]
        "A baby Electric-type Pokmon identifiable
        by its big ears. Pichu evolves into Pikachu.
        It's not very skilled at storing up
        electrical energy and will sometimes
        discharge it if jarred. Although it's small, it
        has enough electrical power to give even
        an adult quite a shock. It's often startled by
        its own power."

197: Pichu                             [B: Thunder Jolt]
                                       [Smash B: Skull Bash]
        "Compared with Pikachu, Pichu is a tad more
        nimble and a little more difficult to hit. Those
        are the only two advantages, however,
        and since Pichu damages itself when it
        uses electrical attacks, it's best suited for
        handicapped matches. Even though Pichu's
        tough to catch, it's easy to throw its tiny frame
        great distances."

198: Pichu                             [Up & B: Agility]
                                       [Down & B: Thunder]
        "Pichu is the lightest character in Super
        Smash Bros. Melee., and it's top of the class
        in weakness, too! For Pichu, it's all about
        scampering here and there to pick up items
        that will help it survive. The first warp in Agility
        causes 1 point of damage to Pichu, and the
        second causes 3, so try to limit the number of
        times you use the move."

199: Pidgit                            [Super Mario Bros. 2]
                                       [10/88]
        "Pidgits are wingless birds enchanted by the
        vegetable-hating Wart to be the bearers of
        bad dreams. They live in Subcon, a land
        contained within Mario's dreams, where
        they fly around on magic carpets. Mario
        and friends were able to use these carpets
        for short distances once they dislodged
        the piloting Pidgit."

200: Pikachu                           [Pokmon Red & Blue]
                                       [09/98]
        "It's safe to say that Pikachu is the most
        famous and popular of all Pokmon. It has
        electric pouches in both cheeks; when
        in danger, it shoots electricity at its
        enemies. Although Pikachu can evolve into
        Raichu by exposure to a Thunderstone, many
        trainers like Pikachu so much that they
        don't let it evolve."

201: Pikachu                           [B: Thunder Jolt]
                                       [Smash B: Skull Bash]
        "While its electrical attacks, such as
        Thunder and Thunder Jolt, are powerful,
        Pikachu is at its best speeding around the
        fray and waiting for its chance to strike.
        You can control the path of Pikachu's
        two-directional Quick Attack, allowing you to
        jump twice. Hold down the B Button to charge
        up Skull Bash."

202: Pikachu                           [Up & B: Quick Attack]
                                       [Down & B: Thunder]
        "The angle of the Control Stick controls
        the direction of Pikachu's Quick Attack. Pikachu
        will move blindingly fast, and it will also cause
        damage to any character it runs into. Move the
        Control Stick during Quick Attack and Pikachu
        will move in up to two directions. Be sure to
        check out the ceilings on the level when you
        use Thunder."

203: Pikmin                            [Pikmin]
                                       [12/01]
        "These strange beings are part plant, part
        animal. They spend most of their time buried
        in the earth, but they will befriend whoever plucks
        them, as evidenced by their devotion to
        Captain Olimar. Each Pikmin has a leaf on its
        head that grows into a bud and finally a flower.
        Like a flower, the life of a Pikmin is both fragile
        and beautiful."

204: Pit                               [Kid Icarus]
                                       [07/87]
        "The head of Palutena's personal bodyguards,
        Pit traveled near and far to gather Three
        Sacred Treasures that would help him defeat
        the evil goddess of darkness, Medusa,
        and free Palutena, the goddess of light. Pit
        couldn't fly with his little wings; only the
        Wings of Pegasus let him take flight. Will
        Pit ever fight again?"

205: Plum                              [Mario Golf]
                                       [07/99]
        "Plum is one of the first playable golfers
        in Mario Golf. She's not all that strong, so
        her drives tend to lack distance. On the other
        hand, her strike area is large and allows for
        refined control. She's a very stable golfer,
        both well balanced and easy to master, which
        makes her a favorite among beginners and
        pros alike."

206: Posion Mushroom                   [Super Mario All-Stars]
                                       [08/93]
        "Poison Mushrooms made their debut in Super
        Mario All-Stars, where they'd cost characters a
        life if picked up. These nasty fungi are dark and
        foul-tasting, and in Super Smash Bros. Melee, they
        make you shrink on contact. With your
        diminished stature comes a loss of power and mass,
        making you a prime target to get smashed offscreen
        with even a light attack."

207: Pok Ball                         [Pokmon Red & Blue]
                                       [09/98]
        "These balls are used to capture and contain
        wild Pokmon. Most Pokmon must be
        weakened in some way before they can
        be captured, but once they're inside a Pok
        Ball, they enjoy their new home, since
        Pok Balls contain an environment specially
        designed for Pokmon comfort. Master Balls
        are the strongest type."

208: Pokmon Stadium                   [Pokmon Stadium]
                                       [03/00]
        "Trainers come from far and wide to congregate
        at Pokmon Stadiums, the ultimate venues to
        show off their Pokmon teams. There are many
        different arenas with varying terrain designs,
        some of which afford advantages to certain
        Pokmon. This particular stadium is reserved
        for huge events and boasts a big screen and
        spectacular fireworks."

209: Polar Bear                        [Ice Climber]
                                       [10/85]
        "This bizarre beast appears whenever the
        Ice Climbers take five during their ascents.
        Each leap the upright bear makes causes an
        earthquake and makes the mountain scroll
        upward. If the climbers fall off the bottom of
        the screen, they'll drop into a bottomless
        chasm. For reasons unknown, it sports pink
        shorts and sunglasses."


210: Poliwhirl                         [Pokmon Red & Blue]
                                       [09/98]
        "Poliwhirl is an amphibious Pokmon
        able to live on either land or in the water.
        When on dry land, it's constantly sweating to
        keep its skin nice and slimy. When in danger,
        it spins the whirlpool marking on its stomach
        to put enemies into a deep sleep, then it
        runs away. It evolves into either Poliwrath
        or Politoed."

211: Poo                               [Earthbound]
                                       [06/95]
        "Poo, the crown prince of the mysterious
        eastern country of Dalaam, joined Ness
        after completing rigorous training in his
        home country. While he doesn't stand out among
        Ness's friends, his vast experience and strong
        willpower make him a key to their success.
        Poo can assume the form of an enemy
        to gain its powers."

212: Porygon2                          [Pokmon Gold & Silver]
                                       [10/00]
        "Representing the next step in technological
        progress, this virtual Pokmon is a higher-
        powered version of the man-made Pokmon,
        Porygon. Compared to the sharp edges of its
        relative, Porygon2's body is extremely
        smooth and rounded. In battle, it utilizes
        a special move called Conversion 2 to alter
        its type."

213: Princess Peach's Castle           [Super Mario 64]
                                       [09/96]
        "Princess Peach's magnificent royal
        castle appears to be inhabited solely by
        the princess and a multitude of Toads.
        Bowser tried to steal the castle's Power
        Stars in Super Mario 64, and in Paper Mario,
        the surly archfiend actually lifted the
        castle into the stratosphere with his
        own filthy fortress."

214: Professor Oak                     [Pokmon Red & Blue]
                                       [09/98]
        "The leading expert on the study of Pokmon.
        It seems there are always new and
        mysterious species of Pokmon being brought
        to light, and Professor Oak is at the heart
        of it all with his insightful research.
        The Pokdex is one of his inventions: new
        trainers receive one, and a Pokmon to boot,
        when they start out."

215: Raccoon Mario                     [Super Mario Bros. 3]
                                       [02/90]
        "In Super Mario Bros. 3, Super Leafs caused
        Mario to grow raccoon ears and a tail. By
        sprinting and rapidly wagging the tail, Mario
        gained the ability to fly for short periods. Like
        the Cape in Super Mario World, the tail also
        reduced the speed at which he fell, making
        midair moves easier. Needless to say, real
        raccoons were jealous."

216: Racing Kart                       [Super Mario Kart]
                                       [09/92]
        "The famous racing karts from the ever-popular
        Mario Kart racing series come loaded for speed
        with three different engine sizes: 50, 100,
        and 150 cc. The karts' handling differs with
        the characters driving them, but all of
        them utilize Mario Kart standards like drift,
        jump, and turbo. They're extremely durable and
        impossible to total."

217: Raikou                            [Pokmon Gold & Silver]
                                       [10/00]
        "These violent lightning Pokmon travel near
        and far, blasting out electrified whirlwinds.
        They carry storm clouds on their backs so they
        can produce lightning regardless of the local
        weather; it's even said that they descended
        to the earth via lightning bolts. Their extreme
        quickness lends itself to flight, so they're
        very hard to capture."

218: Raphael Raven                     [Super Mario World 2: Yoshi's Island]
                                       [10/95]
        "The basically laid-back ravens come in several
        sizes. The smaller ones travel in flocks or
        traipse around small platforms all day long.
        The biggest of their breed is called Raphael
        the Raven, and his enormous size renders
        most direct attacks useless. Instead of
        fighting, Raphael and the Ravens helped Mario
        out in Paper Mario."

219: Ray Gun                           [Super Smash Bros.]
                                       [04/99]
        "The Ray Gun is toy-like in appearance
        and shoots short, fat, highly reflective beams
        of green light. The gun is fairly weak, but
        since it fires so fast, it can easily juggle
        enemies. It contains enough energy for only
        16 shots. Try dropping it with a few shots
        left and watch your foes waste time and
        energy retrieving it."

220: Ray Mk II                         [Custom Robo 2]
                                       [Japan Only]
        "The Custom Robo games feature combat
        between small robots averaging about 12
        inches in height. Ray Mk II is the upgraded
        descendant of one of the combatants from
        the original game. It's a well-balanced Jumper
        model in the Shining Fighter line of robots.
        Its stable design lets it excel with a minimum
        of customization."

221: ReDead                            [The Legend of Zelda: Ocarina of Time]
                                       [11/98]
        "Seven years after Ganondorf took control
        of Hyrule, ReDeads roamed the ruins of
        Castle Town, moaning. At first, Link was
        shocked at the state of the town, and the
        apparent lack of survivors. He later learned that the
        townsfolk had evacuated to safety, and that the
        ReDeads were just magic animated into hideous
        humanoid shapes."

222: Red Shell                         [Super Mario Bros.]
                                       [10/85]
        "Throw a Red Shell, and it will home in
        on random characters and send them flying
        straight up. Red Shells moving around the
        surface are dangerous to all players, but they
        may also present attack chances for players
        with good timing and strategy. Red Shells
        won't leave the platform they're on once
        they start moving."

223: Rick                              [Kirby's Dream Land 2]
                                       [05/95]
        "Rick made his debut alongside Kirby's other
        friends, Coo and Kine. He looks like a meek
        hamster, but when he puffs himself up, he's
        bigger than Kirby. When he's carrying Kirby on
        his back, he can mimic Kirby's copy powers
        with some special moves of his own.
        Rick's claim to fame is his exceptional
        traction on icy surfaces."

224: Ridley                            [Metroid]
                                       [08/89]
        "The head of the Space Pirates on Zebes,
        Ridley soars through space on wicked wings.
        Ridley may look like a mindless monster,
        but he's actually quite intelligent. After the
        SR-388 incident, where Samus captured the
        infant Metroid, Ridley took the Space Academy
        by storm, annihilating the complex and taking
        the Metroid back."

225: Roy                               [Fire Emblem]
                                       [Japan Only]
        "The son of the lord of Pharae Principality, Roy
        was studying in Ostia when the Kingdom of Bern
        invaded League of Lycia. His father fell ill at this
        time, so Roy assumed leadership of Pharae's
        armies. After his fateful meeting with the
        Princess Guinevere, his destiny became
        inextricably linked with the fate of
        the entire continent."

226: Roy                               [B: Flare Blade]
                                       [Smash B: Double-Edge Dance]
        "While Roy's moves are well balanced, he's a
        little on the slow side, and doesn't excel at
        midair combat. His blade, the Sword of Seals,
        gives him excellent reach, and makes his
        Double-Edge Dance slightly different then
        Marth's Dancing Blade. When it's fully charged,
        Roy's destructive Flare Blade delivers an
        instant KO."

227: Roy                               [Up & B: Blazer]
                                       [Down & B: Counter]
        "Roy's blade is different than Marth's: he does
        the most damage hitting with the center of his
        sword. So, a fearless advance into the arms
        of his foe is Roy's best bet. Blazer is a bit slower
        than Marth's Dolphin Slash, but it's still a
        mighty attack that sets anyone it strikes aflame.
        Roy's attack after using Counter differs slightly
        from Marth's."

228: Ryota Hayami                      [Wave Race 64]
                                       [11/96]
        "An 18-year-old Wave Race competitor from
        Japan. While he doesn't appear to have one
        outstanding trait, his acceleration, top speed,
        and maneuverability are quite well balanced.
        In Wave Race: Blue Storm, he's done away
        with his helmet and goggles in an attempt
        to make his face more recognizable across
        the world."

229: Samurai Goroh                     [F-Zero]
                                       [08/91]
        "A rival bounty hunter, Samurai Goroh has
        crossed paths with Captain Falcon in many
        a dark corner of the universe. He also goes
        head-to-head with Falcon in F-Zero races,
        so the threads of their fates seem to be deeply
        intertwined. Samurai Goroh is famous for
        his katana, and his signature T-shirt is
        instantly recognizable."

230: Samus Aran                        [Metroid]
                                       [08/89]
        "This intergalactic bounty hunter's full
        name is Samus Aran. Clad in a Power Suit
        made by the Chozo race and infused with
        their enhanced blood, she cleared the planet
        Zebes of a Metroid infestation. Samus
        is an orphan, the sole survivor of a
        Space Pirate raid that destroyed an Earth
        colony named K-2L."

231: Samus Aran                        [B: Charge Shot]
                                       [Smash B: Missile]
        "Samus has an abundance of projectile weapons,
        making her a long-distance attack
        specialist. The most powerful weapon in her
        arsenal is her Charge Shot, but be warned:
        it can be reflected. Her missiles have
        homing capabilities, but when fired as Smash
        Attacks, they fly on a straight trajectory and
        have boosted power."

232: Samus Aran                        [Up & B: Screw Attack]
                                       [Down & B: Bomb]
        "While Samus's arsenal of missile weapons is
        indeed formidable, her enemies are in for a
        rude awakening if they guard against nothing
        else. Her Grappling Beam captures foes and
        latches on to walls, and the Screw Attack drags
        foes upwards in a series of spins that doubles as
        a recovery move. Samus can also use her Bombs
        to perform Bomb Jumps."

233: Samus's Starship                  [Metroid II: Return of Samus]
                                       [11/91]
        "This compact ship is used by Samus as her
        base of operations. Of course, Samus can't
        fly it into the catacombs of every planet she
        visits, so she leaves it on the surface as
        her sanctuary. Samus can recharge her Power
        Suit inside the ship, so it tends to be the
        only safe and secure spot on inhospitable
        alien terrain."

234: Sandbag                           [Super Smash Bros. Melee]
                                       [12/01]
        "Sandbag exists for one reason only: to get
        smashed in the Home-Run Contest. Pound on
        Sandbag as much as possible in the time
        allotted, then swing for the fences as you
        compete for the longest home run of all time.
        Getting hit doesn't hurt Sandbag at all.
        As a matter of fact, it loves to see players
        wind up and let loose."

235: Scizor                            [Pokmon Gold & Silver]
                                       [10/00]
        "This evolved form of Scyther has arms ending
        in large pincers with distinctive eye-spot
        markings. Its evolution also includes the
        addition of a tough Metal Coat. It's unable
        to fly very far with its wings, but it can affect
        its body temperature by flapping them at high
        speeds. Its sleek look has made Scizor quite
        popular among collectors."

236: Screw Attack                      [Metroid]
                                       [08/89]
        "One of Samus Aran's power-ups from the
        original Metroid, the Screw Attack turns
        a jump into a rotating attack move. When
        carrying this item, any character's ordinary
        jump move will turn into a Screw Attack.
        By the same token, if you throw this item
        at an enemy, your foe will spontaneously
        do a Screw Attack."

237: Sheik                             [The Legend of Zelda: Ocarina of Time]
                                       [11/98]
        "This is Zelda's alter ego. Using a variation of
        the name of the ancient Sheikah tribe, she
        appears before Link and teaches him melodies
        instrumental to his success. It's believed
        that she's not just a quick-change artist, but
        rather that she is able to instantaneously
        alter her clothing and her eye and skin color by
        using her magical skills."

238: Sheik                             [B: Needle Storm]
                                       [Smash B: Chain]
        "Strategically switching between Zelda and Sheik
        is key. Compared to her Zelda form, Sheik is
        nimble and has gorgeous moves, but she lacks a
        strong knockout attack. The number of needles
        thrown in Needle Storm is based on how long
        you hold the B Button before releasing it.
        Use the Control Stick to wave the Chain
        after brandishing it."

239: Sheik                             [Up & B: Vanish]
                                       [Down & B: Transform]
        "The best strategy to use when playing as Sheik
        is to let her flow from one powerful attack into
        another, like a river of quicksilver. Zelda has
        some techniques with more punch, however,
        so in one-on-one battls, use Transform as needed.
        Sheik only travels a short way when using Vanish,
        but the move comes with a small explosion that
        damages foes around her."

240: Sheriff                           [Sheriff]
                                       [Japan Only]
        "Sheriff is a game with a particularly long
        history, even among other classic Nintendo
        arcade games. You aimed the sheriff's
        gun by way of an eight-directional dial
        controller, which you would depress to
        fire. The goal of this frontier shooter was
        to protect the territory from various scoundrels
        and ne'er-do-wells."

241: Shy Guys                          [Super Mario Bros. 2]
                                       [10/88]
        "There are many types of Shy Guys: they've been
        known to walk on the ground, fly through the
        air, traipse about on stilts, wear flowers or
        camouflage, throw balls, swing balls, swing bats, sail on
        pirate ships, carry fruit, do the Bamboo Dance,
        ride submarines, play guitar, play tennis, wear
        red, come in large or small sizes, steal people's
        toys, cause mischief..."

242: Slippy Toad                       [Star Fox]
                                       [03/93]
        "Slippy Toad is the mechanical genius behind
        most of the Star Fox team's new weapons
        and technology, and just lately he's been
        spending the bulk of his time in Research and
        Development. He's also a competant pilot, but
        his enthusiasm tends to outweigh his technical
        flight skills. He and Fox have been friends ever
        since their school days."

243: Smash Coins                       [Super Smash Bros. Melee]
                                       [12/01]
        "These coins are used in Super Smash Bros.
        Melee Coin Battle mode. The gold coins are worth
        ten points, silver are worth five, and the
        copper are worth one. Hit an opponent and
        coins will come raining down. If you're knocked
        off the screen, you'll lose half of your coins.
        Once time's up, the player with the most
        coins wins."

244: Snorlax                           [Pokmon Red & Blue]
                                       [09/98]
        "Snorlax love to sleep and love to eat: these
        portly Pokmon get grumpy if they don't
        get 880 pounds of food per day. After snacking
        out, they always nap. They have cast-iron
        stomachs and can eat moldy and even rotten
        food with no digestion problems. They are the
        heaviest Pokmon on record, weighing in at
        over 1,000 pounds."

245: Squirtle                          [Pokmon Red & Blue]
                                       [09/98]
        "Retreating into its shell and spitting
        water at its foes is Squirtle's trademark
        response to danger. It's one of the three
        Pokmon that trainers can receive from
        Professor Oak in Pokmon Red and Blue.
        Squirtle evolves into Wartortle and then
        Blastoise, ramping up its water powers
        with each evolution."

246: Stanley                           [Donkey Kong 3]
                                       [06/86]
        "Stanley is a plucky exterminator who takes
        on Donkey Kong and an army of insects in
        the third installment of the original Donkey
        Kong series. Stanley has a tough job: he
        has to chase Donkey Kong away to another
        greenhouse with his insect repellant, then
        climb up the ivy to pump the main hive
        with the deadly spray."

247: Star Rod                          [Kirby's Adventure]
                                       [05/93]
        "This magic wand holds 16 star shots and sends
        foes flying at a low angle when thrown. It's
        most powerful when Captain Falcon or Sheik
        performs a Smash Attack while holding it. In
        Kirby's Adventure, the Star Rod is the secret
        power behind the Fountain of Dreams. King Dedede
        steals the Star Rod in order to seal away the
        nasty Cloaked Nightmare."

248: Starman                           [Super Mario Bros.]
                                       [10/85]
        "This item makes you invulnerable to all
        attacks for a short period of time. The
        Starman bounces around and eventually tumbles
        out of the stage, but all you need to do is
        touch it to power up. It possessed similar
        powers in Super Mario Bros., except you could
        also harm enemies just by touching them while
        under its influence."

249: Starman                           [Earthbound]
                                       [06/95]
        "Just one kooky subset of the diverse cast of
        enemies in EarthBound, these strange creatures
        are aliens in the employ of Giygas.
        Variations of the Starman race include
        Starman, Starman Jr., Starman Deluxe, and
        Starman Super. They all use PSI powers, but
        their strength differs depending on the level
        on which they're found."

250: Staryu                            [Pokmon Red & Blue]
                                       [09/98]
        "These star-shaped Pokmon that evolve
        into Starmie are found in large numbers at
        the seashore. At night, Staryu's red center
        glows and blinks on and off. It's said that
        as long as its red center remains, it can regrow
        its limbs. Whether it's related to Cleffa,
        another Pokmon with a vaguely star-shaped
        appearance, is unknown."

251: Steelix                           [Pokmon Gold & Silver]
                                       [10/00]
        "A combination of Steel- and Ground-types,
        Steelix are the longest Pokmon yet to be
        discovered, reaching over 30 feet in length.
        Since they live so deep under the surface of
        the earth, the intense pressure has made their
        bodies stronger than diamons. Evolved from
        Onix, Steelix is every bit as intimidating
        as its relative."

252: Sudowoodo                         [Pokmon Gold & Silver]
                                       [10/00]
        "A copycat Pokmon with an aversion to
        battle, Sudowoodo always poses as a
        tree in order to avoid being attacked. Despite
        their arboreal appearance, these Pokmon are
        actually Rock-types, and therefore highly
        vulnerable to water. When it begins to rain,
        they vanish. Sudowoodo can be found blocking
        Route 36 in Johto."

253: Suicune                           [Pokmon Gold & Silver]
                                       [10/00]
        "This mystical aurora Pokmon constantly
        journeys in search of places with pure
        flowing water. Suicune wields the power to
        instantly purify any contaminated water
        it finds. Some say Suicune is the north
        wind reborn. Its strange and dramatic story is told
        over the course of the Crystal version of
        the Pokmon game."

254: Super Mushroom                    [Super Mario Bros.]
                                       [10/85]
        "Super Mario Bros. veterans will recognize
        these power-ups, which hid inside brick blocks
        and helped Mario and Luigi withstand enemy
        attacks. In Super Smash Bros. Melee, they
        temporarily turn your character into a giant.
        Not only will your size and strength increase,
        but so will your mass, making it harder for
        foes to knock you off."

255: Super Scope                       [Super Scope]
                                       [09/92]
        "A peripheral device for the Super Nintendo
        Entertainment System, the Super Scope is a
        wireless weapon that shoots infrared light
        to a receiver placed on top of the television.
        In Super Smash Bros. Melee, it can be fired
        rapidly or charged up to release a more powerful
        blast. It only has enough energy for 3 charge shots."

256: Target                            [Super Smash Bros.]
                                       [04/99]
        "This is one of the targets you must hit
        and destroy in a bonus stage of Super Smash
        Bros. Melee. All bonus stages are specially
        designed to test the individual abilities of
        each fighter. Clearing the target-breaking
        levels requires an ultimate combination
        of skill, timing, and the specific techniques of
        each character."

257: Thwomp                            [Super Mario Bros. 3]
                                       [02/90]
        "Thwomps spend most of their time suspended
        in midair, waiting. When Mario passes below,
        they crash down with amazing speed. As you
        may guess from their appearance, they're
        heavy and solid enough to make any attack on
        them futile. Small ones are called Thwimps:
        despite their weight, they often form groups
        and bounce around."

258: Tingle                            [The Legend of Zelda: Majora's Mask]
                                       [10/00]
        "Tingle is a mysterious middle-aged man who
        thinks he's "the very reincarnation of a fairy."
        His bizarre behavior and unique speech are
        just little pieces of his vibrant personality.
        Tingle travels by way of a small hot-air
        balloon, making maps of the lands below
        him. Pop his balloon, and Tingle will fall to
        earth to sell his maps."

259: Toad                              [Super Mario Bros.]
                                       [10/85]
        "Toad, Peach's longtime servant, first showed
        off his strength in Super Mario Bros. 2,
        then proved to be an agile driver in Super
        Mario Kart. There are many Toads in Peach's
        castle and across the Mushroom Kingdom,
        and although they look similar, they have
        varied natures. Not the best of guards, Toad
        must often be rescued."

260: Togepi                            [Pokmon Gold & Silver]
                                       [10/00]
        "These adorable spike-shelled Pokmon hatch
        from eggs given out by Professor Elm's assistant.
        Common superstition holds that their shells are
        chock-full of happiness and that they become
        good-luck charms when handled with kindness.
        It's impossible to predict which ability a Togepi will
        call upon when it uses its Metronome move, so
        you'd better be ready."

261: Tom Nook                          [Future Release]

        "This guy's the friendly neighborhood shopkeeper
        who kindly helps the player set up his or
        her first house. He has a nose for business,
        and his customer service is second to
        none. During the course of the game, his store
        starts as a corner shop, expands to become a
        convenience store, and finally becomes a
        thriving supermarket."

262: Topi                              [Ice Climber]
                                       [10/85]
        "Topis debuted in the game Ice Climber,
        shuttling ice with which to repair cracks
        in the floors. They were kept really busy
        as Nana and Popo constantly cracked
        the floors with single strikes of their ice
        hammers. Despite the monotony of
        their chilly work, these creatures never slacked
        off for an instant."

263: Totakeke                          [Future Release]

        "A wandering musician whose daily life is a
        bit of a mystery. He plays in front of the
        train station every Saturday night starting
        at 8.00 p.m. He has a large repertoire and
        plays both old and new hits from all over
        the world. His music is so ingrained in
        the villagers that it's impossible to imagine
        them living without it."

264: Totodile                          [Pokmon Gold & Silver]
                                       [10/00]
        "Little but feisty is the best description
        for these Water-type Pokmon. The first
        thing they do when they see something
        move is latch onto it with their powerful
        jaws. Totodile was one of the three Pokmon
        the Professor Elm offered to trainers in
        Pokmon Gold, Silver, and Crystal. They evolve
        into Croconaw."

265: Turtle                            [The Legend of Zelda: Majora's Mask]
                                       [10/00]
        "When Link played the New Wave Bossa Nova,
        what masqueraded as a lone island rose out of
        the waters of the Great Bay Coast and revealed
        itself to be a giant turtle. This mighty
        terrapin is ancient and wise beyond belief. It
        sensed Link's destiny and braved the stormy
        seas in order to transport him to the
        Great Bay Temple."

266: UFO                               [Earthbound]
                                       [06/95]
        "At the beginning of EarthBound, this flying
        saucer appears along with the ominous message,
        "The War Against Giygas!" Adding to the mystery
        are three more UFOs while fly amok in the
        skies over Onett; how all of these alien craft
        are connected is anyone's guess. In Super
        Smash Bros. Melee, this slippery UFO appears on
        the Fourside level."

267: Unown                             [Pokmon Gold & Silver]
                                       [10/00]
        "These Psychic-type symbol Pokmon
        resemble ancient hieroglyphics found on
        rocks, a resemblance that's said to be more
        than superficial. Quite a few different shapes
        of Unown have been confirmed, and it's
        believed that each type has unique abilities.
        These enigmatic Pokmon can be found
        in the Ruins of Alph."

268: Vacuum Luigi                      [Luigi's Mansion]
                                       [11/01]
        "In a strange twist of fate, Luigi wins a huge
        mansion in a contest he didn't even enter,
        and the place turns out to be haunted!
        After meeting a weird professor named Elvin
        Gadd, Luigi enters the place armed with a
        flashlight and a ghost-sucking vacuum
        cleaner. Mario's trapped somewhere in there!
        Can Luigi save him?"

269: Vegetable                         [Super Mario Bros. 2]
                                       [10/88]
        "These vegetables, which first appeared in Super
        Mario Bros. 2, can be plucked from the ground
        and hurled at enemies. Unlike regular veggies,
        they often sport eyes or even faces;
        in fact, when Princess Peach plucks them
        from the ground to use as projectiles, the
        expressions on their faces dictate how much
        damage they'll do."

270: Venusaur                          [Pokmon Red & Blue]
                                       [09/98]
        "Evolving from Ivysaur, this deceptively toxic
        Pokmon has a huge flower on its back
        that emits a cloying fragrance: the scent
        lulls its enemies into a state of calmness.
        Venusaur's flower synthesizes sunshine
        into pure energy for its Solarbeam move.
        Think of Grass- and Poison-type Pokmon
        and Venusaur comes first."

271: Viruses                           [Dr. Mario]
                                       [10/90]
        "These contagious viruses make life
        difficult for Dr. Mario. They infect everything
        they come into contact with, and the good
        doctor must attempt to neutralize them with his
        trusty megavitamins. Dr. Mario can stop
        these pesky germs by lining up the megavitamin
        capsules of the same color with the nasty
        microorganism."

272: Waddle Dee                        [Kirby's Dream Land]
                                       [08/92]
        "Many delicate creatures like this one inhabit Dream
        Land. They generally live carefree lives and
        have never considered themselves to be
        followers of King Dedede. Waddle Dees
        are innocent and generally harmless to
        man and beast. While they have virtually no
        offensive or defensive power, they'll sometimes
        try to wield a parasol."

273: Waluigi                           [Mario Tennis]
                                       [08/00]
        "This tall, thin, evil-looking guy seems to
        be Luigi's rival. He works hard at his mischief:
        Waluigi reportedly spent a lot of time training
        for his debut in Mario Tennis by honing his
        ability to antagonize the Mario brothers. While
        it's general knowledge that he's the same age
        as Luigi, his relationship to Wario is unclear."

274: Wario                             [Super Mario Land 2: Six Golden Coins]
                                       [11/92]
        "An old acquaintance of Mario's. His failure
        to seize Mario's castle has fueled Wario's
        desire for a palace of his own. Wario has
        herculean strength and can do things that
        even Mario can't imitate. His unexpected skills
        include a talent with items and the ability
        to assume many roles, among them a snowman,
        a zombie, and a bat."

275: Warp Star                         [Kirby's Dream Land]
                                       [08/92]
        "The Warp Star originated as Kirby's
        ride: it helped the ponderous puffball get
        around at high speed. Hop on the Warp Star
        in Super Smash Bros. Melee, and your character
        will rapidly launch up and off the screen. You'll
        return in a flash, causing an explosion
        as you hit the ground. Try holding a direction
        to alter your landing."

276: Weezing                           [Pokmon Red & Blue]
                                       [09/98]
        "The evolved form of Koffing. Weezing is
        basically a pair of Koffing fused together.
        They tend to float in the air and emit gas or
        noxious smoke from the outgrowths that cover
        their bodies. As strange as it may seem,
        diluting Weezing emissions as much as
        possible creates one of the most exquisite
        perfumes known to man."

277: Whispy Woods                      [Kirby's Dream Land]
                                       [08/92]
        "A boss enemy from Kirby's Dream Land.
        Whispy Woods is a big tree that shoots
        whirlwinds at Kirby. It isn't the toughest
        enemy: all Kirby has to do is avoid the
        occasional whirlwind, suck in apples that fall
        down, and then shoot them back at the tree.
        In Super Smash Bros. Melee, Whispy Woods is
        quite the blowhard."

278: Wobbuffet                         [Pokmon Gold & Silver]
                                       [10/00]
        "A patient Pokmon, Wobbuffet lives in
        darkness to hide its mismatched black
        tail. Even for a stoic Pokmon, this creature
        is a testament to self-control; it will not
        actively attack an opponent. Its Counter
        and Mirror Coat moves are solely
        used for reflecting attacks directly back
        at its antagonist."

279: Wolfen                            [Star Fox 64]
                                       [06/97]
        "The beloved ship of the mercenary team
        Star Wolf, which was hired to destroy Fox
        and his team. The ship's abilities rival an Arwing.:
        As a matter of fact, the Wolfen II was an
        improvement over its predecessor and could
        nearly outperform team Star Fox's ships.
        Star Wolf's leader, Wold O'Donnell is Fox's
        most persistant rival."

280: Yoshi                             [Super Mario World]
                                       [08/91]
        "Yoshis are gentle, fleet-of-foot dinosaurs
        that make their home on idyllic Yoshi's Island.
        They come in a variety of colors and have
        evolved an interesting trait to help increase
        their numbers: they can transform anything they
        swallow into an egg. With adhesive tongues
        and bottomless bellies, Yoshis have been
        known to eat anything."

281: Yoshi                             [B: Egg Lay]
                                       [Smash B: Egg Roll]
        "To make up for his lack of powerful airborne
        attacks, Yoshi has a miraculous jumping ability
        and is resistant to damage while in the air.
        Yoshi can also swallow a foe and transform him
        or her into an egg: try doing this close to an
        edge! The speed and power of the Egg Roll
        increases if you hold down the B Button, but
        it'll be tougher to control."

282: Yoshi                             [Up & B: Egg Throw]
                                       [Down & B: Yoshi Bomb]
        "Yoshi has no third jump, so the timing of his
        second jump is of vital importance. The angle
        and distance of his Egg Throw can be altered by
        how you tilt the Control Stick and how long you
        press the B Button. When Yoshi lands after
        doing his Yoshi Bomb, stars appear on either
        side of him, making it hard for enemies to
        deliver counterattacks."

283: Young Link                        [The Legend of Zelda]
                                       [07/87]
        "Link's younger incarnation is often considered to
        be the true Link: he was a young boy in the very
        first Legend of Zelda game, and he has appeared
        as a youth in most of the subsequent
        games. Since his debut on the original NES in 1987,
        Link's appearance has changed over and over
        again, each time adding to the mystique of his
        incomparable story."

284: Young Link                        [B: Fire Bow]
                                       [Smash B: Boomerang]
        "Young Link is lighter and faster than his
        older self, and his Kokiri sword packs less
        punch. Even though his Boomerang has a shorter
        range, he has greater control over it. He's
        a smaller target, and while his Hookshot has
        less reach than older Link's, you can
        still use it in midair as a last ditch attempt
        to grab a ledge."

285: Young Link                        [Up & B: Spin Attack]
                                       [Down & B: Bomb]
        "With a youthful spring in his step, Young Link
        can perform amazing wall-jumps. Once he
        hits a wall, tap the Control stick in the
        opposite direction to send him leaping upward;
        you can practice to your heart's content in
        Target Test. His Spin Attack can strike multiple
        times even on the ground, and although it's hard to
        discern, so do his Bombs."

286: Zapdos                            [Pokmon Red & Blue]
                                       [09/98]
        "Zapdos flaps its wings, and summer storms
        appear, throwing lightning every which
        way. It's said that you can hear this legendary
        Pokmon coming, as its wings make a very
        distinctive popping sound as it flies. In
        addition to electrical moves like the dreaded
        Thunder, it also wields a vicious move called
        Drill Peck."

287: Zelda                             [The Legend of Zelda]
                                       [07/87]
        "The crown princess of Hyrule. Zelda entrusted
        Link with the future of Hyrule after a revelation
        came to her in the world of dreams. She knows
        much about the Triforce; in fact, the only person
        who likely knows more about Triforce lore is
        Ganondorf himself, whom Zelda evaded in
        Ocarina of Time by transforming into her
        alter ego, Sheik."

288: Zelda                             [B: Nayru's Love]
                                       [Smash B: Din's Fire]
        "Zelda is a bit slow and, because of her
        light frame, easy to send flying. On the
        other hand, her magical skills lend her reliable
        and explosive attack power. Zelda's easier
        to use if you focus on waiting and countering
        rather than pressing attacks. She can use
        Nayru's Love to reflect projectile attacks
        or as an offensive weapon."

289: Zelda                             [Up & B: Farore's Wind]
                                       [Down & B: Transform]
        "Zelda's midair Lightning Kick centers immense
        magical power in the ball of her foot. If she strikes
        perfectly, the attack is as strong as can be. If her
        aim is slightly off, it'll be exceedingly weak.
        Farore's Wind again utilizes Zelda's magical
        prowess, this time by transporting her great
        distances. It's vital to know the lay of the land
        before using this move."

290: ZERO-ONE                          [Pokmon Snap]
                                       [07/99]
        "Many wild Pokmon live on Pokmon Island, and
        avid cameraman Todd uses the ZERO-ONE as
        his means to get close to them. The ZERO-ONE
        is fully automated: its progress is monitored
        by a series of strategically
        located beacons. The vehicle can instantly
        change its shape to allow it to travel
        by land, water and air."


================'''''''''''''''''''''''''''''''''''''''''''''''''''================
                                Japanese Version
================'''''''''''''''''''''''''''''''''''''''''''''''''''================

---: Tamagon                           [Demon World]
                                       [Japan Only]
        "This is the main character of a Japanese
        NES game never released in North America. In this
        quirky maze game, your goal was to work your
        way through a series of scrolling mazes while
        battling the cyclopean henchmen of a large,
        winged demon. Tamagon not only had to worry
        about the evil creatures, but also the walls, which
        were extremely harmful."

---: Proximity Mine                     [Perfect Dark]
                                        [05/00]
        "The perfect accessory for ambushes, the
        proximity mine has long been a favorite
        covert weapon of the Carrington Institute
        any surface and once armed, detonates with
        incredible force when it detects motion
        within its range. In the frantic world of
        Super Smash Bros., it doesn't take long for it
        to go."