SUPER SMASH BROTHERS 101 DR DOGG'S NINTENDO ALL-STAR DAI-RANTOU SMASH BROTHERS 101 Version 1.5 Last Updated: 5/02/99 INTRODUCTION Welcome to Super Smash Brothers (Nintendo All-Star Dai-Rantou Smash Brothers in Japan). The first fighting game made by Nintendo for the Nintendo 64. Everywhere I look for information on this game I find guides that have basic information or that simply aren't thorough enough for my liking. This is why I have decided to write my own Smash Brothers guide. Here you will find in-depth strategies for single and multiplayer games and the bonus stages. Plus I've summarized and rated all the characters abilities so you know which character is best for you. So, please sit back and enjoy. TABLE OF CONTENTS Coming Soon Version History General Definitions Characters Items Multiplayer Strategies Team Battle Strategies Multiplayer Stage Strategies Tournament Strategies One Player Strategies Hidden Secrets Credits Legal COMING SOON - Link Character Guide - Character vs. Character Stratgies - Description of Character Colors - At Least One More Hidden Secret VERSION HISTORY v1.5 - Added some additional credits. - Noted that the hidden character cheats were changed in the US version of the game. - Added US hidden character cheats. - Added Tournament Strategies. v1.2 - Added extra details for some character moves. - Fixed some slight errors. v1.0 - My first version of this guide. GENERAL DEFINITIONS Key + - And / Together , - Then / Followed By / - Or Up - Jump Down - Drop Below Platform Right - Move Right Left - Move Left A - Standard Attack / Pick Up Item / Use Item B - Projectile Attack C Group - Jump / Double Jump / Air Jump L - Taunt Z - Shield Z+A - Throw Z+Forward - Roll Forward and Turn Around Z+Back - Roll Back Tap R - Throw / Drop Item (if close to an opponent you will put your shield up) Hold R - Shield / Drop Item R+Up - Throw Item Up R+Down - Throw Item Down (air) R+Right - Throw Item Right R+Left - Throw Item Left Hold Forward - Run Parenthesis Following certain moves are notes in parenthesis. These notes either list certain aspects of the move, or when and how the move must be done. Below is a listing of the main terms found in parenthesis. air - Can also be done in air AIR - Must be done in air power hit - Power Hit comeback - Comeback Attack clear out - Clear Out Attack ground - Will hit an opponent on the ground. behind - Will hit an opponent behind you. juggle - The move will allow you to juggle you opponent. directional - The move can be angled by pressing up or down. distance - The further you push the analog stick, the further the move will go. during... - The move must be done during some other move or action. after... - The move must be done after some other move or action. bounces - The move will bounce off a wall. Definitions Sudden Death - When playing a multiplayer match using time instead of stock, there is always the possibility of a tie. If two or more players end in a tie, the game will move into sudden death. During sudden death, the players start in the same positions they started in at the beginning of the match however they now have 300% damage. This means that any power hit will finish your opponents off. However, it does have to be a power hit. Don't expect to do a stand punch and launch you opponent. They'll go farther than normal, but it won't kill them. The Crowd - Although you can't see them, there is a crowd in Smash Brothers that chants your name or gasps as you save yourself from death. If you get knocked far off the playing area and save yourself, the crowd will gasp in surprise. If you are high in damage and hit another opponent who is also high in damage, the crowd will start chanting your character's name. Power Hits - These are your main attacks. When your opponents are high in damage, power hits will launch them quite a distance from the playing area and possibly make them explode. There are four main power hits which can all be done in the air for an additional four power hits. Power hits done in the air are referred to as aerial power hits. Use power hits as much as possible to drain your opponents energy and take them out quickly. Throws - One of the most important moves in Smash Brothers is the throw. Use this move to grab opponents when their shields are up and toss them out of the playing area. Some characters have a longer range on their throws like Link or Samus. However if an opponent is within the throws range you won't connect with it. Throws are best used when an opponent has left themselves open. Shield - When an opponent is trying to attack you, the shield will stop you from taking any damage. The more damage your shield takes, the smaller or darker it will get (depending on your character). If your shield takes too much damage it will break and you'll become stunned for a few seconds leaving you open to attack. Use this when getting attacked from a distance, but at close range be careful you don't get thrown. Air Jumps - If you get knocked out of the playing area, this is one way to help get yourself back in the battle. Try to maneuver yourself as close to the playing area as possible, then use the air jump to either grab the edge or set up for a comeback attack. You can also use air jumps to position yourself for attacks from above. Comeback Attack - This is your last chance to get back into the battle after you've been knocked out by another player. Your comeback attack is generally a special move that can be done in the air. Do not do this attack until you're sure it will get you back onto the playing area. If you come up short, you won't have any other way to get yourself back into the action. Clear Out Attack - When you're surrounded by several attackers use a clear out attack to give yourself some attacking room. This move is usually the same move you'll use as a comeback attack. Edge Attack - Once you've been knocked off of the playing area, if you comeback but don't quite make it to the closest platform you can grab the edge of it if you're close enough. While you're holding onto the edge, by pressing "A" or "B" you will do an attack as your climbing back onto the platform. If you climb back up without doing the attack, you'll be temporarily open to attack. This technique only applies to platforms located on the bottom of the stage. However, if you're in the middle of a comeback attack or any other move, you won't be able to grab the edge. Ratings Note that these are my personal ratings and your views may differ from what I have for each character in these categories. * - The character is one of the worst in this area. ** - Not the worst, but the character could definitely be better. *** - The character is about average in this area. **** - Very good in this particular area. ***** - One of the best character's in this area. Learning Curve - The harder is it to master a characters moves and techniques, the higher this rating will be. Power - The more damage a character can do, the higher this rating will be. Speed - This is based on combination of how fast the character can execute power hits, throw and run. A higher rating means a character is faster in these areas. Recovery - The shorter a character's overall recovery time is, the higher this rating will be. Offense - This covers how offensive a character can be played. The better a character's moves and attacks will work to continually damage an opponent, the higher this rating will be. Defense - This covers how defensive a character can be played. The better a character's moves and attacks will defend against an attacking opponent, the higher this rating will be. Comeback - The higher this rating, the easier it is for a character to comeback after being knocked off the playing area. Overall - This is the overall playing ability of the character. Once a character has been mastered, this is a rating of how useful their moves, attacks, agility and playing strategies will be in battle. CHARACTERS Captain Falcon Falcon is from F-Zero and F-Zero X. He's more of an advanced character. His attacks take some time to execute and therefore you need to have near perfect timing to have any success with him. He does have his strong points in that many of his attacks distance the opponent from you giving you time to set up your next move. However, the captain doesn't have a clear out attack when you're surrounded by a group of attackers. The advantages of using Captain Falcon aren't enough to warrant the time it will take most players to become skilled with him. There are other characters which are just as effective and take much less time to learn. Ratings: Learning Curve - ***** Power - ***** Speed - **** Recovery - ** Offense - *** Defense - ** Comeback - ** Overall - **** Moves: Falcon Punch - B (power hit, air, clear out) Falcon Kick - Hold Down, B (ground, air) Explosive Grab - Hold Up, B (power hit, air, comeback) Punch/Kick Combo - A, A, A Rapid Punches - Rapidly Tap A Vertical Kick - Hold Up, A (2 hits, behind, ground) Double Sweep - Down + A (behind, ground, power hit only on first sweep) Power Kick - Forward + A (ground, power hit) Elbow Uppercut - Up + A (power hit, juggle, behind) Low Kick - Hold Down, A (ground) Side Kick - Hold Forward, A Flip Kick - Hold Up, A (AIR, behind) Aerial Stomp - Hold Down, A (AIR, ground) Aerial Double Kick - Hold Forward, A (AIR, 2 hits) Aerial Back Fist - Hold Back, A Donkey Kong This is the Donkey Kong from his series on the Super Nintendo. He is definitely the most powerful character in the game. Use the wind-up punch at full power and anyone even close to 100% damage will be gone for good. Don't overuse it or else the other players will catch on and distance themselves when you've got it charged up. Try using it during jumps when your opponents aren't expecting it. His spinning move is also great for coming back from power hits and getting out of big groups. The only problems Donkey Kong has are his high learning curve and his size. Unfortunately DK is one of the hardest characters to master and it will take a DK player much longer to escape attacks because of his size. Use your shield to defend against long range attacks, and run to close gaps between opponents. Rating: Learning Curve - **** Power - ***** Speed - ** Recovery - * Offense - ***** Defense - **** Comeback - *** Overall - **** Moves: Windup - B (air) Windup Punch - B (during/after Windup, air, behind, power hit) Spin - Hold Up, B (air, ground, behind, comeback, clear out) Ground Slap - Hold Down, B (clear out, ground, juggle) Jab - A Punch - Hold Forward, A Low Punch - Hold Down, A (ground) Upward Swipe - Hold Up, A (air, behind, juggle) Big Punch - Forward + A (power hit) Spinning Split Kick - Down + A (behind, clear out, power hit) Hand Clap - Up + A (power hit) Foot Stomp - Hold Down, A (AIR, ground) Roll Punch - Hold Forward, A (AIR) Fox McCloud Fox is from Star Fox and Star Fox 64. He carries a laser gun which gives him the fastest projectile attack in the game. He's also equipped with a special shield which can be used to damage your opponents if you're close enough. As one of the faster characters in the game, Fox can get out of tight situations with ease. His jump also has a higher arch than most other characters. You can occasionally use McCloud's Lift Off move as a clear out, but without a true clear out attack you'll have to rely more heavily on his other abilities. Rating: Learning Curve - **** Power - *** Speed - ***** Recovery - **** Offense - *** Defense - *** Comeback - ** Overall - *** Moves: Laser - B (air) Lift Off - Hold Up, B (directional, air, behind, ground, comeback, clear out) Shield - Hold Down, B (air, behind) Double Punch Combo - A, A Rapid Kick - Rapidly Tap A Vertical Kick - Hold Up, A (behind) Tail Spin - Hold Down, A (ground) Side Kick - Hold Forward, A Flip Kick - Up + A (power hit, ground, behind) Splits Kick - Down + A (power hit, ground, behind, clear out) Flying Spin - Forward + A (power hit, ground) Aerial Flip Kick - Hold Up, A (AIR) Aerial Spin - Hold Forward, A (AIR) Downward Spin Kick - Hold Down, A (4 hits, ground) Aerial Back Kick - Hold Back, A Jigglypuff / Purin (Japanese Name) If any characters don't make it to the US version of this game then Jigglypuff will be the first to go. She is the only playable Pokemon to accompany Pikachu and her learning curve is definitely one of the highest. Her sleep attack is cool as it will leave an opponent completely open to attack, however any characters with long range throws will have a field day, and after her first few seconds of singing, the attack will no longer work leaving her wide open. Her defensive attack where she puts herself to sleep is good when you're surrounded but once again, it only defends for the first few seconds of the attack. Then she becomes completely open to attack. All that needs to be said about Jigglypuff is train, train, train! Rating: Learning Curve - ***** Power - ** Speed - ** Recovery - ***** Offense - ** Defense - ***** Comeback - ***** Overall - *** Moves: Purin Punch - B (air, behind, juggle, ground) Sleep - Hold Up, B (behind, air) Self Sleep - Hold Down, B (air) Double Punch Combo - A, A Vertical Kick - Hold Up, A (juggle, ground, behind) Low Kick - Hold Down, A (ground) Spin Kick - Hold Forward, A (ground) Head Butt - Up + A (ground, power hit, behind) Splits Kick - Down + A (ground, power hit, behind) Dash Kick - Forward + A (ground, power hit) Vertical Punch - Hold Up, A (AIR) Spin Kick - Hold Down, A (AIR, 8 hits, ground) Double Kick - Hold Forward, A (AIR) Single Kick - Hold Back, A (AIR) Kirby Kirby is of course from all of the various Kirby games. Although he may look like a cute little pink ball, he packs a mean punch. Most of his special moves act like power hits or chain hits together, and he can absorb an additional special move from his opponents. His throw also has strategic value as it can move you to a higher platform and out of danger. One of his special moves, the brick, even acts as a power hit and a shield. During this move, Kirby cannot take any damage unless thrown. He can even take out someone with the hammer with this move. If you're looking for an offensive character, Kirby will definitely do the job. Rating: Learning Curve - **** Power - **** Speed - *** Recovery - **** Offense - **** Defense - **** Comeback - ***** Overall - ***** Moves: Absorb - B (air) Sword Uppercut - Hold Up, B (air, directional, 3 hits, comeback) Brick - Hold Down, B (air, power hit, clear out) Double Punch Combo - A, A Rapid Punch - Rapidly Tap A Vertical Kick - Hold Up, A (juggle, behind) Low Kick - Hold Down, A (ground) Spin Kick - Hold Forward, A (ground) Flip Kick - Up + A (power hit, ground, behind) Spin Sweep - Down + A (power hit, ground, behind, clear out) Lunge Kick - Forward + A (power hit, ground) Spin - Hold Up, A (AIR, ground) Downward Spin Kick - Hold Down, A (AIR, ground, 3 hits) Aerial Spin Kick - Hold Foward, A (AIR) Downward Back Kick - Hold Back, A (AIR) Link Fresh off the presses from Zelda 64, Link is ready to smash up his friends at Nintendo. If you're new to this game, Link will be one of the easier characters to learn. He's one of the more powerful characters, his clear out move has a wide range, and he has two projectiles. The bomb does a significant amount of damage, and the boomerang can hit opponents going out or coming back. Link's throw is long range which can be good or bad depending on how you play. Once mastered, Link can be very difficult to defeat. Rating: Learning Curve - *** Power - **** Speed - ** Recovery - ** Offense - ***** Defense - **** Comeback - * Overall - **** Moves: Sword Swipe - A Spinning Sword Thrust - Forward + A (power hit) Double Low Swipe - Down + A (clear out, power hit) Triple Upward Swipe - Up + A (3 hits, ground, juggle) Upward Stab - Hold Up, A (AIR) Spin Swipe - Hold Forward, A (AIR, behind) Sword Stab - Rapidly Tap A Kick - A (AIR) Double Kick - Hold Back, A (2 hits, AIR) Upward Thrust - Hold Up, A (behind, clear out, juggle) Low Swipe - Hold Down, A Sword Swipe - Hold Forward, A Sword Spin - Hold Up, B (air, behind, comeback, clear out) Bomb - Hold Down, B (air) Throw Bomb - Hold Down, B (after Bomb, explodes on impact, air) Throw Bomb - R / A (after Bomb, does not explode on impact, air, directional, distance, bounces) Boomerang - B (air, bounces, ground) Upward Boomerang - B, Up (air, bounces) Downward Boomerang - B, Down (air, bounces) Luigi While not included in Super Mario 64, Luigi makes his presence known in Smash Brothers. The differences between Mario and Luigi are quite similar to their differences in Super Mario Brothers 2. Luigi can jump higher and longer than Mario which in this game can be the difference between life and death. Luigi's fireball also only goes straight whereas Mario's has a downward slant to it. Other than those two differences however, they're nearly identical. With that in mind, there's really no use for Mario unless you're a diehard fan. Rating: Learning Curve - * Power - *** Speed - * Recovery - *** Offense - *** Defense - **** Comeback - ** Overall - *** Moves: Fireball - B (air, bounces) Jump Uppercut - Hold Up, B (comeback, power hit, air) Spin - Hold Down, B (air) Punch - A Kick - Hold Forward, A (directional) Ground Kick - Hold Down, A (ground) Double Low Kick - Down + A (power hit, ground) Windup Punch - Forward + A (power hit) Head Butt - Up + A (power hit, juggle) Spin Uppercut - Hold Up, A Flip Kick - Hold Up, A (AIR) Spin Kick - Hold Forward, A (AIR) Reverse Kick - Hold Back, A (AIR) Foot Spin - Hold Down, A (AIR, ground) Mario What would a Nintendo game be without this little Italian plumber? And like all other games with multiple Nintendo characters, Mario is the all around average character. He's an exact replica of Luigi except he doesn't jump quite as long and high, and he has some slightly different moves. Mario is basically useless, unless you've mastered every other character and feel the need to be complete. Otherwise stick with Luigi or one of the more versatile characters. Rating: Learning Curve - * Power - *** Speed - *** Recovery - *** Offense - *** Defense - *** Comeback - ** Overall - *** Moves: Fireball - B (air, bounces) Coin Uppercut - Hold Up, B (9 hits, air, comeback) Spin - Hold Down, B (air) Punch - A Kick - Hold Forward, A (directional) Spin Ground Kick - Hold Down, A (ground) Double Low Kick - Down + A (power hit, ground)) Windup Punch - Forward + A (power hit) Head Butt - Up + A (power hit, juggle) Spin Uppercut - Hold Up, A Flip Kick - Hold Up, A (AIR) Spin Kick - Hold Forward, A (AIR) Reverse Kick - Hold Back, A (AIR) Foot Spin - Hold Down, A (AIR, ground) Ness Making his first appearance since Earthbound (Mother 2 in Japan), Ness is one of the hardest characters to master. He's got several powerful special moves that have a variety of uses, plus his air jump is one of the highest in the game. If used correctly, Ness' projectile has the ability to stun an opponent, setting them up for a throw or power hit. His other projectile can be manually controlled and you can use it to propel Ness out of danger while attacking other players. Once mastered, Ness can be extremely deadly. Rating: Learning Curve - ***** Power - **** Speed - * Recovery - * Offense - **** Defense - *** Comeback - ***** Overall - **** Moves: PK Fire - B (air, ground) PK Thunder - Hold Up, B (directional, air, ground, power hit, comeback, clear out) Shield - Hold Down, B (air) Punch/Kick Combo - A, A Double Palm - Hold Up, A (juggle, behind) Low Kick - Hold Down, A (ground) Side Kick - Hold Forward, A Vertical Yo-Yo - Up + A (ground, behind, power hit, clear out) Horizontal Yo-Yo - Down + A (ground, behind, power hit, clear out) Bat - Forward + A (power hit) Head Butt - Hold Up, A (AIR) Downward Kick - Hold Down, A (AIR, ground) Dive Punch - Hold Forward, A (AIR) Back Kick - Hold Back, A (AIR) Pikachu How popular can one little Pokemon get? This guy gets into everything, and he's a pretty good fighter too. Pikachu's special moves have a uniqueness to them that separates him from all of the other characters. His projectile attack will keep going until it hits a wall or gap in the ground. The Lightning Strike will hit any opponent above or around him depending on the situation, and can even act as a clear out attack. He's also one of the fastest and smallest characters in the game and his comeback attack is fast, has limited invincibility and can catch opponents off guard. His learning curve is a bit higher than some of the other characters, but it's well worth the extra time. He is lacking in the area of defense, but if you play mostly offensive you won't have a problem. Rating: Learning Curve - **** Power - **** Speed - **** Recovery - ***** Offense - **** Defense - * Comeback - **** Overall - **** Moves: Electric Shot - B (air) Electric Strike - Hold Down, B (air, power hit, clear out) Teleport - Hold Up, B (air, directional, comeback) Double Teleport - Hold Up, B (after Teleport, air, directional, comeback) Head Butt - A Tail Flip - Hold Up, A (juggle, ground, behind) Tail Spin - Hold Down, A (ground) Double Kick - Hold Forward, A (ground) Super Tail Flip - Up + A (power hit, ground, behind) Spin Kick - Down + A (power hit, ground, behind, clear out) Electric Spit - Forward + A (power hit, ground) Flip Kick - Hold Up, A (AIR) Downward Electric Head Butt - Hold Down, A (AIR, ground) Spin - Hold Forward, A (AIR) Back Kick - Hold Back, A (AIR) Samus Aran Making her first appearance on the Nintendo 64, Samus will become an instant crowd favorite. In fact, along with Link, she's one of the easiest characters to master. Her projectile can be charged up and used as a power hit. Like Donkey Kong, while the attack is charging, you can press forward or back to roll and dodge any oncoming attack. By rolling up into a ball and dropping bombs, she becomes hard to hit and the bombs will briefly stun an opponent if laid correctly. Her throw has a longer range than Link's but seems to be a little slower. Samus makes a great starting character and a formidable opponent once mastered. Rating: Learning Curve - ** Power - **** Speed - **** Recovery - **** Offense - ***** Defense - **** Comeback - ** Overall - **** Moves: Blast Charge - B Blast - B (after Charge, air, power hit at full charge) Screw Attack - Hold Up, B (14 hits, air, comeback) Bomb - Hold Down, B (air) Jab - A Spin Kick - Hold Forward, A (directional) Double Kick - Hold Up, A (behind, ground) Gun Thrust - Forward + A (power hit) Upward Flame - Up + A (3 hits) Spin Sweep - Down + A (power hit) Flip Kick - Down + A (AIR, power hit, juggle) Downward Flame - Hold Forward, A (3 hits, AIR) Reverse Kick - Hold Back, A (AIR, behind) Yoshi What's Mario without Yoshi? Unfortunately, they don't work very well once they've been separated. Yoshi's projectile takes some getting used to. The harder you push on the controller the higher it goes. His air jump is one of the best in the game which gives him great comeback ability if you still have your air jump, however he has no real comeback move. His throw has longer range than most characters, but it's shorter than Link and Samus making it difficult to avoid. Yoshi has potential, but his learning curve is very steep and his moves somewhat limit his overall fighting ability. Rating: Learning Curve - **** Power - *** Speed - *** Recovery - *** Offense - *** Defense - ** Comeback - *** Overall - *** Moves: Eat - B (stun, air) Egg Toss - Hold Up, B (distance, air) Head Stomp - Hold Down, B (air, power hit) Double Kick Combo - A, A Head Uppercut - Hold Up, A (juggle, ground) Tail Spin - Hold Down, A (ground) Side Kick - Hold Forward, A Head Butt - Up + A (power hit, behind) Double Tail Sweep - Down + A (power hit, behind, clear out) Horizontal Head Butt - Forward + A (ground, power hit) Tail Flip - Hold Up, A (AIR) Aerial Run - Hold Down, A (4 hits, ground) Flip - Hold Forward, A Back Kick - Hold Back, A ITEMS These will regularly appear during one player and multiplayer battles. Items can simply appear on the playing area, in a capsule, or by way of a Chansey Pokemon. Once an item has appeared it will stay in the same spot for 25 seconds. At that time it will start to flash for an additional five seconds before it disappears. Beam Sword - This is one of the best close range weapons. It has a long reach allowing you to hit opponents while still avoiding their attacks. Plus, by doing a power hit with the beam sword it greatly increases the chances of blowing up an opponent. They'll often times show up in groups, so grab one ASAP. Bomb Trooper - Once the bomb trooper has appeared it will be motionless for five seconds. During this time it's safe to pick it up. It will explode upon impact once it's been thrown. After five seconds it will start to walk around. At this point you can no longer pick it up. If you touch it, it will blow up. At ten seconds the bomb trooper will automatically explode. If your opponent is around the damage percentage limit, the bomb trooper will blow them up. Be careful though because if you're close enough to the opponent, you'll also get the full impact of the explosion. Bumper - This is a great item for placing right around the edge of a playing area. Toss your opponent off the edge and combine the bumper with the Guard The Edge strategy found in the General Strategies section of this guide. Now your opponent has a much smaller landing area and it will be easier to get the kill. Fire Flower - The fire flower is basically a flame thrower. You can either hold down the A button to get a continuous stream of fire, or you can tap the A button to regulate the flow. Each time you press the A button it will do five hits. Once you've reached 59 hits the fire flower will no longer work. Green Shell - Use the green shell as a midrange projectile attack. Each time you hit an opponent with a green shell it will act like a power hit. You can also use the item without picking it up. By hitting it with a projectile or any other attack, it will be active for a short while. Try hitting it with your projectile while a group of opponents are duking it out close by. Hammer - This is the same hammer found in the original Donkey Kong for the arcades. In fact, when you pick up the hammer you'll even get the original music. Once you've picked up the hammer, each time you hit another player it will act like a super power hit. It should take no more than two hits with the hammer before an opponent will explode or gets permanently launched off the playing area. While you have the hammer it's still possible to get hit by other players. It doesn't give you invincibility. You'll also lose the ability to air jump while you've got the hammer. The hammer will last for 15 seconds once you've picked it up. Harisen - This is a great weapon for trapping people in corners and racking up on damage. It doesn't do power hits, but even if your not in a corner, you can usually get off several hits before the opponent is out of range. Just continually tap the A button and your opponent will not be able to escape until you've done a substantial amount of damage to them. A very good weapon to use against players who have little to no damage. Heart - The heart will bring your damage back down to zero percent. Once you've picked up a heart, your damage percentage will rapidly count down until it reaches zero. Draw your opponents to the heart, then use it. While your damage is getting smaller, any hits you take won't do any damage to you. Once your damage hits zero, put your shield up and begin your counter attack. Homerun Bat - This is one of the best items in the game. A power hit with the homerun bat will permanently launch opponents out of the playing area with only one or two hits depending on how high their damage is and if they bounce after the hit. The only time I have seen the bat not kill on the first hit was when the opponent was bounced once by a bomb, then against the stage. Either dodge an opponents attack then power hit with the homerun bat or stun your opponent with a projectile of upward hitting move. You're almost guaranteed a kill. Try to sneak up on groups of opponents to really cash in. Lay Gun - The lay gun is your basic laser gun. When hit you will be temporarily shocked and unable to move. The best use for the lay gun is to juggle your opponents off the playing area or to use it in combination with the edge guard strategy detailed in the General Strategies section of this guide. You can shoot the lay gun 16 times. After that you will no longer be able to use it. Maxim Tomato - The maxim tomato has almost the same effect as the heart container. However, instead of reseting your damage back down to zero percent, it will only relieve up to 150%. Draw your opponents to the maxim tomato, then use it. While your damage is getting smaller, any hits you take won't do any damage. Once your damage hits zero, put your shield up and begin your counter attack. Monster Ball - The monster ball will unleash one of thirteen different Pokemon. I've detailed what each Pokemon does below. Pick these up and break them up ASAP, even if you have to throw it straight down. Any attack that a Pokemon does from a monster ball you threw won't do any damage to you. Try to throw them into groups of players for the best results. If your damage is fairly high, stand right on to top of the opening monster ball. Most attacking Pokemon will keep other players away from you. Beedrill - One Beedrill comes out of the monster ball, then it flies off screen. A few seconds later, the entire hive will come swarming in at different levels of attack. Two to three attacks can kill an opponent if their damage is high enough. If you see a Beedrill, get as high or as low as possible and put your shield up to avoid taking hits. Blastoise - When unleashed a Blastoise will stay in one spot and shot several blasts of water. Any opponent hit by these blasts will be pushed back. Very good at keeping opponents off the playing area. Chansey - This Pokemon will not do any damaging attacks. It tosses out eggs that contain items once broken. Charizard - The Charizard is very good for protecting you. It will shoot flames to the left and right. Attack with a power hit or throw while your opponents are caught in the flames. Clefable - When a Clefable is released, it will randomly do one of the other Pokemon's attacks. Goldeen - This is the most useless Pokemon. Unless Goldeen is in water it can't hurt anyone. Since there's no water in any of the stages, the Goldeen does nothing but flop around. Hitmonlee - The Hitmonlee will randomly select an opponent and attack with one power hit. It is possible to dodge this attack with a correctly timed jump. Koffing - Another good Pokemon for protection, Koffing appears and shoots pollution in all directions. Attack with a power hit or throw while your opponents are caught in the pollution. Meowth - The Meowth will shoot coins in five directions that will bounce your opponents and rack up a nice amount of damage. Attack with a power hit or throw while your opponents are being bounced by the coins. Mew - Mew is the secret 151st Pokemon. It also does almost as little as the Goldeen. Once it appears, it sparkles, then flies straight up. Onix - This is a great all around attack. Onix flies up through the top of the screen, then rocks fall throughout the area. Very hard to dodge if you're caught by one. Snorlax - If you see a small Snorlax, get out of the way! The small Snorlax flies up through the top of the screen. Then he comes back in massive size and will take out anyone in his way. Your shield won't help you either. Starmie - Starmie will seek out the closest opponent, become stationary and start shooting. This is great for guarding the edge of a playing area. Motion Sensor Bomb - The motion sensor bomb is great for catching opponents off guard. Lay it close to a group of players, then be careful not to step on it. Anyone who touches it will be launched off the playing area. They are also great when placed close to the edge of a playing are. It will usually kill anyone over 70% damage. Red Shell - The red shell is from Mario Kart and acts the same as it always did. Once the shell has been thrown it will home in on whoever is on the same platform as the shell. If no one is on the platform it will move back and fourth trying to find a target. After ten seconds the shell will disappear. Star - Just like in Super Mario Bros, the star will give you temporary invincibility. You won't be effected by any attacks. Start doing power hits and don't look back. Couple this with the homerun bat and you're in business. Star Rod - If you hold forward, then press A you will do a regular swing and a star will shoot from the tip of the rod. If you press forward and A together, you will do a power hit and the star will shoot further. MULTIPLAYER STRATEGIES Edge Guarding - Once you've knocked an opponent off the edge of the playing field, wait for them to come back. If there's other attackers in the area, take care of them, but if not stay about two inches from the edge. At that distance an opponent won't be able to hit you with an edge attack, and at the same time you can defend the playing field. Depending on your character, there are a few strategies you can take to keep your opponents from coming back. Characters with long range attacks can throw a projectile at the oncoming opponent, hitting them out of their comeback attack and causing them to fall. Otherwise you can simply do a jumping attack, however that puts yourself in danger of getting hit by the comeback attack, or missing and falling off the edge completely. If you're skilled enough, you can even throw other opponents at whoever is trying to comeback, then repeat the process. Use The Edge - When you're coming back after being launched, a smart opponent will wait for you at the edge of the playing area and try to hit you on your way back. If this happens, try to angle yourself to land right on the edge of the playing area. That way you'll grab onto the edge. You'll be invincible for the first few seconds you're holding on. Do not hold on too long or else your opponents will be able to attack you. While you're hanging, you can do an edge attack (explained in the General Definitions section) and usually catch the opponent off guard and give yourself a chance to counter attack. Whatever happens, try not to land close to an opponent after doing a comeback move. You'll be left completely open for another launch. Racquet Ball - On any stage that has a wall on one side of a platform you can bounce your opponents off of that wall. If you time your attacks correctly, the opponent will not have a chance to escape you can continue bouncing them off the wall until their extremely high. Once that happens, do a power move to finish your opponent off. This technique works especially well if you have a beam sword as it has a much longer reach than most other weapons. If you are using a character than has a move like Link's Sword Stab or Kirby's Multi-Punch you can get your opponent directly against the wall and hold them their with that move. Throw Items - This is a technique that can help you out tremendously. Once you've picked up an item, try to throw it at an opponent either above or below you. Most people won't be paying attention and you'll be able to connect with the hit. Plus, connecting with an item will have a similar effect to connecting with a power hit. If you have an item that will have an effect after you've throw it such as a monster ball, throwing the item into a crowd will cause it to hit one player and unleash a Pokemon on the rest. Hit The Hammer Guy - Once an opponent has grabbed the hammer, your normal reaction is to run. This is a good strategy, however under certain circumstances it becomes difficult to escape the hammer. Therefore you'll need to either defend yourself or get rid of the player with the hammer. Any player with the hammer is limited to only one jump and cannot do any of their regular or special moves. If you can knock them off the edge, they won't be able to get back while they're still holding the hammer. Unlike other items, once you've got the hammer, you can't get rid of it until the fifteen second time limit is up. If you're under the player with the hammer, do your aerial upward power hit. You'll do some damage to them and if their damage is high enough you'll kill them or knock them off the edge. Throwing items will also have the same effect. Try luring them to the edge of a platform, then doing a double jump and throwing an item directly down at them. Whatever you do, keep your distance. If you must put your shield up, make sure your opponent has had the hammer for at least ten seconds or else your shield won't last and you'll be in even worse trouble. If you get killed by the hammer or have just been killed when an opponent picks the hammer up, you have an advantage. You are invincible for the first few seconds and therefore you can walk right up and attack the person with the hammer. Don't try to do as much damage as possible, just get the off the edge. Once they're off, they won't be able to get back. But be careful not to stick around too long. You're only invincible for a short time. Find the Highest Damage - It's very difficult to kill another player unless they're high in damage or you have the bat. Therefore if you attack the players with the highest damage, you'll have the best chance of getting a kill. When an opponent reaches the set damage percentage (default at 100%), a single power hit or throw will usually kill them. Connecting with one power hit or throw is a lot easier than wearing an opponent down with multiple attacks. Attack From Above - During multiplayer battles, you'll often find 1-on-1 and 2- on-1 fights where you're not engaged in combat. At this time an attack from above is usually most effective. Your opponents will be more involved in their own battle than in what you're doing. Doing an aerial downward power hit, or tossing a projectile from overhead will clear out a group of your opponents. If the other players are at a high damage percentage, an aerial downward power hit can even earn you some kills. You should also use this tactic immediately after you die if any of the other players are under your starting point. If you've got some distance between you and the other players, it also makes a great surprise attack. An upward power hit will overpower an aerial downward power hit, so be careful when using it. Roll - When playing against faster characters such as Pikachu or Fox, blocking an attack will only leave you open for a throw. Because of this, it is necessary to use your roll as much as possible. You can't be damaged while you're rolling and your opponents won't expect it. However, while you're going into the roll, your shield drops and you can be hit. The same thing can happen as you're coming out of the roll. By pressing "A" you'll do a quick throw and your opponent will have no way to escape. If they're in front of you, roll forward. You'll turn around as you're rolling so that after the roll you're still facing the opponent. When the opponent is behind you do a reverse roll, if the opponent attacks you won't take any damage and they'll be wide open for attack. If they don't attack, you would've still caught them by surprise. The Last Hit - In timed multiplayer games, the winner is whoever has the highest point total by subtracting their number of deaths by their total number of kills. This means that the more kills you're attributed to, the better off you'll be. Therefore, if you see another player unable to comeback or about to be killed, try to position yourself to hit them before they die. The player that gets the last hit gets the kill. Even if you're both going off the edge, try your hardest to hit the other player with a projectile or some kind of attack. Health First - Health is one of the most important items in the game. Getting health is almost like getting a free life. Both the heart and the maxim tomato will reset your damage back to zero or give you a little breather if you have a higher damage percentage. When you see one of these items pop up, get to them above all else, especially if you've got a high damage percentage. If you've got a low damage percentage, pick them up just to keep them away from other players. When you've worked hard to get someone up to 100% damage, you don't want them to get back down to zero. Try standing near the health and waiting for another player to go for it. They'll more than likely be trying to get that health above all else. This will work even better if you can get above or below the health as you'll have a better angle of attack. Guard The Weapons - Often times in multiplayer battles, everyone will be bunched up in one general area. If items appear in that area, everyone will go for them. Get to the items first and grab the best ones. Multiple items will usually appear after a barrel or crate has been broken. If someone else grabs the barrel, quickly do an aerial downward power hit to break it. If you don't, the barrel will roll until it hits something or someone, or falls off the edge. If another player grabs the crate, just wait until they've thrown it, then go after the items. Crates break on impact with any surface. Do not attempt to break a crate or barrel if you've got a high damage percentage. They have a tendency to blow up if someone who's not holding them tries to break them. Once you have the best item, guard the rest until they disappear. If an opponent tries to grab an item, they'll be temporarily open to attack while they're picking the item up. You'll have a much better chance if you have the only item, than if every player has an item. Last Minute - During the last minute of play you must be very cautious, yet you must attempt to kill as many opponents as possible, as fast as possible. Therefore, once you get to the one minute mark you'll need to take a look at all of the damage percentages, including your own. If you're still under 50% damage, look for the opponent with the highest damage and concentrate your attacks there. Once that opponent is out of the way, direct your attacks at anyone over 50% damage. If they're under 50%, unless you have a bat or some other high damage item, you shouldn't bother attacking them. You would more than likely not cause enough damage to kill them while placing yourself in danger of being attacked. At the 45 second mark, if none of your opponents are over 50% damage, sit back and wait for someone to get to at least 50% before you start attacking. Once you get to 30 seconds, if no opponents are over 70% damage, simply do your best to avoid them. At any point in time during the last minute of play, if you reach 80% damage and have the highest damage percentage, stay away from your opponents as best you can. These times and damage percentages may vary depending on the skill of yourself and your opponents, but use this as a guide to rack in on some kills in the last minute of play. TEAM BATTLE STRATEGIES All team battle strategies are for team attack off with a timed game. They are also focused on the player who is outnumbered. In a 3-on-1 the strategies are geared toward the single player and not the team of three. Strategies for team attack on, a stock game and for the team with the numbers (the team of three in a 3-on-1), are located below the main strategies unless otherwise noted. 3-on-1 - This team battle is a true test of skill. If you're the one, keep moving! You'll have three opponents who will ignore each other and concentrate all of their efforts on killing you. If you get caught by one of them, the other two will be on their way to help out. Your best strategy of attack would be to isolate each opponent and chip away at their energy until you can kill them with a single power hit. When the other two opponents get close, maneuver past them and get over to the opposite side of the stage. Once the first one catches you, start chipping away again. Use your projectiles to keep them at bay and allow for you to make some distance on the larger stages. On smaller stages this technique will seem like a hit and run, but it is necessary. If you get trapped by more than one opponent your shield be very ineffective. You're best course of action is to escape to the other side of the stage. Also remember that you can only hold one item at a time. If multiple beam swords appear, keep one and throw the rest off the playing area. You'll have a much greater advantage if you're the only one with a weapon. If a motion sensor bomb appears, pick it up immediately and throw it anywhere. Even if you have a weapon already. Drop that, take care of the bomb, then pick it up again. 2-on-1 - This is very similar to a 3-on-1 battle except that you only have two opponents to worry about instead of three. In this situation, concentrate on the weaker of the two opponents and use the same method as you would in a 3-on-1 match. Isolate one of the opponents and chip away at their energy until you can kill them with a single power hit. It will be easier if you isolate the weaker opponent, however do not ignore the other player. When both opponents get close to you, maneuver past them and get over to the opposite side of the stage. Once the first one catches you, start chipping away again. On smaller stages this technique will seem like a hit and run, but it is necessary. If you get trapped by the two opponents your shield won't do you much good. You're best course of action is to escape to the other side of the stage. Once you've killed one of the opponents the match now becomes 1-on-1 for a short period of time. Use this to your advantage by doing as much damage to the remaining opponent as possible. If the stage is large enough, you may even be able to have them alternate. You kill one, and while the other is one his way back, you kill the remaining opponent. 2-on-2 - In this match it's all about team work. Never leave your partner! If your two opponents get separated, both of you should concentrate on double teaming one of the opponents. Remember that even with team attack off, bombs and mines will still hurt your team mate. It is also very important to keep an eye on both of your opponents. If you're double teaming one, the other will most likely be doing everything he can to get back into the action and help his team mate. Concentrate all of your efforts on killing the single opponent. When the other starts to get close, one of you should break off the attack and keep the other opponent from interrupting. If your opponents are acting as a team, fight like you normally would and look for an opening in the other opponent. Once you see that opening, leave the one you're attacking and hit the other with a power hit. The one you're attacking will not be expecting this tactic and you may even save your partner. 2-on-1-on-1 - This is a very unique battle in which it's one team against two solo players. If you are the team, simply follow the 2-on-2 strategies. Never leave your opponent, and concentrate on double teaming one of the solo players. It should be a lot easier to double team in this match because your two opponents will not be team mates. They will be after your team, but also after each other. Use this to your advantage and don't attack both of them together unless you absolutely have to. Watch out for one of the solo players trying to steal a kill if the other solo player is high in damage. If you see one of them on his way over to steal, one of you should break off your attack and stop the remaining opponent from interrupting. Team vs 1 - When playing a 3-on-1 or 2-on-1 match as the team instead of the solo player, the strategy is very simple. Attack in groups at all times. Do not let yourselves get separated from each other. If you can surround your opponent, then double or triple team them your chances of winning will be greatly increased. Work as a team and have one player set your opponent up, while the other two prepare a power hit. Stock - If you're playing stock, your strategy should change somewhat from when you are playing a timed game. With a limited amount of lives, it now becomes very important that you keep yourself alive as much as possible. Use the same strategies as you would in a 3-on-1, 2-on-1 or 2-on-1-on-1 match except make it a point to attack only the weakest opponent unless you absolutely must attack one of your other opponents. If you can kill the weakest opponent first, that will lessen your opponents power as they will have one less partner. This is especially true in a 2-on-1 match because it is now a 1-on-1 game. In a 3-on-1 match, after you've killed the first opponent, go after the next weakest. The best player on the other team will more than likely be looking for an opening to land a power hit while you're dealing with his team mates. Once you eliminate his team mates, he now must face you 1-on-1 and you stand a much better chance. Motion sensor bombs are very important in a stock match. No matter who lays the bomb, anyone who hits it stands a good chance at dying. Just remember where the bombs have been laid and try to lure your opponents into them. Team Attack On - By selecting this feature in the options menu, everyone will be able to hit each other. Even team mates. If you are the one that's outnumbered this will work heavily to your advantage. Instead of running when your opponents be close to you, wait until they've all surrounded you and put your shield up. Any attacks they try against you will hit your shield and their team mates if they're close enough. However, if one of your opponents tries to throw you, unless one of the other opponents hits him, you may be in trouble as your shield does not protect against throws. If you are part of the team, try not to attack the opponent at the same time. Get on either side of the opponent to prevent him from escaping, but stay far enough away from you team mate as to not get hit by their attacks. High Damage - When you get high in damage you have several options. A heart or maxim tomato will appear if a player is in need of one. However, this may take a full minute to happen and you may not be able to get to it. If the score is fairly close or your opponents are winning you may want to commit suicide. It's not the most honorable way to die, but your opponents won't get a kill out of it. If you chose to stick it out, remember a few key things. Under normal circumstances only a throw or power move will kill you at high damage. A regular move or standard projectile will not. An aerial attack can also knock you far enough out that you can't come back. While you're waiting for a heart or maxim tomato don't do any moves that have a long delay time. If you miss you'll be in trouble. Because you're at a high damage level, your opponents will be out for blood. They'll probably be concentrating on hitting you with a single power move. Power moves typically have delay time. Use this delay time to counter and escape. Be sure to listen for the faint noise of an item appearing. After you hear it, seek it out. MULTIPLAYER STAGE STRATEGIES Castle Hyrule - Link's stage is the second largest next to the Great Fox. The only stage threat found in the castle is the whirlwind. Anyone caught in it's path will be tossed upward. How high you go depends on your damage percentage. If your damage is high enough (usually 80% or higher) you won't be coming down. There are also three small platforms at different heights located in the middle of the stage. You can use these to avoid opponents utilize the "Attack from Above" strategy. The best strategic area of the stage is on the far right side. There you'll find a tower-like structure that has a gap in the bottom which players can walk through. While in this gap, it's difficult to tell exactly what's going on. Use this to your advantage when attacking. Also use the top of the tower for the "Attack from Above" strategy and the wall on the left of this section for the "Racket Ball" strategy. On the left side of the stage there is a step down, followed by a downward incline. If you're just under the step, most attacks won't hit you, especially if you're a smaller character such as Kirby or Pikachu. However if you do and upward attack you can usually hit an opponent just above the step. Classic Super Mario Bros. - This hidden stage is very dangerous. Since there is a very limited area in which you can actually fall of the stage, if you're throw off the screen it will usually result in death with little to no chance for comeback. The only area in which you can fall off the stage is the middle. There are two weighted platforms. If you stand on one and there isn't an equal weight on the other, the platform will go straight down. It will then reappear several seconds later. There is also a POW button located at different areas of the stage. Once the POW is hit, all of your opponents who are touching the ground at that time will be launched upward as if they were hit by a power hit. After the POW has been hit it will reappear shortly in a different location. The easiest way to rack up kills on this stage is to get on the far right side and throw opponents to the right. If all of you are in the same area on the right side you may have to move out a little further before they die, but no matter how much damage the opponent has, they will have little chance to escape death once thrown. The same thing can be done on the left side of the stage, but it is harder to kill an opponent and you usually won't get a point for it. DK Jungle - Donkey Kong's stage is unique in that there is a barrel at the bottom of the stage that can save you from death if you can get to it. The barrel moves horizontally across the bottom of the stage while rotating in a circle. Once you're inside, pay attention to which direction the barrel is pointing. It will only point up for a few seconds before it beings to rotate again. But do not stay in the barrel for too long, it will shoot you out after a short period of time. Don't aim for the barrel either. It's very easy to miss and moves faster than you may think. The main platform just above the barrel has a downward incline toward the center of the stage so take caution when throwing or shooting projectiles. There are two smaller platforms near the top of the stage on both sides. Use these for the "Attack from Above" strategy or to avoid incoming attacks. Two vertically moving platforms in the center of the stage can also serve the same purpose. If you get knocked off, remember that you can also go up through the bottom platform of the stage for a surprise attack. However you must get your entire character above the platform. Otherwise you'll fall right back through it. Great Fox - Fox McCloud's stage is the largest stage in Smash Brothers. There is a wide flat stretch in the middle with a slight incline on the left side just before the head of the ship and a steep incline on the right side at the Great Fox wing. Beyond that there is a small section below the wing. Use this section for the "Racket Ball" strategy and use the tip of the wing for the "Attack from Above" strategy. Because of the size of this stage, if you get high in damage stay away from your opponents until you can find a heart of maxim tomato to avoid getting killed. The one hazard this stage has to offer is the Star Fox team in their Arwing's. When you're around the edges of the ship they will hover in and begin shooting. They'll also fly over the ship and fire off between two and four shots. Getting hit by one of these shots has the same effect as a power hit. If you hear one hovering in (very distinct noise) get away from the edges of the ship. Kirby - Kirby's stage is very small. There is a tree in the middle of the stage that will begin to blow if anyone gets close to one of the edges. When this happens, you must move in the opposite direction or else you'll be blown off the platform. This is especially frustrating when you're hanging on the edge because when you climb back up, it knocks you right back off. Use this in conjunction with the "Edge Guarding" strategy to rack up on kills. Because of the small size of the stage it is very easy to knock opponents off with only one or two throws or power hits once they get up around 50% damage. Kirby and Jigglypuff are the only two that will be able to comeback under most circumstances. There are two platforms at either end of the stage. Once you're standing on them, the tree will not affect you. There is also a platform at the top of the stage which you can use for the "Attack from Above" strategy. Castle In The Sky - The castle in the sky is a very interesting stage. In the center of the stage above the upper platform there is a bumper which will do damage and knock you away. It also moves horizontally so be careful when you're air jumping from the top platform. On either side of the stage there are two slanted walls which will save you if you're thrown from the upper platform. If you're high in damage, you may want to stay on the top platform to avoid getting killed. The middle platform can be used to surprise attack an opponent on the upper platform. However, take caution when throwing anything that may explode. The platforms are very close together and you will take damage from the explosion. Below the middle platform is a longer platform that moves horizontally from on end of the level to the other. This is where you should concentrate on killing most of your opponents. If the platform is fully extended, knock them off and use the "Edge Guarding" strategy. If you get knocked off, remember that you can also go up through the bottom platform of the stage for a surprise attack. However you must get your entire character above the platform. Otherwise you'll fall right back through it. If the platform is almost gone on your side, throwing an opponent can kill them even if they aren't 100%. Lure opponents to the bottom platform where the side walls won't save them. You cannot grab the edge on this stage so your opponents will have to get back on solid ground or they'll die. Samus - Samus' stage is unique in that you cannot fall to your death. An acid pool at the bottom of the stage will shoot anyone who touches it into the air. How high you go depends on how high your damage is. Every so often, the acid pool will rise is segments covering first the bottom platform, and eventually everything up to just under the top platform. There is also a hovering platform on the right side of the stage which moves vertically. Use this for the "Edge Guarding" strategy. However when the acid is beginning to rise, the platform will be under the pool at it's lowest height. The largest platform at the bottom of the stage is ridged and full of inclines. Take caution when attempting to throw or shoot a projectile. There are also three smaller platforms at varying heights on the right, left and middle of the stage. Use these for the "Attack from Above" strategy or for long range projectile attacks. Yoshi - Yoshi's stage has a small center platform with three platforms at different heights in the middle and on either side of the main platform. Use these for the "Attack from Above" strategy. On the left of the main platform is a single cloud. This is the easiest spot to kill from. If an opponent is thrown left from this cloud, they will have very little chance or coming back. There are also two other clouds to the right of the main platforms. One is adjacent to the top platform and the other is further out at the same height as the bottom platform. When standing on any of the cloud take caution. After five seconds the clouds will disappear and you will fall through. To avoid this, jump every few seconds. However, use a disappearing cloud to your advantage. If an opponent is trapped on the far right cloud, make the cloud to the left of it disappear. Celadon City - Pikachu's stage is one of the easiest stages to kill yourself on. The stage is made up of five platforms. One main platform in the center, two very small platforms on either side and two vertically moving platforms on the left of the main one. The stationary platforms are separated by fairly wide gaps and present instant death if you miss time your jumps or attacks. On the far left side of the stage is the first moving platform. This is a great spot for laying motion sensor bombs. Opponents coming back after being knocked out of the playing area will most likely land here. Just to the right of this moving platform is the first stationary platform. The moving platform moves vertically from this platform up about one or two character lengths. Use the stationary platform as a launching point for attacking any opponent on the moving platform. Because of the small size of both platforms and their close proximity, many attacks executed from the stationary platform will hit opponents on the moving one. Directly above and slightly to the right of the stationary platform is the second moving platform. Use the first stationary platform to launch attacks from below on any opponent standing on the second moving platform. Because the moving platform covers part of the stationary platform, if you stay toward the right side of the stationary platform it will be easier to avoid attacks from the moving platform above you. When the moving platform has reached it's top height, it will be several character lengths above the main platform. At this point it will give you an advantage for avoiding incoming attacks and delivering your own attacks to the waiting opponents below. Be careful when standing on either of the moving platforms. If you press down, you will go through the platform. The main platform contains the only hazard of the stage. On the right side of this platform is a garage-like doorway. When this is open a Pokemon is about to pop out. If the door is up, stay away from it. All Pokemon except for the Chansey are dangerous and should be avoided at all costs. Above the door is the remainder of the main platform. Use this area to stop opponents on the far right platform from getting back into the action. It's about one character length higher than the far right platform and there's a nice sized gap between the two. This makes it very difficult for anyone standing on the far right platform to attack you. Finally, the platform on the far right side of the stage should be used only for the "Edge Guarding" strategy. Do not hang out in this area because it is very easy to either fall off or get trapped and die. TOURNAMENT STRATEGIES With the popularity of Smash Brothers, you're bound to find several local tournaments in your area. This section is designed to help you do your absolute best in these tournaments. If you're a seasoned tournament veteran, you can probably skip this section, but for those of you that lack tournament experience, this should help you out. Confidence - One of the keys to doing well in anything is to have confidence. You've more than likely played Smash Brothers a great deal to consider yourself able to win a tournament. By reading this guide and playing the game, you have probably learned a lot about how to win. Not everyone has the internet, or the time to play the game on a regular basis. This limits your opponents overall knowledge of the game. Go into the tournament with the attitude that you can win. However, don't get a big head. Overconfidence can be a bad thing and possibly cause you to play with less concentration. If you feel you'll massacre your opponents, you may not play as hard as if you think you may lose. Play every game like it was the finals and make sure you play to your fullest. You never know when an opponent might surprise you with their skill. Regroup - Going into a tournament, you'll probably be nervous. This is normal for players with less tournament experience. Because you are nervous, you may not be playing as well as you could at home, or at a friend's house. About halfway through the match, take a second to regroup. Pause for just a few short seconds after you die and take a look at where you're at and what your opponents have been doing. Have you been getting a lot of kills, or dying more than your opponents? Which of your opponents is doing the best? Which is doing the worst? Target the player who seems to have the least amount of skill and add some kills to your score. Watch who the top player is going after and see if you can't steal a few kills from that person. If you can't steal any kills, watch for that opponent to get high in damage and finish him off as fast as possible. You may even want to notify the other players that this person is racking up kills and will win if something isn't done. By regrouping, you'll get rid of some nervous tension and possibly get yourself back in the game or maintain your lead. Characters - Although there will be several popular characters (Link, Samus) everyone is different. Someone may love Pokemon and only play as JigglyPuff (Purin). They may have also become very skilled with JigglyPuff. Therefore it's a good idea to at least practice with all of the characters. If you have some friends over, play a few multiplayer games with someone other than your normal characters. If you and your friends continually use Samus, Link, DK and Kirby, then you won't know how to defend against any of the other characters. Knowing you opponents attacks, how to avoid them and what to counter with can be the key to winning or losing. Even if you're better than your opponent, playing against a character that you've never used or played against before is just like playing against someone using a new strategy on you. You won't know how to counter their attacks and this could easily cause you to lose several lives. Pay Attention - Depending on how many people are in the tournament, you'll probably have time to sit and watch the other matches before and after you play. Pay careful attention to how the other people are playing. Watch for weak points and openings. Especially in the players that seem to be winning. These are the people that you'll have to play in order to win the tournament. If at all possible, opt to play last. Everyone will be watching the first game as the tournament would just be starting. But after people have played, they may not be as concerned with watching the other players. You should hopefully be able to catch some people off guard with your strategies. ONE PLAYER STRATEGIES Link - This is the first character and as usual is also the easiest. Knock Link over to one of the edges and use the "Edge Guard" strategy to keep him off. He won't put up much of a fight and should be easily killed. Yoshi Team - You must defeat 18 Yoshi's in order to pass this stage. However, this is much easier than it sounds. Depending on what character you're using, your comeback attack will usually be your best strategy. Simply hit each Yoshi as they appear with the full force of your comeback attack and you shouldn't have a problem. If your comeback move is slow, a power hit will serve the same purpose. Also look for groups of Yoshi's to hit more than one at a time. Most of the Yoshi's will die after one or two hits making this stage go rather quickly. Fox McCloud - Just like fighting Link, Fox doesn't put up much of a fight. The main thing you'll need to watch out for is his laser gun. Fox can shoot his gun very fast and you have trouble getting in close to him. Put your shield up and roll toward him if you're close enough. If there's some distance between you, double jump and use an aerial, downward power hit or some other aerial attack to stop him from shooting. Then pummel him with power hits and throws once you're in close. Get him off the ship and use the "Edge Guard" strategy to finish him. Mario Brothers - This will probably be your first challenging stage. You and a randomly selected computer partner will duke it out with Mario and Luigi in a team battle. Team attack is off, so don't worry about hitting your partner. The easiest thing to do is concentrate on one of the two brothers and let your team mate handle himself. Try to get your opponent on the lowest platform. It will be much easier to knock them off and use the "Edge Guard" strategy on the lower platform than anywhere else on the stage. If you can finish one of them off quickly, you can double team the other brother for an easier kill. Pikachu - The main thing you need to concentrate on in this stage is not falling off and watching out for Pokemon. Pikachu is fast and try to throw you or hit you with his projectile. Do whatever possible to raise his damage percentage, then throw him off the edge. His comeback moves is one of the best in the game, so you may have to repeat the process a few times. Because of Pikachu's small size, if you can get him around 70% damage, a power hit will usually kill him. Giant Donkey Kong - This is a 3-on-1 match in which the computer will randomly select two computer controlled team mates to help you against Giant Donkey Kong. Because of DK's size, don't simply rush in and start attacking. If you have a projectile, use that from a distance and rack up DK's damage percentage. In most cases, you won't be able to kill him until his damage is over 100%. Items are very important. Especially if you get a hammer or bomb trooper. Kirby Team - Fighting the Kirby Team is very similar to fighting the Yoshi Team. Eight Kirby's will attack you two at a time. Each Kirby has absorbed a different character's signature move. This should be almost as easy as the Yoshi Team stage. Simply use your comeback move or a power hit. One of two hits and they should be taken care of. Samus Aran - This can be a difficult stage. Not only do you have to worry about Samus, but you also have to avoid the acid pit at the bottom of the stage. Samus is a tough opponent. You won't be able to simply hit her with a few power moves and use the "Edge Guard" strategy. Fighting Samus is almost like fighting a human opponent. You'll need to get her damage percentage high before you can defeat her. Use projectile attacks and power hits, but watch out for her Screw Attack and don't let her charge her blaster. Metal Mario - When fighting Metal Mario, you'll need to use a similar strategy as when you fought Giant Donkey Kong. Get on the lower platform and attack Metal Mario until he moves down to the bottom platform. At this point, if you have a projectile, use it to continue to raise his damage percentage. If you do not have a projectile, use power hits. However, remember that he is made out of metal and therefore will continue attacking you even as you're hitting him with power hits. In most cases, you won't be able to defeat Metal Mario until his is over 150% damage. Once this happens, lure him the edge of the platform and try to throw him off. Dummy Team - In this stage, you'll be fighting 30 polygon clones that look exactly like the regular characters without the texture mapping. This can become very difficult as you'll be fighting up to three clones at a time. Just like in the other two team battles, use your comeback or power hits to defeat the clones. Also try to hit more than one clone at a time and be careful not to get double and triple teamed. Glove - The Glove can be the most difficult opponent you will face in the one player game if you don't use a set strategy against it. Unlike every other opponent, the Glove has 300 hit points where the damage percent is usually displayed. Once that hits zero, you win. When the Glove points downward and sits by the edge of the platform while the end of his finger begins to glow, start double jumping. It is about to shoot several times and will miss if you continually move. If the Glove moves back into the distance or off the screen to either side, put your shield up. After the Glove hits, counter attack with everything you've got. When the Glove starts walking toward you, do an aerial downward power hit. If the Glove attempts to poke you, jump out of the way. Do not put up your shield. If it pokes you long enough your shield will break and you'll be in trouble. When the Glove blasts off, watch it in the distance and jump as it tries to hit you. Then block as it comes back down into a spin. If you follow these tactics, you should have very little trouble with defeating the Glove. HIDDEN SECRETS Play as Captain Falcon - To play as Captain Falcon simply beat the game with any character on at least normal difficulty. After the credits you'll have to fight Falcon. Once you've defeated Falcon, you'll be able to choose him. Play as Jigglypuff / Purin - To play as Jigglypuff / Purin, unlock Captain Falcon, then beat the game with any character on at least normal difficulty. After the credits you'll have to fight Jigglypuff / Purin. Once you've defeated Jigglypuff / Purin, you'll be able to choose her. Play as Ness - To play as Ness, unlock Captain Falcon and Jigglypuff / Purin first, then beat the game with any character on at least normal difficulty without continuing. After the credits you'll have to fight Ness. Once you've defeated Ness, you'll be able to choose him. Play as Luigi - To play as Luigi simply beat Bonus Practice 1 with the original eight characters. You'll then have to fight Luigi. Once you've defeated Luigi, you'll be able to choose him. Unlock Classic Super Mario Bros. Stage - To unlock the Classic Super Mario Bros. stage for use in the versus mode, simply beat the game with all eight original characters on at least normal difficulty with three lives. Unlock Sound Test - To unlock the Sound Test menu in the Data mode, simply complete Bonus Practice 1 and 2 with all twelve characters. Unlock Item Switch - To unlock the Item Switch menu, simply play as the versus mode 50 times. CREDITS Bryan Dawson - drdogg@fiestanet.com or drdogg@nintendojo.com or DrDogg2@aol.com - Head Writer - PhDDogg on AOL IM - 13477025 on ICQ Game Sages - sages.ign.com - Luigi and Sound Test Codes Nintendojo - www.nintendojo.com - US hidden character codes Special Thanks to the whole crew at Game Station. Without them playing me day and night I couldn't have figured out all the multiplayer strategies. Special Thanks to Chris Heggum, Henry Ong and my Smash Brothers crew. Logging in over 200 hours of multipalyer action in two months isn't an easy task by yourself. LEGAL This FAQ cannot be reproduced without first contacting me by e-mail and receiving a written reply allowing you to do so. Also, it cannot be reproduced without being shown in it's unaltered, original form and entirety, including this disclaimer. Allowing you to use any part of this FAQ does not give you ownership of this document. You may put it up on your site, etc. as long as you do not alter it in any way. This FAQ was created and is (c) and owned by Bryan Dawson. All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ.