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MARIO
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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 Yoshis and tossing Koopa Kings in and out of the
arenas of Super Smash Bros. Melee for the Nintendo GameCube.
From a design standpoint, Super Smash Bros. 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.
CLASSIFICATION: Close Range
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| Regular Attacks |
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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.
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 | 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. |
 | 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 |
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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.
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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.
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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.
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Mario 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.
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| Strategies for Mario |
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.
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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 Thunder. 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.
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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.
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Long Range -Ness -Samus -Mewtwo
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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.
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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 Stone, Jiggly's Rest, Peach's Peach Bomber, and Zelda's lighting quick "Nayru's Love" attack. They come
without warning and are surprisingly strong.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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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 using the Super Jump Punch, as
it only takes one mistake to end up on the bad end of a Warlock Punch. |
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PIKACHU
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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.
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.
CLASSIFICATION: Speedster
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| Regular Attacks |
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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.
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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.
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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.
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| Special Attacks |
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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.
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Skull Bash: 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.
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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!
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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.
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| Strategies for Pikachu |
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.
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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!
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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.
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Long Range -Ness -Samus -Mewtwo
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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.
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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.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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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.
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BOWSER
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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!
CLASSIFICATION: Heavyweight
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| Regular Attacks |
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Bowser lunges with his shoulder. An excellent example of Bowser's power, 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.
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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. |
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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. |
| Special Attacks |
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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.
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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.
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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.
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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.
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| Strategies for Bowser |
Swordsmen -Link -Young Link -Marth -Roy |
They outprioritize you, so combo a lot but otherwise stay the hell
away. None of these guys can get back up particularly well (good vertical,
lousy horizontal), so Klaw-throw if possible.
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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.
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Close Range -Dr. Mario -Mario -Luigi -Yoshi -Mr. Game & Watch -Ice Climbers |
These guys need to be in yo 'hood 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.
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Long Range -Ness -Samus -Mewtwo
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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.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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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. |
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PEACH
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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.
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.
CLASSIFICATION: Lightweight
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| Regular Attacks |
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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.
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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.
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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.
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| Special Attacks |
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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.
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Peach Bomber: 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.
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Peach 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.
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Vegetable: 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.
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| Strategies for Peach |
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.
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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.
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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.
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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.
|
Heavyweights -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.
|
|
YOSHI
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|
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.
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.
CLASSIFICATION: Close Range
|
| Regular Attacks |
 |
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.
|
 |
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.
|
 |
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 |
 |
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.
|
 |
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.
|
 |
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.
|
 |
Yoshi Bomb: 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.
|
| Strategies for Yoshi |
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.
|
Heavyweights -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.
|
|
DONKEY KONG
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|
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.
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.
CLASSIFICATION: Heavyweight
|
| Regular Attacks |
 |
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.
|
 |
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.
|
 |
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.
|
| Special Attacks |
 |
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.
|
 |
Headbutt:
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.
|
 |
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.
|
 |
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.
|
| Strategies for Donkey Kong |
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.
|
Heavyweights -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. |
|
CAPTAIN FALCON
|
|
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
consistently does one thing: kicks ass.
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.
CLASSIFICATION: Speedster
|
| Regular Attacks |
 |
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.
|
 | 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.
|
 | 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 |
 |
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.
|
 |
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.
|
 |
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.
|
 |
Falcon Kick: This move sends Falcon flying across the stage, burning up everything in his path with this
fiery 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.
|
| Strategies for Captain Falcon |
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
most 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
definitely 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,
especially 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.
|
Heavyweights -Donkey Kong -Bowser -Ganondorf
|
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,
aerial Falcon Kicks are good here, and they aren't fast enough to avoid Falcon Punches. It should be noted that
Ganondorf is Falcon's clone, and his Wizard's Foot 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 Dark Dive can be avoided by staying out of the air above him. |
|
FOX
|
|
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.
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.
CLASSIFICATION: Speedster
|
| Regular Attacks |
 |
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.
|
 |
Fox's down smash causes him to do the splitz, 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.
|
 |
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 |
 |
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.
|
 |
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.
|
 |
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.
|
 |
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.
|
| Strategies for Fox |
Swordsmen -Link -Young Link -Marth -Roy |
These fighters can be tough, so play defensively and evasively. The best place to hit a sowrdsman is from below, so try to do that when possible. Work at them with your laster 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 ina web of kicks.
|
Close Range -Dr. Mario -Mario -Luigi -Yoshi -Mr. Game & Watch -Ice Climbers |
This 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 repeatdely, 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.
|
Heavyweights -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.
|
|
NESS
|
|
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.
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.
CLASSIFICATION: Long Range
|
| Regular Attacks |
 |
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.
|
 |
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.
|
 |
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 |
 |
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.
|
 |
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.
|
 |
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?
|
 |
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.
|
| Strategies for Ness |
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.
|
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.
|
Heavyweights -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.
|
|
ICE CLIMBERS
|
|
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.
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 to the
platform 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!
CLASSIFICATION: Close Range
|
| Regular Attacks |
 |
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.
|
 |
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.
|
 |
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 |
 |
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.
|
 |
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.
|
 |
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.
|
 |
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.
|
| Strategies for the Ice Climbers |
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.
|
Heavyweights -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).
|
|
KIRBY
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|
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.
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.
CLASSIFICATION: Lightweight
|
| Regular Attacks |
 |
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.
|
 |
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.
|
 |
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 |
 |
Swallow: 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.
NOTE: See "Copied Powers" for a list of moves Kirby steals, as well as the damage they inflict.
|
 |
Hammer Hit: 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.
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 |
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.
|
 |
Stone: 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.
|
| Strategies for Kirby |
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.
|
Heavyweights -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 Powers |
 |
Appearance: Mario's Cap
|
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Ability: Fireball
|
|
Damage: 6%
|
 |
Appearance: Pikachu Hat
|
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Ability: Thunder Jolt
|
|
Damage: 10%
|
 |
Appearance: Bowser's Hair & Horns
|
|
Ability: Fire Breath
|
|
Damage: 1%/hit
|
 |
Appearance: Crown
|
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Ability: Toad
|
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Damage: Counter-attack (Damage depends on original move)
|
 |
Appearance: Yoshi Hat
|
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Ability: Egg Lay
|
|
Damage: 8%
|
 |
Appearance: Brown Hair Covering Body
|
|
Ability: Giant Punch
|
|
Damage: 12%-30%
|
 |
Appearance: Captain Falcon's Helmet
|
|
Ability: Falcon Punch
|
|
Damage: 23%
|
 |
Appearance: Fox's Helmet & Ears
|
|
Ability: Blaster
|
|
Damage: 2%
|
 |
Appearance: Backwards Baseball Cap
|
|
Ability: PK Flash
|
|
Damage: 11%-33%
|
 |
Appearance: Blue Parka
|
|
Ability: Ice Shot
|
|
Damage: 5%
|
 |
Appearance: Samus' Helmet
|
|
Ability: Charge Shot
|
|
Damage: 2%-20%
|
 |
Appearance: Pink Headdress
|
|
Ability: Nayru's Love
|
|
Damage: 12% (also reflects)
|
 |
Appearance: Wrap with Locks of Blonde Hair Showing
|
|
Ability: Needle Storm
|
|
Damage: 2%/needle
|
 |
Appearance: Link's Floppy Green Hood
|
|
Ability: Bow
|
|
Damage: 4%-18%
|
 |
Appearance: Doctor Headgear
|
|
Ability: Megavitamin
|
|
Damage: 8%
|
 |
Appearance: Beak and Blue Feathers
|
|
Ability: Blaster
|
|
Damage: 3%
|
 |
Appearance: Pichu Hat
|
|
Ability: Thunder Jolt
|
|
Damage: 10% (1% damage to Pichu)
|
 |
Appearance: Luigi's Cap
|
|
Ability: Fireball
|
|
Damage: 6%
|
 |
Appearance: Jigglypuff's Hair and Ears
|
|
Ability: Rollout
|
|
Damage: 9%-14%
|
 |
Appearance: Mewtwo's Tail and Horns
|
|
Ability: Shadow Ball
|
|
Damage: 3%-23%
|
 |
Appearance: Kirby Turns Flat and Black with White Eyes
|
|
Ability: Chef
|
|
Damage: 4%
|
 |
Appearance: Blue Hair
|
|
Ability: Shield Breaker
|
|
Damage: 7%-24%
|
 |
Appearance: Red Spiky Hair
|
|
Ability: Flare Blade
|
|
Damage: 6%-46%
|
 |
Appearance: Young Link's Floppy Green Hood
|
|
Ability: Fire Bow
|
|
Damage: 6%-15%
|
 |
Appearance: Ganondorf's Hair and Sideburns
|
|
Ability: Warlock Punch
|
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Damage: 30%
|
|
SAMUS
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|
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.
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.
CLASSIFICATION: Long Range
|
| Regular Attacks |
 |
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.
|
 |
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.
|
 |
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 |
 |
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.
|
 |
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.
|
 |
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.
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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.
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| Strategies for Samus |
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.
|
Heavyweights -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. |
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ZELDA
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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.
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.
CLASSIFICATION: Lightweight
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| Regular Attacks |
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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.
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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.
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Zelda: Zelda's best moves are perhaps her upward hits. On the ground, Zelda will wave her arm 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.
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| Special Attacks |
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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 dissapears, 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.
Needle Storm (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.
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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". 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!
Chain (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.
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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.
Vanish (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.
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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! 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.
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| Strategies for Zelda |
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
move 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.
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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 the "knee to the groin" maneuver. They'll fly far if you've worked them over enough.
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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.
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Long Range -Ness -Samus -Mewtwo
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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.
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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.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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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.
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LINK
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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.
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.
CLASSIFICATION: Swordsman
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| Regular Attacks |
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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.
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 | 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. |
 | 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 |
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Bow: 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.
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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.
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Spin Attack: 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.
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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.
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| Strategies for Link |
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.
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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.
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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.
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Long Range -Ness -Samus -Mewtwo
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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. |
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.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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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. |
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DR. MARIO
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Dr. Mario, drug dealer 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.
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.
CLASSIFICATION: Close Range
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| Regular Attacks |
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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.
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 | 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. |
 | 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 |
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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.
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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.
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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.
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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.
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| Strategies for Dr. Mario |
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.
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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.
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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.
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Long Range -Ness -Samus -Mewtwo
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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.
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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.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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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. |
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FALCO
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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.
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.
CLASSIFICATION: Speedster
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| Regular Attacks |
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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.
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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.
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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.
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| Special Attacks |
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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.
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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.
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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.
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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.
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| Strategies for Falco |
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.
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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.
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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.
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Long Range -Ness -Samus -Mewtwo
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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.
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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.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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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.
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PICHU
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Pichu first appeared in Pokémon 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 Pokémon Stadium 2 for the Nintendo 64, Pokémon Crystal for the Gameboy Color and a game for the Pokémon Mini. Pichu wasn't in the original Super Smash Brothers and comes to Mêlée as a 'clone' of Pikachu.
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 Mêlée. 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.
CLASSIFICATION: Speedster
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| Regular Attacks |
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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.
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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.
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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.
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Thunder Jolt: 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.
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Skull Bash: 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.
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Agility: 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.
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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.
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| Strategies for
Pichu |
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.
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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.
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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.
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Long Range -Ness -Samus -Mewtwo
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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.
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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.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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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.
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LUIGI
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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 Mario Bros. 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.
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.
CLASSIFICATION: Close Range
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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 "Rest".
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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. |
 | 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 |
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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.
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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...
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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.
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Luigi Cyclone: 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.
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| Strategies for Luigi |
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.
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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.
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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.
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Long Range -Ness -Samus -Mewtwo
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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.
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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.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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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. |
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JIGGLYPUFF
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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.
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.
CLASSIFICATION: Lightweight
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| Regular Attacks |
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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.
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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. |
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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 |
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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.
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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.
|
 |
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.
|
 |
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.
|
| Strategies for Jigglypuff |
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.
|
Heavyweights -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.
|
|
MEWTWO
|
|
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
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.
CLASSIFICATION: Long Range
|
| Regular Attacks |
 |
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.
|
 |
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.
|
 |
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 |
 |
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.
|
 |
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.
|
 |
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.
|
 |
Disable: 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.
|
| Strategies for Mewtwo |
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.
|
Heavyweights -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.
|
|
MR. GAME & WATCH
|
|
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.
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.
CLASSIFICATION: Close Range
|
| Regular Attacks |
 |
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.
|
 |
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. |
 |
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. |
| Special Attacks |
 |
Chef:
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.
|
 |
Judgement:
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.
|
 |
Fire Rescue:
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.
|
 |
Oil Panic:
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.
|
| Strategies for Mr. Game & Watch |
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.
|
Heavyweights -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.
|
|
MARTH
|
|
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.
Marth may seem like a limited character at first, having no projectiles
and attacking only with his sword. 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.
CLASSIFICATION: Swordsman
|
| Regular Attacks |
 |
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.
|
 |
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.
|
 |
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 |
 |
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.
|
 |
Dancing Blade: 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.
|
 |
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.
|
 |
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.
|
| Strategies for Marth |
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.
|
Heavyweights -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.
|
|
ROY
|
|
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.
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.
CLASSIFICATION: Swordsman
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| Regular Attacks |
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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.
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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.
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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.
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| Special Attacks |
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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.
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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.
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Blazer: 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.
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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.
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| Strategies for Roy |
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.
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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.
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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.
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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.
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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.
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Heavyweights -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!
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YOUNG LINK
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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.
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.
CLASSIFICATION: Swordsman
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| Regular Attacks |
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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.
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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.
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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.
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| Special Attacks |
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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.
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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.
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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.
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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.
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| Strategies for Link |
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.
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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.
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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.
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Long Range -Ness -Samus -Mewtwo
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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.
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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.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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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.
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GANONDORF
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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 stage, he's downright unfair.
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.
CLASSIFICATION: Heavyweight
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| Regular Attacks |
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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.
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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.
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If charged, this attack will send a kick flying upwards,
which is great for juggling, but a bit slow.
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| Special Attacks |
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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.
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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.
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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.
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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.
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| Strategies for Ganondorf |
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.
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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.
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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.
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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.
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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.
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Heavyweights -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. |