______ _ _ ______ _____ _____ / ____|| | | || __ \| ___|| __ \ \_____ \| |_| || ____/| ___|| __/ |______/|_____||__| |_____||_|_\ ______ __ __ _____ ______ _ _ / ____|| \/ | / _ \ / ____|| |_| | \_____ \| |\/| |/ /_\ \\_____ \| _ | |______/|_| |_||__| |__||______/|_| |_| ____ ____ ___ ______ | __ \| __ \/ \/ ____| | __ <| __/| 0 |\_____ \ _ |____/|_|_\ \___/|______/|_| ___ _ _ _____ _____ _____ / _|| |_| || ___| / _ \ | __ \ | |_ | _ || ___|/ /_\ \| ___/ \___||_| |_||_____||__| |__||__| __ __ ___ __ __ _____ | \/ |/ \\ \/ /| ___| | |\/| || 0 | \ / | ___| |_| |_|\___/ \/ |_____| ____ _ _ _ _____ _____ / __|| | | || || _ \| ___| | |_|\| |_| || || |_| || ___| \____/|_____||_||_____/|_____| This FAQ was started on May 15, 2000. Version 1.0 was finished on July 7, 2000. Version1.1 finished July 16, 2000. Version 1.2 finished July 18, 2000. Version 1.3 finished September 17, 2000. Version 1.4 finished November 16, 2000. V1.0 took so long due to finals, the arrival of Perfect Dark, and a week long vacation. Oh, and the fact that it gets monotonous doing the edge guard for every single character… By X1372 (x1372@juno.com) Current Version: 1.4 Version 1.0 – Finally finished! Version 1.1 – added some combos from e-mails and from message board help. Made a few tiny proofreading corrections. Version 1.2 – added some item combos and tricks from Pokeytax. Version 1.3 – by popular demand (2 people) I am adding a section about stage cheapness. Also adding a few things from fellow GameFAQs writer EARTHSHAKER. Since this was late, loads of combos are added. Version 1.4 – added new stuff. I also added a miscellaneous info section because I felt like giving some info unrelated to combos that wouldn't make it alone as a FAQ. ------------------------- 1) Introduction ------------------------- This FAQ is about how to do all those super-cheap moves and combos that are the greatest way ever to annoy the crap out of someone. These include Jigglypuff's 0 to 70 percent combo, complete with "instant death" finisher. Also included are the Four Kirby Cheep Kills. It also has some simple things such as what to do to a Jigglypuff that missed its sleep attack and lies helplessly on the platform, just waiting to get the crap beaten out of it. This is the type of FAQ that will never really be finished, since new super cheap combos are discovered every day, so if you have anything to add, e-mail it to x1372@juno.com and I will give you credit for your contribution. I will warn that some of these are extremely difficult to pull off, so good luck! NOTE THAT I AM ASSUMING YOU ARE FACING SEMI-INTELLIGENT HUMANS, NOT MORON COMPUTERS. MOST OF THIS WORKS EITHER WAY, BUT AS YOSHI VS. COMPUTERS YOU NEED DO NOTHING BUT STOMP AGAIN AND AGAIN AND AGAIN. YOU NEED NO GUIDE FOR THAT. THE AI IS WAY TOO EASY... ONE ON ONE, ANYWAY If you want to know my credentials for knowing things about each character in this game, know that I beat the 1 player game stock 3 no continues VERY HARD difficulty with EVERY character. I have also played against good people of every character or am good myself at them except for Luigi. I realize that the one about computers isn't that great, but oh well. ------------------------- 2) LEGAL CRAP ------------------------- I, X1372 wrote this. I don't mind you reading this, or sending me any mail about it, but you may not copy this FAQ or any part of it, claim it as your own, make money off it, et cetera. If you really want to use this on your web-site or something, ask. I'm willing to give you permission if only you ASK. Any information I got from another FAQ or person I will tell about where I put that move. I reserve all rights to this FAQ. I believe this legal thing is done. ------------------------- 3) Table of Contents ------------------------- 1) Intro 2) Legal Stuff 3) Table of Contents This FAQ will have the moves in this order: 4) Item Cheapness 5) Character Cheapness (Starting with Luigi and going across) 6) All-purpose Cheapness 7) Edge Guarding 8) Stage Cheapness 9) Non-cheap Fun Stuff 10) Other Survival Tactics 11) Miscellaneous Information And Finally 12) Credits ------------------------- 4) Items ------------------------- Ahh, yes, the great items. I personally don't use items often, but when you use them they sure can make or break you. Or they can be extremely cheap so that you may just love them. Whatever. Thanks to Pokeytax, who really helped with this section. There are some simple things I forgot to add, and some tricks I hadn't know. RAY GUN MADNESS Once you get the timing down, just keep firing that dumb gun until you're out of shots, then throw it at the unlucky opponent. Computers love this one. FIRE FLOWER POWER If you can trap your opponent between a flower and a hard place (the wall or the edge of a cliff) you can just keep burning them until the flower dies. A note from Pokeytax: If you think it's about to run out of power, throw it. You don't want them beating on you for your cheapness after it runs out. BAT Just use a smash attack while holding the bat. Good players will easily dodge it, though. This is an instant kill, with one exception (that I found). Giant DK will still be able to return when hit. I hit him about ten times in a row before he finally was down. I don't know about M. Mario. SWORD IN A CORNER Trap your opponent in a corner with the beamsword. Just keep attacking until they are at a high damage, and then go for a smash to likely finish them off. FAN FUN Smash Attack someone while holding a fan. Usually, an opponent will block. Then this will daze them by breaking their shield (if not, use normal attacks until it shatters). Drop the fan and choose an appropriate move. (Jigglypuff will instantly die if you manage to break its shield) SHELL SHOCK ~ Submitted by Pokeytax Reflecting shells with fox increases the damage they do. Also, if a thrown green shell is shot by a projectile roughly horizontally, it will go back the way from which it was thrown (If an opponent throws it at you on the right, and as Mario you shoot a fireball at it midair, it may turn around and nail your opponent in the face!). MAJOR POKEMON SUPPORT ~ Submitted by Pokeytax "The Pokéhold: After you throw a Pokéball down, GRAB your opponent but don't throw. (They can't escape from the pre-throw grab, I think, so don't worry.) As the Pokémon emerges, throw your opponent into it! Even better, hold your opponent over the Pokéball; if it's, say, Charizard, they're in for some pain. This strategy makes Meowth the king of Pokémon, as you can mash them deeper into the Pay Day field of attack. You can often do 75-200% with a Meowth. The Pokéhold also lets you get other useful effects; projectile Pokémon like Staryu, Onix, and Beedrill will get a free hit in addition to their normal shots. Don't forget normal tactics; knock or throw your opponent into and through the field of effect (Charizard's flame, Onix's rock slide, Koffing's gas). If the opponent is stunned by a Pokémon effect, go inflict some pain. : )" ~ Also, I've only seen it once, but it's hilarious on Link's arena to see Meowth Play tug-o-war with a tornado for possession of the opponent. The opponent in question took over 700% damage from meowth's coins and then the tornado won: They shot up like a rocket. MORE BEAMSWORD FUN ~ Submitted by Pokeytax "Don't be afraid to throw this. One of the most surprising things you can do is chuck that precious, precious saber straight up or straight down at your opponent. It has terrific range, impact, and damage as a missile, and makes a ridiculously evil edge-guarding weapon. Nothing's better than a close range lightsaber toss, watching your opponent blast off again, then grabbing it again as it comes to rest and taunting." VERY DEVIOUS FAN TRICK ~ Submitted by Pokeytax "Obviously, you want to break your opponent's shield. But an advanced player will avoid this at all costs. Fortunately, the fan has a vacuum effect as well. If you're playing as Luigi or Jigglypuff (or Fox, I guess) then hit them with the standing 2% swipes until they come in within ''blast radius.'' (Bother your friends with Scorpion's ''come 'ere!'' clip for Luigi, or various comments about Jiggly's seductive geisha techniques.) Most players can't go against their fan training and block quickly enough to stop Rest or Flaming Coin Punch at that distance, and it's an easy way to connect with devastating moves. You can also do smash hits as you'd do Jiggly's ''Pound Dance''; first to one side, then the other, to do a bit of damage while you hope for a shield break. As an added bonus, if you throw the fan and connect, your opponent will pop straight up the air, which has obvious advantages for Pikachu, Jigglypuff, or Fox and is overall useful." STAR ROD ~ Submitted by Pokeytax "Extremely underrated, the Star Rod is a good projectile weapon for those in need (*cough* Jigglypuff), a terrific smasher, and perhaps THE best throwing item. Why? It sends opponents horizontally and down in a Deflector Beam arc when thrown, which is VERY effective. Hit someone coming back, even a Kirby and especially a Link, and they're toast. Plus it does plenty of damage and adds to your attack range." LUIGI! ~ Submitted by Eah53 "Get your apponet between you and a shell(not very far apart) Then dash at them and press A to do the RUN N' PUNCH you should hit them 2/3 times befor you get to the shell then they will go flying depending on their damage" SUPERCHEAP RED SHELL ~ Submitted by azdbackfan "Was glancing through item section and thought of probably the second cheapest cheap item move there is (second only to the fire-flower-against- the-wall trick). This works especially well in the second Mario Brothers stage (with the old music), but has been found to work occasionally elsewhere. A red turtle shell can mean instant death if it can trap an enemy in a tight area and knock him off the level. For a never fail (and I mean NEVER, it's been pulled on me a few times too...) trick, use the red turtle shell in the Mario Brothers stage in that corner in the bottom left, underneath the Piranha Plant that precariously pops periodically out of that precisely- placed pipe. (aren't aliterations great?) If you hit them with it so it knocks them to the left, the turtle shell will keep hitting the opponent until he eventually meets his doom at the stage's edge on the left. THERE IS NO ESCAPE! Because of the platform overhead, it is impossible to jump over the shell, and since the stage is not mysteriously floating in the air, there isn't even a need to edge guard because the opponent can not come back. DANGER: Do NOT jump down into that area...sometimes the turtle shell that you threw will come back and hit YOU, performing the same #@%#&@% trick you just did to your opponent. Unfortunately, with two other people still around, it is easy to get knocked down there by them (or knock THEM down)" ~ sounds right, I got trapped by something like that before, but I did not test this. Though you can be trapped by this, it generally is escapable. If you hold Z to get up when you hit the ground and block the shell, you can jump over it or roll past it. However, when you can't see yourself off the side of the screen, this can be very difficult. ~ tzwizard SURPRISE BAT SMASH ~ Submitted by geethree@hotmail.com "I found a way to use the bats one hit kill, when kirby, pick up a bat, then suck someone in. Press down or B to spit em out, then quickly turn around and do the instakill with the bat, Not many people expect it." ~ Don't try this more than once… GENERAL ITEM GUARDING AND ATTACK ~ Submitted by tzwizard "if you have an item you're willing to sacrifice, throw it at him. if he's good he's bound to shield and it may push him back or not. either way make a dodge for the item and tap r very quickly to grab. if they started to roll behind you then pick up the item and use it. if they were grabbed, throw them quickly, preferably to the closest ledge or towards a tornado. a quick and effective way to clear the area when there's only one guy near it. the other is very devious. most people forget that simply tapping r will drop an item behind you. many people will try to roll or get behind you for different reasons just tap r or throw the item at a wall behind you. either way, it'll flip a bit and then hit the person. you can then throw them towards the wall, pick up the item, and then hit them with it again for a nice 3 hit combo. works well on the right side of hyrule castle." YES, THE FAN CAN BE CHEAP ~ Submitted by DarkBalloonZ@aol.com "If you found a fan and you got it, try this combo on your friends and it will them for sure kill them even if they have 0% damage if you do this right. First, it is pretty simple how do you do this. Get next to the opponent and quickly use a smash attack with the fan if they did not shield and if they did shield, that's still fine. Once you do that, it will send them flying the other way so you have to quickly use another smash attack hit with the fan on the other way to send them flying back where they was and hit them again with the smash attack again. Keep doing this until you think it is the level where you can finish them off like at level 121%. Once you use the last smash attack with the fan, quickly use another smash attack on the other side to send then away like Up&A. Since I use Fox a lot, I would use the flip kick on the opponent to send them flying over the horizon with his fighter stance." ~ This is hard to do, but WOW is it good. -HELP- I don't use items often. If you have some cool item combos, send 'em in. I'd really like some help for this section. ------------------------- 5) Characters ------------------------- Well, everyone has his or her favorite, but if fair play isn't you favorite idea, then this section may change your mind somewhat. A seventy percent combo might just change your mind about mocking out Jigglypuff. Of course, King of Cheap Kirby may fit the bill as well. My names for moves are under each character. I will use this format: Name B move U&B move D&B move My ranking NOTE** This is my ratings as of when I started this. My choices have greatly fluctuated since then, so These really mean nothing. For example, my current favorite is Jigglypuff. (On November 15, 2000) WHATEVER THE NAME OF THE COMBO IS Explanation of combo FAVE FINISHER Explain finisher (Finishers are to mock opponent on his final life- many are suicidal, like Jigglypuff & Pikachu) Note that there is no all-purpose combo. Most combos are made up, situation specific, use what ever you think up combos. Therefore, most of the combos shown are meant to work anywhere, but you may be able to make them different, better, easier, whatever by using your surroundings. Juggling can be helped or hindered by platforms over your head, walls are great ways to rack up damage, and pits you must jump over are great for super send downs. Et cetera. Luigi B: Fireball U&B: Flamin' Coin Punch, Ping Punch D&B: Tornado #ABSOLUTE LAST- I hate this guy, but I know he –anyone- can be good in the right hands. COMBO FINISHER If there's anything I like about this guy, this would be it. After anything that puts you both on the ground together, use Up and B (you must be right next to them) to get the flames and pain. A good thing to use to both be together is a downward drill kick (Down and A) to start it off. Thanks to a reminder from Pokeytax, if you "cancel" the drill kick it works much better. LUIGI DOOM COMBO ~ Submitted by "Efrain Reyes" on the GameFAQs message boards Shoot a fireball from the right distance, and you can use a up and A smash attack. Now use a tornado. Follow up with a jumping drill kick, and either another tornado (in an attempt to continue the combo) or a flamin' coin punch. GOOD LUIGI JUGGLE~DEATH ~ Submitted by Pokeytax Single jump, up+A, double jump (or not, if you're already close enough), up+B. Against moderately damaged opponents with the right timing, this is hard to escape (i.e. I think it's impossible but don't know for sure) and often results in a quick Star Finish (for heaven's sakes, it's got a HEAD START, as you're already in the air). Follow the up+A with a mashed-or-not down+B if you don't trust your Coin Punch skills. Of course, you have to connect with the kick first. But if you're a Luigi player you're used to that story. : ) "NOT-VERY-ULTIMATE-OR-CHEAP-OR-INESCAPABLE COMBO" ~ Submitted by Pokeytax "Down+A drill, up+A smash, jump and up+A (quickly >_<), down+A drill, up+B. If only the drill came out faster, it'd be perfect. As is, it can still strike fear into lazy opponents. Luigi's power makes this instant kill territory." This DOES work, on at least a computer, and WOW, Luigi DOES have a good combo! LUIGI JUGGLE ~ Submitted by tzwizard Jump and use the up and A. Repeat without landing. Now use a tornado. Simple but somewhat effective. At marginally high damage, this can actually kill an opponent! COMBO STARTER ~ Submitted by tzwizard If your opponent is above you on a platform and a relatively low damage, jump and use up and A midair. You will then land on the platform and have an easy setup for other combos. -PLEASE HELP- Sorry, but I just can't play as this character. I actually almost lost to a computer while trying to find some combos. I also know no good Luigi players, so if you know of any combos, send 'em to the address shown above. Yes, he is VERY different from Mario, in my opinion. FAVE FINISHER Not much here, I like to try to (on opponent's last life, not mine) use U&B while touching them to send them as a fireball in the distance (looks best from midair, so you fall to your death too) Mario B: Fireball 7U&B: Coin Punch D&B: Tornado #1 TIE TORNADO WHIRL Get someone (particularly Yoshi) in a Tornado. Jump and do tornado again. Repeat until opponent quits or goes too high. TORNADO COINS Use a Tornado, then a Coin punch. Easy to do and so painful. tzwizard recommends that you start this with a drill kick for more damage. MARIO SPIKE! ~ Submitted by Pokeytax Mario's tornado makes him go a bit higher if you repeatedly press B. So, if you're above the cliff and above your opponent when it ends, it sends them straight down (I think Spike is another word known for what I call super send down, and it does have a nice ring to it…). This is extremely difficult. MARIO MASSACRE ~ Submitted by "Efrain Reyes" on the GameFAQs message boards With Mario, do a tornado attack on the ground but do not press B more than once. Jump and hit them with a drill kick. Do another tornado on them. Jump and use the Coin Punch. You'll likely land first. Go where they are about to land and use another tornado. When they're going to come down again, use the upwards smash attack. This is a nice one- up until the third tornado, it's very easy to pull off (has not been tested on humans yet) MARIO MASSIVE COMBO ~ Submitted by "pokimon86" on the GameFAQs message boards From below the opponent, or in a way that most of the start will hit: "Jump up and press DOWN + A to do a Drill Kick. This should do 24% damage if timed correctly. As the Drill Kick is ending, quickly do a Mario Tornado. It should end up doing a 21 Hit Combo and 37% damage if done correctly. When the other fighter is in the air, jump and press UP + A to do a Flip Kick for 11%. Jump again while you are in the air and do another Flip Kick for 9%. The other fighter should start to fall and when they are next to you, do an Uppercut. Time this right to do 15% damage." The damages might not be exactly how it will happen, but the combo is a good one. STOP A CHARGER ~ Submitted by tzwizard If an opponent charges at you, use a tornado attack. Most of the time, they'll run right into it, and you can then use it to set up a combo like the tornado whirl or tornado coins above. COMBO STARTER ~ Submitted by tzwizard If your opponent is above you on a platform and a relatively low damage, jump and use up and A midair. You will then land on the platform and have an easy setup for other combos. FAVE FINISHER Sorry, he has no cool looking finisher. Taunt after sending them into the sky, it looks cool enough. -----Pokeytax and his Mario Spike have taken this vacant spot! Donkey Kong B: Super Punch U&B: Monkey-go-round, Spinning Kong, Tornado… a hundred other dopey names D&B: Ground Pound #5 TIE SUPER SEND DOWNS DK has two moves that send the opponent straight down, preferably off the cliff. One is to hit down and A while midair. This ensures that the opponent will go straight down, fast, and will have to be lucky or at a low percentage to live if he is above the cliff. Hitting Forward and A while midair will send them down at an angle forward, or backwards if hit at the end of the move. This version starts by attacking opponents in front of DK. DROP DOWN Grab your opponent near an edge, and then while holding them, fall off of it. You die, but so do they (Experienced players easily escape, but this is great in time battles against novices- or stock, with over 200% damage on you) DK COMBO STARTER ~ Submitted by Pokeytax Down and A midair super send down followed by the Z-cancel trick stars combos with DK. I recommend you continue with a throw. GROUND POUND HAS A USE! ~ Submitted by "Articuno64" on the GameFAQs message boards "I don't know if anyone has posted this cheap trick yet, but it is a great one. To do it, you must be DK on the Mushroom Kingdom stage. It also works better for 1 on 1 battles so that no one can interfere. Try to lure your opponent underneath the long platforms at the sides of the level. Then repeatedly slam the ground. They will keep bouncing off the ground and roof. You can get opponents up to 999% damage that way. Once they get to 999% damage, a simple slap will knock them out of the level." ~ Note that this works very well on computers, but it IS escapable by humans. Even so, it's still hard to escape! "CONNECTING WITH THE GIANT PUNCH" ~ Submitted by Pokeytax "If your opponent is in the 30-70% range, try attacking them while they're standing with DK's air forward+A from above to stun, then letting loose a charged Giant Punch. 2 hit combo, 52%. : )" HARD TO PULL OFF DK COMBO ~ Submitted by "Efrain Reyes" on GameFAQs message boards Start with the down and B pound the ground. Follow up with a up and A midair hit or a forward and A send them down. If you sent them up, immediately send them down with forward and A. Do another ground pound, then jump and up and A, then down and A them into the ground. Finish with a charged Giant Punch. FAVE FINISHER Either Super send down (I prefer the angled one). Link B: Boomerang U&B: SpinSlash, Spinjump D&B: Bomb #7 (Favorite to play as, but needs jumps to be good) YOU RANG? Throw the boomerang above, below, or at faraway opponents by smashing forward and B and aiming the direction after the smash and B. You wouldn't believe how often you hit. If they get close, finish this "combo" with a SpinSlash. --- Finish it with a throw if they're close, better idea from Pokeytax. "BOMB, BOOM, GRAB& BANG!" ~ Submitted by Earthshaker "A very stupid name, I know. Take out a bomb, and hit someone with it. Then, throw a LIGHT boomerrang don't make it go to far.) Also, with this boomerrang, make SURE it doesn't connect with the opponent. While the boomerrang is still in the air, hookshot the person (if you can). Hold them as long as you can to let the boomerrang thwap them, than release! Instant 25-35% damage, not to mention the hookshot could murder someone *_*. Taunt to add insult to heavy injury ^_^" BOMBS INFORMATION ~ Submitted by baconslicer@yahoo.com "It is actually possible to aim Link's bombs. Once he's holding one, Smash a direction and he'll throw it that way. Horizontally, it also goes twice as far! Once you get good at the timing this move can stop people getting back on the platform. One word of warning: experienced players will discover that you can ALWAYS Up+B after being hit by a bomb, so this move can actually save enemy Pikachus from death. Now that I think of it, this could be helpful for getting teammates back on the level." ""Kamikazie bomber from the 24th galaxy" (don't ask)" ~ Submitted by belgarion_the_chosen@yahoo.com If you ready a bomb and run at an opponent, smash-throw the bomb. If it hits them, they take damage. If you get caught in the blast, you take damage, but they take more. Repeat. FAVE FINISHER Use Down and A (midair) to Slash downward off the cliff for their final hit. Samus B: Charge Ball U&B: Screw Attack D&B: Bomb #5 TIE ONE WAY OR THE OTHER If on level ground and against anyone BUT Fox or Ness, fire a Charge Ball at the opponent. Immediately press R to throw them if they block. Either way, you win. SUPER SEND DOWN Like DK's Down and A, Samus can send the opponent straight down as well. DOWN AND UP Use the super send down while they are on the ground at a low percent, then Upward smash to do a flame-thrower attack or just use a screw attack. - --If you use the flame-thrower, you can jump and add a backwards kick or any other midair attack (thanks Pokeytax). FIRE FIRE FIRE!!! ~ Submitted by Earthshaker "Use Up+A smash attack (the machine gun) at mild damage (30%-50%) when next to someone. They'll get caught in the flames, do it again :-). Finish with a screw attack, or another flame attack (forward and A in the air, this time.) If you decide to do the forward and A flame attack, then choose another random attack for a finisher, as the other person will be right next to you still :X" ~ Note that this does not work on Kirby, Jigglypuff, Pikachu, or Ness because they are too short. POWERFUL SAMUS COMBO ~ Submitted by Quixim "Down and A in the air, than upward flamethrower, follow up with dril kick and screw attack. land first and blast them with a pre-charged shot. of you have none, smash them or do it again." AND AGAIN – Looking over my e-mail, I received this hours earlier ~ Submitted by spacemanspiff3@hotmail.com "First charge up your gun. Then use your Super Send Down (Down+A midair) on a low percentage character.Now use your flame attack(up+A)then jump up and use your UP+A attack.While your falling use your charge gun to blow them away before they counter attack or you can use your super send down.This is a REALLY HARD combo to use so be sure to practice with it." ANOTHER SAMUS COMBO ~ Submitted by tzwizard Fire a small, not completely charged shot at an opponent who hasn't taken a lot of damage. Continue by using the downwards smash. If they bounce low, use a forwards smash or throw, and if they bounce high, start some midair attacks. YET ANOTHER SIMPLE POWERFUL SAMUS COMBO ~ Submitted by Flamer Charge up your shot. On an opponent who has taken medium-heavy damage, use the flame-thrower upwards smash attack and follow it up with the shot. If they've taken enough damage (varies character to character) they will be hit by the shot before they can jump or land and roll away. FAVE FINISHER Super Send Down works for me. For a change of pace, against anyone but fox shoot a fully charged shot point blank from way off the platform. Try it on a Fox, and well…he may come back, and you may be very, very high. Captain Falcon B: Falcon Punch U&B: Flamin' Flip D&B: Falcon Kick #6 SUPER SEND DOWN Like that of Samus and DK, down and A while midair sends an opponent straight down. DOUBLE THROW Against an opponent who has taken minimal damage, you may be able to "throw" them twice without using a wall. If you grab them, do not hit backwards. Just throw normally. Then you can run forward and use your Flamin' Flip, which works like a throw, to get them again. POWER JUGGLES ~ Submitted by Earthshaker Use Falcon's up and A smash attack at low percentages. Repeat. If possible, repeat again. Now Up and B sends them far away. UP, UP, AND AWAY! Depending on the opponent, you may need different amounts of damage on them to start this combo. For example, On DK, you need around 40%, and on Jigglypuff, you can do it without hurting them beforehand. However you start, hit the opponent with an upwards Smash attack. Quickly jump and use the up and A midair kick. Jump again and use another up and A kick. Use the up and B, and you can get a quick and easy 65% on the opponent. Not bad at all. Note: if using it on a heavy opponent on lower damage, you may be able to pull off the upwards smash attack more than once. A double upwards smash attack to start this consistently got Yoshi to 93% damage from 0%. ANOTHER FALCON COMBO ~ Submitted by tzwizard "do this on one side of a long platform. do his backward throw towards the middle of the platform when on one side. then charge towards them and ram them before they hit the ground. continue with upward a smash (you may need to run a bit forward). jump up and do up and a flip kick. finally wait for the opponent to fall and do a flamin flip." FAVE FINISHER I really like the super send downs, don't I? Falcon Punch midair would also be cool. Ness B: PK Fire U&B: PK Thunder D&B: Absorber, PSI magnet, PK shield, whatever you want to call it. #3 SUPER SEND DOWN See the others with the same name, down and A while midair, but this is extremely quick and easy to survive (PK Thunder!) BURN BURN BURN Use PK Fire again and again, until escaped or you decide to try to bat the opponent out of the arena. Not hard to escape at all, as you can easily hit Z as you land and roll away. BOUNCE ~ Submitted by "Sunflash" on the GameFAQs message boards "Get above the opponent when they're at low percentage, use his heel stomp –((not part of quote (super send down) part of quote))- to smash them into the ground. When they bounce, do it again. Repeat. They can get out of it if they roll right as they hit the ground, but you almost always get at least three hits out of it." Note: If you see this coming and get hit by the first one, you can tap Z and a direction when you hit the ground to avoid getting hit more than once (info from tzwizard) NESS TRICK ~ Submitted by Eah53 (Start around 60%) Hit an opponent with Ness' light up and A hit. Jump up and do a down and A Super send down, and do it again when they're on the ground. This can then be followed into a bounce combo. REFLECTOR ~ Submitted by Eah53 Don't know how I forgot this trick, but here it is. Ness' bat can be used as a reflector of sorts. If you hit an oncoming projectile with it, it will be reflected back. KrackenCrusader@aol.com said that Ness's bat does increase damage as much as Fox's reflector, and I have confirmed it. NESS KNOCKOUT ~ Submitted by "Atremis251" on the GameFAQs message boards If you throw the opponent off at around 50%, shoot a PK fire at them and grab them again when they come back. Throw them off again. If you can hit them with a PK thunder when they are using their double jump to get back, you can almost guarantee that they won't make it back on the platform. The PK thunder part is especially damaging to Yoshi, DK, Link, Falcon, and Jigglypuff whose up and B moves get little vertical distance (or none). Even if it won't make sure they're dead, it stuns them so you can go finish them off yourself. QUICK DAMAGE ~ Submitted by tzwizard Charge at an opponent who hasn't taken much damage. When they land, they will generally roll forwards or backwards to avoid getting charged again. If they roll forwards, use PK fire and continue comboing them. If they roll behind you, the downwards yo-yo smash attack can easily hit them. Either way, you get a pretty good amount of damage. TRICK THAT WORKS ALMOST EVERY TIME ~ Submitted by tzwizard "the final thing is ness's pk fire, quick trick. pk fire, they'll pop up and get damaged, then they'll put up their shield to block, grab them and throw them. nice damage and comboing potential if you have a partner." ~ And it works almost every time, even without a partner FAVE FINISHER Super Send Down or PK thunder yourself (Ness's triple jump) into the opponent. Either way, ouch. Yoshi B: Eat 'em U&B: Egg D&B: Stomp, Hip Drop #1 TIE EGGS 'R US Throw eggs at opponents off the cliff. Miss, no big deal, Hit… ouch. SUPER SEND DOWN Yoshi's is different. Forward and A will send a midair opponent straight down from right in front of him, not below like the others. IDIOT IN THE EGG Use the Eat 'em attack near an edge and stupid players will fall to their doom. Though few people realize it, you can control the horizontal movement of the egg while in midair. TAP DANCING Use down and A while midair above an opponent. 52 possible percent is nothing to laugh about. (Unless you do it to the opponent) You can then continue with a weak up and A hit, followed by the up and A Smash to Send them into the stratosphere (or deeper into space depending where you are) BIIIIIIIG OUCH Dave likes Yoshi too and really likes this one. Use the Tap dance move (down and A while midair) while above your very unlucky opponent. Then, as you both hit the ground, do a light up and A move (NOT SMASH MOVE). Now, after knocking them into the air, use an up and A Smash to send them flying. Even if most of the kicks miss in the tap dance, this easily gets a nice 40 percent added onto the opponent, as well as killing someone easily if they start around 80%. ---However, since it can be escaped sometimes, instead of the upward smash do a jumping up and A or backwards and A to have higher odds of doing damage (thanks Pokeytax!) RUN RUN RUN Run and running attack your opponent. As they hit the ground, do it again and again. If they hit Z to get up, use a normal A attack to kick them, then Run Attack them again. Repeat until you reach the edge of the area. (This works wonderfully on the Great Fox) "YOSHI'S ULTIMATE CHEAP COMBO" ~ Submitted by Pokeytax Start with a midair down and A. Then do a light Up and A on the ground. Jump up and do the down and A midair tap dance AGAIN. Repeat the light up and A. Add the finisher of your choice and you can do over 100% damage with this! The problem is that it's really hard to do and can be escaped pretty easily by humans. Works wonders on computers though, but not light characters. FAVE FINISHER I've ALWAYS loved Yoshi's Super send down. (What do you expect, I usually play in Saffron, with those little holes…) Kirby B: Swallow U&B: Final Cutter, Flyin' Sword D&B: Rock #5 Tie (Just use in hammer match though) THE FOUR CHEEPS I group these together because they are very well known to me. This way they're also easy to reference. These are all pretty much instant kills. ONE: Down and A while midair over the edge to drill someone down. Kirby can then easily get back up. TWO: Up and B near the edge when someone is in front of you will send them up with you. You will then send them straight down with the downward part of the sword attack, and hopefully straight down the cliff (works if you catch them midair too) THREE: (SUCIDAL) Tired of edge guarders at that 100 percent level? Don't worry anymore about that. When not using a power, hit B to suck someone in while off the cliff. Fall. If you are at 150 percent, and your opponent is at 0, then you effectively gained a life on him anyway, unless you're the Houdini of Kirby survival. FOUR: (SUICIDAL) The least used (by humans, but by that crappy Kirby team on Very Hard Vs. Link…) you can use Kirby's throw to drag both of you down the cliff. This MUST be done at the very edge of the area, facing away from the edge. Like #3, if you are at a high percent and your opponent just wants to get over with your kill, you can really change his tune. Use the throw that you do NOT hit backwards. It works well with the block with Z and press A to grab them when they hit your shield. If you press towards the cliff while in the air from the high "jump" with the throw, you will have a better chance with this. SMASH SMASH SMASH! ~ Submitted online by "Sunflash" on GameFAQs message board "When opponent is at 0% start doing his Forward + A Smash OVER AND OVER, it's hard to get out of even with rolling." QUICK KIRBY COMBO ~ Submitted online by "Sunflash" on GameFAQs message board "Drill kick followed by up + A smash. Enough said." CHEEP #3.5 ~ Submitted by Earthshaker If you jump off ONCE and use cheep #3, and at the correct time spit them out, you can sometimes float back up and survive. Don't count on this when facing a pikachu or another kirby. NOT-QUITE FINAL CUTTER ~ Submitted by Greg R. "Stand on the main platform and make sure your opponets are near the Poke-Building. You can do a whole lotta of Final Cutters! The Beam will hit them, and they will fly into the wall. If you do it before they fall, you can get up to 15 combos with this!" ~ also, it works extremely well on computers, but I am yet to try it on humans… "KIRBY'S ULTIMATE CHEAP COMBO" ~ Submitted by Pokeytax Let me just say this- this is second (IMO) to the Jigglypuff version only because I have an easier time with Jiggly's. You start with a drill kick into them at whatever percent. This drill kick should not hit the ground, so start it slightly above the opponent to make sure they don't bounce to the side. Then, quickly give them the up and A nudge. Repeat the nudge until they would go too high from the next. Jump and do a forward and A drill to them. If done correctly, they will fall with you and you will hit the ground at the same time. If not, the kick will send them in front of you, ending the combo. From there, there are three ways to finish it. The first is to use a Smash attack. The second is to use a running attack. And the third and best is to use a charged up DK giant punch on them. I succeeded with this once, getting over 100% damage. Looks like Pokeytax made the cheap that much cheaper! …AND A LITTLE MORE ~ Submitted by Pokeytax Well, if you can't pull off the one above, there are lesser versions. Pokeytax mentioned that if you drill kick to up and a light tap, you can then catch them and steal a power. Also, If instead of copying you start tapping A rapidly to get his flurry punch, it can combo, which is insulting because it's not a very good move. Note that if you Z-cancel when using the drill kick or start it so that it ends above the ground they work that much better, and so does the Kirby ultimate cheap combo too. STOLEN POWER MOVE COMBOS ~ Submitted by Pokeytax Like Link, Kirby can throw a boomerang, grab the opponent, and wait for the boomerang to hit them. He can also go straight from a drill kick to a PK fire. The Puff Punch makes his juggling get a lot better. On a side note, his Falcon punch, pikachu thunder shock, and PK fire are amazingly cute. COPY NOTE ~ By Pokeytax "spitting normally does 10% to the spittee and 17% to anyone hit. If you spit a Yoshi at someone, 10%/25%. If you spit a DK, 10%/30%(!). Bigger impact too." ~ in other words, the bigger the person you spit, the farther the one you spit them into will go and the more damage that they will take. EXTRA NOTE ON WHEN HOLDING SOMEONE IN YOUR MOUTH ~ By "Efrain Reyes" on the GameFAQs message boards. "Do NOT tap down after you suck up the guy, because you will take his B move (just like when you press B) instead of falling faster. Believe me, my brother has some experience on this." ~ also, when in the mouth, YOU control what happens. If you rapidly press left, you'll move Kirby slightly to the left. If you're on a platform you can fall through and press down, you fall through it. If you tap down twice while midair, you'll fall faster. That knowledge can be very useful. KIRBY B-MOVE (HOPEFULLY!) FINAL NOTE If an opponent is kirby, and they take a power from a non-kirby player, you can suck them in and take the power from them. Not only do you get it, but they lose it! "Efrain Reyes" on the GameFAQs message boards noted also that when playing in a team battle without team attack on, when you and one of your opponents are kirby, you can get your own teammate's power by taking it from the other kirby if he steals it. SIMPLE BUT EFFECTIVE Steal a copy of Ness's PK FIRE. Use it on an opponent. As the flames are dying, use a final cutter. This combo got an opponent from 0 to 38%! SURVIVE A BAT ATTACK! ~ Submitted by Perfect Light "Most people think you can't escape the Home Run Bat. But I've found a way and I've pulled it off. It's a piece of cake. You must be playing as Kirby, or it won't work. When your opponent hits you with the bat, before you go flying off the stage, but after they hit you, use your Rock move. Do it before you fly away from the stage. If you do happen to do it off the stage, turn back and try to fly back up. I surprised my friends with it and you can surprise yours. Maybe I shouldn't have told you that...Oh well! Have fun!" ~ I was unable to pull this off myself, but the idea should work… using the stone does kill your momentum… FAVE FINISHER Use any of the Four Cheeps. For this, Try 2 so that you fly down off the cliff, dragging your opponent with you. Fox B: Laser U&B: Flamin' Fox D&B: Reflector #2 TIE (also non-hammer item match player) This is an awesome trick found in a Fox FAQ. Many thanks to PentaroX. He let me use it. Boy did I. "FOX SPIKE" Use the reflector just right and you can send an opponent straight down with it. And to think I thought Fox was the worst at one point (He now holds my highest esteem) FOX SURPRISE ~ Submitted by "Sunflash" on the GameFAQs message boards "The greatest move I discovered with fox... Rush at them to attack, but instead of just running through them and hitting A, SLIDE the control stick quickly UP and hit A. You can do his VERY powerful UP+A Smash while running! Well, you stop running when you perform it, but it caught my friends by surprise." FOX DRILL KICK? ~ Submitted by Pokeytax If you do use Fox's down and A drill kick, immediately Z-cancel it when you hit the ground and do the reflector. Using the reflector at that point generates more damage and prevents them from nailing you after the drill kick (which will happen if you don't Z-cancel!). More often than not, though, it's better to just use this to start a combo. LIGHT JUGGLE COMBO ~ Submitted by tzwizard "Light down+a followed by light up+a, then aerial up+a double flip kick, and then firefox them." ~ Don't try the firefox against a human unless you feel really, really lucky. GOOD FOX COMBO ~ Submitted by Pokeytax Start by using a drill kick (with a z-cancel) into an opponent at generally low damage. This will set up a perfect lead-in for a light up and A attack. Follow it with a light down and A. They will be a little bit in front of you, allowing you to do a finisher or a quick forwards hop and repeat the combo. I have no idea how long you can do this for if they don't escape, but Pokeytax said that he got the damage up to over 100% with this hard-to-pull-off combo. QUICK JUGGLE ~ Submitted by Pokeytax Drill kick them down and Z-cancel, then use a light up and A. Jump and repeat. Another good combo that can last quite a while if properly executed [sadly, I need to work on my Z-canceling skills. :)] FAVE FINISHER Don't try it on Pikachu, but Pentaro's Fox Spike works wonders. Pikachu B: Thunder hop, thunder ball U&B: Teleport, Quick attack D&B: Thunder #4 OH THE PAIN OK, this a combo is a stretch, but the forward and A in midair is practically impossible to counter and can do 21 percent. You may be able to follow it up with another, or a different move. My friend Dave who us the master of Pikachu uses this a lot, and so does the computer. KEEPING THOSE KILLS You sent the opponent flying. They came back. They are trying to get back on. Don't let them. Use the Smash attack (I call it the PikaSpit) and since it lasts so long, with good timing, they're as good as dead. FRIGHTNING LIGHTNING Anyone up very high may die from the Thunder move if hit correctly. Tack this on to any combo that sends an opponent up (ends with smash up and A or something) for extra damage and or kills. QUICK COMBINATION OF TACTICS… ~ Submitted by adzbackfan This combo can work wonders. For best results, start below an opponent standing on the ground. Start with a forward and A midair drill. Follow up, upon landing, with a upwards smash attack. If they don't go too high, repeat until they do. Then use a Thunder. Depending on how high you get them, you may be able to continue juggling and/or thundering. PURE EVIL ~ From far too many experiences against DAVE. This isn't a combo, but it is exactly what its name is. From a little bit away from an opponent who is standing, use the B button move (preferably so it starts going a bit midair but hits the ground quickly thereafter). Run at them while following it. It will cause the opponent to do one of 4 things. If they (1) block, you can easily throw them. If they (2) jump, you can jump and use forwards and A to drill them. If they (3) let it hit them, you can easily throw them. If they (4) use an attack to block it, throw them. For a Fox, if you know they'll reflect it, do it and jump, allowing you to easily get a few drill hits and start a combo, and if they're Ness, run at them and throw if they absorb it. A CHEAP WAY TO START OFF A MATCH If you are pikachu in a match where both the second-player and fourth- player controllers are used, be one of them. In Saffron, you always start out facing each other. What's so great about that? Well, as a pikachu, you can grab right as you start! As far as I've seen, NOTHING can be done to stop that. Being on the receiving end of this many times- @*&$#^%#@*&%#(@^! PIKA CHOICE ~ submitted by tzwizard After an "aerial drill onto a platform then do: light and smash up+a, light and smash down+a, light forward+a, or throw. works wonders and gets a lotta damage." ~ Don't forget to finish it with a thunder if you use the smash attack upwards and they go really high! FAVE FINISHER Dave (My friend who I almost exclusively play against, and the only one who usually beats me) loves to use this one. Use Thunder midair, off the cliff, so that it hits you and the opponent with the blue part and sends the opponent flying. I have no idea how he does it so well, but man is it humiliating. Jigglypuff B: Puff Punch U&B: Sing D&B: Sleep/rest #2 JIGGLYPUFF ULTIMATE CHEAP COMBO ~ Name had to be changed due to new combos This was the only reason that Jigglypuff made my top 4 players (at the point when I first wrote the FAQ). (Even cheap Kirby only got the honorary "Match with Hammers" spot.) I shouldn't tell how to do this, my former best secret, but… here goes. Start out by throwing your opponent straight up. They MUST start at a percentage BELOW 30, and some must be lower than that. Jump and hit Up and A to start juggling. Now you have two choices: ONE: Keep jumping and juggling, as this can get 60 percent damage with almost no chance of escape. TWO: Go for the ultimate (and not Pikachu-teleport-proof) combo. Drill kick (Down and A) the opponent after the first juggle. As they bounce off the ground (They can't hit Z to escape a drill like that) Finish them off with the Sleep move. You're incapacitated for 5 seconds, but they are either dead or really far off, cursing about how that was the cheapest 70 percent they have ever seen in their entire life…good for you. NOTE THAT THIS COMBO WILL NOT WORK ON A KIRBY OR ANOTHER JIGGLYPUFF BECAUSE THEY ARE TOO LIGHT. PIKACHU AND YOSHI CAN SOMETIMES ESCAPE THE LAST HIT WITH THEIR JUMPS. QUICK NAP Of course, you need a combo for those over 30 percent. Just drill (down and A) into them and either throw (if they block) or sleep. After a while, you can tell when they're going to get hit by sleep or not by how they land. Then, when that time comes, use sleep! UP, UP, AND MORE UP (NOT-SO-LITTLE TAPS) Get the opposing player in the air. Use up and A Smash again and again to get more and more damage. Use forward or backward and A smashes to finish this combo off. LULLABY You can try to incapacitate an opponent with Sing, then start a combo, but only against a person who has never played before, as anyone who knows the game will dodge. Also, the opponent wakes up almost immediately after the song ends. I don't recommend this, but some people may like it. JIGGLY-PUFF-PUFF-PUFF! If you connect with the puff punch while on the ground, immediately turn around and use the move again. A combo can sometimes be started by spinning and puffing. SPECIAL EDGE GUARDING ~ Submitted by Rendar5 Against anyone but Yoshi or another Jigglypuff, figure out where they're going to land from their up and B move, and go there (block if necessary). Then use the sing move. They will be helpless, and therefore will be effected by it. You can then do with them what you like. Maybe, say, sleep? You only have a half of a second to choose, though. NON-REST INSTANT KILLS ~ Submitted by Rendar5 When your opponent has a somewhat high damage count, Drill kick then upward smash. The higher you are when you do this, the more likely it will be that they die. Also, downward smash attack works near the edge almost as well as rest, and doesn't have that terrible wait afterward. BLOCKED OR DODGED DRILL KICK? ~ Submitted by Rendar5 "If they have their shields up as you drill kick them, you cannot start a combo. Only one move is good with the spacing when you land since the opponent can block your next move, or attack you between moves. Throw them. You'll be surprised how this can easily become a staple Jiggly combo. If they dodge, get your shield up as soon as you land. With good reflexes, you can see if they're going to attack (counter) or gonna start the fight again after you're setup. If they're countering, with your shield up you have two options. Absorb the blow, let the shield down and attack, or roll away from opponent and hit them after their attack misses." JIGGLY AS A GROUND PLAYER ~ Submitted by Rendar5 "Don't underestimate Jiggly's ability as a ground-based fighter. With little delay time on some moves, she, like Fox, is good at performing the second attack. Absorb the blow with the shield, then move in. Also, she is light on her feet and can quick roll (tap Z, then side; perform roll before shield appears to be quicker about it, but it won't protect you from a hit as you recover) and attack. Down smash at your advancing opponent as this has more range than they're expecting." – Just don't overuse the ground fighting. ONE-TIME JIGGLY TRICK ~ Submitted by baconslicer@yahoo.com "Sing in midair! In a small level like DK's, this can be devastating. When two other players are duking it out, jump above them and Sing. She will gracefully float down and send them both to sleep, then you can Sleep, or smash, or whatever." ~ Try it again, and they'll jump at you and destroy you- you can't fall asleep in midair. TAP, TAP, TAP... PING! Jump and do a downward and A drill kick on an opponent who is at less than 50% damage (lower damage is better in most cases). Follow it with a light up and A. Repeat the light up and A, moving slightly forward between each, until it looks like the opponent will go too high for you to hit them again (you'll figure out exactly when that is… somewhere between 60% and 80% on average) and jump and do a midair sleep move. It's absolutely DEVASTATING! This can be as good as the first Jigglypuff combo on the list, and it can work on everyone! FAVE FINISHER One of the really cool, really tough finishers is right here. Sleep midair over a cliff. Learn the timing and this one's awesome. -HELP THIS SECTION GROW- Many combos, cheap things, and finishers exist aside from the ones shown here. This is probably the best place for people to help, since there are probably infinite combos (ok, maybe just hundreds) just waiting to be discovered. Send any you find in to x1372@juno.com to have them added. ------------------------- 6) All Purpose Cheapness ------------------------- These are the cheap moves that can be used by every character (unless specified otherwise). This isn't too big of a section, but I'm not sure how many tricks every single character can use. … OK, there's quite a few, many of which are why say, Fox doesn't have many cheap moves by him- he's good at say, little taps, which more than compensates…and an expert at using the walls and juggles. CORNER Any character can use his or her A attack over and over in a corner to rack up tons of damage to their trapped opponent. It works especially well with Link, C. Falcon, and Kirby, is pretty easy with Fox and Pikachu, and is rather difficult for all other characters. This is sometimes known as the "Infinite Combo" but is usually possible to escape when you get to 300%. COUNTER THE CORNER TRICK~ Submitted by tzwizard When you see someone setting you up for the aforementioned combo by light tapping you into a wall, there is a way that sometimes counters it. Start simply tapping A yourself. Often, you can have the moves counter and push your opponent back, giving you time to jump out of there and escape the terrible fate of the most unfair way of taking damage in the game. Sometimes it doesn't work on pikachu's little head-butt because he's too short though… WHEN OPPONENT IS DAZED NOTE: all of the strong attacks assume that the opponent is between you and the closest edge of the platform unless specified otherwise. There are many different options you have when your opponent is dazed. Here are generally the best ones for each character: LUIGI: Ping Punch the opponent at high or low damage. MARIO: Try to start a Tornado Whirl or if the opponent has taken serious damage, Use the game's most powerful upwards smash attack. DK: Take the time to charge up that super punch, then let 'em have it! LINK: Smash Attack the opponent away from you, preferably off the cliff. SAMUS: Charge up the Super Charge Ball. Fire the Super Charge Ball. Hit the opponent with the charge ball. Laugh as the opponent goes flying or follow and attack more. C.FALCON: Falconnnnn Punch! NESS: If you're feeling gutsy in a big arena, try to PK thunder yourself into the opponent. If not, bat or throw them. YOSHI: Either try the RUN RUN RUN combo above or Smash attack or Downward Smash Attack or Stomp (The one way they can't block it on the ground) the opponent. KIRBY: If near the edge, try CHEEP #2. If not, try stealing a power, Downward Smashing, Rocking, or whatever you feel like doing to the opponent. Use a move stolen from Samus, Falcon, or DK if you have it. FOX: Either Downward Smash them away or Upward smash followed by Up and A midair juggling. PIKACHU: Ah, choices, choices. There's Smash Attack, Thunder, or throw (backward, while facing away from the nearest edge). Choose any of these. JIGGLYPUFF: At a very low percentage, try to start the ULTIMATE CHEAP COMBO. If not, just use SLEEP on them. IF JIGGLYPUFF IS TAKING A NAP… Jigglypuff is sleeping. Let's not disturb it. If Jigglypuff is near the edge and misses a sleep attack, slowly walk into it. You will push it, eventually off the edge. You won't get a kill, but its death, potentially at 0%, is good enough. After the fact, the Jigglypuff will be much less likely to use SLEEP on you again for a while, fearing suffering this fate again… Note that if you try this on a dazed person, they will immediately wake up as they start falling. I had a friend get 12% damage on my Jigglypuff and kill me twice. Not good. If the Jigglypuff is not near the edge, treat the sleep like as if they are dazed and use the appropriate move. LITTLE TINY TAPS When an opponent is at a low percent damage, you can hold Up (not enough to jump) and press A to do a light upwards hit. This can be repeated until the opponent has a lot of damage. I have a friend who does this incessantly with Fox, and I did it with link and nailed an opponent. I don't think it works with Samus or Falcon, because the way their kicks are. With Fox on his stage, at the "fin" you can slowly move forward while doing this and get an opponent to well over 70% without fear of retaliation…until the combo ends. Note that with some characters (Fox, Link, maybe others) you must move forward slightly between kicks, but these tiny touches can be devastating. JUGGLES! The favorite word of a Fox or Jigglypuff. The nightmare of all Yoshis stupid enough to waste that double jump. Yes, every character can juggle. And juggling is a great way to get lots of damage. The best jugglers in my opinion are: JIGGLYPUFF- Jump, juggle, repeat FOX- Up and A midair counters nearly all and keeps them up PIKACHU- Be sure to tack on a thunder after any combo FALCON- Speed keeps 'em OFF their toes NESS- Upward Yo-yo at a low percent, up and A while midair works. LINK- Possibly best little tapper, plus the upward sword strike (midair) DK- Low percent CLAP (Smash up and A) MARIO- Tornadoes, anyone? YOSHI- That upward tail swipe (U&A midair) is effective KIRBY- Not all that good, but can rock escape LUIGI- Ugh. Not too bad, but not too good. SAMUS- Can't juggle well, but can't BE juggled well. MASSES OF PROJECTILES If you have a projectile with your character, by all means USE IT! Projectiles should be used as screens for other attacks, for annoyances, to keep someone away from you…USE THEM! You can be really cheap by trapping opponents with these! The best (IMO) are in this order: YOSHI EGG- one of the most powerful, great for edge guarding, it can go far or short…If it took less time to throw, it'd be perfect MARIO FIREBALL- Fire these again and again as fast as you can. Great screen for getting back on, starting other attacks…not too powerful though. Ties the egg for most annoying. SAMUS CHARGE SHOT- Enough said. It takes #3 because it's so easy to dodge, though so powerful. Really fun to be Fox or Ness against someone who abuses this. LINK BOOMERANG- Everyone who knows me as Link knows I over-abuse this move. Duh. It goes really far (smash direction and B doubles distance) AND comes back. The key to hitting people with it? Throw it again and again, at people, above people, below people- you'd be surprised how often it connects. Another trick with it is to jump over it as it comes back. (After pressing B press up or down to set a trajectory) FOX LASER- rapid fire, but weak. PK FIRE- Short range, but stuns PK THUNDER- Long range but leaves you vulnerable. LINK BOMB- Way overrated, the bomb is useful to link almost only when he has thrown the boomerang or needs vertical throwing. Not THAT bad though. SAMUS BOMB- Weak, drops underneath, but can be useful…if used better than I can use it. PIKACHU THUNDER BALL/HOP- Slow, weak, not all that good, but useful in some situations. Like one that I mentioned in his section… KIRBY SWORD SHOT- Waste of time, too slow, not very good LUIGI FIREBALL- Belongs to Luigi. Enough said. Actually, I think it sucks even without the crap character. YOSHI KICK-UP STARS- If you use the Stomp for this, there's something wrong with you. Really, really weak, just meant to sometimes save the stomping Yoshi from extreme pain. Of course, most of these have the potential to be cheap if overused, and that goes generally from top to bottom in order of potential for cheapness. From tzwizard- use projectiles around people to make them block (or reflect as fox) and you can usually get a good hit in on them or a throw before they can escape. THE WALLS HAVE IT! If you have access to a wall, use it. Throw opponents off it again and again. Smash them into it again and again. Beat the crap out of them with the wall. In Saffron, you may get a little help from Pokemon as well. The walls are key in Saffron, Hyrule, & Sector Z. If you get them, show no mercy. Unless your opponent is me, that is. Then show lots of mercy. Please. ;) I discovered something new with this. If you use a hold down and press A against a wall while using Luigi, DK, Ness, or Pikachu, you can have them bounce off of it and you do the same move again and again to rack up damage. This is like the infinite combos but harder to do and they only last to around 100%. All but Ness's. Ness's combo is EXACTLY like an infinite combo, and the only one you don't have to be a little bit farther back from to pull off. The other characters' light down hits won't work with this. DRILL KICKS ~ Submitted by tzwizard Use these a lot. At low damage, they can start combos (make sure you z- cancel to make sure you don't get stuck on the ground) and at high damage they can be used as effective super send downs. Mario, Luigi, Yoshi, Kirby, Fox, and Jigglypuff all have drills, but Fox's is generally less useful and Kirby's generally more useful than the others. -HELP THIS SECTION GROW- If you have any cheap moves or combos that work with many characters, tell me what they are and I'll add them if they work. ------------------------- 7) EDGE GUARDING ------------------------- HOW TO EDGE GUARD If your opponent is coming back from off the cliff, there is a multitude of different ways to hit him, and keep him from returning. This does not include throwing, shooting, using, etc. with items. I will not cover how to get on while you are off, because it usually means just hoping the opponent misses with one of these, or that you get through them with minimal damage. I will give a general tip, but not for escaping each character specifically. *Note that Edge guarding to me means keeping them off, not letting them get back on and wailing on them before they can do anything. That works, but I prefer to, as they say in MK, "FINISH HIM!" There are also other ways to do these, but these are the ways I use. Anyone can mail me tips on this, if you think there's something better. LICKING A LUIGI These can prevent Luigi from having a ghost of a chance to survive. -LUIGI STOPPING LUIGI Fireballs. If he comes above, try the up and A midair or on the ground attack, or forward and A while midair. If from below, downward smash, but with this match-up, you don't want to attack from above the cliff. -MARIO STOPPING LUIGI Same as Luigi stopping Luigi, but fireballs go at angles so try those if he's coming from below. -DK STOPPING LUIGI Try to jump out and use Forward and A or downward and a to send him down. Beware the Flamin' coin punch. Downward smash lasts a while, so try that if he comes from below. If using midair forward and A, you need not go out over the cliff yourself. -LINK STOPPING LUIGI Boomerangs when he's far away. SpinSlash when he's above you. Smash when he's coming at your level, and try a bomb downward from midair if he comes from below. -SAMUS STOPPING LUIGI Charge ball if he's far, Bombs if he's low, screw attack if he's high, and Samus' extremely quick Smash if he comes at your level. -FALCON STOPPING LUIGI If you think you can time it, Falcon Punch. Flamin' Flip keeps them away from above, and if they come low or your range, you can always try his super send down finisher and get back up. -NESS STOPPING LUIGI PK thunder if he's far away, any A attack midair if he's high, bat if on cliff to attack, Super Send Down while midair is especially effective, since you can PK thunder yourself back up. -YOSHI STOPPING LUIGI From far or above the method is simple: EGGS. From same level or below, either Smash or tail swipe (Downward smash) respectively or try the Super send down. -KIRBY STOPPING LUIGI Cheep #1. Of course, #2 also works, or any midair attack at all since Kirby can get back from it. If you stole a projectile, this may be a good time to use it. -FOX STOPPING LUIGI One word when he's far: Laser. Fox can also jump pretty far to try to "FOX SPIKE" him. If he comes from above, try starting a juggle. -PIKACHU STOPPING LUIGI Below: Thunder ball or bounce. Above: thunder or any midair A attack (say, forward and A thunder drill?). Forward: Simply use Pikachu's long length, long lasting Smash attack. -JIGGLYPUFF STOPPING LUIGI Fly out and hit him with any A attack. BEWARE OF HIS FLAMIN'COIN PUNCH! -LUIGI SURVIVAL If at around ground level, shoot a few fireballs. These may prevent the opponent from hitting you, but aren't very good. Sorry, you have little chance against a good edge guarder, but you may be able to use the Flamin' coin punch to take them down (or is it up?) with you. Of course, you're Luigi, so you have little chance (YES, I AM BIASED AGAINST LUIGI!) MASTERING A MARIO This guy's nearly the same as Luigi, but can't use the Flamin' coin punch to get even. He has one chance though… and it's better than that punch. -LUIGI STOPPING MARIO Fireballs. If he comes above, try the up and A midair or on the ground attack, or forward and A while midair. If from below, downward smash, but with this match-up, you don't want to attack from above the cliff. -MARIO STOPPING MARIO Same as Luigi stopping Luigi, but fireballs go at angles so try those if he's coming from below. -DK STOPPING MARIO Try to jump out and use Forward and A or downward and a to send him down. Downward smash lasts a while, so try that if he comes from below. If using midair forward and A, you need not go out over the cliff yourself. -LINK STOPPING MARIO Boomerangs when he's far away. SpinSlash when he's above you. Smash when he's coming at your level, and try a bomb downward from midair if he comes from below. -SAMUS STOPPING MARIO Charge ball if he's far, Bombs if he's low, screw attack if he's high, and Samus' extremely quick Smash if he comes at your level. -FALCON STOPPING MARIO If you think you can time it, Falcon Punch. Flamin' Flip keeps them away from above, and if they come low or your range, you can always try his super send down finisher and get back up. -YOSHI STOPPING MARIO From far or above the method is simple: EGGS. From same level or below, either Smash or tail swipe (Downward smash) respectively or try the Super send down. -KIRBY STOPPING MARIO Cheep #1. Of course, #2 also works, or any midair attack at all since Kirby can get back from it. If you stole a projectile, this may be a good time to use it. -FOX STOPPING MARIO One word when he's far: Laser. Fox can also jump pretty far to try to "FOX SPIKE" him. If he comes from above, try starting a juggle. -PIKACHU STOPPING MARIO Below: Thunder ball or bounce. Above: thunder or any midair A attack. Forward: Simply use Pikachu's long length, long lasting Smash attack. -JIGGLYPUFF STOPPING MARIO Fly out and hit him with any A attack. Be careful not to go too far, you aren't Kirby. -MARIO SURVIVAL Come in high, whenever possible. Use a screen of fireballs always. If forced to come from below, try to jump so you grab onto the edge. DESTROYING A DK This old ape isn't too good at returning, and his Spinning Kong or Tornado is weak and easy to hit. This should not be too hard to kill, but to escape; there's the problem. -LUIGI STOPPOING DK Fireballs when he's far and he may not get a chance to use the tornado. If he comes high, watch a downward smash (if he hasn't tornadoed) and try a Flame Coin Punch or forward and A midair. If he's low, downward smash, and at your level, normal smash. -MARIO STOPPING DK Fireballs when low, then Smash Downward attack. Medium, smash forward, and when he's high try an upward smash, THE most powerful upward smash. -DK STOPPING DK This would be a great time to get an easy Super Punch in. Almost all of DK's power hits will stop the tornado, and if he's high jump and Forward and A for the best results. -LINK STOPPING DK Boomerang far, smash attack when he's at your level or low, jump and SpinSlash if he comes from above. -SAMUS STOPPING DK Fire the shot at him if you can. If not, get above him and do the Super Smash Down. If he come high, screw attack or Upward smash flame-thrower. -FALCON STOPPING DK Punch shouldn't be too hard to time for low or medium height. If not, try the Smash attack. Flamin' Flip if he comes high should fry this ape. -NESS STOPPING DK PK Fire should stop him dead in his tracks. If he's low, you may try the smash attack bat. If high, jump and any A attack, or you could try the Super Smash Down. -YOSHI STOPPING DK Egg (edge) guard well. Downward Smash, or tail swipes work good when he's low, Smash when medium, eggs everywhere else. Super Smash down can work if he's in his tornado. -KIRBY STOPPING DK Downward Smash if he's low. Use a stolen move if possible (say his own punch?) if he's even, or Try a #2. #2 works if he's high as well. -FOX STOPPING DK Laser when far. Down smash when low. Perfect "Fox Spike" candidate. When high, start a juggle. -PIKACHU STOPPING DK Jump out there and Forward and A to him! If he's too high, Thunder will bring him down, and then thunder drill (aforementioned move) repeatedly. -JIGGLYPUFF STOPPING DK Down smash when low. Drill-Sleep combo when medium. When high, start your juggling! -DK SURVIVAL Not good. If you can use a Super Smash Down to drag them with you, or Super punch as you fall (especially in Samus' world!) Hope the opponent misses, and try to come low and grab the edge or very high, not at the opponent's level! LAYING IT TO LINK Uh-oh. Oh no. Here it comes. Death to the green guy. He can't jump worth beans. He can hardly even attack whoever threw him off. This section shouldn't be necessary, but I am covering everyone. The SpinSlash just isn't good enough to save our valiant hero (This is THE reason he isn't my main character- must…get…on…platform…) -LUIGI STOPPING LINK If you get him off, he won't get high. Therefore, Smash attack down or sideways to get rid of him. -MARIO STOPPING LINK Fireballs should stop him. Smash forward or low if they don't -DK STOPPING LINK Super punch, downward smash, either super smash down, it just doesn't matter. -LINK STOPPING LINK Aww, let him live. YEAH RIGHT. Bombs, Smash attack, your own SpinSlash- Just don't fall off yourself! -SAMUS STOPPING LINK Bombs, Shot if he's high enough, Super Smash down… seems a bit too easy. -FALCON STOPPING LINK Super Smash Down, Downward Smash, normal Smash- seems like a broken record -NESS STOPPING LINK Super Smash Down, Bat, Yo-yo…yawn. -YOSHI STOPPING LINK Sniff…beating on another non-Luigi green guy! Eggs, Down smash, and normal smash will do. -KIRBY STOPPING LINK #1, #2, Rock, Downward Smash, the works. Like he has a chance. -FOX STOPPING LINK Good Fox Spike candidate (where would I be without PentaroX?) or easy to downward smash. -PIKACHU STOPPING LINK Enough already! Forward smash, midair forward drill…I feel sorry for Link. -JIGGLYPUFF STOPPING LINK Finally, the last one! Down smash, forward smash, it just doesn't matter. Poor green guy (I feel sorry for someone who can't jump, still tries, and always gets knocked away…). -LINK SURVIVAL Just go quickly and quietly. Really, though, just SpinSlash and hope for the best. Pray Giant DK doesn't throw you off- he can actually kill you at 0% that way. (Hint hint-STAY AWAY FROM HIM) SCREWING SAMUS This is one of THE most difficult things - keeping a good Samus down. When Samus Jumps, Drops bombs, and screw attacks, it often seems impossible to edge guard. Here are my attempts. -LUIGI STOPPING SAMUS Fireball if far, Attempt Ping punch if high, Downward smash if low, Smash if at your level. -MARIO STOPPING SAMUS Fireballs low, Upward smash high, Smash at your level, et cetera. -DK STOPPING SAMUS Either Super Smash Down works, but beware of the screw attack. A better strategy is to try that forward if she's high (YES, SAMUS IS A WOMAN) and Super Charged punch if she's low or at your level. -LINK STOPPING SAMUS Smash attack at the edge, throw boomerangs when far, SpinSlash her if she comes from above… Seems a bit repetitive. -SAMUS STOPPING SAMUS Charge ball if far, Well-timed Smash attacks for low-mid height, Jump and Screw attack her if she tries to come over your head. -FALCON STOPPING SAMUS Smash if you can at low or medium heights, Flamin' Flip if Samus comes from above, If you feel gutsy try to time a Falcon Punch. -YOSHI STOPPING SAMUS Throw eggs, even to way in front of her, and use a smash attack if she's low to mid height and throw an egg everywhere else. -KIRBY STOPPING SAMUS Take advantage of your floating power to go out and do a #1. If you want to stay on the edge, try any Smash attack, and if she comes in high, your up and A midair attack might just knock her back off the platform. -FOX STOPPING SAMUS Ok, low smash works wonders, Fox Spike if you feel lucky, Juggle if she comes high, and just Smash her if she comes at middle range. -PIKACHU STOPPING SAMUS Jump out there and forward and A drill her! You can teleport back; she can't. If she comes high, Thunder, and your PikaSpit (forwards and A smash) stops her if she's too close to drill. -JIGGLYPUFF STOPPING SAMUS Down smash works, Get above her and drill her if she's high (you have 5 jumps, use them!) and Smash Attack if she is at your height. -SAMUS SURVIVAL Shoot the charge ball if possible to hit opponents but impossible to get back. Use Bombs to slow down and confuse the attacker. Screw attack if at all possible. Samus is one of the hardest to keep off the cliff. FRYING FALCON Second worst in terms of jumping only to Link, the F-Zero captain only is saved by his Flamin' Flip. Like link and his Up and B, it is not all that good. However, like link, he is hard to hit while doing the Up and B move. -LUIGI STOPPING FALCON ~ Groan ~ This will take forever to finish… ~ sigh ~ here goes…Fireballs if far, Smash attack low, ping punch high, DON'T get CAUGHT BY THE FLIP at your level. -MARIO STOPPING FACLON Fireballs low…Smash medium…Up Smash high… -DK STOPPING FALCON Try to super send him down. If high, use the forward and A one, or just use that one no matter what. Avoid his flip, it's devastating. -LINK STOPPING FALCON Boomerang/bomb him if far, Smash attack or SpinSlash if he's near your level or below, and Jump and SpinSlash if he comes in from high. -SAMUS STOPPING FALCON Try the charge ball at long distance, Jump and drop bombs/Super smack down if he's at your level or low, and Screw Attack if he's high. -FALCON STOPPING FALCON Try a Falcon Punch for low or medium height. If he's high, Use YOUR Flamin' Flip to keep him that way. -NESS STOPPING FALCON Super Smash Down, PK thunder if he's far, Smash attack up, down, or normal depending on whether he's high, low, or even with your height. -YOSHI STOPPING FALCON One egg usually does it. If not, try any Smash attack or his Super Send down. -KIRBY STOPPING FALCON Falcon: Look out for #1. Other than that, if he comes high, use any midair A attack. #2 if he's high and you think you can do it… -FOX STOPPING FALCON Tough, but you can Fox Spike him. If he's smart, he'll use his U&B early and try to catch you though. Other than that, Smash or juggle at the edge. -PIKACHU STOPPING FALCON Smash or thunder at the edge, thunder only if he's high. This is one guy you don't want to jump out and drill. The thunder ball can also work. -JIGGLYPUFF STOPPING FALCON Down Smash, Normal Smash, or juggle for low, medium, and high comebacks. -FALCON SURVIVAL Good Luck. Use the Up and B to attack, and since it has a good chance of hitting an edge guarder from below, use it again ASAP if you get a hit. Note that his Up and B attack GOES THROUGH SHIELDS of people guarding the edge, waiting for you to get back to nail you. NUKEING NESS He can come back amazing distances using PK thunder to hit himself far. However, he's then easy to hit again, keep off, Et cetera. You can keep a Ness off easily by jumping and attacking off of the cliff. Just do it fast, as a lack of speed may mean suffering 30% damage as he uses his Thunder THROUGH you. Ouch. -LUIGI STOPPING NESS I'll say this once for the Ness sets (actually, I'll repeat myself, but…) If you take out the PK thunder, you take out the kid. With that in mind, fireballs when far, Ping when close, and sacrifice yourself to PK thunder if he uses it when near. If he floats back, Smash attack him. If you're going to jump out and hit him when he uses PK thunder, do it early. -MARIO STOPPING NESS Like Luigi, fireball when far, but jump first. If he's low, fireball like there's no tomorrow- the angle of the fireball will likely take the thunder or the kid down. If he's high, try the upward smash or a jumping tornado, and if at your level, smash him for good. -DK STOPPING NESS Big Fat Monkey vs. Midget? Super send down if at all possible, charge the punch when he's far, jump high and forward and A to knock him down from the heights, Punch him if he floats to you. -LINK STOPPING NESS Boomerang when far, Smash attack when he's near, Jump and SpinSlash when he's high, and if he uses PK thunder from below, a well placed bomb will extinguish it. -SAMUS STOPPING NESS If he uses his absorber, he'll likely fall. You can therefore shoot the crap out of him when he's far. Otherwise, Super Smash Down, since Samus can recover, screw attack when he's high (backwards and A midair works pretty well too) and time the quick smash attack to prevent his return. -C.FALCON STOPPING NESS No projectile for when he's far (That's bad) but if you feel lucky, you can Falcon Kick out there. If he's high, Flamin' Flip him, and Low to medium, Smash attack him. This is one character you don't want to jump out and stop him with when he uses PK thunder. -NESS STOPPING NESS Use your floaty jumps to get him! Or, use YOUR PK thunder (while ON THE GROUND) to kill his PK thunder, Super Smash down, A attack midair, et cetera. -YOSHI STOPPING NESS Once again, Yoshi's eggs are the key to keeping an opponent off the platform. If he gets close, single jump out there and attack, using your double jump to come back. The little fat kid dies. -KIRBY STOPPING NESS (Yawn…need…sleep…) Um, Jump out and give him the old 1 (but not 2). Shoot him with a stolen shot, Smash him, it just makes very little difference. -FOX STOPPING NESS PentaroX to my rescue again! Fox Spike DEVASTATES Ness. It's quick, clean, efficient… sort of like the mice I was forced to watch get genocided in my nature center volunteer work today… anyway, if you don't use the spike, Smash him or Down smash him, or if he's high juggle him (As of today I feel very sorry for all mice). -PIKACHU STOPPING NESS I've really seen this one in action (I will never play as Ness against Dave again. ;) ). Jump out and forward and A drill him. Get back on. He can't. You don't really need to do anything else, but aside from that, if he's high, Jump up and drill him; if at your level or below, a well timed Smash attack does the job nicely too. -JIGGLYPUFF STOPPING NESS Jump and kick him farther. If not, then Smash medium or low at the cliff's edge or juggle him if he's high -NESS SURVIVAL Most know that you can PK thunder yourself far. However, if you don't have to, DON'T! You'll save lives that way. If you have to use PK thunder, do it from somewhat far away so you will be hard to hit out if it. Pray you grab the edge. Beware someone trying to Fox Spike you, it is almost always fatal, because if it reflects you, you fall, and if it reflects the thunder, you fall. (That is not what we like to call a win-win scenario for Ness) YUCKING AT YOSHI Yes, he only has two jumps. No, he has no triple jump. Yes, he is FRIGGIN INSANELY TOUGH to keep off. For me, a Yoshi player, that's a good thing. For everyone else, it may alter your edge guarding strategy. -LUIGI STOPPING YOSHI This section could get annoying, how to kill my favorite character, but here goes. If he comes high, try to backwards and A kick him. If he's low, a downward smash should do wonders. If medium, attack with a smash. It is likely that as you smash, he may hit you as he falls. Then, he will not grab the edge, and you've taken maybe 12 % damage. -MARIO STOPPING YOSHI Fireballs do little here. You basically want to do the same as Luigi, so I'll skip that typing. -DK STOPPING YOSHI The jumping Forward and A super send down will work wonders when he's high. When he isn't, try to time the super punch or smash attack. The downward smash is pretty useless in this situation. -LINK STOPPING YOSHI Once again, projectiles do little good. If he comes in high, a jumping SpinSlash might finish him off. If he comes low, Smash attack him at the edge, and do the same for medium height. -SAMUS STOPPING YOSHI Try to fire a fully charged charge ball at him. If it hits, even if it doesn't stop him, you get a lot of extra damage. If he's high, jump and backwards kick (Samus' back kick is really good). If he's low or medium, go for the quick smash attack to stop him. -FALCON STOPPING YOSHI Flamin' Flip him when he's high, Smash attack when he's low or medium. Falcon Punch can replace the Smash, but it's tougher to pull off. -NESS STOPPING YOSHI If you plan to jump out and stop him from coming that way, get ABOVE him and do your super smash down. If you get below him, he may take you down with him or smash you down and survive. If you stay on the cliff, jump and backwards and A to kick him hard if he's high, or do the DOWNWARD smash to keep him off when low, and if he's medium a normal smash will do. The downward can be done faster facing away from the cliff. -YOSHI STOPPING YOSHI I hate mirror matches. Well, same as Ness- get ABOVE him if you try to forward and A smash him down. If you stay on the cliff, midair backwards kick works when high, and at medium or low, a normal smash attack gets the job done. -KIRBY STOPPING YOSHI You're better off smash attacking from on the cliff than trying #1 in this case, since he can jump right through it (though he takes damage). If he's high, a backward kick ought to get rid of him if timed correctly. -FOX STOPPING YOSHI Shoot him if he's far, you may stop his jumping (if extremely lucky). If you Fox Spike at the correct time, he'll be helpless. If he's low, Fox's great downward smash will work wonders. At medium height, regular Smash Attack. If he comes in high, juggle him up, up, and away! -PIKACHU STOPPING YOSHI I am the world's expert on this one. I've seen it 1000+ times. Smash attack if low or medium and bye-bye dinosaur. If he comes in high, jump out and forward and A drill him. If you feel like trying it, you can substitute thunder for either if you can time it right. These seem the most effective ways, but there are obviously others. -JIGGLYPUFF STOPPING YOSHI Smash him low or medium. If he's high, try to juggle, but watch for the stomp. -YOSHI SURVIVAL Use your only jump wisely. You can attack as you come back, but if you're hit again, you're history. In general, try to get over the opponent, as grabbing the edge is usually suicidal. As a last ditch effort, attack with a Super Smash Down, an Eat 'em, or and egg throw to stop them from taunting and get a bit of damage. Stomping in front of the edge so you grab it can sometimes throw off an edge guarding person's timing…in another last ditch effort to save your skin. (Thank you Dave again) KICKING KIRBY ARRGH! This annoyance has 5 jumps, PLUS his Final cutter. Usually, if you hit him far at a high %, he will die. If not, try these not-quite- foolproof strategies. (If a Kirby really wants survival, it can steal a Jigglypuff puff punch to get distance and height) -LUIGI STOPPING KIRBY Hoo boy. Edge guarding this guy means hitting him likely more than once, and hitting him out of the final cutter. If he comes at you high, try to ping punch him into the stratosphere (AND DON'T MISS OR YOU'RE TOAST). If he comes in medium to low, use a smash attack. Smash attacks should counter the final cutter if timed correctly. -MARIO STOPPING KIRBY Ditto Luigi, but try just about any A attack instead of the ping punch (you could try that with Luigi as well). So sad to see Mario compared to the vastly inferior Luigi. -DK STOPPING KIRBY You just might be able to end it with a forward and A if he's high. The punch would make a good substitute for the smash attack if he uses the cutter or comes in low to medium because it's a bit faster when already charged. -LINK STOPPING KIRBY The worst at jumping trying to stop the best? It can be done, and more easily than expected. Link can forward and A or Up and B at Kirby when high, and Link's Smash attack is extremely adept at taking Kirby out of low or medium range. If the cutter comes, Smash attacking again works. -SAMUS STOPPING KIRBY Hit him with a fully charged charge ball and it's likely to be already over. If he comes in high, use the backward and A kick to keep him off. If low or medium, Samus' quick smash attack does the job. Smash attack works to stop the cutter as well. -FALCON STOPPING KIRBY If you Falcon Punch him at the edge, he's dead meat. That isn't likely, so use your up and B if he's high, or the up and A. If you do the up and A, face away from him so that you can hit him horizontally with the end of the kick (it has insane reach). Your Smash attack should stop all low, medium, and cutter using Kirbies for good. -NESS STOPPING KIRBY If you think you can get above him, try a super send down. If you realize that that's nearly impossible, backwards and A or just A in midair work. If he comes in low, Yo-yo. Jump and hit him if he uses the final cutter. -YOSHI STOPPING KIRBY Smash attack works perfectly when he's low to medium height. Upward Smash works 99% of the time when he uses the cutter. When he comes in high, Yoshi's backwards kick is great. -KIRBY STOPPING KIRBY Umm, get above him and try #1. If he gets above you, expect the same. If he comes in high, backwards and A or just A to kick him back out. Smash attack if he comes at you low to medium and the same if he uses the cutter. -FOX STOPPING KIRBY Juggle him if he comes high, Downward Smash if he comes in low, regular smash if medium, and Smash attack his cutter, or reflect the shot (reflecting it does let him have all his jumps back though.) -PIKACHU STOPPING KIRBY Smash attack if low or medium or cutter using. Jump and forward and A drill him if he's high. -JIGGLYPUFF STOPPING KIRBY Downward smash when low, smash when medium or using final cutter, and juggle him (watch the rock) if he comes at you high. -KIRBY SURVIVAL Try to get as high as possible, and use the rock move to survive. If you come in low, you are very likely to get beaten. Don't always use the rock when high, though, or the opponent will roll & grab. FLOGGING FOX We all know he isn't too hard to keep off. If he uses his FireFox, it's easy to stop. Such distance, such futility. Here goes. If you can make him use the FireFox, you'll be able to do these. -LUIGI STOPPING FOX If he uses his FireFox perfectly horizontally, throw a fireball. If he uses FireFox from below, smash attack. If he uses FireFox to get above you, use the ping punch when he lands. -MARIO STOPPING FOX For once Fireballs are worse than those belonging to Luigi are. Smash attack if he's low or high, and upward smash when he comes in high. -DK STOPPING FOX Jump out early and forward and A him into oblivion if he comes low to medium. If he's high, jump up and use the same move. If he comes in too fast low or medium, a super punch will finish him. Anyone with a send down move can kill him easily if they jump out early, so that won't be mentioned. -LINK STOPPING FOX Smash attack if low, boomerang if far, smash attack if medium, and jump with a SpinSlash if he comes in high. -SAMUS STOPPING FOX Shoot him if he is planning to FireFox horizontally. If he's high, jump and backwards kick. If he's low or medium, use a smash attack. -FALCON STOPPING FOX Smash attack low to medium, Flamin' Flip when he goes high. -NESS STOPPING FOX Yo-yo is great for when he's low (down and A smash) or bat when medium (forward and A smash). If he's high, backwards kick through the flames to get him off. -YOSHI STOPPING FOX Eggs. Besides that, smash attack or downward smash attack when low or medium, and upward smash attack when he's high. -KIRBY STOPPING FOX #1… Smash attack when low or medium, backward kick when he's high or get to his height and start #2. -FOX STOPPING FOX Fox spike really effective… Smash attack when medium, downward smash when low, and juggle him or reflect him back off the cliff when he's high. -PIKACHU STOPPING FOX Jump out and drill him with forward and A. Smash attack. Call lightning. No chance for Fox to survive… -JIGGLYPUFF STOPPING FOX Smash attack when low to medium, and juggle him when he's high. -FOX SURVIVAL Go to the FAQ about Fox made by PentaroX and within you will see how to survive anything as Fox. You just plain don't need any information you can't find there. It is at www.GameFaqs.com if you want to read it. What I can say, though, from experience is to vary how you use FireFox so that your opponent needs to keep guessing. PUMMELING PIKACHU GET THIS RAT OFF OF THAT CLIFF! It's tough, but possible. Timing is the key to hit him while he teleports. Time your jump to hit be where he'll teleport, then try A while midair. Smart ones will try to get over you or grab the edge (unless on the left side of Saffron, where they also have the platform as a choice, or Peach's caste, where there are two floors and no edges to grab). This is basically using guesses to figure out where he'll go. The jump and hit A strategy will not be discussed, and is the same with all characters. -LUIGI STOPPING PIKACHU Pikachu stopping is nearly impossible. Try to predict where he plans to land. If possible, go there and use the ping punch if you can, if not just throw him off. If you think he'll try to grab the edge, use a downward smash attack. -MARIO STOPPING PIKACHU Ditto Luigi except the ping punch part. -DK STOPPING PIKACHU @#$%#@^$! Throw him when he lands, or Smash attack to guard the cliff. -LINK STOPPING PIKACHU Get where you think he'll go and do your smash attack (link's throw is too slow). Guard the edge with a smash attack also. -SAMUS STOPPING PIKACHU Shoot him if you can, and Smash him to guard the edge or catch where he went. -FALCON STOPPING PIKACHU Smash guard the edge, use up and B, or Falcon Punch where you think he'll land. Up and B can catch him and kill him, but its all luck. -NESS STOPPING PIKACHU Throw where you think he'll go, or Bat at the edge. -YOSHI STOPPING PIKACHU Egg him! You can repeatedly foil his teleporting with eggs. You only get one shot, though. If you miss, he's almost guaranteed to get back on. Aside from eggs, all smash attacks can keep him off or hit him where he lands. -KIRBY STOPPING PIKACHU Don't try #1, ever. #2 can catch him if you're lucky. If all else fails, downward smash at the edge or throw him from where he lands. -FOX STOPPING PIKACHU Throw where he lands, or downward smash at the edge. -PIKACHU STOPPING PIKACHU Throw where he lands, or smash at the edge. -JIGGLYPUFF STOPPING PIKACHU Ditto Pikachu. -PIKACHU SURVIVAL Vary use of the teleport. This is the key to success. If you sometimes grab the edge, sometimes go over the opponent's head, sometimes land right on top of the opponent (do that on rare occasions) you can keep him guessing and get on. Don't double teleport to leave yourself wide open. If you are just falling while way above the opponent, well, you sure SHOULD die! JUMPING JIGGLYPUFF Jigglypuff has the best long-distance comeback in the game. With its Jump, B move, Jump, B move, etc. it can go the distance even without an up and B attack. Be careful when guarding, or you just may get hit with the puff punch. If you get hit, Jigglypuff will have no trouble at all getting back on. -LUIGI STOPPING JIGGLYPUFF {I want to be done with the edge guarding crap…} He'll rarely go for the edge. Smash attack if low or medium, and jump and Ping punch him into oblivion if he gets above you. -MARIO STOPPING JIGGLYPUFF Backwards kick him when high and smash when he's at low or medium height. -DK STOPPING JIGGLYPUFF Super send down when high (same as always, forward and A while midair near but not over the edge) or Super Punch if the balloon comes in low or medium. -LINK STOPPING JIGGLYPUFF Smash attack if low or medium, and Up and B or forward and A if the puffer comes in high. -SAMUS STOPPING JIGGLYPUFF Smash attack low or medium, Jump and backwards kick if Jigglypuff is high. -FALCON STOPPING JIGGLYPUFF Smash attack low or medium, up and B if it's is high. -NESS STOPPING JIGGLYPUFF Ditto Samus. -YOSHI STOPPING JIGGLYPUFF Eggs are great for high or far. All 3 smash attacks are good for other times. -KIRBY STOPPING JIGGLYPUFF #1, #2, Smash attack if low or medium, backwards kick if high. -FOX STOPPING JIGGLYPUFF Fox Spike is AWESOME here. If not, Smash attack at the edge if medium, downward smash if low, and Juggle if high. -PIKACHU STOPPING JIGGLYPUFF Smash attack or jump and drill kick, lightning can actually help Jigglypuff get back on because it knocks her higher. -JIGGLYPUFF STOPPING JIGGLYPUFF Smash attack if low or medium, and if high, backwards kick. If you want, you can always engage in a midair war. -JIGGLYPUFF SURVIVAL Jump, Puff punch, Jump puff punch… if possible, just puff punch back to keep your jumps. Watch out for super send downs, as they're lethal to Jigglypuff. If at all possible, go in high over the guard's head. MASHING METAL MARIO This would be the ultimate fighter if you could control him (NO I DON'T WANT GAMESHARK CODES. I play cheaply, and I don't need to cheat.). Giant DK you can't really edge guard without tons of luck, but Metal Mario CAN be edge guarded with only a little luck. He will never come in high or medium, just from below if you hit him right. -LUIGI STOPPING METAL MARIO Downward smash again and again. Eventually, he'll fall too far. -MARIO STOPPING METAL MARIO Ditto Luigi. -DK STOPPING METAL MARIO Regular smash or super punch will finish him. -LINK STOPPING METAL MARIO Smash attack. -SAMUS STOPPING METAL MARIO Smash attack. Charged shot might work. -FALCON STOPPING METAL MARIO If timed well, Falcon Punch. If that proves impossible, up and B or smash attack to get him. -NESS STOPPING METAL MARIO Downward Smash Attack while facing away from the edge. -YOSHI STOPPING METAL MARIO For once the egg is useless! Smash attack or downward smash attack. -KIRBY STOPPING METAL MARIO If you feel lucky, go for #2 (if he grabs the edge it won't work.) If not, downward Smash Attack. -FOX STOPPING METAL MARIO Either downward smash attack or if he's at over 300, a well-timed reflector can Fox Spike him from on the edge. -PIKACHU STOPPING METAL MARIO Smash attack to the rescue again. -JIGGLYPUFF STOPPING METAL MARIO Downward smash is the best chance. -NOW THAT I'M DONE WITH OVER 15 PAGES OF EDGE GUARDING INFORMATION... -HELP THIS SECTION GROW- By giving me ideas for any of the 156 possibilities… I'll test them. If I get requests, I guess I'll add giant DK (for a new total of 168 possibilities…), but you can't edge guard the hand and I'm not helping you with teams! Play for yourself! (thus far there have been 0 requests for Giant DK edge guard help) ------------------------- 8) STAGE CHEAPNESS ------------------------- A later edition to the FAQ, I'll have a section about tricks you can do on each particular stage. PEACH'S CASTLE "-If damage is set at 200%, you can knock someone into the bumper for an instant death most of the time! (All of the time against Kirby and Jigglypuff) -With a platform fully extended, try knocking people into the bottom of the side ramps. Effective, because they'll just be reflected downward (example... try kicking someone with Falcon's backward throw right into the ramp thing... if they hit the bottom, rather than stopping short, they'll rebound DOWNWARD. Very hard to recover from. -Try throwing the Motion Sensor Bombs at the SIDES of the lower level. You really can't see they're there, and stupid people may walk into the walls before jumping, not knowing the fiery surprise for them!" ~ Earthshaker "Bounce people off the underside of the floating ramps, constantly. You can do this with a normal smash hit at the very edge of the top platform, up+A smash hits from beneath, or just a keen sense of trajectory. Rebounding enemies have a difficult time recovering and usually fall to their doom. Projectiles are useful for edge-guarding here; stunning someone with a laser shot, egg or fireball as the platform retracts is evil. >:) Resting someone into the bumper with Jigglypuff is the pits. :(" ~ Pokeytax CONGO JUNGLE At 200% the barrel can become as deadly as the pit below it. Not really much else, unless you use items. Earthshaker likes using bumpers and mines on the edges and moving platforms. Remember that you can go up through the platform and surprise your foes. ~ "Smaug" on GameFAQs message boards As DK, follow the barrel when someone is inside. If you do a downwards smash attack right as they shoot out of it, you can get some good damage and start a juggle ~ "MisterHand" on the GameFAQs message boards HYRULE CASTLE "-Use the walls to your advantage! Stick someone there with a fire flower. Or, you could try repeatedly smashing people into the wall on the right, so they rebound off that wall, rebound off the tower, then come back down for more pain ::evil grin:: -Attack people while in tornadoes to increase the chance of them becoming a star. Just make sure you don't get touched by one yourself! (in other words, attack people in SLOW MOVING tornadoes.) -Throw/kick/boot people into tornadoes. Whee." ~ Earthshaker _ / \ Y / \ _____ /_____\ | (area you | X can walk) |_______________ This section of Hyrule (marked with the X) is the BEST combo spot in the entire game. You can do repeated smash attacks ("pokimon86" on GameFAQs message boards) or downward smash attacks, little juggles, all sorts of stuff. Beware that the opponent can do the same to you! This is also the best place to go in this level when at a moderately high or very high percent damage. Despite the fact that you can be comboed constantly, it's almost impossible to kill someone in this area with anything less than an upwards smash attack. Also go to the aforementioned area if an opponent has a bat. If you DO get hit by a smash attack with it, you will likely bounce off the walls and sometimes survive ~ Wicked Souls Also in the same area, if someone is in the area marked with the X, and you are above on the area marked with a Y, you can throw almost any item to the right so that it hits the wall and goes down. Often people don't realize that they can be hit by the item after it hits the wall. This works better if 2 people are fighting down there, because if one blocks it will bounce off their shield and hit the other one. This generally works best with clobbering items. ~ tzwizard In the part with the ceiling, you can use the same trick with DK as in Mushroom kingdom- if you pound the ground, you can send them up and down repeatedly until they use the "greatest survival tactic" and roll out of it. Don't forget to use super send downs on people who just came out of tornadoes! You can either knock them back in or just get some extra damage on them! ~ tzwizard PLANET ZEBES "What's the most painful thing here? The acid. How do you win? Keep your opponent in the acid. Often, the acid level will be well below the platform when your opponent falls. That's your chance. If they bounce away from the platform, you can edge guard as normal. If they try to come straight through, smash them as they come up to keep them in the drink. Characters like Jigglypuff, Kirby, and Fox with lateral downsmashes should abuse them. Kirby especially can abuse his drill kick and splits attacks to keep the opponent down and their damage up. Same trick works against the barrel in Congo Jungle and the tornado in Hyrule Castle." ~ Pokeytax "-This is too obvious. Use super send downs to knock people in the acid, then if they come back up to your level, kick 'em out of sight." ~ Earthshaker When the lava is high, you can stand on the top platform and be safe. If you opponents are coming from below to get up, using the downwards smash attack can get them hit and/or burned. Also remember that you can go through the platform upwards and sometimes surprise your foes. ~ "Smaug" on the GameFAQs message boards YOSHI STORYBOOK "-Knock someone on a cloud, get there, and hold the person in a throw position. Kick them towards the nearest side before the cloud melts, then move your butt back to the main area!" ~ Earthshaker Throw people toward the edge from the farthest clouds on left and right, it's like a free kill. Kirby cheep #3 works from the clouds too. KIRBY DREAMLAND "-Not much to do here. Try knocking someone so they move with the wind the tree blows for a little (and I do mean LITTLE) extra distance." ~ Earthshaker SECTOR Z "-Well... try knocking people into Arwing blasts. -For the less obvious, kick someone into the raised area. If at high damage, they will slide off the right edge... even jumping won't help too much! I'm sure you know what I mean :-)" ~ Earthshaker (I think he means bouncing off the fin of the ship and the ground so your character ends up shooting straight off) If you play as pikachu and stand just below the wing, use thunder if an opponent tries to come at you from above. Even if you miss, you usually can get out of it before they hit you. ~ "Smaug" on the GameFAQs message boards As fox, reflect the arwing blasts. Sometimes you can get them to hit opponents for major damage. Also, this works with anyone but Yoshi, Link, and Samus. "When you are on the back of the ship in sector Z, at the very back, if you throw the opponent toward the wing or whatever that thing you can hang on is, you can throw them toward it, they bounce off.... When they hit the ground and come sliding toward you, you can throw them again, and they will bounce, crash, slide, and you just do it until there percent is high enough, and knock them off. You can't do it with Link, Yoshi or Samus because of there slow grabs." ~ LikeWhoa With kirby in Sector Z: "ok, this takes a bit of practice: isolate your opponent so that noone else will bother you. Start fighting on the tail of Great Fox. ideally, ur opponent should have around 60% damage, depending on the character. Now, hit them with Kirby's Fwd+A smash attack. This is the hardest part of the combo -- finding an opening. when you hit them with the smash attack, you should be standing about 1/3 of the tail-length from the end of the tail (i.e. the right side of the tail; the edge of the arena). It's hard to say, in measurements, exactly where, but it comes with practice. ok, if you smash attack them, and you're in the right place, they should be hit down and right by the tail, right into you. Here's where it differs from other combos: Instead of having the opponent bounce a bit ahead of you, so you do another Fwd+A smash attack, and again, for a short combo (I think someone already brought that one up), you want them to bounce very slightly ahead of you, or even fly a bit over your head. When they do, do a fwd+A smash attack going right, going away from the tail. Sometimes, if you time it wrong, the opponent will actually be hit right, but if you execute it right, they'll be hit left by your smash attack. Wait for the bounce and hit them with another smash attack going left this time, and then after that bounce a smash attack going right, and so on. So the whole time your position should be roughly stationary, but smashing leftwards and rightwards, alternately. Your opponent should be hit left, into the tail, each time, and what's good about this combo is that, if you have good timing and don't screw up, you can keep them in the air -- they'll never touch the ground. ok, well this was kinda lengthy but I'm a terrible explainer. Trust me -- it's a good combo. i usually get them from 60 to 100-120 damage, or more (to 150% + damage is not too hard) and once you get them to that level, pause a little, and now smash them right, this time making them actually go right off the arena." ~ Cyper – explained it better than I could have! SAFFRON CITY "-Hold someone in a throw pose in front of the sliding door. Tough to do, but REALLY damaging. If its Electrode that comes out though, ya might want to move, ya just might. -If someone is struggling to get up from between two towers, throw a bumper (not straight down, normally, so it rebounds off the wall. A sure hit, and a near sure death. 1 damage deaths are fun :-)" ~ Earthshaker "you can rack a lot of damage in Saffron if you can manage to shove teh other guy in the pokémon box... if it's an elecrode that comes up, he won't be able to excepe it, thought he'll rarely ever get blowed off the stage..." ~ "Raocow" on GameFAQs message boards As kirby, sometimes you can keep doing his final cutter in front of the door that the pokemon come out of. If you get it right, it actually is hard to escape, and all you do is just up and B, up and B, up and B… ~ Mega Stand on the helicopter pad. When the opponent comes at you, use the upwards smash attack. They sometimes can do nothing to hit you if you block when they use projectiles. This is generally better if you have a team and both of you are there using the smash attacks. ~ Ness Master MUSHROOM KINGDOM "-Another tough to do. Break someone's shield, then rush to the nearest POW block. Whee. -Hold someone in throw pose on a platform, so it sinks. Hey, you'll committ suicide, but who cares? Works also with Kirby's Cheep 3." ~ Earthshaker Use projectiles while they are off the screen. They can't see where they are and have trouble dodging. ~ "Smaug" on the GameFAQs message boards As pikachu, use thunder if your opponent is on top of the horizontal blocks. You can hit them, but they can't hit you ~ LikeWhoa ~ note that you can also use Link's sword up and A midair to hit opponents from underneath, and maybe some other characters up and A or up and B attacks. As DK in the mushroom kingdom, "Get them trapped under the lower left hand corner of the stage, and keep doing the ground smack. They wont be able to get out of it!" ~ Mega -HELP THE STAGE SECTION GROW- This late edition section can be added to easily. E-mail me! (As you probably can tell, this was mostly the "Earthshaker section." :) ------------------------- 9) EXTRA STUFF ------------------------- Let's see, there are some, not cheap, interesting things you can do in this game. E-mail me any more you have, I'll likely print them…if they work. (Yes, everything has to have a catch, doesn't it?) NO-SUIT SAMUS If Samus is hit by an electrical attack, you can see her outside her suit if you pause at the right time. I've done it, I know. It is easier to see (IMO) than using the training mode at 1/4 speed if you just pause in regular battle. WHAT? NOTHING? If you try to use Down and B while midair with DK, nothing will happen. This is obvious, but interesting how it is the only B move that is like that. REFLECTOR If two Fox use reflector to bounce a shot (from their own lasers) back and forth, the one who fired the shot will win. The other will suffer broken shield syndrome. POLYGON No, you can' play as one, but if you go to bonus 3 (main game) you can beat the crap out of one for tons of fun…only for one minute, though. I heard that on high difficulty levels they can put YOU into some really long combos… Not that I've seen any of that. I whoop on them. SOUND TEST To enable it, beat all bonus practices 1 and 2. I think voice 198 says something like "Delta Stage" but I can't be sure. It never once says bonus stage, just "break the targets" "board the platforms" or "race to the finish." It says nothing for the hand, I double-checked. Is there a mysterious new stage waiting to be discovered? (Something with transfer pack to another game? Like PKMN Stadium, Mario Golf, Perfect Dark {this one will be in the future- it says so to earn cheats}, there may be some special feature with a link up. If anyone finds something like this, let me know!) JIGGLYPUFF SHIELD CRACK Ordinarily, if you crack Jigglypuff's shield, Jiggly will fly into the sky and turn into a star. However, you can change this. One way is to be in the Bonus 2 practice and break it. You will fly up, and be dazed as you fall down. The other way is in the "old" mushroom kingdom stage, under the blocks. I think it also works in bonus 3. Jigglypuff is the only one who can be dazed midair. (While falling…and in bonus practice 2 it can be a long way down, depending where you start.) PLEASURE OR PAIN Do you take pleasure taunting an opponent after killing him? If you play as Luigi, use his taunt to kick someone for an amazing 1 % DAMAGE! Whee, how great. Really. This is Luigi's biggest asset (Ok, fine, not really…). POKEMON IN PAIN Finally, revenge! You can take out Chansey or Charmander (I don't know about Venusaur) with power hits when they come out of the door. Works best on Charmander if you just came off the cloud. I don't think it's possible to hurt Porygon or Electrode. You can't touch Electrode, and Porygon just seems impervious to everything. Venusaur can be hurt but I've never taken him out. (Addition by azdbackfan) – "the hammer with any character is just as effective). If you stand on the paltform just above where the door is, you can use Kirby's Rock Slide to annihilate Chansey and Charmander. Although other characters' attacks do work, most, even smash attacks, will take more than one hit. The only danger with this is accidentally Rock Sliding an Electrode or, even worse, a Porygon...for even the Rock Slide cannot prevent damage from this." He also pointed out that Venusaur is invincible, at least to one use of Kirby's rock. A FAIR 2-ON-1 MATCH There is only one fair 2-on-1 match that I know of, without using handicaps. Have both members of the team of two be Luigi (the loser) and the other player as DK. DK can win if he throws one, then the other, and keeps at it, since Luigi has a real hard time getting away. DK can also use his Forward and A while midair to knock them down the cliff. The Luigis have a chance only if they double team DK. This match uses no items in Kriby's arena to make it fair. It is preferable to play stock team, not time team. ROCK SLIDE Yes, one of the best moves from Pokemon is here, but it's used by Kirby. Use his down and B rock move on a slope and it will slide down- use on the platforms (NOT TOP ONE) above Yoshi's storybook and see how effective it is. Egg bomb, by Yoshi, is better but much more obvious. Moves used by Pokemon themselves are even more obvious. ACIDIC COMPOUND (CaCO5 + 2HCl … wait, that's a weak acid… - screw chemistry) Kirby can rock through the acid and die in Samus' stage. LOOP – DE – LOOP Kirby and Pikachu can jump so well they can go around under Yoshi's and Kirby's main platforms. These two and Ness can also go under peach's castle. MEOWTH MEOUCH As Yoshi, stomp on top of a Meowth Pokemon that has come from an opponent's pokeball. If timed correctly, You will be sitting on top of the coins, taking no damage until Meowth disappears. I only did this once. 999 AND FEELIN' FINE If you feel like a little fun, use Fire flowers against a wall to get someone's percent to 999. You can also use Fox's reflector to knock red shells around and cause high damage. For an EXTREME power hit, have him reflect 4 red shells at once (in training mode so you have them all in the exact same place) at an opponent. All I can say is this: Ouch. That is, especially if they are all given two reflects to charge them up first. DANCE! Using Jigglypuff or Kirby, press left and right on the control stick back and forth really quickly to make your character appear to be dancing. This is an odd form of taunting that looks hilarious, doesn't get rid of your power (Kirby) and doesn't leave you open if someone decides to attack your back. A less funny but still insulting version can be performed by any other character. With Kirby, it's funny to do this with someone in your mouth. TELEPORT x 3? I have heard rumors that Pikachu's teleport move can be redirected twice, for an end result of a 3x teleport. I have heard this from reliable sources, but have not seen it myself. If I get more info, I'll add it. FUNNY RED-SHELL TRICK IN TRAINING ~ Submitted by Perfect Light "You are Link and your opponent is Pikachu. The stage is Hyrule Castle. Kill Pikachu. He will reapear on the top platform. Push him over and lay red shells until you can't lay anymore (this will be 4 shells). Jump off and stand under and to the left of the platform. Double-jump and then use your up-b move. You should slash the shells. Link will freeze, and Pikachu will be surrounded by white light. Then, ou will hear Pika-pikaaaa! as the little pokemon sails off the screen. Before he dies, check his damage. It's around 465%! Massive!" -HELP THIS SECTION GROW- By sending in your own fun things to do. ------------------------- 10) OTHER SURVIVAL TACTICS ------------------------- I had to add this section. Though some of the information in here may seem basic, these tactics may seem cheap to a few, but they are great at helping you survive in a few situations. CAN'T SEE SAMUS Use the down C button to choose Samus in a battle. Go to DK's Arena (against human opposition). If you do not charge the shot up to maximum, you can jump and drop bombs all over the place, and be practically impossible to see (if you bounce from platform to platform). This can also work in sector Z but that big Z often gets in the way and makes you visible. This trick is generally better used on a small TV with slightly lower contrast. :) COUNTER HAMMERS A hammer is not a star. It can be stopped. As Kirby, use the rock to stop it. As Link, Down and A while midair works fine about half the time. Any upwards attack works from under a hammer man, but the best stop for it is to have Kirby suck the hammer person into his mouth. He then can hold them a while before spitting them out away. Or, if someone tries to attack you when you hold hammer-man, spit the hammer holder out at him/her/it! Also, tzwizard has pointed out that if you time it right, you CAN throw the person with a hammer, and it works best with Ness, Link, Samus, and Yoshi. METAL MORON If you fight M. Mario with a character with a fast throw (e.g. NOT Yoshi, Samus, or Link) then if you get it right you can throw him (even on hard difficulties) back and forth to rack up damage. This doesn't always work, but it can really pay off if it does. HAND ME SOME HP The hand can rejuvenate Ness with its bullets when Ness uses his PSI Shield/Magnet. If you still can't beat him with Ness, then you got problems. JIGGLY-PUFF TO SAFETY The Puff Punch is more than just a weapon; it's a survival tactic. Use it after a jump to add some major distance. This is the only way to beat Jigglypuff's bonus 2 practice, and it can save you many jumps when getting back on. If someone guarding the edge then hits you off, you can then still have the jumps to make it back. PIKACHU 2x TELEPORT Pikachu can use his teleport twice. After hitting up and B, aim what direction you want the first teleport to be. After you start moving in that direction (the teleport starts) change the control stick's direction to go again the same distance. I heard rumors of someone doing a triple teleport, but am yet to see that happen. Yes, I think this is the simplest thing there is. SAMUS MOST DISTANCE To get the most distance out of Samus' jumps, use your double jump early. When you reach the top of that jump, drop a bomb. Continue to fall toward the platform, dropping bombs as you go. Doing this will increase the distance you go. Use the screw attack to get back up, and you can survive nearly any attack that sends you flying horizontally but not all the way off the side. This isn't too useful when you aren't hit high and far. Low and far, even Samus is dead. MARIO BROS. MOST DISTANCE The Mario Brothers also can increase the distance and decrease the height of their jumps. Before or after using the double jump, Use a tornado attack and hold the direction toward the cliff. This can get you that extra little bit of distance you need. You can get higher if you press B repeatedly while doing the tornado (thanks to Pokeytax on GameFAQs message boards- I forgot to mention the tap B while using the tornado in V1.0) GENERAL DISTANCE JUMPING When jumping for distance to the platform, go as low as possible before using the double jump. This gets you as close as possible, gets you farther, and usually (everything has exceptions) makes you harder to edge guard. SAMUS STRATEGY If ever, rarely block against anyone other than Link or another Samus, unless you are far and blocking a projectile. Blocking in close makes you an easy target for a throw, because Samus has an insanely slow roll and takes a while to release the shield (at least it seems that way). Link and Samus have throws that are slow, but Yoshi can use his Eat 'Em move to turn Samus into an egg for easy beating. SLOOOOW DOWN Many characters can use their down and B moves to slow their descent and dodge a juggle. The Mario Bros. Tornadoes can slow their fall a little bit. Samus' bombs do the same. Ness's PK Shield slows his fall. Yoshi's stomp can slow it, if he's right above the opponent and just out of upward smash attack range, which works unless the opponent jumps and juggles. Kirby's rock doesn't slow him down much, but does stop juggles. Fox's reflector slows him down. When it hits him, Pikachu's thunder slows him. DK's down and B does not work in midair. Link's bombs do not slow him, and neither does Falcon Kick (does aid in juggle dodging). Do not try this with Jigglypuff, though, because you are guaranteeing that you get your butt whooped. SPEEEED UP To speed up, tap down twice. And to run, tap the direction twice… simple. Oh, and to turn around while running, press the opposite direction on the control stick. :P Z-CANCEL! ~ From Pokeytax If you come down from a downward midair attack and hit Z, you can cancel the time it takes for you to get up from that attack (best example: Link's sword won't get embedded after his down and A midair attack). This works with the down and A while midair of Luigi, Mario, DK, Link, Kirby, and Fox. I don't think it matters much with the others, but try it anyway. This can be VERY useful in starting combos. "TRAPDOOR" ~ From Earthshaker Don't know how I forgot about putting this in. If you are about to get nailed from above, tap down to go through many platforms. You cannot go through the main stage platform, though. Things you can fall through are the top platform in peach's castle, all but the bottom platform in Congo jungle, the three middle platforms in Hyrule Castle, All 3 stationary high platforms in Planet Zebes, all but the main platform in Yoshi Storybook and Kirby dreamland, the arwings in Sector Z, the moving platforms on the left of Saffron City, and the two see-saw platforms in Mushroom Kingdom. LIGHT HIT BEHIND ~ Submitted by tzwizard Captain Falcon and others can use their light up and A hits to hit opponents that are behind them. This can be very useful for surviving more than one attacker or guarding an item. Also, most downward smash attacks hit opponents behind you as well. ESCAPE A FINAL CUTTER ~ Submitted by tzwizard As long as you're not on the edge of a cliff, you can dodge 2 of the 4 hits of the final cutter if you get caught in it. If you hit Z right as you hit the ground from it, you can avoid the blow where you hit the ground and the shot part of it. You then can quickly punish kirby for using the cutter on you. HANGIN' ON THE EDGE ~ Submitted by tzwizard "when hanging on, there's 4 things you can do. press a or b to get up and do an attack. press up on the stick to just get back up. press z to get up and roll. very useful to get behind an edge-guarder. press back to let go of the ledge. mix up how you get back up on the ledge. when the opponent's expecting you to press a, press up and then throw them. there's many tactics you can use here." ~ I can't believe I forgot to put this in the FAQ earlier! Also, when climbing back up at over 100% damage, you do a different attack, roll, or climb, which may surprise a foe who isn't ready for it. SHIELD -> REFLECTOR ~ Submitted by tzwizard If you aim your shield away from the direction a projectile is coming, you can sometimes bounce the projectile off in a different direction instead of having your shield absorb the blow. This makes the shield last longer, especially if you reflect a bob-omb! You can sometimes use this (more accidental than purposeful) to reflect things into other people, including the arwing blasts from the ships in sector Z! GREATEST SURVIVAL TACTIC OF ALL This is the only chance I have against Dave. Of course, it works the LEAST well against Pikachu, but if you hit Z when you land from an attack that would normally land you on your back or face, you instantly get up, and be invincible while you get up. Pressing Z and left or right will make you roll as you land and get up on your feet. This just-hit-Z tactic will save you amazing amounts of health and lives if used often. Practically the only move that this doesn't stop is Pikachu's cursed smash attack. That lasts so long that it still can hit you. If you can master this technique, you can last a whole lot longer. -HELP THIS SECTION GROW- By adding your own general or character specific survival tactics ------------------------- 11) MISCELLANEOUS INFO ------------------------- I have been drawn to include some other information about SSB. However, it did not fit into any other section of the guide, and certainly has almost nothing to do with cheap moves. This stuff in itself would not qualify for a FAQ itself, so I am posting it here. Thus said, I hope you enjoy this information. CHARACTER ADVANTAGES AND DISADANTAGES I decided to use a chart for this. This is my general opinion of what characters have an advantage or disadvantage against each other in a human battle. Advantages go from left to right, x meaning an advantage and o meaning a disadvantage. A space means a general tie or incomplete, and the \ shows where it is a mirror match. These are simply my opinions and are NOT complete. Across is the characters with the advantages against others. Down is the first letter of the character they are good/bad/neutral against. Anyone who would like to help this, would you please explain why certain advantages are held by the characters you send in as advantageous against others. Oh, and by the way, YES this chart will be a mirror image of itself down the diagonal line… but x's and o's switch. Character | L | M | D | L | S | F | N | Y | K | F | P | J | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Luigi | \ | | o | | | | | | | | | | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Mario | | \ | o | x | | | | x | | | | | -----------|---|---|---|---|---|---|---|---|---|---|---|---| DK | x | x | \ | | | | | | | | | | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Link | | o | | \ | | | | x | | | | | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Samus | | | | | \ | | | x | | | | | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Falcon | | | | | | \ | | | | | | | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Ness | | | | | | | \ | | | o | | | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Yoshi | | o | | o | o | | | \ | | | | | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Kirby | | | | | | | | | \ | | | | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Fox | | | | | | | x | | | \ | o | x | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Pikachu | | | | | | | | | | x | \ | | -----------|---|---|---|---|---|---|---|---|---|---|---|---| Jigglypuff | | | | | | | | | | o | | \ | ------------------------------------------------------------ THE DIFFERENCES BETWEEN LUIGI AND MARIO Some people want to know what makes Mario different from Luigi. Compiled here is a complete list of the differences that I found. I will admit that I am pro-Mario in the Mario-Luigi debate, but I tried to do this by simply looking at the facts, not my opinions on the matter. Taunt- the best two in the game. One can hurt a stupid opponent, and the other just looks cool. Up and B- Luigi's biggest asset. Unfortunately, good players are WAY too smart to fall for it. However, they rarely see Mario's coming, because it's weaker. That fact makes Mario's almost as good as Luigi's. Down and B- tornadoes have one big difference- Mario's can combo. No contest there. They also can both use it as an extra jump if they pound on the B button during it- but try it more than once and you just go down. B- fireball- bouncing fireball of death or slow, weak, green thing that well... is the second worst projectile in the game (if you include the stars Yoshi kicks up during the stomp) Running attack- sliding 12% or pathetic fists of fury, which do on average 4% damage. Guess my preference. Jumping- Luigi jumps a tiny bit higher than mario- but not significantly higher. Colors- I have to admit, Luigi's classic wardrobe is better than Mario's (I like green) Height- Luigi's taller. Things that would go over mario's head can hit Luigi Run- it may not be really significant, but the fact that Luigi slides forwards when you stop running with him just annoys the heck out of me. Thus, Mario is my preferred plumber. I used to say stuff like luigi is terrible, and the like, but I don't. I beat the game stock 3 very hard no continues with him just like with every other character. I've played him enough to be extremely good with all his moves, including being able to nail the flaming punch midair well over 75% of the time. I simply prefer Mario to his brother because Luigi's run, fireball, and tornado are terrible, as well as his comboing abilities. Since those are my main things I use as Mario, Mario naturally comes as my preference. If there's anything else that's different between them that I didn't mention, please tell me. STRATEGY OF MY FRIEND, QUITE POSSIBLY THE WORLD'S BEST PIKACHU My friend plays as pikachu so well that I, possibly one of the best at the game (I can pull a combo out of almost anything) have lost almost every game against him. Let's see what I can say that I've noticed about his amazing strategy... Moves used most frequently: Forwards and A midair drill- (*&)%#)(*@%&)(#@*&% Smash attack- amazing for edge guarding Midair up and A- great for midair off the cliff edge-guarding Throw- block and there is a 95% chance you will be thrown, no matter HOW good your roll is Teleport- can use this impossibly well. Moves used less frequently: Thunder- only finishing off someone who is very high, from an upwards smash attack or a tornado (in Hyrule) Backwards and A midair- other midair way to keep me off Upwards smash attack- set up for the thunder B move- thunder bouncing thing is used in his most cruel combo- mentioned later Really rare: A,A,A- only when backing someone against a wall Light upwards attack- only to increase length of combos Running attack- I never see it coming it's so rare Down and A midair- prefers forward and A A midair- "karate pik" is rare now Pretty much never: Downward smash attack- he prefers kirby's Light downwards attack- never seen it Light forwards and A- never seen it Also, he makes all sorts of different combos that are pretty much inescapable and involve any part of any stage he can find. His most cruel combo starter is one of the new ones mentioned in pikachu's section. Hopefully, I will be able to create "ultimate" strategies for every character in the game, but don't hold you breath! :) -HELP THIS SECTION GROW- This is the newest and smallest (aside from the intro, legal info, contents and (I'm not sure) credits. Anything that is useful in a fight is SSB can be submitted for this section. ------------------------- 12) CREDITS ------------------------- Me (X1372)! (I wrote it, didn't I?) Any comments, ideas, etc. can be sent to x1372@juno.com and I'll look at them. I don't mind receiving e-mail, in fact I don't get enough comments on the FAQ. PentaroX (ex@pentaro.net) – Fox Spike and Fox keeping Yoshi off are great, and if you want to see a good character FAQ, look at his FOX on GameFAQs.com. I hope he writes another one; he's good at it. CjayC for posting this. Also to all other people who host my FAQ. Dave (last name and e-mail address not disclosed at this time) - the ultimate Pikachu and only person who can beat me (just about anything from the Pikachu section is derived from his actions in the game). "Sunflash" (message board name at GameFAQs) or LjSunflash@aol.com - gave me some combos for Ness and Kirby, as well as a trick for Fox. Eah53 (eah53@hotmail.com) – gave me a ness combo and reminded me of a Ness trick. Pokeytax (max@pacifer.com) – many good ideas and combos, especially the Z- cancel or cancel trick. Really helped V1.2 with item tricks. Actually, his contributions were the ONLY part added in version 1.2! He also came up with some more REALLY sweet combos! He came up with several 70% + combos! Rendar5 (Rendar5@hotmail.com) – gave me many great Jigglypuff ideas, really fleshed out my Jigglypuff section (now if I got some people to do similar things with all the other characters…). Earthshaker (earthq3846@aol.com) – Most of the stage cheapness section, as well as some good combos and the reminder of the "trapdoor" idea. He wrote a good FAQ for Falcon and Yoshi on GameFAQs, but might want to look over the Falcon one (a few moves still linger from the Yoshi FAQ that was copied and changed). Greg R. (mega5010@yahoo.com) – Gave me a surprisingly good Kirby combo. "Articuno64" on GameFAQs message boards (might be same as FAQ writer, but I'm not 100% sure) – Really sweet DK trick. "Efrain Reyes" on GameFAQs message boards (efrainreyes@yahoo.com) – a nice note on Kirby and some good but hard to pull off combos. "Raocow" on GameFAQs message boards (no known e-mail address) – a little help towards stage cheapness. Quixim (Quixim@hotmail.com) – a nice Samus combo. Azdbackfan (azdbackfan@excite.com) – a good pikachu combo and some information on beating the pokemon in Saffron city. geethree@hotmail.com – a cute one-time kirby trick. baconslicer@yahoo.com – info on Link's bombs and a one-time jigglypuff trick. Spacemanspiff3@hotmail.com – a nice Samus combo. "Pokimon86" on the GameFAQs message boards – a nice idea in Hyrule castle, and a good combo "Smaug" on the GameFAQs message boards – several nice stage ideas LikeWhoa (wrzesien@lynxus.com) – some good stage tricks Mega (mega5010@yahoo.com) – a few good stage tricks Cyper (cyper32@hotmail.com) – a really nice stage trick "MisterHand" on the GameFAQs message boards – nice stage trick Wicked Souls (I don't know his e-mail address) – info on bat survival "Atremis251" on the GameFAQs message boards – a neat Ness trick Ness Master (Ness_Master99@hotmail.com) – indirectly gave me a good stage trick Loch Carter a.k.a. Perfect Light (Radar7787@aol.com) – Something for the fun stuff section tzwizard (tzwizard_99@yahoo.com) – a lot of help in a lot of different categories. Simply too many things to count. Flamer (dillingh@hetrnet.nl) – a good samus combo KrakenCrusader@aol.com – Info on Ness's bat reflector increasing damage DarkBalloonZ@aol.com – A great fan combo belgarion_the_chosen@yahoo.com – a nice Link trick -Anyone else who e-mails me about this game or whoever gives me tips, you will be specially recognized! - Nintendo and HAL, for making the only good fighting game (IMO), and the only one with strategy the biggest part! Sorry, but I don't have the patience to go through the credits and put all the names here! Even I am not *That* obsessed. Actually, I'm just too lazy. Oh well. All the good characters in Smash Bros. Of course, I mean everyone BUT Luigi. Well, him too, but only for the bonus practices and as a beating toy. On second though, he's not too bad, but I just don't like his style, so he's included in the thanks as well. GOOD LUCK TO EVERYONE WHO PLAYS THIS GAME! AND DON'T BE TOO CHEAP! Remember Peppy's saying if you think you're down: "Never give up! Trust your instincts!" Thank you for reading this from: __ __ __ _______ _______ ___ \ \ / / / | |____ /|____ // _ \ \ V / /_| | / / / //_/ \ \ ) ( | | ( ( / / / / / ^ \ __| |_ __) ) / / ___/ /_ /_/ \_\|______||___/ /_/ |_______|