Characters - Jacob Essy Eportfolio

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Character Reference Manual
Super Smash Bros Melee for GameCube™
Table of Contents
iii
Table of Contents
Table of Contents ......................................................................................................................................... iii
Introduction .................................................................................................................................................. 3
Playing the Game .......................................................................................................................................... 7
Game Modes ............................................................................................................................................. 7
One-Player Mode .................................................................................................................................. 7
VS. Mode ............................................................................................................................................... 8
Basic Controls ............................................................................................................................................ 8
Moving the Character ........................................................................................................................... 8
Standard Attacks ................................................................................................................................... 9
Special Moves ....................................................................................................................................... 9
Defensive Moves ................................................................................................................................... 9
Grab and Throw .................................................................................................................................... 9
Characters ................................................................................................................................................... 13
Starting 15 Characters............................................................................................................................. 13
Mario ................................................................................................................................................... 13
Bowser ................................................................................................................................................ 14
Pikachu ................................................................................................................................................ 15
Peach ................................................................................................................................................... 17
Yoshi .................................................................................................................................................... 19
Captain Falcon..................................................................................................................................... 20
Donkey Kong ....................................................................................................................................... 22
Fox McCloud ....................................................................................................................................... 23
Ness ..................................................................................................................................................... 25
Kirby .................................................................................................................................................... 27
Ice Climbers ......................................................................................................................................... 29
Samus Aran ......................................................................................................................................... 31
Link ...................................................................................................................................................... 32
Zelda .................................................................................................................................................... 34
Sheik .................................................................................................................................................... 36
Unlockable 11 Characters ....................................................................................................................... 38
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Character Reference Manual
Jigglypuff ............................................................................................................................................. 38
Dr. Mario ............................................................................................................................................. 40
Pichu.................................................................................................................................................... 41
Falco .................................................................................................................................................... 43
Luigi ..................................................................................................................................................... 44
Young Link ........................................................................................................................................... 46
Marth .................................................................................................................................................. 47
Roy ...................................................................................................................................................... 50
Ganondorf ........................................................................................................................................... 52
Mewtwo .............................................................................................................................................. 54
Mr. Game & Watch ............................................................................................................................. 56
Tournaments ............................................................................................................................................... 61
The Rules ................................................................................................................................................. 61
Definitions ........................................................................................................................................... 61
One-on-One ........................................................................................................................................ 61
Two-on-Two ........................................................................................................................................ 62
Index............................................................................................................................................................ 63
Citations ...................................................................................................................................................... 65
Introduction
Introduction
3
Introduction
HAL Laboratory, which is a popular video game developer, released Super Smash Bros. Melee in 2001 for
the Nintendo GameCube as a sequel to its Nintendo 64 predecessor. The game takes characters from
Nintendo’s most popular game franchises and introduces them into a crossover fighting setting. The
main game franchises that the game includes are Mario, The Legend of Zelda, and Pokémon.
Super Smash Bros. Melee, which gamers refer to as SSBM, was one of the first games released on the
Nintendo GameCube. Because of the popularity of the Nintendo 64 version, the new game served as a
way to demonstrate the improved graphics and game engine of the new system.
Unlike similar crossover fighting games for other franchises, SSBM used the damage system that they
developed in the first game. Instead of the player that inflicts the most damage on the opposing players
winning, each character’s health relies on an increasing percentage meter. As the percent damage of a
character increases, they are more likely to fly off the stage when hit. Their recoveries from powerful
attacks slow down also.
Similar to the Nintendo 64 version, SSBM has an intricate achievement system that includes unlock-able
characters and stages. You can even earn trophies for completing certain tasks, or you can find them
laying around in the 1-Player modes. The trophies feature some well-known characters and artifacts
from this and other Nintendo games, as well as more obscure items.
Because of the immediate and long-lasting popularity of the game, several high profile tournaments
featured SSBM. In March 2003, the IVGF NorthWest Regional Gaming Festival and Tournament took
place. This was the first corporate sponsored tournament with the winner taking home $12,500. In the
summer of 2005, a crew in Mishawaka, Indiana hosted Melee-FC3, a tournament with nearly 200
participants from 30 states, the United Kingdom, and the Netherlands.
This Character Reference Manual contains information on the basic gameplay of the various modes and
moves for SSBM to help new players to get started. For proficient players, this manual contains the full
move list for all 26 characters featured in the game, as well as helpful hints and tips on how to use each
character. The main purpose of this manual is to be a quick and easy source for information while
playing the game. Once you get the hang of the game, you can start competing in official and unofficial
tournaments to earn your fame. This manual includes a full set of accepted tournament rules written by
Smash World, who sponsors several SSBM tournaments.
Playing the Game
Chapter 2
7
Playing the Game
Game Modes
Super Smash Bros. Melee offers several modes of gameplay for gamers ranging from training, to single
player Adventure Mode, to VS. Mode where you can challenge your friends to one-on-one combat, or
team up and battle it out. You can change the mode to fit your preferences.
One-Player Mode
Single player mode includes the main story modes, as well as the Events challenge and the Stadium.
There is even a Training Mode if you are feeling a bit rusty.
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Regular Match
o Classic Mode
 Based off the Nintendo 64 version, Classic Mode takes you through 11 stages
where you will fight randomly selected opponents in a variety of conditions.
Master Hand dominates the final stage. Defeat him and you will receive a trophy
of the character with whom you beat him.
o Adventure Mode
 Where Classic Mode is completely randomized, Adventure Mode follows a set
path every time you start it. The path features the backgrounds of several of the
characters, allowing you to fight them on their home stages. The final fight is
against Nintendo’s most famous nemesis, Giant Bowser. Defeat him and you get
another trophy of your character.
o All-Star Mode
 The All-Star Mode is only available once you have unlocked every single
character. This is the hardest mode of the three. You have one live with minimal
health regeneration and must battle against all 25 characters. You will battle the
characters 1-on-1, 2-on-1, 3-on-1, and in the case of Mr. Game & Watch, you
will fight 25 of them, 3 at a time.
Event Match
 The Events offer you 51 challenges of varying difficulties and rewards. Some of
them will unlock characters once beaten; others will give you more trophies.
However, each one is unique in the challenge and the setting that you must
experience.
Stadium
o Home-Run Contest.
 Choose your character and start swinging. The goal is to how far you can launch
the sandbag with the Home-Run Bat with minimal time to give it damage. The
secret is that the more damage you give, the farther the sandbag will fly.
o Target Test
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The goal of this mini-game is to smash all 10 targets is as little time as possible.
Every character has a unique stage that plays to their strengths. Classic Mode
also features this game.
o Multi-Man Melee
 In this challenge, you will fight for your life against Fighting Wire Frames in a
series of modes. These range from 10-Man to Endless and Cruel.
Training
 Are you feeling a bit rusty in your game? Or do you just want to try out that new
Marth combo? Training allows you to fight a computer that will not fight back.
That way you can pound away and perfect your game.
VS. Mode
VS. Mode is where you can challenge your friends to combat, team battles, or to take part in a
tournament. That way everyone can play. Versus allows you to control all aspects of the battles. Play a
Slo-Mo Melee where everything moves at half-normal speed or Invisible Melee where all the characters
are invisible. You can also change between a timed match and one with stock. Experiment and have fun.
Basic Controls
Z Button
L/R Buttons
X/Y Buttons
A Button
Analog Stick
B Button
Start/Pause
D-Pad
Moving the Character
Use the Analog Stick to move the character around the stage.
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To stand still, return stick to resting position.
To move right or left, tilt the stick in the direction you want to go.
o To Dash, quickly push the stick either right or left.
To duck, tilt the stick down
o To Drop Through platforms, quickly push the stick down.
C Stick
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9
To jump, quickly push the stick up
o You can also use the X or Y buttons to jump.
Standard Attacks
Perform Standard Attacks with the A button by itself, or in combination with the Analog Stick.
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For a Standard Attack, press A.
o Press A repeatedly for a Standard Combo.
For a Strong Attack, tilt the Analog Stick in a direction and then press A.
For a Dash Attack, quickly press the Analog Stick either left or right and then press A.
For a Smash Attack, quickly press the Analog Stick in a direction and press A at the same time.
o You can hold A longer to charge Smash Attacks. The longer you charge the attack, the
stronger it will be.
o In VS. Mode, you can also perform Smash Attacks by tilting the C Stick in a direction.
However, you cannot charge the attack with this method.
You can perform Midair Attacks by pressing A while in the air. You can combine this with tilting
the Analog Stick in a direction to perform different Midair Attacks.
To Climb Up an edge, tilt the Analog Stick up while hanging.
o You can also perform attacks while climbing by pressing A or B.
Special Moves
Perform Special Moves by pressing the B button by itself, or in combination with the Analog Stick. Each
character has Special Moves specific to them. Read the Characters chapter to find out more about them.
Defensive Moves
Press L or R to Shield and deflect enemy attacks. The longer you hold the button and the more attacks
you deflect, the smaller your shield will get. If it disappears, or Breaks, your character will be temporarily
stunned.
While shielding, you can perform Evasive Moves.
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To Roll Backward/Forward, press and hold L or R and quickly push the Analog Stick to the left or
right.
To Dodge, press and hold L or R and quickly push the Analog Stick down.
To Air Dodge, press L or R while in the air.
o You can control the direction you Air Dodge by pushing the Analog Stick in a direction.
Grab and Throw
Grab opponents by pressing L or R and A. You can then attack them by pressing A repeatedly, or throw
them by tilting the Analog Stick in a direction. You can also Grab by pressing Z. Each character has
different Grab Attacks and Throws, so be sure to read about them in the Characters chapter.
Characters
Chapter 2
13
Characters
This section will help you master all those confusing characters that you never wanted to take the time
to learn. We have provided all of the moves and combos for each character, tips on how to use them,
and how to unlock the hidden 11.
Note: all moves are for a character facing to the right.
Starting 15 Characters
Mario
Mario is perhaps the most balanced character in Super Smash Bros. Melee. If you can
design your smash skills around his then you are truly one your way to being a pro. It
is fair to say that Mario is the character for all players, as he is fully balanced with
projectiles, a deflection move, and plenty of strong attacks. He is very quick, and
unlike his brother Luigi, has better traction when it comes to navigating the ground's
surface.
Move
Fireball
Button/Combination
B
Cape
Right + B
Super Jump Punch
Mario Tornado
Double Jump
Punch
Punch/Kick Combo
Slide Kick
Uppercut
Medium Kick
Low Kick
Head butt Smash
Meteor Smash
Up + B
Down + B
X/Y/Up repeatedly
A
A repeatedly
Right + A while running
Up + A
Right + A
Down + A
Up + A (smash)
Right + A (smash)
Spin Smash
Down + A (smash)
Mario Kick
Bicycle Kick
Drop Kick
Meteor Punch
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Drill Kick
Grab
Grab Attack
Upward Throw
Airplane Throw
Down + A (in the air)
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Notes
Ranged move, temporarily stops
opponents
Used to deflect items and
opponents
Standard recovery move
Press repeatedly to get air
Standard double jump
Standard punch attack
Good for quick combo
Slide into opponent
Strong high attack
Strong medium attack
Strong low attack
Charge by holding A
Charge by holding A, stronger at
a distance
Charge by holding A, 360 attack
radius
Midair attack
Midair up attack
Midair back attack
Midair front attack, can be used
to spike opponent
Midair down attack
Be close to opponent
Good for increasing damage
Good for starting a combo
Throws decent distance
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Character Reference Manual
Giant Swing Throw
Slam Throw
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Furthest distance throw
Good for starting a combo
Can be shifted with analog stick
Defensive roll
Defensive roll
Defensive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Mario has very strong aerial attacks, so try to stay above ground. A tricky move to use is his Slam Throw.
We have found that, when used, it will trampoline your opponent into the air just above you. Follow it
up with your uppercut or the head butt smash. Defensively, your best move is Mario’s cape, which will
deflect thrown items and turn opponents around. When recovering to the stage you can use the cape to
help you float back to the stage or turn you in the direction you need. You can then finish your recovery
with a Super Jump Punch.
Bowser
The ultimate antagonist from the Mario Bros. series finally makes his debut as a
playable fighting game character, and despite his size, he is more than up to the task.
Bowser is pretty much Donkey Kong's counterpart as far as speed goes, but his
added size gives him greater reach and an added advantage in multiplayer fights. His
moves are devastating. He can breathe fire, he can squish opponents by falling on
them, and he can spin on his shell, damaging everything around him with his spiky
thorns.
Move
Fire Breath
Button/Combination
B
Koopa Klaw
Koopa Jaw
Right + B
Right + B (B repeatedly)
Whirling Fortress
Bowser Bomb
Double Jump
Punch
Punch Combo
Horn Charge
Up + B
Down + B
X/Y/Up repeatedly
A
A repeatedly
Right + A while running
Notes
Hold for long attack, decreases
strength over time
Slash/grabs enemies
Done if opponent held by Koopa
Klaw
Standard recovery move
Butt stomp
Standard double jump
Standard punch attack
Standard punch combo
Sends opponent into air
Chapter 2
15
Uppercut
Stumble
Claw Swipe
Hop Smash
Head butt Smash
Up + A
Right + A
Down + A
Up + A (smash)
Right + A (smash)
Shell Spin
Down + A (smash)
Air Spin
Roundhouse Punch
Back Attack
Flying Slash
Upside Down Shell
Grab
Head Butt
Blender
Forward Throw
Backward Throw
Smother
Shield
Spin Backward
Spin Forward
Dodge
Air Dodge
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Strong up attack
Strong side attack
Strong low attack
Charge by holding A
Charge by holding A, Bowser’s
strongest move
Charge by holding A, good
defensive move from aerial
attacks
Standard spin attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack
Must be close to opponent
Good for increasing damage
Causes most damage
Standard throw
Throws furthest
Good for starting a combo
Shift with analog stick
Defensive move
Defensive move
Defensive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Bowser’s best defense is his weight and a strong offense. The best way to deal damage is to get in the
fray and use his powerful spin attacks. These will deal damage in all directions, perfect when fighting
multiple opponents. Use the Bowser Bomb to get in the middle of the fighting. Due to his slow nature
and poor recovery, try to stay in the center of the stage to avoid flying off the edge when hit. If you need
a break from the action, roll away. A good way to trick your opponent is to roll behind them and use
your Fire Breath to trap and deal damage.
Pikachu
Pikachu is one of the speediest Super Smash Bros. Melee characters around. On the
downside, Pikachu is also on the small side -- which means he is very light and larger
opponents can easily throw him far. In practice, this means that you should stay away
from close contact fighting whenever you have high damage in battle.
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Character Reference Manual
Move
Thunder Jolt
Skull Bash
Quick Attack
Button/Combination
B
Left/Right + B
Up + B
Thunder
Double Jump
Head Butt
Running Head Butt
Tail Hit
Double Kick
Tail Sweep
Somersault Smash
Thundershock
Electric Spin
Down + B
X/Y/Up repeatedly
A
Right + A while running
Up + A
Right + A
Down + A
Up + A (smash)
Right + A (smash)
Down + A (smash)
Thunder ball
B (in the air)
Roll Kick
Tail Chop
Backward Spin
Electric Drill
Electric Screw
Grab
Electric Shock
Electric Skull
Electrocution
Submission
Electric Slam
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Notes
Follows ground
Hold B to Charge
Control stick determines
direction, choose new direction
to perform twice
Doesn’t go through platforms
Standard double jump
Standard punch attack, very fast
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A, very strong
Charge by holding A, good for
defense
Descends at a diagonal angle,
turns into Thunder Jolt when it
contacts ground
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack
Must be close to opponent
Good for increasing damage
Good for starting combos
Causes a lot of damage
Furthest throw
Good for starting combos
Shift with analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Being an Electric-type Pokémon, Pikachu has a couple of interesting thunder attacks that help you keep
your distance. Pikachu's most basic electric attack is Thunder Jolt, a bolt of lightning that runs along the
Chapter 2
17
ground and even goes around corners and edges. You can also pull off a Thunder Jolt in the air while
tapping B during a jump, which will produce a Thunderball that descends at a diagonal angle (until it hits
the ground, where it will continue just like a standard Thunder Jolt). Thunder is also a good way to clear
the area around you. Recovery is simple with Quick Attack because it is fast and, if timed properly, will
execute twice. Press Up + B then immediately move the joystick in the direction of the platform on
which you are trying to land.
Pikachu's aerial attacks are fast, but not all of them are good to use. Stay away from the standard
forward, backwards and upwards midair attacks. They are fast, but they cause hardly any damage.
Instead, get in the habit of using the Roll Kick or the Electric Screw move. Both of these moves can cause
12% of damage. Likewise, Pikachu's grab and throw moves are superior to most other Smash Bros.
characters' throw attacks. Electric Skull and Electric Slam are your best choices. You can also combo the
upper throw for a more powerful attack. Use Electric Skull, then follow up with a Tail Hit and finish with
a Somersault Smash.
Peach
We already know what you are thinking: Princess Peach is a girl and is probably a
mediocre character. That statement could not be further from the truth. Princess
Peach is one of the more strongly weighted characters in Super Smash Bros.
Melee. It is impossible to be downright cheap with her because her moves are not
overpowered and she is light so she can easily be smashed far from the stage. She
compensates for this bullying by taking advantage of her frilly dress, where she can
float horizontally for long distances, and if she pulls out her parasol she can float
slowly downward. Certainly, her ability to get back to the platform is unprecedented and rivals even that
of Kirby.
Move
Toad
Button/Combination
B
Peach Bomber
Right + B
Parasol
Turnips
Up + B
Down + B
Float Jump
Slap
Double Slap
Running Push
Head Slam
High Kick
Low Slap
Pirouette
Club/Racket/Bat Hit
X/Y/Up
A
A repeatedly
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Dress Spin Smash
Down + A (smash)
Notes
Counter, face opponent to cause
damage
Explodes on contact with
opponent
Use to float back to stage
Projectile, see below for more
info, old turnip will ping
opponent
Hold down to float
Standard punch attack
Standard combo
Running attack
Strong up attack
Strong side attack
Strong low attack
Charge by holding A
Charge by holding A, object will
change with each attack
Charge by holding A
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Character Reference Manual
Peach Spin
Flying Kick
Back Attack
Flying Slap
Flying Quad Kick
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Grab
Heel Kick
Upward Throw
Forward Slap Throw
Back Bump Throw
Banzai Drop
Shield
Dance Step Back
Dance Step Forward
Dodge
Air Dodge
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack, can be used
to spike opponent
Must be close to opponent
Good for increasing damage
Good for combos
Strong damage
Furthest throw
Good for combos
Shift with control stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Her most powerful and useful attack is without a doubt her Dash+A attack. As she plows into opponents
with the palms of her hands, it sends them almost directly above her. Because she is so agile, she can
actually juggle opponents this way. It is a devastating chain of attacks that will leave opponents feeling
helpless. It definitely takes a lot of practice, though, because your timing has to be perfect. Additionally,
this attack is the perfect way for starting any combo. One of Peach's hardest-to-read attacks is her Dress
Spin Smash. It swings in 360 degrees and reaches a fair radius surrounding her. If you use her dash
attack with this dress spin, you will find it is a perfect complement to it. It is also very useful for anytime
foes fall from above you, especially since you can charge it. Her smash uppercut is also very powerful
and a good way to mix up attacks.
You will also want to explore Peach's special B-button attacks. Like Link, she can pull out toss-able white
radishes, which are great for keeping an opponent off the stage as they try to jump back. They are also
perfect for disorienting foes. Toss one away and it will knock them back, but even better you can
actually catch the radish again and toss it a few times before it disappears. Occasionally, Peach will pull
up a Mr. Saturn or Bob-omb. If you get the bomb watch out, but also use it wisely, as it is practically a
free KO for you. Also, note that depending on the face type the radishes do a different amount of
damage. Therefore, you never know what you are going to pull up, but use it as much as possible. Look
for the rare "Old Turnip." Unlike the more prolific other turnips you usually get, the Old Turnip causes
more than four times the normal damage. Here is the breakdown:
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19
Standard Turnip - 58% chance of appearance, 8% damage
Bored/Sick Turnip - 12% chance, 8% damage
Confused/Surprised Turnip - 9% chance, 8% damage
Sleepy Turnip - 6% chance, 8% damage
Happy Turnip - 6% chance, 8% damage
Winking Turnip - 4% chance, 12% damage
Content Turnip - 3% chance, 18-20% damage
Old Turnip - 1% chance, 34-38% damage
Bob-omb - 1% chance, 35% damage
Mr. Saturn - 1% chance, 7-11% damage
Yoshi
Yoshi, everyone's favorite green dinosaur, was one of the strongest characters in the
original and has made the transition to Smash Bros. Melee with nearly all his powers
intact. He can still perform his dreaded butt stomp, swallow opponents, spit, and poop
them out. To make things worse, he can now also chew. Yes, you heard right. You can
now deal damage to a swallowed opponent. Sounds unfair, but the move is more of an
annoyance than a serious source of concern.
Move
Egg Lay
Button/Combination
B
Egg Roll
Egg Throw
Yoshi Bomb
Right + B
Up + B
Down + B
Float Jump
Kick
Double Kick
Running Head Butt
Tail Swipe
360 Spin
High Head Butt
Head Smash
Double Tail Whip
Midair Kick
Flip
Tail Flurry
Head Butt Flip
X/Y/Up
A
A repeatedly
Right + A while running
Up + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Foot Flurry Attack
Down + A (in the air)
Swallow
Chew
Upward Spit
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Notes
Swallows opponents and lay
them in eggs
Alter direction with analog stick
Hold B for stronger throw
Butt stomp, also hits opponents
close to impact
Extended double jump
Standard kick attack
Kick attack combo
Running attack
Strong up attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack, can be used
to spike opponent
Midair down attack, causes as
much as 40%
Grab with tongue
Causes damage
Good for combos
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Character Reference Manual
Forward Spit
Backward Spit
Downward Bounce
Egg Shield
Backward Roll
Forward Roll
Dodge
Air Dodge
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Standard throw
Standard throw
Good for combos
Shifted with analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Yoshi’s head is a definite resource for his smash attacks. His Forward/Backward + A and Up+A smash
attacks are especially powerful. If someone flies off the edge, charge up his forward smash to keep
slamming him or her back towards oblivion. You can also try to use your Egg Throw to hit them while
they jump back to the platform, but it is very tricky to use. You can control the egg with the analog stick
and toss it farther by holding down the B-button longer. It definitely takes a lot of practice.
Yoshi can be very powerful in the air as well. Just using his Forward+A attack in midair is a good way to
grab some KOs. Interestingly, you can use his bulbous feet to deal out a great deal of damage; more so
than any of his other moves. Of course, it takes extremely precise timing. If you can jump into a player
as they fall from above and activate Yoshi's Foot Flurry, (Down+A) you could deal out as much as 40%
damage. We suggest relying on his main smash attacks, though. His tail whip, for example, is a good way
to clear a 360 radius around you.
Captain Falcon
Captain Falcon is one of the fastest characters in Smash Bros. Melee and is definitely
much quicker than his clone, Ganondorf. One would think that his lightweight would
mean he has less powerful attacks, but that is not true in the least. In addition, due to
his lighter state he is a bit easier to knock off the screen. He is the second fastest
character in SSBM, only falling behind to Fox. This makes him very agile and is what you
need to take advantage of most opponents.
Move
Falcon Punch
Button/Combination
B
Raptor Boost
Falcon Dive
Right + B
Up + B
Falcon Kick
Double Jump
Down + B
X/Y/Up
Notes
Requires short delay charge,
strongest move
Uppercut move
Grab and throw attack, also
works in midair
Ground side kick, air dive kick
Standard double jump
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21
Punch
Punch/Kick Combo
Mach Punch
Turbo Charge
Oil Kick
Round Kick
Sprawl Kick
Dual Edge
Back Knuckle Smash
Front/Back Kick Smash
Rotary Kick
Overhead Kick
Reverse Knuckle
Knee Strike
Stampede Down
A
AAA
A (repeatedly)
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Grab
Grab Knee Attack
Rising Throw
Body Slam Throw
Strike Throw
Head Crash
Shield
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
Roll Backward
Roll Forward
Dodge
Air Dodge
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Standard punch attack
Attack combo
Fast attack combo
Running shoulder attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack, can also
spike opponents
Must be close to opponent
Increase damage
Vertical throw
Forward throw
Backward throw
Down throw
Shield can be shifted with Analog
stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
One of Falcon's most strategic attacks is his Raptor Boost flaming uppercut. It sends players directly
above him and you can use this for several things. Depending on their height, you will want to use
different moves. For someone who has little height, use his double high kick. However, if you have
enough time try lining up his Up+B Falcon Dive. He sends foes exploding out from him for considerable
damage. This is also his third recovery jump. Therefore, depending on your angle you can actually grab
someone before you even make it back to the stage. The move can be used repeatedly, one after the
other, and actually sends Falcon higher than his opponent.
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Character Reference Manual
Another interesting fact about Falcon is that when he uses the Star Rod, it fires four stars at once. It is
more powerful than a normal charge up, but if you are too close, you can actually miss hitting
opponents. In truth, the Star Rod is much more effective when slammed upon someone's head.
Our best tip we can give you is just to use Falcon's balance. He is powerful in midair as well on the
ground, so be very offensive and use his speed to dodge attacks. You could actually benefit most from
running in and out of battle repeatedly.
Donkey Kong
Donkey Kong is actually a lot faster than he looks. Unlike Bowser, DK strikes a
balance between body size and agility for a powerful overall package. Most
players will find that because of his large size, DK isn't always ideal when going
up against multiple human players, but he can be devastating when used in a
one-on-one bout or when going up against a large number of computer
opponents.
Move
Giant Punch
Button/Combination
B
Head Butt
Right + B
Spinning Kong
Hand Slap
Up + B
Down + B
Flip
Punch
Punch/Hook Combo
Running Kick
Upper Swat
Backhand Swat
Hand Swipe
Two Handed Clap
Two Handed Slap
Two Handed Slam
Spin Attack
Flying Head Butt
Backward Kick
Overhead Slam
X/Y/Up
A
A (repeatedly)
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Flying Stomp
Down + A (in the air)
Grab
Carry
Gorilla Slap
Upward Throw
Forward Throw
L + A/R + A/Z
Grab then Right
Grab then hit A repeatedly
Grab then Up
Grab then Right + A
Notes
Press B to Charge, Cancel with Z,
L, or R
Drives opponents into the
ground
Recovery move and spin attack
Attack affects all close-by
opponents
Double jump
Standard punch attack
Attack combo
Running kick attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack, can also
spike opponent
Midair down attack, can also
spike opponent
Must be close to opponent
Picks up opponent
Increase damage
Standard throw
Throw from carry
Chapter 2
23
Strike Throw
Head Crash
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Standard throw
Standard throw
Can shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Unlike most other Super Smash Bros. Melee combatants, Donkey Kong lacks a vertical recovery move.
This means that if he falls deep into a pit, chances are he will not make it out. This means that you will
have to be very quick with your reactions when someone knocks you off. DK can perform a double jump
followed by his Spinning Kong (Up+B) recovery move -- but the movement of the latter is mostly
horizontal. It is an easy rule of thumb is to fight on the higher platforms when playing with Kong.
If multiple opponents attack you, remember that DK has several attacks that cause damage to both sides
at the same time. Spinning Kong works great to escape from a crowded fight, although it does not cause
much damage. The Two-Handed Slam (down and A) is a great choice if you want to cause more pain in
two directions. You can even charge it as a smash move. DK also has a two-handed uppercut clap move
(Up+A). This move works particularly well if you throw someone into the air or if you are standing
underneath a platform with an opponent. Thanks to DK's size and long reach, you can often smash
someone off a platform above you with the Two-Handed Clap.
Fox McCloud
Fox is the quickest character in Super Smash Bros. Melee, as his name would
indicate. This is his advantage above all. He hardly has the most powerful attacks in
the game, but like some of the other quicker characters his speed is where his power
lies. Getting into and out of fights is one of the best things you can do.
Move
Blaster
Fox Illusion
Button/Combination
B
Right + B
Fire Fox
Reflector
Up + B
Down + B
Double Jump
Punch
Punch/Kick Combo
X/Y/Up
A
AAA
Notes
Horizontal laser attack
Dash through enemies and cause
damage
Recovery and attack move
Deflects projectiles back at
opponents
Double jump
Standard punch attack
Standard combo
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Character Reference Manual
Rapid Kick
Leaping Kick
Flip Kick
Fox Whip
Fox Tail
Tail & Leg
Leg Shot
Ground Kick
Fox Kick
Overhead Kick
Back Kick
Triple Kick
Rapid Kick Down
A (repeatedly)
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Grab
Smash Elbow
Close-Range Blaster Vertical
Smash Elbow
Close-Range Blaster Horizontal
Close-Range Blaster Down
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
Call for Backup
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Left, Right, Left, Right (D-Pad)
Fast attack combo
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back kick
Midair front attack
Midair down attack, can also
spike opponent
Must be close to opponent
Increase damage
Throw up and shoot
Front throw
Throw back and shoot
Slam down and shoot
Can shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Calls Fox’s friends (Star Fox
stages only)
Fox's A-button smash attacks are his most powerful. In particular, it is his Up+A smash attack is most
devastating. What you will want to do is to run into a fight, perform whatever quick attacks you can and
if possible nail them with the Up+A smash kick. Once you have hit them up into the air, try to continue
to juggle them with that same move. If they get too high in the air, jump up after them and use Fox's
midair Up+A foot and tail whip. If timed right, it will deliver two powerful smashes to send them flying
even higher. So, stay offensive and chase down opponents. You are small and quick so you should be
able to get away from major attacks.
Fox also has a decent arsenal of B-button special attacks. Let us start by discussing his laser blaster. By
tapping the B-button repeatedly, you will fire laser after laser. There is no reloading necessary so you
get a constant stream of lasers. It does not knock opponents backwards, but it does take away a small
Chapter 2
25
amount of damage. This is the deceiving part. It seems useless, but if you keep a steady stream on
someone, you can incur 20% damage without him or her even noticing! Use it as soon as a match begins
and anytime you want to attack from afar. Of course, Fox has his famous Fire Fox (Up+B). This is his
recovery jump and it takes a small moment to charge up before firing. It is not overly powerful so you
should not use it as a primary attack. It can pass through all of your opponents, so if you see a group, try
to line it up just right. As Fox charges it up, you can press in any direction you like to send him that way.
This is best used to your advantage if you are fighting multiple opponents. They will not know which
direction you chose until you have already fired, so you can catch them off guard.
Lastly, you can activate Fox's reflector shield by pressing Down+B. You can violently reflect items or
other projectiles back at an opponent. Because you can hold it, you do not have to be perfectly accurate
with it. In addition to reflecting, though, it is a useful for pushing foes away from you. You have to be
touching them -- whether in midair or on the ground -- but if you do it right, the initial release of energy
will send them flying back. We have found that it work's particularly well in midair.
Ness
Ness is a peculiar character. He relies on the strengths of his PSI mind power to lead
him to victory. He can us his psychic powers on his yo-yo, to create bolts of fire, and
even glide through the air on a bed of mind control. His speed, agility, and genius are
more than enough to pummel any opponent. The trick is to use it wisely. Ness is for
experts only, and requires diligence and practice. True SSBM masters often rely on
Ness as their character of choice.
Move
PK Flash
PK Fire
PK Thunder
PSI Magnet
Button/Combination
B
Right + B
Up + B
Down + B hold
Double Jump
Hook
Hook/Jab/Kick
PK Push
Toss
Short Kick
Crouching Kick
Shuttle Loop
Bat Swing
Yo-Yo
Ness Spin
Jumping Head Butt
PK Drop Kick
Flying PK Push
Needle Kick
X/Y/Up
A
AAA
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Notes
Hold B to charge
Flame attack
Steer with control stick
Recover health by absorbing
energy attacks
Double jump
Standard punch attack
Standard combo
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack, can also
spike opponent
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Character Reference Manual
Grab
Head Butt Grab
Cowboy PK Throw
PK Throw
Reverse PK Throw
Rapid PK Fire
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Ness's ground A button attacks are mostly punches and kicks. Do not underestimate them,
though. They are quick -- very quick. Linked together with other air attacks and smash hits they
are very powerful. His most effective ground attack is his bat. It can be charged up to deal as
much damage as 32%. The potency of the attack is related to how far away from your opponent
you stand. The farther away you swing the bat, the more it hurts. The bat is a perfect KO tool
because it is so powerful and quick to use. It tends to work best when characters are jumping
back to the ground. His PK Push dash attack is also extremely useful because of its long range. It
is easy to charge into battle this way. His yo-yo attacks are great for clearing the area around, but
not particularly powerful. Use them sparingly.
Once you get a character into the air, Ness becomes even more powerful. Use his Toss or PK
Push attack on the ground as a great way to knock characters into the air. One of Ness's most
powerful air attacks is his PK Drop Kick, but you have to connect with your opponent at the
perfect time. Get Ness back right next to your opponent and activate the kick. As you will see, it
sends them flying and is one of our favorite KO-friendly attacks. And, if timed correctly, his
Right + A Flying PK Push can be devastating as well. If you ever find yourself in a situation in
the air where you think you do not have the advantage, use his normal A-button spin attack. It is
very quick, and you are more likely to pull off the move before your opponent. As we
mentioned, if you want to become good with Ness, you will need to balance Ness's air attacks
and ground attacks. Try to keep a constant wave of hits coming. It is very likely they will be
running more often than they attack if you are fierce enough.
Finally, we have his special B-button attacks. All of them are useful and awesome for their own
reasons. First, Ness has his PK Fire (Right + B). If it connects with another player, it will set him
or her ablaze in a column of fire, which can be very hard to escape. You can choose to nail them
with the bat or another attack -- since the fire does not affect Ness -- or we suggest trying to hit
them with yet another PK Fire. If you successfully link together two or three, you can incur
Chapter 2
27
major damage. It can be very helpful for interrupting their quest to jump back to the stages. Next,
we have Ness's PK Flash. The attack is very, very difficult to pull off because it is so slow and
obvious. PK Flash tends to work best for when another player is above you on a platform or
anywhere above you for that matter. Hold down B longer to charge it up. As it reaches full
power, it will begin to fall back towards the ground. You can choose to steer it left or right, or
release it to explode. PK Flash is best if used in many small doses or that one big one that the
other players somehow miss. Anything in between and you are probably going to fail at using it.
Try using it on players you throw above you.
Kirby
Many Smash Bros. players say Kirby had an unfair advantage in the original game,
mostly due to his powerful throw and the ability to float, so HAL has tweaked the
pink fluff a bit and given him some worthwhile opposition with the equally
nimble Peach. Just like in the original, Kirby can hover, suck in his opponents,
copy their abilities, and pull off his dreaded "Stone" drop attack. However, he is
also picked up a few new tricks along the way. For starters, Kirby can pull out a
huge hammer and whack his opponent if he is close. And as far as the drop attack
goes, Kirby can now transform into new forms as he is falling, such as a spiky ball or a stone block.
Move
Swallow
Spit
Copy Ability
Button/Combination
B
A (after swallowing opponent)
B (after swallowing opponent)
Hammer Hit
Hammer Spin
Final Cutter
Right + B
Right + B (in the air)
Up + B
Stone
Air Float
Punch
Right/Left Punch
Vulcan Jab
Burning Charge
Kirby Tail
Spinning Kick
Low Kick
Air Cutter
Smash Kick
Propeller Kick
Tinkle Star
Triple Attack
Drop Kick
Kirby Spiral
Screw Driver
Grab
Down + B hold
X/Y/Up
A
AA
A (repeatedly)
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
L + A/R + A/Z
Notes
Swallow enemy
Spit opponent off stage
Steal opponent’s ability, see
below for more info
Horizontal hammer attack
Spin attack
Upwards attack with ground
projectile
Smash down on opponents
Float jump (5x)
Standard punch
Standard combo
Fast combo
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack
Must be close to opponent
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Character Reference Manual
Grab Attack
Upper Throw
Power Bomb
Brain Buster
Stomping
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt/Discard Power
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Increase damage
Upward throw
Front throw
Back throw
Down throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Discards absorbed power
As indicated, most of Kirby’s attacks are largely the same. So his most powerful attack is still his
morphing stone attack (Down + B). You can drop from high above the stage and slam into unsuspecting
foes. It leaves him vulnerable for throws, but it is definitely one of those attacks that can be abused. As
well, Kirby has the all-important ability to steal opponent’s powers by sucking them in like a vacuum
with the B-button. With 25 different characters total to play, Kirby has a volume of attacks to steal. This
is definitely one of his most valuable attacks, as you can turn a foe's weakness into your strength. Kirby
steals the following B attacks from his opponents. Be sure to read the other character profiles for more
on these moves.
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Dr. Mario: Megavitamins
Mario: Fireball
Luigi: Fireball
Peach: Toad
Bowser: Fire Breath
Yoshi: Egg Lay
Donkey Kong: Giant Punch
C. Falcon: Falcon Punch
Ganondorf: Warlock Punch
Ness: PK Flash
Falco: Blaster
Fox: Blaster
Ice Climbers: Ice Shot
Samus: Charge Shot
Zelda: Nayru's Love
Sheik: Needle Storm
Chapter 2
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29
Link: Bow
Young Link: Fire Bow
Pichu: Thunder Jolt
Pikachu: Thunder Jolt
Jigglypuff: Rollout
Mewtwo: Shadow Ball
Mr. Game & Watch: Chef
Marth: Shield Breaker
Roy: Flare Blade
Kirby comes with some new moves too. His hammer is new to the fighting series and it is definitely very
handy. In midair, he can pull out his hammer for a wild spin attack, but on the ground, he can really
position himself to deliver a smash hit. Take note that your distance from your opponent drastically
affects this Forward+B hammer smash. At the farthest distance possible can take away a lot of damage,
but at close range, it is fairly weaker. This makes sense, as in close range you hit them with the handle
and not the hammer's head. Another new attack is Kirby's Burning Charge. He sends himself straight
across the screen like a meteor and anyone in his path will be burned. The attack is very weak, though,
so it is mostly useful for evasion or slowly racking up damage points on opponents.
Ice Climbers
You may not know it by looking at them, but the two happy-go-lucky Ice Climbers,
Popo and Nana, are two of the most powerful characters in the game. The key to
their strategy is teamwork. As the player, you are in control of Popo, but it's
important not to assume Nana as a weak link, left to trail behind you as you do all
the dirty work. It is the Ice Climbers' union that makes them so strong. The logic is
simple really: two smash hits are more powerful than one.
Move
Ice Shot
Squall Hammer
Button/Combination
B
Right + B
Belay
Blizzard
Double Jump
Hammer Swing
Hammer Combo
Shoulder Charge
Hammer Spin
Reverse Hammer Swing
Hammer Sweep
Hammer Uppercut
Hammer Hit
Hammer Roundhouse
Hammer Twirl
Up + B
Down + B hold
X/Y/Up
A
A (repeatedly)
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Notes
Shoot sliding ice blocks
Both ice climbers attack with
hammers
Recovery move, requires Nana
Double freeze attack
Double jump
Standard attack
Standard combo
Running charge
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair spin attack
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Character Reference Manual
High Hammer
Backwards Air Hammer
Air Hammer Hit
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Pogo Hammer
Grab
Head Butt
Throw Upward
Hammer Home Run
Backwards Toss
Downward Throw
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
Down + A (in the air)
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
A
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Midair up attack
Midair back attack
Midair front attack, can also
spike opponent
Midair down attack
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Can shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item, each ice
climber can pick up own item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Popo and Nana's most powerful moves are their hammer smashes. Smash+A in any direction will yield
an incredibly powerful attack. It is important to use their ground smash attacks. While in the air, they
are still powerful, but not nearly as powerful as when grounded. All of the ground smash attacks can be
charged and this is, of course, highly recommended, even if you can only charge the attack for an extra
second or two. You really cannot go wrong with any of the attacks, but the Down+A smash attack is
particularly useful because it sweeps a 360 radius. This is extremely useful to clear foes from around
you. Furthermore, the two have a running attack -- Dash+A -- that knocks foes straight up into the air. If
you want to charge into the action, this is the way to do it. And, once you have your opponent up in the
air, you can start a combo. If your foe is foolish enough to fall back down into your hands the Up+A
smash attack is highly recommended, as it will send them flying even higher, open yet again for another
attack. Try out their spinning hammer, which is a non-smash attack of Up+A. This is a very tricky move to
perform as if you press up too far you will jump. You have to tilt the stick upward ever so slightly or if
you do not have that much control over the analog stick, try jumping first and then holding up as you fall
towards the ground. Once on the ground, continue to hold up.
As a team, the two are very powerful. You can even pick up two items. Theoretically, it means you could
pick up two Super Scopes, charge them full, and deliver an unbelievably powerful double blast. There
are plenty of other combinations as well: two Star Rods, two Bob-ombs, etc. However, it is important to
take into consideration what happens when the Nana, the follower Ice Climber is KO-ed. The KO does
Chapter 2
31
not directly affect you, but your power is halved and your ability to triple jump is detrimentally
damaged. The Ice Climbers Up+B belay jump will not work if both are not present. So, once your lose
Nana, your game should become more defensive than offensive.
Samus Aran
Everyone's favorite bounty hunter has returned to Super Smash Bros. Melee with a
few new moves. It is understood that Samus could be considered cheap by Smash
standards, namely, her screw attack which was viciously annoying. However, this
time around Ms. Aran is all around much more well balanced and actually very
powerful if you use the right moves at the right times. Most importantly, you will
want to understand her smash attacks, which are performed by smashing the
control stick in a particular direction and pressing either the A or B button in perfect
sync. It can be liked to baseball -- where the bat meets the ball it is the same in Smash Bros. with the
control stick and chosen button. As confusing as it may sound, it is actually very easy and you will know
you successfully performed a smash attack correctly when you see a bright sparkle animation with the
attack.
Move
Charge Shot
Homing Missile
Power Missile
Screw Attack
Bomb
Double Jump
Punch
Punch/Chop Combo
Shoulder Charge
Downward Heel Kick
Middle Kick
Low Sweep
Flame Arc
Super Jab
Super Low Sweep
Samus Kick
Upward Drill Kick
Reverse Roundhouse
Flame Thrower
Low Shove
Button/Combination
B
Right + B
Right + B (smash)
Up + B
Down + B hold
X/Y/Up
A
A (repeatedly)
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Grappling Grab
Grab Punch
Throw Upward
Forward Throw
Backward Throw
Downward Throw
Shield
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
Notes
Hold B to charge, L/R/Z cancels
Fire guided missile
Fire direct blast
Attack upwards with spin
Turn into a ball and drop bombs
Double jump
Standard punch attack
Attack combo
Running charge
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack, can spike
opponent
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
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Character Reference Manual
Roll Backward
Roll Forward
Dodge
Air Dodge
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
The first thing players should take note of is Samus’ new and improved leg sweep, which is performed
with a Down+A smash attack. Where other characters have powerful uppercuts, Samus has this leg
sweep and it can be extremely useful because it has 360-degree radius. Even better, you can now charge
the move by holding the Down+A smash attack. At full power, it delivers a blow almost as deadly as her
fully charged blast attack. Use this whenever you see opponents falling helplessly from the sky above
you, such as when an opponent depletes their jumps. Overall, the leg sweep is always a great move to
end a combo attack. Try performing the Up+A smash attack and ending it with this Down+A smash leg
sweep.
Samus also has a powerful running attack that will send opponents flying. It becomes more effective
when percentages begin to run high and is a great way to start a combo. When someone gets high in the
air Samus' Down+A attack is also very powerful. Pit yourself in the middle of an air battle and you can
really deliver a violent blow.
However, it is Samus' new missile attack that is really a huge key to her attack strategies. Players can
send a homing missile at their opponents not by using a smash move, but rather while holding Right or
Left and then pressing B. This homing missile is fairly weak but is great for running up an opponent's
percentage. The more powerful brother to this attack is the smash Right or Left+B missile. This will fire a
missile that accelerates very quickly straight ahead of you. This missile will send your opponents flying
back and into the air. This is especially powerful when an opponent's percentage is high because you can
use it in combination with Samus' charge blast. The best combo we have found is to charge your blast to
full power by pressing B once and letting it power-up. Then use the smash missile attack and
immediately tap B to release the charged blast, which will follow the missile for a damaging two-hit
combo. When players' percentages get too high, it can almost be considered too powerful.
Link
Link from the Legend of Zelda series is back -- and he is just as versatile as he has
ever been. The Hylian hero can use his boomerang, Master Sword and Spin Attack
(on the ground and in the air), as well as whip out a bomb and hurl it at his enemies.
Apart from the ability to dodge melee attacks and projectiles, he can now also dish
out a new one: the bow and arrow that served as the basis for so many puzzles in
Chapter 2
33
the franchise have finally made it into Super Smash Bros. Melee. Like Samus, Link is gifted with one
move that is sure to drive other players mad: the Spin Attack. Link uses his Master Sword to spin rapidly
and slashes at anyone or anything that dares to approach his sharp blade.
Move
Bow
Boomerang
Button/Combination
B (hold to charge)
Right + B
Spin Attack
Bomb
Double Jump
Sword Slash
Super Jab
Charging Slash
Air Slash
Chop
Low Slash
Triple Upper Combo
Strong Chop
Up + B
Down + B
X/Y/Up
A
A (repeatedly)
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Low Slash Combo
Flying Kick
High Sword
Double Roundhouse Kick
Whirlwind Slash
Downward Stab
Grappling Grab
Midair Hook shot
Grab Attack
Slash Upward
Forward Kick Throw
Backward Kick Throw
Downward Throw
Shield
Hylian Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
L + A/R + A/Z
Z (in the air)
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
Face Projectile
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Notes
Release to Fire
Use as smash move for more
distance
Recovery and attack move
Blows up on impact or in time
Double jump
Standard attack
Sword attack combo
Charging sword attack
Strong up sword attack
Strong side sword attack
Strong down sword attack
Charge by holding A
Charge by holding A, press A
right after releasing to perform a
second, more powerful strike
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack
Grab from a distance
Cause damage in midair
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
Deflects thrown items
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character Pose
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Character Reference Manual
Link may not be as fast as Pikachu or Samus, but he has a variety of powerful moves that make him
effective in both short and long-range attacks. Although he does not have the powerful charge shot that
makes Samus a great long-distance fighter, Link can hurl his boomerang, shoot an arrow, or throw a
bomb. The bow and arrow is less effective than the first two, as you have to pretty much stand still to
fire a distance shot, so it is mostly useful in target mode or to prevent an opponent from jumping back
on a platform. The boomerang, on the other hand, is a great weapon to use in fast-paced melees with
multiple players. Since it can hit opponents immediately or on the way back, throw it at your opponents
whenever you are too far away to attack with hand-to-hand combat. It is hard to keep track of the
boomerang's trajectory so you will almost always catch your opponent off guard, giving you the chance
to follow up with more attacks. Finally, the bomb attack is a brilliant move against multiple opponents.
Whenever you have the chance, pull out a bomb (Down+B), then throw it into any direction to hit your
opponents. All three of these projectiles are a good and safe way to prevent knocked off opponents
from getting back on stage. Knock or throw someone off, then send the boomerang, arrow, or bomb
after him or her to make sure his or her rescue move will not get him or her back on.
But Link is not just all about projectiles. As a matter of fact, the Master Sword remains his most
important weapon. Besides the standard slashes to all sides, Link has several devastating sword attacks.
For starters, try throwing an opponent into the air, then immediately start charging your Up+A Smash
Move. When your opponent is falling towards you, unleash the triple attack combo upwards and cause
some major damage. Against your more mobile opponents, try immediately jumping after them with a
High Sword (Up+A in the air) move to get another hit in. The low version of this smash move works great
when you are surrounded by opponents, or when someone is trying to jump up to the platform you are
on: press Down+A to perform a powerful low slash combo to both sides. But then again, you might just
want to take the cheesy route and use Link's most annoying move, the classic Spin Attack. As a matter of
fact, the Spin Attack remains his most effective and destructive move, especially when performed on the
ground. There is just nothing better than sending your opponents flying with a quick spin as it hits
opponents on both sides. The Spin Attack works very well on stages with walls, such as Peach's Castle.
Opponents knocked into walls will bounce off and are basically at the mercy of a second Spin Attack. The
Spin Attack should of course also be used in the air as both an offensive and rescue move (to get you
back on a platform).
Zelda
Zelda is without a doubt one of the most complicated Smash Bros. Melee characters. Simply
because she is two fighters in one, both of which have completely different fighting styles.
So, let us start with Zelda since she is the default fighter of the two. Link's main girl is the
stronger of the two. The drawback is that she is slower. This is where leveraging the speed of
Sheik comes in, but we will discuss that later.
Chapter 2
35
Move
Nayru’s Love
Button/Combination
B
Din’s Fire
Right + B
Farore’s Wind
Up + B
Transform
Double Jump
Short Flash
Quick Palm
Barricader
High Magical Cutter
Low Magical Cutter
Leg Sweep
Power Steer
Shining Palm
Compass Turn
Zelda Spin
Blast
Lightning Kick Back
Lightning Kick Front
Meteor Heel
Down + B
X/Y/Up
A
Right + A while running
Up + A
Diagonal Up/Right + A
Diagonal Down/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Magical Hold
Hex
Force Top Throw
Force Throw
Force Back Throw
Plasma Beat
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Notes
Attack move, also deflects
projectiles
Hold B and guide attack with
Analog stick
Spin, then warp in direction of
Analog
Turn into Sheik
Double jump
Standard attack
Running attack
Strong up attack
Strong diagonal attack
Strong diagonal attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack, can spike
opponent
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Zelda's A-button attacks all (but one) rely on the power of her magic. Pressing the A-button will form a
powerful orb in front of her that can be used to shock foes. Get them into a corner and you should be
able to do it enough times to cause some serious damage. What is interesting about her magic attacks is
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Character Reference Manual
that she actually has diagonal attacks. Unlike other smash characters, you can perform non-smash
attacks resulting in a higher or lower version of your Right + A magic attack. All three of them are
powerful, but they will send the other character in different directions. For advanced players, you can
use it to set up combos, but for beginner players it is probably not worth the effort. Zelda's two most
powerful A-button attacks are her upward and forward smash attacks. Her Shining Palm is very similar
to Mario's Meteor Smash, and if timed right is the one attack you will want to try to KO with most often.
She has a few really powerful midair A-button attacks, namely her Forward Lightning Kick. At the end of
her foot, you will see a magical flash. If you can trigger the move so the kick is activated just as it
connects with them, the energy from the attack will send them flying violently off the stage. It is a
powerful attack and also very useful for KOs.
Naturally, Zelda has some cool special attacks. Just pressing the B-button for Nayru's Love can be
extremely handy. Not only does it easily reflect projectiles in both midair and on the ground, but it can
also be used offensively to jolt your opponent. If you are being attacked from all directions, this is a
good way to escape. Another excellent magical ability Zelda possesses is Din's Fire. She creates a small
orb of red magic and can control it with her mind. You, as the player, can use the control stick to push it
up or down as it accelerates forward, so there is some control over it. As soon as you release the Bbutton, it disappears for a split second and then explodes into a flash fire. It has enough force to knock
players away from it. So depending on its placement you can push them in the desired direction. Din's
Fire is especially useful for activating sleeping Bob-ombs or destroying items like the Freezie.
Sheik
Sheik is an entirely different story from Zelda. You could almost consider her a 26th
selectable character in SSBM because of her unique fighting style. Sheik is lighting quick.
This, above all, is her biggest advantage. You can dance circles around other characters.
Move
Needle Storm
Chain
Button/Combination
B hold to charge
Right + B
Vanish
Transform
Double Jump
Single Chop
Double Chop
Lightning Chop
Swan’s Flight
High Leg
High Wheel Kick
Round Sweep
Razor Wing
Double Snake
Spinarooni
Up + B
Down + B
X/Y/Up
A
AA
A (repeatedly)
Right + A while running
Up + A
Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
Notes
Multiple needle attack
Use the Analog to swing the
chain
Recovery and attack move
Turn into Zelda
Double jump
Standard attack
Standard combo
Fast attack combo
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Chapter 2
37
Flying Kick
Upwards Drill
Flying Swallow
Flying Slash
Butcher Bird
Grab
Forearm Attack
Standing Crane
Slam Throw
Backward Kick Throw
Guillotine
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
One of the more efficient attacks you are going to want to use is Sheik's dash attack. You can run right
into a fight with it and easily catch opponents off guard because it is so fast. Usually if they are not
blocking, you will hit them. This dash is a good way to begin some combos as well. Once in the air, you
can knock foes around with her fast kicks and, our favorite, her Drill attack (Up + A in air). When they fall
back to the ground, they will usually be a little disoriented, and if you place yourself close enough to
them you can charge up your Forward + A Double Snake smash kick. It is not the most powerful attack of
her, but effective in knocking opponents away from you. If you can manage to trap an opponent into a
corner, rapidly tap the A-button repeatedly to quickly hit them with fast jabs (a lot like Link's sword
jabs).
Sheik's B-button attacks rely on weaponry. Holding down the B-button will pull out up to six darts. You
can choose to release them immediately or press the block button to break free of the charge. This lets
you walk around and fight while still having the ability to hit opponents with the six deadly darts. The
darts do not smash opponents back particularly far, but they do cause a lot of damage. Opponents that
underestimate the darts will find their percentages rising quickly. Sheik's coolest weapon is her
Castlevania-inspired Chain (Right / Left + B). It is only useful if you learn to brandish it. Be sure to hold
down B after you pull out the whip, and then you can control it with the analog stick. This comes in
handy for annoying characters, but is most effective if you can time it to hit opponents as they jump
back to the platform. Nail them at the right time and you can actually keep them from grabbing the
platform.
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Character Reference Manual
Lastly, Sheik, like Zelda, has the ability to vanish for her third recovery jump. You can use this anywhere
and choose your direction to surprise opponents. Try activating it while still on the ground and pressing
left or right. You will arrive conveniently on another part of the platform. If you vanish while touching an
opponent, the initial flash doles out a good amount of damage. You can use this in midair to surprise
attackers.
Unlockable 11 Characters
Jigglypuff
Jigglypuff has a huge handicap and that is her lightweight body. It does not
take much to knock her out, which is why she has been given the ability to
pull off multiple recovery moves in the air. Instead of a standard double
jump, Jigglypuff can puff her way across the screen up to five times before
she is forced to touch down. This sums up what your strategy should be: stay
away from your opponents and flee by taking to the air, then swoop in for a
powerful hit.
To unlock Jigglypuff, clear Adventure or Classic mode with any character or play VS. more than 50 times.
Move
Rollout
Pound
Sing
Rest
Button/Combination
B hold to charge
Right + B
Up + B
Down + B
Puff Jump
Left Jab
Left Right Combo
Running Head Butt
Rear Kick
Rolling Kick
Trip
Head Butt Smash
Lunge Kick
Jiggly Split
Jiggly Kick
Mow Down
Spinning Back Kick
Drop Kick
Spinning Kick
Grab
Grab Slap
Puff Launch
Bumper Throw
X/Y/Up
A
AA
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Notes
Hold B to charge
Cuts through shields
Touch opponent to lure to sleep
Be in contact with opponent to
ping
Up to 5x
Standard punch attack
Attack combo
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack
Must be close to opponent
Increase damage
Upward throw
Front throw
Chapter 2
39
Back Buster
Grinder
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Back throw
Downward throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Rest (Down + B) is a powerful smash attack that, if performed correctly, will send even characters with
little damage flying high into the air. Rest will only work if Jigglypuff is right "on top" of (i.e.: in front of)
another character. It is not enough to be just touching an opponent. For example, if an opponent is on a
platform above you, set Jigglypuff up so that she's on a vertical line right below the character, then jump
up and hit down + B. You can also attack from the side by running quickly at your opponent or drop
down from the sky right on top of the enemy. But every strong attack has a downside. Whether your
attack is successful, or not, Jigglypuff will immediately fall asleep after the move. She will wake up after
three seconds or if a character hits her. This means that you should be careful when playing against
multiple (human) opponents as you could knock one player out only to be smashed off the platform by
the remaining player. So use Rest against players that are spread apart or against multiple computer
opponents only. Note that Rest is very difficult to pull off in the air, but it is a great move to follow-up
with after an uppercut if you know how to do it right.
Another worthy attack is Rollout. Hit and hold B to charge, then let go to send Jigglypuff rolling along the
ground until she smashes into a target. The level of success of this move depends entirely on the stage
you do battle on. It works amazingly well on Yoshi's Island or Corneria, but it spells certain doom on
stages with small platforms or scrolling setups. For example, you can charge up Jigglypuff while on the
left pipe on Yoshi's Island and completely knock out characters on the right hill portion of the stage
before they know what hit them. If a character jumps to get out of the way, immediately push the stick
into the reverse direction. Think of it like controlling a yo-yo and you will do well with this technique.
Jigglypuff's signature move from the Pokémon TV show has also made it into Smash Bros. By pressing up
+ B, you can make Jigglypuff sing. While you cannot draw glasses and moustaches on your opponents,
any character you touch while you are singing will fall asleep for a few seconds (the time depends on the
damage level). Unlike Rest, Sing will also work with airborne characters. It doesn't make sense to use
this move against a fresh opponent as he/she will wake up before you're done singing, but anyone with
some damage will fall asleep long enough for you to smash him, or grab him, toss him into the air (up
while holding) and follow up with a second attack. Speaking of smash moves, Jigglypuff's Smash attacks
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Character Reference Manual
actually cause a respectable amount of damage. Her most powerful move is a charged Lunge Kick
(Left/Right + A), but Head Butt (Up + A) and Pound (Right + B) are not bad either. But when all is said and
done, none of these moves are as effective as Rest, which makes it a great follow-up move for Sing as
well.
Dr. Mario
Since he is a clone of Mario, Dr. Mario shares Mario's status as perhaps the most
balanced character in Super Smash Bros. Melee. If you can design your smash
skills around his then you are truly on your way to being a pro. It is fair to say that
Dr. Mario is the character for all players, as he is fully balanced with projectiles, a
deflection move, and plenty of strong attacks. Not only that but he is very quick,
and unlike his brother Luigi has better traction when it comes to navigating the
ground's surface.
To unlock Dr. Mario, you need to clear Classic mode with Mario or conquer Adventure mode without
dying. It does not matter which difficulty you play on, so you might as well do it on Very Easy to make
sure you make it.
Move
Megavitamins
Super Sheet
Button/Combination
B
Right + B
Super Jump Punch
Dr. Tornado
Double Jump
Punch
Punch/Kick Combo
Slide Kick
Uppercut
Medium Kick
Low Kick
Head butt Smash
Meteor Smash
Spin Smash
Mario Kick
Bicycle Kick
Drop Kick
Meteor Punch
Up + B
Down + B
X/Y/Up repeatedly
A
A repeatedly
Right + A while running
Up + A
Right + A
Down + A
Up + A (smash)
Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Drill Kick
Grab
Grab Attack
Upward Throw
Airplane Throw
Giant Swing Throw
Slam Throw
Shield
Down + A (in the air)
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
Notes
Shoots bouncing pills
Reflects projectiles and turns
opponents
Recovery and attack
Tap B while spinning to float
Double jump
Standard punch attack
Standard combo
Slide into your opponents
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack, can spike
opponent
Midair down attack
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
Chapter 2
41
Roll Backward
Roll Forward
Dodge
Air Dodge
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
See Mario for tips on how to use his Dr. counterpart.
Pichu
Pichu is a true expert's character. If you thought Pikachu was fast, wait until you get
a hold of its pre-evolved form, Pichu. Pichu is extremely fast and thanks to its small
size, even harder to hit. On the downside, Pichu's small body also means it is very
light, its attacks lack punch, and they yellow mouse can easily be thrown far by
larger opponents. This means that you should stay away from close contact fighting
whenever you have been damaged in battle -- not an easy task since Pichu has a
nasty little problem: it takes damage from its own electrical attacks. Luckily, the amount of damage you
receive from these attacks is small, but that has not to say that it cannot make a difference. If anything,
Pichu is fit to be played by expert gamers. You cannot just rely on the same cheap Thunder hit as you
can with Pikachu.
To unlock Pichu as a playable character, clear 200 VS. Matches, clear Event Match 37, or conquer Classic
mode with Mewtwo.
Move
Thunder Jolt
Skull Bash
Agility
Button/Combination
B
Left/Right + B
Up + B
Thunder
Down + B
Double Jump
Head Butt
Running Head Butt
Tail Hit
Pichu Kick
Tail Sweep
Somersault Smash
Thundershock
Dynamo Spin
Thunder ball
X/Y/Up repeatedly
A
Right + A while running
Up + A
Right + A
Down + A
Up + A (smash)
Right + A (smash)
Down + A (smash)
B (in the air)
Notes
Hugs ground on impact (-1%)
Hold B to charge (-1%)
Choose direction with Analog
stick (-1%)
Bolts do not go through
platforms (-3%)
Double jump
Standard attack
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A (-2%)
Charge by holding A
Descends at diagonal angle (-1%)
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Character Reference Manual
Roll Kick
Tail Chop
Backward Spin
Electric Drill
Electric Screw
Grab
Electric Shock
Electric Skull
Electrocution
Submission
Electric Slam
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Midair attack
Midair up attack
Midair back attack
Midair front attack (-4%)
Midair attack down (-2%)
Must be close to opponent
Increase damage (-1%)
Upward throw
Front throw (-1%)
Back throw
Downward throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Being an Electric-type Pokémon, Pichu has the same array of thunder attacks as Pikachu. Pichu's most
basic electric attack is Thunder Jolt (B), a bolt of lightning that runs along the ground and even goes
around corners and edges. You can also pull off a Thunder Jolt in the air while tapping B during a jump,
which will produce a Thunderball that descends at a diagonal angle (until it hits the ground, where it will
continue just like a standard Thunder Jolt). While these moves are perfect as projectile attacks to throw
your opponent off, it definitely does not cause a lot of damage. A more powerful (and far more annoying
attack) is Thunder. Unfortunately, this move is so effective that bad Smash Bros. players will readily
adopt it as their strategy of choice. All you do is press down + B and Pichu summons a vertical thunder
hit that causes 15% damage to anyone who is close to the impact zone (on the ground) or the bolt (in
the air). On the flipside, Pichu takes 4% of damage if the Thunder hits it -- so try to only attack with this
move if you can nail multiple opponents or if you are underneath a platform that shields you from the
electricity. Pichu can pull off Thunder at any time, in the air and on the ground, but remember that there
is a short pause after you trigger the move and Pichu shouts "Pichu" which usually serves as a warning to
other players to hit their block button.
Although it is a little risky, Pichu's Skull Bash move has the highest damage potential. Push right or left
and hold B to charge, then release this horizontal head attack to cause as much as 29% damage in one
hit (with you only receiving 1% damage in return). The only problem here is that Pichu will overshoot its
target if your opponent gets out of the way. So only use this move with caution on stages with small
platforms such as Jungle Japes or Yoshi's Story or when attacking an enemy standing in front of a wall.
Chapter 2
43
You can of course also use Skull Bash as a rescue move if you want to get back after being thrown, but
Quick Attack (Up+B) is a safer and more effective choice.
See Pikachu for more tips.
Falco
Along with the nimble Fox McCloud, Falco is one of the quickest character in Super
Smash Bros. Melee. More than anything, speed is Falco's trump card. He hardly has the
most powerful attacks in the game, but like some of the other quicker characters the
quick execution of these moves is where his power lies.
In order to unlock Falco, clear 300 VS. Matches or beat the 100-Man Melee.
Move
Blaster
Falco Phantasm
Button/Combination
B
Right + B
Fire Bird
Reflector
Up + B
Down + B
Double Jump
Punch
Punch/Kick Combo
Rapid Kick
Leaping Kick
Flip Kick
Falco Whip
Bird Sweep
Tail & Leg
Leg Shot
Ground Kick
Falco Kick
Falco Flip
Reverse Spin Kick
Cyclone Kick
Air Drill
X/Y/Up
A
AAA
A (repeatedly)
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Grab
Smash Elbow
Star Blaster
Skeet Blaster
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Skeet Blaster
Grab then Left
Floor Blaster
Grab then Down
Shield
L/R
Notes
Shoots laser blaster
Dash through enemies and cause
damage
Recovery and attack move
Deflects projectiles back at
opponent
Double jump
Standard punch attack
Standard punch combo
Fast attack combo
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack, can spike
opponent
Must be close to opponent
Increase damage
Throw up and shoot with blaster
Throw front and shoot with
blaster
Throw back and shoot with
blaster
Throw down and shoot with
blaster
Shift with Analog stick
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Character Reference Manual
Roll Backward
Roll Forward
Dodge
Air Dodge
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Falco’s Blaster is what sets him apart from Fox because, while it causes low damage percentages, it also
stalls your opponent for a second. This is a good way to start combos. See Fox for more tips.
Luigi
As one of the Super Mario Bros., you would assume Luigi to be a clone of his brother
Mario. However, if you take enough time to explore his move list you will quickly find
he has several differences and a few tricks up his sleeve too. When you first take hold
of Luigi, you will notice that controlling him just feels different than controlling Mario.
This is because he can jump higher than his brother can and also tends to slip and
slide a little more -- so be careful around the edges. His third uppercut jump goes
straight up, so if you are facing the wrong direction or too far off the ledge you will fall into the oblivion.
Luigi is a hidden character and needs to be unlocked before you can play as him. Luigi's appearance
depends entirely on your level time for the first Adventure mode level. The time stops the moment you
jump the "flag" finish line at the end of the Mushroom Kingdom side scrolling level. Look at your
seconds counter and try to time it so that you get a "2" (as in Luigi, the #2 Mario Brother) in your
seconds (like 22, 52, 24, etc.). If you got it right, you will see Luigi appear over Princess Peach's Castle in
Adventure mode during a cut-scene. Complete the Adventure and he will appear after the credits.
Defeat him and he is yours.
Move
Fire Ball
Green Missile
Super Jump Punch
Button/Combination
B
Left/Right + B
Up + B
Luigi Cyclone
Double Jump
Punch
Punch/Kick Combo
Flurry Attack
Uppercut
Medium Kick
Low Kick
Down + B repeatedly
X/Y/Up repeatedly
A
AAA
Right + A while running
Up + A
Right + A
Down + A
Notes
Shoots green fireball horizontally
Hold B to charge
Be in contact with opponent to
ping
Tap B while spinning to float
Double jump
Standard punch attack
Standard combo
Running attack
Strong up attack
Strong side attack
Strong down attack
Chapter 2
45
Head Butt Smash
Karate Smash
Spin Smash
Luigi Kick
Bicycle Kick
Backwards Kick
Star Chop
Downward Kick
Up + A (smash)
Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Grab
Grab Attack
Upward Throw
Forward Spin Throw
Backward Spin Throw
Slam Throw
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack, can spike
opponent
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
The moves that Luigi does share with Mario are balanced differently. Luigi's Head Butt Smash (Up+A),
delivers a more powerful blow. Being one of Luigi's most effective attacks, it comes highly
recommended. Use it as much as possible when opponents are falling from above, or are in close
quarters. Additionally, another very strong attack is Luigi's 360-degree leg sweep, a Down+A smash
attack. This is also slightly stronger than Mario’s is, and because it hits in a full circle is a perfect way to
get opponents off your back. A less powerful but faster alternative is the Luigi Cyclone, which lets you
give your opponents a taste of life from tornado alley. A two-part attack, you'll find the initial spin is not
as powerful as the second more powerful punch, and you are not able to float nearly as high as Mario
can by tapping the B-button repeatedly. So, if you decide to use the Luigi Cyclone make sure you are in
close enough proximity.
More importantly, Luigi has a few wild moves his brother would probably never consider using. New to
Smash Bros. is the Green Missile. Luigi propels himself across the screen like a rocket or, more
appropriately, missile. The move is smash attack, performed by pressing Left or Right+B, depending on
the direction you want to go. By holding down the B-button, you can charge-up and soar into
opponents, setting them ablaze upon impact with a harsh blow. The game indicates that one out of
every eight times the Luigi Missile will "misfire," sending him forward at full force regardless of a charge-
46
Character Reference Manual
up. This can work both for and against you; as if you overshoot you will rocket straight to your death.
This brings up an important point. The Green Missile can be used defensively, as a recovering move.
Where you would most often attempt to triple jump your way back to the platform, the Green Missile is
a resourceful alternative. If you are knocked high enough try using it as a substitute for his third jump.
Also, one of Luigi's unique attacks is his somewhat sissy-like, no-look rolling fists of fury. Where Mario
will slide feet-first into opponents, Luigi's running dash has him frantically throwing his fists into
opponents faces. It is a fairly strong attack, but is almost more comical than anything else is. Until you
get good at dodging and rolling away from opponents with Luigi, it is probably a better idea to jump into
big brawls instead of running into them with this attack, as it leaves you open for attack for a brief
second. We've found that Luigi's simpler air attacks such as his downward kick (Down+A in air) and heel
kick (A in air) are both very effective, and quite strong too.
One of his best and most damaging attacks is his Super Uppercut. You have to be very close to your
opponent, touching them in fact, to use it. If performed correctly it will send them sky high in a ball of
fire. If you miss, though, you will be humiliated by its weakness of roughly one damage point.
Young Link
Young Link is a bit faster than standard Link, but bear in mind that he has less reach and
causes slightly less damage. But like his adult counterpart, he has a variety of powerful
moves that make him effective in both short and long-range attacks. Link can hurl his
boomerang, shoot a fire arrow, or throw a bomb that causes multiple amounts of
damage.
Young Link has to be unlocked before you can play as him. To get him, clear Classic or Adventure mode
with 10 characters (two of which have to be Link and Zelda/Sheik) or get some friends together and
complete 500 VS. matches.
Move
Fire Bow
Boomerang
Button/Combination
B (hold to charge)
Right + B
Spin Attack
Up + B
Bomb
Double Jump
Sword Slash
Super Jab
Charging Slash
Air Slash
Chop
Low Slash
Triple Upper Combo
Strong Chop
Low Slash Combo
Down + B
X/Y/Up
A
A (repeatedly)
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
Notes
Release to Fire
Use as smash move for more
distance
Spin move for recovery and
attack
Blows up on impact or in time
Double jump
Standard attack
Fast attack
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Chapter 2
47
Flying Kick
High Sword
Double Roundhouse Kick
Whirlwind Slash
Downward Stab
Grappling Grab
Midair Hook shot
Grab Attack
Slash Upward
Forward Kick Throw
Backward Kick Throw
Downward Throw
Shield
Deku Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
L + A/R + A/Z
Z (in the air)
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
Face Projectile
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack
Grab from a distance
Cause damage in midair
Increase damage
Throw up and slash
Kick forward
Kick backward
Downward throw
Shift with Analog stick
Deflects thrown items
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
See Link for more tips.
Marth
Prince Marth is well trained in the way of the sword. He is quick, agile, and relies on his
sword for all offense and defense. With his sword, Prince Marth has an incredible
advantage in terms of speed and reach. Marth's strengths lie in his fast combo attacks
and smash moves.
Marth is not available for selection from the start. To unlock him, use each of the original
14 characters at least once in VS., or another regular mode, or play more than 400 matches in VS.
Move
Shield Breaker
Dancing Blade
Dolphin Slash
Counter
Button/Combination
B
Left/Right + B up to 4x
Up + B
Down + B repeatedly
Double Jump
Slash
Falchion Slash Combo
X/Y/Up repeatedly
A
AA
Notes
Hold B to charge
Quadruple sword combo
Recovery and attack move
Counters opponent strike with
powerful blow
Double jump
Standard attack
Standard combo
48
Character Reference Manual
Leg Slash
Upper Slash
Sharp Edge
Low Stab
Winning Thrust
Dragon Slayer
Whirlwind Blade
Twin Slash
Luna Slash
About Face
Aerial Swipe
Half Moon
Right + A while running
Up + A
Right + A
Down + A
Up + A (smash)
Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Grab
Knee Attack
Emblem Toss
Bounce
Throw Away
Slam
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack, can spike
opponent
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Down throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
First, let us discuss his normal A-button blade slashes. Quickly tapping the A-button results in a two-part
Falchion Slash Combo that can be issued repeatedly. It does not have the same speed as Link's quick
stab move, but it is powerful enough to cause a lot of damage if your foe does not get out of its path.
You will also notice that Marth has a Forward + A upward swipe as well as a running Leg Slash. They
should be treated differently because their effect is different. His running Leg Slash, if activated from far
enough a distance, will knock characters over his head and behind him, whereas his Forward + A Sharp
Edge will send foes away from him. The farther away you strike your foe with Marth's blade the farther
back they are pushed. It is all about the tip of the blade. Try to time his slash attacks to hit from afar if
you want to knock opponents farther back. These slash attacks are also great moves for disorienting the
other player and knocking them towards the edge. Once at the edge, you will want to work on timing his
Dragon Slayer smash (Right/Left + A). You can use it to send your opponents flying off the platform and
try to time it repeatedly to keep pushing them away as they jump back. Because it can be charged, it is a
Chapter 2
49
very powerful attack. Also, do not underestimate Marth's Down + A (non-smash) Low Stab attack. If you
get someone into a corner, you can juggle him or her repeatedly and cause major damage.
In the air, Marth's A-button attacks can be pretty powerful too. Namely his Up + A and Down + A air
attacks are particularly powerful. His forward facing and backward facing attacks are very effective too,
but as a whole you will get more reward out of the up or down slashes. Link them together with ground
attacks for deadly combos. You can juggle with Marth's sword if your timing is right.
Marth's special attacks are some of his most powerful when used properly. His Shield Breaker can be
charged for an extended period of time to deal major damage, but also as the name indicates it can
break shields. It has to be fully charge to do this, but if you break an opponent’s shield, they will
temporarily be stunned, leaving themselves completely vulnerable. This Shield Break is yet another
great move to keep opponents from jumping back to the platform. Use it in combination with the
Dragon Slayer and stand at the edge of stages to keep your foes off. This is where you rake in a lot of
KOs. Marth's Up + B Dolphin Slash is touchy. It strikes violently and high into the air, but leaves you
temporarily vulnerable and without the ability to recover with jumps. It is best used in one-on-one
matches where you are less vulnerable or when he is already high in the air. The attack is most powerful
when Marth is touching (or very close to) his foe. It will also knock the attacker back farther.
Marth's most unique B-button attacks are definitely his Counter and Dancing Blade. His Dancing Blade
(Right/Left + B) is probably one of the most demanding attacks in the game, because it requires timing.
It is a quadruple slash, and you have to hit the B-button (Note: after the initial slash, you can press the
A-button if you find that more comfortable) for each separate slash. Even more complicated is that you
can vary the second, third, and fourth slashes by pressing Up or Down with the B-button. Practice this
one in Training Mode before you try it in a real match. You have to get yourself out of the button
mashing mindset. Do not quickly tap Right+B, B, B, B. Try timing it to, "One and Two and...," where you
are pressing the B-button to each word. It is tough to describe, but you will see that Marth will flash with
four different colors: Red, Green, Blue, and Red. So you will know if you have done it right. There is
some extra depth to this attack even on top of the different slashes you can perform. You can time the
slashes to be slightly faster or slower. Specifically the final slash of the four-tier attack can be delayed for
a noticeable time. Practice this one a lot. It can be used in midair and continued on the ground if you
want. Here is the full list of possible attack combinations for the Dancing Blade:








Right+B,B,B,B
Right+B,B,B,Up+B
Right+B,B,Up+B,B
Right+B,Up+B,B,B
Right+B,B,B,Down+B
Right+B,B,Down+B,B
Right+B,Down+B,B,B
Right+B,Up+B,B,Down+B
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Character Reference Manual



















Right+B,B,Up+B,Down+B
Right+B,Up+B,Up+B,Down+B
Right+B,Up+B,Up+B,Up+B
Right+B,Up+B,Down+B,Up+B
Right+B,Down+B,Up+B,Up+B
Right+B,Up+B,Up+B,B
Right+B,Up+B,Down+B,B
Right+B,Down+B,Up+B,B
Right+B,Up+B,B,Up+B
Right+B,Up+B,B,Down+B
Right+B,Down+B,B,Up+B
Right+B,B,Up+B,Up+B
Right+B,B,Down+B,Up+B
Right+B,B,Up+B,Down+B
Right+B,Down+B,Down+B,Up+B
Right+B,Down+B,Down+B,B
Right+B,Down+B,Down+B,Down+B
Right+B,B,Down+B,Down+B
Right+B,Down+B,B,Down+B
Note: You can substitute the A-button for the second, third, and fourth slashes if you find that more
comfortable. The attack result is identical to using B.
For recovery, the first two slashes of this attack can be used to lengthen your usual triple jump back to
the platform. Perform your double jump, then Right/Left + B and quickly B again for the second slash.
Finally, end it with the Up + B Dolphin Slash and you can really improve on Marth's dangerous inability
to jump for long periods.
As if all these tricks were not enough to worry about, Marth's Counter (Down + B) is also very potent.
Basically, if you use it at a time when another player hits you (even with most projectiles) Marth will not
be affected and will deliver a counter slash. If the opponent is nearby it will send them far away from
Marth, to give him time to recover. We cannot stress how important it is to get a grasp on this attack. It
seems defensive, but it is easily just as offensive. If you are falling through the air and someone is about
to attack you, just time the Counter and you will suffer no damage while delivering a powerful blow.
Roy
Roy is a more powerful version of Marth and is also well trained in the way of the sword.
He is slightly slower than Marth and relies on his sword for all offense and defense. With
his sword, Roy has incredible reach and power. He is stronger than Marth, and his only
disadvantage is really that he cannot jump as high or strike quite as quickly. We think his
strength more than makes up for any disadvantages when compared to Marth.
Chapter 2
51
Roy, who is a clone of Marth, is a secret character and needs to be unlocked before you can play as him.
Simply clear Classic Mode with Marth without using a continue or play more than 900 VS. matches and
Roy will challenge you to a battle. Win it, and he is yours.
Move
Flare Blade
Button/Combination
B
Double-Edge Dance
Blazer
Counter
Left/Right + B up to 4x
Up + B
Down + B
Double Twist Jump
Slash
Slash Combo
Raid Chop
Upper Slash
Sharp Edge
Low Stab
Flame Sword
Dragon Slayer
Whirlwind Blade
Double Slash
Luna Slash
About Face
Aerial Swipe
Half Moon
X/Y/Up repeatedly
A
AA
Right + A while running
Up + A
Right + A
Down + A
Up + A (smash)
Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Grab
Knee Attack
Emblem Toss
Bounce
Throw Away
Slam
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Notes
Hold B to charge, if fully charged
-10%
Quadruple attack combo
Recovery and attack move
Counters opponent strike with
powerful blow
Double jump
Standard attack
Standard combo
Running slash
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up arrack
Midair back attack
Midair front attack
Midair down attack, can spike
opponent
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
52
Character Reference Manual
The biggest difference between Marth and Roy is Roy has decreased speed and stronger attacks. You
may also notice that, while Marth’s power lies at the tip of his sword, Roy’s power is at the middle of the
blade. Be sure to compensate for this difference.
See Marth for more tips.
Ganondorf
The first time you play as Ganondorf, you will notice he feels heavier than the Captain
feels and is therefore slower. A disadvantage for sure, but you will also find that he
more than makes up for it with absurd strength. Furthermore, because of his
increased weight he is harder to knock off the screen. His brawn is what you are going
to have to count on as one of your biggest strategies, though there are ways to get
around his less-than-speedy movement.
You must unlock Ganondorf by completing Event Match 29. As Link, you must team up with your best
girl Zelda to fight the dark lord. Once defeated, he is yours.
Move
Warlock Punch
Gerudo Dragon
Dark Dive
Wizard’s Foot
Button/Combination
B
Right + B
Up + B
Down + B
Flip
Punch
Shoulder Charge
High Dragon Kick
Strong Kick
Leg Sweep
High Smash Kick
Smash Charge
Front/Back Kick Smash
Flying Kick
Flip Kick
Backwards Punch
Roundhouse Punch
Spark Stomp
X/Y/Up
A
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
Grab
Grab Kick Attack
Upper Punch Throw
Forward Punch Throw
Backward Kick Throw
Downward Slam Throw
Shield
Roll Backward
Roll Forward
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
Notes
Requires short charge delay
Uppercut move
Grab and throw attack
Ground slide kick, dive kick in the
air
Double jump
Standard punch attack
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack, can spike
opponent
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
Evasive move
Evasive move
Chapter 2
53
Dodge
Air Dodge
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
A
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
To compensate for Ganondorf’s slower speeds, use his dodging to move around the stage. Just press L/R
and move left or right. This dodging maneuver is not only handy for faster travel, but also for positioning
yourself for some nasty combos. If you are standing face-to-face with a foe, try rolling by them
whereupon they will have their back facing you. Perform the Gerudo Dragon (Smash+B) immediately to
send them flying above you. If you are on fairly level ground and opponent's percentages have not
gotten too high this will position them perfectly above for his Dark Dive (Up+B), which sends opponents
soaring in a deadly explosion. If you are quick enough and your foe is dimwitted enough, you can also
juggle them repeatedly with the Gerudo Dragon, because of the angle it positions them. Really, the
Gerudo Dragon is one of Ganondorf's most powerful and effective attacks. There are many other combo
sets you can bust out thanks to its speed and range. Try using his very powerful shoulder charge
(Smash+A), his leg sweep (smash Down+A), or any of his A-button smash movies. They are all extremely
hard-hitting and all you have to do is wait for your opponent to fall into position. Be sure to charge them
when possible for really big hits.
Ganondorf has an upgraded version of the Falcon Punch, called the Warlock Punch (B-button). The tricky
part about using it is that due to its loud and slow-to-hit nature most are quick to jump out of the way.
So you will have to try to charge it up as you fall into position. Use it when you are jumping off a
platform from above or anything similar. It is also very effective for really nailing those attempting to
jump back onto the stage. If timed right, you can really slam into them as they crawl back onto the stage
or even when they are just off the edge. Another charge-up attack is the High Dragon Kick (Up+A).
Unlike Falcon's kick, this thing really crashes down for a big explosion. This can be used to keep
opponents off the edge of the stage, but be careful. Once triggered, you will be left vulnerable until it is
complete.
Overall, Ganondorf is very tough. It will take some getting used to, but once you do, we think you will
find him to your liking. Check out his downward air kick (Down+A) which is incredibly powerful for its
use. Use this to jump into brawls and steal KOs (hey, everybody does it). It is all about knowing which of
Ganondorf's move is best suited for the moment. Practice finding that moment, and your friends will
come to dislike when you use him.
54
Character Reference Manual
Mewtwo
Mewtwo is one mean Pokémon. Using mind-controlling moves and psychic blasts,
Mewtwo can knock out his foes without even laying a finger on them. He may be a
clone in the Pokémon storyline, but he's certainly not anyone's clone in Super Smash
Bros. Melee. His floating movement and complicated moves will quickly turn away
beginners, but invest some time into this bad boy and you will teach your opponents
to fear the darker side of Pokémon.
Mewtwo is a secret character and has to be unlocked before you can select him from the character
screen. Rack up 20:00 hours in Combined Vs. Play Time or play 700 VS. matches to face him in one-onone combat. Win and he is yours.
Move
Shadow Ball
Confusion
Teleport
Disable
Double Jump
Dark Flash
Dark Flame
Dark Torch
Tail Flip
Tail Whip
High Tail Whip
Low Tail Whip
Tail Whirl
Galaxy Force
Shadow Blast
Shadow Bomb
Spark Field
Somersault Kick
Tail Hit
Shadow Slash
Meteor Kick
Psychic Hold
Dark Shock
Psychic Whirlwind
Shadow Cannon
Telekinesis
Tail Slam
Shield
Backward Slide
Forward Slide
Dodge
Air Dodge
Button/Combination
B
Right + B
Up + B
Down + B
X/Y/Up
A
A repeatedly
Right + A while running
Up + A
Left/Right + A
Diagonal Up/Right + A
Diagonal Down/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
A
Notes
Press B to charge
Attack and deflect move
Recovery move
Stun your opponent
Double jump
Standard attack
Rapid flame attack
Dash attack
Strong up attack
Strong side attack
Strong diagonal attack
Strong diagonal attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Chapter 2
Throw Item
Smash Throw
Drop Item
Climb Up
Taunt
55
L/R + Left/Right + A
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Alternatively Left/Right + Z
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Mewtwo is definitely one of the oddest characters in SSBM. His powerful psychic abilities give him the
added advantage of not being able to touch anything to control it or inflict damage. He is a bit of a mix
between Zelda and Ness. Similar to the Princess's magic, many of his A-button attacks are concentrated
forms of energy that can hit from a distance. His main Right + A smash attack are his strongest, and like
Mario's Meteor Smash is best used at a slight distance. The farther away you stand, the harder it will hit,
sending them away a considerable distance. If you are extremely close, however, the attack is not nearly
as effective. Just second in power to his Shadow Blast are his Up and Down A-button smash attacks. His
Shadow Bomb hits directly at Mewtwo's feet. It is most useful when the player's damage begins to get
above around the 60% (depending on their weight) mark. It sends them flying off the screen quite far.
The same can be said for the Galaxy Force (Up + A smash). Catch damaged players on the downfall and it
will rocket them right back up into the sky. It can be charged and is very forgiving because once it is
activated it stays in effect for a brief period. Also note that Mewtwo's normal Right + A Tail Whip can be
varied for high and low hits. It is subtle and also very similar to Zelda's diagonal attacks for juggling
characters.
In the air, Mewtwo has two powerful attacks you should focus on. To use his Spark Field, just jump into
an opponent in midair and press the A-button. Catch them at the right time and you can deal some
serious damage. Use it repeatedly to get an opponent's damage high without much trouble. Next, he
has his Shadow Slash (Right+A) in the air. You have to time it so you are connecting with your opponent,
but if you get it at just the right time, it will send them reeling. Try jumping over players that are still on
the ground and smacking them with this before you plant your feet. It is very effective.
Of course, what would a psychic be without some off-the-wall B-button attacks. Similar to Samus,
Mewtwo has a charge shot--like Shadow Ball he can create out of energy. He can send it modulating
across the screen in a wavy motion, which is a bit harder to avoid that Samus' horizontal attack. And,
you can store the energy ball in his hand for later use if you dash out of it or press the block button. If
you charge it up and stand still, your foes can be affected by it while it is still in Mewtwo's hand. He also
has the power to put foes to sleep (Down + B), but you have to be looking right into their eyes. If you
can pull it off, you can get a quick smash attack in, but it does not last long enough to charge anything
up completely. For a recovery jump, Mewtwo disappears like Sheik and Zelda, but will not inflict damage
if performed while touching a person. Like Mario with his cape and Marth/Roy with his combo slash,
Mewtwo can use the Right + B Confusion attack to lengthen his recovery jumps. Use it in between his
second jump and Teleport. Speaking of Confusion, you can use this on opponents to spin them around in
midair or on the ground. It is usually best if used quickly before a smash move. However, it can also be
used to reflect items. But, the timing is pretty tricky.
56
Character Reference Manual
Mr. Game & Watch
Mr. Game & Watch is the final character that can be unlocked in Super Smash Bros.
Melee. It is easy to think his presence is some kind of practical joke, but he is just as
playable as the other 24 characters in Super Smash Bros. Melee. In fact, there are
already quite a few Game & Watch masters out there, who claim they can toss
sausages, reign judgment, and ring his bell better than anyone else rings. The 2D
oddity is definitely not to be underestimated.
To unlock Mr. Game & Watch, clear Target Test, Classic, or Adventure mode with all 24 characters. You
can also play more than 1,000 VS. matches.
Move
Chef
Button/Combination
B
Judgment
Right + B
Fire
Oil Panic
Up + B
Down + B
Double Jump
Bug Spray
Head Charge
Flagman
Chair
Manhole
Diver’s Head Butt
Match Attack
Double Judgment
Parachute
Spitball
Turtle Attack
Shoebox
Lower Key
Grab
Bell Grab Attack
Upward Juggle Throw
Forward Juggle Throw
Backward Juggle Throw
Downward Juggle Throw
Shield
Roll Backward
Roll Forward
Dodge
Air Dodge
X/Y/Up
A
Right + A while running
Up + A
Left/Right + A
Down + A
Up + A (smash)
Left/Right + A (smash)
Down + A (smash)
A (in the air)
Up + A (in the air)
Left + A (in the air)
Right + A (in the air)
Down + A (in the air)
L + A/R + A/Z
Grab then hit A repeatedly
Grab then Up
Grab then Right
Grab then Left
Grab then Down
L/R
L/R + Left
L/R + Right
L/R + Down
L/R (in the air)
Pick up/Use Item
Throw Item
A
L/R + Left/Right + A
Notes
Flips hot cakes at opponents, hit
with frying pan
See below for more info, 9 will
ping opponent
Trampoline attack jump
Catch three projectiles then
counter
Double jump
Standard attack
Running attack
Strong up attack
Strong side attack
Strong down attack
Charge by holding A
Charge by holding A
Charge by holding A
Midair attack
Midair up attack
Midair back attack
Midair front attack
Midair down attack
Must be close to opponent
Increase damage
Upward throw
Front throw
Back throw
Downward throw
Shift with Analog stick
Evasive move
Evasive move
Evasive stationary move
Analog stick determines
direction
Effect depends on item
Alternatively Left/Right + Z
Chapter 2
Smash Throw
Drop Item
Climb Up
Taunt
57
L/R + Left/Right + A (smash)
L/R + A
A while hanging on edge
D-Pad Up
Alternatively Left/Right + Z
Alternately Z
Hit A or B for instant attack
Character pose
Upon first playing Mr. Game & Watch, you will notice he feels a bit sluggish. Mostly this feeling is a
result of his odd animations in combination with his inability to change directions quickly. If you can get
used to controlling him well enough, you will find he has a few tricky moves under his belt. One of his
best and most reliable is his Match Stick attack, which performed by smashing Forward/Backward + A. It
could be likened to Ness's bat in effectiveness. Another tricky device he uses is his retro-styled bug
spray, one of those that comes in the shape of a missile and must be pumped manually. Taking off 3%
damage with each spray it can be used to damage another player quickly. It might seem weak, but trap
your opponent in a corner and watch their percent damage rise by quickly tapping the A-button. If
you're looking for a good way to break up the action or push an opponent away from you, use his nonsmash Down+A manhole flip. It sends players high above you. When you knock foes up into the air,
unbelievably one of Game & Watch's best offensive attacks is just using the A-button in mid-air. It is his
parachute, and it delivers a fair amount of damage for so little effort. Furthermore, because it is so large
it will strike in a large radius.
Of course, Game & Watch would not be complete without a set of special B-button attacks. His Hammer
of Judgment is definitely one of his most risky items, but it can be extremely powerful. Basically, Game &
Watch slams his hammer on opponents' heads and a random judgment, labeled one through nine, will
occur. Judgment one through four will simply deliver a percentage increase of the same number.
However, judgments five through nine are all unique. The breakdown is as follows:





Judgment 5: Electricity shall be passed through your opponent's body.
Judgment 6: Your opponent will be set aflame and sent flying away.
Judgment 7: Food will drop to the ground below you. Do not ask where it comes from.
Judgment 8: Your foe will be temporarily frozen in ice.
Judgment 9: Homerun Hammer, the most sought after Game & Watch attack, very devastating.
As you can see, the hammer is quite a gamble. However, it is a gamble we suggest you take
often. It can be activated in the air as you fall towards your opponents, so use it as much as
possible. We have experienced triple KOs thanks to Judgment 9. Use it and abuse it.
However, to be a true Game & Watch master you will need to use two things: sausages and the
bell. The only expert 2D chef around, Game & Watch can toss scorching sausages onto
opponents as he flips them from his pan. Because they are heavy and numerous, it can keep
even the most expert SSB Melee players at bay. If you get close enough to you foe, you can
actually hit them with the frying pan, which delivers an even fiercer blow.
Tournaments
Chapter 2
61
Tournaments
The Rules
Definitions
 Neutral stage: A neutral stage is any stage allowed in the initial random select for the first game
of a match.
 Banned stage: A banned stage is any stage not allowed either in the initial random select or by
choice in games two and three.
 Available stage: An available stage is any stage that can be chosen by a player in games two and
three. These include all of the neutral stages, but exclude all banned stages. Not all available
stages are available stages.
One-on-One
 Sets between players are played best two out of three matches.
o In later rounds, three out of five or four out of seven is used.
 Double elimination.
 Each match is played with timed stock.
o Generally three to five lives and six to ten minutes.
o In the case that time runs out and both characters have an equal amount of lives, the
character with less damage wins the match. If both characters have equal lives and
damage, Sudden Death will determine the winner.
 Items are turned off.
 The first match is played with a random neutral stage.
o Neutral stages include
 Yoshi’s Story
 Fountain of Dreams
 Battlefield
 Dream Land (N64)
 Final Destination
 For the first match, characters are chosen double blind at the same time.
 The loser of the match selects the next stage, and then the winner will choose his character, and
then the loser will choose his character.
o The loser can choose any available stage.
 Pokémon Stadium
 Brinstar
 Kongo Jungle (N64)
 Rainbow Cruise
 Any neutral stage defined above
o The loser may not choose any stage that was played earlier in that set.
62
Character Reference Manual
Two-on-Two
 All rules defined for One-on-One apply to team tournaments as well.
o Neutral stages
 Yoshi’s Story
 Pokémon Stadium
 Battlefield
 Dream Land (N64)
 Final Destination
 Rainbow Cruise
 Kongo Jungle (N64)
o Available stages
 Jungle Japes
 Kongo Jungle
 Onett
 Green Greens
 Poke Floats
 Corneria
 Great Bay
 Princess Peach’s Castle
 Mushroom Kingdom II
 Friendly Fire is turned on.
 Players are allowed to steal teammate lives.
Index
63
Index
Bob-omb, 18, 19
Bowser, iii, 7, 14, 15, 22, 28
Captain Falcon, iii, 20
Donkey Kong, iii, 14, 22, 23, 28
Falco, iv, 28, 43, 44
Fox, iii, 20, 23, 24, 25, 28, 43, 44
Ganondorf, iv, 20, 28, 52, 53
Ice Climbers, iii, 28, 29, 31
Jigglypuff, 29, 38, 39
Kirby, iii, 17, 27, 28, 29
Link, iii, iv, 18, 29, 32, 34, 37, 46, 47, 48, 49, 52
Luigi, iv, 13, 28, 40, 44, 45, 46
Mario, iii, iv, 3, 13, 14, 28, 36, 40, 41, 44, 45, 46,
55
Marth, iv, 8, 29, 47, 48, 49, 50, 51, 52, 55
Mewtwo, iv, 29, 41, 54, 55
Mr. Game & Watch, iv, 7, 29, 56, 57
Mr. Saturn, 18, 19
Ness, iii, 25, 26, 28, 55, 57
Peach, iii, 17, 18, 27, 28, 34, 44, 62
Pichu, iv, 29, 41, 42
Pikachu, iii, 15, 16, 17, 29, 34, 41, 42, 43
Roy, iv, 29, 50, 51, 52, 55
Samus, iii, 28, 31, 32, 33, 34, 55
Sheik, iii, 28, 34, 35, 36, 37, 38, 46, 55
Yoshi, iii, 19, 20, 28, 39, 42, 61, 62
Zelda, iii, 3, 28, 32, 34, 35, 36, 38, 46, 52, 55
Citations
65
Citations
"Characters." IGN. IGN, n.d. Web. 23 Apr. 2013.
"Super Smash Bros. Melee." Wikipedia. Wikimedia Foundation, 19 Apr. 2013. Web. 23 Apr.
2013.
"Tournament Legal (SSBM)." Http://super-smash-bros.wikia.com. Wikia, Jan. 2013. Web. 21 Apr. 2013.
"Super Smash Bros. Brawl and Melee - The Ultimate Guide to Super Smash Brothers for Nintendo
GameCube and Wii! Index." Super Smash Bros. Brawl and Melee - The Ultimate Guide to Super Smash
Brothers for Nintendo GameCube and Wii! Index. SmashKing, n.d. Web. 23 Apr. 2013.
HAL Laboratory, ed. Super Smash Bros. Melee Instruction Booklet. Redmond, WA: Nintendo, 2001. Print.
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