The Ultimate Super Smash Brothers FAQ V1.1
Last updated : November 7th. Author : Deranged. E@Mail : deranged85@hotmail.com

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Table Of Contents
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1)Introduction
2)Version History
3)Game Info
4)Controls
5)Terminology
6)Symbols
7)Advanced Tips*
8)Characters*
9)1-Player Stages
10)Multi-Player Stages
11)Items
12)Bonus Stages
13)Secrets*
14)Character Rankings
15)My Times And Scores
16)Credits*
17)Feedback
18)Disclaimer

* - Section has been updated/added

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1) Introduction
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Well, who'd have thought, the puny Bonus Stage FAQ has evolved into a lean, mean, FAQ machine. This has been my first real BIG FAQ, as the ones I have seen for this superb game aren't all THAT great. However, this guide has pretty much EVERYTHING you need to know about SSB. Be warned, that I'm already assuming that by reading this FAQ, you already have some knowledge on the controls(But not all), how to navigate the menu, etc etc, so I won't waste time on those subjects. With all that said and done, on with the show!

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2) Version History
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02/07/2000, V1.2 - Added a "Advanced Tips" section and 200% match advice for all characters, thanks to Bahamut Nadanova. Also added a strange tidbit into the Secrets section, thanks to Nedroid.
17/10/99, V1.1 - Added a Feedback section, along with my latest scores, and fixed around some minor typos.
13/10/99, V1.0 - Version 1.0 up, and unlikely to actually have any updates=P

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3) Game Info/Controls
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Super Smash Brothers is one of the most unique fighting games in many ways. Unlike most fighting games, you don't have a life meter which instantle causes a loss when it's totally depleted. Instead, the only way you can lose a life is if you fall off the battle arena. You also have a damage percentage instead, which starts at 0%. As you fight, each hit will add to that percentage by certain amounts, just as hits deplete the life bar in other games. The purpose of this is that the higher your damage percentage is, the farther you'll be knocked away when hit. To test this, try using a move against an enemy with 0%, then use it again against an enemy at 100%. I'm sure you've noticed a difference.

The one-player game is also very varied. Other "mainstream" fighting games pit you against someone else, and that's it. However, in Smash Brothers, you not only fight one-on-one matches, but 1 against 8, 1 against 16, 1 against 30, 2 against 2 and 3 against 1 matches, with computer allies assigned to you when needed. Also, bonus stages split up the fighting action and give you a distraction from the main game, which may or may not be welcome. However, chances are that you'll finish the one-player game within a few days. That's alright : this game is a multi-player game, out and out.

Also unlike most fighting games, 4 players can participate in the game, either in a free-for-all frenzy, a 2 against 2 team battle, a 1 against 2 handicap match or even a 1 against 3 gauntlet match. To add to the confusion during matches, Items appear occasionally. These can range from the helpful(Green Shell) to the nigh-in useless(Bumper) to the incredibly cheap(Hammer). This game also features computer controlled players, which you can adjust the intelligence of, should any of your friends be unavailable. Although, even when set to the highest level, they're really no match for a skilled player, they make good practice for the real thing against human opponents.

To make fights against a master an a novice more even, handicaps can also be applied which affect how far away an opponent will be hit by. As an example, a character with a handicap of 1 can be easily killed by a strong attack, even when at 0%. In the same vein, you can change the damage percentage around a bit. When damage percentage is at 50%, for example, most players usually won't be knocked out unless they reach 200% in their damage percentages. You can also change Stage Select ON or OFF, depending whether you want to choose your own stage or if you want a surprise. Note that all these options can be activated or changed via the VS options on the VS Menu.

Super Smash Brothers then. An OK 1-player game, boosted by the CPU "bots", but as a multi-player game, this possibly beats out even Goldeneye. Get it today! *Shameless Proprganda Boost*

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4) Controls
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For the beginner, here are the general explantion of what the buttons do.

Control Stick UP - Jump, double jump.
Control Stick RIGHT - Move towards the right.
Control Stick LEFT - Move towards the left.
Control Stick DOWN - Crouch, drop below certain platforms.
A - Pick up Item, throw Item, acccept command, attack.
B - Cancel command, use character's special attacks.
C - All 4 C buttons allow you to jump, which is rather unweildy to use, but seems to make you jump higher.
Z/ R(hold) - Use shield. Once this is activated, you're protected from most attacks, but it gets smaller as it gets hit, or if you keep it up for too long. You can also direct this shield in any direction if you can anticipate an attack and quickly cover that side. Note that your shield won't protect you if you're, say, pointing it downwards while someone attacks from above, or vice versa. If your shield takes too many hits, it'll break, and you'll be left vulnerable for a LONG period of time, so watch out.
Z + A/R - Use your character's throw move.
Z + Left - Roll towards the left. You're invincible while rolling, but there's a small delay before and after activating this maneuver where you're open to an attack, so be careful.
Z + Right - Roll towards the right.
L - Use the character's taunt.

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5) Terminology
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During this FAQ, I'll be using terms that may be alien language to the average person. This is a general explantion of what they mean.

Poke - A quick, but usually weak attack, used to keep the oppoenent from getting too close for comfort.

Directed - This means to direct an attack high, medium or low. For example, Mario's Right + A move(Super Punch) can be directed high by tilting the control stick upwards and right while performing the move, and directed low by tilting the control stick downwards and right.

Juggler - A juggling move. Used to keep somebody in the air, not allowing them to hit the ground. A mainstay of every fighting game.

Clear-out - These moves hit both sides, and thus are good for "Clearing out" the area which your character is occupying. These attacks are often finishing moves too.

Finisher - These moves are the ones that usually can finish off an opponent who is over 100% in damage. They also dish out good damage overall, but are usually slow to perform.

Push-down - These attacks push down the oppoenent VERY fast. If you're over a hole, these moves are perfect to use, and if the poor soul is high in damage, he won't stand a chance in getting back up.

SMASH attack - These moves are those that require you to tilt the stick in one direction quickly. These moves are often finishers, ALSO usually have long recovery and performance times.

Edge-guard - This is the process of guarding an edge to keep your foe from making it back to the platform. Most often, these are air moves(to counter high incoming opponents) or SMASH attack moves.

Combo - A combination of moves that give the opponent no chance to block, and can only take hit-after-hit. Another mainstay of fighting games in general.

Recovery - This has two meanings. When I refer to it as recovery "time", it's the amount of time it takes to reover from a move. When I refer to it as a recovery "move", it's the move that also allows you to get back to the platform.

Pull-off - This is the amount of time it takes to "Pull-off" an attack. The longer this is, the longer the delay for the move.

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6) Symbols
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I'll be using a few symbols during this FAQ. Again, here's what they mean. , - Used with moves, it means "followed by". When used with the word "jump", it means that the move must be done in mid-air.

/ - Or

+ - Together/And

??% - The amount of damage the attack does

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7) Advanced Tips
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Kudos to the I-I311@ 1337 Bahamut Nadanova for this section.

-Whenever you are knocked down by an attack, if you press Z just before you hit the ground you will get up instantly. As well, if you press Z and tap left or right while about to hit the ground, you will instantly roll towards that direction (and face whichever way you would’ve if you just got up).

-If you’ve fallen to the ground, tap left or right to roll that direction, up or Z to just get up, or A or B to do a quick attack. You’re more or less invincible during this attack, but high priority attacks may stop your attack then hit you as well (or something). This attack does very little damage but can knock opponents a reasonable distance away.

-Whenever you’re hanging on the ledge of a platform, pressing toward the ledge or up causes you to just climb up, while pressing A or B causes you to do a quick attack (similar to the one recovering from after having fallen), and pressing Z causes you to roll a short distance in onto the ledge. However, if you’ve taken 100% damage or more, all of these are slowed down. Pressing away from the ledge or down causes you to let go and fall, so you may be able to use your recovery attack to get up and attack instead.

-If you’re landing while doing an aerial attack using the A button, tapping Z just before hitting the ground allows you to recover instantly. This is extremely useful, practice it as much as possible especially if you use Link’s downward stab a lot…

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7) Characters
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(Author's note : All the damage percentages were given as the most possible. The damage done decreases if you use the same move repeatedly, or if you hit someone with a move while he's lying on the floor.)
(Author's note 2 : All moves were given with the character facing the right.)

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Mario
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Costumes
C Up - His usual red and blue overalls.
C Right - Seems like Mario's stealing clothes from Wario.
C Down - Brown overalls on a Yellow shirt. Horrible looking.
C Left - Color switch from C Up.
Green Team - Orange overalls and a green shirt. WHAT were the inventors of this color combo thinking?

Moves

A, A, A - A quick Punch-Punch-Kick combo. Not too useful. (2% for each punch, 4% for kick)

Right, A - A quick Kick. Pretty good for keeping your opponent a fair distance away from you, as it's very quick, although recovery is average. (Directed)(13%)

Down, A - A very quick low kick, Mario's foot practically snakes along the ground for this. Good for keeping the opponent at bay. (10%)

Up, A - A good 'ol Uppercut. A good Combo starter, with juggling properties. (Juggler)(10%)

Dash, A - A basball slide. He travels a fair distance after using this, so if you use it when you're right next to an opponent, you often leave yourself open to an attack. (12%)

Right + A - Somehow, Mario's fist grows about 5 sizes for this HUGE punch. A good finishing move, but the time it takes to perform this move may give the opponent a chance to roll away. (Directed)(18%)

Down + A - His Helicopter Kick from Mario 64. A better finishing move than the Punch, IMO, and my favourite Mario move. (Clear-out)(17%)

Up + A - A Headbutt. Mario's strongest move, but is let down by horrible recovery. Also the main defense for air attacks. (Juggler)(Clear-out)(19%)

Jump, A - Air Kick. Mario pretty much sticks his foot out in mid-air. Knocks the opponent too far away to do any combos, unfortunately. (13%)

Jump, Right + A - Horzontal Twirling Kick. A pretty good combo finisher. (16%)

Jump, Down + A - Vertical Twirling Kick. The mainstay of any combos, and when you add the damage given from all eight hits(only possible if you come from below a platform), it can overpower the Headbutt in damage. Don't forget that with all air moves, pressing Z just before you hit the platform lets you recover instantly, allowing you to smack your opponent while he's still reeling from the multiple hits. (3% for each hit, to a maximum of 24%)

Jump, Up + A - Somersault Kick. Use this move to keep your opponent in the air. Can also be used straight after a Vertical Twirling Kick to send your foe back in the air.(Juggler)(12%)

Jump, Left + A - Drop Kick. How the heck does Mario do this without belly-flopping? Whatever way, like the Horizontal twirling Kick, it's a good combo-finisher.(16%)

B - Fireball. Back from the old days, it even makes the old-as-stone *Pluck* noise! Note that these projectiles are heavily affected by gravity. (7%)

Down + B - Mario Tornado. One of Mario's best moves, ironically named after himself. While using this move, you often push your poor adversary upwards with the last hit, allowing you to jump up and hit them with another move before they can recover. Also, if you happen to be above the enemy while performing the last hit, you'll push the enemy down FAST. Also Mario's 4th jump(look at "Tips and Tricks" for more details). Note that Mario can move back and forth while performing this move.(Clear-out)(Juggler)(Push-down) (1% for each hit, to a maximum of 14%)

Up + B - Rising Uppercut. I seriously wonder why Nintendo didn't give him white pajamas and a red headband as an alternate costume. Very important move, as it's your last resort if your other two jumps in't enough to make it back to the paltform if you were knocked off. Also, be careful when using this move offensively, as when it's over, you can't do much but move Mario a bit to the left or right until he lands on the ground.(5% for first hit, 1% for other hits, 3% for the 9th hit)

R - Throw. A simple grab-&-chuck. If you're playing team mode, with all throws, remember to hold the opponent for awhile to let your partner wail on the poor guy before throwing him away. (12%)

R, Back - Spinning throw. More damage and more frames of animation, allowing your partner(if you have one) to give the opponent a few smacks before releasing him. (16%)

L - WHOA! Super Mario! Mario's taunt, this makes him grow about 5 sizes. As this is the longest taunt in the game, use it sparingly. Note that pressing Z during the last half of the "move" allows you to skip those frames of animation and recover early. (0%, obviously)

Tips and Tricks

-Mario's best combo is Vertical Twirling Kick, Uppercut, Somersault Kick, Drop Kick. This can do around 50% damage if done correctly.

-Mario has an infinite combo of sorts. Find a flat platform, then perform the Mario Tornado such that you rise above your adversary and hit him towards the ground, but since he's already ON the ground, he'll be lifted upwards instead. You can do another Mario Tornado before he can recover, and do this repeatedly until you mess up or someone else joins in.

-Mario doesn't have a triple jump ; he has a quad jump. Notice that if you keep on pressing B while performing the Mairo Tornado, that you rise up towards the air a little? Perform this maneuver before you use the Rising Uppercut for an added boost which can save your life.

-Overabuse the Helicopter Kick. It's VERY good against those annoying AI rollers on level 9, hits people rather far, has good recovery and is good for edge-guarding.

-The Headbutt is Mario's best finishing move(Sends them straight up), but it's recovery is horribly slow. Use only if you're CERTAIN you will connect, or else you can look forward to eating a combo.

-Use the Coin Punch sparingly offensively. Unlike most other air moves, you can't use Z to quickly recover from it, making you a dead duck should you miss for whatever reason.

200% Mode Advice

The Mario Tornado is one of Mario’s best moves in 200%; anyone caught in it will either be flung at a downward angle to the left or right, or if they’re hit by the last hit by the Tornado, they will be sent VERY far up, enough to kill anyone instantly almost anywhere; about the only exception is on the lower levels of Saffron City. Mario’s Super Jump Punch can also knock enemies quite high up, which works wonders against Jigglypuff.

Overall

There's really not much you can say about this guy, he's the stereotypical "average" character, not too slow, not too fast, not too weak, not too strong, and nothing really stands out about him, which makes him easy to use for beginners, and a fair choice for experts. Perhaps one of the strangest facts about him is that his combo potential is rather good, with many juggling moves. Overall, a solid character, but not one who comes to your mind immediately when thinking about this game.

Rating - 7/10

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Donkey Kong
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Costumes
C Up - His usual brown skin...
C Right - ...As well as black...
C Down - ...And red...
C Left - ...And blue...
Green Team - And guess what? Green too! Exciting huh?*Sarcasm*
Moves

A, A - A one-two punch. Nothing spectacular, obviously. (4% for each hit)

Right, A - A quick right hook. Well, quick for DK anyway. A move you'll be using unusually often, as it comes out rather quickly, and has rather good recovery, although obviously weaker than his smash attacks. (12%)

Down, A - Low hand sweep. This move has an amazingly long reach, but rather strangely, takes a fair amount of time to pull off(about .5 of a second). Good against those annoying projectile users. (8%)

Up, A - Slap. Seems like DK is a bit bothered by mosquitos... DK's main combo starter, also a rather good juggling move, but has horrible recovery. (Juggler)(Clear-out)(13%)

Dash, A - DK runs at an opponent, then sticks his leg out at them. As usual, this move has horrible recovery, but if it hits, sends the opponent upwards, allowing you time to recover. Also has juggling properties, though it's VERY hard to use it that way. (Juggler)(12%)

Right + A - A HUGE punch, has amazing range and power, and the best bet to send someone to their doom. But of course, all things must have bad points, and in this case, it's horrible pull-off time(about 1 second), and average recovery. Can be directed, strangely, but it doesn't make much of a difference. (Directed)(21%)

Down + A - 360 degree spinning kick. Pretty fancy looking for a big ape=). VERY good Clear out attack, and comes off fairly fast, but has below-avearge recovery, and tends to send people up instead of to the left or right. But still, all in all, a great move. (Clear-out)(19%)

Up + A - Air-aimed clap. Looks like DK REALLY has a problem with insects... The timing on this move is something anyone who wants to use DK must master, as it's one of his best finishing moves(After the Wind-Up Punch). Sends opponents straight up, allowing you to position yourself under them and do it again and again until they imitate comets. (Juggler)(21%)

Jump, A - DK spins around in the air once, knocking away anyone who comes close to him. Not especially useful. (Clear-out)(15%)

Jump, Right + A - Skull Bash(My name for it, ok?). DK breaks the skull of his victim with a double-fisted downward punch to the head. One of the better push-down attacks, as it tends to send the opponent a bit left or right as well as down. (Push-down)(16%)

Jump, Down + A - Stomp. The Skull Bash is used to push down people in front of you, this is used to squish anyone stupid enough to be below you. Another push-down attack, but has worse recovery, and only sends the opponent straight down. (Push-down)(13%)

Jump, Up + A - Generally, the same as Up, A on the ground, with the same horrible recovery, except in the air. Has pretty good priority though, and is fairly good in keeping the opponent in the air, although it doesn't lift the opponent THAT high.(Juggler(Clear-out)(12%)

Jump, Left + A - DK kicks out at anyone trying to attack him from behind. Like almost every one of his moves, it has horrible recovery, and not worth using very often. (15%)

B - Wind-up Punch. To use this, a quick press of B starts the windup, which can be canceled with either Z to block, or left/right ro roll in that direction. Once you've winded up enough(DK starts to shimmer a bit), another press of B unleashes a HUGE punch, the strongest one-hit move in the game. As expected, the pull-off time and recovery time is horrible(About one second pull-off time), but the power can usually make up for it. If you want to pull off a weaker punch, a double press of B will let the punch of early, with less power, but oddly, the same horrible recovery and pull-off time. If you roll away/block while charging, the power is stored, and the next time you charge, it won't take as long. (36%)

Down + B - Ground Pound. DK slaps the ground ahead of him, and anyone in the vicnity who's on the ground gets lifted up, vulnerable, in the air. Not one of DK's better moves, but can be useful occasionally, like when someone is trying to burn you up with a fire flower. (Clear-out)(10%)

Up + B - Spinning Kong. DK becomes a whirling dervish, hitting anyone dumb enough to get in the way. Note that he's VERY vulnerable to an air attack whilst spinning, or an attack from below for that matter. DK's last ditch effort should he not be able to make it back to the platform after being knocked off, be very careful as this move travels mostly horizontally, which means you must pull it off almost as soon as you become level with the edge of the platform. As with all recovery moves, when he lands after performing this move, he takes a VERY long time to recover. Not really worth using offensively. (Clear out)(8%)

R - DK grabs his adversary, plops the poor guy on his back, then walks around with him and throws him away. One of the two possible suicide moves, grabbing the leader then walking him off a ledge can even things out rather quickly. Note that if you walk around with your hapless adversary for too long, he eventually manages to throw himself off your back. Also, should you be caught in this move, pressing A and rotating the stick can let you loose earlier than usual. (8% for putting the opponent on your back, 8% for throwing him away)

R, Back - A much simpler grab-'n-chuck throw. Throws the opponent rather far, as well as causing more damage. (18%)

L - DK does the sign language for "what?". This is a rather quick taunt, and thus can be used often to irritate your opponents after a patircularly satisfying hit(Especially if it's a Windup Punch). (0%)

Tips and Tricks

-Fan. Wind-up punch. Need I say more? Note that you can actually charge up a wind-up punch and let it loose before your opponent can recover from a shield break.

-DK's combo potential is rather lousy, and has to rely more on brute strength then complex multi-hits. His best combo is probably Jump, Down + A, Up + A if your opponent is already heavily damaged(34%), or Jump, Down + A, Up, A, Jump, Up + A if he isn't. (39%)

-Although his suicide can be useful if someone has too much of a lead over the others, don't forget to throw him before you disappear below so that you can still claim the kill(If you let him struggle off you before you throw him off, when he dies, it'll be considered a suicide by him).

-Be VERY careful when edge-guarding with DK. All of his air moves have HORRIBLE recovery, and combined with the fact that his recovery move goes mostly horzontally, you could be under the platform before you can actually do anything after a Skull Bash or some sort of air move, and effectively dead. I've suicided by trying to kill a flailing opponent one too many times with a Jump, Down + A attack...

-DK is the only character who can walk while carrying a crate or a barrel, but it seems more like a suicide mission, as if he's hit by a projectile of any sorts while holding a barrel/crate, he drops it right on himself.

-If you're throwing something downwards(e.g a poké ball), note that it tends to bounce towards the direction DK is facing as well, meaning that if you're on the edge of a platform, you could throw the item into thin air.

200% Mode Advice

If you’re against him, stay far, far away. Don’t touch him with a five-foot pole. His backwards throw is very powerful, his Spinning Kong is nearly as deadly, and his Ground Slap is awfully powerful too (it can Star Finish anyone except another DK from either Hyrule or Saffron’s main level). Donkey Kong is one of the best characters in 200% not only because of his offensive power but also due to the difficulty of knocking him out compared to the other characters; most attacks which would instantly Star Finish other characters will likely not kill DK in one hit (unless you’re on the upper floor). DK is one of the only two characters who will not often be killed by the flying bumper in Peach’s Castle.

Overall

DK'S the stereotypical all-brawn-but-no-brain/speed character. Almost all his moves have horrible recovery, but he makes up for that in brute strength, and a haymaker from him can do more than 3 attacks from another character, although you WILL be hard pressed to land that haymaker, as his pull-off times are in genrally lousy too. Couple that in with a not-very-effective recovery move, and you have a charcter you have to be VERY careful when using. When mastered, however, DK can be very effective. Overall, a character for experts, but don't even TRY to use him for real until you get used to his moves.

Rating - 6.5/10

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Link
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Costumes
C Up - His standard Kokiri Tunic.
C Right - Link dons his Goron Tunic. Strangely, this doesn't cancel half of any fire-based attacks in the game.
C Down - To get the Zora Tunic....press C Down on the character select screen.
C Left - Uh, snow tunic?

Moves

A, A, A - A one-two-three punch, except this time with a sword, and still almost as useless. (5% for the first hit, 3% for the second hit, 4% for the third hit)

A(repeatedly) - A multi-sword stab, Link stabs his enemy with repeated sword stabs at about 3 per second. Good if you've pinned someone up against a wall, or in rare cases, also good for edge-guarding. (1%)

Right, A - Forward Slash. Like most of the other Right, A moves, this comes off pretty fast and recovers fairly quickly, but is unusually strong too. A good alternative to his smash attack, should the need arise. (18%)

Down, A - Low slash. This unusually sends opponents flying upwards, allowing for a quick hit before they can recover. Not too strong, but has good pull-off and recovery times. (Juggler)(7%)

Up, A - Overhead slash. One of Link's best moves, this sends the opponent upwards, but often not high enough for them to recover before you land another hit on them, and is extremely good for juggling. Not too strong, but it's other factors make it very useful. (Juggler)(Clear-out)(10%)

Dash, A - Link sticks his sword out in front of him as he dashes, coming to a stop. Not as useful as other dash attacks, as his recovery is rather bad. (12%)

Right + A - Two-handed forward slash. Link's BEST move, it has amazingly average pull-off and recovery times considering how strong it is(tied for his strongest one-hit move), hits the opponent rather far AND can hit people behind him too, as long as they're about his height. Very good against those annoying rollers, as long as they're tall enough, they'll get hit by the first few animations as they roll behind you. I repeat, Link's BEST move. (Clear-out)(20%)

Down + A - Double sided slash. Another great move, Link slashes low and far on both sides, first the side he faces then his back. Comes off rather fast, fair recovery and strong, and yet another remedy for those annoying rollers. (Clear-out)(16%)

Up + A - Triple overhead slash. Link's strongest multi-hit move, but you'll be hard pressed to land all three blows most of the time, especially against people who have high damage percentages. Still pretty good, and the first hit has some sort of "funneling" properties, which allow the second hit and sometimes, the third hit to hit home. (Clear-out)(Juggler)(7% for first hit, 3% for second hit, 12% for third hit)

Jump, A - A normal jumping kick. Nothing special. (10%)

Jump, Right + A - 360 degree air sword slash. This can be either one of his best moves or one of his worst, depending on your sense of timing. As I just mentioned, the timing on this move is rather weird, and takes about a second to pull off. However, the damage done is very good(Tied for highest damage for a one-hit attack from him), and covers both sides, although recovery is rather slow. (Clear-out)(20%)

Jump, Down + A - Downwards air stab. As with the above move, this can be your most cherished or your most hated of Link's moves. It's good as it has VERY good priority, and can be used to hit twice, which although difficult to do, racks up good damage. However, it lasts for VERY long, and should you fall off a platform whils performing this move, you can wave good-bye to a life. (16%)

Jump, Up + A - Upwards air stab. Unlike the above two moves, this shoud be a favourite, as it has EXCELLENT priority, and thus one of the best air moves used to juggle an opponent. Also, the problem with the downward stab is not realized here, as it recovers much quicker(although that doesn't say alot). Overall, Link's cheapest move. (Juggler)(16%)

Jump, Left + A - Double back kick. Yet another one of those "How the hell does he do THAT?" Jump, Left + A moves. Has good recovery and pull-off times, but doesn't hit the opponent very far unfortunately. (10% for each hit)

B - Boomerang. Why does adult Link have this anyway? It's pretty good to use, hitting people from a screen away, but it has rather average pull-off and recovery times(Considering that it's a projectile move), and you also lose control of him for a short while when he grabs the boomerang back, which could give your opponent the intitative. (9%)

Down + B - Bomb. Pressing Down + B only pulls on out, you have to press A and a direction to throw it, or alternatively, press Down + B again to throw it at maximum power in the direction you're facing. Pulling out a bomb, jumping over your opponent and nailing him with it from above can be very frustrating, but the tims it takes to pull the bomb from Link's knapsack can sometimes mean big trouble, especially if a hard attack from your adversary causes you to drop the bomb and let it explode right next to you. (10% from being hit by the bomb itself, 5% for the explosion)

Up + B - Spinning sword slash. His charge-up move from Zelda : OOT, it comes off very fast, is powerful, but unfortunately has HORRIBLE recovery, and Link is VERY vulnerable to air attacks while performing this move. Although this is his recovery move as well, you can hardly call it that, it basically goes about as far as his double jump, and that's it. Strangely, unlike other recovery moves, as long as you finish the whole animation, you recover fairly quickly. Note that Link can actually hit twice with this move, but you must be up-close for this to work. (Clear-out)(16% for first hit, 5% for second)

R - Hookshot throw. Link hooks 'em in with the hookshot, then kicks the hapless guy far away. However, the big problem with this throw is just connecting with the hookshot itself, as a quick roll can leave you VERY vulnerable. (14%)

R, Back - Basically, almost exactly like the above throw, except that you hit him backwards instead, get slightly more damage and get a slightly cooler animation. (16%)

L - Link does a quick pose for the camera for his taunt. Where it is from, I have no idea. Another quick taunt, and thus easy to use. (0%)

Tips and Tricks

-Link has nearly no combo potential, and relies more on cheap juggling attacks instead. The only combo I've seen him do is Boomerang(Up-close), followed immediately by Right + A for around 29% damage.

-Link's boomerang can be aimed upwards or downwards by choosing a direction after you press B, but before Link lets the boomerang fly. Also, by pressing Right as well as B(Like a smash attack), the boomerang travels about twice as far as normal. Using this, you can chip at an enemy's health from over a screen away, with no fear of retaliation.

-Link's multi-sword stab is a great way to keep a computer opponent from getting back onto the platform, as they rarely use their triple jumps after using them once, even if they were knocked out of it. This way, you can laugh as they fall just inches from the edge of the platform. Obviously, this doesn't work as well against humans.

-When edge-guarding, don't forget the hookshot throw. It reaches fairly far, and also throws the opponent out pretty far.

200% Mode Advice

Unfortunately, Link isn’t nearly as devastating in 200% as he was in 100%. He has absolutely no reliable one-hit kills, and that about says it. And his horrible recovery means he’s one of the easiest to take out with attacks that send opponents horizontally rather than vertically. Link’s attacks are by no means bad, just not as devastating as others’ moves. Link does however have one of the deadlier (or so it seems) “recovery” attacks (pressing A or B to get back up after having fallen or hanging onto a ledge), capable of killing light characters on small stages. If you ever get into Sudden Death with Link, the Boomerang will be fatal.

Overall

If you can't tell from above, Link is one of my most favourite characters. He has an excellent range of moves, most of his smash attacks have rather amazaingly average pull-off and recovery times, and has very powerful moves as well, and is an awesome, if cheap, juggler. His bad points are few, but apparent - His special moves aren't that good, and his excuse for a recovery attack is miserable. Beginners and intermediates can handle him adequately, but will most likely be dying as much as killing thanks to that poor recovery move. However, in the hands of a master, he is VERY dangerous.

Rating - 9/10

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

Costumes
C Up - Her usual red metallic suit.
C Right - Which also come in pink...
C Down - and black...
C Left - And green...
Blue Team - ....uh, help?

Moves

A, A - Yet another addition to the pile of useless A moves, Samus strikes the enemy twice with her blaster. As usual, not useful. (3% for the first hit, 7% for the second)

Right, A - A quick kick to the mid-section. Not paticularly powerful, and only average recovery time. In other words, useless. (Directed)(10%)

Down, A - A kick aimed at the shoes this time, it recovers noticeably quicker than her middle kick, but still isn't all that powerful. (13%)

Up, A - A painful looking kick, Samus sticks her foot up in the air, then brings her heel down on anyone standing next to her. Not very powerful, and it may be hard to actually LAND this hit, as it takes around a second to activate the second part of this move. (14%)

Dash, A - A good 'ol running shoulder charge. One of the better dash moves, as it doesn't take nearly as long to recover, but unfortunately doesn't knock the opponent very far. (14%)

Right + A - Blaster punch. Samus utilizes her blaster for more than long-range shooting here, spearing it painfully into the opponents stomach. Very powerful, and above average pull-off and recovery times, rather surprisingly. One of the better SMASH attack moves, use this alot, it's one of Samus's best, if not THE best, move, and my favourite. (Directed)(20%)

Down + A - Remember Guile's Sweep Kick from the original Street Fighter 2? This is almost exactly like it, except the second kick goes behind her instead of in front again. Comes off quickly, and has average recovery, but it doesn't hit opponents very far, which keeps it from being one of Samus's best moves. It's still important though, as it's one of only two moves that hit behind her. (Clear-out)(16%)

Up + A - Air-aimed flamethrower. Samus uses her versatile blaster to shoot fire in a 90 degree range from up-right to up-left. It does execellent damage(40% is possible, though hard to do, and 50% is possible against Giant DK and Master Hand) and has good recovery, but, as is the case with most of her moves, it doesn't throw her opponent very far. The pull-off time isn't very good either. The second of two moves which hits behind Samus, but it's not worth using for that purpose, as by the time the flames actually reach her back, the opponent would have a chance to roll away or administer a quick blow to the back. (Clear-out)(Juggler)(10% for each hit, with 5 hits possible)

Jump, A - A fliying kick in the air. Nothing special. (16%)

Jump, Right + A - Jumping Flamethrower. Samus's blaster proves useful once again close-range by spewing out flames in front of her in mid-jump. It doesn't do that much damage(You'll almost NEVER get all 4 hits on target), but acts more as a shield while jumping, as not much has higher priority than this move. Average pull-off and recovery times. (5% for each hit, to a total of 4 hits)

Jump, Down + A - Kinda hard to make out EXACTLY what Samus is doing here, but seems as if she hits opponents below here with her blaster in a quick swing. Does average damage, and has good pull-off time, but recovery is below average. Very useful move over holes, though.... (Push-down)(14%)

Jump, Up + A - Screw Kick. This is what her Jump, Down + A attack should have been. Basically, it's like all Vertical Twirling kicks, except upside-down. Not paticularly useful, although it comes off fast and recovers fairly quickly, the damage is pitiful, and usually gives the opponent a chance to hit you before you can recover. (2% for each hit, to a total of 5 hits)

Jump, Left + A - Yet another impossible-in-real-life-without-injuring-a-limb move. One of the few Samus moves that actually hit the opponent far, and does average damage. Good for edge-guarding, but not much else. (14%)

B - Charge Shot. Similar to DK's Windup Punch, a press of B will start the charge. From then on, you can either a) Press B to unleash the not-fully-charged shot, b) Press Z to block any incoming attacks/projectiles, c) Press left or right to roll in that direction, avoiding any attacks or d) wait until it's fully charged(Samus will start shimmering), and unleash it on some unfortunate. Unlike the Wind-up punch, you can see the projectile growing bigger as you charge it up, giving you something of an idea when the projectile will be ready. Also unlike the Windup Punch, you can't charge this in the air : you'll just let off a small shot if you do. Very powerful(Samus's strongest one-hit move), but rather a waste to use from far-range, as the projectile itself isn't that fast, and often gives the opponent enough time to react and avoid the projectile/put their shield up. This is best used up-close, or latched onto an air combo. (26%)

Down + B - Mine. Samus rolls up into a ball, then drops a mine falling straight downwards. Note that unlike Link, these mines can't hurt her. It hardly does any damage, and just dropping a mine takes a second or two to do. Practically the only use for this is to drop mines on anybody trying to juggle you, and foil their attacks. Overall, one of the worst B moves. (9%)

Up + B - Screw Attack. Samus's most annoying move, she spins upwards in a ball, sucking in any opponents near her for multiple hits. This can infuriate human opponents if used often, and comes off VERY quickly. But, when trying to use this to get back to the platform, this move suddenly looks very shameful, barely going as far as Link's recovery move. It's uses offensively is much better. (2% for first hit, 1% for every other hit)

R - Samus uses her incredible blaster(I want one for Christmas!) to shoot off a grappling hook, and if it connects, it'll drag the opponent in, then sends 'em flying across the arena. Good throw move, except it is rather hard to hit with. (16%)

R, Back - The same throw as above, but Samus throws the poor guy backwards instead. As is the norm with most of these moves, does more damage than the normal throw. (18%)

L - This is a blink-and-you'll-miss-it taunt. Samus does a quick pose with her gun, and again, who knows where it's from. However, the fact that this is quick does mean that you can recover rather quickly from it. (0%)

Tips and Tricks

-As with all other strong moves, Charge Shot is best paired with a fan. As with the Windup Punch, you can actually charge the shot up while the opponent is still reeling form the shield break, and release the fully charged projectile before the opponent can fully recover.

-Samus's best combo is Jump, Down + A, Up + A if the opponents damage percentage is low(If it's too high, they'll only get hit once by the Flamethrower), or Jump, Down + A, Up + B if the percentage is high.

-Although it isn't paticularly damging, Screw Attack + Taunt is one of the most effective combos in the game, especially against human opponents=).

-Use the Screw Attack often against human opponents. Unlike CPU opponents, humans do often get irritated and pissed, meaning that this move will make them even MORE irritated, making them lose their concentration. Of course, you have to learn to duck as well, to avoid the controller that will inevitibly be flying at your head...

-The mine is the best repellant against jugglers, use it whenever you can against them. That's about the only use it has, anyway....

-Samus seems to fall much slower than other characters. It's either something you love or you hate, and personally, I hate it.

-Be very careful against edge-guarders when trying to get back to the platform after being knocked out, as Samus's recover move is possibly even worse than Link's. The only reason why Samus stands a better chance of getting back to the platform than the former is because her double jump goes much higher, and falls slower.

-Samus's throw is powerful if you can connect with it, but the main problem is, quite simply, connecting with it. It comes off rather slowly, and recovers even worse, leaving you VERY open should you miss.

200% Mode Advice

If you can connect with the Grappling Beam. it’s deadly. Also, if you use the Screw Attack while on the ground, anyone caught in your initial hit will be sent extremely far upward. Those are her only good moves though… Even her fully charged shot doesn’t do much unless your opponent’s already been damaged.

Overall

You may not realize it at first, but the person under that suit of armour is a woman, and she doesn't do anything for equality. Her moves aren't that powerful at all, and they don't hit the opponent very far either. She isn't paticularly fast, and her way of falling slowly annoys me as well. Her throw is good, but incredibly hard to connect with, and her Clear-out attack doesn't really do what it should. On the bright side, her SMASH attack is fast and strong, she's practically impossible to juggle, her Charge Shot can be very effective when used up-close, and her Screw Attack is the most annoying move in the game. However, the bad points outweigh her good ones, in my opinion. Not a bad character to use, but she could have been so much better.

Rating - 5.5/10

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

Costumes
C Up - The good old green dinosaur we all know and love/hate....
C Right - A red Yoshi, painted by food colouring. No, really.
C Down - Yellow Yoshi. I'm running out of ideas, here...
C Left - And light-blue Yoshi. I woulda taken dark blue. But no one asked me.

Moves

A, A - Well, you knew this was coming. A useless A move. What a surprise. Anyway, this is just two kicks in the enemy's stomach. (3% for the first hit, 5% for the second hit)

Right, A - This looks exaactly like Yoshi's second A hit, except more powerful, and can juggle to some extent. Comes off and recovers quickly, and you can use it repeatedly if your opponent is high on damage, but unfortunately, doesn't do alot of damage. Not a bad move. (Juggler)(13%)

Down, A - Tail Sweep. Yoshi uses his tail to sweep the feet off anyone in front of him. Quick pull-off times, but recovery is average, and does pitiful damage. Good for edge guarding though. (10%)

Up, A - Nose Scoop. Yoshi uses his head to sweep under an opponent and push them upwards. A good juggling move, but it's not good for much else. Excellent combo starter. (Juggler)(12%)

Dash + A - Yoshi dashes forward, head first, into anyone stupid enough to get in the way. (12%)

Right + A - Horizontal headbutt. Yoshi moves his head back a bit, then throws it forward in a painful-looking(both for the hitter and the hittee) headbutt. Below average pull-off and recovery times, but does good damage, and hits the opponent rather far. Overall, not one of the better SMASH attacks, but still important to him. (18%)

Down + A - Double Tail Spin. As with almost all of these type of moves, Yoshi uses his tail to hit in front of him, then behind him. One of Yoshi's most useful moves, it comes off fast, and hits the opponent not only far, but downwards as well, making it a killer move near edges. It's downsides are it's horrible recovery time, and it's lack of damage. But still, a useful move. (Clear-out)(14%)

Up + A - Vertical Headbutt. Yoshi basically throws his head, which must be made of wood to be able to withstand all that abuse, from left to right and in 180 degree angle. Good damage, Can hit both sides effectively, throws the opponent rather far and comes off amazingly quickly, but recovery time is below average. Very good for finishing combos, as it tends to reach pretty far up as well. (Clear-out)(18%)

Jump, A - Yet another bland Jump, A move. As with all of them, Yoshi sticks his foot out in the air, and as with all of them, nothing special. (14%)

Jump, Right + A - Air Headbutt. Yoshi basically does a somersault in the air, with his head sticking out. Does good damage, and comes off fast, but it's recovery time, as with most of Yoshi's moves, is rather slow. It's still a good move though, and obviously good to use over holes...(Push-down)(18%)

Jump, Down + A - Treadmill Attack. There's only one way to describe this move, and that is the most damaging in Smash Brothers. It's basically like any Vertical Twirling Kick, except it does the most damage of ANY move, multi or single hit, as long as you land all 14 hits. If you come up from below, anyone above is guranteed a pounding. It's GREAT for starting combos, and has very good recovery and pull-off times, but what stands out most of all, is, of course, the incredible damage done(56%!!). As long as there are platforms, and even when there aren't any, Yoshi will always have an advantage with this move in his arsenal. (4% for each hit, to a maximum of 14 hits)

Jump, Up + A - Somersault Kick. It's kinda hard to see EXACTLY what he's doing here, but whatever he's doing, has average recovery and pull-off times, and isn't really all that useful for anything but juggling, which it's rather good at doing. Also good to add in to a combo, to lengthen it. (Juggler)(15%)

Jump, Left + A - Gotta love stuff you can't do in real life. Yoshi hits out at anyone behind him with a two-footed kick. Pretty powerful, and sends people rather far, but, as is the norm with Yoshi's moves, recovery isn't all that great. (Push-down)(16%)

B - Egg Lay. Yoshi's traditional move, he sticks his tongue out, swallows an opponent then turns him into an egg. A cheap method is to swallow an opponent near the edge, and then watch his egg fall off the platform, helpless. And if the egg is still on the platform, push it off!(Works VERY well in the 1P game) Other good strategies are too Swallow someone, then quickly turn around and Butt Stomp them as soon as possible for good damage, and if you've been hit off the platform with your second jump expended, and falling helplessly just pass the platform, with the guy who knocked you off standing on the edge, using his taunt, press B and take him along with you! (5%)

Down + B - Butt Stomp. If on the ground, Yoshi practically flies 45 dgerees in the air, then stops and Butt Stomps on anyone below him. When used in the air, you'll just do the second part of the animation, so don't think that this is an extra recovery move. Much more surprising when used on the ground, as people in general don't expect it too happen so fast, when it is incredibly fast. The only realy problem is probably, guess what? it's recovery. (Hit by Butt Stomp = 18%, Hit by stars = 4%)

Up + B - Egg Toss. The harder you hold down the B button and the position of the control stick decides how far and how high it'll go. Unlike most of the other characters, this is NOT a recovery move. This move has rather bad recovery and pull-off time, but can be useful to break up two fighting opponents. Otherwise, it's not really worth using often. (14%)

R - Yoshi sticks his tongue out at authority, swallows anyone in the way, then spits them out. Can be hard to connect with, as both pull-off and recovery times are bad. (12%)

R, Back - The same as above, except Yoshi spits them out the other way instead, and as usual, also does more damage.(16%)

L - Yoshi waves to the foreground(or background, depending on which way Yoshi is facing when you press L), and lets out his trademark "Yoshi!" call. (0%)

Tips and Tricks

-Yoshi has NO third jump, but fortunately, his second goes far enough to make up for the loss of a third jump.

-Note that while fluttering, Yoshi has the resistance of Metal Mario, but when he's out of that animation and just freefalling, he loses alot of that resistance. To sidestep this, save your double jump so that it'll end just as you grab the edge of the platform, or sail just above it.

-If someone has just hit you out of your double jump, and you've got no hope left, trying Swalloing them and taking them with you, or try throwing an Egg to snap him out of his Taunt. You may still lose a life, but at least you'll bring your murderer with you....

-Yoshi is THE combo master, thanks to his Treadmill attack. His best combo is Jump, Down + A, Up, A, then either Jump, Up + A if the opponent was lifted too high(83%) or Just Up + A if he still is within reach(86%).

-Although this only works against DK, try this for damage(make sure DK is at 0%) : Jump, Down + A(from below), Up, A(Nose Scoop), Jump, Up + A(Somersault Kick), Double jump, Up + A for around 96%! If you're just going for damage instead of power, try latching on another Treadmill at the end instead of a Somersault Kick. I've gotten 103% using that method....

-Like Samus, Yoshi's throw has one problem - it's hard to connect with. Unlike, Samus's throw, it doesn't work very well even if you DO connect. Don't use it often.

200% Mode Advice

Eh… nothing special. Yoshi’s throw isn’t bad and his butt stomp’s quite powerful too, and his low smash attack (tap down+A) isn’t bad since it doesn’t knock opponents at an upward angle. Yoshi’s up+A (non-smash) is moderately powerful against light characters as well. Don’t bother with the Treadmill Kick much, who needs to damage opponents in 200%? Oh, and eggs are also quite deadly in Sudden Death...

Overall

Well, 3 words sum up Yoshi. "Damage" and "Bad Recovery". He has the most damaging move in the game in the Treadmill attack, and his other moves are good for juggling and are fairly powerful, even if they don't cause that much damage. However, most of his moves also take a rather long time to recover, which can be game over against the faster characters. Even so, he's just worth it for the amazing power of the Treadmill, but he isn't right for everybody. Try him, and see what you think.

Rating - 7.5/10

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

Costumes
C Up - The usual, sugary sweet pink cream puff.
C Right - Wow, big surprise, he's just another colour, yellow...
C Down - ....and blue too...
C Left - Whaddaya expect, beige? Red again...
Green Team - Well, at least you can call him "Hulk Kirby"...

Moves

A, A - Yet another one-two punch to chuck into the ever-growing pile of useless moves. (3% for first hit, 4% for second hit)

A(repeatedly) - Like Link, Kirby can use a multi-punch that goes at about 3 a second. Pretty much the same as with Link's except it's marginally easier to pull off. (1%)

Right, A - What should have been a kick to the stomach, but thanks to Kirby's miniscule size, ends up as a kick to the legs. As with most of these moves, don't use them often. (Directed)(11%)

Down, A - Low Kick. Yet another case of deja vu, and as is the norm with all the other characters, it isn't a move really worh using. (9%)

Up, A - Reverse Overhead Kick. Rather painful looking, but it's also VERY good at juggling, as it often doesn't allow the opponent to recover before Kirby can land another hit on them. Note that it's almost impossible to hit someone in front of you with this, it's much better at hitting people behind you. (Juggler)(14%)

Dash, A - Baseball slide, head first. One of the better dash attacks, as it recovers almost instantly after the attack ends, but is rather short on damage. (10%)

Right + A - Dashing Kick. Kirby throws himself at an opponent with a foot flying. It has rather good range, as Kirby actually moves forward while performing this attack. It doesn't do that much damage for a SMASH attack, but it's recovery and pull-off times are excellent, and it hits the opponent rather far. Another SMASH attack you should use often. (17%)

Down + A - 360 degree Spinning Split Kick. This is almost exactly like DK's, except it obviously doesn't have the reach of DK's legs=) Even with less range, this is still an excellent move, with above-average pull-off and recovery times, and practically it's only disadvantage is what almost all of Kirby's moves have : It doesn't do all that much damage. It's still important though, as Kirby's main defense against rollers. (Clear-out)(14%)

Up + A - Somersault Kick, except Kirby stays on the ground for this. It's VERY good for starting juggling combos, as it hits the opponent rather high, giving you enough time to re-position yourself to hit 'em again. It does good damage as well, with average recovery and pull-off times. This can also be used as a Clear-out, but isn't quite as effective in that respect as the above move...(Clear-out)(Juggler)(18%)

Jump, A - I'm sure you could see this coming. Another useless Jumping Kick to toss into the pile of useless moves. (14%)

Jump, Right + A - Horizontal Twirling Kick. Unlike Mario's, this move is a multi-hit, and thus does more damage, but doesn't hit the enemy nearly as far, unfortunately. Recovery and Pull-off times are excellent, though, but it probably won't be a move you'll be using too often, as the next move is usually more useful... (2% for each hit, to a maximum of 7 hits)

Jump, Down + A - Vertical Twirling Kick. Unlike most other moves of this kind, it actually works fairly well as a Push-down attack, and does about the same damage as well. As expected, the usual combo starter, and good recovery and pull-off times. (Push-down)(3% for each hit, to a maximum of 8 hits)

Jump, Up + A - Jumping Cartwheel. This is, quite frankly, Kirby's worst move. It has HORRIBLE recovery(almost as bad as Link's Downward Stab), Does pitiful damage, and hits the opponent about as far as air does. There is absolutely no reason to use this move at all. Stay away from it, and prod it with a sharp stick. (Clear-out)(10%)

Jump, Left + A - Flying Backwards Kick. This is almost identical to Mario's, except it lasts longer. Otherwise, not really that much of use. (16%)

B - Swallow. Kirby's trademark move from his Gameboy and SNES games, he inhales anybody next to him. Once the victim is inside Kirby, a press of A will spit him out, or B/Down will allow Kirby to steal their powers. The second suicide move, Kirby's trademark all depends on how good the other character's B moves are. Be careful about using this move anyway, it has average pull-off time, and should he miss, he could be VERY vulnerable to attacks. However, spitting somebody at other people works VERY well, knocking the opponent VERY far, and does the best damage for a one-hit move for Kirby. (5% using B button, 10% for using A button)

Down + B - Stone. Kirby basically transforms into a brick. This move is nigh-on useless on the ground, except for the occasional need for invulnerability, but even then, you're pretty vulnerable yourself while snapping out of it, and even while you're a Stone, you can be thrown easily. However, use this move in the air, and it becomes infinitely more useful, being one of Kirby's most powerful moves. As also said earlier, it offers invulnerability, but has an average pull-off time, and it's recovery is rather horrible, so you have to make sure that you knock everyone far away from you before you recover. While as a Stone, a quick press of B will snap you out of it considerably faster than letting the AI snap you out of it, and can be useful as a move cancel, if something goes horribly wrong as you're traveling towards your target. Be careful with this move around stages that have sloping ledges that lead off the platform(Sector Z, Hyrule Castle), those can be killer. (Clear-out)(20%)

Up + B - Final Cutter. Kirby somehow produces a sword, uses it to lift the opponent into the air up with him, then does a quick somersault and uses the sword to send the opponent crashing towards the ground, then adds more injury to injury by shooting off a projectile that almost always connects as a third hit, though it isn't technically considered part of the combo. It's an excellent move if you can hit with it, but, connecting with it is hard enough. The delay on this move is about a second, which is usually more than enough time for the opponent to deilver a quick punch to snap you out of it. The damage done isn't very good either. However, using this as a recovery move makes it look much better, using the delay for benifit instead of being a problem. Also, the second part of the move is VERY effective as a Push-down, even if the opponent is at 0%, and if you can time how this move works, you'll be racking up the kills near the edge. Overall, though, a better defensive move than an offensive move. (Push-down)(8% for first hit, 2% for second, 3% for third)

R - Now who would have thought that, of all people, Kirby would have a Piledriver. It's not as impressive as a certain Russian wrestler's, but it's certainly better than the bland throws some others have. (12%)

R, Back - Kirby performs a suplex, bouncing his enemy on the ground behind him. As usual, this move does mroe damage than his other throw, but his Piledriver is infinitely more fun to watch. (16%)

L - Awww, isn't that cute? He's saying HI! *Ahem* Anyway, a very annoying taunt, which means it's obviously effective in building anger in your human opponents... (0%)

Tips and Tricks

-Kirby's best combo is Jump, Down + A(Vertical Twirling Kick), Up, A(Reverse Overhead Kick), Up + A(Somersault Kick) if the enemy isn't heavily damaged, or if the opponent IS high on damage, land a Drop Kick(Jump, Left + A) on him instead of a Somersault Kick.

-Note that both of Kirby's throws go mostly upwards rather than left or right, making it rather akward to use as a finishing move.

-Kirby's Swallow also works as a suicide : Make sure the opponent is near the edge, than swallow the opponent while in mid-air and take him down. As with DK's suicide, make sure you press A to spit him out before you fall totally off the platform, otherwise it won't be counted as your kill.

-Rather than having a double jump, pressing Up once allows Kirby to float a bit. You have 5 of these floats. Combine this with a good recovery move, and it's nearly impossible to knock Kirby off a platform without killing him totally.

-Want even MORE recovery? Steal Jigglypuff's power and use the P&P strategy(Explained in Jigglypuff's FAQ), combined with the Final Cutter for the best in the game.

-Kirby is the best character for fighting hammer guys. The Stone can withstand one hit(but not two), allowing it to break through the Hammer's shield and reach the soft interior. Also, the Swallow has a bigger range than the Hammer does, and lasts for a longer time, making it easier to connect with, then keep him inside you for as long as possible until the Hammer wears off.

-The best B moves to steal are DK's Windup Punch, Samus's Charge Shot, Ness's PK Fire and Jigglypuff's Pound(for the tip above). Don't EVER steal Luigi's, Mario's or Pikachu's, keeping the Spit-at-other-characters or Suicide option open is better.

-If for whatever reason you want to lose an inhaled power, use Kirby's taunt to get rid of the hat, and thus your power.

200% Mode Advice

Never land beside Kirby. His forward piledriver is about as deadly as DK’s Ground Slap. His backward throw’s useless though. The Final Cutter can also be extremely deadly if it hits with the blade just as Kirby’s going up or crashing down. Kirby’s upward smash is also a powerful attack, and now even his cartwheel which is useless in 100% can sometimes kill...

Overall

Kirby seems to be a favourite to many people for some reason. I'm not one of them, but I have to say he's pretty good anyway. His moves are, in general, fast, and push the opponent rather far, his recovery is the best in the game(Especially when combined with the P&P strategy), his Special moves are surprisingly good, his effectiveness against Hammer guys, as well as his annoying taunt and possible suicide move would have made him the best character in the game. But of course, he had to have drawbacks. His moves in general don't cause too much damage, and his lightness also means that he's rather easy to knock away. Also, his throws aren't that good to use, even though they're nice to watch. However, I can still understand why he'a a favourite, and is a good character to use in anybody's hands.

Rating - 8.5/10

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

Costumes
C Up - The usual Fox, with white shirt and grey pants. Either his pants have a tremendous hole behind, or that's a stick-on tail.
C Right - Red shirt and pants. Doesn't exactly look very fitting...
C Down - Purple shirt, blue pants. Looks more like an "evil" version to me.
C Left - Alright, now this is the worst colour combination I've seen. Green shirt, black pants, red boots? WHAT were they drinking?

Moves

A, A - A left, then a right. Believe it or not(And I'm sure you believe it), yet another useless move. (4% for the first hit, 4% for the second hit)

A(repeatedly) - 1000 lightning kicks. Is it me, or does this move just look kinda familiar? *Ahem* anyway, it seems to come off rather quickly, so it may be easier to use than Link's and Kirby's. (1%)

Right, A - Kick to the stomach. Rather good range on this one, and it's pretty quick, both in recovery and pull-off times. Not a bad move, if it wasn't for the pitiful amount of damage it causes... (Directed)(10%)

Down, A - Tail Swipe. Fox does a quick 360 degree spin while crouching, letting his tail do all the work. Has juggling properties, strangely, but damage is a little uninspiring. (Juggler)(12%)

Up, A - Overhead kick. Doesn't Chun-Li have one of these too? Well, it's not quite as useful here, but it's rather good at starting juggling combos. As usual, recovery and pull-off times are great, but the damage done isn't. (Juggler)(9%)

Dash, A - Lunging Kick. Fox stops his dash while sticking his foot out at anyone in front of him. Once again, as with most of Fox's moves, recovers and comes off quickly, but damage is not good. (10%)

Right + A - Spinning Lunging Kick. Finally, a decent damaging move. This move also has good range, as Fox moves towards the direction he'a aiming at as well. Pull-off time is excellent, and recovery time is average, and it also hit's the opponent rather far. One of Fox's moves you MUST use often when you're using him. (17%)

Down + A - Split Kick. Fox does a split on the floor, hitting out at anyone in front or behind him at the same time. The only real Clear-out move Fox has, even though it doesn't do much damage. Like Yoshi's, it tends to send the opponent downwards as well, making it good to use near edges. It doesn't last as long as Kirby's or DK's though, so it isn't quite as effective in dealing with rollers. Fast Pull-off times, but recovery is average. (Clear-out)(14%)

Up + A - Somersault Kick. Almost exactly like Kirby's, except it seems to take longer to recover from, and doesn't quite hit people as far, and seems to come off faster. Otherwise, it's exactly alike. (Juggler)(16%)

Jump, A - Well, yet another Jumping Kick. I don't think I need to tell you how useful it is. (14%)

Jump, Right + A - Horzontal Twirling Kick. Like Mario's, except it doesn't hit the opponent nearly as far, nor is it as powerful. In other words, Mario's is pretty much superior. (12%)

Jump, Down + A - Vertical Twirling Kick. I guess they kinda ran out of imagination by the time they reached him. As with almost all of his moves, weaker, and also his main combo starter. (2% for each hit, to a total of 7 hits)

Jump, Up + A - Vertical Somersault Kick. Fox basically does a vertical somersault in the air. Yet another juggling move, but it's a good one, having rather high priority, hit's twice, and does pretty good damage. Recovery and Pull-off times are excellent as well. Overall, use this to juggle people in the air, it's almost as cheap as Link's Upward Stab. (Juggler)(2% for the first hit, 13% for the second hit)

Jump, Left + A - Back Kick. Do I need to say anything? Just look at his Jump, Right + A attack. (12%)

B - Laser shot. For some reason, while everyone else has to find Laser guns of their own, Fox has one with him. It doesn't reload nearly as quickly, nor does it juggle opponent's, and it isn't nearly as fast either, but it's still useful as the only Projectile that can't be killed off by a quick attack. One of the better in-bred projectile attacks in the game, it's also the fastest, but the pull-off and recovery times are average. (6%)

Down + B - Reflector Shield. This is practically one of the best reasons to use Fox. It'll be easier to say what projectiles it DOESN'T reflect : Item containers(They will break upon impact of the Reflector Shield, with no damage to Fox), Blastoise's Hydro Pumps, Onix's Rocks and Koffing's Poison Gas. Otherwise, every other projectile can be reflected to some degree, and often at twice the damage as it would have caused. It can also cause damage directly, but you have to be standing almost right next to your opponent for that. If they DO get hit by the Reflector Shield directly, it also seems to hit the opponent downwards as much as in the appropriate direction. Excellent recovery and pull-off times as well, making it my favourite Fox move, and quite probably his best too. (Clear-out)(5%)

Up + B - Fire Fox. Well, the only way I can really see Fox doing this is if he's just ate 3 bowls of jalapeno-seasoned curry. He practically launches himself , flaming at the direction you choose, depending on which way you're holding the control stick while in the horrible delay for this move. As well as being Fox's recovery move, it's also a great way to end a combo, but it's priority is rather low, and as said before, then delay on this move is horrible, and recovery isn't good either. Like all other recovery moves, this leaves fox rather open to a attack after it's performed, as all Fox can do after this is freefall. (16%)

R - A rather boring grab and chuck throw. Nothing special. (12%)

R, Back - Well, it's better than his forward throw at least. He basically does Ryu's Backward throw. As per usual, does more damage as well.(16%)

L - Fox crosses his arms and says "Hmph!". Another "Blink and you'll miss it" taunt. (0%)

Tips and Tricks

-Fox's best Combo is Jump, Down + A(Vertical Twirling Kick), Up, A, Up, A(two Overhead Kicks), Jump, Up + A, Up + A(two Vertical Somersualt Kicks) for a nice total of around 57%.

-Can't stand the recovery time of the Fire Fox? Try aiming at the ground of a surface. If you do, Fox will bounce off the ground then immediately land and recover.

-The Reflector Shield has many uses, but one of the best ways to use it is to find a red shell, throw it somewhere near, reflect it three times, then get away from the platform as quickly as possible, as the red shell will start to do 80% damage for each hit, and break any shield in one hit, which includes your Reflector Shield.

-Another good way to use the Reflector Shield is to reflect a green shell twice(If you can't find some idiot willing enough to chuck one at you, let a teammate do it with Team Attack on or bounce it off a wall). After this, ANYONE who is hit by that green shell is almost certainly dead, and it breaks shields in one hit as well, including yours.

-If you can reflect a thrown motion sensor bomb, any kills it causes becomes yours.

-For some reason, Fox's Laser Shot reloads alot faster in the air than on the ground.

-Fox's Reflector Shield, unlike normal shields, doesn't break under constant pressure. Rather, it breaks if something is too strong for it to reflect, as stated in two of the tips above.

200% Mode Advice

Fox has very few moves of value. The Reflector shield at point blank can knock opponents at a downward angle similar to the Mario Tornado, which is great in small levels but useless except at the edges of large ones. His upward jump kick will slaughter very light characters, and his upward smash is good at doing so too. Often you should just run in and throw your opponent, Fox’s speed is probably his greatest asset.

Overall

If I were to describe Fox in one word, it would probably be "Boring". Other than his special moves, almost all of his moves can be seen somewhere else, and often the others moves are superior as well. He hardly does any damage(The fact that his most powerful move does 17% damage is kinda sad...) as well. On the bright side, he's the second quickest character in the game(After Captain Falcon), he's a very good juggler, his recovery and pull-off times are, in general, rather quick, and, most importantly(for me), he posseses one of my most favourite moves in the game, the Reflector Shield, which has the potential to do more damage than Yoshi's Treadmill attack. In my case, I believe the Reflector Shield makes up for pretty much all his shortcomings, but if you don't, you can knock 2 points off that score. Overall though, a rather bland character with a few interesting moves to make up for it.

Rating - 7/10

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

Costumes
C Up - The usual Pikachu that'll probably sicken more than sweetify.
C Right - Rather than seeing Pikachu in another colour, we get a red party hat on him. Joy.
C Down - Well, this time it's a change of hat colour to blue.
C Left - Along with a green hat. How exciting.

Moves

A - Headbutt. UNLIKE other A moves, this one is actually quite useful, as it has almost no recovery time, meaning you can use it over and over again, until either you get bored, someone else interferes or your fingers tire. In most cases, you don't even need a wall to work with. (2%)

Right, A - Using his hand for support, Pikachu uses both legs to kick out at anyone in front of him. As per normal, not all that useful. I'm sure I don't need to tell you why. (10%)

Down, A - Tail swipe. Pikachu does a q...geez, just read Fox's tail swipe, cancelling out the juggling part of the move. (12%)

Up, A - Tail whip. Pikachu uses his tail to straike from above. This move juggles, which is rather strange if you look at it. That's pretty much it's only purpose, but it serves that purpose very well. Pull-off time is average, but recovery is good. (Juggler)(9%)

Dash, A - Running "headbutt". Pikachu basically just comes to a stop from his dash, hitting anyone ahead with his head. Pretty much the same as all other dash attacks. (10%)

Right + A - Electric shot. Pikachu spits out a wave of electricity at a good range in front of him. Unlike other moves, this move does NOT dissapate when hit by an equally strong attack, making it more useful. Pull-off time is below average, but recovery time is fairly good, and it does quite a bit of damage. A move you should use often, it's one of the few moves that Pikachu has that hits the opponent far. (18%)

Down + A - Spinning double kick. Pikachu does his Right, A move, then does it towards his back as well. It does good damage, and has rather good Recovery and Pull-off times, and hits the opponent even further than his smash attack. My favourite Pikachu attack, and it should be yours too. (Clear-out) (16%)

Up + A - Somersault Tail Whip. Pikachu does a somersault, then hits anyone in front of him with his tail. What else were you expecting with those puny arms and legs? Anyway, this is practically exactly like Kirby's Somersault Kick, although it seems somewhat easier to juggler with. (Juggler)(18%)

Jump, A - Jumping kick. I don't think I need to say anything else. (14%)

Jump, Right + A - Horizontal Electric Twirl. Multi hits, but doesn't hit the opponent very far. However, the damage done is very good if you can hit all 7 times. Good recovery and pull-off times, and although it doesn't LOOK like it, it can be used to start combos. (3% for each hit, to a maximum of 7 hits)

Jump, Down + A - Vertical Electric Twirl. Once again, the programmers mess with our minds and make this a single-hit instead of a multi-hit. Unfortunately, it's not that strong, and it obviously isn't too good at starting combos, pushing the opponent too far away. Although it has good recovery and pull-off times, it's not all that useful. (13%)

Jump, Up + A - Jumping Tail Whip. This is his Up, A move, except in the air. It doesn't hit opponents very far, which can mean that you can hit them with two of these in a row before they can recover. Recovery and pull-off times are good, but, as with most of his moves, the damage done isn't. (Clear-out)(10%)

Jump, Left + A - Jumping back kick. Pikachu sticks a leg out behind him. This is practically the same as everyone else's, but it's one of the few moves Pikachu has that does good damage, making it a little more important to him. (16%)

B - Thunder Jolt. Pikachu shoots out a ball of electricity that turns into (and acts like) a slinky across the ground. It can go up, left, right or down, but it can't go upside down. When used in the air, Pikachu shoots a ball of electricity at a 45 degree angle towards the ground, and once it hits the ground, turns into the slinky of electricity again. These aren't too useful, as it doesn't do all that much damage, and projectiles in SSB aren't just all that useful in general, due to the amount of air time all the characters have. Pull-off time is average, but recovery time is not good. (10%)

Down + B - Thunder. A bolt of lightning strikes Pikachu from above, and once it hits Pikachu, gives him a blue electric shield around him for about a second, doing good damage to anyone near him. If the opponent gets hit by BOTH the bolt of lightning and the electric shield that almost immediately forms around Pikachu, the damage is VERY good, making it Pikachu's strongest move. However, this comes at a cost : Pull-off time is very bad, and recovery time is even worse. This move has to be used very carefully, but is useful nonetheless. (Clear-out)(12% for being hit by the bolt of lightning, 16% for being hit by Pikachu's electric shield)

Up + B - Quick Attack. Pikachu stays still for a second, then practically teleports towards the direction you chose with the control stick during the delay. This move doesn't do any damage at all, but it's main use is for recovery, and that it does very well. It's almost impossible to hit Pikachu while he's doing this move(although he's left pretty vulnerable AFTER the move is done), and it can be done twice, which may be tricky, but is also life-saving. Master this move if you want to have any hope in using Pikachu. (0%)

R - Pikachu somersaults over his opponent, then throws him away. I'm sure there's a name for this throw... (12%)

R, Back - Pikachu plops the opponent on his back, shocks him, then kicks him away with his legs. Very nice to look at. (16%)

L - Pikachu stands on his hind legs and says "Pika pika!" Now isn't that so cute that it makes you want to go get a gun?

Tips and Tricks

-Pikachu's best combo is Jump, Right + A(Horizontal Electric Twirl), then either Up + A(Somersault Tail Whip) if you're facing the opponent or Up, A(Tail Whip) until it sends the opponent too high in the air, then Jump, Left + A(Back Kick). This can do anywhere between 39% to 59%.

-Pikachu handles any clobbering weapon very well, swinging the weapon all around him, acting as a effective clear-out attack.

-Although the Quick Attack is very useful, it's also rather dangerous. I'm sure you've seen the CPU Pikachu suicide a few times by using the Quick Attack stupidly.

-If you're annoyed by the long recovery time of Pikachu's Thunder, don't let the lightning bolt hit him. Just jump, then while moving in mid-air, activate the move. The lightning bolt should miss you and hit anyone below where you were standing before, although it obviously doesn't do as much damage.

-Pikachu's style of throwing items is somewhat the same as DK's.

-For some reason, Pikachu holds weapons in his mouth. He also looks flatter than a pancake when trying to throw crates/barrels.

200% Mode Advice

Like Link, Pikachu also has mostly only so-so moves, except the shield created by his Thunder is more or less deadly. The Thunder itself is also reasonable at taking out enemies which are high in the air and/or have already been damaged. Whenever you’re invincible after being killed, run into a crowd and Thunder them all. Pikachu’s decent speed and great recovery are very helpful though.

Overall

Pikachu will almost certainly be a character you either love or hate, mainly for his cutesy look. He's a good choice for beginners as his jumping style is very easy to get used to, and his moves are quick, hits the opponent pretty far and have little recovery time. He also has one of the better recovery moves when mastered, and handles weapons very well. On the minus side, his moves aren't that strong or damaging, he's rather easy to knock out, and his cutesy approach will turn off many people. However, the fighting side of him isn't bad at all. Recommended for beginners, a fair choice for experts.

Rating - 7.5/10

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

Costumes
C Up - Yet another disgustingly cute ball of puff.
C Right - Jigglypuff gets a little red bow on her head, apparently signifying her gender.
C Down - Hooray, a blue bow. My life is complete.
C Left - Green bow.

Moves

A, A - The usual one-two punch. Unlike other A moves, this doesn't actually combo, making it even worse than it is. (3% for the first hit, 4% for the second hit)

Right, A - Yet another boring kick, except it's even weaker than the others of the same ilk. As usual, useless. (10%)

Down, A - Low Kick. Need I say more? (8%)

Up, A - Reverse Overhead Kick. Almost exactly like Kirby's, except it doesn't do as mcuh damage, nor does it hit the opponent as far. It's still good at juggling though... (10%)

Dash, A - Is Jigglypuff Kirby's twin sister or something? This is the exact same baseball slide that Kirby has, with the exact same damage. (10%)

Right + A - Okay, this is getting a bit too similar. The exact same Dash Kick that Kirby has, except it doesn't go quite as far, nor does it do as much damage. Still, a great move, and it's pretty important to Jigglypuff. (16%)

Down + A - Guess what? It's a split kick that's almost totally similar to Kirby's, except it doesn't spin, and, as usual, does less damage. It's still a pretty good move though, but it doesn't last quite as long, meaning it isn't as effective against rollers. (Clear-out)(16%)

Up + A - FINALLY, a move that doesn't resemble Kirbys. A headbutt that actually works quite well as a Clear-out move. It's strong, it hit's the enemy far upwards, and juggles fairly well. Pull-off time is good, but recovery time is below average. Still, one of Jigglypuff's best moves, use it often. (Clear-out)(Juggler)(18%)

Jump, A - Back to Kirby-dom again, a jumping kick that resembles Kirby's in every way. Nuff said. (14%)

Jump, Right + A - Horizontal Kick. Jigglypuff sticks both legs out in front of her. It doesn't multi-hit like Kirby's, and the damage done isn't that good, but pull-off and recovery times are pretty good. (13%)

Jump, Down + A - Vertical Twirling Kick. This is like Kirby's, with two differences : It hits 10 times instead of 8(meaning more damage), and you don't have to press Z as you touch the ground after doing this move, as it has zero recovery time. This means that she's a good choice for beginners trying to do combos, and is simply a great move all around. (3% for each hit, to a maximum of 30%)

Jump, Up + A - Air Slap. This move has one purpose and one purpose only. And that purpose? Juggling. It has EXCELLENT priority, and given the fact that Jiggly floats instead of double jumps, you could land many hits before you land on the ground. If you want to have any sort of success in using Jigglypuff, this is a move you must master. Above average and below average Pull-off and recovery times, respectively. (Juggler)(16%)

Jump, Left + A - Air Back Kick. This resembles Pikachu's more than Kirby's, for once. It doesn't do good damage at all, but pull-off and recovery times are good, and it seems to hit the opponent rather far. Not a bad move, but there's better on Jiggly. (13%)

B - Pound. Jigglypuff winds up, then throws herself forward with her arm outstretched. The damage done isn't very good, and the pull-off and recovery times for this move is are below average. However, it can be used to juggle to some extent, and it's also Jigglypuff's recovery move(Check the "Tips And Tricks section for more). Use this defensively rather than offensively. (Juggler)(13%)

Down + B - Rest. No, not the opponent, you. How is this useful? If you happen to be next to the opponent while performing this move, you'll hit them VERY far away for good damage(as well as the HomeRun Bat noise). However, using this anywhere but in a combo is very hard to do. However, when used in a combo, this move is VERY devastating. Horrible recovery time limits this move somewhat though(it takes over 3 seconds to snap out of her slumber), so make sure you connect with this move, or you will be blasted far, far away. (Clear-out)(20%)

Up + B - Sing. Now THIS is her traditional sleep move. However, like the above move, this one has below average recovery, and although anyone caught in it will be instantly put to sleep, it'll be more likely that they'll wake up faster than you will(By pressing the A and B buttons and rotating the control stick), leaving you very open to any attack. Not useful. (0%)

R - Jiggly grabs her opponent, then throws him straight upwards. Unlike most other throw moves, you'll be using this VERY often, as it's a great move to start juggling combos. (12%)

R, Back - Jigglypuff grabs her opponent, then performs a suplex on them. This has no juggling potential, so only use this near the edge. Does more damage though. (16%)

L - Alright, I've seen cute, but this is just over the top. Jigglypuff inflates herself, then rolls around saying "Jigglypuff!". If you have friends who are easily annoyed, though.... (0%)

Tips And Tricks

-Jigglypuff's best combo is rather simple : Jump, Down + A(Vertical Twirling Kick), Down + B(Sleep) for an easy 50% combo.

-Like Kirby, Jigglypuff has 5 "puffs" rather than having a double jump. They don't go quite as far as Kirby's floats though.

-The Puff and Pound strategy(What I affectionally call the "P&P strategy") is vital to any Jigglypuff user. Basically, if you'vee been knocked off the platform, rather than just puffing back, do a few Pounds too. Each Pound will push you towards the appropriate direction without losing height or puffs.

-If you want to use Jigglypuff's Up + B move in any way, make sure you use it in the air, so that by the time you touch down, you will have almost finished the move anyway, and will snap out of it before they do. However, you can't put anyone in mid-air to sleep, and you're very vulnerable while falling to the ground. It's the only way to use the move, though.

-NEVER let Jigglypuff's shield get broken, as if you do, Jigglypuff will practically fly up and it'll be counted as an intant KO. This works even when you're at 0%, or when you have a Starman activated.

-Jigglypuff's Down + B Sleep move actually offers limited invulnerabilty, while she's blinking white. After that though, she's a sitting duck.

-Jigglypuff is the easiest character to knock out in the whole of Smash Brothers.

200% Mode Advice

Don’t use Jigglypuff if you plan to spend more time on the ground than in the background. Her throws are great like Captain Falcon’s and Rest obviously kills, but the fact that a bumper can star finish you kinda ruins her...

Overall

Jigglypuff isn't a great character, but she's certainly not as bad as some people make her out to be. She posseses one of the easiest to do, yet effective combos in the game, her recovery is very good with the P&P strategy, she's one of the best jugglers in the game, and she's annoyingly cute, making her good to use against the people who don't like her. She's also got the most annoying taunt in the game, which may be a plus or minus in your book. On the down side, she's pathetically easy to knock out, she lacks power overall, and her special moves are less than awe-inspiring when used offensively. Don't even THINK about using Jigglypuff until you've somewhat mastered juggling. A character for experts only, or people who want to start using combos.

Rating - 6.5/10

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

Costumes

C Up - Purple on yellow.
C Right - "Evil" Falcon, decked out in black and grey gear.
C Down - Pink on purple. Don't ask.
C Left - White on pink. A little better...
Blue Team - Blue on yellow. Looks okay.
Green Team - Green on grey. Incidentally, Falcon is the only character to have 6 colour schemes.

Moves

A, A, A - A left, then a right, then a knee. The usual useless fare. (3% for the first hit, 3% for the second hit, 4% for the third hit)

A(repeatedly) - Repeated fist. Falcon punches much slower than others of it's ilk, but still works very well on corners anyway. (1%)

Right, A - Yawn. Yet another kick to the mid-section. Seems to recover slower than others though, making it even less useful that it already is. Damage done is slightly better, though. (Directed)(15%)

Down, A - Double yawn. A low kick. Also seems to recover slower than the others. (11%)

Up, A - Heel Drop. A ripoff from Samus, this does exactly the same move, same damage, but seems to hit opponents further. Pull-off time is still horrible. Not too useful. Can hit twice, but only against the Master Hand and possibly Giant DK. (Clear-out)(14%)

Dash, A - Well blow me away, it's the exact same shoulder charge that Samus has. It's even more effective with Falcon though, as his speed means that they often don't expect you to come at them so quickly, leaving them off-guard. (12%)

Right + A - Flame Kick. This is basically his Right, A move, except it can't be directed, is considerably stronger and has worse recovery and pull-off times. It also has a better range than it seems, and hits the opponent rather far. Pretty good move, but not as good as other SMASH attacks. (18%)

Down + A - Yet another copied move from Samus, this is the exact same as her double roundhouse kick, even down to the fact that it doesn't hit opponents very far. However, it's still Falcon's ONLY real clear-out move, which means you'll be using it rather often. (Clear-out)(16%)

Up + A - Uppercut. This is a great move, with good pull-off times but below average recovery times. However, it does quite a bit of damage, and it's very adept at it's main task : juggling. You can usually hit an opponent 2 or 3 times before they can recover with this move, and it has rather high priority as well. An excellent move overall. (Juggler)(17%)

Jump, A - Yet another flying kick, but it does surprsingly good damage. However, that doesn't really make up for it's blandness. (16%)

Jump, Right + A - Double jump kick. Falcon kicks his opponent with his right, then his left foot in mid-air. Does a nice amount of damage if both hits connect, which it will as long as the opponent's damage percentage isn't high. The recovery and pull-off times are good as well. however, it's drawback is that it doesn't hit opponents very far. Still a good move though. (10% for each hit, to a maximum of two hits)

Jump, Down + A - Heel stomp. Basically, DK's foot stomp without the horrible recovery time(this time it's "just" below average). It does slightly more damage though, and seems to push down enemies more effectively. Another good, if specialized, move. (Push-down)(14%)

Jump, Up + A - Somersault Kick. Basically, it's Mario's Somersault Kick with a few differences, mainly that it's MUCH better at juggling, it's considerably more powerful, it hits the enemy further, has a longer range, and is just a considerably better move in general, and my favourite. Another great move from an unlikely fighter. (Juggler)(16%)

Jump, Left + A - ....For once, someone actually had the brains to put an Air PUNCH on a character. It's not much different from the kicks in this section, but seems to hit opponents further away, but recovery is lacking. Not a bad move in general. (16%)

B - Falcon Punch. Falcon's strongest move, he charges up his fist by winding it for about a second, then releases it in a punch that seems to be helped by flames as well. As mentioned earlier, it's very strong, and hits opponents VERY far. However, the pull-off time is bad, and a second is an eternity SSB-wise. It's recovery time isn't very good either. This move is best used when you're certain that the enemy can't attack for whatever reason. (24%)

Down + B - Falcon Kick. Falcon stands still for a split second, then charges forward with flames in front of him. This move, although slow to come off, goes VERY fast when unleashed. However, the recovery time is nigh-on horrible, the damage done is only average, and it doesn't hit opponents nearly as far as it should. Also, should you hit someone in the beginning of this move, you won't go nearly as far for the latter part of the move. This can be used in the air, but only goes downwards and to the direction you're facing at about a 15 degree angle, which somewhat limits it's usefulness. You can go directly off a platform while using this, so be careful. (15%)

Up + B - Falcon Dive. This is a hard move to describe... basically, Falcon jumps in the air, and grabs onto anyone who happens to be in his way, then plants his foot squarely on their chest, kicking them away. It does excellent damage, And it actually will connect until Falcon starts falling downwards, which is longer than most people expect. However, it's not QUITE as good as it should be when used as a recovery move, as it's priority is rather low. Overall, though, still a very good move. Note that this is considered a throw move, which means after using this, opponents can use their double jump even if they expended it before you grabbed them, making it a bit less useful when edge-guarding. (20%)

R - Falcon grabs his opponent, that slams him into the ground and bounces him off the ground into the air. Most people don't seem to like this move, but I find it an excellent way to start a Somersault kick combo. (12%)

R, Back - A considerably better throw to use for non-juggling purposes, Falcon kicks them backwards HARD. (16%)

L - Oh my goodness....of all the things they could have had him say, they chose "Show me your moves!"?

Tips and Tricks

-Fan + Falcon Punch. Nuff said.

-Falcon's best combo is Up + A, Up + A(two Uppercuts), Jump, Up + A, Double jump, Up + A(Two Somersault Kicks), Up + B(Falcon Dive). This can do a VERY good amount of damage in the 80% region.

-If you've been knocked off the platform, try doing a Falcon Punch while falling for a little boost. It doesn't throw you very far, but sometimes it's enough to save a life.

-Falcon is the fastest character in the game. He can run the length of the upper part of the Star Fox in less that 4 seconds.

-To use the Falcon Punch more effectively, try using it while in the air, timing it such that as soon as you land, you'll release the killer punch.

200% Mode Advice

Now his speed becomes incredible. Run in and chuck your opponent forward if they’re light or damaged and backward if they’re not; his forward throw sends them far upwards but not quite as far as Kirby’s, and his backward throw sends them about as far as Ness’. Falcon Punch is also weaker than you may think, but still a great move if you can hit. Falcon’s uppercut is also great and capable of star finishing light characters instantly.

Overall

Captain Falcon is possibly one of the most underrated characters in fighting games altogether. Most people seem to dislike him as he's not exactly the most appealing guy in the world, but he's possibly one of the best fighters in this game. He's quicker than greased lightning, and his moves are powerful and hits the opponent far. He may have few juggling attacks, but those he do have work VERY well, and his special moves are surpisingly good. On the minus side, his Recovery isn't all that great(but you could hardly call it BAD), his lack of a projectile can be annoying occasionally, and a few of his moves are rather slow. However, these are all petty annoyances, and they don't keep him from being one of the best characters in this game. Try him, and you'll be plesantly surprised.

Rating - 9/10

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

Costumes
C Up - The standard Luigi with green overalls and blue shirt.
C Right - Fire Luigi, with dark green overalls and white shirt. Pretty cool looking.
C Down - Dark blue overalls and blue shirt.
C Left - Oh no.... red overalls, pink shirt?

Moves
(Author's note : As Luigi and Mario are so similar, I'll only list the different moves Luigi has here.)

Dash, A - Luigi dashes at his opponent, with his fists flying. I kinda prefer Mario's baseball slide to this move, as it's rather hard to connect with all the hits of this move. It isn't bad though. (2% for each hit, to a maximum of 12%)

B - Unlike Mario's Fireball, this one isn't affected by gravity. However, it doesn't seem to travel quite as far as Mario's either. (6%)

Down + B - Luigi Cyclone. Unlike Mario's, this is a single hit only. Although it does more damage in one hit than Mario's can with all it's hits, it loses the Push-down effect, as well as losing Mario's infinite combo. (Clear-out)(15%)

Up + B - This move is the same as his other unique moves in the fact that it only hits once rather than multiple times. However, unlike his other unique moves, I prefer this over Mario's, as if you can hit the opponent with the first frame of animation of this move, you'll send them VERY far upwards. This works VERY well as a finishing move. It's only drawback is that if you don't hit with the 1st animation of this move, you'll only do a weedy 1% damage. (25%)

L - While Mario gets to grow up to Super Mario, all Luigi can do is scuff his foot in envy. However, this taunt is unique in the fact that it's the only one that can actually HIT, albeit for only 1%. (1%)

Tips And Tricks

-Luigi's best combo is Jump, Down + A(Vertical Twirling Kick), Up, A(Uppercut), Jump, Up + A(Somersault Kick), Up + B(Rising Uppercut). It's hard to do, but can do around 71%.

-If the above combo is a little too hard, just do a Jump, Down + A(Vertical Twirling Kick), Up + B(Rising Uppercut) combo. That alone already does a nice 49% damage.

-Luigi seems to fall at about the same speed as Samus. I STILL hate it.

-Mario's Quad Jump also works on Luigi, although he hardly needs it with his excellent recovery.

-Luigi is the second slowest character in the game.

200% Mode Advice

The man with one move… more or less. His Fire Punch is incredible (what do you expect?), and that may be all you need for kills. The Luigi Cyclone though is good against very light or badly damaged characters.

Overall

There's really not that much difference between Mario and Luigi. Mario in general has the better unique moves, but Luigi has MUCH better recovery. However, he's also easier to knock out for that very same reason. But to make up for that, he has the Fire Punch up his sleeve, and the fact that his taunt hits makes him even cooler. Overall, he's just an alternative if you like Mario's moves, but not the way he handles, therefore, he deserves the same rating.

Rating - 7/10

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

Costumes
C Up - His usual blue shirt/red cap attire.
C Right - Yellow on black.
C Down - Purple on blue.
C Left - I'm running out of ideas, here... green on orange.

Moves

A, A, A - Punch, punch, kick combo. Very blah. (2% for the first hit, 2% for the second hit, 4% for the 3rd hit)

Right, A - Yet another forward kick. There is nothing else to say. (11%)

Down, A - Low kick. This one is actually occasionally useful, as it comes off and recovers rather quickly, meaning you can pull it over and over again. It doesn't combo, but your opponent can get very confused just trying to figure out whats going on. (3%)

Up, A - Hand throw? Ness jumps up with his arms outstretched, and somehow this maneuver makes anyone in front of him go flying upwards. It's an excellent juggling move, but it doesn't do that much else. Recovery time is average, pull-off time is good, damage is near-pitiful. (Juggler)(7%)

Dash, A - Ness pushes away anyone in his path. This hits people VERY far for some reason, but other than that oddity, it's pretty much the same as other dash attacks. (12%)

Right + A - Seems like Ness acts like Fox and breaks the rules here, as he's got a bat with him. It obviously isn't nearly as strong as the HomeRun Bat, but it's still pretty darn strong, and hits opponents very far. It's only real drawback is the ones that most of these SMASH moves have : recovery and pull-off times aren't all that good. Still an excellent move though. (18%)

Down + A - Ness swings the yo-yo behind, then in front of him. Note that although this is a clear-out move, it hits behind him first. This is possibly one of Ness's best moves. The range on the yo-yo is amazing, the damage done is good, it hits opponents very far and has huge priority over other moves. Pull-off and recovery times are average, but that only seems to strengthen this attack. Excellent. (Clear-out)(19%)

Up + A - Ness swings that yo-yo over him this time, from front to back. This is an alternative to the above clear-out move, should you need to hit in front first. Sends people straight upwards, has the same amazing priority, but the range isn't quite as good this time, and it doesn't seem to hit people as far as the above yo-yo move. It's still useful overall though. It can juggle to some extent, but this wasn't exactly a move made for that purpose. (Clear-out)(Juggler)(17%)

Jump, A - Another expectedly boring move, Ness does what seems like a split in the air. Not too useful. (Clear-out)(14%)

Jump, Right + A - Basically his dash attack done in the air. Has excellent priority and hits the enemy far, but recovery time and damage is somewhat lacking. Not bad at all though. (12%)

Jump, Down + A - Step Kick. Ness sticks his foot out below him, hitting anyone below him downwards VERY fast. This move is the most effective of push-down attacks, and seems to effect even opponents with low damage percentages. It also has excellent priority, and the damage done is fair. Ness's jumping style very much compliments this move as well, making it even more effective in his hands. Another great move. (Push-down)(15%)

Jump, Up + A - Air Headbutt. As soon as you master the timing on this, any opponents that get lifted into the air won't be coming down very fast. It has AMAZING priority, it hits the opponent pretty far, and also does acceptable damage. This move is right up there on the top of the cheese pyramid along with Link's Upward Stab. The only drawback with this move is the one statef above : it can be fairly hard to time. (Juggler)(15%)

Jump, Left + A - Mario's and Luigi's Drop Kick, in all respects. Not too bad, but you'll be using his other moves alot more often. (16%)

B - PK Fire. This is yet another cheap move, Ness throws a projectile ahead of him, or if he's in the air, he'll throw it at a 45 degree angle. If it hits, the projectile will turn into a pillar of fire, which then proceeds to trap anyone unlucky enough to be in it with multiple hits until the fire dies down, during which time Ness can simply walk up to the opponent trying to battle the flames and give them a good, hard whack with a baseball bat. The projectile itself doesn't travel very far, so don't think you can use it from a screen away. Also, if the opponent attempts to dissipate the projectile by hitting it with an attack, the projectile itself will disappear, but the pillar of fire will still spread, so basically trying to nullify this projectile is kinda useless. It takes about a half second to pull off this move, but it also has an annoyingly long recovery time.There's a little pause in between hits by the fire though, and this can allow your opponent to make a quick roll away, or block the next few hits. The latter should only be used against the CPU Ness though, as he can just walk up to you and throw you away if you attempt to use your shield. Note that if the opponent has a high damage percentage, they may be hit too far away to be trapped inside the fire column. Another great move from this schoolboy, you have to learn to avoid this move when playing against him. (4% for being hit by the projectile, 3% for each hit from the flame pillar)

Down + B - PK Shield. This doesn't absorb NEARLY as much stuff as the Reflector Shield can reflect, but this is still useful nonetheless, as it's the only in-built self-healing move. Note that the amount Ness will heal by is usually around 1.5 times the amount of damage the projectile would have caused. The only real problem with this shield is that it's pull-off time is only average, so for the most part you have to predict when the opponent will be throwing a projectile at you. You're also VERY vulnerable against normal moves while performing this move, so watch out. (0%)

Up + B - PK Thunder. Ness lets off a projectile that is controlled by the control stick, and you can move the projectile pretty much anywhere you want, until either it disspates, you send it out of the arena or you bang it against a surface. This projectile has many uses. The first is pretty obvious, using it to attack opponents. It's also used as a recovery move : hitting yourself in the butt with a PK Thunder pushes you VERY far forward. Also, if you can use this move to "launch" yourself at the opponents for HUGE damage. However, there's one big, obvious drawback to this move : You can't move yourself while the projectile is still active, and this leaves you VERY open to attacks. You should only use this move as a recovery move. (6% for being hit by the projectile itself, 30% for being hit by the "launched" Ness)

R - Ness grabs his opponent, and uses his PK power to move him in a circle once, then throw him away. Seems to throw the opponent VERY far away. (16%)

R, Left - The exact same throw, except he does it backwards instead. Rather strangely, still does the same damage. (16%)

L - A quick bow, and "OK!". Nice and simple.

Tips and Tricks

-Ness's best combo is Jump, Down + A(Step Kick), Up, A(Hand Throw), Jump, Up + A(Air Headbutt). Does around 37%.

-Ness has a infinite combo of sorts. Basically, it involves using the Step Kick on your opponent when he's on the ground, which will send him upwards if he's been damaged. Then, just jump up and Step Kick him down. As most people won't expect to head to the ground so fast, they probably won't have time to press Z to recover, and thus as you fall, you can Step Kick them again to lift themselves upwards, then repeat until the opponent starts to get hit too high.

-If you want to use the PK Thunder offensively, try shying away from the other three characters as they brawl, then use a PK Thudner away from the action then launch yourself towards them while they're distracted. You won't get many chances like this without being noticed, though.

-Ness can absorb the following :
Every character's projectile attacks except Link's bombs and Boomerang, Samus's Mines, Yoshi's Eggs and Pikachu's Thunder
Star projectiles from the Star Rod
Meowth's coins
Starmie's stars
Charizard's flames
Ray Gun shots
Fire Flower flames
ARWING's lasers
Charmander's flames
Master Hand's bullets

-Ness's bat can actually deflect projectiles, like Fox's Reflector Shield. However, it's obviously considerably harder to time, and it won't always work. It's pretty cool to do, though.

-If you want to be REALLY cheap during team matches, turn Team Attack on. Then have your partnerbeat the crap out of you with projectile attacks, while you use PK Shield. Get my drift?

-Ness is the slowest character in the game.

200% Mode Advice

Never land beside Ness either. His throw either way sends you flying. Aside from that, actually none of his other moves are deadly… “PK Ness” is powerful but not nearly as powerful as you’d expect… His high priority headbutt is still very useful as well.

Overall

I don't really like him, but I'll be lying if I said that Ness wasn't one of the best characters in the game. His range of moves are excellent, he has an amazing recovery move when mastered, his special moves are incredibly effective, if cheap, he's an excellent juggler,and he's very strong overall. On the bad side, he's rather slow, he may be TOO cheap for his own good, he's fairly easy to knock out and he needs to be mastered to be any good. However, these can only be taken seriously if you're VERY petty, in which case you're never gonna find a character you like. Quite possibly the best, and definitely one of the best SSB characters.

Rating - 9.5/10

==============================================
8) 1-Player Stages
==============================================

(Author's Note : I will be assuming you're playing Very Easy mode, as it's practically the only one which allows you to get high scores.)

Stage 1 - VS Link

HOW TO BEAT THIS STAGE
This is pathetic. Link will practically do absolutely nothing for the first twenty seconds as long as you don't do anything to him. For some reason, he likes to blow himself up with his bombs, and the only time he gets an ounce of sense and aggresion is when he gets over 50% damage, in which case he should be too far gone.

HOW TO GET THE MOST POINTS FOR THIS STAGE
One of the easiest ways to get lots of points for this stage is to simply keep throwing him to one side until he gives up. He rarely ever uses his triple jump, so you should be able to kill him within three throws.

BONUSES YOU SHOULD GET
No Damage, Full Power, Smash-less, Speedster, No Miss x 1, No Item, Judo Warrior, Throw Down, Fighters Stance.

CHARACTER SPECIFIC TACTICS
Kirby - Kirby's throws don't work quite as well against Link, as they go mostly vertical. If you're still going to try for the Judo Warrior/Throw Down combo, always use the Suplex instead of the Piledriver, as the CPU will be facing away from the platform when he tries to come back, meaning that he won't be able to grab onto the edge. Alternatively, you could just use his suicide move to finish him.

Stage 2 - VS Yoshi Team

HOW TO BEAT THIS STAGE
This is pathetically easy as well, the Yoshis hardly do anything at all except walk around, and practically any kind of attack will cause them to go bye-bye. There are 18 Yoshis in all, 3 of 6 different colours.

HOW TO GET THE MOST POINTS FOR THIS STAGE
No matter what, remember this : AS SOON AS AN ITEM APPEARS, GRAB IT AND THROW IT OUT OF THE ARENA!!! Anyway, there are a lot of ways to get a good stash of points here, but two favourites are by getting Hawk and Trickster, or Trickster, Judo Warrior and Throw Down.

BONUSES YOU SHOULD GET
No Damage, Full Power, Smash-less, Single Move, No Miss x 2, Fighters Stance, Yoshi Rainbow. These are the ones you should get no matter who you're playing as. If you're feeling lucky, try aiming for Lucky 3s as well.

CHARACTER SPECIFIC TACTICS
Ness - Ness is the best at this stage. As soon as you start, jump, then let off a PK Thunder at the appropriate Yoshi. Repeat until all are dead. For this, you'll get Shooter, Hawk AND Trickster!

Kirby, Captain Falcon, Jigglypuff - All three of these can benefit from the combo of Trickster, Judo Warrior and Throw Down thanks to their forward throws.

Link - Use the Boomerang for a combo of Trickster and Shooter. If you're up for a challenge, try jumping before letting off the boomerang for Hawk as well.

Luigi - Use Luigi Tornado to finish the Yoshis off. Try using it only in the air, to get Hawk.

Stage 3 - VS Fox

HOW TO BEAT THIS STAGE
Well, he puts up a slightly better fight than Link, but that's not saying much. He doesn't get very offensive until he reaches about 50% either, but he uses his triple jump fairly often, making him slightly harder to kill.

HOW TO GET THE MOST POINTS FOR THIS STAGE
The tactic used against Link works here as well, just look out for that ARWING which occasionally sticks it's nose in your business.

BONUSES YOU SHOULD GET
No Damage, Full Power, Smash-less, Speedster, Single Move, No Miss x 3, No Item, Judo Warrior, Throw Down, Fighters Stance.

CHARACTER SPECIFIC TACTICS
Kirby - Once again, the pink creampuff comes up a bit short here thanks to his vertical throws. The suicide is a more viable option now, as Fox triple jumps fairly often.

Stage 4 : Bonus Stage 1 - Break The Targets

HOW TO BEAT THIS STAGE
Just check the bonus stage part of this FAQ.

HOW TO GET THE MOST POINTS FOR THIS STAGE
It may be advised NOT to go too fast while doing this. It's certainly better to lose a few points here and there than lose everything from this stage by accidentally falling off a platform.

BONUSES YOU SHOULD GET
Perfect(duh).

CHARACTER SPECIFIC TACTICS
None.

Stage 5 - VS Mario Bros

HOW TO BEAT THIS STAGE
This isn't too hard either. Don't rely on your ally at all, s/he hardly does anything, and is only there for a few bonuses. As with most of the other characters, thse brothers don't seem to get very offensive until you raise their damage percentage a bit, or if you defeat one of them. These guys don't seem to like their triple jump very much either.

HOW TO GET THE MOST POINTS FOR THIS STAGE
As soon as you start, jump up and throw Luigi against the Lego-type sloping block on the right. As soon as he slides down it, grab him again, then throw him and he should bounce UNDER the Lego block and to his doom. Do the same for Mario, except do this towards the left instead, as the moving platform below will have started moving towards the right.

BONUSES YOU SHOULD GET
No Damage, Full Power, Smash-less, Speedster, Single Move, No Miss x 4, No Item, Judo Warrior, Throw Down, Good/True Friend, Bros Calamity, Fighters Stance.

CHARACTER SPECIFIC TACTICS
Kirby - Once again, Kirby's vertical throws come back to haunt him. This time Suicide is the ONLY option, as these brothers always somehow get back to the platform if you only try to throw them(You don't HAVE to die to do the suicide : Kirby's recovery is good enough to get you back to the platform while ensuring one of the brothers' deaths). Another option is to go for Hawk, as his Vertical Twirling Kick has Push-down properties.

Stage 6 - VS Pikachu

HOW TO BEAT THIS STAGE
Finally, Pikachu doesn't need any prompting from you to attack you. However, the AI establishes it's dumbness by constantly suiciding off the arena with some stupid Quick Attacks. Just use your best attacks, or follow the method below to finish off this critter.

HOW TO GET THE MOST POINTS FOR THIS STAGE
There's a fairly easy way to get Pacifist here : Wait on the paltofmr you start on, then as soon as Pikachu jumps towards you, run below him and double(or triple if needed) jump to the Helicopter Pad building, staying on the left edge. Eventually, Pikachu will do the same, except he has to use his triple jump, and will Quick Attack off the stage. If this doesn't work, you can try killing him with the multiple throws method(It doesn't work QUITE as well here though, as Pikachu seems to like using his Triple jump), or going for Hawk is acceptable too.

BONUSES YOU SHOULD GET
No Damage, Full Power, Smash-less, No Miss x 5, No Item, Fighters Stance. After that, you'll get either Pacifist, Throw Down/Judo Warrior/Single Move or Hawk/Single Move. Speedster can be acheived occasionally too.

CHARACTER SPECIFIC TACTICS
Yoshi - As Pikachu is sometimes too annoying to use throws, or he won't fall for the Pacifist trick, just Swallow him, then push his egg off the hole at the left of the Helicopter Pad for an easy, if cheap, kill.

DK, Kirby - Do the suicides if you can't bother messing with Throws and all that petty stuff.

Stage 7 - VS Giant DK

HOW TO BEAT THIS STAGE
Although it looks so, this isn't that challenging. The Giant DK can take strong hits without so much as a flinch early on, but with your allies helping, you should be able to reduce him to 200% with no problems. After that, just knock him off with a strong attack, then try to prevent him from getting back on.

HOW TO GET THE MOST POINTS FOR THIS STAGE
For the most part, the problem isn't with you : It's with your allies. Sometimes they're intelligent, dilligently attacking the giant monkey and grabbing any items that appear. And sometimes, it seems like they're part of a suicide cult. If you think you've got good allies, you can try just sitting back at throwing a few projectiles at him for Shooter, which garners good points, but is very risky. You could also try getting Hawk, which is a much more viable option.

BONUSES YOU SHOULD GET
Single Move, No Item, No Miss x 6, DK Defender/Perfect, Fighters Stance. After this, it's character specific.

CHARACTER SPECIFIC TACTICS
Yoshi - This is easy. Just Swallow the monkey and push his egg off for No Damage, Full Power, Special Move, Speedster, DK Perfect and other stuff.

DK, Kirby - Use Suicides for this. With DK, You'll get Judo Warrior and Throw Down as well as DK Perfect and a lot of other bonuses. With Kirby's, you'll get the same as Yoshi's bonuses.

Captain Falcon, Link - If you're in for a challenge, try defeating DK by doing nothing BUT Air Falcon Punches or Air Spin Slashes. This will earn you Hawk and Special Move.

Stage 8 - Bonus Stage 2 - Board The Platforms.

HOW TO BEAT THIS STAGE
Just check the bonus stage part of this FAQ.

HOW TO GET THE MOST POINTS FOR THIS STAGE
As with Bonus 1, don't rush as if you're going for a new record. Slow and easy.

BONUSES YOU SHOULD GET
Perfect(double duh)

CHARACTER SPECIFIC TACTICS
None.

Stage 9 - VS Kirby Team

HOW TO BEAT THIS STAGE
This is either heaven or hell, if you get my drift. All it takes is a single throw to kill any Kirby, but if you dawdle too long, they WILL beat you up bad. Just concentrate on throwing each one out of the arena. Note that the Kirby's attacks affect each other as well.

HOW TO GET THE MOST POINTS FOR THIS STAGE
The multiple throw method is the easiest way to go, and you don't want to be messing up this late in the game. To get Kirby Ranks, just remember the order in which they come out : Mario, DK, Link, Samus, Yoshi, Fox, Pikachu, Kirby/Luigi/Jigglypuff/Captain Falcon/Ness. Basically, the first row characters, the second row characters besides Kirby himself, then Kirby or one of the secret characters.

BONUSES YOU SHOULD GET
No Damage, Full Power, Smash-less, Single Move, No Miss x 7, No Item, Judo Warrior, Throw Down, Fighters Stance.

CHARACTER SPECIFIC TACTICS
Kirby, Captain Falcon, Jigglypuff - As with the Yoshi Team, they get the added boost of Trickster along with Judo Warrior and Throw Down.

DK - You can use the Ground Pound instead of throws to kill off the Kirbys. This gets you Trickster as well as Special Move.

Stage 10 - VS Samus Aran

HOW TO BEAT THIS STAGE
Finally, a real challenge. Samus is here, and she means business. She'll attack you without mercy, she actually uses her triple jump when needed, and she loves to charge up her shot. Whatever you do, DON'T take her for granted. If there's any stage you're gonna lose at, it's this one.

HOW TO GET THE MOST POINTS FOR THIS STAGE
Don't even think for a minute that you're gonna get No Damage and Full Power here. I've only done that ONCE in countless going throughs. Go for the unlimited throws tactic, and try and get the combo of Acid Clear and Star Finish as well. This is one stage you should settle for few bonuses and just concentrating on keeping the No Miss bonus going.

BONUSES YOU SHOULD GET
No Miss x 8, No Items, Acid Clear, Star Finish, Fighters Stance.

CHARACTER SPECIFIC TACTICS
DK, Kirby - Don't try the Suicide here. The lava will only hurt you more than it'll hurt her. Just treat her as if she's a human opponent.

Stage 11 - VS Metal Mario

HOW TO BEAT THIS STAGE
Metal Mario is almost identical to Giant DK, except he's considerably smaller(and thus slightly harder to hit), and he seems to attack slightly more often. Use the same strategy, wear him down, then use one good attack to knock him completely off the platform. As he's made of metal, he falls very fast, use that to your advantage.

HOW TO GET THE MOST POINTS FOR THIS STAGE
Just keep using the Multi-throw tactic. After knocking Metal Mario off the higher platform, just keep on trying to throw him off, remembering to use your shield just in case he uses his triple jump. Eventually, he'll go down.

BONUSES YOU SHOULD GET
No Damage, Full Power, Smash-less, Single Move, No Miss x 9, Judo Warrior, Throw Down, No Items, Fighters Stance.

CHARACTER SPECIFIC TACTICS
Yoshi - The old Swallow/push egg off method works very well here, as the egg will fall VERY fast, and leave the Metal Mario with no hope. This'll give you Special Move as well as Speedster...

DK, Kirby - Once again, the suicide works wonders. Just throw/spit him out and he'll certainly fall faster than you will...

Stage 12 - Bonus Stage 3 - Race To The Finish

HOW TO BEAT THIS STAGE
This is a stage with 5 floors. You start on the uppermost floor, and must work your way down to the end. You have a 1 minute time limit here, but only the most pathetic of gamers can't make it there by a minute. On the first floor, there's a Polygon fighter(just roll past him), on the second floor, there's a pipe constantly spitting out mines(just jump over them). On the third floor, there's another Polygon fighter. On the 4th floor, there's some annoyingly placed bumpers, and on the 5th floor, there's yet another Polygon fighter, along with the exit.

HOW TO GET THE MOST POINTS FOR THIS STAGE
Combine speed and caution. Each second is worth a nice 500 points, and getting through without taking any damage nets you an extra 15 000. To do this, as you drop from one floor to another, make sure you're doing your Down + A attack, to make sure that the polygon character waiting for you below won't hit you.

BONUSES YOU SHOULD GET
No Damage.

CHARACTER SPECIFIC TACTICS
Kirby, Yoshi, Captain Falcon - Instead of using your Down + A attack, use your Down + B attack instead when switching between floors.

Stage 12 - The Polygon Fighters Team

HOW TO BEAT THIS STAGE
This is basically the Yoshi Team Stage, except the Polygon fighters seem to be slightly more durable, and there are 30 of them this time. They're still pretty easy to knock away though, and there's only three of them on screen at any time.

HOW TO GET THE MOST POINTS FOR THIS STAGE
Treat this as the Yoshi Team Stage, basically. Throw away any items that appear, and try to go for Trickster, Hawk, and the like.

BONUSES YOU SHOULD GET
No Damage, Full Power, Smash-less, Single Move, No Miss x 10, Fighters Stance. After that, it depends on your character.

CHARACTER SPECIFIC TACTICS
Kirby, Jigglypuff, Captain Falcon - One again, this lucky trio get to utilize their forward throws again for Trickster and Judo Warrior/Throw Down.

Link - Once again, the Boomerang includes both Shooter and Trickster. Try Jumping while doing this for Hawk, but that is intensely more difficult.

Ness - PK Thunder works fairly well against the Polygon Fighters, but it won't neccessarily kill them on one hit, but two hits should be a certainty.

Stage 13 - Master Hand

HOW TO BEAT THIS STAGE
This is out of the usual. Rather than having a damage percentage, this glove has a life meter. It starts at 300%, and each hit brings it down by the appropriate percent. After you've depleted 200% of it's health, it starts to move considerably faster. Use your shield often, and use your strongest air attacks against this boss.

HOW TO GET THE MOST POINTS FOR THIS STAGE
Although it's pretty hard, No Damage and Full Power is possible. Also, Hawk should be aimed for as well. The only attack you should be careful of is when he disappears, flaming into the background, as he'll come straight at you from the background, then land on the middle of the platform. This, along with the "Poking" attack(which can be rolled away from), is the only attack the Master Hand has that can break your shield, so double jump over the first assault, then triple jump to make sure you won't land right on the Hand itself.

BONUSES YOU SHOULD GET
No Damage, Full Power, Hawk, No Miss x 11, No Miss Clear, Very Easy Clear, Single Move, Speed Demon, Cheap Shot.

CHARACTER SPECIFIC TACTICS
Ness - Don't forget you can absorb the Master Hand's bullets. You may not be able to get No Damage, but Full Power is still possible.

Kirby - If you think that your shield won't be enough to stop the next attack, turn into a brick. Nothing can break that shield.

==============================================
9) Multi-Player Stages
==============================================

Peach's Castle

Well, they may call it Peach's Castle, but it seems more like World 2 from Mario 64 to me.... anyway, there's a main platform where all 4 of your characters start, which starts to slope at either end. Immediately above the platform is a bumper, which moves horizontally, and often screwing juggling attempts. Above and to the left and right of the main platform are two Lego-like blocks, sloped towards the main platform. Below the main platform, there's another, smaller platform, and further below that, there's a moving platform which alternated from left or right. Obviously, if the platform is mainly at the right, you should be aiming to hit the opponent towards the left. Otherwise, there's only one more thing to note here : you can't grab onto any of the edges.

Congo Jungle

A dark jungle, there's a main platform which slopes downwards, then upwards, which means a thrown barrel can roll constantly in the middle of the main platform. Above the main platform, there's two smaller sloped ledges and two moving platforms. You can use the moving platforms to get on the higher ledges, but it's considerably easier just to Double/triple jump directly. The only other thing of note here is the barrel that moves horizontally under the main platform itself. If you can't make it back to the platform, this could be your last ditch effort. Be careful though, as the barrel will shoot you in whichever direction the arrow on it is pointing, which could very well be downwards. The barrel will also spit you out automatically if you stay inside it too long. Note that you can go right through the main platform.

Hyrule Castle

This is one of the bigger stages in the game. The main platform is connected to two slightly lower platforms to the left and right of it. A tower sits on the right part of the main platform, which is more of a hinderance then a help, although you can climb on top of it. Above the main platform, there are three other small ledges, each one higher than the other. The main hazard of this stage is the strange and constant occurance of Tornados. They're not that strong, but they WILL usually kill you if you're above 100%. These tornados also act rather strangely sometimes, moving at a speed even faster than Captain Falcons. Best of all about this stage, the Zelda theme returns!

Planet Zebes

Another pretty big stage, it has the usual main platform, and three medium-sized platforms, each one higher than the other. The main platform itself is very contoured, making it somewhat harder to use projectiles on. On the right, there's also a vertically moving platform which can be used if you need a reather. The hazard of this stage is the acid which constanly rises at certain intervals. If you can hear and see the lava rising, it probably would be smart to jump onto the highest platform. I've seen the acid go as high as the second-highest platform before. Note that like in Congo Jungle, you can go right through the main platform.

Yoshi's Island

There's nothing very much exciting about this stage, there's the usual main platform(which slopes downwards, the upwards, meaning you can keep a barrel rolling in the middle of the platform), along with the three smaller and higher platforms. There's also a few cloud platforms, 1 at the left and two at the right. If you can't make it back to the platform directly, you can use these as stepping stones, but they'll disappear if you stand on them for too long. Note that it's considerably easier to kill people by hitting them towards the left.

Dream Land

This stage is also rather bland, with a main platform, then three floating platforms above it. The only real oddity of this stage is the familiar face of Kirby games, the tree that is almost always the first boss of every Kirby game. He'll face a direction, then blow wind towards that direction. It doesn't affect you THAT much, but sometimes it's enough to prevent you from getting back to the platform when knocked out. The best stage for pure, unadultered fighting.

Sector Z

The biggest stage in Smash Brothers, you fight on the Great Fox itself, which consists of two main sides. The left part of the Star Fox is the higher side, and is also very contoured. The right side of the Star Fox houses the engines, and is considerably lower and smaller than the left side, and it's also marginally easier to kill people on the right side, as the edge of the arena seems nearer than on the left side. The main hazard here comes from the Starfox crew, who are up for some target practice. They've only got 1 laser upgrade, but those ARWINGs are dangerous all the same. If you're especially mean, try throwing someone into the path of the ARWINGs and laughing maniacally. Note that the ARWING's lasers can be both reflected and absorbed.

Saffron City

one of the funnest stages in Smash Brothers. Starting from right to left, there's a Helicopter Pad building, which is good for a quick breather if needed. After that, there's a small gap perfect for Push-down attacks, then there's the right, higher side of the main platform. The lower side of the main platform houses the stage's hazard : Pokémon will randomly appear and do an attack. Here are what they do...
Charmander - Either does Tackle, Flamethrower or both.
Venusaur - Either does Tackle, Razor Leaf or both.
Electrode - Uses Explosion. Don't be near him when he appears.
Chansey - Throws an egg out to play aorund with, and heals you by 5% if you touch him.
Porygon - Uses Tackle.
To the left of the main platform, there's another small gap, but this is usually covered by a vertically moving platform above it. After that, there's a small, low platform, then another vertically moving platform.

Mushroom Kingdom

Well, this is nostalgic. It's even got the old-style Mario theme, with the same "Hurry Up!" music when there's 30 seconds left. In the middle of the stage, there's the see-sawing platforms, which will regenerate after awhile if you let it drop. There's also two pipes which you can use to teleport from the left side of the stage to the right side, but they're also inhabited by Pirahna Plants. If you enter a pipe, and the pipe on the other side is occupied by a Pirahna Plant, you will instead appear in the hole at the middle of the stage, so watch out. The left side of the stage splits into a high and low path, of which the low path is a nice place to make sure that Hammer guys don't kill you. There's also a floating platform before the path splits into two, which you can use to help you get to the higher path. Note that a few attacks has a greater range than the blocks seperating the higher and lower paths, so you can constantly hit someone from below from there, with little fear of retaliation. At the right side of the stage, there's two more floating platforms. Note that there may be times where you lose sight of your character, but haven't actually died yet. If so, you can either pull off random moves and hope for a lucky hit, or run in the appropriate direction and re-appear on-screen.
==============================================
10) Items
==============================================

(Author's note : All the damage percentages were given as the most possible. The damage done decreases if you use the same weapon repeatedly, or if you hit someone with a weapon while he's lying on the floor.)

Beam Sword(Star Wars) - Normal Attack = 12%, Hold Attack = 18%, Smash Attack = 25%, Dash Attck = 12%, Thrown = 20%

A ripoff from the Star Wars Trilogy, this is a very powerful clobbering item with HUMONGOUS range. With one of these babies in your hands, if you're skilled, your opponent won't even be able to get near you. Note that certain characters Like Pikachu handle clobbering items in general the best.

Homerun Bat(Earthbound?) - Normal Attack = 7%, Hold Attack = 12%, Smash Attack = 10%, Dash Attack = 12%, Thrown = 24%

Looking at the amount of damage it does, the HomeRun Bat doesn't look very useful at first(except when thrown, perhaps). However, use a smash attack with this, and you'll be right up there with Mark Mcgwuire and Sammy Sosa, hitting any poor soul in the way with a Instant KO. The only time it hasn't instantly killed the opponent for me was when they started acheiving orbit, then hit the bumper in Mario's Stage, or if you hit someone high on health into the green tower to the right of Zelda's Castle. One of the best items for fast matches. Watch out though, as this weapon's pull-off and recovery times are near-horrible.

Fan(Super Mario RPG) - Normal Attack = 2%, Hold Attack = 4%, Smash Attack = 8%, Dash Attack = 7%, Thrown = 9%

As with the HomeRun Bat, the amount of damage it does in general isn't exactly stellar. However, should you catch a opponent who's using his shield, one smash attack will wipe that shield out! Especially useful against Jigglypuffs and when you're using characters with powerful but slow moves(*Cough**Cough*WIND-UP PUNCH*Cough**Cough*).

Star Rod(Various Kirby Games) - Normal Attack = 10%, Hold Attack = 18%, Smash Attack = 22%, Star = 12%

Although it seems to lose out to the Beam Sword in power and range, it makes up for that fact with the inclusion of a star projectile which you shoot off every time you do a smash attack or holding attack. Combine the two and rack up the damage!

Hammer(Donkey Kong) - 30%

Possibly the cheapest weapon in the game, grabbing one of these immediately puts you in a mad rage, swinging that hammer up and down like a demented carpenter. 3 hits(Less for the lighter characters) with this weapon is a guranteed kill. Of course, there are downsides to thie weapon. You can't let go of it once you've grabbed it, meaning you have to hang on to it for the full 15 seconds, you can only jump once while holding the hammer, which makes you a sitting duck to any re-appearing and invincible players, looking for revenge. And the music that plays is simply annoying too.

Motion Sensor Bomb(Goldeneye) - Explosion = 30%, Hit by Bomb = 13%

Think of the proximity mines in Goldeneye, and you've got an idea on how this works. Lay it on a surface, then either wait for someone to trip it, or force someone onto it(Note that they may hit YOU into your own bomb if you're not careful, and there's nothing quite as humiliating as walking into a bomb you forgot you placed). Favourite places to put it are on the edge of the arena, thrown into a crowd of players(watch it hit someone, fall onto the ground, and cover your ears), and put on walls. Unfortunately, most characters have a projectile that can defuse this bomb fairly easily, so it's use is fairly limited.

Bob-Omb(Various Mario Games) - Explosion = 30%, Hit by Bob-Omb = 10%

Think of Link's bombs on steroids. This guy will lay dormant on the ground for 5 seconds, in which it's safe to pick up. If no one does, it starts to walk around the platform it's on, and generally acting like a repellant. Throwing this into a crowd of players works VERY well, but don't forget about the rather big blast range, which can easily kill you too. If you're execeptionally evil, try throwing a projectile at a bob-omb just as someone's picking it up. It, along with Shells, are the only items that can be activated by attacks.

Bumper(Pinball) - Thrown = 8%, Walked into = 1%

Probably the least effective weapon in Smash Brothers, after it's thrown, it acts like a pinball bumper on the ground. It CAN be useful if you're guarding the edge against a player who just won't quit and die, and throwing it at someone will usually send them downwards as well as to the opposite direction.

Green Shell(Various Mario Games) - 28%

A simple pick-up-and-throw weapon, the green shell does good damage and can be re-used often. Note that the opponent can send the green shell right back at YOU with a well-timed attack. Stay alert and play some tennis with them.

Red Shell(Various Mario Games) - Thrown = 20%, Moving = 10%

It's use is similar to the green shell, but after being thrown once, it stays on the platform it landed on, searching the nearest opponent like a heat-seeking missile and hunting them down like those volunteers on flag day. One of the funnest items for a spectator to watch.

Poké Ball(Pokémon) - Thrown = 24%

Yes, I have the full list of Pokémon and how much damage they do. Am I crazy or what?

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Snorlax - 22%

Rises to the sky, then comes crashing down after growing about 10 sizes. Hits for the same damage in both small and big forms, oddly.

Hitmonlee - 24%

Performs a Hi Jump Kick on the nearest opponent. Seeing it hurl itself at three players near each other is a beautiful sight. Note that it can be fairly easily avoided with a well-timed jump.

Beedrill - Hit by the first one = 18%, Hit by one of the flock = 12%

One of the more useful Pokémon, it disappears off the edge of the screen....then comes back with the whole family. If you see one of these, immediately look for higher or lower ground.

Meowth - Coins = 6%, Touching it = 12%

THE best Pokémon in SSB, This lil guy will throw lotsa coins in 4 different directions(though those directions are constantly moving both clockwise and anti-clockwise), and anyone caught in it is almost certainly in for a pounding. Strange things happen when you get caught right in the middle, I've seen a computer opponent go all the way to 999% when it got caught in the middle....

Starmie - Stars = 3% Touching it = 12%

Picks one opponent and searches him out, then shoots stars at his altitude. Generally not too useful, as it almost always seem to pick those that are in the air, and they're always gone by the time the Starmie gets to their height.

Charizard - Touching it = 18%, Flames = 4%

Good if you need a breather, standing in the middle of this protects you from practically ANY attack. While the hapless opponent is trying to battle the flames, give them a nice throw towards the ever-willing dragon and watch the fun.

Blastoise - Water Blast = 6%, Touching it = 13%

One of the better Pokémon for edge-guarding, as it's attack throws the opponent downwards as well, causing huge problems. However, it's a lottery which way this guy will face, and it constantly moves backwards form the recoil of the water blasts, meaning that it could throw itself off the ledge almost immediately after you summon it.

Koffing - 3%

Releases his body odour, throwing anybody unlucky enough to be near him every which way. While your helpless opponent is being juggled, lay an aerial attack on them. 99% of the time, they'll get hit by the smog again before they can be hit very far, allowing you to hit them again, and again, and again...

Onix - Hit by Rocks = 8%. Touching it = 21%

Flies up towards the air(and throwing anybody touching him upwards), then starts throwing rocks from above. As with Koffing, hit them with a powerful attack while they're being juggled by the rocks.

Chansey - 0%

Appears, then throws out three eggs for you to play around with. Not much else to say.

Goldeen - 0%

Says his name, then flops around like a grounded fish(which actually, he is), doing zip damage, until he finally does the honorable thing and commits hara-kiri. Maybe this is a clue that there's a secret underwater stage?*Sarcasm*

Mew - 0%

Like Goldeen, he doesn't do any damage, but he's infinitely funner to watch, sparkling, then rising to the air.

Clefairy - ?%

Does any of the attacks stated above, which means he may also flop around like a half-dead fish. Usually, these attacks are weaker and funner to watch(Especially if he happens to copy Snorlax or Beedrill. That has to be seen to be believed...).

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Ray Gun(Earthbound) - Rays = 10%, Thrown = 12%

This is strictly long range, a skilled player can juggle his opponent for the whole 16 shots. Unfortunately, it hardly takes anything off a shield, and as said, it's usage is limited. Still fairly useful though.

Fire Flower(Various Mario Games) - Flames = 3%, Thrown = 11%

El Cheapo #2. Trap someone against a corner with this, and you can get well over 150% damage. Even if you don't have a wall to work with, this still juggles the opponent for good damage. You're pretty vulnerable to air attacks while using this though.

Star(Various Mario Games) - 0%

This familiar face will give you 10 seconds of invulnerability. Just go crazy after getting this, you practically can't do something wrong. Star + Hammer and Star + HomeRun Bat are two of the most dangerous combinations in the game.

Maxim Tomato(Kirby) - -100%

Heals 100% of your life. Note that if you're VERY badly damaged, you can still be knocked off while your health counter goes down, so don't think you'r invincible after grabbing this.

Heart(Zelda) - -999%

Heals you completely. Nuff said.

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11) Bonus Stages
==============================================

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

Bonus 1

Target 1 - It's right next to you, hit it with a normal punch.

Target 2 - Jump up and hit the target right above you with a Somersault Kick(Jump, Up + B).

Target 3 - Double jump while still in the air onto the nearest platform on the left, then double jump towards the upper-right and hit this target with a Horizontal Drill Kick(Jump, Right + B).

Target 4 - Triple jump onto the platform at the upper-right, and hit the target there with another normal punch..

Target 5 - Drop off the platform to the right, and speed up, hitting this target on the way, usually with a Drop Kick(Jump, Left + A)..

Target 6 - Now is the hard part. Drop JUST below the moving orange-and-black platform, then double jump up and hit this target with a Somersault Kick...

Target 7 - ...And then drop to the left, and when at JUST the right place, do your Rising Uppercut(Up + B) to hit this target and STILL land on the moving platform. Harder than it looks.

Target 8 - Run to the left edge of the moving platform, then double jump off it, orbiting the L-shaped platform, then fall below the target to the bottom-left, then at just the right time, use your Rising Uppercut to hit the target AND get back onto the platform without flaming the target(wastes time).

Target 9 - Double jump upwards, and hit this with your Rising Uppercut, landing on the moving platform whilst doing so.

Target 10 - Just do the double jump + Rising Uppercut to hit this one way up.

Bonus 2

Platform 1 - Jump off to the left to land on this one.

Platform 2 - Then jump up and right to land on this one.

Platform 3 - Then drop off to the right to land on this platform which should have surfaced by now.

Platform 4 - Drop downwards and land on this platform.

Platform 5 - Continue to drop  to the left, sliding down the banister, then jump to the right after going underneath it, to land on this one.

Platform 6 - Jump off platform 5, then double and triple jump to get on the blue platform. Jump onto this one...

Platform 7 - ...Then do a single jump + Rising Punch to land on this one.

Platform 8 - Jump onto the U-shaped platform(ignoring the platform underneath for now), then triple jump onto the swinging platform(this one needs practice.).

Platform 9 - If you were fast enough, the platform should only be beginning it's journey from right to left. Triple jump directly to the platform at the center of the "tentacle".

Platform 10 - Now fall down(remembering to press Down to fall faster), then triple jump onto the platform underneath the U-shaped platform.

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

-------------------
Bonus 1

Target 1 - Hit the target right next to you.

Target 2 - Jump towards the right, and hit the target with a Drop Kick(Jump, Left + A)

Target 3 - While still in the air, double jump onto the left part of the ledge you're standing on, then when you're just above it, let loose a PK Thunder(Up + B), then use Control Stick to control the movement of the projectile). Send it to the upper-left, then at the right time, send it right and hit this target surrounded by walls except for it's left side. Use the Start button to pause the game and find the position of your projectile, as it'll have to travel off the screen for this.

Target 4 - Hit the target to the lower-left with a PK Thunder.

Target 5 - PK Thunder to take out the target above the moving platform(use the pause button again to figure out the position of your projectile).

Target 6 - Then your easiest task, hit the target to the left and slightly up of you with another PK Thunder.

Target 7 - Head right and double jump over the series of platforms, hitting this target on the second platform as you go.

Target 8 - This one is also pretty hard to do. Jump into the first gap, then when you're JUST inside the shaft, let loose a PK Thunder, and use it to hit the target in the second shaft. You can do this in other ways, but they seem to waste more time.

Target 9 - Make your way down the shaft, then hit the target right on the edge of the lowest ledge.

Target 10 - Fall downwards and hit this target.

Bonus 2

Platform 1 - Head left, and fall on this platform.

Platform 2 - Then fall to the right, towards this platform....

Platform 3 - ...And this platform....

Platform 4 - ...And this platform.

Platform 5 - Drop to the right of platform 4, then do a double jump as soon as you pass the wall, then shoot yourself with a PK Thunder aimed at the butt towards the platform.

Platform 6 - Fall off platform 5, then head left and jump onto this platform.....

Platform 7 - ...Then double jump onto this one.

Platform 8 - Do a double jump towards the left, then once you reach the peak of your jump, send a PK Thunder flying, and shoot yourself past the long tunnel. Double jump onto the next ledge, then onto double jump onto the first moving ledge, then onto the second, then from the second, jump onto the small platform just to the right of the third pair of moving ledges. Double jump towards the left to hit this one.

Platform 9 - Jump off to the right and land on the nearest non-moving orange platform, then double jump and shoot yourself onto the higher of the two platforms. Much harder than it looks. You can do it the other way around, but it wastes time. If you REALLY want to save time, try triple jumping onto this platform directly from platform 8. This is even harder, but saves a small bit of time.

Platform 10 - Now just drop off the platform and land on this one.

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

Bonus 1

Target 1 - Throw a Fireball at the direction you're facing to hit this target.

Target 2 - Jump to the left, then immediately do a Rising Uppercut(Up + B) towards the right to hit this target....

Target 3 - ...And this target.

Target 4 - You should land right next to this one. Hit it with a punch.

Target 5 - Double jump onto the ledge on the right, then fire a Fireball as soon as you reach about the same height as the ledge. If you're lucky, this should hit the target in the lower-right.

Target 6 - QUICKLY triple jump onto the moving platform. This is insanely hard, and you must have done everything else perfectly to even stand a chance. Hit the target on it as well while you're jumping on it, and try to land on the left edge of the platform.

Target 7 - Drop off the left edge of the platform, then double jump to the left, then try to use your triple jump to hit the target, yet still land on the upper-left platform. Harder than it looks.

Target 8 - Jump off the high platform, then immediately use Down to fall faster and hit this target with your Drill Kick(Jump, Down + A).

Target 9 - Almost immediately after you recover from your Drill Kick, do your Horizontal Drill Kick(Jump, Right + A) to hit this target.

Target 10 - If you did the above perfectly, it should push you further to the left. Pass under the platform and hit the last target with a Drop Kick(Jump, Left + A).

Bonus 2

Platform 1 - Run off the platform you start on and land on this one.

Platform 2 - Jump from platform 1 to land on this one.

Platform 3 - Fall down quickly to reach this one.

Platform 4 - If you did the first few quickly, this one will surface conveniently after you land....

Platform 5 - ...And so will this one...

Platform 6 - ...And this one too.

Platform 7 - Jump below the ledge, and travel to the right, landing on this platform on the way....

Platform 8 - ....And this one too.

Platform 9 - Do a double jump to reach this one(don't use a triple, it wastes time).

Platform 10 - From platform 9, do a double jump onto the ledge above you, then do a triple jump to reach this platform.

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

Bonus 1

Target 1 - Use a dash attack to nail the one to the left of Yoshi.

Target 2 - Jump towards the target inside the walls, hitting the one in mid-air with a Back Kick(Jump, Left + A) while doing so.

Target 3 - Hit the target in the wall with his Horizontal Headbutt(Right + A).

Target 4 - Double jump onto the second ledge, then double jump again onto the highest ledge, try to break the target while trying to get onto the platform to save time.

Target 5 - Fall just below the wall, then start fluttering again and hit the target with a Somersault Kick(Jump, Up + A).

Target 6 - Press down to make yourself fall faster, then hit the target below the moving platform.

Target 7 - Flutter over to the right, try to hit one of the targets, with an Egg(Up + B) as you land.

Target 8 - Jump and hit the other target with an Egg. To get these two,try practicing with the aiming on your Eggs first.

Target 9 - Make sure Yoshi is facing the left, then jump off the platform towards the right and hit this target with a Air Headbutt(Jump, Right + A).

Target 10 - Flutter to the right and hopefully, the platform should be waiting for you. Immediately jump off it, then flutter upwards and throw an Egg at this last target.

Bonus 2

Platform 1 - Flutter up onto the first platform.

Platform 2 - Flutter onto the moving ledge, then flutter onto this platform.

Platform 3 - Do a huge flutter to the right, landing on this platform.

Platform 4 - Drop down to this platform....

Platform 5 - ...And this one.

Platform 6 - Head for the edge of the ledge and immediately drop off to the left, making sure you're underneath the yellow platform. Land on this platform at the lower right.

Platform 7 - This is tough. Jump up so that you hit your head on the wall immediately above Yoshi, then flutter up and to the left to land on this platform.

Platform 8 - Drop off the fast moving platform and land on the yellow platform that isn't moving, then double jump to the left and land on this platform. I've managed to bypass the "Landing on non-moving platform" step once, but I messed up after that, and haven't been able to do it again. It's infuriatingly possible though...

Platform 9 - Jump against the flow of the moving platforms to land on this one.

Platform 10 - Double jump towards this platform at the upper-left. don't go too high too soon, as you can go right through the starting platform! I speak from painful experience...

-------------------
Donkey Kong
-------------------

Bonus 1

Target 1, 2 - Turn around from and face to the left and do a Ground Pound(Down + B) to destroy both targets at once.

Target 3 - Run to the ledge on the left and jump on it, hitting the target with your Skull Bash(Jump, Right + A) while doing so.

Target 4 -Jump off the platform to the right, then double jump when you're just below the moving platform, hitting the target on it with an Air Swat(Jump, Up + A) as well.

Target 5 - Double jump straight up from the moving platform, and hit the target straight above with a Skull Bash.

Target 6 - As soon as you land, hit this target inside the walls with a Low Slap(Hold Down, A)

Target 7 - Jump and hit the target with a Skull Crack while landing on the ledge to your left.

Target 8 - Stand near the edge of the right side of the ledge, then do a triple jump to nail the target floating in nowhere.

Target 9 - Land on the platform to the right, and hit the target straight above with a Skull Bash. It's hard to do, but possible, and saves more time than an Air Swat.

Target 10 - move away from the platform as you start falling, remembering to speed up your descent, and hit the target below the platform with a Drop Kick(Jump, Left + A).

Bonus 2

Platform 1 - Jump onto this one....

Platform 2 - ...And this one....

Platform 3 - ...And this one.

Platform 4 - Jump once, then use your Spinning Kong. It should carry you to the lava, which will send you spiraling up towards this platform.

Platform 5 - Press Down to go under the platform when you think you can land on the moving platform, then double jump onto this platform.

Platform 6 - Go under this platform and land on the one way below(remember to press Down to speed up your descent).

Platform 7 - Triple jump towards the left to reach this platform.

Platform 8 - Drop down, and if you did everything else perfectly, you should be able to use a double jump to get onto this moving platform.

Platform 9 - Double jump up onto this one after the moving platform reaches it's peak.

Platform 10 - Drop off this platform(Don't use Down to speed up, you'll waste time having to use your triple jump to get up onto the next ledge) and double jump onto lower ledge on the right. From there, do a triple jump to reach the platform on the far right.

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

Target 1 - Hit the target right next to you.

Target 2 - Jump, and hit the mid-air target with either Kick(Jump, Right/Left + A)(not a Cartwheel[Jump, Up + A], that takes too much time).

Target 3 - Float up twice, then use a Final Cutter(Up + B) to hit then target on the platform above, as well as landing on the platform. Target 4 - Jump towards the target on the left, then hit it by floating once then immediately doing either kick.

Target 5 - Float above the second highest platform, then land on the highest platform with a Final Cutter when there's no ceiling overhead. Run to the right and over the shaft, then immediately turn into a Stone(Down + B) and hit this target....

Target 6 - ...and this one....

Target 7 - ...and this one.

Target 8. Now, immediately after hitting target 7, revert back to normal form, and press down and left. If you did everything else perfectly, you should land on the moving platform. Hit the target there.

Target 9 - Run to the left edge of the platform then jump off, fall below the wall on the right, then do 3 or 4 floats to the left, then up and right once it's possible and land on the ledge, hitting the target on it with whichever Kick is more convenient.

Target 10 - Jump, then do three floats, then a Final Cutter to hit this last target..

Bonus 2

Platform 1 - Jump onto this at the lower left...

Platform 2 - ...And this one just above it with a single float...

Platform 3 - ...And this a bit to the right.

Platform 4 - Head right, and jump on the platform above all the bumpers.

Platform 5 - Use Stone to get through the bumpers quickly, then wait at the edge of the ledge. Once you see a platform, drop off and use Down to speed up your descent to catch up to it.

Platform 6 - Follow the platform down until you see a tunnel heading up-right. Float to the platform there, using Final Cutter if needed.

Platform 7 - Jump onto one of the fast-moving platforms, then jump off to this platform when you reach the end of the ride.

Platform 8 - Move on through the tunnel, then at the intersection, head right and either roll past the bumper or Stone past it. As soon as there's room, float all the way up and Final Cutter to reach this platform(you may not need to use ALL your floats, 4, sometimes even three, is enough).

Platform 9 - Drop down the hole(remembering to press Down to speed up your descent) then once you can start moving left, float towards that direction and Final Cutter onto this platform.

Platform 10 - Drop down, then go under the wall, float up once and Final Cutter to reach this platform.

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

Bonus 1

Target 1 - Hit the target right next to you with a normal slash.

Target 2 - Double jump onto the ledge on the right, pulling out a Bomb(Down + B) while doing so, and throw it with A only to hit this target.

Target 3 - Double jump onto the platform to the upper-right(it's hard, but not impossible), then triple jump towards the upper-left to hit the target and land on the platform.

Target 4 - Pull out a Bomb, then double jump right, and when you're right under the target, let go of the control stick, then quickly push Up and A to throw it up high and hit the target.

Target 5 - Speed up down the tunnel, then use a normal Air Kick(Jump, A) to hit this target...

Target 6 - ...And this target.

Target 7 - When you land, dash to the right, then use a Dash Attack to hit the target inside the wall.

Target 8 - Double jump onto the first moving platform, then triple jump onto the second, hitting the target on it while doing so.

Target 9, 10 - This is one of the hardest maneuvers to do in the entire Bonuses. Throw a Boomerang to the left, then immediately jump over it, then double and triple jump and hit the target to the upper-left while, theoretically, the Boomerang will hit the target at the upper-right. The problem is, it almost NEVER does. VERY hard.

Bonus 2

Platform 1 - Double jump onto the platform right above you...

Platform 2 - ...Then single jump onto the platform to the right of you...

Platform 3 - ...And then to the one on the far left of you....

Platform 4 - ...And double jump onto the highest platform.

Platform 5 - Double jump onto the right ledge, then triple jump over the lava, sliding down the bannister. Fall off the right edge when you land, then as soon as you pass under the wall, triple jump left to land on this platform.

Platform 6 - If you did everything else correctly, the moving wall will be occupying the the left side of the platform you need to be on. Don't let this stop you, go jump under the moving wall, then triple jump up underneath the right side of the platform. Triple jump onto the above platform, then do the same when on that platform. Now, double jump onto this moving platform.

Platform 7 - Double jump onto the platforms moving in a circle, then jump onto this platform in the middle of the circle.

Platform 8 - Jump towards one of the platforms on the left, using that as a stepping stone to land on this platform.

Platform 9 - Basically, do the same for the last part of platform 5. However, if you were fast enough, the platform will be at the leftmost of it's range. If you drop slowly, you can use just a double jump to get on this platform to save a bit of time.

Platform 10 - Drop quickly, then triple jump onto this platform.

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

Bonus 1

Target 1 - Jump, and hit the target right above you with a Somersault Kick(Jump, Up + A).

Target 2 - Hit the target on the floor with a Horizontal Drill Kick(Jump, Right + A) as you're landing.

Target 3 - Do a double jump onto the right part of the main platform, hitting the target there with a Horizontal Spinning Kick.

Target 4 - Double jump onto the first moving platform, hitting the target on it in the process.

Target 5 - Aim left of the platform you're standing on, and shoot two lasers. It should hit this one...

Target 6 - ...And this one.

Target 7 - Double jump onto the next platform, then do a double jump and hit the target with a Somersault Kick.

Target 8 - As you're falling, use the Fire Fox at the right height to hit the target surrounded by walls everywhere except the bottom.

Target 9 - Fall quickly, then shoot the target through the gap in the moving walls.

Target 10 - This is either the hardest or the easiest, depending on your timing. Jump into the gap, then let off a blaster shot to hit the moving target just below all the platforms. If you miss, you might be able to get back onto the platforms with a triple jump, or hit the target itself with your Fire Fox, but you'll waste time doing so.

Bonus 2

Platform 1 - Just walk to this one, it's right next to you...

Platform 2 - ...Then jump on this one....

Platform 3 - ...And this one. Don't take too long, as you have to hitch a ride with the moving platform as well.

Platform 4 - Ride the moving platform up(remember to avoid the bumpers, or use your shield), and double jump over the wall when you can, landing on this platform.

Platform 5 - Jump out of the shaft for now, and run towards the right, avoiding those annoying bumpers, and jump onto the nearby platform.

Platform 6 - Fall back into the hole, and once you hit the ground, do a triple jump to land on this platform.

Platform 7 - Fall down the gap, then do a triple jump towards the upper-right to land on this platform.

Platform 8 - Drop off the left edge of the platform, and use Down to speed up(and avoid the bumper). Double jump onto the low platform when you can.

Platform 9 - QUICKLY triple jump towards the left. If you were fast, you will JUST be able to land on the moving platform that just whisked passed platform 8 when you landed there. From here, do a double jump to the platform above.

Platform 10 - Drop down towards the right and double jump back on the moving platform. From here, triple jump to the platform in the tunnel.

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

Bonus 1

Target 1 - Hit the one target next to you.

Target 2 - Jump and hit this with a Screw Kick(Jump, Up + A).

Target 3 - Double jump to the left, then while still in mid-air, drop a Mine(Down + B) over the target inside the gap. Land on the right side of the gap after this.

Target 4 - Jump over the upper-right, hitting the target at the upper-right with a Blaster Shot at close range.

Target 5 - Land on the moving platform, hitting the target on it with a Back Kick(Jump, Left + A) as well.

Target 6 - Immediately double jump slightly to the right and fire a Blaster Shot at the target at the upper-left as soon as you land on the moving platform.

Target 7 - Speed downwards and fire a Blaster Shot towards the right at the right time to hit this target.

Target 8 - Fall through the gap with the target in it, hitting the target as well with preferably an Air Flamethrower(Jump, Right + A).

Target 9 - Continue speeding downwards onto the platform, ignoring the target on it for now, and JUST before you land on the platform, shoot a Blaster Shot towards the left.

Target 10 - While the Blaster Shot is heading towards it's target, use your Screw Attack(Up + B) to quickly hit the target above.

Bonus 2

Platform 1 - Just drop to it.

Platform 2 - Double jump onto this platform.

Platform 3 - From here, drop down quickly to land on this moving platform.

Platform 4 - Jump off, and do a triple jump to reach this platform. It's easier than it looks.

Platform 5 - Double jump onto the continuous moving ledges, then if you did everything else perfectly, do another quick double jump to land on this platform.

Platform 6 - Again, do a double jump, then another quick double jump to land on this platform if you timed it right.

Platform 7 - Jump onto the upper-right platform, then double jump onto the platform at the upper-left(hard, but possible).

Platform 8 - Jump off to the right, then fall down the hole when you see it. Roll under the bumpers, then jump on the platform.

Platform 9 - Triple jump to the upper-right platform, then stand right on the edge, and triple jump onto the platform way on the right. To make it easier, you can charge up a Blaster Shot, then when it's fully charged, turn around, jump off, then shoot of the projectile and let the blaster recoil yourself towards the platform more, but that wastes time. It's also slightly easier if you leave the second jump to as late as possible, yet still make the platform.

Platform 10 - Just drop down from platform 9 to land on this one.

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

Bonus 1

Target 1 - Hit the target Pikachu is facing with a Lightning Jolt(B).

Target 2 - Face the right and shoot that one with the Lightning Jolt as well.

Target 3 - Do the exact same as above to hit this target.

Target 4 - Jump up once, and hit the target above you with a Jumping Tail Whip(Jump, Up + A) while the Lightning Jolt is reaching it's third target.

Target 5 - While still in mid-air, use your second jump to hit the target on the moving platform with a Horizontal Electric Spin.

Target 6 - Double jump off to the right,and once you get high enough, fire a Lightning Jolt to knock this one out.

Target 7 - Double Jump to the left, firing a Lightning Jolt to the target in the shaft. Try to land on the right point of the "U" shaped platform.

Target 8 - Jump off the left, then when you reach the platform with a target on it, try to double jump and hit the target with a Horizontal Electric Spin without even touching the ground of the platform.

Target 9, 10 - If you've managed to do the above, then continue dropping towards the left and use Thunder(Down + B) at the appropriate time to hit both targets at the same time.

Bonus 2

Platform 1 - Run to the right and jump on this one....

Platform 2 - ...And this one....

Platform 3 - ...And drop to this one.

Platform 4 - Run off the edge of the main platform, then do a double jump to land on this platform.

Platform 5 - Jump off the platform and into the gap, then double jump and Quick Attack to the left. continue left until you reach the end of the moving bridge, then jump on this platform.

Platform 6 - Head to the right and jump on this one as well.

Platform 7 - Head on downwards, then jump over the tall platform, and then time your jump so that you land on this platform.

Platform 8 - Double jump (or Quick Attack[Up + B]) over the rest of the platforms until you reach the end of this annoying part of the stage, then fall down and double jump onto this platform.

Platform 9 - Double Jump onto this platform as well.

Platform 10 - From this platform, double jump up, and Quick Attack up and upper-left to land on this platform. Needs practice.

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

Bonus 1

Target 1 - Hit the target right next to you with a punch.

Target 2 - Jump and hit this target with a Somersault Kick(Jump, Up + A).

Target 3 - Double jump to the right, and hit this target with a Back Punch(Jump, Left + A).

Target 4 - This part is very tough. While facing the left, jump off to the right, hitting this target with a Air Kick(Jump, A)...

Target 5 - ...Then go under the wall and Somersault Kick this one. Once you do that, IMMEDIATELY start pushing to the right. You can pass right through the wall on the right! Triple Jump back onto the platform. Harder than it looks.

Target 6 - Do a quick double jump onto the first platform, then double jump up and right and hit this target with a Somersault Kick.

Target 7 - Fall towards the left, landing on the moving platform whilst hitting the target on it with a Step Kick(Jump, Down + A).

Target 8 - Making sure that you're now facing the right, Double jump towards the upper-left and hit this target with a Somersault Kick.

Target 9 - As you fall, hit the higher target behind the wall with a Somersault Kick.

Target 10 - Once you land, use a Flaming Kick(Right + A) to hit the last target behind the wall.

Bonus 2

Platform 1 - Run left and drop on this one.

Platform 2 - Do exactly the same as above.

Platform 3 - Continue running left until you drop down, then run right and drop down the hole. Ignore the moving platform for now, run to the left, and drop on to the platform.

Platform 4 - Double jump to the right, then run towards the moving platform, then wait for it this time.

Platform 5 - Continue right, then double jump to the right when you reach the gap to land on this platform.

Platform 6 - Fall down the gap, making sure you land on this moving platform as well.

Platform 7 - If you did everything else perfectly, this platform should conveniently surface when you need it to.

Platform 8 - Run left and drop down, then run to the edge of the platform, and do a Falcon Kick. Do another Falcon Kick after moving a bit right off the next ledge to land on this platform.

Platform 9 - Do a Falcon Kick off platform 8, then triple jump after you've passed the wall to land on this platform.

Platform 10 - Triple jump onto the minuscule ledge, then triple jump off that to reach this platform. This can take hell to do if your timing isn't right.

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

Bonus 1

Target 1 - Run to the right, using your Dash Attack to hit this target.

Target 2 - Run a bit left, then jump and hit this with a Jumping Kick(Jump, Right + A).

Target 3 - You should drop right next to this. Hit it on your way down with another Jumping Kick.

Target 4 - Jump, then puff once to land on the platform above you, then do the same, with a Air Slap(Jump, Up + A), to hit the target above the platform.

Target 5 - Puff to the small ledge on the left, then jump off and hit the target with a Jumping Kick.

Target 6 - Puff over the ledge, then fall down quickly on the green moving platform, breaking the target there with a Drill Kick(Jump, Down + A) as well.

Target 7 - Jump off the green platform, and hit this target at the right with a Drill Kick.

Target 8 - Remembering to speed up your descent, and if you did everything else perfectly, you should land on the moving orange platform. Do another Drill Kick to hit the target on the moving platform before you land on it.

Target 9 - Jump onto the yellow platform which should be just above the moving platform. From there, travel towards the right using ONLY PUFFS .Pounds waste a bit of time, and you don't need them to get to this target, as long as you wait a mini-second or two after each puff. Hit the target on the platform while landing on it.

Target 10 - Drop below the wall then puff back up, and hit this last target with an Air Slap.

Bonus 2

Platform 1 - Run left and jump onto this one...

Platform 2 - ...And this one.

Platform 3 - Continue left, and when you see the moving ledges, puff over them until you see a platform, then dive-bomb to it.

Platform 4 - Do the same as platform 3.

Platform 5 - This one is pretty irritating. A submerged platform comes up at certain spots, but it's fairly random. Just stand on a place where you saw the platform surface once, and stick there until it returns.

Platform 6,7,8 - Welcome to Annoyingsville. This place is generally a huge room with 3 platforms in it, and lots of bumpers bouncing around the rooms at different speeds, often bumping into you, and screwing your attempt to land on the platforms. If you can land on all of them the first time without getting bumped, you have my respect.

Platform 9 - Fall down the the hole(avoiding the bumper to the left) and continue left. Jump and press down a nanosecond before you think the platform will arrive to land on it.

Platform 10 - Jump off the left edge, and use the Puff, Pound strategy to land on the platform at the far left.

==============================================
12) Secrets
==============================================

Well, there aren't any REAL cheats for this game, rather, this game gives you rewards for reaching a certain milestone. Here they are...

Jigglypuff - To get this inflated puffball, simple beat the 1P game with any settings. After the credits, you'll be challenged by her at Saffron City.

Captain Falcon - To get this racecar driver, beat the game in under 20 minutes on any settings. After this is achieved(To be absolutely certain, you'll know you've achieved it if you get the "Speed King" award), he'll challenge you on, of all places, Planet Zebes.

Luigi - To get "the eternal understudy", beat all the first 8 bonus 1 stages in training mode. After you beat the final stage, Luigi will challenge you on Peach's Castle.

Ness - To get this pre-pubescent schoolboy, set the settings to normal difficulty, and 3 lives. Go through the entire 1P game without using a continue, and Ness will challenge you on Dream Land.

Mew - Get all 4 of the secret characters, and Mew will occasionally pop out of your thrown Pokéballs.

Item Switch - Play the game at least 50 times to unlock this option in the VS Options menu. With this, you can choose what items will appear when you fight, and how often they appear.

Mushroom Kingdom Stage - Beat the 1P game with all 8 of the orginal characters to unlock this fun hidden stage.

Sound Test - To get the sound test in the main menu, beat every character's bonus 1 and 2 stages. including the secret ones.

Credit Manipulation - More of a convenience than a secret, during the credits, you can use the control stick to move the Target, press A on the names to find out what that person did, press B to stop the credits from scrolling(and to start them again) and press Start to make the credits scroll ultra-fast.

Steal A Life - In a team stock game, when you've lost all your lifes and your teammate has 2 lives or more, press Start to steal one from him. Obviously, make sure you get your teammate's permission first...

The Confused Announcer - If you finish the 1P game with over 1,000,000 points, the announcer will say "INCREDIBLE!!" instead of "CONGRATULATIONS!!".

999% in 30 seconds? - A very strange tidbit, although one with limited use. Go into training mode, with Mario as your character. Walk right next to your enemy until you're touching him, then activate 4 Green Shells. When you, the shells and the enemy are all touching, do a Mario Tornado. You'll hear a HORRIBLE grinding noise, and you can watch in awe as your enemy's damage meter rises at an incredibly fast rate, and the combo and damage meter at the upper-left peak at 99 and 999 respectively. This lasts as long as the green shell lasts.

What's even more "interesting", is that you can do the exact same thing with just the Saffron Chansey. Activate 4 Green Shells near the Pokémon door, and when it opens, if Chansey appears, immediately start a Mario Tornado, and the same, horrible grinding noise can be heard.

What's the most "interesting" is that a combination of the two. Push your opponent into the door,then activate 4 Green Shells between the door and the opponent, and wait for the door to open. if it's Chansey that comes out, start Mario Tornado'ing, and you'll include all 7 objects in your Tornadoing frenzy. What's weird about this is that when the Green Shells disappear, you DON'T stop your Tornadoing frenzy, so the only way to stop would be to press pause, and Reset or Exit.

Bored? Easily amused? Try this! - Activate 4 Red Shells next to your opponent, then push your opponent onto them. Now use a move that hits both your opponent and the red shells. The results vary depending on the move, but moves like Link's Spin Strike, Kirby's Final Cutter and DK's Giant Punch work well here. Experiment for yourself and see how many killer moves you can find!

==============================================
13) Character Rankings
==============================================

If you can't be bothered to read through the entire Characters part of this FAQ(I know I wouldn't, and I WROTE this! ;p), here's a general ranking, based on my opinion. If there's a tie, the character which comes first in the list of names is the one I prefer.

#1 - Ness

#2 - Captain Falcon

#3 - Link

#4 - Kirby

#5 - Yoshi

#6 - Pikachu

#7 - Fox

#8 - Mario

#9 - Luigi

#10 - Jigglypuff

#11 - Donkey Kong

#12 - Samus

==============================================
14)My Times And Scores
==============================================

Basically filler, but here are my best scores and times.

CharacterBonus 1Bonus 21P High Score
Luigi16"5926"60*1,437,081*(85)
Ness21"0131"99*1,468,030*(88)
Mario10"7518"571,410,141*(81)
Yoshi19"1517"771,469,250*(83)
DK12"4924"491,500,481*(86)
Kirby17"2734"01*1,343,500*(76)
Link15"37*26"45*1,345,850(80)
Fox12"4728"70*1,529,340*(90)
Samus9"7529"651,326,330*(80)
Pikachu10"6923"471,363,571*(83)
C.Falcon11"3926"111,439,622*(81)
Jigglypuff18"8128"33*1,442,560*(88)
Total2'55"74*5'16"14*17,075,756(001)*!
* - Time/Score has been updated

! - I'm pretty sure this means "1001", but they didn't have enough space for 4 digits.

==============================================
15) Credits
==============================================

Companies/Sites

Nintendo - It's their system. Why SHOULDN'T I thank them?

HAL Labratories - I'm not too sure about their role in this game, but I believe they produced it.

People

Me - For still keeping interest in this FAQ, although it was started over 4 months ago, when it was only known as the Bonus Stage FAQ.

Bahamut Nadanova - For writing the 200% sections in the Characters, for writing the Advanced tips section, for giving me many tips, which are scattered throughout this FAQ, and are too many to mention, as well as practically proofreading the whole Walkthrough(and survivng, I might add ;p), for pointing out the many mistakes I'd made, and for generally being a cool guy to tlak SSB with.

Nedroid - For leading me to two new "secrets", in the Secrets section.

Starmie Knight, DizzyBum, Lance - For support, and for the never-ending challenge for better times.

==============================================
16) Feedback
==============================================

Comments? Compliments? Complaints? Threats? Opinions? Questions? Chain letters? Marraige proposals? Money donations? Send them to deranged85@hotmail.com. I'm pretty up-to-date, so if you don't get a reply within a few days, chances are that you probably don't want one.

==============================================
17) Disclaimer
==============================================

This FAQ is for private use only. This FAQ may not be used on any website unless I give them permission. It may not be sold or used in any way to make a quick buck. I have no association or affliation with Nintendo or HAL Labratories. All trademarks are respected.

© 1999, Deranged 1