cranium7@hotmail.com http://cranium7.tripod.com ICQ#: 40303461 AIM: cranium77 ============================================================================================== SUPER SMASH BROTHERS FAQ v.3.0 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CONTENTS ======== Version History Introduction Definitions Characters Items Stages PokŽmon Secrets 1-Player Game Walkthru Music Review Theme Battles In Closing Legal Crud Thanks .............................................................................................. VERSION HISTORY =============== v.3.0 Last planned update; killed off the legal crud booboos once and for all v.2.12 The legal crud strikes again! v.2.11 Another change to the legal crud. Hey, I gotta do it... v.2.10 A small addition to the legal crud. Yes, I'm too cheap to make a version 3 yet. v.2.9 A few typos and other things corrected, and a bunch of general revisions. v.2.8 More contributions, updated Fox strategies and "dai-rantou"'s supposed meaning. v.2.5 Guess.......... at least this time I changed Pikachu's nickname. v.2.3 And still more contributions. v.2.2 All right! More contributions! Again, go to the Thanks section. v.2.0 Woohoo! Contributions! Go to the Thanks section for the lowdown. v.1.7 One little part added to the Legal Crud. v.1.6 Removed that stupid Japanese banter. v.1.5 Changed the listing for S.T.44 and added moves lists for everybody. v.1.0 Guess what? I started it here! .............................................................................................. INTRODUCTION ============ Howdy, and welcome to the world of Smash Brothers. In writing this guide, I assume that you read the manual and understood everything you read. I also assume that you're familiar with the characters in the game at least slightly. I do NOT, however, assume that you: a) have mul- tiple controllers, or b) have friends (much like myself...sigh(j/k!). For those two reasons, I didn't spend any time thinking out excessive multiplayer strategies. By the way, this is the only place you should find the music review of the game. I would have done a whole sound test blowout, but I figured that I wouldn't risk getting in trouble with that guy with the huge, 100-something K FAQ on gamefaqs.com (that's a great faq, btw). The game was originally (in Japan) called Nintendo All-Star Dai-Rantou Smash Brothers (Dai- rantou means "large fray" I think). Besides that, the changes are only cosmetic. The title and in-game text were translated (obviously), the voices for most of the PokŽmon were changed, and some of the sound effects were changed (barely noticeable). But why are you listening to my yammer on like this? Scroll down and get to the strategies, already!! :^) (Note: all the > and < symbols are reversed when you're facing left.) .............................................................................................. DEFINITIONS =========== +-- tap ,-- tilt POWER HIT-- any attack that launches an opponent that's over 100%. Most characters have three or four power hits, usually by tapping a direction and pushing A, along with a B attack (usually) and a throw. LAUNCH-- a term commonly found in "traditional" (Capcom or SNK) fighting game strategies, with a slightly different meaning in Smash Bros. Here, it is whenever you hit an opponent so that they go flying really far, sometimes so that there is no chance of coming back. If you launch someone upwards, there is the possibility of you getting a star finish. STAR FINISH-- when you kill an opponent by sending them flying into the foreground or back- ground leaving them no chance of comeback. Only happens when someone is launched and their damage is high (usually over 75% at least). CARRYING-- done only by Donkey Kong. This refers to when he holds a barrel or crate, or when he walks around while still in his throw. HP-- stands for Hit Points. Basically, a life bar that can't be seen. Used only by Master Hand CHAIN-- a term used in newer fighting games. This is where an attack does two or more hits while the opponent has no possibility of escaping. Also referred to as "comboing" JUGGLE-- again, used in many fighting game strategies. This is where you hit an opponent into or while they are in the air, then hitting them again while they are still in midair, and usually repeated. Similar to chaining, except the opponent can often still move. DOUBLE JUMP-- one of your most important moves. Done by pressing C while in the air. You can only do one each time you jump. AIR JUMP-- a double jump done while you are falling. TRIPLE JUMP-- done by pressing ^+B. If done after a double or air jump, you will get maximum air. If you miss with this, you won't be able to to any attacks or jumps until you touch the ground. Note that Jigglypuff, Yoshi, and Ness don't have triple jumps; instead they have extra-high or floaty double jumps. Ness has the _potential_ to triple jump, but... ah, just read his section. COMEBACK-- using double, air, and triple jumps to get back onto the playing field, usually after being launched. If you're lucky, you can grab onto the edge and come back that way. CLEAR OUT-- to push enemies out of your way if they're at your front and back. Often done by your triple jump attack, but not always. CROSS-UP-- a crossup is when you jump over an enemy and attack the back of them while in the air. BOUNCE-- just what it sounds like. When something or someone :^) ricochets off of something. FLOAT-- usually referred to when jumping. The float is how long something hovers in the air. If something is "floaty", it has high float time. STOMP-- an attack, usually a power hit, that hits straight down and usually sends you plummeting down at high speeds. FLY-- the special double jump done only by Kirby and Jigglypuff. PICK-- to attack with many fast, light-damage moves and gradually increase damage. Also referred to as "chipping" or "whittling." CHARGE-- has two meanings. The first is like "charging up," which is used only by DK, Samus, and Master Hand. The second is like "charging at" where you rush an opponent. CRAWL-- when Pikachu's Thunderjolt bounces up or down a wall and keeps going. DEEP-- another term with two meanings, both used in other games. The first is like "a deep character"-- that means hard to learn, but the training pays off. The second is "a deep attack" or "a deep crossup"-- that means to hit an opponent low and close. WINDUP-- the time it takes from when you start the attack to when it does something. RECOVERY-- usually NOT used to refer to life regeneration. Instead, this is the time between when an attack ends and when you can actually move. PRIORITY-- the amount of an attack's ability to cancel out and hit through an opponent's attack. CANCEL-- an attack that stops an opponent's attack. VACUUM-- an attack that chains hits and draws the opponent nearer, if possible. CHEAP-- a maneuver that is extremely difficult for the opponent to get out of or an attack which does high damage or large chaining without much skill. Cheap stuff can get you smashed in real life -.- GUARD BREAK-- to attack an enemy that is blocking repeatedly until their shield it gone and they get stunned. FIREBALL WAR-- also called a fireball fight. This is when two characters shoot a bunch of projectiles at each other at the same time. The loser is the one with the less useful projectile. S.T.-- Sound Test DOMINATE-- to beat easily or undisputidly win; to strike an opponent in the buttocks with one's foot ^_~. SUCK-- to suck. If I left out anything glaring, or if you want a new term invented (like "stomp"-- completely original), email at cranium7@hotmail.com. .............................................................................................. CHARACTERS ========== MARIO ----- Symbol: Mushroom Stage: Mushroom Kingdom Win Music: s.t. music 15 Taunt: grows into Super Mario for about three seconds Colors: C ^-- It'sa me, Mario! C >-- I'ma Wario! I'ma gonna win! C v-- Yellow shirt, dark red pants/hat. Fire Mario, perhaps? C <-- SMB1 Mario! Red overalls, blue shirt/hat. Jump float: low Jump range: high Doublejump range:medium Entrance: a pipe grows out of the ground, he jumps out, the pipe retracts Ending Screen: Mario holds a flag that says "#1" and rainbow-colored words "You are great" Intro Shot: him facing off with Kirby Nickname: The Plumber of Death Game's profile: Although best known as the mustachioed plumber who battles the Turtle Tribe with his distinct jumping action, this internationally-famous hero has also acted as a referee, a driver, and even a doctor! He's been linked to Princess Peach of the Mushroom Kingdom for years, but to this day their true relationship remains a mystery. Best game (IMHO):Super Mario RPG (SNES) Position in game:you Enemies: DK because they never finished their fight 15 years ago. Link because he's stealing his thunder. Moves: A-- Punch (3x) Punch, punch, kick >, A-- Spinning low kick >+A-- Windup punch v, A-- Trip kick v+A-- Double spinning trip kick ^, A-- Spinning uppercut ^+A-- Headbutt (dash) A-- Baseball slide (air) A-- Low jump kick (air) >+A-- Spinning frontal jump kick (air) ^+A-- Backwards flip (air) v+A-- Downwards drill kick (air) <+A-- Backwards lunge kick B-- Fireball v+B-- Mario Tornado ^+B-- Super Jump Punch R, >-- Spinning frontal throw R, <-- Triple windmill backwards throw Pros: * Good jump height * Excellent combo potential * Damaging throw * Easy-to-time taunt (for the Fighter Stance bonus in 1P game) Cons: * Low speed * Low damage for individual hits * Awkward fireball * No real stomp attack * Agonizingly long taunt (for team and multiplayer fights) Comments: Mario is the chaining king. The Jump Punch can do up to 9 hits, and the Tornado vacuums them in and does 14 hits, with the last one sending them flying into the air and creating the potential for some endless juggles. His backwards throw is one of the game's coolest. Because his fireball has a downward arc to it, it's a good weapon for keeping people from coming back. The best advice for Mario is to stay on the offensive and chain them to death. Against: Play defensive. If you have a good stomp attack, jump over him and use it as a cross-up attack. This way, he can't hit you with the Jump Punch, which arcs forward. If he gets wise to this, bombard him with projectiles. He won't win any fireball wars anytime soon except against Link. Also, each of his specials have a nasty recovery time, so use this to your advantage. Vs 1P Mode Teams:Use the Mario Tornado constantly. Vs Master Hand: Use the ^+A headbutt move and jumping power hits. DONKEY KONG ----------- Symbol: DK Stage: Congo Jungle Win Music: s.t. music 16 Taunt: shrugs Colors: C ^-- Brown. C >-- Brillo Kong! Gray fur. C v-- Red (bloody?) DK. C <-- Blue gorillas?? NOW I've seen EVERYTHING. Jump float: low Jump range: medium Doublejump range:low Entrance: busts out of a DK barrel Ending Screen: shows two rendered DKs against a palm background with the words "Donkey Kong" Intro Shot: fighting Samus Nickname: Mighty Joe Kong Game's profile: Donkey Kong and Mario started out as arch-rivals, but they've patched things up in recent years. These days DK spends his time searching the jungle for bananas instead of kidnapping beautiful maidens. In the past few years, other members of the Kong family have cashed in on DK's fame, including his favorite nephew, Diddy. Best game: Donkey Kong Country 64 (N64) Position in game:Player 1 Enemies: Mario because they still have a fight to settle. Moves: A-- Left hook (2x) One-two punch >, A-- Lunge punch >+A-- Slap v, A-- Trip slap v+A-- Spinning splits kick ^, A-- Overhead swat ^+A-- Overhead clap (dash) A-- Lunge kick (air) A-- Horizontal spin punch (air) >+A-- Vertical flip punch (air) ^+A-- Aerial overhead swat (air) v+A-- Stomp kick (air) <+A-- Backwards double kick B-- Giant punch v+B-- Hand Slap ^+B-- Spinning Kong R, >-- Carrying throw R, <-- Shoulder toss Pros: * Incredible strength * Carrying ability * Useful throw * Cheap (see "useful") v+B move * Long limb range Cons: * Nasty speed * Large size * No projectile * Bad stomp attack (v+A) Comments: DK is the strongest character in the game, bar none. Therefore, you should be totally offensive. Defense is futile, because of both his size and the fact that he is projectile-free. He has a long range, though. The Giant Punch is the strongest single attack in the game if fully charged. Anyone close to 70% will likely get launched so far off the field that there will be no chance of comeback. Repeating hand slaps is a very cheap way to get some good protection. An easy way to beat any enemies you're having trouble with is to forward-throw them and commit suicide. In a 1P game, this is useful against Metal Mario. Against: Bombard him with projectiles. He will have little way to escape. Another thing to remember is that all of his power hits have a long windup. If you're a quicker character like Pikachu or Falcon, you can use hit-and-run tactics, and chip at him constantly. Vs 1P Mode Teams:Use the Spinning Kong or normal moves. Vs Master Hand: Use the ^+A clap and the Giant Punch if you get a second to charge it up. LINK ---- Symbol: the Triforce Stage: Castle Hyrule Win Music: s.t. music 17 Taunt: a dainty sword pose Colors: C ^-- Kokiri Tunic. C >-- Goron Tunic. C v-- Zora Tunic. C <-- Yeti Mail, I think.... from Zelda 1. Jump float: low Jump range: mid-low Doublejump range:low Entrance: hovers down in a blue-green light and draws the Master Sword Ending Screen: leaning against the pillar in his stage, shield and sword off, looking away Intro Shot: playing an ocarina on top of a cliff Nickname: Man in Tights Game's profile: Link is the valiant boy hero of the "Legend of Zelda" series in which he fights against the evil Ganon to recover the Triforce. Though his tools may change with each adventure, his strength and righteousness remain constant. With his trusty sword and a variety of weapons, he takes adventure head on! Best game: Zelda 5: Ocarina of Time (N64) Position in game:you Enemies: Mario, because Link was never as well known... well... until now at least. Moves: A-- Vertical arc slash (x3) Slash, reverse arc slash, stab (rapid) Multistab >, A-- Stronger vertical arc slash >+A-- Two-handed vertical arc slash v, A-- Low horizontal slash v+A-- Double low slash ^, A-- Overhead arc slash ^+A-- Triple overhead slash (dash) A-- Stab (air) A-- Low jump kick (air) >+A-- Spinning aerial slash (air) ^+A-- Upward stab (air) v+A-- Downward stab (air) <+A-- Double aerial back kick B-- Boomerang v+B-- Bomb ^+B-- Spin Attack R, >-- Frontal kickaway Hookshot throw R, <-- Reverse kickaway Pros: * Excellent stomp attack * Two projectiles * Good clear out * Strong A attacks * Long-range throw Cons: * Two awkward projectiles * Bad air denfense * Awful jumping capabilities * Hokey, hard-to-time taunt * And did I mention that he's a bad jumper? Comments: Link is one of the weaker characters (the chicks dig him though... go fig :^) and he has difficulty coming back (low jumps and a bad triple). His clearout attack (^+B) has high range, damage, and priority though. His stomp attack is cool (v+A in midair) and the boomerang goes pretty far (hey, I thought only child Link could use that!?) The bomb has good damage, just watch out since it CAN hurt you! His only distinct chain move is ^+A, though. You should rely on his A attacks mostly if you want to win. Against: Link isn't that hard to beat, just watch out for that throw and don't let him stomp you! Therefore, you may want to use your own stomp move, since his best anti-air attack (^,A) comes out slowly. Don't try this if he's holding a bomb! No matter what, stay away from him. His A moves are among the best in the game (besides the Hand's of course... but then again, I don't even know which of his attacks are done by A). He has the worst-power projectile in the game, so keep your distance and whittle away. Vs 1P Mode Teams:Use your jumping A attacks. Almost all of them are power hits. Vs Master Hand: Use the ^+A tri-slash and other A attacks. SAMUS ----- Symbol: the Screw Attack symbol Stage: Planet Zebes Win Music: s.t. music 18 Taunt: statickey "Ha" with a cool gun pose Colors: C ^-- Orange and yellow, with a green eyespace. C >-- Pink and yellow, blue eyespace. C v-- Earth Samus! Brown and orange, green eye. C <-- All green with a red helmet? Where DO you get your fashion tips?! Ack! Jump float: long Jump range: high Doublejump range:mid Entrance: steps out of a teleporter/Save Point Ending Screen: "Thank You For Playing" with a giant rendered Samus helmet, and her face inside the eyespace 8^¡ Intro Shot: her fighting DK and blowing him away Nickname: Boba Fett's Sis (thanks to Forcevader@aol.com) Game's profile: Samus Aran is the toughest bounty hunter in the galaxy. Using a special suit powered by the technology of the bird people which allows her to execute daring acrobatic feats, Samus pursues the airborne life form Metroid through- out the universe. Best game: Super Metroid (SNES) Position in game:you Enemies: Fox because his team is starting to scare off the Metroids. Moves: A-- Left jab (x2) Jab, gun bash >, A-- Low roundhouse kick >+A-- Gun stab v, A-- Trip kick v+A-- Double trip kick ^, A-- Spinning overhead semicircular stomp kick ^+A-- Overhead flamethrower (dash) A-- Shoulder ram (air) A-- High jump kick (air) >+A-- Frontal flamethrower (air) ^+A-- Upward twirling drill kick (air) v+A-- Downward spinning gun punch (air) <+A-- Backward jump kick B-- Blaster v+B-- Bomb ^+B-- Screw attack R, >-- Frontal Grappling Beam throw R, <-- Backwards Grappling Beam throw Pros: * Insane jumping powers * Long-range throw * Excellent projectile * Good rolling power * Powerful juggle attack (^+A, timed right, does 40+%) * High speed Cons: * Weak bomb * Slow throw * No stomp attack * Very cheap >:^P Comments: Samus is one of the better fighters. The Screw Attack (I'll avoid all puns on that name...) can chain like crazy. The shot, when fully charged, is almost as damaging as DK's Giant Punch. The bomb is weak but can't hit you. Her throw is long range, but the recovery time is painfully long, as it is with her two fire attacks (^+A and >,A in midair). Her other moves, even her Smash Attack (>+A, of course), are quick, and she is one of the highest and longest jumpers, which is very important tn Smash Brothers. Against: Hmm...to be honest, Samus is a hard opponent. Utilize the block, and roll behind her while she is still recovering. Take advantage of her throw's lag time. Don't do stomp attacks, since she'll either combo you with the Screw Attack or blast you with the flame move (ouch). Don't expect to win any blaster fights with her, either, since her shot eats up all others when charged. Hammering on the buttons can yield promising results :^D. Vs 1P Mode Teams:Use the Screw Attack or A moves. Vs Master Hand: Use the ^+A fire shot and utilize her roll. YOSHI ----- Symbol: an egg Stage: Yoshi's Island Win Music: s.t. music 19 Taunt: does the hidden thing spinning and arm waving from Yoshi's Story Colors: C ^-- Green Yoshi. C >-- Red Yoshi! In SMB, this one could breathe fire. C v-- Blue, the flying Yoshi... dang that would have ruled here... C <-- Yellow. This one kicked up dust when it landed. Yawn. Still, okay here. Jump float: medium Jump range: mid Doublejump range:high Entrance: hatches from an egg Ending Screen: "Yoshi Thanks For Playing" at the top with Yoshi's head stuck in a giant book Intro Shot: him and other colors popping out of some eggs under a giant heart Nickname: the Fossilizer Game's profile: Yoshi is the friendly dinosaur of Yoshi's Island. He began as Mario's partner, but has since built his own identity, and now appears in many games. He uses his unique ability to turn whatever he swallows into an egg as his foremost attack. Yoshis come in a rainbow of colors and are said to have a high IQ from a very early age. Best game: Yoshi's Island (SNES) Position in game:you Enemies: Falcon, because he's so mysterious and "unhappy" Pikachu, since Yoshi was mistaken for a fellow PokŽmon (EGM anyone?) Moves: A-- Kick (x2) Double kick >, A-- Side kick >+A-- Frontal headbutt v, A-- Tail swipe v+A-- Double tail swipe ^, A-- Overhead nose swipe ^+A-- Overhead headbutt (dash) A-- Charging headbutt (air) A-- Low jump kick (air) >+A-- Spinning aerial headbutt (air) ^+A-- Overhead tail swipe (air) v+A-- Treadmill kick (air) <+A-- Back kick B-- Egg lay v+B-- Ground pound ^+B-- Egg toss R, >-- Frontal slurp-and-burp R, <-- Over-the-shoulder slurp-and-burp Pros: * Damaging attacks * Quick taunt * Long-range throw * High double-jump Cons: * Bad projectile * Slow * No triple jump * Hard to learn Comments: Yoshi is one of the weaker players. You'll need to rely on his long-range throw and butt stomp attack, because he doesn't have a forward-moving projec- tile. His A moves are short-range but do good damage. His double-jump is high but he doesn't have a triple, so don't try it. His B move is good since it leaves the opponent completely open, but doesn't do any damage by itself. Any opponent caught in an egg can't be launched or even thrown, so be careful. --Jason Ludka had this to say: "Another way to do 999% damage is to take - Yoshi, put them in an egg, and do the walk on head thing or a couple smash - attacks. hehe" (ed. note-- that's a fine way to do it for awhile, but 999%? - Sounds like somebody set that up.....) "And, Yoshi is a cheap player--just - put them in an egg on the edge and say bye bye, unless they button mash and - manage to save themselves." (ed: or if they hold away from the abyss... in - any case, this has won me quite a few Giant DK matches.) "When we play - free-for-all, Yoshi and Kirby are banned from egging them off the edge." - (ed: Bloody straight.) --Danno586 said this: "The most damaging move is Yoshi's jump, down+A, which - if the [other] guy is low can do 54%!!!!" (ed: I knew it, but forgot to put - it down. Thanks for the memory jog.) Against: Yoshi isn't too hard, just stay out of the air! His egg attacks are surpris- ingly powerful. Bombard him with fireballs and charge him head on. He'll likely still be reeling from the projectiles. Don't let him butt-slam you, either. Vs 1P Mode Teams:Use whatever you want except the tongue moves. Vs Master Hand: Use the midair v+A treadmill move. KIRBY ----- Symbol: a star Stage: Dream Land Win Music: s.t. music 20 Taunt: waves, discards his ability, and says "Hi!" Colors: C ^-- Pink Kirby. C >-- Yellow Kirby! Beam ability, anyone? C v-- Blue (Ice) this time. Personally, I liked a different ability better... C <-- ...like Fire Kirby! Where's that cool (hot?) flaming hat??? Jump float: mid-low Jump range: mid-low Doublejump range:flying Entrance: flies in on a star Ending Screen: flies by on a star with "Let's Go! Go! Go!" at the top of the screen Intro Shot: fighting Mario Nickname: the Raging Cream Puff Game's profile: The 8-inch high Kirby hails from a distant, peaceful star. Like his simplistic appearance, he is an easily-understood character. True to his instincts, Kirby eats when he gets hungry and sleeps as soon as he grows tired. Nevertheless, Kirby remains a formidable opponent. In addition to his distinct flying and swallowing skills, he also has the ability to copy enemy attacks for ever-changing action. Best game: Kirby Superstar (SNES) Position in game:Player 1 Enemies: Jigglypuff, who's trying to copy Kirby's flight and shape Moves: A-- Punch (x2) One-two punch (rapid) Rapid punch >, A-- Frontal spin kick >+A-- Lunge kick v, A-- Low kick v+A-- Spinning splits kick ^, A-- Overhead arcing back kick ^+A-- Flip kick (dash) A-- Head slide (air) A-- Low jumpkick (air) >+A-- Forward drill kick (air) ^+A-- Circular flip (air) v+A-- Downward drill kick (air) <+A-- Backwards jump kick B-- Absorb v+B-- Stone ^+B-- Cutter R, >-- Aerial suplex R, <-- Backwards tomoe Pros: * Invincibility attack * Power absorbtion * Sextuple (or whatever) jump o_O;; * Quick attacks * Small size Cons: * Long windup * No good clearout * Cheap Comments: Kirby is one of the best fighters once you get used to him. His absorbing move is great against Samus, Falcon, or Ness. The Cutter is good, and even acts as a triple jump after his five or so flying jumps. But the real strength of the Pillowy One is the stone. An excellent stomp attack, as it sends you down at high speeds, but even better, it gives you invincibility until you press B again. Against: Kirby is very susceptable to throws from behind. He doesn't have any super- fast clear out attacks, so jump over him and toss him. He's also easy prey for stomp attacks. Just make sure that you don't charge him, since he'll absorb you. Also, keep him out of the air! He'll stone-attack you to death. He's the best comeback player in the game, so throw him to ensure a good launch. Vs 1P Mode Teams:Use midair A attacks. Vs Master Hand: Use the Rock to your advantage and attack with drilling midair hits. FOX --- Symbol: a winged fox Stage: Sector Z Win Music: s.t. music 21 Taunt: crosses his arms and hmphs at the crowd Colors: C ^-- White vest/boots, green pants. C >-- Orange vest/boots, brown pants. C v-- Pink boots, purple vest, violet pants... oooookay... C <-- Green vest, black pants, and... blood red boots?? Jump float: low Jump range: mid Doublejump range:mid Entrance: flies in in the Arwing and jumps out Ending Screen: rendered Fox and three Arwings in front of Corneria Intro Shot: piloting the Great Fox Nickname: the Winged K-9 (thanks to Forcevader@aol.com) Game's profile: Following in his dead father's footsteps as the young leader of the Starfox team, Fox McCloud's piloting of the super-high performance combat ship Arwing for the Lylatian System is still fresh in our memories. His one weakness may be his difficulty earning the trust of his teammates. Best game: Star Fox (SNES) Position in game:you Enemies: Ness, because he keeps making fart jokes about the Fox Fire move Moves: A-- Punch (x2) 1-2 Punch (rapid) Lightning Kicks >, A-- Chest kick >+A-- Spinning jump kick v, A-- Tail swipe v+A-- Double split kick ^, A-- Overhead kick ^+A-- Backward flip (dash) A-- Jump kick (air) A-- High jump kick (air) >+A-- Spinning frontal jump kick (air) ^+A-- Two-hit vertical flip kick (air) v+A-- Downwards drill (air) <+A-- Reverse splits kick B-- Blaster Shot v+B-- Reflector ^+B-- Fire Fox R, >-- Spinning forward throw R, <-- Backward roll throw Pros: * Speed * A cheap blaster move * Good jumps Cons: * No strong moves * Dumb throw * Nerve-grinding windups Comments: Oh boy... There'll be a lot of players out there poed at me... but honestly, Fox sucks. I seriously believe he's worse than Jigglypuff (Then again, Jiggy isn't really that bad...). His blaster is VERY cheap. His Reflector move is near impossible to time right, and the Fire Fox has a windup that seems like forever. He has some good A moves though, like jump+^+A. Kinda cheap though. --Orie Guo tells me that Fox ain't that bad. I suppose it's all in how you - play the game. For example, one of my friends always uses him and wins 4 - times out of 5. Whatever. Against: Fox is annoying to play against, simply because of the blaster shot. Stay in the air and do stomp attacks, and you'll be fine. However, make sure the stomp is fast, or else you're likely to get vertically tail whipped. Vs 1P Mode Teams:Use the Reflector. Vs Master Hand: Mash the buttons ^_^;; PIKACHU ------- Symbol: a PokŽball Stage: Saffron City Win Music: s.t. music 22 Taunt: stands on his tiptoes, waves, and says "Pika pi-kahhh!" Colors: C ^-- Normal yellow Pikachu. C >-- Aww... Pikachu's got a red birthday hat! C v-- How about a blue hat instead? C <-- Wierd... green-tinted Pikachu with a bright green hat. Jump float: mid-low Jump range: mid-high Doublejump range:mid-high Entrance: comes out of a tossed PokŽball Ending Screen: Shows him in the forest with some other PokŽmon and "Congragulations" (sp?) Intro Shot: Riding around on a PokŽball Nickname: Sir Concussion (because of the headbutt action) Game's profile: Pikachu Mouse PKMN Height 1'4" Weight 13lbs When several of these Pokemon gather, their electricity could build and cause lightning storms. (Pokedex excerpt) Best game: PokŽmon Gold (GB) Position in game:#25 Enemies: DK, cause he's so dang big Jigglypuff, because of the battle for Pokepopularity Moves: A-- Headbutt >, A-- Double kick >+A-- Electric knife v, A-- Tail whip v+A-- Double trip kick ^, A-- Overhead tail whip ^+A-- Tail backflip (dash) A-- Lunging headbutt (air) A-- Jump kick (air) >+A-- Forward electric drill (air) ^+A-- Aerial overhead tail whip (air) v+A-- Downward electric drill (air) <+A-- Reverse jump kick B-- Thunderjolt v+B-- Thunder ^+B-- Quick Attack (x2) Agility R, >-- Overhead flip toss R, <-- Reverse thundershock Pros: * Speed * Unique projectile * Small size * Good jumper * Cool throws Cons: * Bad defense * Fairly low damage Comments: Pikachu is unique. Many of his A attacks are electric. His B move is the only move in the game that crawls. His triple jump is superb, and can become a quadruple jump if you press > or < right the split-second that it ends. The Thunder attack is a good clear-out attack, expecially from below. Against: Go absolutely offensive. Pikachu has little that he can do if hammered quickly, and he takes damage badly. If he sets you up for a Thunder attack, stomp him and continue to kick him around. At about 80% a power hit will launch him for good. Vs 1P Mode Teams:Use anything but the Thunderjolt. Vs Master Hand: Use A attacks and Thunder. LUIGI ===== Symbol: a mushroom Stage: Peach's Castle Win Music: s.t. music 15 Taunt: scuffs his heal. Poor guy. Colors: C ^-- Good ol' green and royal blue Luigi. C >-- Fire Luigi! Hopefully those are just yellow gloves..... C v-- Aquatic Luigi.... aqua and blue. Not bad. C <-- Um... Pink Luigi. I could say something else, but it's not very nice... Jump float: mid Jump range: high Doublejump range:mid-high Entrance: Jumps out of a pipe Ending Screen: Back-to-back with Mario and the rainbow-colored "Smaaaaaash" (:^.) Intro Shot: none Nickname: The Mean Green Jumping Machine Game's profile: Though often hidden in his older brother Mario's shadow, Luigi is, in reality, very popular. Taller than Mario, Luigi also jumps higher. Although he didn't appear in Super Mario 64, in Mario Kart 64 he performed to the best of his ability. For one who always seems to be in the background, he has many fans who eagerly await his appearance. Best game: Super Mario Brothers 3 (NES) Position in game:Player 2 Enemies: Mario, since he never lets him get any attention Moves: A-- Punch (x3) Punch punch kick combo >, A-- Low roundhouse kick >+A-- Windup punch v, A-- Low kick v+A-- Double trip kick ^, A-- Spinning uppercut ^+A-- Upward headbutt (dash) A-- Multihit flail (air) A-- Low jumpkick (air) >+A-- Forward spinning jump kick (air) ^+A-- Backwards flip (air) v+A-- Downward drill (air) <+A-- Reverse jump kick B-- Fireball v+B-- Luigi Tornado ^+B-- Super Jump Punch R, >-- Spinning forward throw R, <-- Triple spinning backward throw Pros: * flaming Jump Punch * high jumping * high power Cons: * low speed * little chaining * too similar to Mario Comments: I won't tell you that Luigi is better than Mario, since, in my style of playing, he isn't. If power's more your style, though, he's your man. His moves are almost identical at first glance, but if you use them a few times, you'll notice the changes. His fireball (mucusball?) goes straight instead of down. His Tornado can't combo more than twice, but is a power hit. The jump punch, when done deep, sends an opponent flying and sets them on fire, eg. Ken's Dragon Punch. Against: Use basically the same strategy you did with Mario. Don't let him get close, because an experienced player will Jump Punch the living crap out of you. Vs 1P Mode Teams:Use the Luigi Tornado. Vs Master Hand: Use the Jump Punch when you're very close. JIGGLYPUFF ========== Symbol: a PokŽball Stage: Saffron City Win Music: s.t. music 22 Taunt: rolls around and says "Jigglypuff!!!" Colors: C ^-- Normal pink Jiggles. C >-- Hmm... a she! Red bow on old Puffy. C v-- How 'bout a blue bow? C <-- ....or green? Jump float: mid-low Jump range: mid Doublejump range:flying Entrance: pops out of a PokŽball ("Jigglypuff, I choose you!" ....who'd do that??!!!) Ending Screen: Two Jigglypuffs playing with some balloons in front of a spraypainted wall Intro Shot: none Nickname: Puffy/Jiggles/Jiggy/Cheesilypoof Game's profile: The Balloon PKMN with the big, round eyes. It sings a soothing melody, send- ing those who hear it to sleep. As a Balloon PKMN, its body is light, weak, and easy to knock away. Best game: PokŽmon Gold (GB) Position in game:#39 Enemies: Kirby, since he is too much like her Pikachu, since he is the more popular PokŽmon Moves: A-- Jab (x2) 1-2 punch >, A-- Spinning roundhouse >+A-- Lunging low kick v, A-- Shin kick v+A-- Splits kick ^, A-- Reverse overhead axe kick ^+A-- Upward headbutt (dash) A-- Lunging headbutt (air) A-- Low jumpkick (air) >+A-- Double frontal jump kick (air) ^+A-- Overhead slap (air) v+A-- Downward drill (air) <+A-- Reverse jump kick B-- Pound v+B-- Rest ^+B-- Sing R, >-- Upward twirl throw R, <-- Reverse bounce Pros: * Flying ability * Sing attack * Two B power hits * Huge, cute eyes :^P Cons: * Weak * No triple * No projectile Comments: Jigglypuff is severely underappreciated. Abuse her Singing power like there's no tomorrow! If someone gets caught in it, get really close and use Rest, or Pound if they're at a low damage percentage. The best advice for her is to play defensively and utilize the singing. The Rest attack is a very easy launcher if you can somehow get it to connect. Against: Go insane and throw everything you've got at her. All her specials have horrible recovery time, so time your attacks right and you'll be alright. Vs 1P Mode Teams:Use jumping A attacks. Vs Master Hand: Use Pound and jumping A attacks. CAPTAIN FALCON ============== Symbol: a falcon Stage: none Win Music: s.t. music 23 Taunt: salutes and says "Show me ya moves!" ('_';;) Colors: C ^-- Blue and red Falcon. C >-- Gray. Much more fitting. C v-- Blood Falcon! Red on purple. C <-- *blinks* White on pink! G'yaah! Jump float: low Jump range: high Doublejump range:mid Entrance: jumps out of the Blue Falcon and it drives off Ending Screen: in a comic strip, says "Thank you for playing. Yes. I am Number One!" Intro Shot: none Nickname: The Blur Game's profile: A regular pilot in the great galactic race F-ZERO Grand Prix, Captain Falcon is skilled at collecting prize money. Much about his past remains hidden in shadow, but it's clear that many a villain hold a powerful grudge against him. Best game: F-Zero X (N64) Position in game:#7 Enemies: Samurai Goroh and Black Shadow, but they ain't here Moves: A-- Jab (x3) Punch, punch, knee combo (rapid) Rapid punch >, A-- Kick >+A-- Fire kick v, A-- Low kick v+A-- Sweep kick ^, A-- Axe kick ^+A-- Uppercut (dash) A-- Shoulder ram (air) A-- Jump kick (air) >+A-- Double jump kick (air) ^+A-- Flip (air) v+A-- Downwards thrust kick (air) <+A-- Reverse punch B-- Falcon Punch v+B-- Falcon Kick ^+B-- Falkon Dive R, >-- slam R, <-- backwards kick throw Pros: * FAST! * Good jumper * Powerful B move * Cool Cons: * Long recovery * Long windup * No projectile Comments: Falcon satisfies the need for speed. His dash is increadibly fast, as are his jumps. He has a good anti-air attack (^+B), a good ramming attack (v+B), and two strong frontal hits (B and >+A). The Falcon Punch is right up there with Samus's Blaster launch-wise, but it has hideous wind-up and recovery delays. Time your Falcon Kicks right (midair, usually) and finish them off with one solid punch. Against: Keep him at bay with projectiles and guard items. Most of all, stay away! If you catch him trying a Falcon Punch, stomp him. Otherwise, utilize the roll and fireball him to death. Vs 1P Mode Teams:Use the Falcon Kick and Dive. Vs Master Hand: Use Falcon Punches and >+A. NESS ==== Symbol: the earth Stage: none Win Music: s.t. music 24 Taunt: bows and says "OK" (sounds like "hobnob".... nice accent! ^_^;;;) Colors: C ^-- Classic Ness.... red, purple, and yellow. C >-- Cool.... Charlie Brown! Yellow and black. C v-- Purple and blue. Doesn't look bad, actually. C <-- Orange and green. Burns the eyes a little, y'know? Jump float: high Jump range: mid-low Doublejump range:mid-low Entrance: blasts in with PK Teleport Ending Screen: an Earthbound scene with him saying "You did it" with Paula, Jeff, and Poo Intro Shot: none Nickname: Psycho Game's profile: Ness was a seemingly-average kid from Onett, but in truth, he was destined for much more. When a strange meteor landed near his hometown, the little boy with psychic powers set out to save the world. Little has been said of Ness's character, and much remains hidden. Best game: Earthbound (SNES) Position in game:your first character Enemies: Giygas, but he/it ain't here Moves: A-- punch (x3) punch punch kick combo >, A-- Kick >+A-- Home run v, A-- Ground kick v+A-- Horizontal yo-yo ^, A-- Upward shove ^+A-- Vertical yo-yo (dash) A-- shove (air) A-- Two-foot jump kick (air) >+A-- Aerial shove (air) ^+A-- Aerial upward headbutt (air) v+A-- Stomp kick (air) <+A-- Reverse kick B-- PK Fire v+B-- PSI Magnet ^+B-- PK Thunder R, >-- forward PK toss R, <-- reverse PK toss Pros: * Good specials * Unpredictable jump * Strong A attacks * Built-in life recovery Cons: * Slow * Awkward triple * Very hard to learn Comments: Ness is for pros only, but once you get good, you can dominate with him. PK Fire (if you didn't know, PK stands for psychokinetic) is an excellent chainer. His throw has long range, and his jump is extremely floaty. However, his triple jump is hard to pull off. PK Thunder can be controlled with the stick for awhile after you push ^+B. You need to move the thunder ball under- neath him and blast him in the cheeks, which sends him flying upward. PK Magnet, if you can time it to absorb projectiles, actually recovers your life percentage! Also, all of his tap+A attacks are strong, and >+A can reflect projectiles, timed right. --Orie Guo (tyrant2006@hotmail.com) reminded me that if you slam into Ness - with a PK Thunder and he hits someone, it does 30%. Sweet. Against: Use deep stomp attacks to lead with, then smash him while he's on the floor. Cross-ups also work well, as do any items. Play defensively mostly, since he has some very good defending attacks. Vs 1P Mode Teams:Use tap+A attacks. Vs Master Hand: Use PK Fire and tap+A attacks. .............................................................................................. ITEMS ===== BEAM SWORD Origin: Kirby's Dreamland 2 (GB) A very good up-close-and-personal waepon with a strong Smash attack and good range. BOB-OMB Origin: Super Mario Bros. 2 (NES) Very strong. If you leave it on the ground more than five seconds, it will walk around and explode on contact. In any case, it is one of the strongest weapons. BUMPER Origin: Kirby's Pinball Land (SNES, GB) Annoying. If you hit it, you'll get bumped like you took a middle-power hit, but only get 1% damage. If you hit someone, it usually ricochets off and hits you as well. FAN Origin: Super Mario RPG (SNES) Another annoying one. Incapable of power hits, but very fast. FIRE FLOWER Origin: Super Mario Bros. (NES) Used to breathe fire. If you can trap someone in the corner, it can do up to 60 hits before it runs out. GREEN SHELL Origin: Mario Bros. (Arcade, NES, Atari) A good throwing weapon with medium damage. Can be used over and over. HAMMER Origin: Donkey Kong (Arcade, NES, Atari) The second strongest weapon in the game. Once you get it, you continually smash around for 15 seconds. Be careful though, since you are limited to to only one jump. HEART CONTAINER Origin: Legend of Zelda (NES) This recovers ALL of your life..... up to 999%. HOME RUN BAT Origin: Earthbound (SNES) THE strongest item! Use a Smash attack with it and they will be irrecoverably launched, even at 0%!!! MAXIM TOMATO Origin: Kirby's Dream Land (GB) Takes 100% off of your damage meter. MOTION SENSOR BOMB Origin: F-Zero (SNES) Once you toss it, it sticks to whatever surface it touches first. If anyone gets close to it, they get blasted with just slightly less force than the Bob-omb. POKƒ BALL Origin: PokŽmon (GB) Toss it and a random PokŽmon pops out. Onix: Rock Slide Chansey: Softboiled Koffing: Smog Meowth: Pay Day Mew: Teleport Goldeen: Splash Charizard: Fire Spin Blastoise: Hydro Pump Hitmonlee: Jump Kick Snorlax: Body Slam Starmie: Swift Clefairy: Metronome RAY GUN Origin: Starfox 64 (N64) Origin: (suggested by Forcevader@aol.com) Earthbound (SNES). Either would work I suppose. The same as Fox's blaster, but faster and stronger. Has 16 shots. RED SHELL Origin: Super Mario Bros. (NES) Very, very hard to use well. Throw it and it runs around on the ground level, seeking out its prey and homing in. Almost always nails you as soon as you throw it. STAR Origin: Super Mario Bros. (NES) Makes you invincible for about 10 seconds. STAR ROD Origin: Kirby's Adventure (NES) Like a shorter, weaker Beam Sword, but can fire stars if you do a Smash attack. Carriers -------- CRATE Origin: Donkey Kong Country (SNES) Has up to three items inside. BARREL Origin: Donkey Kong (Arcade, NES, Atari) Has one item, but once thrown, rolls around until it hits somebody or falls off the side. CHANSEY EGG Origin: PokŽmon (GB) Has one item inside, but can be carried by anyone. Appears when a Chansey does or randomly on Yoshi's Island or Dreamland. CAPSULE Origin: Dr. Mario (???) (NES, GB, SNES) Origin: (suggested by Forcevader@aol.com) Pokemon (GB). Hmmmm..... maybe. Has one item inside, can be carried by everyone. .............................................................................................. STAGES ====== Peach's Castle -- Mario and Luigi's stage -------------- Three platforms here. The one in the middle is very small. The one just below it slides horizontally from left to right. The easiest way to get killes here is to throw them off when its at its farthest to one side and blast them a few times. The top platform can be dropped through. If you use a power hit from here, they'll likely bounce back on to solid ground by ricocheting off of one of the slanted triangular blocks in midair. In the air is a bumper that can mess you up while you're jumping. Congo Jungle -- DK's stage ------------ Surprisingly small. The bottom platform is slanted on the sides, which can mess up projectiles and long-range throws. On either side there are two small platforms in the air that are slanted in the opposite angle of their lower brethren. In the middle are two flat platforms that circle around in an oblong pattern. Under the big lowest platform is a barrel that goes from side to side. This may very well be your savior if you get knocked off prematurely. A small note: if the screen gets really hectic and you do a comeback attack from the lowest level right at one of the slants, you might fall through. This glitch is VERY rare, though, and so far has only happened to Giant DK himself. Hyrule Castle -- Link's stage ------------- Fairly large. The main area is flat and long, great for runners like Samus and Falcon. Above that in the center are three small platforms. These are best for surprise stomps. On the left side is a small, slanted extension of the main one which is the best place to throw people from. On the right end is a lower, flatter extension that has a small (for the lack of a better word) room. Very small. This place is annoying and is best avoided, since it disrupts most attacks and often blocks the more level throws. Every once in awhile, a tornado will pop up. Avoid it, since it often star-finishes anyone at a high percentage. Planet Zebes -- Samus's stage (also used to fight Falcon) ------------ Annoying to the extreme! The lower level is very bumpy and messes up any projectiles. There are three medium-sized platforms above it, two slanted, the top one flat. To the right is a very small vertically-moving platform where items usually appear. The acid, however, is the worst part of the stage. Unless you "accidentally" jump over the edge with invincibility or Kirby's Stone, you can't fall to your death. The acid sends you flying upwards and may very well save you, just be careful since it will star-finish anyone over 75%. Once in awhile it will rise up. Once it envelops the lowest parts of the main turf, it will recede, only to rise up to the next-highest platform, then repeat until it engulfs all but the highest ground. After that it'll leave you alone for awhile. Yoshi's Island -- Yoshi's Stage -------------- The smallest stage with no real threats. The main area has a slight slant in the shape of a V, with no flat land. Above it are three more small platforms similar to on Zebes. On the left and right of the stage are clouds that only stay solid for five seconds, then fade away for awhile. On the left there's one, on the right there's two. These very frequently save you from certain disaster. The one of the far right is within a single jump's range of the stage border (which kills you) so be careful. Dreamland -- Kirby's stage (also used to fight Ness) --------- Perfectly flat, medium-sized middle platform with three smaller, flat platforms above, one on each side and another higher and in the middle. Fairly nondescript layout, except for the famous Whispy Woods tree from like every Kirby game. Once in awhile it will blow a gust of wind in one direction. It doesn't affect the fight much. Sector Z -- Fox's stage -------- Large. Consists of one long platform and a smaller one below and to the right that makes up the Great Fox's engine. The slants are small sometimes, extreme others, but are always sporadic (sp?). Under the "tailfin" is a little area where corner traps are common. The main thing about this stage is the fact that the remaining members of the Starfox team commonly fly by and use you for target practice! Stay away from them and you'll be fine. Also, something trivial that I've noticed is that it takes a little longer to die once you fall down off the side. A minor thing, but might mess up end-of-the-match taunts in 1P. Saffron City -- Pikachu and Jigglypuff's stage ------------ The most complex stage, for sure. There are six (count 'em) platforms here. On the far left is a vertically-moving, low, slanted one. To its right is a very small, also low building top. Right of that is a higher, flat moving one similar to the first. After that is the main area. It has a small slant in the middle. Next to that is a small garage-type area where you can stand on the roof of it, constituting platform five. To its right is another building top. The main hazard here is the wild PokŽmon that pop out of the garage-thing from time to time. Stay away from here as much as possible. Mushroom Kingdom ---------------- This hidden stage is very interesting. The best way to describe its layout would be to map it, so without further ado.... ! ....... ! _______P_ . . ------- . ! . ------- ---- ---- ___________ ______________P____________ | | | | D | | | This map is very crude, but shows the general layout. The _ underlines are platforms that you can't pass through, while the - dashes are ones you can. The two platforms connected by . periods operate on the see-saw basis, and if one gets heavier, down it goes. The P's are pipes that you can go through by pressing down to warp to another. Just pray that you don't come out the D "dropoff" pipe, which spits you right into the abyss! This area, you might notice, is the only pit in the thing. If you walk too far off either side, you die. The ! exclamation points, finally, are possible locations of the POW block. Hit it and everyone on the ground get launched straight up. Also note that, periodially, piranha plants pop out of the pipes. Metal Mario's stage ------------------- Not much going on here. One medium-sized, slightly bumpy main area and a small upper platform. No obstacles. Fighting Polygon stage ---------------------- Again, a fairly nondescript stage. It has a very similar layout to Dreamland, but a smaller main platform and no wind. Master Hand's stage ------------------- A single large platform. Awesome background though. .............................................................................................. POKƒMON ======= Charmander Source: Saffron City Attack: Fire Blast Sound: "Charmander!!!" Similar to the fire flower, but slightly more lethal. Electrode Source: Saffron City Attack: Selfdestruct Sound: bing, bing, bing..... BOOM! Similar to the Bob-omb, but easier to avoid. Venusaur Source: Saffron City Attack: Razor Leaf Sound: "Veeee-nusaur!" A quick volley of projectiles. Not too deadly, but easy jugglers. Porygon Source: Saffron City Attack: Tackle Sound: "Barkley!" (???) A simple jutting attack that does good damage. Chansey Source: either Attack: Softboiled Sound: "Chansey!" (duh) Pops out 1-3 Chansey eggs that contain items. Onix Source: PokŽball Attack: Rock Slide Sound: "Grwaoooorrrrr!!!" Drops boulders from the ceiling in the immediate vicinity. Not damaging, but annoying nonetheless. Koffing Source: PokŽball Attack: Smog Sound: "Koffing!" (you knew that....) Blasts smoke out in a 360¡ circle. Vacuums a little, very annoying. Meowth Source: PokŽball Attack: Pay Day Sound: none, strangely enough Similar to Koffing, but slightly harder to connect. Shoots coins out. Mew Source: PokŽball Attack: Teleport Sound: "Meew!" (cute) Comes out and does absolutely nothing but fly away harmlessly :^( Goldeen Source: PokŽball Attack: Splash Sound: "Goldeen goldeen, goldeen goldeen." Just flops around doing nothing.... strange, I thought only Magikarp used Splash? Charizard Source: PokŽball Attack: Fire Spin Sound: "Chaaaaaaaar!!" Not really Fire Spin, but close enough.... shoots flames out in two directions. Great protection. Blastoise Source: PokŽball Attack: Hydro Pump Sound: "Blastoise!" (sounds robotic) Shoots water straight forward. Not great, not bad. Snorlax Source: PokŽball Attack: Growth, then Body Slam Sound: "Snorlax", then on the way down, "Zzzzzz.... lax....." Fairly viscious.... flies up, then comes back down huge. Hitmonlee Source: PokŽball Attack: Jump Kick Sound: "Heimlech.... leeleeleelee!!" (????) Attacks with a single power hit. Fairly strong. Starmie Source: PokŽball Attack: Swift Sound: "Ryu!" (uh, wrong evolution, bud) Comes out, locks on to someone, and shoots multiple times. Great shield breaker. Clefairy Source: PokŽball Attack: Metronome or possibly Mimic Sound: "Clefairy!" (very cute) Mimics another PokŽmon's attack. .............................................................................................. SECRETS ======= Jigglypuff ---------- Beat the game on any difficulty, with any stock, and in any amount of time. Quite easy, quite. In order to play her or any other hidden character, though, you need to smite them in a one- on-one, single stock battle. Not hard. Captain Falcon -------------- Beat the game under 20 minutes with any stock and any difficulty. Try to intentionally lose the bonus rounds as quickly as possible. You'll fight him if you get the "Speed King" or "Speed Demon" bonus after you beat Master Hand. Try using DK. Ness ---- Beat the game on Normal difficulty with only three lives.... and NO continuing! Try using Mario, Pikachu, or Samus. Luigi ----- Beat the Bonus 1 Practice challenge with all 8 original characters. (More strategy on that in the future, IF I get enough feedback asking for it *wink, wink*.) If you lose to him, beat a Bonus 1 stage again to re-fight. Mew in the PokŽballs -------------------- Just unlock the four hidden characters. Get the Mushroom Kingdom arena ------------------------------ Beat the game with all twelve characters. After that, if you haven't played in all the arenas in Vs. mode, do so now. Sound Test ---------- Beat both Bonus practices with ALL 12 characters. (see my note for Luigi) The Sound Test menu shows up in the Data screen. Item Switch ----------- Possibly, either fight 50 Vs. matches or get each of the eight original characters' KO stats up to 100.... not sure. In any case, the menu appears under Vs. Options. Infinite Damage --------------- Hmm.... not really a secret, but oh well. Best done in Sector Z, but can also be done in Hyrule Castle or Saffron City. Use a character with a rapid-hit A move (Link, Kirby, Fox, Pikachu, or Falcon, or might be possible with the fan too). Trap your opponent against the wall and let 'er rip! They're trapped until they get to a very high percentage, then just use a medium-strength hit to finish them! Very, very, VERY cheap. With Pikachu, I actually got someone up to 999%! .............................................................................................. ONE-PLAYER GAME WALKTHRU ======================== Stage 1: LINK -------- ---- Link is easy, even on Normal. Just hammer on him and toss him over the left edge. If you have trouble, read his character section. If you kill him by having him tossed into the air by a tornado, you get the Tornado Clear bonus. Stage 2: YOSHI TEAM (vs.18) -------- ---------- Easier. Each of the Yoshis take one solid hit and they're dead. If you kill them in the order they appear, you get the Yoshi Rainbow bonus (pretty hard). Stage 3: FOX McCLOUD -------- ----------- Not as easy as the last two, thanks to the computer's timing. Basically just stomp him around and toss him off the side of the ship. If the Arwing's lasers kill your opponent, you get the ARWING Clear bonus. Bonus 1: Break the Targets! -------- ------------------ Everyone has a different course here, but they all focus on hitting all the targets. The hardest ones are Link's, Yoshi's, and Ness's. For Link's, there's one in the top left half of the screen that you have to hit with a bomb thrown upward. In Yoshi's, take advantage of his egg throws and air jump. In Ness's, use PK Thunder a lot. In each of them, learn your character's jumping abilities and remember that most >+A Smash attacks can go through walls. Pausing gives you a map of the whole level. You'll only win this if you know your character's moves by heart. The one easy part in this and all the other bonus stages is that you do NOT have to finish it (thank God!). If you do finish it, however, you'll get the Perfect bonus. Stage 4: MARIO BROTHERS (you + CPU vs. Mario and Luigi) -------- -------------- This is actually pretty hard. Your helper is pretty stupid, so you'll need to take matters into your own hands. Basically, beat on one, throw him from the lowest platform, and double- team the remaining plumr. If you get your helper through the stage, you get the Good Friend bonus; if you finish without any damage to your partner, you get the True Friend bonus. Stage 5: PIKACHU -------- ------- Much easier than before. Just knock him around until he dies, it's not that hard. If a PokŽmon from the door kills him, you get the PokŽmon Finish bonus. Stage 6: GIANT DK (you and two CPU players vs. DK) -------- -------- Hard. Items are important here. Wear him up to 300% or so and throw him. If you can get through this stage with both helpers alive, you get the DK Defender bonus. If you can somehow, someway, and God knows why clear it with neither partner having any damage, you get the whopping DK Perfect bonus for 50,000 points. Bonus 2: Board the Platforms! -------- -------------------- Another personallized course. Plenty of difficulty here. For Pikachu's, use the double Quick Attack to get past the spikes. For Ness, slam yourself in the backside with PK Thunder. For Samus's, remember that the roll can go through bumpers and to time your jumps perfectly. All the rest are basically common sense. If you get all the platforms, you will, again, get the Perfect bonus. Stage 7: KIRBY TEAM (vs.8) -------- ---------- Similar to the Yoshi Team stage, except each Kirby has a different persona mimiced. Use your best power hits and throws to finish them quickly. If you beat them in the order they appear (Mario, DK, Link, Samus, Yoshi, Fox, Pikachu, Kirby/hidden char.), then you get the Kirby Ranks bonus. Stage 8: SAMUS ARAN -------- ---------- The hardest 1P fight by far. Be offensive and follow the advice givel in her section. She often falls prey to the acid, so keep her off the top platform. Unless you're Fox, don't try to go into a firefight and hope to win. Stage 9: METAL MARIO -------- ----------- Another hard one. Wear him to 300-400% and use your strongest power hit on him while he's near the edge. Since he's metal, he'll walk through almost all attacks unphased. Bob-ombs, bats, and hammers are very helpful here. Bonus 3: Race to the Finish! -------- ------------------- Very, VERY easy. This one isn't specially fitted. You'll need to clear it in 30 seconds, though, or you lose. Jump over the Fighting Polygons and the rolling bombs, and use good judgement to get past the bumpers, including rolling as a technique in your arsenal. If you finish without getting hit by anything, you get the No Damage bonus. Stage 10: FIGHTING POLYGON TEAM (vs.30)!!! --------- --------------------- Easier than the other Team stages. Each of the polygons is very, very weak. One medium- strength hit should finish each of them. Final Stage: MASTER HAND ------------ ----------- Hard if you don't have a set strategy. In general, jumping A and ^+A attacks work well. If he points his fingers at you like a gun with sparkles on the end, block. He's about to fire at you. If he blasts off of the screen, roll to the left end of the platform so you don't get drilled. Most of his other attacks are safe to block, except the horizontal punch. Wear off his 300 HP and you've beaten the game. Challenge match: JIGGLYPUFF ---------------- ---------- Very, very easy. Just toss her around a little, and finish her with a power hit. Challenge match: CAPTAIN FALCON ---------------- -------------- A little harder. Beat him using the strategy in his character section. Challenge match: NESS ---------------- ---- Again, follow the procedure in his section. .............................................................................................. MUSIC REVIEW ============ S.T. NUMBER: 1 USAGE: The intro ORIGIN: original COMMENTS: Kind of cool in the mid-beginning, but otherwise, fairly standard as far as game goes. The fact that it's MIDI and not digital is very, very apparent. RATING: **** (out of 7) S.T. NUMBER: 2 USAGE: In the demo ORIGIN: original COMMENTS: Simple bassey tune. A little catchy, but very simple. RATING: **** S.T. NUMBER: 3 USAGE: the menus ORIGIN: original COMMENTS: Quiet. A jingle, basically. RATING: * S.T. NUMBER: 4 USAGE: deeper into the menus ORIGIN: original COMMENTS: No better than 3. RATING: * S.T. NUMBER: 5 USAGE: Peach's Castle ORIGIN: Outdoors in countless Mario games, basically Mario's theme song COMMENTS: Nice and catchy, as the original was. Basically, a Jamaican-style Mario Brothers theme. Simple sounds though. RATING: **** S.T. NUMBER: 6 USAGE: Congo Jungle ORIGIN: various early jungle levels in Donkey Kong Country COMMENTS: I don't know why I like this.... but I do. Nice rhythm and I love the bass solo a little while in. The second half isn't as good, but more moody. RATING: ****** S.T. NUMBER: 7 USAGE: Hyrule Castle ORIGIN: the overworld of the first four Zelda games, slightly modified each time COMMENTS: Too "heroic" for my liking.... sorry. It's very catchy, though. I pity you if you aren't familiar with this..... RATING: *** S.T. NUMBER: 8 USAGE: Planet Zebes ORIGIN: the Brinstar music in the first Metroid COMMENTS: I haven't played much of the first Metroid game, but I can tell you that this is a great upgrade.... catchy and well-orchastrated. RATING: ******* S.T. NUMBER: 9 USAGE: Yoshi's Island ORIGIN: certain levels in Yoshi's Story COMMENTS: I like this version a lot better than the YS version, but I wish they'd give SMW2 a little more attention.... it was a LOT better than its sequel YS. RATING: ***** S.T. NUMBER: 10 USAGE: Dreamland ORIGIN: Gourmet Race in Kirby Superstar COMMENTS: I've been waiting for some KSS music upgrades! Extremely catchy, and kinda complex. RATING: ******* S.T. NUMBER: 11 USAGE: Sector Z ORIGIN: mission intro music from Starfox 64 COMMENTS: Ack.... boring! Sorry, it's not my cup of tea. Now, if they would have put in some SF1 music in here.... RATING: ** S.T. NUMBER: 12 USAGE: Saffron City ORIGIN: the main theme of PokŽmon, in the anime show's version COMMENTS: Heh.... what can I say? I love all things PokŽmon, and this is no exception. RATING: ****** S.T. NUMBER: 13 USAGE: Mushroom Kingdom ORIGIN: SMB1.... exactly! COMMENTS: Wow! Talk about nostalgia. This is an exact replica of the "beep, beep, boop" Mario Brothers 1 music! RATING: ***** S.T. NUMBER: 14 USAGE: less than 30" left in Mushroom Kingdom ORIGIN: SMB1 COMMENTS: Hehehe.... they really went to some lengths to recreate the feel didn't they? Guess Miyamoto-san's still got a soft spot for his early creations. RATING: ***** S.T. NUMBER: 15 USAGE: Mario or Luigi's winning music ORIGIN: getting the flag up in Mario 1 COMMENTS: Hmm.... not much to say here.... kinda overenthusiastic. RATING: ** S.T. NUMBER: 16 USAGE: DK victory ORIGIN: Beating a boss in Donkey Kong Country COMMENTS: This thing's actually missing two notes.... wierd, eh? RATING: **** S.T. NUMBER: 17 USAGE: Link victory ORIGIN: a spinoff of the classic Zelda theme COMMENTS: Hmm.... no problems here. RATING: *** S.T. NUMBER: 18 USAGE: Samus victory ORIGIN: Getting an upgrade in any Metroid game COMMENTS: A little unfitting, but I guess it was the best they could do. RATING: ** S.T. NUMBER: 19 USAGE: Yoshi victory ORIGIN: Beating a level in Yoshi's Story COMMENTS: Ack! Whistles! Happiness! ..... *grin* RATING: ** S.T. NUMBER: 20 USAGE: Kirby victory ORIGIN: Beating a level in most traditional Kirby games COMMENTS: Hits the wrong notes, at least in my ears. RATING: ** S.T. NUMBER: 21 USAGE: Fox victory ORIGIN: Beating a level in SF64 COMMENTS: none :^) RATING: **** S.T. NUMBER: 22 USAGE: Pikachu or Jiggles victory ORIGIN: spinoff of the PokŽmon theme COMMENTS: *yawn* RATING: *** S.T. NUMBER: 23 USAGE: Falcon victory ORIGIN: Beating a track in F-Zero X COMMENTS: All right! I've been waiting for this thing! RATING: ***** S.T. NUMBER: 24 USAGE: Ness victory ORIGIN: the last part of the Sound Stone's melody in Earthbound COMMENTS: Thanks to Scott Zdankiewicz at smz@cisunix.unh.edu for telling me about this. RATING: *** S.T. NUMBER: 25 USAGE: after a personal win theme ends ORIGIN: original COMMENTS: .... RATING: ** S.T. NUMBER: 26 USAGE: when you get the hammer ORIGIN: Donkey Kong, under the same circumstances COMMENTS: Wow.... beep-perfect! RATING: **** S.T. NUMBER: 27 USAGE: invincibility ORIGIN: who knows how many Mario games COMMENTS: Similar to that in Kart 64.... RATING: ** S.T. NUMBER: 28 USAGE: the profiles ORIGIN: original COMMENTS: Another jingle RATING: * S.T. NUMBER: 29 USAGE: *fighter 1* vs. *fighter 2* screen ORIGIN: original COMMENTS: Ooh.... nice! RATING: ***** S.T. NUMBER: 30 USAGE: *you* vs. Master Hand screen ORIGIN: original COMMENTS: Very foreboding (sp?) RATING: *** S.T. NUMBER: 31 USAGE: the hand's entrance ORIGIN: original COMMENTS: See above RATING: *** S.T. NUMBER: 32 USAGE: the last fight ORIGIN: original COMMENTS: Frantic techno-esque sound RATING: ******* S.T. NUMBER: 33 USAGE: the bonuses ORIGIN: original COMMENTS: Annoying RATING: ** S.T. NUMBER: 34 USAGE: after a 1P fight ORIGIN: original COMMENTS: Fanfare, nothing fancy RATING: * S.T. NUMBER: 35 USAGE: after beating the Hand ORIGIN: original COMMENTS: Nice.... sounds almost like a lullaby. Very mysterious. RATING: ****** S.T. NUMBER: 36 USAGE: after a winning Bonus ORIGIN: original COMMENTS: see 33 RATING: ** S.T. NUMBER: 37 USAGE: after a losing bonus ORIGIN: original COMMENTS: RATING: *** S.T. NUMBER: 38 USAGE: Fighting Polygon Team ORIGIN: original COMMENTS: Frantic. Reminds me of Kirby music. RATING: ****** S.T. NUMBER: 39 USAGE: Metal Mario ORIGIN: original COMMENTS: Hard to follow the tune RATING: ***** S.T. NUMBER: 40 USAGE: a challenge match intro ORIGIN: original COMMENTS: Hehehe.... RATING: ****** S.T. NUMBER: 41 USAGE: showing you an unlocked bonus ORIGIN: original COMMENTS: *blink blink* RATING: **** S.T. NUMBER: 42 USAGE: just after beating da hand ORIGIN: original COMMENTS: Little music, little rating. RATING: * S.T. NUMBER: 43 USAGE: after saying no at a Continue screen ORIGIN: original COMMENTS: Ooh.... one note! '_' RATING: ** S.T. NUMBER: 44 USAGE: After you choose not to continue ORIGIN: original COMMENTS: RATING: *** S.T. NUMBER: 45 USAGE: the credits ORIGIN: original COMMENTS: Nice and upbeat, one of the few original songs I like RATING: ****** .............................................................................................. THEME BATTLES ============= NAME: Sibling Rivalry ORIGIN: Mario Brothers (Arcade, NES, Atari) PLAYERS: Mario, Luigi COLORS: red, green DAMAGE: 50% TEAMS: no ITEMS: Bob-omb, Shell, Fire Flower, Star APPEARANCE %: Low ARENA: Peach's Castle COMMENTS: Luigi's always been stronger, but less popular than Mario. Now, it's time to see who is the stronger brother once and for all! At 50%, the damage will have to be high in order for any kills, around 250%. Make sure you taunt a lot! NAME: Super Mario World ORIGIN: "" "" " (SNES) PLAYERS: Mario & Yoshi vs. Luigi & Yoshi COLORS: red, red, green, green DAMAGE: 100% TEAMS: yes ITEMS: Bob-omb, Shell, Fire Flower, Star APPEARANCE %: Very Low ARENA: Mushroom Kingdom COMMENTS: After more than eight years of disbandment, the Mario brothers and the Yoshis have finally teamed back up. Try to have the two best players be the Yoshis. NAME: Donkey Kong 4 ORIGIN: original DK games (Arcade, NES, Atari) PLAYERS: Mario, DK COLORS: brown & yellow, brown DAMAGE: 100% TEAMS: no ITEMS: Hammer APPEARANCE %: very low ARENA: Mushroom Kingdom COMMENTS: The rematch of the century! This time, though, DK can use the hammers too. Have the better player be DK for more nostalgia. NAME: The Dreamers ORIGIN: Kirby's Dream Land (heh)(GB) PLAYERS: Link, Kirby, Jigglypuff COLORS: white, yellow, normal DAMAGE: 100% TEAMS: no ITEMS: Star Rod, Heart, Star APPEARANCE %: very low ARENA: Dream Land COMMENTS: Zzzzzzzz... Zzzzzzzz.... Work in a lot of Sing attacks. NAME: Smash Gym ORIGIN: PokŽmon (GB) PLAYERS: Pikachu, Jigglypuff COLORS: both normal DAMAGE: 100% TEAMS: no ITEMS: PokŽball APPEARANCE %: high ARENA: Saffron City COMMENTS: PokŽmon 64! (I wish....) NAME: Pink, It's My New Obsession ORIGIN: Aerosmith PLAYERS: Samus, Falcon, Luigi, Fox (Orie Guo suggested to put Link instead of Fox, but Link's more of a dark red. Feel free to use that though.) COLORS: pink, white & pink, pink, purple DAMAGE: 115% TEAMS: no ITEMS: none APPEARANCE %: none ARENA: Yoshi's Island COMMENTS: Make sure the taunts abound here! NAME: Futurama ORIGIN: Matt Groening PLAYERS: Samus, Falcon, Fox COLORS: Brown, gray, normal DAMAGE: 100% TEAMS: no ITEMS: Beam Sword, Motion Sensor Bomb, PokŽball, Ray Gun APPEARANCE %: middle ARENA: Sector Z COMMENTS: "This presents a problem." (--E-102 Gamma, Sonic Adventure) NAME: Battle of the Sexes ORIGIN: TV PLAYERS: Samus & Jigglypuff vs. Falcon & Ness COLORS: red, red, blue, blue DAMAGE: 100% TEAMS: yes ITEMS: Fan, Homerun Bat APPEARANCE %: very low ARENA: Planet Zebes COMMENTS: Okay, okay.... the men have better players than the women. So sue me. >:^, NAME: Friends Battle ORIGIN: Jason Ludka (jludka@msn.com) PLAYERS: Mario & Luigi vs. Pikachu & Jiggles COLORS: red, white, normal, normal DAMAGE: 100% TEAMS: yes ITEMS: Pokeball, Fire Flower APPEARANCE %: very high ARENA: 50% in Saffron City, 25% in Peach's Castle, 25% in Mushroom Kingdom COMMENTS: You can figure the arena out any way you like...... NAME: Improved Bros. ORIGIN: Jason Ludka (jludka@msn.com) PLAYERS: Mario, Mario, Luigi COLORS: red, yellow, white (by hat color) DAMAGE: 200% TEAMS: no ITEMS: Fire Flower, Shell, Star APPEARANCE %: normal ARENA: Mushroom Kingdom COMMENTS: Yay, my first two contributed battles! :^) Keep it up people! NAME: The Cute and the Dead ORIGIN: none really, the name is from a movie known as "The Quick and the Dead" (submitted by Scott Zdankiewicz (smz@cisunix.unh.edu)) PLAYERS: Yoshi, Kirby, Pikachu, and Jigglypuff. COLORS: normal DAMAGE: 125% TEAMS: none ITEMS: Star Wand, Heart Container, Maxim Tomato, Bumper, Fan APPEARANCE %: Medium ARENA: Yoshi's Island COMMENTS:Ê A knock-down drag-out bout to see who's the cutest of all!Ê The higher damage ensures that the weaker, cuter fighters will be easily knocked out.Ê The items are of the healing, or least damage inflicted, adding to the gentle nature, which will definitely crumble once the word GO is uttered. NAME: Revenge of the Sidekicks ORIGIN: Revenge of the Nerds, possibly (a movie) (submitted by Danno586@aol.com) PLAYERS: Mario vs. Yoshi and Luigi COLORS: normal DAMAGE: 100% TEAMS: yes ITEMS: shells, Bob-ombs, bats, stars APPEARANCE %: high ARENA: Yoshi's Island COMMENTS: Mario should be the worst character, the greenie meanies being the better. As Yoshi would say, "You've sat on me for the last time! Let's rumble!" NAME: Batter up! ORIGIN: (submitted by BLCKBLT356@aol.com) PLAYERS: DK, DK, DK, Jigglypuff COLORS: defaults for the DK's, and normal for the Jigglypuff DAMAGE: 150% TEAMS: All three DK's against Jigglypuff ITEMS: Home Run Bat APPEARANCE %: very high ARENA: Saffron City COMMENTS: Three strikes you're out! .............................................................................................. IN CLOSING... ========== And that's it. Hope you enjoyed the show, yadda yadda yadda. For my next updates, I need you *points* to help me! Here's how: * think up some new terms * let me know if I left a term out of the Definitions * help me think of some new nicknames for the characters * help me think up more theme battles * let me know about my speling erors :^) * tell me what you think of the thing * let me know if you want more sections Okay? Promise? Good lad. *pats on the head* Oh, and one more thing.... go to my website! It's at http://cranium7.tripod.com/, and it needs as many visitors as it can get. Also check out my second website, the Infection homepage (it's a doujinshi I made up) at infection.zap.to. Also, be sure to check out gamefaqs.com, vgmusic.com, and Kirby Superstar. And Starfox 1. And all the other excellent games that contributed to this. Good night, God bless, and happy smashing! .............................................................................................. LEGAL CRUD ========== This FAQ is protected by international copyright law, so don't plagerize! It tags you as a good-for-nothing lamer and also is illegal. Nintendo's a trademark of Nintendo Inc. All the PokŽmon are the property of Nintendo, Creatures Inc, and Game Freak Inc. All the rest are Nintendo-native. Also, Atari is a trade- mark of the Atari Corp. (you must be out there somewhere). All the other trademarks I haven't mentioned are respected and feared. The only things I claim rights to are this FAQ and my site ...nothing else. Alright? Alright. If you see stuff from here in a Smash Brothers FAQ by one Articuno 64, don't worry, I gave him permission. Also, this guide may be found at any website as long as they give me credit and a link to my website (cranium7.tripod.com). .............................................................................................. THANKS ====== - to BLCKBLT356@aol.com for a theme battle. - to Orie Guo at tyrant2006@hotmail.com for a strategy for Ness, some stuff on Fox and a suggestion on how to modify one of the theme battles. - to Danno586@aol.com for yet another theme battle and for reminding me about a little fact about Yoshi. - to Forcevader@aol.com for some item descriptions, nicknames for Samus and Fox, and more enemies for Pikachu. - to Scott Zdankiewicz at smz@cisunix.unh.edu for giving me another theme battle and some stuff about Ness. - to Jason Ludka at jludka@msn.com for telling me some stuff on Yoshi and contributing two theme battles. - to all the other FAQ writers on gamefaqs.com. Without you, I wouldn't be as good as I am. - to all my peeps that lost to me. Rest in peace, brothers :^) - to Tripod, GameFAQs, Hotmail, ICQ, and Spree for all that they've let me do. - to my mom and dad, who buy me my games and my food (in order of importance). - to anyone I forgot to mention, for whatever you did. - to God especially, for being cool and giving me such a talent (?) for videogames. Peace! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~