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"@ $# ?#@$ O#""""""""@##"......"#####O #" @ .?$ $#@ !: ;@ *% @#"""""""#@#;.......####@@@#@ #" # ,$# .#$;; #" %: %& #@#"@"""@###.........####O@@@O#@ *# : *%&#.# !#, @? @# %& O##"""###"..........@###@@@@O@@#O #:'$?# #* ^* .# %& $% #! @#"#O#@#...........#####@#O@@@@O@#@ *#' # " @" %# $#" @# @""###............######OO@@@@@@@@# #' @ @ ## :?.,$# "$' O#"""#............O#######@#####@OO#O # # $ &: &#:@' "#@? @""""#;........."@####......;@""""##@ # $ :#? ##""""##........####@;........##"#"""# @#""""##.......#####..........##"""""#@ S A M U S V E R S U S G U I D E O#"""""#........###..........."#"""""#O O#"""""#;........".............#"""""#O @#"""""##...........##"........@#""""#@ ===================================== @#"""""##.........;@####.......##""""#@ SUPER SMASH BROTHERS #"""#"##........####@"........##""""# ===================================== O##@""@#"......####@;.........O#""""@ @#@@@O@#####O#@####............@"""#@ for Nintendo 64 -- US Version @O@@@@O@@@@O#####............###""# Version 4.0 @#OO@@@@@#@###@".........."###"#"#@ Last Updated: November 5, 2000 O#@@@O@@@####;........."###"""##O O#@@@@O####.........#@#O"""#"#@ by: Jeff Chan [Atom Edge] O#O@#####......."###"""""""#O O####O;......#@##""""""""#O @###......#@#O""""""""@#@ @#....;###"""""""""#@O OO...#@###O"""O@###O@ O..;#O @OOOOOOO@ #O,"#O @###@ O#O# #@ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[ LEGAL INFORMATION ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Copyright 2000 by Atom Edge All rights reserved This document was created and maintained by Atom Edge, it's author. It is the sole property of its author, whom bears the copyright and reserves all rights. It is protected by "United States Code: Title 17 - Copyrights", the "Berne Convention for the Protection of Literacy and Artistic Works (Paris Text 1971)", any and all copyright and patent laws applicable and International Treaties. This document can only appear in one of two forms: electronic and a personal printed file for private use. The ONLY websites that can post this document are: :: Gamewinners :: VG Strategies :: GameFAQs This document may not be reproduced or retransmitted (the above listed websites are the only sites exempted from this) in any way, shape, form, or medium. You may not alter, edit, format, remove or add materials to any part of this document. It may not be offered for money and/or compensation (even if profit attempt fails) or offered as a bonus or gift for accessing a web page or purchasing an item. It may not be added to an archive of any type. It must always remain in the English Language. It will not be translated to any language for any reason whatsoever. It will not appear in any publication. This document was in no way intended for commerical, promotional and/or profitable uses. This guide is limited to personal and private use only. Any other uses MUST be priorly approved by the author, Atom Edge . If this copyright is trangressed, the violators will face immediate civil and/or criminal penalties to the fullest extent possible. Any breach of copyright (which includes acts of stealing, plagerism, pirating, uses not private and personal, posting without permission, ect.) is considered a felony, and will be punished accordingly. By accessing, reading, viewing, or using this document in any way, you automatically agree to abide by this copyright. This copyright supercedes any conversation, verbal exchange and written statements that have any affiliation with this guide (barring statements through e-mail from the author concerning the hosting of this guide). The latest version of this document contains the copyright information that is valid for the latest version, and all prior versions. There's no reason for not checking the latest version, their locations are listed above. Ignorance to this, the copyright, or the law is no excuse. Also, any part of this copyright may change at anytime, withour prior warning. SUPER SMASH BROTHERS, all characters and associated materials are copyright GAME FREAK and NINTENDO. Donkey Kong is RARE. No breach of copyright intended. This guide, it's author, and persons otherwise associated (through contributions, hosting, etc.) make no claims to the above stated articles. All trademarks and copyrights not acknowledged in this document are respected. Information in this document is provided "as is," without warranty or guarantee of any kind, either express or implied. Under no circumstances will this guide, it's author, and persons otherwise associated with this guide, be held responsible by any party for any direct, indirect, consequential, or special damages incurred through use of this document, including without limitation, lost profits, and loss of computer data. If for any reason you do not agree with parts or the entire copyright, your only remedy shall be to not use this guide. A T T E N T I O N W E B M A S T E R S --------------------------------------- If you wish to post this guide, you must agree to the following: - You have prior, express, and written permission from the author, Atom Edge (e-mail me with your name, the name of your site and it's URL) - Allowing you to post this does NOT give you any bit of ownership - It will remain in a text format unedited, unaltered, and unchanged - Credit is given to it's author, Atom Edge - No revenue/compensation may be made/gained through distribution (including without limitation to placing it on a website that is commercial, password protected/members only, or placing this guide on a page that has any form of advertising, be it on the page or placed in a frameset) - It may not be used for commercial or promotional uses - Your site must be videogame related and have no illegal material - Your site must be freely accessible with no members/password protection - You will keep the most current version displayed (I will e-mail the latest version every time I update) - You acknowledge that this is copyrighted work, and will abide by all terms. - You acknowledge that the author reserves all rights (including without limitation to the right of having this document removed as I see fit for any reason whatsoever). This is so that I can keep track of who is using this. If you choose to host this, your site's name and URL will be posted above. Take note, if you choose to disregard any of the guidelines stated above, you are committing a felony, which will be addressed accordingly. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -------------------------[ END LEGAL INFORMATION ]------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ T A B L E O F C O N T E N T S +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 1 - INTRODUCTION 1.1 Author's Note 1.2 Contact Info 1.3 Revision History 1.4 Why Play as Samus? 2 - MOVELIST 2.1 Special Moves 2.2 Standard Moves 2.3 SMASH Moves 2.4 Air Moves 2.5 Commands 3 - ITEMS 3.01 Beam Sword 3.02 Home Run Bat 3.03 Hammer 3.04 Fan 3.05 Motion Sensor Bomb 3.06 Bob-omb 3.07 Bumper 3.08 Shell 3.09 Poké Ball 3.10 Ray Gun 3.11 Fire Flower 3.12 Star Rod 3.13 Maxim Tomato/Heart 3.14 Star 3.15 Bottle, Chansey Egg, Crate and Barrel 4 - STAGE STRATEGIES 4.1 Peach's Castle 4.2 Congo Jungle 4.3 Hyrule Castle 4.4 Planet Zebes 4.5 Yoshi's Island 4.6 Dream Land 4.7 Sector Z 4.8 Saffron City 4.9 Mushroom Kingdom 5 - VERSUS... 5.01 Mario 5.02 Donkey Kong 5.03 Link 5.04 Samus 5.05 Yoshi 5.06 Kirby 5.07 Fox 5.08 Pikachu 5.09 Luigi 5.10 Jigglypuff 5.11 Captain Falcon 5.12 Ness 6 - CLOSING 6.1 Credits and Special Thanks to... 6.2 Final Words 111 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 11 --------------------------[ INTRODUCTION ]--------------------------- 11 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1111 +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 1.1 Author's Note +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Super Smash Brothers. This is N64 at it's best. Although it is considered a fighting game, SSB is hardly traditional. One of the weirdest styles that have ever been created. This game was made for insane fun, and it has succeeded like nothing else could. Although the insanely fun engine is pretty simple, even simple games have some forms of strategy behing them. Enjoy the guide. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 1.2 Contact Info +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ My e-mail is lazysilverwolf@about.com Be forewarned though as if your email is pointless (see below) I will delete and ignore it. No question about it, no exceptions. The following are the messages I will answer. :: Webmasters who want to host this guide :: Criticism either positive or negative (with reasoning) :: Contributions :: Corrections :: General Talk on the Game or this Guide :: Anything I might find helpful Not only will I not answer the following, but I'll delete them on sight and add your email to my filter. :: Questions already answered :: Questions regarding how to play the game :: Questions on how to beat a part of the game* :: Questions about another game :: Question not related to something in this FAQ :: Death Threats - yes, I've gotten these before** :: Viruses and Trojans - and these too** :: SPAM - I don't care for your half assed money making schemes :: Chain Letters - what would compel you to think I would want these :: Anything Rude - this is obvious :: No subject line - if you can't even write a subject line it's pathetic*** * This one really annoys me. There are plenty of great guides out there that are written for the express purpose of helping you through the game. Check those (listed in the credits section). My guide is written for info on Samus, not written as a walkthrough. If I were willing to write an email explaining how to beat something, I would've put it in here. If it's not here, then I probably won't write it, be it into this guide or in e-mail. ** These get special treatment. I don't just delete them and filter your e-mail, I will report these to your ISP. This will get your internet connection summarily terminated. Also, as far as death threats, or any threats and things that are illegal activities, they will be reported to the police, or any other authorities. I will not hesitate. I've gotten people expelled from high school when they e-mailed a death threat using a school computer. I do not tolerate crap of any kind. *** I am an extremely lazy person, but I wrote this guide. There is no excuse for being too lazy to write something the subject line of an e-mail. A simple "Super SMASH Brothers" is more than enough, and even then some people can't do that. Also, something like 'Hey' will also be ignored unless you've emailed me before I know who you are. I get an enormous amount of junk mail, and if I can't tell what your e-mail is about before I even read it, then I'm going to consider it junk. If I haven't covered whatever type of message you might want to send, rest assured it's most like one that I will not answer. To make sure that you don't ask a question I've already answered, please check the Frequently Asked Questions. Please. If you still can't find it there, use Ctrl + F. This will let you search the document making it easier to find things. At this point, you probably are thinking I'm such an **** *******. Personally, it doesn't matter. I've gotten loads of crap e-mail, and I simply don't have the time to deal with it. My life is extremely stressful, and when I take a great deal of time and effort to sit down and write a guide, I don't want to be drowning in pointless crap. I'm sorry for the restrictions on e-mail, but that is just how it has to be. Also, if you do send in an e-mail and it does have merit, please be patient. I don't check my e-mail everyday, and I can take quite awhile to respond. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 1.3 Revision History +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Version 1.0 - February 29, 2000 --------------------------------- - Not much to say except that I just started out. Version 2.0 - March 3, 2000 ----------------------------- - Added a few more tips - Made a review - Put a Wanted list - Minor tweak here and there Version 2.1 - March 6, 2000 ----------------------------- - Ran it through a spell checker Version 3.0 - September 23, 2000 ---------------------------------- - Changed ASCII Art Title - Changed Format - Revised the Table of Contents - Added the Author's Note and Contact Info - Updated Copyright - Removed the Review - Removed Wanted section - Added 'Why Play as Samus?' - Redid 'Special Attacks' and 'SMASH Moves' - Added the entire Items section - Added the Versus strategies Version 4.0 - November 5, 2000 -------------------------------- - Changed the File Information at the top - Updated Legal Info - Updated Contact Info - Removed excessive filler - Redid every section - Added Stage Strats +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 1.4 Why Play as Samus? +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ There are popular characters in SSB like every other game. Many people like Ness, Captain Falcon, Link, ect. Not many people seem to understand the use of Samus. Sure, the popular characters are good, but the problem with them is that they all have one track strategies, and for the most part, it's half assed and only works on certain opponents. Samus has an interesting learning curve. True, anybody can pick Samus and win a match, but the same could be said about every character. She has phenomenal jumping range, can survive even with high damage, is second to only Captain Falcon as far as speed goes, can be played as both of support and head to head fighter, and has some of the most damaging and effective moves in the game. With those traits, most people would expect her to be an extremely easy to play character. This could not be any more wrong. Though she does have massive bonuses, Samus is also a high risk ~ high reward character. If you can play well as her, you've got yourself an awesome character, but just _one_ slip up is crucial enough to make you get your butt whipped across the stage. She is the hardest character to master with the exception of Yoshi (which is a moot point as even if Yoshi could be played well, you could play as someone else just as well). As far as what I mean by high risk: Samus is a character that has devasting attacks. The problem with this is that everything always seems to have to have a way to balancing out. Blah, I know. Samus' moves will either have a large lag time to start up, or (even worse) a horribly slow recovery time. I'll get more into this in the moves section. Once you can play well with Samus you'll be able to take down anyone, because for the most part, Samus is a defensive character. This is an extremely good point since you can just let opponents come to you and _adapt_ to their style. This not only makes it extremely hard for the opponent to touch you, much less beat you, but it also leaves them open for your own offense. Of course, any other character in the game can pull this off, but Samus was designed for this (at least it seems like she was designed for this). I've played my fair share of time with every character and not one of them can compare to Samus with this strategy. 2222 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 22 ---------------------------[ MOVELIST ]------------------------------ 222 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2222 +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 2.1 Special Moves +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ =============================================================================== CHARGE SHOT Press B or Hold B and release ¯¯¯¯¯¯¯¯¯¯¯ This is a highly underrated move. When people see you using it, they most likely won't be impressed. Most people deem it a worthless attack as it takes time to build up, comes in slow, etc. A basic rule in life: Use an enemy's ignorance to your advantage (yea, it's a dirty tactic, but the world's corrupt as it is, so what's the harm? ^_^). Using this can get tricky, but hardly any difficult. My favorite method is against a really aggressive opponent. If you get on a level plane with them, you can get their attention and hopefully, they'll be incredibly foolish and run towards you. You _could_ just shoot them when they get close, but since Samus' blaster glows when fully charged, the slightly more intelligent of players will know something is up and probably jump or find another means of dodging _before_ you ever get the chance to fire. If they do, try and blast them where they land. If they jump after it's fired, and you can recover before they can hit you, you've just caught a break. Most cases, the Screw Attack (see below) will suffice to take them out. If not, you can most likely move out of the way and hit them with a SMASH attack upon their landing. If by some offset chance they keep running at you, and you choose not to just blast them clear into the sky, then you can either roll under them, or jump over them and blast. The nice thing about this method is that (given you do it correctly) you'll always end up in an advantageous position. They could block, but when you block a fully charged shot, you tend to have most of your shield depleted, and also be stuck in the block for recovery. They are essentially a sitting duck. If they don't block, they have to jump, which will lead to a chance for Samus' air to air combat (which I'll get into later). One of the more effective methods is the use of the Charged Shot as a means to keep opponents off the stage once knocked off. Some characters use moves that leave them completely open (Ness' PK Thunder, Fox's Fire Fox) or the characters will use moves that have a predictable direction (Mario and Luigi's Uppercut, Kirby's Star Cutter). Just charge, aim and fire. The most worthless tactic is also the one I find myself using the most. When you break someone's shield, they will remain temporarily dizzy. The time given is _just_ enough to sit in front of them and charge. You should be able to release a completely charged blast before they can recover enough to block or dodge. To use this though, you should be next to them when the shield breaks. As they fly into the air, get into position and when they are decending, start charging. By the time they stand up and start the dizzy animation, you should be about 1/4 complete in the charge. When you release the charge, release at the _exact_ same time it fully charges. If not, Samus will pull it back and go into her normal stance, and to shoot it off, their is a small lag while she brings the cannon over her head and infront of her. This could cost you, so be sure to get the timing right. Also, if you miss the timing just by a little, don't worry, as the opponent shouldn't have enough time to run, and be forced into blocking, which can't hurt you. This method is simply a novelty and taunt as it is incredibly worthless. You could do much more in the time alotted, but it gets under someone's skin to have you sit in front of them and charge. =] =============================================================================== SCREW ATTACK Up + B ¯¯¯¯¯¯¯¯¯¯¯¯ First and foremost, PLEASE ignore the name. The name isn't the official one (can you imagine Nintendo letting that happen?) but I am just used to it. When I first got the game, the move was a somersault and since my friends were so annoyed at it, the name just stuck. Anyway out of all of Samus' special moves, this one is the best. Actually, this may be the _best_ move in the game. The most notable use is just like ever other characters' use (barring Yoshi) as a third jump. This will save your ass countless times, and since it's an attack as well, it provides quite a lot of cover. There are several reasons why this move holds such prestige in my mind. As an attack, it can rack in a total of 14% if all hits connect, which is pretty puny itself, BUT, and there's always a but, it can hit all other characters at once. This will easily paralyze all of them and annoy the hell out of them to say the very least. The Screw Attack also works nicely when you have a partner. Once hit by the Screw Attack, the unfortunate fool getting hurt will be held in place allowing your partner to size him up for something really annoying. This move doesn't go without penalty though (ahhh... damn). Upon decending after the attack, Samus is completely left open to anything. The only saving grace is that if the opponent was hit with the move, they won't be doing much to you before you can land and recover in time. Remember, the Screw Attack has priority over _every_ other attack in the game. This is only if you time it right though. In the start up, Samus will be completely invunerable, and if you hit someone from the under while rising, no other attack can stop it. This little extra bonus has saved me countless times as it can stop anything, from Ness' PK Thunder Charge to the Hammer to Arwing blasts. This move can be used to cancel out any other move in the game. =============================================================================== BOMB Down + B ¯¯¯¯ This move is, without a shadow of a doubt, is the most underrated attack in the game. I've seen people break down laughing at the sight of this "worthless" move. I'm sitting there thinking, "What the hell's the matter with you?" Even though it is underrated, it is far more useful than some characters best moves (*cough* Yoshi *cough*). Two of the most annoying characters to fight in the game, Capt. Falcon and Fox, both have air attacks that repeatedly knock you up into the air until a star finish. It's hilarious when you spend the time to lay bombs and the, idioticly mind you, jump into them thinking they are about to finish you. All in all, the move alone is pretty weak, but it can provide excessive cover when falling down towards an opponent. Also, if you're knocked up and away from the platform of the stage, laying a few of these will prolong your air time, in some cases saving you. Plus, the sound of the bomb being laid pisses some opponents off ^_^ This move is more specialized than anything else. In the character strategies, are more techinques against certain opponents using this move. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 2.2 Standard Moves +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ (A) Does a straight jab hit. If you press it twice in a row, she'll follow the first one up with an overhead smack using her blaster. (Hold Forward + A) Does a spinning side kick. Fast and useful to negate fireballs when trying to approach Mario/Luigi (Hold Down + A) Samus will perform a sweep in front of her. Useless in every aspect of the word. (Hold Up + A) Samus will bring one foot over her head and slam it down. If you've played Tekken 2/3 you'll notice it's the same as Baek/Hwoarang's Dynamic Heal, respectively. I've not found a specific use for this move yet. It is pretty worthless. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 2.3 SMASH Moves +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ (Tap Forward + A) Samus pulls her Blaster back and quickly launches it out w/ a lunge. This is quick and strong. Very useful for head to head fighting. (Tap Down + A) This will produce a sweep that hits everything in front of Samus, then everything behind Samus. Pretty useful, as it'll knock an opponent up if it connects. (Tap Up + A) This will produce an overhead flamethrower. Although it does look like it would make a very useful anti-air attack, it's quite the contrary. It's kind of hard to time it to hit the opponent. Instead, it should be used as a standing attack. Also, if someone is standing on a platform just above you, this will hit too. The flamethrower will create five short blasts of fire, each doing 10%. If you hit all five (good luck), you'll rack in 50% with one easy motion. This is the single strongest attack in the game! +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 2.4 Air Moves +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ (A) Samus will just do a short jump kick. Decent power, and very useful. It's kind of a utility move, as it can be used for basically anything. (Forward + A) Samus will do a forward Flamethrower that starts off high and ends low. If you're coming back onto a ledge with an enemy standing waiting to knock you off again, try and use this as cover. Five bursts at 5% per hit. (Down + A) Samus will somersault rotate her blaster under her. It starts out from one side to the other, and is fast. If you hit a damaged character they will plummet straight down. This is very effective against those that are trying to come back to the ledge. Also, if you hit someone with this and they are on level ground, they will bounce up, leaving them quite open. (Up + A) This move is essentially worthless. It's just a weaker version of the screw attack. (Back + A) Samus will extend her foot out and down. This move itself is pretty weak, but it does have the ability to send enemies far away. It's a great knockaround move. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 2.5 Commands +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ (Tap R) or (R + Z) Samus' throw. This move is the worst throw in the entire game, hands down. There are very few times it should ever be used. It has Samus extend a grappling beam, and when the tip hits (or rather, if it hits) Samus will throw the opponent. The reason I despise this move is its utter ineffectiveness. The start up is the slowest in the game. When it's been fully extended, and misses, the recovery time takes forever. Then, this move requires that you hit them with the tip of the beam for it to work. Just use it and you'll see my point. There _are_ some good times to use this, but very seldom will they ever occur. The first is in connection with the Charged Shot (see above). When blocking a fully charged shot, the opponent will be left in the blocking position. Throw 'em. (Hold Z or R) Block. This should be pretty straightforward... if not, you're playing the wrong game. 3333 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= _33 -----------------------------[ ITEMS ]------------------------------- 33 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3333 +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.01 Beam Sword +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Weapons don't get too much better than this. It's a large weapon, meaning it's easy to hit people with, slashes pretty fast and pegs on damage at a high rate. Performing a SMASH move on an opponent with this results in an opponent flying really far, really fast. A thrown sword is one of the best things you can dish out at an oponent. It flys pretty far, and since it's so huge, people have a hard time avoiding it. The best time to throw it is when someone has just landed back on a platform. It is normally enough to knock them back off and kill them. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.02 Home Run Bat +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ This is arguably the best item in the game. Although it's not that good compared to the Beam Sword in most all aspects, if you use a SMASH move to hit with this and manage to connect, it's an instant kill. You'll know if you got it when you hear a high pitch sound. The only time it won't kill instantly after it connects is when the opponent manages to bounce twice. Also, when thrown it is extremely powerful. The range is quite moderate. It should be enough to knock an opponent off a platform. Also, if someone has already been knocked off the platform, and the bat is throw at him/her, it'll most likely be more than enough to keep them off. Of course, with such a powerful weapon, it's not exactly the easiest to use. The SMASH aspect (the instant kill) has a horrible start up. To rememdy this, the only time you should try it is when the opponent is left open, such as when an opponent comes back from a ledge. Other times is when an opponent does a move that leaves them stuck for quite awhile, like Kirby's absorbing move or while Link is still spinning from his Spin Slash. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.03 Hammer +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ If you've ever played the Donkey Kong gameboy games, you'll remember this. One of my favorite items, since it's strong as hell (two hits from this sucker is usually enough to Star Finish your opponents), provides limited invunerability and it's kind of funny to watch people run around like idiots trying to avoid it. There are a few cons to using this though. For one, your jumping is shot, so you'll most likely be confined to a small area when using this. Also, although there is limited invunerability, some moves still do take priority and this will most likely mess you up. Be careful when using this as it's not a perfect weapon by any means. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.04 Fan +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ In earlier version I said this weapon sucked. I was right. But it is still worth using. The weapon has bad range and does crap for damage. The only hope you have to making it useful is when you pick it up, people will be laughing at you so hard, it's an easy kill =] Seriously though, since it is weak, it can be used fast. If you can get next to someone, just keep hitting the "A" button and you'll keep wacking them. For every hit, you peg on 1% damage, but if it's a one on one, they can't get out of it. The only way they can stop your barrage is when some other character comes in and hits you, or when some part of the stage breaks your rhythm. The damage is small, but it sure as hell is annoying for someone to get beaten by a "wimpy" fan (humiliating too). Another use (and the only other one I know of) is to throw it at an opponent. If it successfully connects then the opponent will be sent straight in the air. The main perk to this is that they are completely helpless until they start to descend. Samus is usually fast enough to run up and beat the hell out of most characters while they are so vunerable. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.05 Motion Sensor Bomb +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ A blessing in the form of explosives... does it get any better? This item is used by throwing it onto a surface. It'll stick there, and once someone touches it, they fly like no tommorow. If you hit someone while throwing it, don't expect much. But once it's planted and they touch it, the explosion is impressive to say the very least. Of course you should use good judgement as to where you place it. The ideal places would be the ends of the platforms, where opponents generally land back when trying to salvage their life. Also, on certain stages, it's "interesting" to plant the mine where your opponent may not neccessarily go, but it is still fun. Examples include Peach's Castle. The two blue things that float over the stage are ripe places for the motion bomb. Just stick it under them and throw the opponent around. If they hit it, the explosion will knock them downwards and normally they'll bite the dust. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.06 Bob-omb +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ If you want people to run away from you, pick this sucker up. The bomb is one of the most devasting (if not most devasting) thing you can find in SSB. The interesting thing about this item is that if you leave it alone long enough, it will wake up and run around itself until it hits something or decide to denonate by itself. Not really much else about this, except becareful, as this thing will pop out of nowhere when you need it the least. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.07 Bumper +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ This acts somewhat like a richochet. Once it hits something it'll bounce the other way. This is even true after it has landed on the ground and is then stationary. Also, in Peach's Castle, there is one that floats over the stage at all times. Using this is an interesting task. Ideally, you don't want to throw it, have it hit the opponent, and end up with the damn thing back in your face. This is easily avoided by throwing it downwards. Just jump overhead and hurl the thing and you won't have to incur too many added bruises for your efforts. Also, if it occupies the edges of the platforms it could become a great annoyance on your opponents. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.08 Shell +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Well, first and foremost there are _two_ types of shells, green and red. They aren't much different, but it deserves to be mentioned. Generally the shell is just another item that is thrown as a well... throwable item. The unique thing about them is that they start up if you throw them (like most all other items), or they can start up if you hit it with a move as if it where a target. The green is decently strong as a weapon and when thrown or hit, it sails in a way as if it where floating so it flys across the screen pretty far. It also goes at a pretty fast rate so it's one of the better items to throw. The red is slightly different, as when it lands on the ground, it will start to move around in a frenzy. It renders most small platforms basically off limits. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.09 Poké Ball +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ When thrown, it'll hit decently hard. The real point of this, though is to get a Pokémon as an temporary ally. The Pokémon that appear from this include: :: Chansey - Gives you three Chansey Eggs :: Onix - Flys up and drops Rocks. If the rocks hit, they will send the opponent upwards (What's up with that? If I got hit by a huge boulder I guarantee I wouldn't be going _up_.) :: Snorlax - Flys up and then drops down. This covers large area and is strong. If you see this coming, run the hell away from its fat ass. :: Hitmonlee - Jumps up and kicks someone. Does about 23% damage. It is poorly ranged, but also happens to be the strongest of all the PKMN you can get in SSB. :: Blastoise - Spits water that pushes the opponents. The water will also slowly push Blastoise to the other side. It's hilarious when he's on the edge as he'll blow himself right off of it ^_^ :: Charizard - Spits fire in two directions :: Koffing - Smog comes out from all sides. If hit by the smog, the opponent will be pushed back away from the smog, so even if someone gets hit by it (fat chance in hell), they will most likely only get hit once doing virtually nothing. :: Starmie - Comes out and homes into one opponent; shoots continuously. :: Beedrill - A swarm of them come from one side of the screen and fly to the other side. :: Meowth - Coins rotate around Meowth. Although in most cases it's weak (very), on some occassions you'll luck out. The enemy will rarely get hit by a massive amount of coins that can damage the opponent severely in seconds. I've seen someone go from 0% to 128% in less than five seconds. This is rare so don't count on it, though. :: Clefable - Mimics one of the other Pokémon (random metronome) :: Mew - Flys away (worthless) :: Goldeen - Flops around (worthless) +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.10 Ray Gun +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ This is one of the most worthless weapons there is. It's more an annoyance to an opponent than a threat. It's extremely weak, and even when thrown it nears complete uselessness. As far as annoyance goes, it shoots fast and if you hit someone, and get the timing down, you'll be able to juggle them so they can't do anything. But then you run out of ammo and have an entirely useless item. All in all, it's not worth it. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.11 Fire Flower +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ The Fire Flower is mainly used for piling on damage. This is a moot point when you consider that Samus has plenty of ways to damage opponents as is. What the Fire Flower does is it spits a continuous stream of fire and the opponent who happens to be caught usually starts cursing. I've only found _two_ uses of the Fire Flower. The first is when someone is trying to jump back onto a platform. Just use the Fire Flower and the continuous stream should keep them off. If not, you'll at least damage them. The second use is in team play. The Fire Flower tends to trap the opponent in an (usually) unescapable bond. You partner can then take advatage and crush the opponent. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.12 Star Rod +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Probably the most underrated of the clobbering weapons. It's power doesn't quite compare to the Bat or Sword, but it's not bad. Using it with a SMASH move produces a projectile. If you can do the SMASH move right next to someone the rod will hit them as well as the projectile, which makes it decent. The Star Rod is the best clobbering weapon to throw. If you throw it at someone, they gernally fall in a direction and down. If you hit someone that is trying to come back to the ledge, you're almost gauranteed at a kill. The impact will launch the opponent. Very useful if you can get used to the angle of Samus' throw (throwing weapons). +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.13 Maxim Tomato/Heart +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ The Maxim Tomato will recover 100% damage while the Heart container will fully recover you no matter your damage. Be careful though, as once a health item appears, some idiot go into a frenzy for them. If you're not the closest don't ever mad dash for it. Get close but don't go for it until someone else does. You should then be able to take the opponent out and take the health for your own. Also, if you happen to be perfect health, don't ignore it. Most people will want it and you can use it as bait. Rule one of fighting, let them come to you. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.14 Star +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Ahhh the almighty invunerability drug. Too bad in this game, it's worth is close to nothing. Most stages are large enough to run away from an invunerable foe, and you can bet money nobody is dumb enough to fight someone invunerable. And if by some off chance you do fight those that are dumb enough to do such a thing, you don't need to be reading a guide, they do. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 3.15 Bottle, Chansey Egg, Crate and Barrel +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ As far as items go, they throw and hit pretty much like a Poké Ball. The only difference is that once they hit something, they break open and reveal another item. The item is always random but can be anything except the not so almighty Star, other Bottles/Chansey Eggs/Barrels/Crates. The Crates and Barrels act somewhat differently though. They are heavier and thus harder to throw, and whatnot. The Crate breaks on impact, and the Barrel will too, but if you send it to the ground, it'll roll until hit by a wall or person. They reveal three items, whereas Bottles and Chansey Eggs only leave one item. One interesting thing to note is that on occassion, it won't produce an extra item, instead, it'll blow up like a Bob-omb. 4 4 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4444 ---------------------------[ VERSUS... ]----------------------------- 4 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4 +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 4.1 Peach's Castle +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ This stage is one of the most difficult to play efficiently at a consistant rate. I horribly dislike the lower platform that moves back and forth. For some strange reason everytime I'm about to land on it, it starts to recede. I can't tell you how annoying it can get. Also all the ledges on this stage can _not_ be grabbed, so you tend to die a lot more. The nice thing about this stage is that it's a small and compact battlefield. So much easier to catch and fight an enemy than those huge stages like Sector Z and Hyrule Castle. It consists of a high and low platform which makes it easy to take people out as Samus cause you can stick to the low ground and employ air to air style fighting when you need to. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 4.2 Congo Jungle +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ This is one of the best stages to play as Samus. It is the easiest stage to stay alive while still being mainly offensive. The reason being, the ground is not as solid as others. You can jump through it making recoverying really easy and piss of people at the same time. There's just one problem when playing this stage. I've got horrible vision (to the point where I'm still blind as a bat with my glasses) and Samus' generic costume blends in way too much with Congo Jungle. Oh well, you can't win them all (and with my eye sight, you can barely ever win). Also the barrel is something you have to watch out for. More often than not, I find myself shooting Samus straight into the abyss of doom (I'm brilliant, I know). +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 4.3 Hyrule Castle +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ One of the few stages that are actually large (not that there are too many stages to begin with though). My advice is to fight on the right side. The structures over there can sometimes keep you from flying off the ledge if you get hit, and since Samus can pile on damage really easy you can take advantage. One annoying element of the stage are the tornadoes. They will pick up the weak people and kill them without giving you your deserved point. The nice thing about it is that you cna use it to your advantage. When opponents are thrown by the tornadoes, they won't be able to hit you until they start to descend. Take advantage and knock them flying. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 4.4 Planet Zebes +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ This is the hardest stage to play effectively, although SSB never had it out to be a difficult game. The stage has a lava pit for a bottom and it will come up from time to time and hit the players. Most of the they result in Star Finish kills, as it is that strong. The key point to this stage is to use this to your advantage. Just keep away for awhile and when lava starts coming up most people will be to distracted by not getting roasted to notice a little Samus kicking them around the place. Use general keep away tactics like the Charged Shot and throwing weapons. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 4.5 Yoshi's Island +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Aside from normal stages, there is the factor of disappearing clouds in Yoshi's Island. These are the main sticking point for this stage. Try and knock your opponents over to the coulds and fight them there. They will be jumping like crazy trying to get to solid ground and since Samus has a great air to air fighting style, you shuld be able to kill them fast and painlessly. An alternate strategy would be to stick to the main platform and try to control it. The stage is small so it shouldn't be hard. The jumping flame thrower and other air moves should be able to keep most opponents off. It's just this technique tends to falter when it's a free for all with many opponents. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 4.6 Dream Land +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ My second favorite stage. It's small and compact, with a simple design so that the action stays hot and the opponents die fast. There's not much strategy since this stage is quite simple. The pushing wind is no factor since it really doesn't affect you too greatly. My advice is to get weapons. It's a major advantage here since everything is cramped together. Motion Sensor Bombs work wonders since nobody seems to pay much attention. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 4.7 Sector Z +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ My second favorite stage. This is the largest stage in the game (I like both the largest and smallest...). The first thing to note is the continuous beat down everyone will take from the Arwings. They are powerful as hell, and fire in two methods. The first, being more common is when the Arwing comes right next to all the players and begins to fire. This can be ducked by anyone as the blasts are usually aimed higher, as if to hit opponents that jump. The second method of raining hell on you is, just that. They fire from the background and hit the ground. These are slightly more accurate, but shouldn't be a threat as a jump will kepp you safe. I find that although the virtue of this stage is it's size, it's better to restrict the battle to the side with the tail and engine. This area is awesome to hold a four player free for all. The reason being, the fin makes a great bumper. Repeated throws into the fin result in massive damage and a opponents get knocked around. True, throwing them off the ledge is a lot easier to kill them, but it's not as fun. One last note, if you find a Motion Sensor Bomb, plant it into the fin and hurl those suckers into it. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 4.8 Saffron City +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Ahh... this is one of the easiest stages for Samus to win. The design is made for an aerial fighter, and Samus is as good as they can be. One thing to make sure of is to stick to the sides. Not only do you avoid all the hazardous PKMN that pop up from the building, but since the sides have such small platforms, it makes it a lot easier to control it. Also, since there are small gaps or holes between them and the main platform, the opponents are forced to jump into you and Samus has many anti air moves. Motion Sensor Bombs, Bob-ombs, Bumpers, and other throwables make for good use at Saffron. Since most of the fighting is sucluded most of the time, you can easily chunk something explosive at the unsuspecting opponents. On a last note this stage is something you should play often when facing Ness players. If you can knock them inbetween the buildings, you've just made sure they can't use the PK Thunder for the extra jump at the end. =] +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 4.9 Mushroom Kingdom +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ The secret stage. Mushroom Kingdom is _very_ unique, to say the least. First, the warp pipes. There are two that are easily visible, but the hole in the middle of the stage houses one too. You can't enter this one, but if you enter the others, you might find yourself on a free fall. Next, the POW blocks will occassionally appear in one of two places, either in the middle of the stage, or above the left warp pipe. If you hit one of them, all opponents still on the ground will be sent into the air. Use these against hammer wielders. The left upper platform (the one with the warp pipe) is a place to avoid at all costs. If you are thrown offscreen from here you die real easily. Unlike most other areas, this place has little to no space offscreen and the slightest move out here will mean you're dead. Most characters can use this to their advantage, but Samus has lack of recovery speed in most all of her attacks, rendering her an easy victim of this area. To play this stage, you just have to isolate your opponent so you fight one on one. Then whereever you are, you need to concentrate on pushing them to the edge. Damage doesn't really matter too much here, as kills are easy to come across. Since it is a relatively big stage you need to make sure you use it to help you. Covering any area is near impossible, so you might want to try and find a way to kill. Weapons are my general strategy here, but that can be a problem because you are depending on the luck of the draw. Another alternative is to bait the opponents. Samus is a really fast runner so have them chase you around and when they leave their characters open, attack (yea, like you needed me to tell you that). 5555 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 555 ---------------------------[ VERSUS... ]----------------------------- 5 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 555 +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.01 Mario +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Mario is a beginners character, and it shows. He has simple strategies, which are all easily adapted to and countered. His air attacks can be bothersome as he has a drill attack, but Samus has no problems with aerial combat. Also, his throw is quick so you need to be wary of him getting a little too close. His fireballs are a laugh. The puny little things travel so slow you can literally start walking up to him and hit "a" whenever one gets close and Mario won't be able to do a damn thing about it. (Well besides saying "Mama-mi-a") Also, even if you do get hit by one of these (for shame man, for shame), they do next to nothing in terms of damage. His uppercut is also laughable. Especialy when used against Samus. A simply bomb will completely negate any chances of being harmed by this, but even on those are occassions that it connects, it's still a mistake on Mario's part. At the end of the Uppercut, Mario is usually above you and you can most likely pull off a Screw Attack or aerial SMASH move. The only thing that Mario has that makes him worth noticing his his close range combat. Mainly, his Tornado Drill. It's got considerable better range than it appears. Blocking is no options because it'll destroy your shield as easily as you can destroy a Yoshi. Make sure to take the initiative when fighting close. You can take to the air and come down on Mario with aerial moves. This is my preferred strategy, but all in all don't worry much about Mario. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.02 Donkey Kong +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Donkey Kong is a ***** to fight. The punk likes to beat the living crap out of his opponents. He's got amazing range and power. Don't underestimate the over grown ape's reach. Although most people think it's best to fight him with Charged Shots, you'll get nowhere. He can take massive damage before flying. Get in close and use his size to your advantage. DK is really tall, and really big. If you get close enough, you should be able to launch a few overhead flamethrowers. This will chunk the damage fast enough so that he won't be able to do much to you. Once you get him with massive damage, you should be able to handle him. Also, Samus' throw is quite useful here, has DK is really slow. The nice thing about knocking him off the ledge is that he will usually use his helicoptor imitation. Since his hands rotate around him, jump above him and use the Down + A attack. This will give you one dead Donkey. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.03 Link +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Link has one huge weakness. He can't jump worth crap. The only time he can jump is when he's getting Star Finished. If you knock him off the ledge, it's already over. He's dead. Now onto knocking him off the ledge. Whatever you do, stay away from Link. He's the best close range fighter in the game (well he's got a freaking sword). Make him go aggressive. This will make it so that he leaves himself open for you to send him off the ledge and into whereever the hell he goes. Don't worry about the Spin Slash, Boomerang or Bomb. The former makes him insanely vunerable and the latter two are weak and won't be much more than a nuisance. His SMASH moves on the other hand are lethal. Try and mix your strategy to confuse him. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.04 Samus +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Ahh... the mirror match. The only problem with this match is that since both parties are the same charater, they might play the exact same. The thing here is to force them to take the initiative. If you can trick them into doing a Screw Attack first, you can follow up with one your own, and so forth. In all honesty, I haven't had much experience against another good Samus player as I'm the only one out of all my friends who can even remotely use her. This, though is the case when I try and use Ness against an experienced Ness player. In the end, my Ness is always beaten half way to hell and back. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.05 Yoshi +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Yoshi has no offense that you should worry about. The only problem you'll ever have with Yoshi is to kill him. His double jump makes it so that he won't stagger from hits. All you have to do is pile on the damage. Then send him flying real far in one hit. Yoshi is the only character I suggest going all out offensive against. He has nothing that is potentially dangerous to anything. I found that most Yoshi players (well I only know one person dumb enough to ever use Yoshi), like to use the Butt-Stomp. It is a decent move, but nothing to worry about as it has bad recovery. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.06 Kirby +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ >'_'> Kirby sucks. <'_'< Not in the sense he's a bad character, but in the sense that's he's annoying to fight. I can kill a Kirby with the best of them, but when it absorbs my Charged Shots and starts to use them, I get real pissed. Not to mention when he starts to use his taunt and say (in the high pitched voice that makes me want to go find some little kid and step on him) "Hi". *shudder* Anyway, Kirby is basically a bag of air. And a bag of air is easy to beat up. If you don't let his annoyance bother you, you can kick him all over the place. Literally. Kirby has the one of the best jumping ranges in the game, but that also means he can fly with the best of them (with a little incentive provided by Samus' boot). Keeping him off isn't at all hard as you can knock him around on the ground, or in the skys. >'_'> Enjoy beating the hell our of Kirby. <'_'< +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.07 Fox +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Fox is a *****. He's one of the best characters in the game, and once mastered might be better than even a good Samus player. He's got speed to his advantage and can do decent enough damage to get the job done. Rule ONE for fighting Fox: NEVER, NEVER, NEVER, NEVER use the Charged Shot, or you deserve what you get. The Charged Shot does 26% damage. If Fox reflects it (oh and he will), not only does the damage double, but it goes twice as fast too. That is not something you want. A 52% damaging ball of death flying at you at twice speed is a one way ticket to being extremely pissed off (not to mention dead). Also, aerial fighting is a risk. Fox is one of the few characters that can keep you juggled in the air indefinately. If you find yourself in the position then just lay a few bombs while falling down to provide cover. For killing Fox, all you have to do is knock him off the ledge. His jumping is not quite as bad as Link's but if he needs to use the Fire Fox as a thrid jump, then he is left completely open to jump after him and kill the sucker. Of course knocking him off the platform is another thing entirely. You can't try and fight a close range fight as he has a pretty decent throw and SMASH move, you can't use aerial tactics as he can juggle, and long range attacks are not a problem for him to reflect. Although it seems Fox has a counter for anything he does suffer from the fact that they are seperate counters making it easy to get around. Mix and match and confuse Fox (not hard) with different styles. Fox will be forced to attempt to counter each thing but come up empty, as Samus can launch a variety of styles in quick succession. Or Fox could go on the offensive which makes you the one who must adapt. This is pretty easy, as it does take much to send Fox flying (the bigger they are, the harder they fall, but the smaller they are the further they fly). +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.08 Pikachu +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ This rotten mouse is a pain. The dumb disgusting thing they call Pikachu is good at this game. There are so many things to watch out for, at it's hard to keep them off the ledge. The first thing to look out for is Thunder. It's powerful as hell and comes in decent speed. If there is a platform above you, then you're completely safe and can laugh and pound the little mouse. If not, move a bit away and wait until it's safe. It has a bit of a lag before and after the move, so just wait until it's open. Also, Pikachus like to keep sending little thunderbolts at you. Just jump to clear them, but be wary of the Thunder. When trying to keep them off the ledge, don't bother. Their double teleport will make it extremely annoying to try this. Instead, wait for them to land, and knock them off again. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.09 Luigi +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Just read the strategy on Mario. They aren't much different, although the Uppercut is infinitely more lethal, so be extremely wary of it. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.10 Jigglypuff +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Basically combine the strategies I used for Yoshi and Kirby. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.11 Captian Falcon +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Oh, this guy is hard to fight. He has great anti air fighting. Also, don't ever try and knock him off the ledge and keep him off. It won't work. He'll just grab you, throw you, and end up back on the ledge. Instead, let him get back on the ledge, then take your shot. There are two things you have to watch out for againt Capt. Falcon, the Somersault grab, and his SMASH move. The SMASH move is devasting, and to avoid it, just don't come straight at him. As for the Somersault grab, I actually suggest you let him use it. Stand on a platform above his, and let him try to grab you. When he starts it up, jump to avoid and when coming down, take him out. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 5.12 Ness +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ Why is it that I constantly find "Ness" and "Big pain in the ass" in the same sentence? When fighting him, you can never stay still, or you lose. Don't ever jump at him, or he'll send you flying. Don't ever shoot Charged Shots or he'll absorb them. Don't ever try and keep him off the ledge, as he'll run into to you with electrifying annoyance. Don't ever play defensive or he'll just send those damn PK Thunders at you. Well, you can see why I hate Ness, huh? He's got a counter for everything. He is the hardest character to play against. There are some pointers though. First, watch out for his throw. It takes priority over EVERYTHING. I've seen it grab through a Fire Flower, I've seen it grab through a Bob-omb, and I've seen it grab through a freakin' Hammer. Also, not only does it take priority, it's range is extremely deceptive. Even though the polygons don't show him even touch you on occassion, you'll still fly, none the less. To counter the throw, play mind games with him. Jump into him, but lay mines on your way down. He might try to ignore them and get you but he'll just get hit. If he trys to block, then just throw him yourself. If he moves away, then try again. Also, there is a trick I've found extremely useful. It's a huge sacrafice, but certain things have to be compromised. Charge a shot, but don't charge it all the way and release it at Ness. He'll probably absorb it, but since Samus is fast, you should be able to run in and be on the offensive. One other trick I've found nice is to fully charge a shot and wait him out. If he tries to use PK Thunder, you can smile. This will leave him wide open for the Charged Shot. If he won't do it cause you have a Charged Shot, then well, find a strategy of your own =] (big help, huh?) 666 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6 --------------------------[ CLOSING ]-------------------------------- 6¯¯6 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6__6 +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 6.1 Credits and Special Thanks to... +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ - Hobojoe - for years of gaming insanity and making me hate the hell out of Ness. - Gamewinners and Al Amaloo - for hosting my guide and providing a great site. - GameFAQs and CJayC - for hosting my guide and providing a great Message Board. - Game Freak - for providing a reason to justify buying the N64. - Nintendo - for it's wonderous characters. - You - for reading this guide. - Me - for writing and compiling this guide. +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ 6.2 Final Words +=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+=-~-=+ No other game has ever produced so much replay (aside from FFT). I still play this game today and it has never ceaced to be fun. So stop reading this (as if you had much else to read) and go play it. Later. /\ @;;;;;;;;;; \-----------------------------------------------------------------, @^^^^^^^^^^ /================================================================` \/ - A - T - O - M - - E - D - G - E - Copyright 2000 by Atom Edge - End of Document -