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Competitive Strategy FAQ by cheeseball341

Version: final | Updated: 11/29/12


~~~~~~~~~~~~~~~~~~~~   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Super Smash Brothers - Competitive Strategy/Online FAQ
~~~~~~~~~~~~~~~~~~~~   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Written by cheeseball341 AKA A. Yang
(Kaillera name: asianaussie)

Published by Nintendo
Developed by Hal Laboratory


Table Of Contents

Use the Ctrl-F Code to search out any section you want to skip to. This is the
Find function for Internet Explorer, Firefox and numerous other browsers. When
searching, ignore the square brackets and search only the word.

If you're new to this game (or game series), I suggest going to the Jargon
section (search techtalk) and learning a bit about the language of this game.


<<Section Name>>				      <<[Ctrl-F code]>>


1: Super Smash Brothers 64				[64ssb]
	- Quick Links					[infodesk]

2: Controls and Setup					[b4ugo]

3: Jargon						[techtalk]

4: General Move Descriptions				[yaydesc]

5: Move Compendium					[ohnoes]
	- Mario						[mcplumber]
	- Donkey Kong					[mcape]
	- Link						[mchero]
	- Samus						[mchunter]
	- Yoshi						[mcmount]
	- Kirby						[mcpuff]
	- Fox						[mccool]
	- Pikachu					[mcrat]
	- Luigi						[mc2nd]
	- Captain Falcon				[mcpawnch]
	- Ness						[mcpkfire]
	- Jigglypuff					[mcjiggs]
	- Best Moves					[awards]

6: The Tier List (new, Smashboards edition!)		[reassessed]
	- Old Tier List	(silly GameFAQs list)		[idcmuch]

7: Gameplay Videos					[fromthepros]

8: Stages (including 1P)				[mesighs]

9: Items (Or Why Items Suck In Competitive Play)	[brokenz]

10: Gameplay Strategy					[beready]
	- Tactical Play					[goodchoices]
	- Frames of Defence				[dontgethit]
	- Human/Computer Comparison			[manvmachine]
	- Defence					[guardbreak]

11: Techniques						[letsbpro]
	- Unspecific Techniques				[everyonein]
	- Character Specific Techniques			[1forall]
		- Mario/Luigi				[plumbing]
		- Donkey Kong				[goape]
		- Link					[yaaah]
		- Samus					[trixoftrade]
		- Yoshi					[tongueart]
		- Kirby					[hiii]
		- Fox					[firinmylazor]
		- Pikachu				[ichooseyou]
		- Captain Falcon			[~yes!!!]
		- Ness					[pkthundar]
		- Jigglypuff				[bloons]
	- Directional Influence				[stickabuse]

12: Tips and Tricks					[inoob]
	- Advanced Tips/Tricks				[coolm]

13: Other Stuff That Wouldn't Fit In			[rejectd]
	- Kaillera Help					[netbattler]
	- P2P Kaillera					[nolagplease]
	- Keyboard or Controller			[controlfreak]
	- The Glitch List				[bugged]
	- Bad Habits to Have in SSB64			[coldturkey]
	- Reference Lists				[infohere]
	- Retexturing					[arthouse]
	- Japanese/English Version Differences		[konnichiwa]
	- Melee/64 Differences				[oldschool]

14: FAQs						[nojoke]
	- Setup Questions				[gettinthere]
	- In Game Questions				[whatsjump]
	- Other Questions				[saywhat]

Update History						[lolyoutried]

15: Contact Details					[nospam]


Welcome to my humble FAQ. Hmm...the term FAQ barely applies anymore, huh? I
should just call it a guide. Okay. Welcome to my humble guide :D!

First of all, what this guide is about. This isn't a specific guide on using
any particular character. Nor is it one about using a character to beat 1P
Mode or a few lv9 computers. No. This is a guide for people who want to get
better at this game, so they can play in the (now heavily contested) online
Kaillera scene. As such, using only one character is rather dull. So, be like
Isai, and learn to use everyone equally. Of course, if you do decide to use
only one character, I'm sure you'll find that character's section fairly
useful. Note that this guide will mainly deal with 1v1 scenarios.

In addition, this guide helps those trying to play online, and introduces the
concept of online play to those who haven't yet heard of it. It also helps
those who want to lift their console game, so don't worry. 'How to do's will
generally have both a console and keyboard reference.

Note that despite the diversity in characters, one can play fairly well with
everyone, and be skilled in using virtually every character at the same time.
This is why such a guide is possible: no character has an absurdly steep
learning curve to the point where you have to dedicate yourself to be decent
with them. Of course, some characters are harder than others both technically
and option-wise. That said, you can and should have a character you use more
than the others. My main is Link. I can use anyone fairly well though, or at
least well enough to try my hand at writing this guide.

Let me say this now. If you are looking for a cheap way to win over and over
again, you're reading the wrong guide. There is no 'cheap way' to win aside
from camping, which is boring and unsportsman-like, though it is arguably the
'optimal' way to play, and is what I personally regard as the best (if least
entertaining) strategy. Some sick people might like camping, I dunno.


Finally, why I'm writing this guide. First of all, I find there are a lack of
competitive SSB64 multiplayer guides on GameFAQs and other sites, presumably
because there wasn't really a competitive scene up until recently. Most of the
existing guides aren't objective enough for competition, as virtually none of
them consider all the characters in anything resembling detail. Most of them
suggest that some characters are so awful that beating them is no problem.
Some go as far as to label a certain move as 'the best move in the game'
without consideration of other candidates. Every lengthy character FAQ has
heavy emphasis on 1P mode, use of items and specific (often flawed) techs
and strategies against other characters. As such, I've attempted to take a
more objective view, which is possible because I have other characters to
compare moves' effectiveness against.

Anyway, being a fairly competitive player to begin with (on the console), I
moved into online playing when I first heard about it, and after some control
tweaking (I rarely ever used N64 emulators before, seeing as I generally had
the games on console), I started playing online. Of course, I got demolished.
Shock horror. If I had to stand a chance, I would have to lift my game to an
entirely new level.

After a long period of play, I now play at an moderately high level on a few
Kaillera servers. As such, this guide goes out to help people making the move
from casual to competitive, and to people who want to brush up on their game
knowledge. As somebody has said: 'Know your enemy and you will not fear a
thousand battles.' As such, all the moves, basic attributes of them, and any
tidbits about them that may be interesting are listed below. Following that is
a strategy section with the basics of competitive strategy. Good luck.

Edit: Now that SSB64 is on Virtual Console for the Wii in America, this guide
will probably see more traffic.

The important notice:





1: Super Smash Brothers 64					64ssb


Alright, so you've found this game. Whether as a hard copy or as a computer
simulated ROM, it doesn't matter. All that matters is that you have it. And it
is a beauty of a game. Let's start with the basics.

SSB 64 is a side-scroller, taking elements from many Nintendo games. Unlike
the vast majority of side-scrollers out there, this is a fighting skill game.
Unlike games such as Tekken or Marvel vs Capcom 3, this game has been blown
open, with larger battlegrounds, more diverse characters and huge double jump

What also makes this game unique are the commands. Unlike games that have
only Light, Heavy, Special or LP, LK, HP, HK commands, SSB has several
command buttons all making use of the Nintendo controller. Combo capabilities
aren't set in stone, and special finishers won't be released if you press a
few buttons in sequence or do a quarter-circle. No, instead most combos are
just single moves that are linked through ingenuity or experience.

The gameplay is very different to conventional beat-em-ups, where you deplete
an enemy's stamina bar to gain a K.O. In this game, you don't work on a damage
basis (not in multiplayer, anyway). You work on a K.O. basis. While you do
possess a damage meter, it counts up, not down. How do you score K.O.s then?
The stage has limits, to the sides, bottom and top of the screen. Hitting foes
past these limits is counted as a K.O. What does the damage meter do? Well,
the higher that meter goes, the further opponents will fly - higher damage
means they fly further and get killed quicker.

Finally: The characters may be from kiddy games, and the game itself is on
what is widely considered a 'kiddy console', but it is still a deep, strategic
fighter game well worth anyone's time, even nowadays (2011). As such, I don't
care if those SF players label us kids or immature. This is an alternative
fighter game at its best, like Banjo-Kazooie is a platformer at its best, or
Pokemon Snap is an alternative shooter at its best. Labelling and assumptions
have made this game into one for little kids. Screw that.


This is the prequel to Super Smash Brothers Melee and the even more popular
Super Smash Brothers Brawl.

This game is extremely different to the competitive Melee, and even more
different to the casual gamer's Brawl. For starters, combos here are generally
real and inescapable. When one refers to a combo in Melee, it is often derived
from prediction rather than inescapable links. 64 is less dynamic, and while
prediction is still a major part, you'll get solid combos quite frequently.

In Brawl, much of the strategy was taken out in favour of gimmicks and fun
gameplay for the casual gamer. They brought in third-party characters, 'super'
moves and a very long (and admittedly interesting) 1P mode. This is not to say
Brawl requires no skill; rather, it is slower and based strongly in spacing
and defensive play. Many players moving from Melee to Brawl view the game as
slow or floaty.

A quick note:

Wavedashes, Sidestepping, Air Dodges, Meteor Attacks, Meteor Cancelling,
SHFLLing, Grapple Recoveries and Footstool Jumps are all non-existent in 64.

L-cancelling is called Z-cancelling here, though it really should still be
L-cancel (for Lag Cancel).


So, you've learnt about the game. Ready to play? I hope so.


Quick Links							infodesk


Here's a short compendium of stuff people might want to know, and what to
search in order to jump to said topic. Search the words in the brackets - not
including the brackets themselves.

These will not necessarily bring you to the top of the passage. Just read the
section you jumped to.


Old Tier Arguments (the GameFAQs List)			[Top:]

The New Tier List (Smashboards version)			[reassessed]

Mindgames						[of flaming]

Matchups (uncomprehensive)				[Character Matchups]

Setting up the emulator	for netplay			[netbattler]

Retexturing on an emulator				[arthouse]

Kaillera troubleshooting				[gettinthere]

Short Hopping						[keyset]

Short-hopped U-Airs					[keyset]

Using Tilts						[keyset]

Getting all the characters the fast way			[Have All Characters]

Getting Mushroom Kingdom				[Have All Characters]

Getting Item Switch					[Have All Characters]

Word definitions					[techtalk]


2: Controls and Setup						b4ugo


      ____/        \____
    _/___/          \___\_
   / |^|    Nintendo   <> \
  ||< O >|    __    ()<><> |
  |  |V|     /  \    ()<>  |
  |   __    | {} |    __   |
  |  /  \    \__/    /  \  |
  |  |   \          /   |  |
  |  |    \        /    |  |
   \_|     \      /     |_/
            \    /

On my crude ASCII Nintendo controller, you'll see several buttons. I'll try to
describe them using basic terminology.

First, the Blue button. It's the lower of the two obvious circles on the right
hand side of the controller. It's called 'A'. I'll refer to it as A from now
on. It's the Standard Attack button, used for basic attacks, tilt attacks,
aerial attacks and of course, smash attacks. It can also be used to grab.

Second, the Green button. It's above the A button, and is the higher of the
two circular buttons. It's the Special Attack button, used to unleash each
character's unique attacks. It's referred to as the B button.

Third, the Control Stick. The most important thing on the controller. In games
like Super Mario 64 and Donkey Kong 64, it's the direction thingy. In this
game it governs left and right movement. Here's a cool thing, stab upwards to
jump. Hold it down (south) to crouch. Can you guess where it is? Yep, it's the
sharp bracket enclosed by the hexagon below the word Nintendo. Hehe.

Now the R button. If you don't know the controller you won't find it easily.
It's the right trigger above the little diamonds to the right. Press it to use
the character's grab. It can also be in lieu of A to use aerial attacks, or in
lieu of Z to perform L-cancels.

The opposite trigger triggers (<- hah) a taunt from your character. It's known
as the L button. It has some very obscure uses.

The little diamonds. In other games they're individually far more important;
in this game they're all jump buttons. Just alternatives to jabbing upwards
on the stick. Essential for manoeuvers like short hopping, edgehogging, etc.
In other words, essential to high-level play. While you can go without, it is
not recommended.

Finally, the all important Z button. It's not on there, is it? Well, it's on
the flipside of the controller. Since I'm lazy and won't be bothered drawing
the flipside, just know it's just about underneath the control stick.

As for the directional pad on the left...well, I'm not sure if it works with
this game. I've never tried it.

Now, for the keyboard version. These are the default controls offered by the
online emulator Project 64k. Also, if you wish merely to play on the computer,
you can use Project 64 1.6, and these controls will still apply. They are
changeable under Controller Settings in the Options tab.

Left 		  Control Stick jab left
Right 		  Control Stick jab right
Up		  Control Stick jab up
Down		  Control Stick jab down
X		  A button
C		  B button
Z		  Z button
S		  R button
A		  L button
Pack of buttons   C buttons
above arrow keys

Note on the computer that pressing the Control Stick direction button is about
the same as a forceful jab in the relevant direction. You can't set the Stick
sensitivity in PJ64k, though PJ64 1.6 allows it (Banjo Tooie and SM64...). If
you want to short hop better, I suggest putting one of the C buttons onto the
Spacebar for easy access.

You can connect a Nintendo 64 controller to your computer through the use of
a USB port cable, which is purchasable from several online stores, as well as
eBay and such. Playstation, Xbox and custom controllers can all work too.

I will neither promote or discourage use of ROMs. Remember, ROMs can be legal
IF YOU RIP YOUR OWN COPY OF THE GAME. Illegal actions are punishable by law.
However, ROMs are required for playing online, and as such, it is up to
you whether or not to download said ROMs. There will be no mention of where to
download ROMs. Rumours about the '24 hour trial period' are false, so those
who plan to evade the law by redownloading, no dice.

This is for XP. There is an excellent troubleshooting guide on the internet
about dealing with Vista-related problems. Chances are the following steps
will work regardless. The URL for Vista problems is:


To actually access Kaillera, you'll want to first put all your ROMs (most
importantly SSB64) into one directory. In the emulator, select File > Choose
Rom Directory, then choose that directory. A list of ROMs should appear. Now
select File > Start Netplay. Congratulations. You're in Kaillera, or as Mupen
calls it, Old Kaillera. Once you join a server, you'll also have the ability
to create and join games, which solves a problem that stumps many new players.

Select a Connection type and type in a username. The Connection type is very
important; without a matching Connection type you cannot start a match. Most
servers use a LAN connection. In particular, the major American servers all
use LAN. The higher the connection standard, the more likely it is you will
desynchronise from the game, but the amount of delay input generally gets
lower. To find a server near you, either search the web or use the Kaillera
system's inbuilt server search tool.

And yes, Mupen can do all of this too. However, I prefer PJ64k, and rarely
ever deviate from it. As such, it is not my place to teach you the intricities
of Mupen 64k. Mupen 64k is better for a number of games, including the Mario
Party games, Goldeneye and the Japanese SSB64.




3: Jargon							techtalk


These are terms you'll find in the FAQ, please try to remember what they mean
so you don't have to keep coming back. Some terms relate to online play, and
I'm sure you can tell which is which.

*-Air		Short for Directional Aerial. * can be replaced by N, F, U, D
		or B for Neutral, Forward, Up, Down and Back respectively.

*-Tilt		Short for Directional Attack, done by tilting the control
		stick slightly in a certain direction. * can be replaced by
		F, U or D for Forward, Up or Down Tilts respectively.

*-Smash		Shorthand for referring to Smash Attacks. * can be replaced
		by F, U or D for Forward, Up or Down Smash respectively.

*-Throw		Shorthand for throw attacks (after grabbing with R/Z+A).
		* can be replaced by F or B, for Forward or Back Throw

Aerial		An aerial (in the air) attack. Usually refers to A-button.

Camping		Not moving from one spot; waiting for the opponent to come to
		you so you have an advantage in the exchange. Sometimes
		excessive camping is banned in tournaments.

Chaingrab	A repeated grab attack. Very few standing examples. Most are
		performed with the help of walls and often lead to a simple

Char		Short for character.

Combo		Short for combination, a series of attacks rapidly executed
		to deal damage or even cause a KO. Combos are created with
		3 or more hits, in my opinion. The key feature of a combo is
		that the enemy cannot escape (without inhuman DI).

Crouch Cancel	Crouching on the ground (holding down) to lower knockback.
		Can easily save you from what would otherwise be a KO.
		Usually abbreviated as CC in Melee. Just as applicable in 64
		as it is in Melee, though the higher levels of knockback do
		damper the effectiveness somewhat.

Delay		Generally means 'input delay', or the number of frames between
		hitting a command and the command executing. 1-2 frames is
		quite good for online play. 3-5 frames is acceptable in server
		play. 6-9 frames is a different game. 10+ frames is virtually
		unbearable for most players.

Desynch		Desynch means that 1 or more players online have become lagged
		and have been unable to compensate, meaning that the online
		match is unable to continue (each player loses control on the
		other player's game). If the enemy runs off the stage or just
		acts stupid, it's probably a desynch. Also called 'desync'.
		Kaillera sometimes warns the players of this with a message,
		but most of the time it happens without Kaillera noticing.

DI		Directional Influence, created by holding a direction. This
		allows you to escape combos or dodge attacks. Use this thread
		instead: http://www.smashboards.com/showthread.php?t=80947
		This thread is owned by one ant-d, who explains it very well.

DI x2		Also called Slide DI: DI created by sliding the stick in a
		circular motion and getting two separate directional pushes
		in an instant.

Disjointed	An attack hitbox that is separate from the damage box of the
		character: an attack that, if hit by a similar attack, does
		not cause the attacker to take damage. Not a projectile.

DJC		Double jump cancel, a technique used by Ness and Yoshi.

DJCC		Double jump cancel counter, a technique using the superarmour
		frames in Yoshi's second jump.

Drill		Multi-hitting attack that traps the enemy during its duration.
		Regarded as easy to DI out of.

DS		Shorthand for Desynch. Or the Nintendo DS. Look at the context
		for further information.

Edgeguarding	Guarding the edge, which means stopping enemies from returning
		to the stage after being smashed off.

Edgehogging	Gripping the edge so enemies can't grab it and thus fall to
		their deaths. Usually done by short hopping off the edge

Falcon		Captain Falcon.

Fastfall	Falling at a faster rate to speed up return to the stage or
		to interfere with enemy combos/edgeguarding. Executed by
		holding down while falling. Also used in some combos.

FPS		Frames per Second. For SSB64 (U) or (J), 60fps is the normal
		rate. For (E) or PAL versions, 50fps is the standard.

Gimping		Killing an opponent at relatively low damage, generally by
		edgeguarding. A key way to kill people in serious matches.

Helpless	The state you're forced into after performing certain attacks.
		Most Up-B recoveries make you go into this state. You're only
		helpless as long as you're in the air.

Hitbox		The pixel range that causes damage when an attack is executed.
		Various attacks have large disjointed hitboxes, meaning that
		the body doesn't have to touch to have a damaging effect.

Hitstun		The period of time right after being attacked where you can't
		do any normal actions. Fairly significant in SSB64.

Infinite	An attack or combo that can be repeated almost indefinitely
		for very high amounts of damage. Basically inapplicable in
		actual competitive play.

Item		A usable item in the game. These can be turned on or off.

Jiggs		Jigglypuff.

John		This means making a poor excuse for losing, such as 'My mom
		was on the phone, I couldn't concentrate' or 'My keyboard has
		a delayed input'. It's a reflexive instinct for first-timers.

Juggle		An attack combination that keeps an enemy in the air.

JV X-stock	A term coined by smashers that involves winning with 0% on
		their damage meter. Winning with 2 lives and 0% is called a
		JV 3-stock.

KB		Short for Knockback (see below). Alternatively stands for
		keyboard, in the context of keyboard-users.

KO		Knock Out. Basically means death, or loss of a stock.

Knockback	How far the enemy is knocked away when hit by an attack.

Lag		The period of time directly after or before an attack where
		you are helpless and thus liable to be hit. Startup lag is
		the lag before an attack, recovery lag is the lag straight
		after an attack. Landing lag occurs directly after an aerial
		attack hits the ground hard (eg. Pikachu's D-air)

		Also used to refer to a lowered frame rate while playing
		online. Lagspikes are periods of extreme lag.

Main		Your main character, or the character you play best with.
		Link is mine.

Mashing		Button and Control Stick abuse. Used to escape from shield
		break status, Yoshi's Egg Lay, DK's cargo hold and Jiggs'
		Sing attack. Alternatively: a noob way to play the game.

Meteor Smash	See Spike. No distinction in this game, as Meteor Cancels
		don't exist.

Mindgames	Controlling and reducing your opponent's available actions.
		A term first used to describe very accurate predictive play,
		causing opponents to think you are 'in their head'.

Noob		An insult to someone who isn't very good at the game, or is
		rude and arrogant enough to merit such an insult.

p2p		Person to person, a mode of play that gives lower delay and
		a more consistent (read: good) FPS.

Parry		Yoshi's unique defence: his 'coming-out-of-shield' animation.
		Not much like traditional fighting game parries, as it is an
		abuse of game physics, in my opinion.

Pika		Pikachu.

Pivot		Performing a character's initial dash, then turning around on
		the spot so you are facing the other direction.

PJ64		Project 64, a Nintendo 64 emulator for the PC.

PJ64k		Project 64k, the version of Project 64 with netplay.

Projectile	An attack that detaches from the character and moves away. It
		is a primary form of long-range combat.

Puff		Jigglypuff.

Ragequit	Leaving mid-game or right after a game without warning.

Rape Tent	The right side of Hyrule - the boxed off area where normally
		powerful hits translate into combos (throws and smashes all
		become viable combo moves, not just finishers).

Range		The length to which an attack extends; how far away an enemy
		can be and still be hit by an attack.

SDI		Smash DI: DI created by smashing the control stick.
		Alternatively, Slide DI: DI created by sliding the control
		stick in a circular motion.

Sexkick		A term coined by smash enthusiasts, it's an attack held in one
		position for a while, giving a long move duration. Usually a
		Neutral Air attack.

Shield		See 'Shield' in the General Move Descriptions section.

Shield-grab	Pressing A while in a shield. Results in a grab command.

Shieldstun	When you get hit in your shield, you cannot respond right away
		with a grab/jump. This is called shield stun, and is why real
		shield-breaks can happen in SSB64.

Shine		Fox's Down-B Reflector move.

Short-hop	A short jump executed so you can use an aerial at a lower
		height. Used in combos and key to playing all characters.

Smash 	 	A powerful attack that sends enemies offstage at a high enough
 		damage percentage. A frequently used killing move.

Spacing		Playing with the space between you and the opponent. It gets a
		lot more complicated at higher levels, where outranging and
		approach options come into the mix.

Spamming	Using the same move over and over again.

Spike 	 	An attack that sends enemies straight downwards at high speed.
		Pikachu's Thunder Spike isn't related to this.

SSB		Super Smash Brothers. What did you think it was?

Stock		One life. You start with 5 in competitive play. X-Stocked is
		a term used to refer to how many stocks you won by.

Teching		Pressing Z or R as you are about to hit the ground. This lets
		you jump straight back up. Can be combined with left/right on
		the control stick for a tech roll (still called a tech).

Throw		A forward grab or back grab attack.

Tier (List)	A rating system for characters created by SSB professionals.

Tilt		A tilt is a ground-based directional move. Basically, it's a
		step up from a basic attack and a step down from a smash.

Whiffing	A very undesirable occurance, whiffing just refers to missing
		a move completely, leaving you open and vulnerable. Try not to
		let it happen too much.

Z-Cancel	A technique that cancels an aerial's animation as you hit the
		ground, stopping any landing lag from occurring. Press Z while
		in the landing and in the middle of an attack to cancel it.
		It's good with moves like Link's D-Air and DK's B-Air. If you
		fastfall > Z-cancel, the landing takes twice as long.


4: General Move Descriptions					yaydesc

Note: There are usually exceptions to the generalised descriptions below.

Neutral A		A basic attack that comes in the form of a weak combo
---			or an 'infinite' attack, in that it can repeat for as
A w/o direction		long as you tap the button.

Side A (Forward Tilt)	Usually some form of forward hit with okay range and
---			so-so knockback.
Tilt </> + A

Up A (Up Tilt)		Commonly used as a juggling attack. It keeps an enemy
---			in the air, but if they get too high, they can DI or
Tilt ^	+ A		get out (or attack you). Some of these are merely for
			knockback purposes, such as Samus's.

Down A (Down Tilt)	Usually knocks enemies away with a fairly flat
---			trajectory. Some go upwards instead. Ness' is weird.
Tilt v + A

Dash A			Some sort of sliding dive/tackle, that knocks enemies
---			away while dealing average damage. Sometimes laggy.
Run + A

Neutral B		Different for all characters. See their respective
---			sections. Sometimes projectiles.
B w/o direction

Up B			Normally sends you skywards in an attempt to get back
---			onto the stage. Exceptions include Ness, Yoshi and
B + ^			Jigglypuff.

Down B			Varies from character to character.
B + V

Neutral Air		Generally a flying kick, basic knockback. A constant
---			for most characters and a good aerial.
A w/o direction
In Midair

Forward Air		Varies from char to char, usually a multi-hit combo
---			or a simple timed whack with more power than normal.
A + > (char facing >)
In Midair

Back Air		Usually a backwards kick. Link kicks twice. Basically
---			a Forward Air with a different hitbox.
A + < (char facing >)
In Midair

Up Air			Varies from char to char. Often usable juggle attacks.
A + ^
In Midair

Down Air		Usually some form of spike, occasionally with a drill
---			effect. Link and Pika are exceptions.
A + v
In Midair

Forward Smash		A powerful attack to one side. An upgraded version of
---			Side A (more power, knockback, range, lag).
A + Jab </>

Up Smash		Usually some sort of backflip/uppercut. Sends enemies
---			directly upwards when perfectly used.
A + Jab ^

Down Smash		A smash that hits both sides (usually). Usually a sort
---			of 'breakdance' move, hitting one side, then the other
A + Jab v		one. Powerful.

Grab			A grab move. Links to Forward Throw/Backwards. Can be
---			short or long ranged, varying with character.
R (tap)

Forward Throw		A forwards fling. Sometimes it's a slam throw or a
---			more unique attack.
> while grappling
(assuming char faces >)

Grab Backward		A backwards fling. Sometimes a slam throw.
< while grappling
(assuming char faces >)

Getup Attack		An attack used when getting back up. Hits both sides
---			with mediocre damage and low knockback.
A or B when down

Roll Getup		Roll to one side after getting knocked down.
</> when down

Ledge Getup Attack	A attack used when you're getting up from a ledge.
A or B when on a ledge

Tired Ledge Getup	A tired desperation attack when getting up from a
---			ledge. Requires 100% or more damage.
A or B when on a ledge
100% or more

Ledge Roll		Roll from the edge, putting some distance between you
---			and the abyss.
Z when on a ledge

Tired Ledge Roll	Tiredly dodge from the edge. Requires 100% or more.
Z when on a ledge
100% or more

Tech			Flip back up without having to bother with all the
---			rising up nonsense. Useful because you can jump
Z/R as soon as you	right back into the fray. Also gives invincibility
hit the ground		frames, allowing for 'combo' disruption.
(from falling)

Tech Roll		Flip back up with a dodge roll after tumbling to the
---			ground. The same as a Tech, but with a roll.
Z/R and a direction
when you hit the
ground (from falling)

Shield			A basic shield bubble. Some characters have special
---			shields.
Z or R (hold)

Low Shield		A shield focused on the lower part of the body. Not
---			particularly useful, there are no 'low' or 'high' moves
Z + v			in this game.

Dodge Roll		An evasive roll in one direction. Some characters have
---			special rolls. Rolling forward changes your direction.
Z + </>			Rolling backwards doesn't.

Taunt			An attempt to infuriate opponents. Varies.


5: Move Compendium						[ohnoes]


First of all, about moves. In Super Smash Bros, moves are very situational.
This is because of the larger stage and the accessibility the double jump
capability gives you. As such, there are many situations which you must be
prepared for, such as basic ground attacking, attacking aerial foes, attacking
landbound foes from the air, and midair battling.

You've almost certainly realised that some moves are simply unsuitable for
certain situations. For instance, Pikachu's Thunder. It's a bolt of lightning
that comes from directly above. If the enemy standing on the ground a good
distance away, would you use it? The obvious answer is no. Instead consider
jumping and using a projectile, or run in and use a dash attack. That's very
basic (and wrong, in Pika's case). The game eventually gets more complex as
you realise opponents can and will move at you, and you must think ahead. In
addition, you will come across more obscure scenarios where there are multiple
choices, and choosing the best one may mean the difference between a win and a
loss. For instance, when the enemy is coming back, do I jump out and greet him
with aerials, stand my ground with smashes, or run back and force him to
approach me? Learning to instinctively pick the right choice will set you on
the path to winning more games.


Damage will be listed, as well as any notable effects or categories. Some
attacks weaken over time. A ">" between numbers means the attack goes from **
to ** if overused. A "-" between numbers demonstrates the move's damage range,
which varies depending on the hitbox. An attack rating is listed as well.

NOTE: Damage figures may vary, depending on the following:

Enemy state (standing, knocked down, in the air)
Hitbox used (edge, center)
Attack duration (sometimes weaker if it's later in the attack)

Enemies take about 50-60% of full damage if they're in a knocked down state.

All damage has been tested against Ness in Practice Mode and double-checked
with SmashWiki (www.super-smash-bros.wikia.com). I daresay SmashWiki needs an
update on their damage figures.




Tier Ranking is where they are on the Tier List provided by the SWF Backroom.

Oh, and every character has two Rising attacks. These differ depending on the
direction you're facing. There isn't anything to know about them, except that
you use it to avoid punishment now and then. They can easily be shielded and
punished though, so be careful in using them.


Layout Template:


Down Smash - (Super) Breakdance Kick		<- Button Combo + Name
17% > 12%					<- Damage	Basic Desc.
Mario's breakdance kick! Hits both sides (one after the other) with reasonable
KB and power.

A very good smash that combines speed, power and a good hitbox. It hits foes
seeking to get behind you as well. It's a fantastic edgeguard - easy to time
and powerful enough to ensure not too many more recovery attempts. A very easy
-to-use and abusable move in general.
* Good smash attack for general hits and edgeguarding	      Opinion
		Higher level tips (pretty frank)


I thought about including a rating system, but every move has a use, and thus
it would be too hard to rate moves badly, which I believe every application of
ratings should have.

If a move has something you should take note of, I'll add it after the Opinion
to give it emphasis.

NOTE: I've added asterixes after every move to give some of the more notable
(ie. Isai and co. would use them) battle functions of each move. Competitive
players would do well to read these notes, they actually help your game.


Mario								mcplumber

Origin:		Super Mario Bros./Donkey Kong
Entrance:	Uses a Warp Pipe

Mario is the famous plumber turned video game icon. With his trademark red
jumpsuit and his blue overalls, Mario takes to the Smash stage with his trusty
Fireballs and an array of acrobatic feats.

Tier Ranking: 5th

Running Speed:		Moderate
Horizontal Movement:	Low-Moderate
Initial Jump:		Moderate-High
Second Jump:		Moderate
Weight:			Moderate

Mario is a very standard character. That's probably the best description. He's
designed to be newbie-friendly, and his standardised attack set does just that
(his B attacks consist of a projectile, an upwards movement recovery and a
specialised move, his A attacks speak for themselves). Ironically, he is much
harder to learn well than certain other characters. He has potential in the
hands of a pro, with his abusable projectile and reasonable punishment game.

Mario is a versatile character in that you can play him in a number of ways.
He is one of the better campers in the game with his Fireball, but he can
really capitalise off good hits as well. He juggles well and has decent hits
which outrange others' approaching attacks, so he is best played fairly
conservatively, waiting for an opening.

Costumes:	Classic Mario
		Inverted Colours Mario (Blue/Red swap)	<- My Fave
		Brown/White Mario


Neutral A - Punch-Punch-Kick combo

Straight from Super Mario 64 comes his A combo. Basic attacking.

Like all jabs, it can be used as a super-quick hit to stop another, slower
attack from going through. Mario can grab cancel by throwing a grab straight
after the jab. It's not a particularly good jab, unfortunately.

* Quick counter to obvious attacks
* You can cancel it into a grab


Forward Tilt - Roundhouse Kick
13% > 10%

A basic roundhouse kick. Mario pivots on one foot, bringing the other around
to slam into the enemy. A bit of lag at the end.

There's only one problem with this: the lag at the end. Otherwise it's a
perfectly usable repulsion move. It comes out faster than F-Smash, but is
otherwise outclassed. Angled attacks can be useful here.

* Faster than F-Smash, but outclassed by D-Tilt etc


Up Tilt - Spinning Uppercut
10% > 8%

Mario punches into the air and spins. Moderate damage, KB and hitbox. In short
it's a basic juggle with a bit more oomph. It has some dodgy ending lag.

This move is ok. There are a few big problems with it. The first is that it is
incredibly punishable at low percent, so don't even think of using it then.
The second is that it rarely outranges the aerials your opponent approachces
from above with, so you can't use it to anti-air like a Shoryuken. Lastly, it
has a very limited setup window - moderate damage. Use it at this point and it
links right into U-Air and other aerials, but any more damage and you're just
hitting them away. Once you reach this point, U-Smash is better in every
practical regard, except for ending lag.

* Decent mid percent aerial setup
* Bad at very low percentages
* Not a good anti-air


Down Tilt - Crouching Kick
12% > 9%

Mario sweeps the ground in front of him with a foot stab. Basic Down A. A bit
of dodgy lag at the latter end. Good hitbox and decent KB, and it has a flat

This move is rather overlooked, as Mario's D-Smash is usually better. They
have similar overall durations. D-Smash comes out faster and is clearly more
powerful. This move has very few uses, and was probably included as a token
poke move. That being said, it isn't a bad move. It reaches marginally farther
than D-Smash.

* Reaches further than D-Smash and is a little less punishable


Dash A - Slide Tackle
10% > 9%

A baseball style slide tackle. Basic KB and damage, what'd you expect?

This sets up edgeguards at moderate percent onwards, but is rather predictable
and straightforward. If shielded, it can be grabbed by anyone in the cast,
including grapples. Use sparingly.

* Hitbox lingers, good for techchasing or catching recovering foes


Neutral B - Fireball
7% > 6%

Mario throws out a bouncy fireball. Basic projectile damage. It bounces off
surfaces, including the floor, which is useful. Gravity applies to it if used
in midair or when falling.

A fantastic projectile - great presence, okay damage, and best of all, very,
very spammable. It's quite fast and has a bounce, allowing it to cover a fair
distance. Mario can bait exceptionally well with this move. It lingers for a
fairly long time and basically forces a reaction from an enemy.

* Very abusable projectile, key move for Mario
* Very good against Hyrule tent-sitters


Up B - Coin Jump
15% all up

Mario flies upwards with a fist raised, knocking gold coins out of the enemy.
Causes helplessness after reaching the top.

A good recovery. It is fast, can have varied distance and has great priority.
There aren't many offensive uses of this move. You can use it after expending
all your U-Airs for a bit of extra damage as long as your opponent won't be
teching immediately after. One of the better uses is to use it out of shield,
as the speed and priority will let you get away from poor shield priority.

In recovery, you can change the horizontal and vertical distance. Hold towards
the stage to get a lower, more forward recovery. Don't hold anything after the
command to get a higher recovery. Learn to judge the distance.

* Reasonable out-of-shield and general combo escape option
* Slight disjointed hitbox means it can outrange some suboptimal edgeguards
* Safe use after U-Air at high-damage if you can't get any more hits


Down B - Mario Tornado
14% all up

Mario spins wildly, drilling enemies in and finishing by smacking them away.
Can be used for recovery. Tap B quickly during the attack to rise upwards.
Enemies who come out of the move prematurely are sent at a low trajectory. If
the enemy is hit by Mario's feet on the last hit, they are hit with a fixed-KB
spike (very powerful, guaranteed to kill from most heights).

While it seems like a good move, there is a lot that makes it less useful than
it might be. The first is DI - good players will get out quickly, and, due to
the very low trajectory, can tech towards you and punish you. You can stall
above opponents slightly for a quick baiting move. If you end up hitting the
foe with your feet, you can land and U-Smash in most cases. If they fly the
regulation distance, you can follow with a full-hopped aerial. Again, you can
DI out very, very easily, so don't abuse this move.

* Very easy to DI out of, pretty bad range
* Spike can lead into U-Smash if the opponent is grounded, but it's rare


Neutral Air - Flying Kick
11% > 9%

Mario does a sexkick. Reasonable speed and duration, but mediocre hitbox.

The only aspect this move beats F-Air and B-Air in is speed. Use if B-Air or
F-Air won't come out quickly enough after an U-Air. Can be used to counter
poorly executed combos - just mash A.

* Good because it's fast - use to end U-Air chains if F-Air won't come out
* Fairly ok edgeguard (a bit lazy though)


Forward Air - Corkscrew
12% - 10%

Mario spins forward, feet first, head at the back. Only one hit overall. Can
be strong or weak, depending on when during the move you strike.

A decent move, but it's slow to start up, making timing essential. This is
more of a finisher than a combo move (outside the tent). It links from U-Air
at moderate percentages. That's all, but it's enough to make it a valuable
finishing move. It can edgeguard as well, if you are that way inclined, though
other aerials do the job just as well or better. You get a weak hit if you hit
an opponent as the move ends.

* Slightly slow to come out, but ok for finishing combos/spacing wars


Back Air - Back Kick
12% > 9%

A simple backwards kick. Like a faster F-Air with a smaller hitbox. Hitting
them with Mario's torso aerial will result in a forward hit, like F-Air.

Faster than F-Air. If you get experienced with the game and judge that B-Air
will finish a combo (but F-Air will be too slow), you can use this to hit the
opponent forward. Other than that, standard repulsion move. It can be used to
edgeguard, control space and finish combos. Hitting an opponent as the move
ends results in a weaker hit.

* Faster than F-Air, hitbox is a bit smaller though


Up Air - Backflip
12% > 9%

Mario flips upwards, causing enemies to go with him. Basic juggling move.

A move that comes out and ends fast. The enemy is sent upwards. However, the
distance they are sent varies with where you hit them - if they're slightly in
front or above you, they get the full knockback. If you hit them when they're
just behind you, you get less knockback. This second option is useful, because
low knockback goes hand in hand with juggle continuation and links to many
finishers at higher percents than the full power hit does.

* Fast and a good hitbox - leads to all manner of hits at mid-damage
* The end of the move has a weak hit that works well at high percents


Down Air - Spiral Kick
Up to 24%

A good D-Air with alright knockback and the funny screen skip that comes with
multi-hitting air combos.

This is a good move, but it doesn't pay to abuse it. It has only okay range
and an average hitbox. You can cancel it and go into a grab, smash or tilt, or
(if you're fast enough) pull out an aerial straight after it. This is easiest
with a standing short hop as opposed to a running short hop. In addition to
being a good drill, it's an exceptional edgeguard - almost the whole cast is
shut down by repeated use of this.

* Decent presence when combined with Mario's airspeed
* Range is actually pretty meh, easy to punish from if used predictably
* Good low-damage edgeguard (if you can land it offstage)


Forward Smash - Super Punch
17% > 12%

A powerful whacking punch attack. Mario's fist expands as he punches. Great
knockback, average hitbox and lag.

Not as good as D-Smash, but still usable (marginally faster pivot smashes, for
instance). It is a tad stronger than D-Smash, but comes out slower and has an
inferior hitbox. However, it is fairly quick and packs a punch (dohoho). Its
best use is probably as a pivot smash.

* Slightly more range than D-Smash, can be pivoted, otherwise meh


Up Smash - Super Headbutt
19% > 14%

A headbutt attack to the air directly above Mario. Great knockback and a
surprisingly large hitbox, but easy to punish if it misses.

Extraordinarily powerful and quite fast. The hitbox seems small, but it's
deceptively large and can hit even if you don't expect it to. There are plenty
of lead-ins to this, primarily because it's quite quick to come out, and it's
a good anti-air too. Be careful you don't miss to often - it's easy to punish.

* Stupidly large hitbox, very quick and excellent power, but very punishable


Down Smash - (Super) Breakdance Kick
17% > 12%

Mario's breakdance kick! Hits both sides (one after the other) with reasonable
KB and power.

A very good smash that combines speed, power and a good hitbox. It hits foes
seeking to get behind you as well. It's a fantastic edgeguard - easy to time
and powerful enough to ensure not too many more recovery attempts. A very easy
-to-use and abusable move in general.

* Good smash attack for general hits and edgeguarding


Grab - Snatch

A basic Forward Throw, no real windup or recovery lag.

Basic. Use it a lot, it's a good attack.

Mario's throws are quite situational, as neither has any special effects. His
F-Throw is inferior in both damage and KB though. Just throw in the direction
you want them to go.

* Just use it to bypass shields
* Can chaingrab in the tent/with walls


Forward Throw - Spinaround Launch
12% - 9%

A spin followed by a powerful throw forward. Good distance covered.


Backward Throw - Bowser Style Launch
16% - 12%

Remember throwing Bowser in SM64? This is the throw. You end up throwing
behind where you were facing.


Ledge Rise - Cartwheel Flip
6% > 5%

Mario flips up on the ledge with one hand, then cartwheels, kicking out.


Tired Ledge Rise - Desperate Kick
6% > 5%

Mario clambers up slowly, then lashes out with his foot.


Shield - Bubble Shield


Dodge Roll - Commando Tumble

Mario prepares to dive, then rolls quickly.


Taunt - Super Mushroom

Mario grows in size, as if he ate a Super Mushroom. Then he shrinks back down
again (big size is just for show, apparently). It can be cancelled with a well
timed shield or dodge roll: As Mario begins to shrink, you can dodge out. This
can be a lifesaver if you fail a taunt cancel or something.

* Can be cancelled out of by shielding as Mario shrinks


Donkey Kong (D.K)						mcape

Origin:		Donkey Kong
Entrance:	Breaks out of a Spawn Barrel (DK Country)

The quarrelsome gorilla turned worthy adversary, Donkey Kong rises to the
challenge of Smash with his mighty fists and weighty endurance. Armed with his
frightening Giant Punch and his pounding strength, he's taking on all comers.

Tier Ranking: 7th

Running Speed:		Slow-Moderate
Horizontal Movement:	Low
Initial Jump:		Moderate
Second Jump:		Low-Moderate
Weight:			Heavy

Personally, I find Donkey Kong a little...heavy handed. He is slow by nature,
and his attacks have awkward positioning. If you play with small and fast
characters, this guy won't be your cup of tea. This isn't to say he's slow
- he's actually very quick - but this takes some getting used to. He has
massive grab range, second only to the slower, ranged grabs.

DK's strength lies in his range and priority - his grab, aerials and attacks
in general have great range. His Up-B is one of the best escape moves in the
game, and he can wall enemies very well with his large aerials. He has very
good range and his back grab is devastating. He can do some interesting combos
(applicable too) with the environment. He has one of the best techchases with
his enormous grab.

Costumes:	Classic DK		<- Tied Fave
		Red DK
		Blue DK
		Black DK		<- Tied Fave


Neutral A - Double Slap

A quick one-two slap attack. Has decent range.

Only use here is to stop a slightly slower move. The range is better than
most Neut-As, but has worse lag than most as well.

* Interrupt enemy attacks and force a techchase


Forward Tilt - Lunge Punch
12% > 9%

A fairly quick forward punch. Medium-high knockback, average otherwise.

Okay range and fairly fast to come out. It can be used quite well to repel a
careless foe. It isn't tough enough to KO, nor does it outprioritise anything
particularly dangerous, and it even has a dose of ending lag...you may as well
grab or dash-grab if you can use this (unless edgeguarding, maybe).

* Quite fast and usable if you've just landed and need a quick move


Up Tilt - Swat
13% > 10%

DK slaps at the air above him, knocking enemies high away. Heavy lag, both
windup and recovery. Moderate damage and KB. Exceptional hitbox.

Big and strong, like DK himself. It'll never KO unless the foe is at a very
high percentage, but you can get yourself some breathing space at mid-high
damage. You *could* use it to force a tech at low percentage, but the ending
lag is so heavy you won't be able to follow up very well. Note that it has the
fastest startup time of any U-Tilt in the game, even Kirby's. It's an okay
anti-air move, and it has a long duration and large hitbox, so use it if you
feel it could work.

* Really low startup, but it has to be timed to hit behind/above
* Super-punishable if used predictably


Down Tilt - Sweeping Slap
8% > 6%

DK slaps in an arc whilst cowering. Funny attack. Pretty average.

It would be a deadly poke in most fighters, but here it's average. It's fairly
quick, but it's easy enough to get past if spammed due to its low hitbox. Good
for either repelling a foe or edgeguarding a careless recoverer. It links into
Down-B at lower percentages.

* Situational use, eg. after an unteched falling F-Air
* Links into Down-B, which links into Giant Punch


Dash A - Kong Kick
12% - 5%

DK slows while running and kicks out. Doesn't go forward much.

It doesn't really matter if it hits or misses - you're going to get punished
either way. It could be used in doubles due to its comparatively high hitstun,
but the lag at the end prevents anything notable from happening in singles.

* Clanks with Kirby U-Tilt and gives slight frame advantage
* That's literally the only good thing about this move


Neutral B - Giant Punch
32% - 14%

DK starts winding up a punch, swinging his arm wildly. When he's done he has
a shining fist. You can roll left or right while charging to save the power
stored so far, or just press Z to stop charging and retain the charged energy.
Alternatively, you can punch at any time while charging just by pressing B.
Stupidly long ending lag. You can charge in midair. If you ever need to change
direction in midair, you can use this and cancel it straightaway. The fully
charged punch can also be cancelled on the first few frames.

A good move, charge it whenever possible. The mere fact that you have it
charged will scare many opponents into playing cautious, giving you plenty of
space to use your other moves. The fully-charged version is to be feared, as
it KOs at ridiculously low percentages and can be confirmed from Down-B and
F-Throw (certain characters, may need fastfall). Even throwing it out randomly
can be useful, as the hitbox really is just that large. Do be careful not to
miss, it leaves you open for a good two seconds.

* Fast, huge hitbox, but still has to be comboed into a lot of the time
* Use it to turn around when recovering/to use B-Air
* Charged punch adds intimidation factor (This is actually valuable)


Up B - Spinning Kong
8% > 4%

DK starts spinning like mad, smacking everything away with an all-round hitbox
(good range too). You can move left or right while using this, and it's a
little slippery at the end. Causes helplessness. Oh, and fixed knockback.

Arguably DK's best move. It comes out incredibly fast, has some invincible (no
hurtbox) frames, very large hitbox and reasonable mobility. It prevents poor
shield pressure from getting anywhere, and throwing it out randomly is quite
often a safe option. It gets weak as DK stops spinning, which can cancel out
other hits you may have landed with this move. Basically, unless you're using
this to edgeguard, be defensive. It is intended as a defensive move.

* Very good move in general, is fast, has invincibility and large hitboxes
* Decent edgeguard vs linear recoverers
* Great move to escape bad combos


Down B - Hand Slap
10% > 8%

Donkey Kong slaps the ground like a pair of bongos. Enemies on the ground are
sent flying vertically (up). Unusable in mid-air, unfortunately. Fixed KB.
Continually mashing the B button (holding down is unneeded) will continue the

Fantastic for techchasing, but the best part is that if you only tap the B
button once, you can immediately jump and follow with your choice of move. My
favourite one is Giant Punch. Yeah, it links to Giant Punch. Past that, it's
got a few nice qualities - it has good ground range, set KB and hits behind
you as well.

* Leads straight into a Giant Punch if you tap B just once and jump quickly
* Use mainly for surprise value or punishing rolls, it's rather punishable


Neutral Air - Double Spin
12% - 9%

DK spins twice in midair, smacking enemies away. Average in everything. The
hitbox is large, but DK is hit out of it fairly easily too.

Fairly average move with relatively constant hibox. It's not as good as his
other aerials, but it has some arbitary use. It's your basic aerial move -
not quite as good as B-Air, but still has significant presence.

* Fast forward hit, otherwise outclassed by other moves


Forward Air - Clobber
16% > 12%

DK makes a double fist and somersaults. It's a decent spike attack. Hitbox is
quite far out, making it reasonably safe. It can hit enemies up + forwards or
backwards at the edge of the hitbox.

The enemy will fly in a direction dependent on where they are in relation to
DK's fist. Basically, they'll fly outwards from where they were hit. If you
hit it just right, it functions like a forwards B-Air. You'll generally want
the semi-spike trajectory. If they get bounced off the floor, they'll bounce
in an appropriate direction.

This move is a pretty useful one - it has some decent forward presence, so you
can land reverse spikes and lead into grabs, forced techs or other fast-ish
moves like Giant Punch (though those two options are generally the best). You
can sometimes combo into this with U-Air and the like for a spike kill.

* Forces techs, which is great for DK's grab techchase
* Angled spike element is useful, can lead into U-Smash/Giant Punch


Back Air - Skydive Kick
13% - 9%

DK takes a skydiving X and kicks backwards and upwards. Has a very large
hitbox and takes prime place as DK's primary aerial repeller. Average damage
and KB.

Monster range and hitbox, but average damage and knockback. You can throw
these out anywhere - it's one of DK's best repulsion and approach moves, since
very little can get safely past those feet. It's a very safe move.

* Excellent spacing tool due to enormous range and duration


Up Air - Aerial Swat
12% > 9%

Exactly the same animation as his Up A, but in mid-air. EXACTLY. Huge hitbox.
It has distinguishable lag on the end.

While it's too slow to juggle with one jump, use platforms and floors properly
and you have an interesting juggle. DK's hand travels a fair way, and wherever
it goes, the enemy is swatted upwards slightly. This can lead into U-Smash at
a certain point, or into itself if there's a platform to cancel from. It's a
great anti-air attack, but you won't be KOing anytime soon. It does almost
nothing at low damage either, so you shouldn't use it too much then. The best
use is mid-damage comboing or just repulsion, because the hitbox is massive.

* Can combo into itself with a platform
* Large range comparable to B-Air - can be used to space


Down Air - Stomp
13% > 10%

DK stomps downwards fiercely. Spikes enemies. Large hitbox, decent speed.

An okay spike, but you must take into account the long ending lag and DK's
horrid vertical recovery. The best thing to do is hop just off the edge with
this and hope enemies recover into DK's feet. It links into U-Smash easily
at mid-high damage, so use that to your content. The duration is quite good,
so feel free to use it as a techchase, especially directed at small platforms.

* Good for edgeguarding, forcing techs and leading into U-Smash


Forward Smash - Gorilla Slap
20% > 17%

DK winds up a hook, then slaps violently. Devastating power. Horribly slow.

Devastatingly powerful, satisfying to land, but also very difficult to hit.
It'll require either excellent prediction or gross misplay on their part. One
helpful thing is the huge range and hitbox this move has. DK's whole arm is
the hitbox, so pivot smashing and techchasing are very possible, as there is
a fair amount of room for error. Again, landing it, even at low percent, can
easily mean loss of stock for the enemy if you can follow it up.

* Can sometimes be thrown out as a poke of sorts, but otherwise average


Up Smash - Gorilla Clap
21% > 16%

DK claps his hands above his head. The knockback is tremendous, and the hitbox
is rather small. The timing is easy to get used to, but hard to land.

The small hitbox and difficult timing means it almost always needs a lead-in.
Thankfully, you have lots of those, such as D-Air on a grounded foe, U-Air
when rising, and mid-damage F-Air on a grounded foe. The damage is huge, and
since it's an off-the-top KO, you won't need to worry about edgeguarding. If
you're too low on the stage (the tent in Hyrule, lowest platform in Saffron),
you might not end up KOing them at mid-damage. Otherwise, it's a very good KO

* Good platform pressure, but otherwise needs good prediction/setup
* Be careful not to knock them off the platform, or you can be punished


Down Smash - Swivel Slam
19% > 15%

DK sits down and spins violently. Once he slows he flips back up. Heavy damage
and good KB, alright hitbox. Trajectory is quite high.

It's fast and hits both sides twice, meaning it's a reasonable techchase on a
platform or something. The trajectory it sends opponents is almost impossible
to follow up on, except at specific percentages, so this move is only used if
other options carry significant risk. You won't be KOing with this anytime
soon, but if used properly, it becomes a safe option to add a bit of space
between you and an opponent. You can get the kill with it at very high damage.

* Lazy techchase move (esp on small platforms) if you don't want to predict
* Can kill at high percents, and isn't too hard to land


Grab - Gorilla Grab
Snatch Type

DK grabs with excellent range (the highest Snatch type grab range in-game).

Use often, it was intended as a weapon. Did anyone notice the DK64 reference?

* Most potent move in DK's arsenal, outranges some silly things
* Exceptional techchase move


Forward Throw - Carry 'n' Hurl
7%,7% > 6%,6%
You can move and jump while using this grab.
The enemy can break out of the grab.

DK dumps the enemy on his back, then can carry them around for a brief period
of time. He can jump and throw them for more distance. The victim can button
mash to get out faster.

If the opponent struggles enough, they will get out of the throw. You can then
regrab them, unless they are behind you. To escape this infinite trap, mash
A + Left, B + Right, repeat with the A/B buttons and the control stick. It has
to be nigh frame-perfect.

How useful this move is depends on one thing: how well the opponent can mash
out. If they are good at mashing, they will literally get out before you can
complete the throw. If so, the only thing you can do with the grab is turn
around and regrab (though this is banned in some tournaments). If they aren't
good at mashing, jumping F-Throw can lead into all sorts of things, such as
Up-B and F-Air (may require a fastfall).

* Grab > turn around > release means you can B-Throw in the other direction
* If the opponent does not mash efficiently, jump F-Throw leads into things


Backward Throw - Crazy Hurl
18% > 14%

DK swivels and throws the enemy with tremendous force. Massive distance.

Use this for KOs whenever possible. It's really that good, easily a primary KO
move as far as DK is concerned. The power is simply overwhelming. However, it
doesn't do to spam it, as DK is too big a target for the enemy when and if he
misses. If you haven't got anything notable to do with F-Air (when the foe is
at mid-damage and there aren't any walls), this is probably better.

* Really powerful move, that's all


Ledge Rise - Butt Slam
6% > 5%

DK jumps and slams forward with his posterior. It has a disjointed hitbox, so
enemies directly next to the ledge escape damage.

Pretty big hitbox :\. Standing right next to the edge escapes damage.

* Frigging massive, use it to surprise opponents and maybe get a techchase


Tired Ledge Rise - Desperate Slap
6% > 5%

DK struggles to get up, remembers the enemy, slaps, then struggles up.

See above.


Shield - Bubble Shield


Dodge Roll - Scamper

DK scampers from one side to the other.


Taunt - I dunno...

Literally, he raises his palms and shrugs, like saying 'I dunno...'.


Link								mchero

Origin:		The Legend of Zelda
Entrance:	Floats down through a Temple Warp (OoT)

THe Hylian Hero dashes into the fray bearing his green Kokiri clothes and his
hard-earned Master Sword. His bombs, boomerang and hookshot serve him well in
this battle to be the supreme fighter.

Tier Ranking: 10th

Running Speed:		Slow
Horizontal Movement:	Low
Initial Jump:		Low
Second Jump:		Low
Weight:			Moderate-Heavy

Link isn't really that great a character. His main strengths are in his good
hitboxes on moves and his keepaway game, and both of these can be circumvented
in-tournament with proper stage and character selection. He is still viable,
with his masterful aerials, disjointed hitboxes and very strong camping game,
but all-in-all, to win as Link you generally have to be much better than your
opponent, or they have to have little-to-no matchup experience with Link.

As a Link main, I say that he's a bad character with some very good tools. He
can camp better than basically anyone bar Fox, and his attacks are great at
punishing reckless approach. These traits obviously have synergy. Link is not
great at frontal offence: his moves aren't super-fast, can be outranged by
select characters, and his recovery means he's really susceptible to being
countered. He's pretty decent on Hyrule: some people rate him High Tier there.

Costumes:	Kokiri Tunic Link (Green)
		Goron Tunic Link (Red)
		Zora Tunic Link (Blue)
		Lavender Tunic Link (White-Lavender)	<- My Fave


Neutral A - Sword Combo > Blade Storm
5%,3%,2% > 4%,3%,2%

Link slices twice, then stabs. If the A button is pressed repeatedly after
this, he launches into a mad flurry of thrusts.

I've found that it has moderate knockback and is very fast to come out. Still
not particularly useful, but it's there. I use jabs a lot, for some reason.

* Prodding is an option, but not a particularly good one
* Third hit knocks them down


Forward Tilt - Sturdy Slash
18% > 14%

Link brings his sword back, then slashes...sturdily. He doesn't move, you see.
Lag on both ends, but not enough to make it unusable. Very slightly faster
overall than F-Smash, so it gets some use.

Sturdy is a good word for this attack. The damage is quite nice indeed, and
though the speed isn't superb, it's an excellent attack for repulsion. The
extra lag isn't much of a problem, and it works in most situations F-Smash
would, and is faster in general.

* Faster than F-Smash, but less range - it's still usable


Up Tilt - Arc Cut
11% > 8%

Link puts his sword out in front, then arcs it over his head. A good juggler.

Certainly one of the better juggle moves in the game - low lag, decent KB (but
not enough to send them flying), good damage, and disjointed to boot. Really,
the hitbox is quite notable. One of Link's best moves - an easy setup, damage
stacker and defensive attack. The back hitbox is particularly disjointed, and
is good for edgeguarding.

* Exceptional hitbox, especially the back end - leads into lots of things
* Probably his best grounded move, use it lots


Down Tilt - Grass Cutter
12% > 10%

Link slashes at the ground in front of him, sending opponents upwards. Decent
damage, alright KB. Slight lag at the start and end.

Meh. A weaker version of the Down Smash, use that instead. It takes about the
same time as Down Smash anyway, due to the lag applied.

* May be used if the enemy is too far forward for U-Tilt to juggle
* Delayed hit, so it might catch opponents who release shields/expect U-Tilt


Dash A - Running Spear
14% > 11%

No, not a spear. Link spears with his sword as he slows. Good knockback.

Useful enough to merit frequent use. An okay approach option. Range is cool.
Very nice knockback, and disjointedness is awesome. It has a long duration to
boot. Very nice, if you can predict a little beforehand.

* Easy move to use when you land a boomerang/bomb/distanced U-Tilt/etc
* Ok techchase move since Link is sorta slow


Neutral B - Boomerang

Link throws his trusty Boomerang. In the games the boomerang only stunned
enemies until you upgraded it. In this game it damages. You can change its
trajectory by holding up, down or side as you throw to get an upwards arc, a
downwards arc or a bit of extra distance (respectively).

A good projectile, and the return, while not particularly threatening, is a
factor people try to avoid. Make sure you're there to intercept them as they
dodge this attack. If and when they're hit, they are plagued by an inordinate
amount of hitstun, probably brought on by the Boomerang's original use in the
LoZ games.

As the Boomerang returns to you, you'll notice a catching animation. This is a
slight annoyance on the ground, as you'll be unable to move while it plays. It
doesn't influence much in the air though. The animation will overrule your
standing, running or falling frames, but is overruled by any other frames. The
idea is not to stand still as it returns to you on the ground, or you'll get a
minor helping of lag. In other words, move as soon as you throw it and predict
a little.

* Exceptional presence, very fast and annoying to deal with
* Can be used in fancier (but still applicable) combos


Up B - Spin Attack
16% > 12%

Link spins wildly, smacking enemies away with the force of a smash attack. It
has slight vertical and horizontal recovery when used in mid-air. In the games
Link has to charge up his sword until it flashes before the release. It's been
made instantaneous here. I think OoT had a insta-Spin Attack...

Brilliant. It has a myriad of uses aside from the obvious recovery. On the
ground, it comes out instantly as a huge orange spiral around Link, and can be
pulled out while running, making it a ranged kill. It incorporates a fairly
large area to both sides of Link, and can cancel projectiles (but don't use it
solely for that). In the air it's far better. It has great power and reach for
an aerial, but you have to know where and when to use it. The real KB is in a
sort of disjointed umbrella area above Link. There is a semi-circle you can
imagine once you've used it enough. If the foe is right above you (from an
U-Smash, or something), it'll get the full serving of power. If you miss the
good hitbox, prepare for punishment, especially if you're coming back from the
ledge. As a recovery, it's quite limited. Try to sweetspot if you can.

* One of Link's fastest ground moves, can be used if other moves won't reach
* Good aerial finisher from U-Tilt/U-Air/D-Tilt
* Really punishable if spammed or whiffed


Down B - Bomb
16% > 11% (Bomb + explosion both hit), 11% > 6% (bomb doesn't explode)
Explosion does a fixed 5%

The famous bombs. Link gains these in most of his adventures, and uses them to
blow up enemies, objects and occasionally bosses. Here he throws it like an
item, such as a bumper or a Bob-Omb. He can tilt in a direction to throw it in
that direction.

When standing holding a bomb on the ground, pressing A has something like a
50/50 chance of the bomb exploding when you throw it. However, pressing R
without a direction will throw it without the explosion. Obviously, you can
smash-throw it if you want the explosion.

A major threat in Link's game. Use them wisely, they are very good at scaring
enemies just by appearing. Both the impact and explosion deal damage, which is
good for Link's attrition game. If you weak-throw them with R, opponents can
pick them up, but this should rarely happen without your consent. A very
versatile and threatening weapon.

* You MUST master this to play Link well
* 'Taking out bomb' animation is very punishable


Neutral Air - Flying Kick
10% > 8%

Link does a flying Karate kick. Basic damage and hitbox, but low-ish KB.

Basic sexkick. It can be pulled out like any other sexkick. It does come out
fast and has limited KB to aid continuation. The speed is the real attraction
here, it comes out instantly and repels quite well. Try linking it up with
Spin Attack - it works a charm, whether ascending or falling.

* Good surprise move against people expecting D-Air
* Range makes it usable


Forward Air - Sword Spiral
20% > 14%

Link swivels in midair and performs a 360 with his sword. High knockback,
sort of awkward hitboxes and timing.

A fantastic aerial, one of the strongest in-game. Though it isn't instant, the
timing is easy to get used to, and is accomodated nicely by Link's short hop.
It works best as a basic finisher, though it acts as a damage racker and
repulsion device earlier on. You have to master this and its timing if you
really want to play well with Link - it's just that good.

If you drop down through a lower platform on Dreamland/Hyrule and immediately
use this, you'll get the first hit right before landing. Useful to know.

* Landing the FIRST hit must be mastered to truly play a good Link
* Fast enough to use often but slow enough to be punishable - use sparingly


Back Air - Double Kick
10%,10% > 8%,8%

Link's unique double kick. It goes backwards, and has moderate knockback (on
both kicks, which is cool).

A widely approved approach option (SH > B-Air). Its hitbox fits into a short
hop nicely, which makes it a fairly suitable damage racker as well. You don't
need to get both hits if you're merely trying to repel, but for damage, it's
probably best if you time it right. Can combo if you use some creativity.

* Hitbox is actually excellent, catches enemies and staples easy damage on
* Safe edgeguard method


Up Air - Raised Sword
16% > 10%

Link raises his sword high, spearing anyone unlucky enough to get hit. Good
knockback and reach. From the 2nd LoZ game, if anyone cares.

This has an awkward 'perfect' hitbox. A good aerial finisher, and it has
amazing range (well, it is disjointed). It actually counters Link's own
Sword Plunge, and if you don't know it, read down a little. Knockback is good.
It also juggles if cancelled efficiently, and it's disjointed. Plus it looks
pretty cool, especially the animation where Link puts the sword away (he spins

* Beats almost everything from directly below
* Can combo nicely at mid-percent


Down Air - Sword Plunge
16% > 12%

Link thrusts his sword down and rides on it. He can score multiple hits. Good
knockback and power.

You can edgeguard low recoverers with this, as you bounce back after hitting.
Note that coming from the side can hit as well as from above. You also have
exceptional movement capabilities for an aerial. Great hitbox, too. Ness's
U-Air still breaks it though :(. This move is a primary approach for Link,
and without it scoring aerial kills would be significantly harder (thank you
F-Air). In addition, the long duration makes it similar to a sexkick, albeit
one with extraordinary priority and a bounce when you hit someone.

Sword Riding (see Techniques) is one of Link's best bets at damaging someone
at a low percent. It gets at least 25% onto an enemy, setting them up for more
fluent combos.

* Super-useful constant hitbox for techchasing, out-of-shield, general hits
* Can still be beaten by some attacks though


Forward Smash - Hero Slash
20% > 16%

Link slashes with devastating force, hitting above, in front and even slightly
behind him. Exceptional knockback.

This is why Link's regarded as a strong character. Crazy power, great KB
and best of all, nice hitbox. Useful KO weapon? I think so. With a little
timing, this can utterly destroy foes at moderate/high percentage. The range
is great, but the knockback is concentrated towards Link himself. Best used
for edgeguarding or taking out a dodge roller.

* Standard large-range hit, don't spam it in spacing wars or you get punished
* Pivot smash is a good bet for punishing approaches


Up Smash - Punisher
22% > 19%

The damage is based on when all three strikes hit. Basically, it's a three hit
combo aimed directly above Link. If all three strikes hit, then nice damage is
forthcoming. Moderate KB on the third slash. It has strangely small hitboxes.
The first hits slightly in front, the second hits higher than the others, and
the third has knockback.

An alright juggler, mainly used to infuriate, and because it has better damage
than U-Tilt. Not the best KO move, but it's there to help. Repeatable at lower
percentages to rack up damage.

Enemies on low platforms above you will get hit by the second hit, but not
either of the others, which is why you should never use this in that kind of
situation. The second hit merely provides arbitrary hitstun, while the first
brings the enemy above you (if they aren't there already) and the third is the
knockback hit.

* This is actually a really bad move for most purposes - ok for techchasing
* Use it only if they are point-blank to try and avoid DI


Down Smash - Sweeping Slash
16% > 12%

Link slashes one way, then reverses and slashes the other. Both hits deal high
damage and have good power, as well as a low trajectory when you hit with the
edge of the blade. Hitting an enemy closeby will create an upwards trajectory.

Wonderful. A fast, devastating move with different trajectories and very good
speed. The KB is great, especially considering how it can smack opponents out
flat or hit upwards. I stress that it's more effective to get close at lower
percentages so you can maybe link a couple of moves, and best to hit with the
far edge of the blade at high percentages for sideswiping ability (and easier
edgeguarding too). An indispensable ground tool.

If the enemy is very close to you when you hit them with this, they'll go in
an upwards trajectory, similar to a high-percent D-Tilt. You don't really want
this outcome for KOs, as the outside of the blade gets you a nicer low
trajectory and a far better KO opportunity.

* Fast, strong move that can be used to repel opponents and edgeguard
* Low hitbox can be jumped over, be careful


Grab - Hookshot

Link fires out his hookshot, reeling in anybody unlucky enough to be hit by
the retractable hook. If it misses, Link *slowly* reels the hook in.

Slowly is highlighted for a reason. The damage and KB are fine on his grabs,
but the end lag is horrible. However, if the enemy is in front of you and
shielding, this is easily fast enough to get them.

Throws in Link's case are completely situational, depending on which way you
want them to go. F-Throw is less damaging, but potentially more useful than
B-Throw. B-Throw has more power and slightly more KB.

* Only use when you've confirmed a hit or are expecting approach
* Reward for using it can be significant, especially vs DJC abusers


Forward Throw - Lash Kick
14% > 11%

Link kicks out viciously. Okay knockback and damage.


Backward Throw - Back Door Kick
16% > 14%

Link flings the hapless enemy behind him and lashes out with his foot. Great
knockback, good damage.


Rising - Two Way Slash
6% > 5%

Link gets up, slashing both sides as he does so.


Ledge Rise - Flip Slice

Link flips up onto the edge, slashing as he lands.


Tired Ledge Rise - Desperate Rising Slash

Link struggles up, then slashes upwards with his sword to ward off foes.

* Has a huge amount of invincibility, including after the actual hit


Shield - Bubble Shield

Just a bubble shield. I'd assume his is green.

Correction: Colour depends on your team, not the character >_<


Dodge Roll - Commando Roll

Basic roll.


Taunt - Pose

Link makes a pose, like somebody's carving a statue of him.


Samus								mchunter

Origin:		Metroid
Entrance:	Comes in through a Gravlift

The renowned bounty hunter springs into the Smash scene, bringing with her the
powerups she found whilst hunting the Metroid plague. Using bombs, her Screw
Attack and her trusty arm cannon, she strikes hard and fast with her trademark
endurance and cunning.

Tier Ranking: 12th

Running Speed:		Moderate-Fast
Horizontal Movement:	Moderate-High
Initial Jump:		High
Second Jump:		Moderate
Weight:			Moderate

Samus has a unique feeling. She's fast on the ground, which is a good start.
However, she rarely gets to make use of this strength. She's quite inept at
comboing, which is a minor setback. She's heavy, but also extremely floaty.
Samus has a whole arsenal of confusing and annoying moves, the trouble is
choosing when to use them. Still, she boasts a nice arsenal; a spike, a good B
move and her annoying Bomb. Her roll is laggy and predictable, and her grab
the exact same, but with even worse recovery lag. However, the real pain comes
in the inability to maintain a combo. As such, she has to keep the damage up
and look for a chance to KO. She is adept enough at this, thankfully.

There are two ways to play Samus. Both methods involve a fair amount of space
wars and camping. Samus doesn't have many solid combos, so she has to make do
by either winning through attrition or punishing with solid techchasing and
reads after a hit. Luckily, her B-Air, F-Air and D-Air are all excellent tools
with great range. Her F-Smash and even her grab are also usable when you have
momentum, and her Charge Shot is a constant threat. Her Up-B is a good escape
move, especially combined with her unique, combo-unfriendly physics.

Costumes:	Classic Power Suit
		Green Power Suit
		Pink Power Suit
		Dark Power Suit		<- My Fave


Neutral A - Arm Combo
3%,7% > 3%,6%

Samus lashes out with a fist, then brings her arm cannon down on the enemy.

Incredibly quick and quite decent as far as jabs go. It has surprising range.

* Used for prodding, second hit distances you from the opponent well
* Actually one of Samus's better ground moves


Forward Tilt - Quick Roundhouse
10% > 8%

Samus kicks swiftly with a roundhouse. Basic knockback and damage.

Certainly an alright move. It comes out fast and prevents enemies from hitting
you right after landing from an aerial. It has decent hitbox and range too,
but the saving grace is still the speed at which is comes out.

* Used as a reflex action to prevent punishment, otherwise F-Smash is better


Up Tilt - High Kick
13% > 10%

Samus brings her foot to the vertical, then slams down. Okay knockback, but
the damaging portion of the move is rather delayed.

It is certainly a decent move, with more than some give it credit for. Despite
the fair lag, it has about as much smash power as the Flamethrower, but has a
varied hitbox, which is useful. Nobody expects it, so the delay is actually
useful against foes who think they can predict your movements easily. The best
part of this move is the enormous hitbox.

* Really bad move with lots of holes, avoid it


Down Tilt - Sweeping Kick
13% > 10%

Samus lashes out with a low kick, then swivels back. Arbitrary low hit.

Basic D-Tilt, an okay edgeguarder. Use like any D-Tilt. The best aspect is how
fast it is in comparison to D-Smash.

* Fast and usable as an edgeguard, but gets you shieldgrabbed


Dash A - Rugby-style Charge
12% > 9%

Samus braces her shoulder and charges forward, rugby style. Okay knockback and
alright damage.

Basic dash attack, you know what to do. Apply when you think it's safe.

* Eclipsed by SH aerials for the most part
* Spamming this is hilariously effective as a techchase of sorts


Neutral B - Charge Shot
3% - 20%

Samus charges up her arm cannon like DK does his Giant Punch. Unlike DK's
attack, it's ranged, but still hits with tremendous force.

You'll notice enemies (except for perhaps Fox and Ness) become a little more
withdrawn while attacking. No wonder - this attack is a ranged killer. A bit
slow, but oh well. Doesn't charge in midair, which is a shame. Instead it
fires really weak shots, which are bad (thank you lag). A bit of cheapness is
injected in Kaillera. Samus's Arm Cannon shots all appear as tiny little balls
even if they're fully charged, which makes them very, very hard to dodge,
especially if you're occupied with recovering. This makes it even more useful
and/or attractive. An important part of Samus's game, if you're not used to
her aerials.

* Having a full charge is a great asset to spacing
* Use it to techchase - hitting a shield confirms a grab if you're close


Up B - Screw Attack
14% all up

Everyone makes the Screw joke. Anyway, Samus curls into the Morph Ball and
spirals upwards with devastating torque (rotational force). The very last hit
has what could pass as knockback, so you won't be countered too easily.

A damage racker, though Up Smash would serve the same effect on the ground. As
a recovery, it's mediocre. Without the Bomb recovery, Samus would be worse
than Link at recovering. There are better attacks and there are worse. You
can't be hit easily if you connect well, as the enemy is flung away on the
final hit. The idea is to use this to escape combos, as it can be used right
out of a shield.

* Pretty good out-of-shield and general escape option
* Don't rely on it to much, it can be DI'


Down B - Morph Ball Bomb
9% > 7%
Dodge Roll state while using.

Samus curls into a ball and drops a bomb. The bomb will lie there for a while
if nobody touches it, but then explodes. It will explode earlier if an enemy
or combustible item is under it (eg. Bob-Omb).

I'm going to call it the bomb. Undoubtedly one of Samus's best moves. This is
the ultimate multiplayer (and single player) annoyance weapon. Why? Well,
you'd think that this would be easy to predict and intercept. Wrong. You can
move left/right while in Morph Ball mode, so there's mobility involved. But
the best part - you gain the attributes of your Dodge Roll while in the Morph
Ball. That means invincibility of a sort. Use it as a compliment to aerials
and as a combo breaker. It can even edgeguard against certain foes.

* You can sometimes dodge attacks with this
* Rather poor hitstun, but it's an obstacle and spacing tool nonetheless


Neutral Air - Flying Kick
16% > 12%

Samus sexkicks. Not very interesting. Basic knockback, decent power.

Strangely powerful for a sexkick. I highly suggest using it, it fits very well
after either of her two multi-hitters. B-Air is better if you aren't facing
towards the enemy, but it's a decent move if you are.

* B-Air is basically better, other than speed/forward hit


Forward Air - Flame Flash
5% x 4 > 4% x 4

Samus starts a flamethrower with her Arm Cannon, flaming a general area for a
short while, then somersaulting back into a fall. Next to no knockback, but
the damage can stack.

A unique F-Air in that it's disjointed and multi-hitting. Useful, but it has
very little knockback. The damage is very good, which is why I recommend it.
The disjointed feature can be used to stack damage or cancel projectiles in

* Great hitbox that gets lower and lower, hitting grounded foes
* Does combo into F-Smash etc if cancelled into the ground


Back Air - Spin Kick
14% > 11%

Samus spins in midair and lashes out with a foot. Good knockback, moderate
power. Basic B-Air attack.

I like it. Nice, fluent damage and an okay hitbox, coupled with a very fast
execution and good knockback. Yeah, I like this move. It's a good attack, but
not a game-breaker.

* Excellent spacing tool and finisher, also a good edgeguard


Up Air - High Spiral

Samus flips upside down and spins, hitting rapidly with her legs. Fixed damage
and drill effect, with multiple hits.

A multi-hitter, it can be linked into other moves for a rapid combo. However,
this combo generally isn't going to get you anywhere. The only reason I'd use
this is for a basic damager, as you have to be very close to link into other
aerials. You see, after the attack, the animation continues, making Samus flip
right-side up. This leaves a gap in which the enemy can counter.

* Ok if you're playing attrition, since the hitbox is high
* Pretty bad otherwise


Down Air - Spinning Arm Slam
14% > 11%

Samus slams down with her Arm Cannon. The damage is okay, and the fact that
it's a spike boosts its value. The hitbox is hard to get used to, but is quite
large at its best.

Like I said, the hitbox is nice. It's Samus's body and arm, which logically
would be smaller because she hits laterally, but for the giant cannon she has.
It's a decent spike, so use it for low percent kills. When it hits a grounded
opponent it sets up obvious opportunities to KO.

* Great hitbox that can reach both behind and in front
* Staple of Samus' game, use it often to force pressure and gain momentum


Forward Smash - Cannon Punch
18% > 14%

Samus jabs violently with her Arm Cannon. Good knockback and comparatively low
lag. Use a lot, beware of slight end lag. Bad hitbox.

Basic killer. This move is a must for any budding Samus hopefuls. It has a
small hitbox, but it the only real sideways power hit Samus can afford on the
ground. There's always her cannon, but that needs charging, and even then is
seen coming a long way away. Another move I suggest you try angling (up).

* Incredibly fast for its power, can be repeatedly used for pressure


Up Smash - Flame Arc
10% - 50% > 8% - 40% (5 hits)

Samus brings forward her Arm Cannon, which emits a powerful puff of flame. She
arcs her arm, causing 5 explosions. Each explosion does 8/10%, and the last to
hit will cause minor knockback. Hitbox is sorta dodgy.

Damage smash. Knockback is weak, so use it as a damager instead. Very
versatile, but whiffing opens you for punishment pretty badly.

* Very, very punishable and laggy, but your best grounded anti-air


Down Smash - Sliding Kick
16% - 12%

Samus crouches and slides her foot from the front to the back, with two strong
hitboxes. Decent knockback, setup for aerials.

A good smash, it can hit rolling enemies too. Use it when you deem necessary.
It knocks enemies upwards, but can't really KO, which is neither helpful nor

* Meh, an ok lazy techchase


Grab - Grapple Beam

Samus shoots out her blue grapple beam, with a sparkly thing at the end. A
very precise and timed hitbox, which is a bad thing, I guess.

Pretty cool animation for the N64, but it has ridiculous startup and ending
lag. Using it too much will result in being punished 9/10 times.

Samus is situational when it comes to throws. Both are very powerful, so the
choice is entirely direction-based.

* Extremely slow, but the hitbox is actually decent once it's out


Forward Throw - Grapple Flick
16% > 12%

Samus flicks her arm, sending the grabbed enemy flying forward.


Backward Throw - Backwards Flick
18% > 14%

Samus flicks backwards, sending the enemy flying appropriately.


Rising - Kickflip

Samus kicks up and spins. Two sided, like most Rising attacks.


Ledge Rise - Leg Smash
6% > 5%

Samus clambers up and slams her leg down. It's a Ledge Rise attack.


Tired Ledge Rise - Desperate Punch

Samus struggles to rise, then throws a punch as she comes up. Oddly enough, it
deals more damage over time than the non-Tired one.


Shield - Bubble Shield

Samus shields, using a red shield. Meh.


Dodge Roll - Morph Ball

Samus rolls into Morph Ball form and travels a fair distance.

As cool as it is, Morph Ball is the worst roll you can imagine. Slow, easy to
intercept, and abused by computers. In short, the worst roll in-game.

* Don't roll behind people, it's a dumb idea


Taunt - Bring It On!

Samus brings her arm cannon into a game stance.


Yoshi								mcmount

Origin: 	Yoshi's Story/Super Mario World
Entrance:	Hatches out of a Yoshi Egg

The sturdy steed from the Mario series takes off his sidekick robe and dons a
new look for the Smash competition! His egg-based moves and unique flutter
jump will leave enemies nonplussed as they succumb to his hard-hitting moves
and aggravating aerials.

Tier Ranking: 6th

Running Speed:		Moderate
Horizontal Movement:	High
Initial Jump:		Low
Second Jump:		High
Weight:			Moderate-Heavy

I never underestimate this guy: I've seen him own. He has some nifty tricks up
his...sleeve? Among them are his invicible flutter kick jump and his D-air,
which never ceases to amuse/annoy. He throws eggs, he lays eggs and he rolls
in an egg. Yet I think he's still a male. Anyway, he has a heavy style and is
a tough enemy even if you're familiar with his moves.

Yoshi is an interesting character. He has more viable defensive options than
basically anyone in the game, including applicable superarmor and a parry. For
this reason, he stands strong as a react-and-punish character, especially
because he has very strong punishment and combos from easy-to-land moves. He
has good reach on many attacks. His foremost weakness is how easy he is to
combo, which isn't helped by the fact many of his attacks are rather linear.
In the right hands, he's an absolute beast who can devastate heavy characters
with a single well-timed hit.

Costumes:	Green Yoshi
		Magenta Yoshi (Red-Pink)
		Yellow Yoshi
		Light Blue Yoshi		<- My Fave


Neutral A - Yoshi Kick
3%, 5%

Yoshi kicks out twice, with surprising hitbox. Average combo.

A short, interesting combo, but still nothing to go around flaunting.

* Surprising range


Forward Tilt - Foot Plant
12% > 10%

Yoshi kicks out sturdily. Decent damage, low-moderate knockback. Sends enemies

An okay attack. This is useful for setting up grabs, smashes, and the like.
Can be repeated at low percentages, which is really fun ^_^. It knocks enemies
upwards, sorta like Up Tilt, and sets up Jiggs for a spike.

* Sets up F-Airs pretty well mid-combo, otherwise it's mediocre


Up Tilt - Nudge Juggle
12% > 9%

Yoshi flicks his head up, knocking enemies up and slightly backwards. Good
knockback, okay damage.

A juggle attack, and a very major part of Yoshi's game. Seriously, if you
don't master this, you'll never learn Yoshi. It leads into about 6 different
attacks/combos. In addition to that, it's extremely fast, has a good hitbox,
and can be thrown out in virtually any situation.

* Really good move vs heavies and fastfallers, decent hitbox too


Down Tilt - Tail Swivel
10% > 8%

Yoshi swivels, swiping enemies away with his tail. Basic move with fixed KB.

A very interesting repulsion technique that ranks up as one of the fastest
moves in the game. It can be spammed if you miss. You can use it to good
effect as an edgeguard too, where the lower lag (as compared to D-Smash) is
more noticeable. Has fixed knockback. Your hurtbox is very small during the
animation, so it's sort of defensive too.

* Good because it forces a tech vs heavies and is usable from crouch
* Not a good edgeguard


Dash A - Headbutt
10% > 9%

Yoshi charges, bull style, and flicks his head. Low lag, average KB/damage.

Low lag. That's enough to merit using it. It can be used as a simple repulsion
attack, or you could use it in conjunction with walls for a chain. It can link
into itself on some floaties. Another nice use is to dodge things - Yoshi will
duck down really low, dodging, among other things, Fox's laser and some F-Tilt

* Actually a really good dash attack with good hitbox
* Can combo lighter opponents


Neutral B - Egg Lay
5% > 4%

Yoshi sticks out his tongue and swallows a hapless foe. He immediately turns
this foe into an egg. This egg's size is relative to character. The egg can
move while in mid-air, but is helpless (short of button mashing) on the ground
- which means Yoshi can damage it. The enemy will emerge in midair.

Yoshi can make use of this against low-percentage foes. It sets them up for a
lot of damage. If you aren't much of a DJCer, I suggest spamming U-Tilt on
enemies stuck in an egg, as it's fast and gets good DPS.

* Use as an aerial grab or a mixup mid-DJC
* I don't recommend trying to hit opponents as they come out, wait and react


Up B - Egg Hurl
14% > 11%

Yoshi hurls an egg in an upwards trajectory. You can direct the egg direction
using the Control Stick. Has about as much KB as an average aerial attack. It
explodes after a set period of time, or if it strikes something/someone. Has
lag on Yoshi after throwing.

A very useful projectile. The only drawback is how it has limited range due to
explosion. It can be used to edgeguard, or just to damage. People neglect this
move because they see Yoshi lacks a recovery, so his Up-B must be useless. A
resourceful Yoshi player will use this with flair. If you throw it without
power, it can serve as a delayed smash or safer edgeguard. It can be flung up
at airborne enemies to hurt them, much like Pikachu's Thunder. It can also
curve around obstacles, which gives it some diversity and camping use.

* Good projectile, one of the few viable edgeguard projectiles
* You can cancel this into a ledgegrab


Down B - Ground Pound
18% > 14%, 3% (star shockwave)

Yoshi pounds the ground with enough force to kick up shockwave stars. The
stars deal damage, but have no knockback. The main body of Yoshi, however, has
tremendous knockback and power. If used on the ground, Yoshi hops forward a
little, then pounds.

As well as being a cool move in general, the Ground Pound also serves as a
fast fall. The launch trajectory is upwards, not downwards. Remember that. Use
it in moderation. Despite the awesomeness, it is a good attack. The hitbox is
not enormous. Characters with disjointed attacks or characters with crazy
range (like Ness and his U-Air) can break through with good timing. You can
grab ledges if you pass them while falling.

* Only ever use it to punish predictable movement or as a finisher


Neutral Air - Dino Kick

Not so much Dino as Dragon. Thanks, SSBB. Anyway, basic sexkick with okay KB,
decent damage and the properties of a sexkick.

Usable, but there are other moves that could probably be put to use in all the
situations this would come in handy. Still, it's a jack-of-all-trades, which
makes it usable.

* Incredibly useful combined with momentum from DJC (backwards too)
* Helps break shields


Forward Air - Bash Spike
18% > 14%

Yoshi juts his head out and rams downwards, creating a spike effect. It's a
forward spike, and doesn't require being above to work. The hitbox is out in
front of Yoshi, so it takes some getting used to. Good stuff.

Not the easiest spike to use, but it certainly is one of the more funny ones.
Because of Yoshi's lack of recovery, you have to wait until the enemy's fairly
low and close to get them with the spike. As long as you don't expend your
double jump you should easily make it back to the stage.

This move has multiple trajectories. If the enemy is above you when you hit
them, they won't be spiked, but instead launched normally. If they'll right
below you, they'll be hit down in a full spike, rather than the semi-spike.

* Really large hitbox, strong move overall and a reasonable edgeguard


Back Air - Back Kick
14% > 12%

Basic backwards kick. Nice KB, decent damage and surprisingly good hitbox.

These names aren't very imaginative, huh? Anyway, a bread-and-butter move for
Yoshi, whose DJC melds nicely into this. Good for combos at low percentages.
The knockback is pretty high, and despite how basic it seems, it's not a move
to be forgotten. DJC B-Air has surprising range and doesn't let the enemy get
too close if used rapidly.

* Primary spacing tool, especially with DJC involve


Up Air - Tail Peak
15% > 13%

Yoshi spins and smacks the area above him with his tail. Varied knockback
gradient, but it's a nice juggle (DJC helps). Small hitbox, but decent killing
power at higher percentages.

A great upward hit. It's best at high percentages, but it can really hurt at
lower ones too, since it's repeatable at that time. It's a surefire kill move
once the enemy hits a high enough percentage, but you'll have to work around
the relatively small hitbox.

* Tiny hitbox, but very little beats it outright so it's an ok anti-air


Down Air - Air Pedal
56% > 44% (A lot of hits)

Yoshi frantically pedals the air, dealing many, many weak hits. The total
damage is tremendous, but has virtually no overall knockback. If done well it
can break shields.

This move is useful, but not amazing. Anyone with a basic grasp of DI will get
out quickly, so don't think that this is an infinite or broken move. The hits
serve as a good lead-in to U-Tilt, which is nice. Another use is that it sort
of spikes at higher percentages, but basically any other hit is better against
recovering foes.

* Overrated, but still ok, especially as an edgeguard
* Decent for shieldbreaks on careless foes


Forward Smash - Headbanger
18% > 14%

Yoshi smashes forward with his head. Great knockback, power and hitbox.

More bread-and-butter. Damage is good, and it has fair range. The lag at the
end is a hefty price to pay.

* Sort of hard to get away with - you need to predict well to use it


Up Smash - Head Axe
18% > 14%

Yoshi slams the area above and to the front of him with his noggin. Crazy KB
and nice damage. A mildly disappointing hitbox.

A bunch of combos lead into this. It tends to send people in the direction you
AREN'T facing, so keep that in mind. Its hitbox is more above and behind than
in front, and a majority of the case are smacked by this straight from U-Tilt.
Alternatively, a F-Air on a standing opponent sets opponents up perfectly.

* Good hitbox, also quite easy to set up, good KO move in general


Down Smash - Sweeping Swipe
14% > 11%

Yoshi sweeps in front of him, then behind him with his tail. A low-trajectory
smash attack. Fast and powerful, with a low trajectory. The duration is very
short, which is a double-edged sword.

A nice attack. The speed at which is comes out is both good and bad. Good, as
it hits enemies right away, but bad, because it shortens the hitbox window.
Still, this attack really merits use.

* Extremely fast, but also needs excellent timing, or else you get punished


Grab - Swallow

Yoshi shoots his tongue out. Not as much range as the other ranged grabs, but
it's a bit faster to retract.Again, timing is the key here. If you can get
said timing, you can really do wonders with Yoshi.

Yoshi's throws are (1: probably quite disgusting to be in and (2: situational.
If you want to chase an enemy forward, use F-Throw. If you want an enemy to go
flying behind you, B-Throw. B-Throw is more powerful, if you care. I wouldn't
recommend using this unless you really must, Yoshi has better options against
shields in higher level play.

* Faster than you'd think, but it's still really bad


Forward Throw - Spit
12% > 9%

Yoshi spits the enemy out a fair distance. Good knockback.


Backward Throw - Backwards Spit
16% > 12%

Yoshi spits the enemy backwards. A touch more knockback than the F-Throw.


Rising - Headbanger
6% > 5%

Yoshi gets up and swings his head around, hitting both sides.


Ledge Rise - Tail Slap
6% > 5%

Yoshi spins and hits with his tail as he rises. Has a larger hitbox than what
it seems to have.


Tired Ledge Rise - Desperate Head Swing
6% > 5%

Yoshi swings his head as he slowly gets up.


Shield - Yoshi Egg

The reason the Shield section was here in the first place: Yoshi's shield.
Yoshi goes into a Yoshi Egg when you shield. It has a few remarkable qualities
that help and hinder it. First, when he rolls, he doesn't have any time out of
his egg. In short, you can't roll into an attack if you hold the Z button.
Second, he doesn't actually roll: he hops. This isn't really battle-helpful.
Third, his shield breaks quite easily. Each time he is hit, the egg becomes
darker, until it eventually explodes. Finally, it has an interesting startup
animation. If you don't actually receive the shield but initiate the starting
animation, Yoshi will feign coming out of his egg, and receive invincibility
for his trouble. It only lasts a split second, but is nice to know.

* Parrying is really useful at high level play to react and punish


Dodge Roll - Egg Hop

You can't get hit when Egg Hopping. Useful, no?


Taunt - Yosheee!

Yoshi spins and waves with both hands. Annoying.


Kirby								mcpuff

Origin:		Kirby's Dream Land
Entrance:	Rides in on a Warp Star

Once a peaceful inhabitant of bright Dreamland, Kirby now takes to the stage
as the hero of his home world. Don't be fooled by his disarming cuteness and
funny red shoes, instead be careful as he threatens to ingest you and steal
your abilities! Be warned, the pink puffball is out to win.

Tier Ranking: 2nd

Running Speed:		Moderate
Horizontal Movement:	Low-Moderate
Initial Jump:		Low-Moderate
Second Jump:		High (5x Low)
Weight:			Light

A great character for beginners, Kirby's exceptional recovery abilities and
fun, usable B moves make him a great starting character. However, his 2nd in
the Tier Rank is not acquired without reason. He has two spikes, a set of
excellent smashes and great aerials. His edgeguarding ability is superb - his
5 jumps give him enormous pursue-and-return ability.

Using Kirby relies on using his aerials properly to get in and punish. He has
arguably the strongest punishment game of all characters once he gets in on
the opponent, and his tools in the neutral spacing game are fairly decent too.
The secret is to get above the opponent to make use of his strong D-Air hitbox
and falling N-Air/B-Air, whilst keeping opponents out with U-Tilt. With some
smart and patient play, Kirby is an absolute nightmare to play against, and a
strong, if simple contender.

Costumes:	Classic Kirby		<- My Fave
		Red Kirby
		Blue Kirby
		Yellow Kirby


Neutral A - Flurry Punch
3%, 4%, 1%

Kirby punches twice, then goes into a flurry of punches. Basic everything.

Don't use it unless you have to, Kirby has better things to do.

* Pretty useless, maybe to stop shield grabs


Forward Tilt - Spin Kick
10% > 8%

Kirby twirls and kicks out. Moderate KB, low damage, but decent hitbox.

Useful, but his F-Smash sort of renders it redundant.

* Incredibly fast to come out and can force a tech, but that's it


Up Tilt - Arabesque Kick
14% > 12%

Kirby kicks up behind him, reaching above his body with his foot. Good damage
and better KB, and virtually no lag.

A premiere juggle move. Use it as you will, it's a great attack. It's quite
powerful, so you'll have to learn to judge when opponents can escape.

* Absolutely ridiculous move, HUUUUUUGE hitbox and ridiculous speed
* Beats basically everything if timed right, combos into lots of stuff


Down Tilt - Lurch Kick
9% > 7%

Kirby swipes out with his foot. It's sort of laggy, and is average in all the
other areas.

Not a bad attack, if only because you can combo into it and spike things. It
would be a good edgeguard, but Kirby has a lot of other edgeguarding moves.

* Very decent poke, especially since it can be used from a crouch


Dash A - Dive
10% > 8%

Kirby dives body first as he runs. Decent range, little lag and fair KB.

A good approach, and also usable as a kill-move. One of the better Dash A

* Average dash attack


Neutral B - Swallow
5% (Absorb), 10% > 8% (Spit Out)

Swallow sounds better than Suck Up or Vacuum. Meh. Swallow swallows the foe.
You can then do one of two things: press B or down to digest that foe and
replace Swallow with their B move (preferable in the case of Mario, Falcon, DK
etc) or press A to spit them out as a powerful projectile. This projectile is
devastating if it hits enemies.

The main use is to gain another B move, but Kirby can usually do without. In
that case there are a few other uses, including Kirbycide. Spitting out deals
more damage than digesting, but both have their uses. If hit hard enough,
Kirby will lose his power. The person who had their power stolen has a better
chance of relieving Kirby of his borrowed technique. In addition, this move
can be used as an unexpected setup. When you swallow an enemy (swallow, not
spit out), they'll pop up right above you, perfectly in place for a U-Smash.
Make your own strategies.

If Kirby has Fox's laser, he can fire 4 times in a full hop. This is one time
more than Fox himself.

With Jigglypuff's Pound, Kirby has the greatest recovery of any character in
this game.

* Useful move for neutral game, digesting forces double jump or easy U-Tilt
* B-moves are exceedingly useful for Kirby, especially laser + Charge Shot


Up B - Final Cutter
11% (3% Up, 4% Down, 4% Blast)

Kirby pulls out his Cutter weapon and shoots upwards, somersaults, then comes
down in a powerful slash. There are a total of 3 hits - going up, coming down
and the shockwave projectile fired from impact. The blade can catch you, and
if you are caught coming down, it can be a spike.

A good recovery, but primarily used for basic damage and as an unexpected air
attack. Don't pull it out that much, Kirby's B moves, while spammable, aren't
fantastic. Remember that impact creates a projectile. Oh, and you can be hit
while using this. You can spike by using this right next to the edge. The
spike has set KB, which is useful to note.

You can grab the ledge while coming down, but not while going up.

* Rather interesting hitbox, but only use it with a confirmed hit


Down B - Stone
20% > 15%

Kirby morphs into a stone or block, plummetting from a height. He cannot be
damaged in this form, but he can be grabbed. Damage and knockback are rather
good, but not exceptional.

Stone transforms Kirby into exactly that: a rock. What? Well, he's invincible.
But the main use comes from plummetting. He's heavy, so down he falls. On the
way, you will hurt enemies. Use it to counter combos: nothing but grabs can
break through it. Grabs alone are needlessly dangerous though.

* Actually a pretty ok edgeguard, especially vs Yoshi
* Landing this move on a platform above foes is actually hard to punish


Neutral Air - Flying Kick
15% > 12%

Basic sexkick. Moderate KB, damage, decent hitbox.

Bread and butter for Kirby. Sometimes overlooked, but useful nonetheless. The
main use is speed and forward KBing hitbox.

* Good hitbox for neutral game, basically like B-Air but you can run at them
  and SH N-Air realy easily


Forward Air - Twirling Kick
21% (2% x9, 3% x1)

Kirby puts his feet in front of him and spins laterally, hitting for a total
of ten times. The last hit deals KB.

Combo starter, and basic damager. Effective at interception and basic damage.
If Kirby ends the attack when the opponent is being hit by the tip of his legs
(or shoes, whatever) then they'll fly away from his legs. If Kirby's body hits
the foe, they'll fly in the opposite direction. Most beginners believe D-Air
is the superior drill, but drills are generally for comboing, which this drill
is much better at than D-Air, as D-Air can be cancelled out of easily. Still
quite easy to DI out of.

* Ok for spacing, decent in conjunction with U-Tilt, learn to cancel it


Back Air - Arrow Kick
12% > 9%

Kirby shoots his legs behind him, streamlining his body. Good damage, KB and

Conventional B-Air, and a major aerial finisher for Kirby (outside spiking, of
course). More or less a primary aerial knockback method.

* Really good aerial with good hitbox, range, duration, etc
* Good edgeguard and spacing tool


Up Air - Spinning Star
10% > 9%

Kirby faces the screen and spins rapidly. It has a fairly small hitbox, and
fixed KB, but the attack duration is exceptionally long.

This is usable, but merely because of the attack duration. It can break rising
opponents, and even as Kirby falls onto the stage, the attack continues. Fixed
KB helps in the early game. It took a lot of effort to think of good things
about this move.

* Utterly useless, except in obscure, specific combos
* Might lead to F-Smash if your opponent is a vegetable and lets you hit them


Down Air - Super Spiral
30% (3% x10)

Kirby takes a tiptoe position, then spins rapidly, dealing exceptional damage
and spiking. Good KB and hitbox as well.

Probably Kirby's premiere aerial, this attack is a drill spike with the KB of
your average impact spike. It can lead into combos or just deal nice damage,
(or obviously spike things). Fixed damage, which is useful.

* Good approach from above, but use sparingly: horizontal hitbox is mediocre


Forward Smash - Lunge Kick
17% > 13%

Kirby twists and kicks forward with a lot of power. The most noteworthy thing
is how quickly it comes out. It's also VERY powerful.

Spammable, but it isn't recommended. This is Kirby's best smash, and should be
used for land-based KOs whenever necessary. Again, spamming with this is very
easy to counter, just shield-grab the offender.

* Don't spam, use it properly and it's a devastating tool


Up Smash - Power Flip
16% > 14%

Kirby backflips with a lot of strength behind it. Powerful, with minor ending
and windup lag.

It's usable, but Kirby has other weapons that are more powerful, or at least
more useful. The slight 'slow' feeling you get from this move is what deters
me from really using it. The windup lag is annoying.

* Usable to KO after a D-Air or something, otherwise meh


Down Smash - Pressure Spin
18% > 14%

Kirby crouches with both his feet out, then spins, applying force all around
him. Damaging, quick and possessed of a good hitbox.

A good smash you should consider using. The hitbox is much larger than what it
first appears to be.

* Decent move, but other moves are often better at that point in time


Grab - Snatch

Kirby snatches forward quickly. Good range and speed.

Oddly enough, Kirby's grabs are also situational, despite both being quite non
regular. They both send enemies at a high angle. Kirby's F-Throw used to be
much better (in (J)). Anyway, whichever way seems best is the way to go. At
very high percentages, F-Throw has a better KO rate, especially as you can
change platforms while using this.

* Pretty mediocre, only use F-Throw for situational finishers


Forward Throw - Super Piledriver
13% > 10%

Kirby flies upwards at absurd speed to a phenomenal height (if it were his
recovery, I'd be using him a lot more), then SLAMS the enemy on the ground.

You'd think this would do a lot more damage...

* Using it beneath a much higher platform is a quick KO at mid-damage


Backward Throw - Swing Slam
16% > 12%

Kirby winds up, then slams the enemy hard behind him. The enemy doesn't fly
particularly far, which is good for combo purposes.

As if the tiny slam does more than the super mega huge coming-from-space slam.


Rising - Swing Kick
6% > 5%

Kirby swivels as he rises, kicking around him.

This was hell to test: Kirby flies way too far with a Bumper, and comps aren't
good to depend on.


Ledge Rise - Flip Rise

Kirby flips up, kicking enemies away, then flips back unnecessarily.


Tired Ledge Rise - Tired Arrow
4% > 3%

Kirby struggles up, then charges and retreats, arrow-like (except the retreat
bit, I guess).


Shield - Bubble Shield



Dodge Roll - Starry Cartwheel

Kirby flips, which makes me think of a star doing a cartwheel.



The infamous Hi! taunt. Annoying, annoying, ANNOYING.


Fox								mccool

Origin:		StarFox (Lylat Wars)
Entrance:	Dive-bombs the screen in his Arwing

The son of famous Arwing Pilot James McCloud, Fox appears with the spirit of
the fighter-pilot - swift, decisive and unrelenting. He keeps his remarkable
speed and aerial ability as he soars into the fight with never-before-seen
weapons - the Blaster, Reflector and his incinerating Firefox. Prepare to see
stars as this space-pilot turned swift-warrior comes at you!

I had fun writing that, I've always been a fan of Starfox.

Tier Ranking: 3rd

Running Speed:		Fast
Horizontal Movement:	Moderate
Initial Jump:		Moderate
Second Jump:		Moderate-High
Weight:			Low-Moderate

Fox is weak, I'll say that first. Aside from his smashes (which should be
strong universally) he has very little in the way of high power hits. That's
not to say he can't rack up the points. His combo ability is great, no,
superb. If you can hit enemies with a series of aerials and follow with a
well-placed U-Air or smash, you'll be fine.

Fox is ridiculously quick in basically everything (except recovery). His moves
are incredibly fast, quick enough to suppress some opponents with speed alone.
He has an exceptional neutral and ranged game to compliment this, as well as
superb and diverse combo ability. Add to this the best anti-camp tool in the
game (aside from Hyrule, ho ho) and you have an extremely solid character with
a lot of options. He has no real power hits, but he doesn't need them when
you're halfway across the map spamming lasers all day.

Costumes:	Classic Fox				<- My Fave
		Orange Suit Fox (Peppy Hare inspired?)
		Green Suit Fox (Slippy Toad inspired?)
		Purple Suit Fox (Falco Lombardi inspired?)


Neutral A - Rapid Combo

Fox punches twice, then starts kicking like a madman. Another weak N-A.

About the infinite...don't bother...seriously. Even against walls, Fox has
better things to do. A single hit can occupy an enemy and move into a grab or
a finisher, which is useful. I call it Prodding.

* First/second hits are great, never use lightning legs unless there's a wall


Forward Tilt - Sharp Kick
9% > 7%

Fox stands on one leg and lashes out with the other. Low damage, decent in
every other aspect.

The name sorta sprang to mind. A fast, useful attack that gives some setup
opportunities and stops some of your opponents from beating you as you land.

* Fast and standard - leads to techchase and creates space, so it's usable


Up Tilt - Sky Splitter
9% > 7%

Fox kicks straight up, with generous hitstun and decent setup. Fox almost
revolves around tilt setup for long combos, actually. Damage is again low, but
hitstun compensates. Hitbox is pretty average, as is damage.

Name's a little TOO powerful-sounding, if you ask me. The hitbox is quite
small, so it's generally for use against incoming aerial foes. You have to
master landing with D-Air before you can really use this well. It can be
repeated nicely at low percentage, but loses its worth later on.

* Good in combos, ok as an anti-air


Down Tilt - Tail Sweep
12% > 9%

Fox swings his FURRY tail around, dealing moderate damage and absurd (for a
tilt) skywards knockback. Great setup AGAIN, moderate damage, good KB.

Another useful move for Fox. This sets a lot of moves, most notably D-Air. But
seriously, as if a TAIL does that much.

* Deceptively long range, sets up combos pretty well


Dash A - Glide Kick
10% > 8%

Fox runs into a karate kick, knocking enemies away. He moves a fair distance
forward after activation. Average everything, and long duration.

Gah. That extra momentum is dangerous at low-percentage, and hinders combo
starting at high percentage (due to lag). I suggest staying away from this,
and doing an aerial approach instead. That has less risk, at least. It can go
into a grab on an unprepared foe. The long duration can take dodge rollers by
surprise, which is nice.

* A techchase and surprisingly good edgeguard


Neutral B - Blaster
6% > 5%

Fox fires a pink, horizontal laser beam. It has slight knockback and otherwise
serves as a regular projectile. One important thing to note: it doesn't cancel
other projectiles, nor is it cancelled by them. The only thing that stops it
are enemies, another Fox's Reflector and certain items. It has fair lag when
used on the ground, but zero lag in midair. Fox's animation is cancelled by
landing, which is cool.

An awesome projectile, like a Ray Gun with less knockback and RoF. It's fast,
is a cool beam and travels perfectly vertical with no discernable limit. The
damage is average but it can be used in a variety of ways, like edgeguarding
or simple damage adding. A truly versatile projectile.

* Master short-hop double lasers and you become a bastard to deal with
* Lasers are basically the gayest thing in the game


Up B - Fox Fire
16% > 12%

Fox starts charging up with fire (for a fair time, I might add), then zooms in
a chosen direction. The distance covered is above average, and the knockback
is rather good. If you hit the ground using this, you bounce off. Fox is quite
vulnerable both during and whilst charging.

This is a very average recovery, in terms of usability and versatility. Any
half-decent player will charge at you and whack you away long before you can
finish recovering. It's happened to me dozens of times while I was using Fox
long ago. I can safely say that you have to be skilled to use this well, or at
least cunning. Don't let enemies hit you, charge towards an edge, whatever.
The Japanese version gave him invincibility frames, which makes me annoyed.

* Easy to counter, but can be used unpredictably to compensate
* Very low landing lag compared to most Up-Bs


Down B - Reflector
5% > 4%

Fox releases a portable reflection device, nicknamed the Shine. This serves to
reflect all projectiles thrown at it, and can be held for as long as needed.
Fox is stationary whilst using it. If it is initiated in close vicinity to an
opponent, then the opponent is flung away as it opens. It has a set amount of
knockback. It slows falling speed if used in midair.

If Fox's Up-B was discouraging, this makes it a bit better. It reflects pesky
projectiles (Link...) and also serves as a semi-spike. How? Hit someone and
you'll see. Then get stunned, so they fall a bit. You have to be very close
for it to hit, obviously, which may take practice. Alternatively, just D-Air
into this. Using it as an edgeguard is trickier, and can only be made easy
through practice. Note that it also cancels all momentum as you fall, which is
both cool and helpful. It can be used to stall temporarily off-the-ledge. You
can turn around while using this in the air, which is pretty cool for edge-
guarding (It really works. I've tried it in matches against humans - run and
SH right off a ledge, use Reflector, turn during the stall and fast fall).

* Single-handedly makes Fox a ridiculous camper
* Can kill at low percents: really scary when used properly


Neutral Air - Flying Fox

Fox goes into a perfect Flying Dragon Kick. In other words, a sexkick with
better graphics. Nice KB and damage (which is steady), and low lag.

I like this move. It's one that Fox doesn't have to use, yet it seems that
using it is fun, yet practical. Whatever, I like it. With Fox's fast aerial
movement, even hitting after a delay is good, because you can keep on going
with your aerial antics.

* Can be used to end brief aerial strings, otherwise not that great


Forward Air - Fox-roll Kick
12% > 9%

Fox kicks forward with very basic KB (again, curved gradient) and so-so power.
Fast, but gives landing lag.

Use it often, and remember that you have to Z-Cancel it upon hitting the floor
to keep on comboing. It's imperative to note that this is not a surefire kill
move. Instead, it's designed to combo and setup situations where Fox can use
his high ground speed to run and continue the combo. That said, it can still
edgeguard efficiently.

* Fast and good hitbox, can combo into itself or running U-Smash sometimes


Back Air - Split Kick
12% > 9%

Fox goes into a split, which hits both in front and behind for moderate damage
and low KB (good for comboing).

Like I wrote, good for comboing. Fast to pull out, more or less a sexkick with
greater hitbox. Use it often, like all his other aerials. Again, for emphasis,
it's very fast to come out. His front leg hits too, so dodge rolls only go so

* Decent spacing tool due to duration/hitbox, hits in front a bit too


Up Air - Pedal Kick
2%,13% > 2%,12%

Fox kicks the air above him twice in succession. The first kick does very
little in the way of damage, but has hitstun and fixed KB. The second kick is
much stronger, and deals high damage and nice KB for KOs.

One of Fox's few power hits. A useful KO method. This is why you shouldn't
stay under Fox. The attack has high range (can beat a Ness D-Air), and since
it hits twice, will at the very least setup for another try. The first hit
will tap them lightly into the air if the very edge of the hitbox connects
(the second kick misses because of this). As such, you want to get very close
to initiate the move. It has fixed KB on the first hit, which could be useful
for more advanced combos. The KB isn't as spectacular as his U-Smash, but it
is still a damn powerful aerial.

* Can be short hopped in lieu of U-Tilt or D-Tilt to keep a combo going
* Don't forget that this move juggles into itself


Down Air - Fox Spin
2% x 7

Fox spirals down, drilling opponents and dealing respectable damage. A good
setup for attacks.

A shortened drill spike with great combo opportunities. Now, just mentioning,
efficient and sets up a lot of stuff. You may have to turn around after using
it, as opponents can DI either way to escape.

* Easily DI'd at higher levels of play, but still pretty integral
* Hitbox is actually quite poor


Forward Smash - Baseball Slide
17% > 13%

Fox slides low, dealing good damage and better KB, as well as moving forward
ever so slightly. Fast and powerful.

Another good kill method for Fox. A good smash with decent range and power,
as well as relatively low windup lag.

* It's usable, but there is generally a better or safer option
* You can hit Fox out of this fairly easily


Up Smash - Fox Flip
16% > 12%

Fox does a backflip. Exceptional KB, decent damage and heavy recovery lag.
Easily Fox's strongest attack.

Fox backflips HARD. If you're hit by this going up, you're going to be sent
far away. If you get hit on the flipside, you'll take minimal damage. It's a
matter of when to use it. Running Smashes are defined by this move.

* Exceptional KB, decent hitbox, most definitive of Fox's finishers
* Primary KO tool, excellent lead-in from D-Air, walls, N-A prodding


Down Smash - Split Attack
14% > 11%

Fox does the splits, sending anyone in front or behind him away on a fairly
low trajectory. Fast, powerful, and a good KBer.

Probably Fox's most all-purpose smash. It's fast, hits behind him, has a low
hitbox (more useful than you'd think) and sets up edgeguards well.

* Main uses are as an edgeguard or a panic attack - hitting behind is useful



Fox's throws are pretty average. That said, they're still very usable, being
average to the point of excellent.

Fox's throws are all relevant to situation. They're both more or less equal
in terms of KB, which is a main point of throws, so use them as you will. They
are great for comboing, damage and especially repulsion.

* Really useful, but has a stupid blind spot directly in front of Fox


Forward Throw - Force Hurl
12% > 9%

Fox flings the opponent forward with a bit of angle. Alright KB, but average
everything else.


Backward Throw - Rolling Kick
15% > 12%

Fox rolls backwards and kicks the enemy away. Good KB, average damage, etc.


Rising - Spiral Kick
6% > 5%

Fox pirouettes as he rises, kicking away nearby attackers.


Ledge Rise - Sweep Rise
6% > 5%

Fox slides onto the stage, then flips back up. Goes forwards, then backwards.


Tired Ledge Rise - Desperate Flip

Fox struggles to rise, then flips up rather energetically.


Shield - Bubble Shield



Dodge Roll - No-Hands Flip

Fox flips a cartwheel without his hands. Trick-ay.


Taunt - Pssh.

Fox crosses his arms and gazes at you (or the background) arrogantly.


Pikachu								mcrat

Origin:		Pokemon Red/Blue
Entrance:	Bursts out of a Pokeball

The famous Pikachu springs out to combat in representation of the Pokemon
world. Boasting a range of electrical attacks and speedy, quick strikes, this
Pokemon is not to be messed with. His electric attacks and deadly aerial
manouevers give him a lot of variety in attacking style.

Tier Ranking: 1st

Running Speed:		Moderate-Fast
Horizontal Movement:	Moderate-High
Initial Jump:		Moderate-High
Second Jump:		Moderate
Weight:			Light-Moderate

Mmhm. It's Pikachu, the broken character. Those familiar with Brawl will know
of Metaknight and his current banned status. Pikachu's matchups with the rest
of the cast are similar to MK's, in that he has no bad ones. He's that good.
He's incredibly fast, has large, difficult-to-punish hitboxes, and the only
recovery in the game that can be called 'good'. Add to that easy, abusable
combo moves and the best edgeguarding prowess in the game, and you have one
helluva good character. He is beatable, don't worry.

Pikachu has, at first glance, little in the way of power. But power is not
what makes a top tier character. He is fast, has great hitboxes, deals damage
quickly, edgeguards well, recovers well, has a projectile, has several easy
and natural combos, and is even beginner friendly. Did I miss anything? Oh
right, his fantastic throws and smashes. There are lots of ways to win with
Pika, ranging from innovative to downright boring, but he wins all the same.

Costumes:	Classic Pika
		Blue Party Hat		<- My Fave
		Green Party Hat
		Red Party Hat


Neutral A - Swift Headbutt

Pika immediately launches into a rapid-fire headbutt. The only A attack that
instantly goes into an infinite. No real knockback, but the instant infinite
attribute is useful.

Pretty basic infinite for laughs. Otherwise avoid. You can cancel this into a
grab by quickly pressing the R button during the first headbutt, but to do
that you need a window for this move, in which another move could be used.

* Really bad jab, you have to grab-cancel it if you accidentally use it


Forward Tilt - Raised Kick
10% > 8%

Pika gets on his hands and kicks out with decent range and power. A very basic
Side A. It's quite fast.

Use to set up attacks, it is fairly useless for KOs when moves like F-Smash
are there. The low lag does have its uses though. Hit enemies quickly and dash
it to get a combo started. It also prevents foes from badly countering you
while they're at low percents and fairly immune to power hits. Repulsion is a
good use for it. It's quite fast too, which is nice.

* Use to disrupt in place of jabs, it's actually quite a fast move


Up Tilt - Tail Swipe
11% > 9%

Pika crouches and swipes his tail in an arc, juggling enemies rather well. A
staple combo attack if you want to use him well.

An exceptional juggle attack, use several times in succession and you'll be
able to rack up damage and set up a combo/U-Smash. Please don't abuse it. The
hitbox is pretty big, and there is virtually no lag. Exceptional interception,
plus it leads right into half a dozen moves.

* Fast move with a huge hitbox, sets up into aerial combos very easily


Down Tilt - Spinning Swipe
12% > 9%

Pika crouches down and swings around, his tail whipping out. Has a fairly low

An fairly average move, merely because it has a bad hitbox. Low trajectory is
one of the reasons to use it.
Usable for edgeguarding, or perhaps high percent KOs. Maybe not so much the
latter. Pika doesn't really have that much use for this outside edgeguarding,
and even then he can probably just jump out and aerial them to death. Now I
look at it again, it can do virtually everything F-Tilt can. It should be
used more.

* Can be used from a crouch, a fast and reasonably safe poke overall


Dash A - Lunge Headbutt
12% > 9%

Pika jumps slightly while dashing and plunges forward. He then gets up, having
fallen slightly on the floor.

An okay approach - there are certainly better ones. It's also a decent damager
and KBer. The end lag hurts if the enemy knows how to punish you, and it's not
advisable against enemies at low percents. Missing is dangerous.

* Not really a great move, only use if nothing else will reach (techchase)


Neutral B - Thunder Jolt
9% > 6%

Thunder Jolt shoots out a ball of electricity. It has a unique attribute: it
sticks to walls. Because of that, it can follow pretty much anywhere as long
as it's one platform. If used in the air it's a slow ball of electricity that
will float to earth, then become the ground version. It has a timed duration.

A useful part of Pika's game, but nothing near necessary. It has basic stun
and fair speed, but the main problem is that it's just so slow and has so much
lag on the end. I use it so little that if I ever do throw it out, it's mainly
because I'm just that far away from the opponent. Don't use it like you would
in Melee or Brawl, it's just not a good move here.

* Almost always something better you can be doing, you won't miss it


Up B - Agility

Also known as Quick Attack, but Quick Attack in the games does actual damage,
so this seems more appropriate. Anyway, Pika zooms in a straight line in any
chosen direction. However, that's not all. Angle your Control Stick after he
finishes and he'll immediately perform a second aerial dash. This makes him an
exceptional recoverer to make up for his weight. You get invincibility frames
when you first activate it.

Use for recovery and to break out of combos. It has great invincibility frames
on the start, and it's very quick and difficult to punish if you use it right.
There are some edgehog tricks you can play with it as well. Remember that
using this vertically will always cause you to face right.

* Basically the best recovery in the game, arguably Pika's best move
* Don't use it to get around, stick to recovery/combo escape


Down B - Thunder
16% > 12% (aura) or 9% (bolt)

Pika shouts out and causes a lightning bolt to drop from the sky. Anything in
its path will be shocked strongly, including Pika. Because Pika is supposedly
immune to lightning, he will conduct the electricity and make it into an aura
explosion, dealing high knockback. If you're moving too fast for the lightning
to hit you, it simply continues down. There is lag if you let yourself get hit
but none if you dodge it. Extraordinary knockback if the enemy is hit by the
blue aura, but only minor upwards KB if they're hit by the bolt itself. Has no
upwards limit, so it can be used to KO enemies high in the sky.

Ah, yes. The move that everyone hates. If you were to spam this you'd probably
beat most computers. However, to truly use Pika you have to stray far away
from this move. It's not that powerful, not that useful and the AOE is only
big enough for beginners or computers to dash into. That said, it definitely
compliments your arsenal, especially as the Thunder Spike. Note that getting
hit by it causes a LOT of ending lag, so be careful.

* Only good to tack onto a U-Smash or U-Tilt
* You can use it to try and poke high-recoverers so long as you keep safe


Neutral Air - Flying Kick
14% > 11%

Pika does a flying kick. Basic knockback/damage, useful in many ways.

Karate Pikachu is great. Fantastic general use: it can edgeguard, it easily
finishes U-Air chains, it has good presence in general. You can mash it to get
out of combos (if Up-B isn't your thing).

* Pretty good for edgeguards, finishing combos, escaping bad combos
* Run-off N-Air is actually really good for edgeguards


Forward Air - Pika Corkscrew
21% (3% x7)

Pika spins horizontally, shocking an enemy up to 7 times. Pika is able to use
another move straight after, while enemies are stunned for a bit. No KB, but
the damage is useful.

This isn't really a great move - while the large damage seems enticing, multi-
hit moves just invite DI from good players. The best use of this move is just
general poking. It's especially effective against Yoshis who you DJCC a lot.
Just one or two descending hits is enough to go into a grab or sometimes an

* Overrated but still useful as a poke
* Hitbox is pretty bad compared to other moves


Back Air - Back Kick
16% > 12%

A backwards kick with an extraordinary hitbox. Damage and KB are excellent.

Basically Pika's best directional aerial. Try to be facing away from the foe
at all times so you can use this (and U-Air/U-Tilt) to their full potential.
The thing about Pika is that his edgeguard game is so strong, random hits at
moderate damage can generally lead to a stock taken, which is why this move,
with its huge hitbox, decent knockback and easy usage, is so great.

* Requires a bit of timing, but it's one of his best spacing tools
* Easy finishes from U-Tilt, U-Air chains and tent combos


Up Air - Flip Swipe
10% > 8%

Pika somersaults, but with his tail extended. This knocks enemies in whatever
direction they made contact with the tail. Limited knockback, little damage.
The hitbox is absolutely enormous, and there are two trajectories depending
on where the enemy was hit with the tail. Can be chained effectively and does
not require a Z-Cancel.

This is a stupendous all-round attack. It comes out faster behind than in
front, which is a notable point. It's incredibly fast, has a huge 270 degree
hitbox, and can combo into itself quite easily, taking enemies all the way
from the stage to the blast lines.

* Combos into itself and covers a lot of space: a really good move in general


Down Air - Pika Plunge
13% > 10%

Pika spirals downwards, electrifying himself as he does so. Decent knockback
and damage.

Basically a N-Air with a lower, less horizontal hitbox. Not a huge amount of
use, but it can still be thrown out while short hopping or edgeguarding low

* Hitbox is mediocre and Pika is easily hit out of it, but it's an ok move


Forward Smash - Thunder Orb
18% > 14%

Pika charges power and shoots forward a string of lightning with an electric
orb on the end. The orb has a lot of knockback and the most power, but all the
other areas have fair knockback too. Above average lag, unfortunately.

Despite it being an excellent smash and a powerful weapon, it's just too laggy
to insert in frequently, so I say that you should throw it only when you have
an obvious opening, when you're playing prediction or when edgeguarding.

* Only use when predicting or when the opponent is recovering low
* Ridiculously easy to Reverse Ledge DI, sometimes runoff N-Air is just better


Up Smash - Backflip Smash
18% > 14%

Pika backflips, dealing a great deal of damage and knockback. If the enemy is
behind you, the attack is comparable to your U-Tilt. The enemy has to be in
front of you for the real power to hit. Superb upwards KB.

A very useful weapon with a bit of startup lag. It's like Fox's Up-Smash, but
with less range and lag. A good moderate-damage kill when used with Thunder.
Try to combo into it rather than randomly throwing it out.

* Hitbox is delayed, but fairly large - don't throw it out randomly too much
* Decently fast, so it's alright to use for techchasing


Down Smash - Breakdance
16% > 12% (front), 13% > 10%

Pika spins, hitting both sides with a power smash. Good knockback and damage,
and an okay hitbox. It's quite fast, but also easy to neglect as an attack.

Pretty small hitbox, though it does hit both sides overall. It's not really a
good move because there are often better options, but there is one situation
where it's decent: You need a forward low hit immediately. It's stronger than
F-Tilt and D-Tilt, and marginally faster than U-Smash (but not grabs)

* Read the description for the only real use
* You might techchase with this on a platform if you're really lazy


Grab - Snatch

One of the best snatches in-game. The grab range is actually quite large.

Use it. Pika has great throws (and a nice grab range). B-Throw is ridiculous
in terms of power. Any 100%+ enemy should fall quickly to it. At low damage
situation is key. F-Throw at 0% ends quickly and lets you follow up for either
another grab or a techchase. It's a fantastic weapon, not overrated at all.

* One of the reasons Pika is so ridiculous, especially with his edgeguards


Forward Throw - Tumble Throw
12% > 9%

Pika somersaults over the enemy, using the momentum to hurl them forward. Very
basic overall, but slightly above average KB.


Backward Throw - Shock Explosion
18% > 14%

Explosion is right. Pika flips the enemy onto his back, electrifies them, then
sends them soaring away. Exceptional knockback and damage.


Rising - Whiparound

Pika whips around quickly, with a pretty bad hitbox.

* Note that Pika's biggest weakness is his techroll. It's horrid.


Ledge Rise - Flip Kick
6% > 5%

Pika flips up, hitting away would-be-attackers. Fast and compact.


Tired Ledge Rise - Desperate Whip
6% > 5%

Pika clambers up, then slaps with his tail. Very low range.


Shield - Bubble Shield

A bubble shield. Meh.


Dodge Roll - Tumble Roll

Pika dodges quickly to one side. Basic roll.


Taunt - Pika Pikaaaa!

Pika waves at the screen (or the background) and says 'Pika Pikaaaa!'


Luigi								mc2nd

Origin:			Mario Bros.
Entrance:		Uses a Warp Pipe
How to Unlock:		Complete 'Break The Targets (Bonus Practice 1) with
			all 8 original characters. You then face Luigi in a
			1v1 battle. Defeat him to unlock him.

The eternal second-cast, Luigi grabs his own slice of the action, leaping in
to show his worth! His high jump and comically copied moves aid him as he
vainly tries to overshoot his brother in the game of fighting. Armed with his
own varients of the Fireball, Coin Punch and Mario Tornado, Luigi shows he's
more than a recoloured model with very similar moves.

Tier Ranking: 11th

Running Speed:		Slow
Horizontal Movement:	Low
Initial Jump:		High
Second Jump:		Moderate-High
Weight:			Moderate

Despite my glorified depiction of him as an eternal underdog who never wins,
Luigi has plenty going for him that Mario can only dream of. That said, he's
lacking a lot Mario does have. Many say he's still Mario, but harder to use.
That's quite wrong. He has stronger aerial finishers, but lost some vital
airspeed and Mario's good fireballs. His jumps are also higher, which is for
the most part a bad thing. You cannot play Luigi as you would Mario, though
it's very difficult not to compare him to his red sibling.

Luigi's strengths have shifted too. Luigi can combo and finish without the
need for platforms or landing, but he loses the Fireball and the horizontal
airspeed that he so vitally needs. Coupled to that is the fact his short hop
no longer works to hit grounded foes like Mario's did. Luigi is still very
usable, and landing random U-Airs at mid-damage is just as easy to capitalise
from as Falcon's random U-Airs, but a smart opponent will shut Luigi out.

NOTE: This used to be copypasta from the Mario section, but I've revamped it.

Costumes:	Classic Luigi
		Blue-Navy Luigi		<- My Fave
		Pink-Red Luigi


Neutral A - Punch-Punch-Kick combo

Straight from Super Mario 64 comes this A combo. Basic attacking. Luigi sure
enjoys plagiarising his brother.

Use it to disrupt opponents' approach. Particularly good for Luigi, since he
needs to delay aerials when short hopping to hit the ground. Grab cancelling
is really good, you can edgeguard well if you land it.

* Use it as disruption, not much else to say


Forward Tilt - Roundhouse Kick
13% > 10%

A basic roundhouse kick. Luigi pivots on one foot, bringing the other around
to slam into the enemy. A bit of lag at the end.

A useful quick repulsion attack. Luigi doesn't have Mario's D-Tilt, so this
move can probably see more usage. I still wouldn't spam it.

* Mostly for last-ditch repulsion attempts, though I prefer jabs


Up Tilt - Spinning Uppercut
10% > 8%

Luigi punches into the air and spins. Moderate damage, KB and hitbox. It's a
basic juggle with a bit more oomph. It has some dodgy ending lag.

This move has far more payoff or Luigi than Mario, since he can easily go into
a standard U-Air chain, culminating in a KO. That said, landing it still has
the same issues as Mario's did: hitbox is not that great, has some punishable
lag, etc. Luigi is also slightly taller, so you can take that how you will.

* Really good for Luigi compared to Mario, since he capitalises better


Down Tilt - Crouching Kick
12% > 9%

Luigi sweeps the ground in front of him with a foot stab. Basic Down A. A bit
of dodgy lag at both ends. Decent KB, and it has a low trajectory.

Not a particularly good move, since the hitbox is really small. It does have
some use as a pseudo jab, especially because you don't have to commit nearly
as much as you do with your actual jab.

* Psuedo jab, low hitbox is hard to work with though


Dash A - Slappy Chappy
10% > 8% (multiple hits)

Luigi runs forward whilst slapping the air wildly. Moderate recovery lag, no
knockback whatsoever.

Easily the worst dash move in-game. No knockback, negligible damage and a
MASSIVE opening to be bashed badly. Stay away.

* Don't use it unless you're trolling your opponent


Neutral B - Luigi Fireball
7% > 6%
Projectile Type

Luigi shoots out his varient of the Fireball. It's green (pretty cool), but
unlike Mario's, isn't affected by the laws of gravity. It goes in a straight
line (horizontally), but still bounces. An alright projectile due to virtually
no lag and okay damage, but it's pretty pointless for approaching.

You can use it to cover some space as you approach, but chances are it won't
really matter. It's a decent spacing tool and can pressure you opponent into
not jumping, but it's not fast enough to be a real threat.

* Okay for mid-range camping, but otherwise not that interesting
* Still spammable, it's just that spamming isn't nearly as effective


Up B - Super Fire Jump Punch
25% OR 1% if it misses

Luigi flies upwards with a fist raised. Like Mario's but with a surprise... :D
Causes helplessness after reaching the top.

Looks like a downgraded version of Mario's Super Coin Jump...but...walk right
up to an enemy and use it. KABLAM! Instant super smash effect with real fire!
However, miss with it and you're (1: vulnerable and (2: humiliated. Combos can
lead into this, giving Luigi an un-Mario flavour. Works in mid-air too, which
is the finisher for most of Luigi's fun combos. When recovering, you can mod
the way you fly. For maximum vertical distance, just put the command in and
don't hold any direction. For a bit of horizontal distance, hold the relevant
direction after inputting the command.

Short hopped D-Air > aerial > Up-B breaks a full shield.

* Important U-Air combo finisher, finishes shieldbreaks, out-of-shield option
* Really bad recovery, trades with basically everything


Down B - Luigi Tornado

Luigi spins crazily, smacking hapless enemies away. Can be used for vertical
recovery if you mash the button. Excellent KB. The last hit where he faces
the screen is a tad stronger in KB than the rest of the move. There are three
stages of hitbox: the first hit is large-ish, the last hit is quite large, and
everything inbetween is thin and unreliable.

This move is great as an aerial finisher if Up-B simply won't reach. Luckily,
whenever Up-B won't reach and you've done it properly, this move will kill
just as easily as Up-B. Mash B to get more height.

* Used as an aerial finisher if Up-B won't hit, otherwise fairly unsafe


Neutral Air - Flying Kick
11% > 9%

Luigi does a sexkick. That's all.

Basic, effective aerial. Good knockback, can be used as an effective edgeguard
if they recover low. Luigi's poor airspeed makes 'approaching' with this a bit
hard, but it's an ok move to fall onto people with.

* Rather poor horizontal presence, use as edgeguard or when falling


Forward Air - Corkscrew
12% - 10%

Luigi spins forward, feet first, head at the back. Only one hit KBs.

A good damage and edgeguard tool. Luigi needs the extra hitbox. Can work well
as a safe edgeguard, or just a spacing tool, though you should be wary of
overusing it while in range of the opponent. Easy to be hit out of.

* Basic spacing and edgeguard tool


Back Air - Back Kick
12% > 9%

A simple backwards kick. Just a F-Air with a different hitbox.

More compact than F-Air, but harder to get hit out of. My preferred aerial for
horizontal spacing purposes, though I don't know how much smaller the hitbox
really is.

* Slightly harder to punish than F-Air, still an ok spacing tool


Up Air - Backflip
12% > 9%

Luigi flips upwards, causing enemies to go with him. Basic juggling move.

Basically the lifeblood of Luigi's combo play. Landing a hit at low-ish or
moderate percentage can be considered an easy stock once you know what you're
doing. Links to Up-B and Down-B, as well as N-Air and F-Air if you're inclined
to use them. Hitbox isn't huge, but it's suitable, plus it's quite fast.

* Learn to punish off U-Air hits - vital to making use of Luigi's finishers


Down Air - Spiral Kick
Up to 24%

A good D-Air with alright knockback and the funny screen skip that comes with
multi-hitting air combos.

Use in midair to drag opponents down and (with decent timing) deal excellent
damage. Very usable, never forget it. Z Cancel leads into combos, or you could
just go straight into another aerial if it ends in mid-air. There are a myriad
of ways to make this move work. Remember, you have to Z-Cancel if you hit the
floor. Short hopping generally works well with multi-hitters, remember that.

* Don't approach horizontally with this
* Nowhere near as good as Mario's due to airspeed/jump height, but still ok
* D-Air > aerial > Up-B breaks a full shield


Forward Smash - Super Punch
17% > 12%

A powerful whacking punch attack. Luigi's fist expands as he punches. Great
knockback, average hitbox and lag.

No real difference to Mario's: basically beaten by D-Smash in most areas.
Luigi brings one thing to the table: his slidiness. He can get a little (and I
mean a little) extra 'range' on the move when using it from a stand since he
can slide forward a tad.

* Pivot smashes, slightly more range and speed than D-Smash, otherwise meh


Up Smash - Super Headbutt
19% > 14%

A headbutt attack to the air directly above Luigi. Insane knockback, but hefty
recovery lag, and a bad hitbox.

Still pretty damned strong. Luigi's a bit taller. Use it well. Getting a hit
with or without a combo is devastating. It has a strangely large hitbox too,
but Mario's is still bigger. The only drawbacks are the long period of lag.
Mario's is still a touch stronger, but Luigi gets his Fire Jump Punch.

* Mainly used as an anti-air/less risky out-of-shield/running smash


Down Smash - (Super) Breakdance Kick
17% > 12%

Mario's breakdance kick! Hits both sides (one after the other) with reasonable
KB and power. Yeah, Luigi stole it. Whatever.

Bread-and-butter for Luigi. You'll find Luigi is a lot less mobile than Mario,
so you'll appreciate this move while playing defensively. Use to edgeguard and
repel opponents.

* Standard edgeguard/repulsion move, don't spam it


Grab - Snatch

A basic Forward Throw, no real windup or recovery lag.

Basic. Use it a lot, it's a good damage racker.

Luigi is basically opportunistic combos and edgeguarding, and the grab fits
into both playstyles quite nicely. You can confirm a hit off basically any
descending aerial.

* Make use of it to start edgeguards and do wall combos


Forward Throw - Spinaround Launch
16% - 12%

A spin followed by a powerful throw forward. Good distance covered.

Luigi's F-Throw is unique in that it's stronger than his back throw.


Backward Throw - Bowser Style Launch
12% - 9%

Luigi's been taking hero lessons. Remember throwing Bowser in SM64? This is
the throw. You end up throwing behind where you were facing. It's not quite as
powerful as Mario's though.


Rising - Breakdance Rise
6% > 5%

Luigi spins around as he gets up from the ground.

Well, you obviously want to use this if you're not dodge rolling to one side.
I mean, it's this or getting up without a hassle.


Ledge Rise - Cartwheel Flip
6% > 5%

Luigi flips up on the ledge with one hand, then cartwheels, kicking out.

Meh. It's a ledge rise, simple and clean.


Tired Ledge Rise - Desperate Kick
6% > 5%

Luigi clambers up slowly, then lashes out with his foot.

Well, he is tired...


Shield - Bubble Shield

Luigi's Bubble Shield.


Dodge Roll - Commando Tumble

Luigi prepares to dive, then rolls quickly.

Use often, self-explanatory.


Taunt - Bashful Kick
1% (no kidding)

Luigi kicks the ground, like he lost a contest. He's always 2nd place, or so
they say...

It deals damage!!! 1%! Take that, ignorant fool! Obviously never use it as a
damager. It has next to 0 knockback, in the zone where it's useless.

Note: this is the only taunt in SSB 64 that deals damage.


Captain Falcon							mcpawnch

Origin:			F-Zero
Entrance:		Rides out in his Blue Falcon and jumps out
How to Unlock:		Beat 1P mode in less than 15 minutes.

Captain Falcon, the expert bounty hunter and F-Zero pilot, is thrown into the
fray, and it suits him to no end. Developing his own designer line of awesome
moves, Captain Falcon earns his name as he soars, punches and dives with the
best of them. FALCOOOON...PAWNCH!

Tier Ranking: 4th

Running Speed:		Fast
Horizontal Movement:	Low
Initial Jump:		Moderate-High
Second Jump:		Moderate
Weight:			Heavy

Easily one of the more annoying characters, Falcon comes equipped with what is
arguably the best B set in the game attackwise, plus a bunch of aggravating
aerials. The lack of projectiles doesn't stop him - his speed makes him a
projectile! With two fun grabs and a set of deadly aerials, he is a force to
be reckoned with. And don't get hit by that Falcon Punch. His recovery is sort
of dodgy though.

Falcon lives and dies on combos. Some people think of Jigglypuff when you say
'glass cannon'. Wrong. Falcon is far more of a glass cannon, simply because
he dies easier to combos and edgeguarding than Jiggs, and relies just as much
on landing that crucial combo. Luckily, once Falcon has momentum, he has a
wide variety of safe combo tools and some powerful moves to help techchase and
space out a vital first hit. He's a very, very solid character.

Costumes:	Captain Falcon
		Blood Falcon
		Dark Falcon		<- My Fave
		Pink/White Falcon


Neutral A - Punch Punch Knee > Falcon Jab Storm
3%,3%,4% > 1% repeatedly

Falcon does a double punch followed by a knee attack. This is then followed
with a flurry of jabs.

Amusing, like all infinites. Don't use it, Falcon has so much more to do.

* Basically not needed


Forward Tilt - Jab Kick
13% > 10%

More or less Fox's Forward Tilt, but manlier. Fast and alright KB. Slightly
than Fox's though.

Usable, but it seems to be forgotten amidst the aerial frenetics. It's faster
and more standard than his high range F-Smash, which means it can be thrown
out as a basic attack. It's usable for repulsion too.

* Fast, use it for spaced hits, as D-Tilt is probably better as a poke


Up Tilt - High Kick
14% > 12%

More or less Samus's Up Tilt, but with less knockback (does it matter?).

Hi Samus. I mean, what a unique move :D! Useful-ish. If you can get it at
point blank range, the kick hits twice in succession. The first hit is a
weak stun, the second smacks them away. Usable, but outclassed. The large
range is the only thing that really speaks for it.

* Really bad tbh, only uses are edgeguarding and maybe tent combos


Down Tilt - Crouch Kick
11% > 9%

Basically Kirby's Down Tilt. How creative, Nintendo. Captain Falcon crouches
and kicks out. Low trajectory, and basic everything else.

Edgeguarding use. Other than that, it's just a low poke move. It is fast
enough to throw in during match play, and I personally make a lot of use of
it, but you can go without.

* Decent poke from crouching, alright edgeguard attack


Dash A - Power Tackle
12% > 10%

Samus's Dash A. Falcon charges, shoulder first. Decent KB and power. A touch
of lag at the end.

Captain Falcon is a lot more clone-ish than I first thought. Anyway, I'll try
to omit all the references to other characters. This is definitely an approach
choice. Captain Falcon is a diverse character when it comes to approach. If
you fear short hops leave you vulnerable, or just don't like short hops, this
can work too.

* Good move because Falcon is so fast on the ground
* Actually a decent move to catch someone jumping back unsafely


Neutral B - Falcon Punch
9001% (just kidding)
24% > 18%

Captain Falcon draws his arm back, charges power and releases a fiery falcon
from his hand. Indescribable knockback and good power. Has a lot of windup lag
but that's expected. Recovery lag is rather long too.

Falcon Punch! This is one of the strongest smash moves ingame, and you may be
(hell, you WILL be) tempted to abuse it, unless you know better. In reality,
this move is actually quite hard to use. The knockback is only slightly better
than his Flame Roundhouse (F-Smash), which comes out faster as well. Why use
this at all? Well, the main reason is that you can use this in the air. That's
probably the primary reason (past the obvious power). Anywho, did I mention it
can KO Jigglypuff at 25%? Two Falcon Punches will finish a Puff player. Also,
this can aid in recovery - Falcon Punch, when angled up, can give you a slight
vertical boost. Don't use it directly next to the stage, the lag will kill you
- just Dive instead. I still suggest not using it much in combat.

* Lead into this from reverse spike D-Air or F-Throw at moderate percentages
* U-Air chains with platforms can also lead into this


Up B - Falcon Dive
20% > 15%

Captain Falcon springs into the air with an adrenalin rush. Or pure ego, if
that's what you want to think. He is quite egotistic. Anyway, he somersaults,
then plummets if he hasn't found a ledge, or better, a target. This is a grab
move, so if any poor soul gets in the way, they will be grappled and released
as if smashed with a 'YES!' yell to accompany. If Captain Falcon grabs a foe
with this attack he can immediately use the attack again. Fairly poor vertical
recovery, but the power and grab attribute make up for it. Falling state if
you miss.

This is like an aerial grab with instant release. If used you fly in an upward
path, but you can change that with the Control Stick. If used when close to an
enemy, Captain Falcon homes in on them and grapples. Don't underestimate the
power of this move. Note that this attack works well if you want a B-Throw
effect in the forward direction when facing the enemy.

* Mainly recovery, though it can be used out-of-shield or to surprise people
* Has a teleport effect when very close to enemies, meaning it can disrupt


Down B - Falcon Kick
15% > 12%

Captain Falcon speeds forward in a rush of dazzling flame, yelling out "Falcon
Kick!" as he does so. He covers a lot of ground with this move if it's used on
the ground. If used in the air, he plummets at roughly a 45* downwards angle
in the direction he was facing. Damage remains the same. Knockback is fairly
mediocre, but damage is okay. If you end up on the ground after using it you
get some lag, but if you end up in midair (even just off a small cliff) you
have regular falling status, which is easily preferable. Remember, Falcon will
always fly directly ahead if he uses this on the ground. If Falcon strikes a
wall he'll kick off as if he completed a Falcon Dive. An aerial Falcon Kick
hitting the ground causes a yellow shockwave to come out, which also hits.

A rather fun move, a favourite of newbies. It is fast and difficult to guard
against if you don't see it coming, but if you do, it's quite easy to shield
and punish. Basically, use it in moderation, or not at all. It's also quite an
effective edgeguard.

* Good edgeguard, Falcon can always recover the distance he goes
* Rather unexpected if you don't spam it, so it's sorta usable


Neutral Air - FALCON Flying Kick
16% > 12%

Basic sexkick. Average everything, except duration, which is above average,
and power, which is surprisingly high.

It's surprising how useful this move is. Falcon has a couple setup hits that
work in tandem with this, and the knockback, power and attack speed are all
good enough to be used.

* Decent aerial KO tool at higher percentages, otherwise meh


Forward Air - FALCON Double Sweep
10% x2 > 9% x2

Falcon kicks out twice. The second kick has slightly better KB, but otherwise
it's just a decent double kick.

Use it often, it's a combo portion and very usable. The damage is nice, and
gets better if you can hit with both kicks. It's long in duration, so can be
used for approaches.

* Good range and speed make it a good combo move
* Pretty easy to get hit out of, so it's not that good at spacing


Back Air - FALCON Elbow!
14% > 12%

Falcon elbows backwards. Quite basic, but powerful too. Landing lag bites.

The good captain elbows back harshly. The power is nice, the hitbox is sorta
hard to work with at first. I had a lot of trouble learning the timing for
this move.

* Exceptional spacing attack, landing a descending B-Air leads to a grab


Up Air - FALCON Flip Kick
20% > 15% <- That's with a perfect hit on the foot.

Falcon does a backwards flip, juggling enemies with an upwards laynch. Huge
hitbox, which is great. Has a number of trajectories, and therefore a number
of uses.

A primary combo move at lower percentages. At higher ones it's a power hit.
It's extraordinary how good a combo move this really is, to be quite honest.
What's really interesting about it is the 'tippered' version: hitting with
Falcon's feet just as he ends the move. It sends the opponent in a roughly
horizontal trajectory, which is very useful for starting edgeguards or as the
edgeguard itself.

* Probably the best combo move in the game, with an amazing upwards hitbox
* Upwards hitbox beats most D-Airs cleanly too
* Tippered version is a great finisher from F-Throw or as an edgeguard


Down Air - FALCON Stomp Spike
14% > 11%

El Capitano steals DK's D-Air...ooh, I'm sorry, I promised not to do that.
Anyway, it's a decent spike. Can be used to techchase, edgeguard and set up
finishing attacks.

It's sorta hard to use unless you short hop. It's that simple. U-Air > D-Air
was the original Ken combo, confirmed by Ken himself. A good move all round,
though you can't do much in terms of spacing with it. It's good on small
platforms for an almost guaranteed techchase and bounce.

* Edgeguarding, techchasing or forcing of techchases...yeah


Forward Smash - FALCON Flame Roundhouse
18% > 16%

Captain Falcon swivels and kicks out with all his leg length. Hitting the
enemy spouts flames. It has excellent KB, even better range (though a Pikachu
crouching underneath it can dodge it) and lag that doesn't suck as much as
you'd think.

Useful high percentage KO move. It has really good range, encompassing Falcon
himself. Aside from that there's not much to say about it. It can sometimes
start techchases at low damage, though using it then is punishable. Spamming
it is also very punishable.

* Very safe pivot smash, but you can still get hit out of it
* Best set up by a D-Air or U-Air or something, not a good move to spam


Up Smash - FALCON Rocket Elbow (^_^)
17% > 13%

Falcon pivots on his foot and elbows upwards. The hitbox is fairly small, but
if you can land this, combo opportunities start throwing themselves at you.
Basic damage, and fair power. Little lag allows repeated use to rack up some

Marvellous. This move is a fantastic combo starter. Enemies hit into the air
are totally susceptible to any number of dangerous aerial attacks, such as
U-Air, D-Air or F-Air. As stated before, Falcon relies on moves like this to
start those 0%-KO combos, which he is perfectly capable of. The Running
Smash's efficiency is embodied by this move.

* Excellent setup to many things, notably U-Air
* Huge upwards anti-air hitbox that appears instantly and beats many things


Down Smash - FALCON Swivel Sweep
16% > 12%

Falcon sweeps the ground in front of him, then the ground behind him. Yes, I
know this is a lot like Samus's D-Smash. Decent damage and hitbox, and KB is
enough to start combos at lower percents.

Rather mediocre move. The sweep behind him can lead into combos at specific
damage levels, but aside from that, there isn't much reason to use this.

* Mediocre, you can generally play an exceptional Falcon without his move


Grab - Snatch

Fast and sort of short-ranged. Falcon is fast though. Combo starter, use it

Falcon's F-Throw is a great combo starter, whereas the B-Throw gets them off a
ledge or simply puts space between the two of you.

* Falcon's dash-grab is absolutely fantastic, made to be abused


Forward Throw - Bounce Throw
12% > 10%

Falcon SLAMS the enemy on the ground, and he/she bounces up from it. Bad KO
potential, but starts Falcon's all-important combos.

* Leads to important moves like U-Air (and tippered), F-Air and FALCON PUNCH


Backward Throw - Backdoor Kick
16% > 12%

Falcon swings the enemy behind him and lashes out viciously. The KB Throw.


Rising - Swivel Kick

Falcon swings onto his head and spins his legs to hit nearby foes.


Ledge Rise - Low Boost

Falcon jumps up, lashes out a leg, then clambers on.


Tired Ledge Rise - Desperate Punch
5% > 4%

Struggling, the Captain clambers on and does a weakened punch.


Shield - Bubble Shield

No comment.


Dodge Roll - Commando Flip

Falcon rolls like a man.


Taunt - Show me your moves!

Captain Falcon does a salute, saying "Show me your moves!"

This stupid taunt has spouted a fan following. Which includes me.


Ness								mcpkfire

Origin:			Mother 2/Earthbound
Entrance:		Flies in with PSI Teleport
How to Unlock:		Beat 1P Mode on Normal Difficulty with no Continues

A telekinetically gifted boy from Onett, Ness is tasked with the quest of
saving the world. Taking a break from his world-saving duties, he springs into
the fray bearing psychic forces and his trusty baseball bat and yo-yo. Will
his psychic prowess be enough to aid him in this battle?

A quick note: Ness didn't use the Yo-yo much in the game he's from - Mother 2
(or EarthBound for Americans). He also lacked PK Fire and PK Thunder - his
friend Paula had those, not him. PSI Magnet was his own, though. He had no
hand to hand attacks whatsoever, but neither did Kirby or Captain Falcon.

Tier Ranking: 9th

Running Speed:		Slow-Moderate
Horizontal Movement:	Low-Moderate
Initial Jump:		Low
Second Jump:		Moderate-High
Weight:			Light-Moderate

Ness is a character always over- or underestimated: usually the former. He has
some really good moves, though he also has his fair share of problems. His
aerials are quite decent and his has decent range on some moves, like his
smashes and projectiles. His most notable feature is a fast double-jump cancel
trick, which can be used to combo and approach. That said, he has a really
big weakness in his horrible recovery. While it covers ground and can kill
unlucky edgeguarders, it's slow, predictable and exceptionally easy to block,
leading good players to laugh at newbies toting Ness's untapped potential.

Ness is a bad character, though he has some tools that really make him viable
when used properly. He has some really good combos and effective edgeguarding,
though it's hard to get in with him, even if you use his fun little tricks.
Ness can be difficult to approach, as his U-Tilt, U-Air and B-Air are all
quite large, and his grab and edgeguarding prowess make him a good punisher.
That said, Ness himself has to dedicate most of his attacks, making it quite
easy for an experienced player to react to and punish Ness. Still quite a
usable and fun character, but by no means the top tier people thought he was.

Costumes:	Classic Ness
		'Bumblebee' Ness
		Orange-Green Ness
		Blue-Purple-White Ness 	<- My Fave


Neutral A - Basic Combo

Ness punches twice, then kicks. Mediocre in every single aspect, actually.

No solid combos from this, but you can get a techchase or even an edgeguard
if you use it right. Obviously not one to spam.

* Disruption mainly
* No solid combos from it, but you can follow-up sometimes


Forward Tilt - Side Kick
10% > 8%

Ness turns to the side and kicks forward. Moderate damage, KB and hitbox.

Very mediocre move with average range. Usable to repel, though there is
generally a much better option available.

* Jab is probably better as repulsion, there are better moves


Up Tilt - Volleyball Set
7% > 6%

Ness pushes upwards with both hands. The enemy is knocked a short distance
upwards, and is stunned for a decent period of time. Larger hitbox than you'd
think, and exceptional (I mean exceptional) priority. It clangs with almost
everything. Has a bit of lag, so if you miss, it could hurt.

If I could mention one thing about this move, it would be the length. It goes
forever, and it's easy to catch impatient opponents who think the move's
finished. It leads into his vital U-Air juggles and D-Air for techchases. It
goes without saying: this is one of Ness' most pivotal moves. Sadly, it is
very punishable if you miss it and the opponent knows the timing.

* Very long duration, excellent setup move, very punishable if misused


Down Tilt - Crazy Feet

Ness rapidly kicks out, fast as an infinite attack. Is an infinite attack if
repeated, but there is next to no KB.

This is a really bad move. You can't link to anything with is, and the uses it
does have are all token or trolly. Don't bother.

* Useless, don't bother with it, even against walls


Dash A - Power Palm
12% > 9%

Ness pushes out his hand as he slides forward. Anyone in the way is knocked
back with respectable force. Nice duration and a very workable hitbox, as
well as okay KB.

A good move to catch opponents as they're falling, or just to hit opponents
off an edge. It's not that punishable either, though spamming it will get you
hit back at some point.

* Fast and a good hitbox, arbitrary use as edgeguard, techchase, etc


Neutral B - PK Fire
3% (7 hits)

Ness throws a layered ball of flame, yelling 'PK FIRE' as he does so. The psy-
flame burns for a while afterwards and if it hits something in midair, sinks
for a bit. It has dodgy lag, but hits multiple times and traps foes. If used
in midair the fire takes a more diagonal trajectory, but has the same effect.
The major problem with this is the lag that comes with the animation.

An interesting projectile. Even if the opponent jabs or hits it, it will still
burst into a piller of damaging flames. It can be easily DI'd, so don't count
on it being too good against good players. You can often get a quick grab from
it though, so it's not all that bad a move. A bit of trivia:  Ness never had
this move, nor did he have PK Thunder. His friend Paula had both, whereas Ness
was more a physical attacker. This is in Mother 2, or EarthBound, by the way.
A great RPG for the SNES. I suggest playing it (*coughshamelessadvertcough*).

* Interesting attack, though the lag and easy-to-DI hits make it meh


Up B - PK Thunder
6% > 5% (ball), 27% > 23% (Electro Ness)

Ness shouts "PK THUNDER!" and a ball of controllable electricity shoots out
and flies around (controlled by you) for a while. Ness is vulnerable while
using it, because he's concentrating so hard. Hitting an enemy or a platform
with this dissipates the thunder ball, making Ness wake up. If he's hit while
concentrating, the thunder ball disappears. If the thunder ball hits an enemy
while Ness is in midair, he goes into helplessness.

This is a really interesting projectile, though that doesn't make it good. If
you send the thunder ball into Ness, he'll hurtle forward, sending anything in
his path flying. Newbies find out about this and try to use it...nope. It will
be dodged and you'll be punished. Basically, the projectile can be used as an
anti-camper move, or as the final hit in an U-Air chain, but past that, you're
going to need a lot of luck to profit from this move. It can also be used as
an edgeguard attack, as Ness will grab the ledge from the focus animation.

* Recovery and last-ditch use only
* Don't use PK Thunder charge to attack unless you disrespect your opponent
* When recovering, try to get as low as you can and sweetspot the edge


Down B - PSI Magnet

Ness conjures up a barrier of absorbing energy, taking the power of any energy
projectile and converting it into health. There is considerable lag on both
ends, but this is the only way you can restore health without items on any

I thought it might have been PSI Shield, but that merely reduces damage. This
move is rather dodgy - if it came out and went away faster, it'd be great. In
reality it's hard to time, has bad lag, gives away a free grab (which is more
damage than you'd normally recover) and doesn't recover enough to make it that
great. Only if a Mario or Pikachu feels like spamming should you use this. Or
if Samus has a Charge Shot ready. Also, if you use it mid-double jump next to
a ledge, you can grab it, which is nice.

* Best use is to instantly grab the edge from a double jump
* Absorb projectiles if you're sure it's safe


Neutral Air - Jump Kick
14% > 11%

Ness kicks both his feet out, providing a screen of attack frames. Basic
sexkick with slightly more damage than normal.

Use as you would any other sexkick. The hitbox is rather small, but it's still
a move to consider when under pressure.

* Pretty mediocre usage, sort of like a smaller but less punishable F-Air


Forward Air - Force Palm
12% > 9%

Ness pushes his hand out. An average forwards hit, moderated in most aspects.
Decent priority.

You can get a combo from this if you're good, but it's more or less a basic
F-Air. It has pretty bad range, and you can easily get smacked out of the
attack, so be very careful.

* DJC combos on floaty characters leading to a D-Air offstage
* Don't use it to space, it's pretty easy to be hit out of


Back Air - Kick-o-sault
16% > 12%

Ness kicks backwards, then flips to his falling state. Basic B-Air.

These descriptions are getting shorter. It's just a B-Air with short duration,
decent power and KB, plus an alright hitbox. Pretty good for use with the
extended horizontal DJC (later in the FAQ).

* Ness' best horizontal aerial, good with extended horizontal DJC


Up Air - Headslam

Ness headbutts above him. Good hitbox and great knockback. It's fast too. His
head seems to expand as he headbutts.

I don't think my description gave this move what it deserves. It has a solid
upwards hitbox, breaking things like Link's D-Air without recoil. In addition,
it has excellent KB, plus nice fixed damage. It's a juggle at lower percents
and a surefire KO at higher ones, especially from a D-Air reverse spike.
Indispensable for any resourceful Ness.

* Short but solid range, good juggle and unorthodox approach move


Down Air - Power Stomp
15% > 12%

Ness stamps downwards with one foot, which has extremely forceful downwards
knockback. Decent power and almost no lag, but a fairly small hitbox. Has no
landing lag, I believe.

When Ness puts his foot down, bad things happen. This is a fast and powerful
move, and in conjunction with Ness's long recovery, spells death for many a
recovering foe. It's a great techchase and shield-breaking move once you're
well-versed with it. Don't overestimate its range though.

* Good for starting techchases, shieldbreaks and obviously edgeguarding


Forward Smash - SMAAAAAASH!
18% > 14%

Ness summons his Guts and swings mightily with his bat, causing the air to
ring with what surely would be a home run ball. In short, he slams whatever's
in front of him with his baseball bat. Short range, but good power and usable
speed. It reflects any projectiles if you time it right.

I don't use it much, mainly since it's sort of slow and the range isn't much.
There are better moves, but there are definitely worse. The power is good, but
it's not as if Ness has trouble dealing damage in other ways.

* Only use when you predict a hit


Up Smash - Around the World
17% > 13%

Ness flicks the Yo-yo in an arc motion around his head. The damage is notable,
but the hitbox, range and speed are also quite good. KB is rather low. Hitting
as the move ends results in weak-ish horizontal knockback.

I don't use it much, only to guard against aerial attacks. It just seems weak
in comparison to Ness's other moves. Still usable, as the low KB aids juggles.
Also, the hitbox and range can shine if you're against an aggressive foe.

* Pretty bad move outside of usage in standard juggles


Down Smash - Walk the Dog
15% (back and front)

Ness flicks the Yo-yo behind him, then wheels it forward before retracting it.
Above average in everything, but has a long duration.

A pretty useful smash, as the power is nothing to be laughed at, the hitbox is
very large, and the KB is quite significant. The duration and range are very
useful. An all-purpose smash. Note that it has quite a low hitbox.

* Edgeguarding and a possible spacing tool, though you have to commit to it


Grab - Snatch

Ness psychically grabs at an enemy. Less range than you'd think for a psychic
grab attack.

Ness's throws are quite powerful, not to mention fast. They have awesome KB to
boot. I don't suggest spamming them, but frequent use is great. Smart foes can
dodge this with a change in strategy.

Situational throws. Use them at an edge or something. Or just send them in the
direction you find suitable.

* Ridiculously powerful, one of Ness' best attacks easily
* Sets up edgeguards/flat out KOs, Ness' dash-grab isn't bad


Forward Throw - PSI Throw
16% > 12%

Ness concentrates and spirals the enemy around, then blasts the enemy away
with his mind.


Backward Throw - PSI Launch
16% > 12%

Ness reverses the enemy, focuses a bit, then blasts the foe backwards with a


Rising - Headbang
6% > 5%

Ness gets up, then swivels, using his head to slam anyone surrounding him away
(what a big head he has, by the way).


Ledge Rise - Cartwheel
6% > 5%

Ness gets on and cartwheels to knock any enemies away.


Tired Ledge Rise - Desperate Lash
6% > 5%

Ness clambers up, then swiftly kicks out to counter any edgeguarders.


Shield - Bubble Shield

Lol @ you if you're reading this.


Dodge Roll - Commando Roll

Ness performs a basic dodge roll.


Taunt - O-kay!

Ness puts his hands on his hips, nods and says "O-kay!".


Jigglypuff							mcjiggs

Origin:			Pokemon Red/Blue
Entrance:		Bursts out of a Pokeball
How to Unlock:		Complete 1P mode and defeat her in 1v1 combat.

It's the pink puffball Pokemon Purin! (Purin is Jigglypuff's name in Japanese)
Again with the alliteration. Jigglypuff uses its natural attributes and talent
to fight, using its floaty strikes, sleep-inducing voice and devastating power
release (Rest) to astonishing effect. Not normally a fighter, Jigglypuff tries
its best to suit itself to the position it's in. Can it succeed against the
other fighters of Nintendo? Let's wait and see.

Tier Ranking: 8th

Running Speed:		Slow-Moderate
Horizontal Movement:	High
Initial Jump:		Moderate-High
Second Jump:		Moderate-High (Low x4)
Weight:			Light

Very fun, no doubt about it. Jigglypuff has lots of jumps, like Kirby. Unlike
Kirby, it lacks a recovery attack, which discourages some people. However, its
horizontal recovery is far and away the best in the game. (Kirby sucking in
Jigglypuff doesn't count). Recovery aside, it has some nice insta-cloned
attacks, most of which are cloned from Kirby. Her B moves are rather different
to others: Pound is an aggravating sideways smack which takes getting used to.
Sing makes enemies fall helplessly asleep, and Rest is the infamous super-kill
move. Yes, super-kill move.

Jiggs is the classic 'glass cannon' character. Many beginners dismiss her
almost instantly, given she has little in the way of range and her weight is
rather low. In the hands of any experienced player, however, Jiggs has some
incredibly simple and effective combos that will generally lead to a KO by
virtue of her tremendously powerful Down-B and easy-to-link aerials. While she
cannot charge full-on into the fray, patient players who like waiting for
openings can really deal some damage with Jigglypuff.

Costumes:	Classic Jiggs
		Blue Bow
		Green Bow	<- My fave
		Red Bow

EDIT: I have successfully come up with Pokemon moves that suit all her moves.
      I am greater than life itself :D


Neutral A - Doubleslap

Jiggs slaps twice, with fairly low range. Okay, not a slap, a punch. Pretty
low everything.

Not worth using, period. Jiggs doesn't have any tricks that make other N-A
attacks usable.

* Sort of pointless, since Jiggs can't really do anything from it


Forward Tilt - Brick Break
8% > 6%

Jiggs spins and puts her foot out as she does do. Anything that gets hit by
the foot is...well...hit. Average knockback, mediocre damage.

Pretty usable, as it's faster than F-Smash and isn't quite as KO based, which
suits Jiggs pretty well. You can put it in many places, as there isn't much
lag and you can follow up pretty well. And about the name, I've decided to use
Pokemon moves, and you can SO imagine a Jigglypuff cracking a brick with this
sort of calm.

* Probably better than her jab as a disruptor, but otherwise meh


Up Tilt - Flail
10% > 8%

Jiggs flicks her foot above and behind her head. Hitbox goes slightly in front
of her, but mostly behind. A fast juggle attack, with average damage and low
knockback to aid juggles.

A quick, easy juggle that goes well with Jiggs. A lot like Kirby's, only Jiggs
has a very slightly smaller hitbox, and the attack comes out a lot slower. A
pivotal part of her juggle game.

* Vital lead-in to Rest or aerials > Rest, but don't use it for anti-air


Down Tilt - Low Kick
10% > 8%

Jiggs kicks out from below while in a deflated state. Upwards knockback. Very
basic knockback and damage. Lag appears at the end.

A strange move. It has a very strange trajectory and would be useful if it
didn't have such a dose of lag on the end. The main benefit is that it's a hit
from Jiggs' crouching state, which is incredibly low and dodges many attacks.

* Only usable to combo in a few select scenarios, mainly useless, even to poke


Dash A - Slam
10% > 8%

Puff dives headfirst at an enemy, recovering quickly. Nice, large hitbox, OK
KB. Low lag at the end, which is nice.

Well, it's worth using. It's a quick move with decent hitbox, plus you move
forward and have little lag to deal with. There are better approaches, but you
can't really go wrong with a good dash repulsion.

* Fast and usable, on-the-fly techchase, sets up edgeguards at high damage


Neutral B - Pound
13% > 10%

Jigglypuff prepares for a moment (stopping all regular momentum, bar the type
that comes from being smashed away hard) and pounds forward. She stops falling
or rising when she uses this. This makes her the best horizontal recoverer in
the game, alternating between a jump and this. The damage isn't bad at all,
but the priority is downright unfair. It can stop a Giant Punch from DK.

This move hits incredibly often, as it's one of Jiggs' larger range attacks.
Note that it actually leads into Rest if used at certain percentages. You can
use it to finish a shieldbreak on a weakened shield, but there aren't many
airtight breaks, even with this.

* Mainly used to lead into Rest during combos, but hitbox can be surprising


Up B - Sing

Jigglypuff bursts into a rockin'...lullaby? Well, in the Pokemon games this
had an relatively low chance of sending enemies to sleep. It now does it with
100% consistency, provided you're right next to them. The higher their damage,
the harder it is to burst out (through button mashing). This only works on
foes on the ground, though you can use it in midair.

Pssh. I think this was supposed to be a key part of Puff's game, but it never
really got through once competition came out. You can use it to put high %
foes to sleep, then follow with...well, it's the next move down. Or start a
combo, I don't know.

* Basically useless if your opponent can mash out quickly


Down B - Rest
20% > 15% (does it matter?)

Jigglypuff goes to sleep. Defying belief, this actually has one of the highest
smash knockback values in-game. What? Yeah, I'm confused too. Jigglypuff must
be directly next to the enemy for this to work. If it misses (or hits) then
Puff is sent into a temporary slumber, awaiting punishment. I swear to god
this merely replenished your health in the Pokemon games.

It's essentially Jiggs' saving grace, giving her some heavy firepower that
makes her punishment game that much better. Plenty of moves lead into this:
D-Air, U-Tilt, Pound, F-Throw/U-Air at some percentages, etc.

* Supremely powerful hit that makes Jiggs' punishment game what it is


Neutral Air - Mimic Kick
14% > 11%

Jiggs holds one foot out, presumably using some form of momentum to knock foes
away. Basic sexkick, nice damage too.

The KB is cool, as is the hitbox, which is surprisingly large. It's basically
her only real horizontal spacing tool, so you should make good use of it in
he horizontal plane.

* Decent hitbox makes for a passable spacing and edgeguard tool.


Forward Air - Jump Kick
13% > 10%

Jigglypuff takes a drill kick style attack, except it's a single hit. Pretty
much a stronger sexkick with a bit less duration.

Rather mediocre hit - N-Air is more useful in almost every instance, unless
you're chaining these together. Chaining it only happens at very select damage
percentages, but can be rewarding. Don't use it to space.

* Occasionally usable in aerial chains, but it has poor range


Back Air - Counter
13% > 10%

A short kick behind Jiggs. Basic backwards kick. The lag upon hitting the
ground is noticeable, so remember to cancel. Small hitbox.

Pretty nice, as it's fast, repeatable and basic. Like F-Air, you can get the
occasional aerial chain with this, but it's rarely airtight. The hitbox is
piddly, not even close to the Melee hitbox. Don't space with this.

* Mediocre hitbox makes it hard to use
* Covers more space behind Jiggs than N-Air, so it still has some utility


Up Air - Wake-Up Slap
16% > 12%

Puff slaps the air above her. Great KB, speed and, to a lesser extent, damage.
The hitbox is quite small.

Juggles well at low-percents and leads into Pound > Rest, but that's the best
use of it. If you time it well you might get some anti-air usage out of it,
but it's quite risky, as many moves beat it outright. Can KO at higher levels
of damage.

* Smallish hitbox, but good juggling potential, chains from F-Throw


Down Air - Submission
30% (10 hits of 3%)

Jiggs spins rapidly, clocking up the hits. Enemies hit will be drilled. Good
damage and an passable hitbox to make it worthwhile.

Good for starting combos. An incredibly easy-to-DI attack, meaning that to do
well with it, you have to predict the direction the opponent will DI in and
follow them. Easy enough with Jiggs' floaty physics. Leads into U-Tilt and
grabs, as well as Rest, if you're lazy. The only attack in the game you might
not Z-Cancel, as the landing lag is negligible and you get an extra upwards
push if you don't.

* Workable approach and combo option, though you need to follow DI
* Range is still meh
* The only attack helped by not Z-Cancelling


Forward Smash - Mega Kick
16% > 12%

Jiggs kicks forward, wiggling her foot as she goes. Pretty good all around the
board, sort of like Kirby's F-Smash, only not as meaty.

A useful move, but probably not the best one in her arsenal. It gets a fair
amount of KB and has a passable hitbox, but it's easy enough to get hit out of
it. Best use is pivot smashing and maybe edgeguarding.

* Decent to punish approaches, also usable to edgeguard/finish some air chains


Up Smash - Headbutt
18% > 14%

Puff does a powerful headbutt, bashing away everything directly above her.
Excellent power, but a bad hitbox and minor lag. Hitting with the end of the
move sends the opponent horizontal-ish with low KB.

More or less Mario's U-Smash with less power, lag and hitbox. Usable, since
Jiggs has a big noggin. A decent KO move, but a bit hard to land without help.
Probably Jiggs' best anti-air move.

* Anti-air usage, chains from D-Air


Down Smash - Double Edge
16% > 12%

Puff pressurizes the ground around her, sending enemies flying away at a low
angle. Good damage, KB, plus it has a fairly flat trajectory.

As you can see, I'm really trying to use Pokemon moves as names. It's almost
as powerful as Double Edge is, but without the recoil. It hits both sides, so
I thought...well...meh. This attack is a nice one to throw in now and again.
It comes out quickly and has a nice trajectory, making it good for edgeguards
and punishing bad or obvious approaches.

* Very good edgeguard, fast enough to use as repulsion


Grab - Snatch

What do you know, Snatch is a Pokemon move too. Plus Jiggs can learn it.
Jiggs snatches at an enemy. Average range.

Jiggs has great throws. Her F-Throw is a setup, as it hurls the enemy straight
up. Her B-Throw has a low trajectory, and qualifies as a good KO move.

* Really useful in general, a good, unavoidable option after landing a D-Air


Forward Throw - Fling
14% > 11%

Jiggs twirls and throws the enemy straight up. A useful setup move.

* Good move at low percentages, chains to U-Air > Rest eventually


Backward Throw - Seismic Toss
16% > 12%

Jiggs flicks the enemy back and slams them on the ground, letting them fly
away at a low angle. A good KO.

* Good way to start an edgeguard, can KO if need be


Rising - Double Kick
6% > 5%

Jiggs spins on her head and kicks out to both sides, then jumps up quickly.


Ledge Rise - Rolling Kick
6% > 5%

Jiggs somersaults onto the edge, kicking foes away, then does a backflip (the
backflip doesn't actually hit anything)


Tired Ledge Rise - Last Resort

Jiggs clambers up, shoots forward, then flips back to the edge.


Shield - Defence Curl

Jiggs has a surprisingly large shield.


Dodge Roll - Bounce

Jiggs bounces along the ground, dodging any foes in her way. It's fast.


Taunt - Chatter

Jigglypuff bobs on the spot whilst facing the screen/background and says

In the Japanese version, she says 'Pu-purin!' instead.


Best Moves							awards



A section like this had to appear. It just wouldn't be right without one.
This section deals with those moves that everyone has to apply properly to
truly master a character. These are all attack-related, so recoveries won't
be taken into account (or Up-Bs would dominate this section). In addition,
every move here will only be judged in use against human adversaries, for
comps will get owned by a simple throw and off-ledge hit. In addition, moves
that have a only a couple of useful applications, but are outclassed in
other places, will probably not be winners. So, without much further ado, I
present what I believe (this is quite opinionated, so feel free to argue) to
be the three most indispensible moves of each character, and the reasoning
behind them. There are three runner ups, which are very useful, but not really

Again, I must stress this is opinionated. This is not set in stone, nor do I
believe this is anywhere near a perfect charting of moves. In fact, I believe
that this section will undergo at least half a dozen renovations before I stop
writing this guide.

I've referred to Grab>Throw a couple times. This means the character's grabs
are completely situational, so both grabs are slotted into one name.


1: Fireball

Fireballs are weak and easily countered. Why are they so good? Simple - they
force a reaction and allow you to keep your distance from the opponent. So
long as the opponent isn't Fox or Link, you can use these to force approach
and limit the opponent's options while keeping your own open. A pivotal part
of Mario's play as both a baiting and approach cover tool.

2: U-Air

While this attack has neither an overwhelming hitbox or excessive power, it
does do one thing very well: combo. If Mario can properly use an U-Air at
anywhere from low to moderate damage levels, he can easily tack on a solid
40 to 50 damage without much effort. Not only that, but if platforms are in
the equation, he can even finish it with a KO through U-Smash or the like. A
very solid attack.

3: D-Air

While I hesitate to put any multi-hitting move into a Best Move slot, D-Air,
combined with Mario's solid airspeed and low short hop, manages to provide
exceptional presence in the spacing game, leading to many useful moves such as
grabs, U-Smash, U-Tilt and U-Air. It also features as arguably the best low-
damage gimp in the game: repeated D-Airs offstage.

Runner Ups: D-Smash, U-Smash, Grab>Throw


1: Spinning Kong

This is a very, very good move that many people take for granted. Aside from
the obvious recovery (it is quite good, with few moves making it past DK's
giant, impervious biceps), it has many battle-orientated uses. It can be used
to get out of shield fairly easily, edgeguard, and most importantly, reset the
spacing game to neutral so DK can continue controlling neutral area with his
huge range aerials. A great move.

2: B-Air

An excellent spacing move, B-Air combines extraordinary hitbox and duration.
It's a great aerial attack, and can even KO if you've let the enemy get to a
really high percent. It embodies DK: huge range and space control. Very few
moves can hope to compete with it on the horizontal plane.

3: Giant Punch

This was a hard decision. While the Giant Punch is somewhat difficult to apply
well, there are a few factors which really seal it for me. The first is as a
psychological weapon. DK (and Samus too) is exceptional at controlling space
with aerials. The Giant Punch is a factor in the spacing game which really
creates a sense of caution on the opponent's side. If you manage to charge up
a Giant Punch then instantly jump in and land it, you can bet they'll think at
least twice before trying to get in at you. And I haven't even started talking
about the attack's power and the ease with which you can set up into it. A
solid move and strong part of DK's game.

Runner Up: U-Air, B-Throw, D-Air

F-Throw was omitted due to the ease with which opponents can mash out. I also
assume the infinite cargo stall is banned or easily broken by competent foes.


1: Boomerang

This move is relative, depending on how you play. I honestly think it's the
lifeblood of Link's game. Together with the Bomb, it gives Link some of the
best camping in the game, but unlike the Bomb, it can be used off-the-bat, has
great use aside from camping and lingers long enough for Link to create some
more space or take advantage of a hole in the opponent's defence created by
the whirling Australian weapon.

2: U-Tilt

Even though I main Link, I never realised exactly how vital this move is until
I started writing this. It's the basis of his juggling and anti-air game, both
of which allow for significant damage or even a KO at sufficient a damage
level. Not only is it a fantastic anti-air and essential combo extender, it's
a great poke in neutral play, as the back-side of the move has huge disjointed
range and it easily chains to many other moves. It's a great edgeguard for
this same reason.

3: D-Air

This is a move which combines strong offence with steady defence. It provides
immediate and powerful cover of Link's direct surroundings, making it a good
panic move and edgeguard. Not only that, it's fast and strong enough to serve
as a good combo ender, and has the unique attribute of sexkick duration and
constant knockback, making it a useful move to punish people who tech in place
too often. A staple of defensive, predictive and offensive play as Link.

Runner Ups: Bomb, B-Air, D-Smash


1: Charge Shot

I have to say, the Charge Shot is something that everybody finds good. It's
not just the damage, speed and projectile attribute, it's the threat of being
smacked away by it. If you're at 60%+, getting hit by this will more or less
force you near a ledge, or even KO you. It is a definite edgeguard threat as
well. The sheer danger of your opponent having a charged shot is enough to
discourage overly risky play, even if Samus herself is close to being KOed. It
basically forces opponents to be a lot more wary of Samus than they would be,
which is exactly what she wants as she lays a wall of B-Airs in neutral space.

2: B-Air

Samus' combo-light game needs two things: space control and heavy finishers.
While the Charge Shot is probably a better finisher, B-Air is a supremely
useful tool to control space. It comes out so fast and controls space not only
in front of Samus, but also directly above. Getting past Samus is basically
synonymous with getting past her B-Air (and F-Air).

3: D-Air

This move provides most of the few combo opportunities Samus has. A foe who
manages to sneak past your B-Airs can be punished strongly with this move,
which, in keeping with Samus' other aerials, covers lots of ground, including
behind and (later in the animation) in front of Samus. Leads to lots of rather
painful things, like techchases, B-Air, F-Smash, grabs and Charge Shot.

Runner Ups: F-Smash, F-Air, Up-B

A quick note: Samus's grab almost made it to the Runner Ups. While it is very
slow, its incredibly horizontal range, combined with some prediction, make it
an effective move to punish predictable play.


1: U-Tilt

U-Tilt is a fantastic move. It's very fast and gets a perfect natural linkup
with a number of other moves, such as U-Air, B-Air (reverse) and U-Smash on
heavies. While it isn't usable for comboing in a few matchups, it still has
significant speed and a good hitbox, making it a fairly low-risk anti-air. It
can even be used repeatedly as shield pressure against some foes like Link.
A key comboing move in more than half of Yoshi's matchups and a very good move
on the whole.

2: B-Air

Probably Yoshi's best spacing move. Combined with both standard short hops and
DJC tactics, Yoshi has a decent response to most of your opponent's options.
If it hits a shield you can continue on to a shieldbreak, and if it hits them
outright you get free damage, and sometimes an U-Tilt. It's a meaty hit that
opponents will find hard to beat head-on, and isn't easy to work around.

3: U-Smash

A ridiculously powerful attack that KOs most of the cast from an U-Tilt, F-Air
or other setup. It is incredibly fast for such a powerful move. It serves as
and anti-air as well, if need be. It's just a very solid move with a good
hitbox, and is arguably Yoshi's most valuable power hit.

Runner Ups: U-Air, F-Air, N-Air


1: U-Tilt

Kirby's U-Tilt is one of the best moves in the game period. With ridiculous
speed overall and an inexplicably large hitbox, this move alone is one reason
people consider Kirby a bloody irritation to play against. Landing a hit on a
shield with this move leads to excellent pressure and common shield breaks.
It works as an extremely efficient anti-air that basically beats or trades
with every descending move in the game. Hitting an opponent with it at most
damage levels will result in significant punishment.

2: D-Air

A great techchasing move, as well as one that forces techchases to begin with.
Good shield pressure too. Don't forget the obvious spiking utility, which is
probably the most ridiculous part of it. Great duration and good hitbox make
it a move to be feared.

3: B-Air

This move works exceptionally well with Kirby's many jumps and the impending
threat of U-Tilt (which makes it safe to hit shields with). While you will use
it most often to space, it also has good use as a weak hit in combos, a simple
repulsion in preparation for edgeguarding, and a safe edgeguard.

Runner Ups: F-Smash, F-Air, N-Air


1: Laser

This move is basically what gives Fox the top tier strategy of runaway. The
laser bypasses all attempts to break it and can be spammed with frightening
frequency. The best projectile in the game, easily used to force approach,
to cover Fox's own approach and to just be a little bitch. Fantastic move.

2: Jab

It might seem odd that a jab makes it onto any of these lists, but Fox's jab
is absolutely amazing. It's incredibly fast, links into a number of powerful
kill moves, and is probably the best disrupting jab in the game. Easy leads
into U-Smash and grabs make it a really dangerous and very usable weapon.

3: Reflector (Shine)

The other reason why Fox is such a ridiculously good camper. Speaking on
theoretical bases alone, this move is absolutely ridiculous, breaking shields,
getting insanely early gimps and making Fox basically unapproachable. Even if
you discount the unlikely execution required to use this move to its full
potential, it still has plenty of usage as a ridiculously effective early gimp
move, an incredibly fast repulsion that forces a tech (Fox loves techchasing)
and even a combo move in conjunction with jabs or D-Tilt. A good move, even
without godly execution.

Runner Ups: U-Smash, B-Air, Grab>Throw


1: U-Air

A fast and difficult to beat move, and possibly the best aerial in the game.
The speed and hitbox are actually incredible, and well-versed Pikas can chain
random U-Air hits into death combos without much difficulty. The number of
setups that lead into this move is quite large. This move also beats out the
vast majority of aerials in the spacing game, making it a very nice all-round
hitting aerial.

2: U-Tilt

Probably his best ground move. Huge hitbox lends itself to being a great anti-
air, it links to U-Air chains and B-Air (and Thunder) and is a one-move combo
at low-mid percentages on every character. Easy to land and easy to abuse,
U-Tilt is an exceptional move that really makes Pika's defensive game much
better than it otherwise would be.

3: Grab>Throw

I'm not going to deny it, grabs are basically half the reason Pika's edgeguard
game is so flat out ridiculous. It can be confirmed from any aerial at all,
has great range and sets up Pika for easy early kills. B-Throw is tied as the
strongest throw in the game (with Ness and DK B-Throws) and F-Throw isn't far
behind, so if this move isn't flat out KOing you, you'll need to deal with
Pika's confident edgeguard game as well.

Runner Ups: B-Air, N-Air, Up-B

To be quite honest, the number one move should be Up-B. It's the only recovery
in the game which bypasses conventional edgeguarding and forces difficult
prediction on the edgeguarder, an easy answer to poor shield pressure and a
good move to get out of sticky situations. I did promise no recovery moves
though, and taking away the recovery element of Up-B doesn't make it as good
as it really is.


1: Up-B

This move is absurd. I cannot count the number of times this has landed during
my online forays, so don't bother thinking it's hard to land. The ever-present
U-Air>Up-B combos, D-Air>Up-B (with prediction of DI), tent throws > Up-B,
Up-B out of shield, crouch-cancelled Up-Bs, use in shield breaks (25% is no
laughing matter), even random Up-Bs. This move kills Jigglypuff at 30%. If a
competent Luigi U-Airs you from 30-70%, you don't have much chance to survive.
This is one of the key reasons Luigi's punishment is so good.

2: U-Air

More valuable than his brother's, if only because he can finish with Up-B or
Down-B straight after. Luigi's floatiness and high jumps allow him a larger
window in which to use this move than his brother, which gives a much bigger
opportunity to KO. I'm not a big Luigi user, but those I know who do use him
with skill have mastered this move to a very refined degree. If Luigi can hit
a foe properly with this at 30-70%, it's basically guaranteed he's got a KO.
The only solution is not to get hit by it.

3: Grab>Throw

A very important part of Luigi's game. Don't forget for even a moment that
Luigi is a very competent edgeguarder in addition to his U-Air juggling play.
A simple running grab is a very good option in many situations, and Luigi's
stock-standard grabs are very valuable in general. A welcome move in Luigi's

Runner Ups: U-Smash, D-Air, Fireball

Captain Falcon

1: U-Air

Falcon is all about juggles, and no move of his juggles better (actually, this
is one of the best juggles in the history of Smash Bros) than U-Air. The most
important ingredients for a good juggle move are a short duration, hitstun,
workable KB and a good hitbox. This move has lavish helpings of all those, and
as such wins my unofficial award for 'most repeatable move'. There is no
shortage of finishers when you're done, either. Don't forget the tippered
version as a powerful sideways hit and combo ender (and edgeguard). Easily
Falcon's best move.

2: B-Air

Did somebody say hitconfirm? This move, on shield or any 0% character, leads
to a grab. That's great enough, but add in respectable speed, good hitbox (it
basically allows Falcon to play the horizontal spacing game) and decent power
make it a good fishing and edgeguard move.

3: F-Throw

A great setup move against most characters. This move bounces the enemy just
ahead of you, which allows you to follow up with an U-Air, F-Air, or U-Smash.
Falcon's dashdance grab is fantasic, making this move easily accessible and
simple to confirm from a B-Air or D-Air hit.

Runner Ups: U-Smash, D-Air, F-Air


1: D-Air

After a few good hits, D-Air becomes an enormous threat. Ness' combos often
rely on techchasing and rebound spikes a lot, which is where this move comes
in. A quick D-Air leads to a techchase, and the same move can be used to
continue the techchase (with a rebound spike no less). The rebound spike
element comes in handy as an easy chain into U-Air at higher percents, F-Smash
and aerials, and most importantly, his grabs. Oh, and it has obvious uses as
a strong edgeguard.

2: U-Tilt

In the world of juggles, few moves can boast the attributes U-Tilt has. Aside
from the utterly bewildering duration, it's also quite handy as an anti-air,
as it has a strangely large hitbox. It leads right into U-Air for a steady
juggle, or D-Air if you're feeling lucky (opponents are also not likely to
expect it and be ready to tech). A really vital and often overlooked move.

3: U-Air

A fantastic aerial, with great KB and a strong upwards hitbox. Combined with
rapid DJC, it makes for a strong juggle move that can be repeated a few times
with no issue. Later on the upwards hitbox can be used to beat the majority
of downwards approaches.

Runner Ups: Grab>Throw, B-Air, D-Smash


1: Rest

The reason a single hit from Jiggs is so dangerous, even at 0%, boils down to
this. Absurd power and instantaneous speed make this a powerful weapon. There
are a dozen or so easy lead-ins, and even some other uses, crouch-cancelled
Rests and Rest out-of-shield among them. I've even seen crouching Rests used
to edgeguard (Jiggs is smaller when she crouches). Though missing means you
pay a dear price, hitting with it is free damage, as even excellent DI (as
long as you aren't in the tent) prevents foes from coming back too quickly to
punish you. High risk, high reward - this is the glass cannon Jigglypuff.

2: D-Air

Sadly, this move is vital in Jiggs' game. While it's by no means a bad move,
relying on drills is never a strong option, even if you can follow DI as well
as Jiggs can. Catching an opponent in this should lead to either a grab or an
U-Tilt, depending on percentage (as long as you have normal reflexes).

3: F-Throw

This is a bit biased. I simply love this move, for no real reason. It has
a cool trajectory and is a great combo setup earlier on. If you can grab a foe
at low percentage, you can stack an extra 30% on just like that. And that's
the worst case scenario. Much of the time you can link it into a U-Air or
three, followed by a Pound > Rest or a plain Rest. Easy kills.

Runner Ups: N-Air, U-Tilt, B-Throw


6: The Tier List


The New Tier List						reassessed


There is now a new tier list. Visit Smashboards' SSB64 section for further

The current list was created by a group of players known for their knowledge
and skill about the game. While opinions varied rather significantly from
player to player, the overall list shows a fairly agreeable order.

It's a far cry from the GameFAQs list of 2006 and prior, so some reasoning
regarding the changes is in order.

Concerning Pika:

Pika is just that good. He has exceptional combo tools, is very fast, has an
excellent grab, and the only decent recovery in the game. He is undisputably
the best character in standard competitive play.

Concerning Ness:

Ness isn't THAT good. People overestimated DJC. It's not that good of a tech.
It doesn't give approach options, it can be punished, and the only thing that
stands out about it is that it gives Ness a little sphere of priority. His
throws and U-Tilt are still as good as ever, but the real problem is recovery.
It is, simply, utterly awful - you can jump out and smack him away, wait for
him to shoot himself and smack him away, or let him land and smack him away.
It doesn't matter if you sweetspot or not; Ness isn't going to be recovering
if you edgeguard right.

Concerning Jigglypuff:

Jigglypuff is not a terrible character. If you think she is bad, you're wrong.
The bad one is, in fact, you. Yeah, I said it.

Jiggs' super-awesome zero-deaths were very overrated. With the surfacing of
DI, D-Air has loss a lot of lustre, though it can still be pulled off. In
addition, her approach is limited to N-Air: it's the only move with a hitbox
sufficiently large enough to get past enemy moves. She's also very, very
susceptible to low hits - though her recovery is great when she can come
back at a height, she sucks when she has to recover at stage level. If she
tries to attack an off-ledge edgeguarder, chances are she falls too low to
come back. Her lack of range, sort of poor approach and, to a slightly
lesser extent, her gimpability and light weight, let her down.

Concerning Link:

Many top players believe Link is actually Mid or even High Tier on the stage
Hyrule Castle. This is due to his ridiculous ranged game and the size of the
stage mitigating his recovery issues somewhat. He still loses horribly to Pika
and even more horribly to Fox on that stage, but he gains some key advantages,
such as against Kirby and Yoshi, which he does not have on other stages.

And before anyone asks, I was part of the group who contributed to the current
list and the revision just prior to it. I do know what I'm talking about.












+ is a positive aspect
/ is a neutral (good AND bad) aspect
- is a negative aspect

Top Tier
+ Good combos
+ Unrivalled recovery/escape mechanism
+ Ridiculous edgeguarding
+ Fast overall movement
+ Good air game
+ Good range and hitboxes
+ Fast grab, powerful and useful throws
+ Juggles easily
+ Has decent low-percent finishers
+ Has a (meh) projectile

- Sort of light
- Some arbitrary moves
- Really bad techroll

High Tier
+ By far the best camper in the game
+ Fantastic projectile
+ Great, versatile combo game
+ Good low percent kills and kill methods
+ Fast all around movement and attacks
+ Initiates well
+ Good short hop
+ Juggles well with several moves
+ Reflector owns things
+ Long duration and large hitboxes on several aerials
+ Standard, quick grab and throws
+ Passable edgeguarding

/ Fast faller

- Easily intercepted recovery
- Moderately vulnerable to combos


+ U-Tilt...
+ Good drills and spike
+ Great edgeguarding potential
+ Longest recovery
+ Juggles and initiates well
+ Good range and hitboxes
+ Powerful smashes and Down-B
+ Decent knockback aerials
+ Fairly quick
+ Multiple jumps for spacing/comboing/stalling
+ Has access to many good projectiles

/ Interesting throws

- Lacks a decent upwards hit in the air
- Light and fairly easy to combo for most characters
- Has a linear, interceptable recovery
- DI makes drills (esp. F-Air) very hard to use particularly well
- Ploddy in the air and very basic approach


+ Great combo game and finishers
+ Hard-to-escape combos (DI-resistant)
+ Great initiation
+ Very fast with a great dash(dance)
+ Good F-Smash
+ Good grab, interesting throws
+ Good spike and edgeguarding
+ Large hitboxes
+ Good short hop
+ Best taunt-canceller by far

/ Quite heavy

- Easily comboed
- Poor recovery
- Sometimes has trouble finishing foes
- Falcon Punch is hard to land :\


+ Good combo game
+ Good projectile and baiting
+ Versatile recovery with huge hitbox on Up-B
+ Interesting resistance to many combos
+ Good smashes, including a low-percent killer in U-Smash
+ Good edgeguarding
+ Standard, decent grab + throws
+ Standard, good aerials

/ Interesting weight/floatiness

- Relies on platforms for most 0-deaths
- Most combos can be stopped early with good DI


+ Huge potential with parries, DJC gimmicks etc
+ Good all-around aerials
+ Parrying and second jump give invincibility/armour frames
+ Breaks out of combos easily
+ Good setups and okay approach
+ Can juggle and stack damage quite well
+ Good edgeguarding/spike
+ Great recovery
+ Fun projectile
+ Lots of finishers
+ Excellent shield-break potential
+ Gimmicky anti-edgeguard

/ Interesting aerial movement/speed

- Some slow-ish finishers
- Bad range and lag on grab
- DJC can be risky
- Gimmicky tactics fail at higher levels

Mid Tier


+ Great grabs, grab range, throws
+ Large hitboxes in general
+ Decent finishing options, low-percent KOs
+ Astonishing synergy with walls, platforms
+ Many options out of shield
+ Workable horizontal recovery
+ Two spikes
+ Has an 'infinite' grab
+ Giant Punch really is Giant

/ Very heavy

- Easy to combo, due to large frame/weight
- Slow aerials make aerial combos circumstantial
- Linear, easily predictable vertical recovery


+ Good combo potential
+ Great horizontal recovery
+ Good low percent KO
+ Incredibly easy kills from D-Air/F-Throw
+ Multiple jumps suited to stalls/spacing
+ Okay grab, great throws
+ Can juggle well

/ Very light

- Poor vertical recovery
- Poor aerial movement
- Poor overall range and hitboxes
- Sing is useless against button mashing
- Rest is a risky attack


+ DJC has enormous potential for many things
+ Good defensive options
+ Good overall priority on the ground
+ Very powerful spike and finishers
+ Juggles very well
+ Okay coverage with Yo-yos
+ Long, potentially dangerous recovery
+ Has an instant, automatic ledge grab in Down-B
+ Interesting projectiles
+ Can reflect projectiles and restore health
+ Extremely powerful throws

- Easy-to-counter, gimpable and predictable recovery
- Mediocre aerial hitboxes limits approach
- DJC, projectiles, U-Tilt all carry risk
- Aerial hitboxes are rather average
- Some arbitrary moves


+ Decent combo game and superb finishers
+ Excellent juggling
+ Good recovery
+ Usable projectile
+ Powerful, standard grab
+ Good out-of-shield options
+ Okay edgeguarding

/ Floatiness
/ Slides a lot from shieldstun

- Awful horizontal aerial speed
- Awful approach options
- Some useless moves


+ Ridiculously good at camping on Hyrule
+ Large hitboxes, some disjointed
+ Two powerful projectiles
+ Decent approach, defence options
+ Many finishing options
+ Decent smashes
+ Juggles quite well
+ Edgeguards quite well
+ Good overall hitboxes

/ Ranged grab

- Abysmal recovery
- Moderate vulnerability to combos
- Again, abysmal recovery


+ Interesting approach options
+ Escapes combos easily
+ Good spike and power aerials
+ Decent smashes
+ Interesting projectiles
+ Breaks out of shields easily
+ Great horizontal recovery

/ Floatiness
/ Ranged grab

- Floatiness gives severe lack of approaches
- Simply cannot freely combo
- Mediocre non-circumstantial edgeguarding
- Huge lag on missing grab
- Many arbitrary moves with little use
- Awful dodge roll


In conclusion (if you've read this far), DO NOT TAKE ANY OF THIS AS FACTUAL,
UNSHAKABLE PROOF. This is a mere analysis, and I'm sure there are many small
things I've overlooked. This is a section under revision. Do not bother
shooting flames my way, I'll ignore them. This is just a (hopefully) more
accurate showing of SSB64 as it is played today, as opposed to the spike
dominated world of five years ago.


The GameFAQs list						[idcmuch]

Warning: This is ancient. Quoting this is by no means absolutely correct. It
is a basic framework, and should not be trusted like you would trust the Melee
or Brawl (lol Metaknight) Tier Lists. It is only here to show the changes in
metagame and thinking from then to now (late 2009).



(1:  Pikachu
(2:  Kirby
(3:  Ness?


(4:  Fox
(5:  Captain Falcon


(6:  Jigglypuff
(7:  Mario
(8:  Yoshi


(9:  Donkey Kong
(10: Luigi


(11: Samus
(12: Link

NOTE: It is debatable as to who was actually bottom, Samus or Link. Link is
plagued by an easily prevented recovery, while Samus lacks combo potential and
has very limited choice in KO moves.

Ness was sometimes relegated to High Tier, as he is easy to edgeguard and has
limited top tier potential when compared to Pika, Kirby or even Fox/Falcon.


7: Stages							[mesighs]


I guess I have to add in this stage - every FAQ has some incarnation of a
battlefield section. 1P Mode also included. Well, let's get started.

NOTE: For 1P mode, I assume HARD or VERY HARD level. Also, here's a tip for
playing 1P mode. Spam specials with knockback. Seriously, to make life easy in
the multi-man stages, they've doubled or tripled special attack (and rising
attack) power. Spamming moves like Thunder or Super Coin Jump are OHKOs on
most of the multi-man stages.


Peach's Castle


From:			Super Mario 64 (N64)


  |\                          /|	Key
  | \           BB           / |
  |  \          BB          /  |	B 	= Bumper
  |___\                    /___|	MV	= Moving Platform
           ____________			XXXX	= Spawn Zone
          |____________|		</>	= Possible directions for MV

Features: 	Bumper
		Triangular Barricades
		Moving Platform

Peach's Castle is a semi-basic arena. It has two key platforms, one on top of
the other. The top one is semi-solid (you can drop/jump through). The more
interesting aspects are the triangular features on either side. These are more
barricades than anything else - they make smashing away difficult. A more
unique feature is the Bumper situated directly above the middle of the upper
platform. Anyone hit into this can expect to fly straight into the triangular
barricades, or at low percentages, be knocked violently off the platform. It
seems like a smash aid - a direction change - but they hinder real smashing
more than anything - a perfectly good Up-Smash into that will interrupt the
attack trajectory. Now, the most annoying feature. The platform labelled MVMV#
on the bottom is, in the diagram, perfectly balanced. The arrows show where it
can head to. Of course, when on the right, it has been retracted from the left
hand side, and vice versa. That makes recovering exceptionally annoying if you
happen to have bad luck.

1P Mode: VS Mario Bros (4th Stage - with one ally)

Sort of tough, your ally will be fairly useless. Go for both brothers at once,
using grabs and smashes to hit both at once.

Competition: 	Counterpick

		This is an incredibly stupid stage. The moving platform is
		very difficult to keep track of, the bumper and triangles
		greatly hinder KOs from both parties, and there are no edges,
		making everyone but Pika even worse at recovering. On the
		other hand, it isn't imbalanced and there is no overpowered
		strategy usable here, so it's used as a Counterpick stage.
		It's notable that much of the approach on this stage is either
		upwards or downwards, as opposed to the standard side ways.


Kongo Jungle


From:			Donkey Kong Country (SNES)


     _____              _____		Key
     \___/       OOO    \___/
      | |       |___|    | |		OOO	= Rotating Platforms
      | |   OOO          | |		^B^	= Rocketbarrel
      | |  |___|         | |		*****	= Special Platform
      | |                | |		XXXX	= Spawn Zone
  \ ************************* /

Features:	Rotating Platforms
		Spinning Rocketbarrel
		Special Platform (*****...)

This stage is another stage you could call semi-basic. A pitched (valley-ish)
main platform with two supporting platforms in the air (pillars aren't solid,
just there for decoration), it also sports a duo of rotating platforms in the
approximate middle of the stage. Man, those are good are disrupting aerial
combos. Anyway, the most interesting thing is under the stage - a Rocketbarrel
straight from Donkey Kong Country. Move into it and you'll enter with a thump.
Now press a button to be launched out dramatically, as if you were launched
via a smash attack. However, you take no damage. But wait...what about the
stage? Won't I hit it? There's the cool thing - the stage is semi-solid. It's
approachable from below, so if you think going under's the end, think again!
The Rocketbarrel likes rotating, so you could fire in a bad direction. Just
wait and be patient. Nothing can hit you while you're in that barrel.

1P Mode: VS Giant Donkey Kong (5th stage - with 2 allies)

Use high damaging attacks and moves like Kirby's D-Air and Puff's D-Air to do
crazy damage. Throwing is much easier, as are chain throws. Beware, he can KO.

Competition: 	Starter

		Perfectly fair. Using the barrel at the bottom can extend your
		recovery, which is perfectly fine, and everything else is just
		something to work around. The slanted stage is exceptionally
		annoying sometimes, and the rotating platforms are a bit of a
		random factor, but the pass-through bottom helps a lot of
		characters and it's one of the more fair stages in the game.


Hyrule Castle/Temple


From:			The Legend of Zelda: Ocarina of Time (N64)

			   /  \			Key
			  /    \
			 /      \		>>>	= Covered Area
			XXXX_____\		XXXX	= Spawn Zone
			|	|		Z	= Evil Wall :O
			____	|		<>	= Possible Twisters
			\__/	|
			|    _<>_                 _
			|    \__/                |_|
			____	|               |   |
			\__/	|               |   |
			|	|               |___|
	     ----------------------<>----       \___/
  _____<>____|				Z       |>>>|
  |          |				Z       |>>>|
  |	     |				Z__<>___|>>>|___
  |	     |						|
  |	     |						|

Features:	Covered Platform
		Random Twisters

This map is easy to play - really big, meaning you don't die easily, and some
walls that let you combo with aplomb. The left hand side is a small wall and
an edge, and is an easy spot for gimps. The middle three platforms faciliate
rising combos, which are helpful for the likes of Falcon, Ness and Link. It is
also reasonably safe, with significant distance to any of the blast lines from
there. The most interesting (and one-sided) area of the lot is the 'tent', the
area on the right. It's an enclosed space, and the dual walls and lack of
walltechs make for insane, rebound comboing that any character can perform
with ease. It's also slightly harder to KO in there, but it's still a rather
ridiculous area. Tornadoes spawn periodically with a distinctive whoosh, and
can really mess you up if you aren't careful.

1P Mode: VS Link (1st Stage)

Pssh. Grab, smash, aerial, whatever. Link is no opposition.

Competition: 	Starter/Counterpick/Banned

		Somewhat suited to competitive play. IT is possibly the most
		disputable stage in all of Smash Bros. The tornadoes are dumb,
		especially the middle high platform one, and the stage is very
		easy to camp on, but putting that aside, it makes a lot of
		otherwise bad characters quite viable, most notably Link, and
		isn't stupidly broken by way of stage design - players have to
		play in a specific way to make it anywhere near unbalanced.


Planet Zebes



From:			Metroid (NES)

		\_________/			MP 	= Moving Platform
     __________					SP  	= Slanted Platform
     \________/             ___	   __MP__	LAVA	= Lava (>:O)
                          _/  /    |____|	SAFE	= Safe Platform
		        SP   /			XXXX	= Spawn Zone
		      _/    /

  _________              ___________
  \	   \____________/	   /
   \				  /


Features:	Vertically Moving Platform
		Super Powerful Acid Lava
		Rising Acid Lava

Here's the deal. This level is mostly banned from tournament play due to one
interfering feature - the acid lava. I say acid lava because I'm not sure if
it's lava or acid. Anyway, it's absurdly strong, KOing most characters at 80%
or so. It's almost a reverse spike. Getting caught in it at a low percent will
boost your damage count up to about 50 before you can even get back on the
stage, meaning that if you do survive, you'll be battered (and fried). Spikes
are supreme damage rackers on this level. You can come up through all the
platforms on this level.

1P Mode: VS Samus

Play as per normal, but dodge the lava. If you get a good enough hit, Samus
won't come back.

Competition: 	Mostly Banned (8th Stage)

		Usually banned, purely because play can be disrupted by the
		dumb lava. Or acid, whatever. It ruins things majorly, and can
		result in unfair loss of stock.


Yoshi's Island


From:			Yoshi Story (N64)

		   XXXX					Key
		|_______|				S	= Slant
                       __S___       OOOOO		OOOOO	= Cloud
             __S__    |______| 				XXXX	= Spawn Zone
  OOOOO					     OOOOO

Features: 	Disappearing Clouds

An easy stage to play: the only 'hazards' are the clouds, which disappear if
you stand on them for too long. These are actually recovery aids - characters
like Link and Captain Falcon are much better on this stage due to the presence
of the clouds, which act as platforms. Fighting on the clouds isn't really a
good idea - it can disappear and ruin combos, or just plain wreck you (eg.
Yoshi in the middle of a DJC combo - bye bye). KOing off the top or Spiking
are better options than plain smashing.

1P Mode: VS Yoshi Team (2nd Stage)

Abuse grabs and you'll win. The clouds are absent, which makes it harder for
the Yoshis to recover.

Competition:	Mostly Banned

		Generally not allowed, because it's harder to KO off the right
		hand side, and camping is rather broken for some characters.


Dream Land


From:			Kirby Superstar (SNES)

             XXXX				Key
	   \______/				WW	= Whispy Woods
    _______	   _______			XXXX	= Spawn Zone
    \_____/        \_____/
   \			 /

Features:	Whispy Woods and his Blowing Wind

A standard stage with three platforms. It's very simple and facilitates combos
quite well. The only real 'hazard' is Whispy Woods, who blows wind at you
periodically. The wind is not random and it has been debunked, but I can't
remember exactly how it goes. Reasonably fair

1P Mode: VS Kirby Team (6th Stage)

Pssh. Watch out for spikes, but otherwise smashes will do it. The Kirbys won't
recover 100% of the time. Sometimes they won't even jump. Also, they can kill
each other.

Competition:	Recommended

		Well suited to competition. Do remember that this game is
		geared towards gimps, and this stage makes that all too easy.
		While it's reasonably standard, it also makes for rather
		cheap kills, so don't tote this as overwhelmingly fair.


Sector Z - The Great Fox


From:			Starfox 64 (N64)

		      XXXX	/    /			<==>	= Arwing area
	AR AR AR AR AR 	<==>   /    /			AR	= Arwing Laser
			      /    /			[]===	= Random gun
	___________ARAR______/    / AR  AR  AR  <==>	XXXX	= Spawn Zone
	\			  |
	 \		Great Fox |
	  \______		  |_____ARAR ______
                 \			   /      /
		  \			  /______/

Features: 	Big Wall
		Arwings (stupid planes...)
		Arwing Lasers (even more stupid...grumble...)

Before I say anything, let it be known that the gun shown by []=== is not a
platform. It is in Melee, but it isn't in 64. Now, this stage is probably the
biggest in the game (if you don't count the clouds in Yoshi's Island). You're
fighting aboard the Great Fox, Fox McCloud's ship. This ship is inhabited by
laser firing Arwings, which are a constant nuisance. Just when you think that
the game's won, an Arwing swoops down, lets loose a barrage of devastating
laser beams, and boom, you die. Aside from the 4-shot barrages, Arwings can
also serve as temporary platforms. They soon zoom upwards off the stage, so if
you happen to be on them, you die from going too high. They can also flip you
off by doing a BARREL ROLL. They may also swoop in from the background and
dive-bomb you with lasers. One last thing, they may (RARELY) charge you after
shooting a laser barrage. Again, I want everyone to know that the gun shown
by []=== IS NOT A PLATFORM, NOR CAN IT FIRE. Aside from that, a fun, large
stage, fairly easy to play with. However, disliked in online play/tournaments
due to idiotic ARWINGS and ridiculous camping.

1P Mode: VS Fox (3rd stage)

Meh. Dodge some lasers and combo away. Fox is light, and smashes work well.
Avoid air play, computer use of Fox's U-Air is scary.

Competition:	Banned

		Banned, primarily because of the absurd size of the stage.
		Camping is just too easy here, and the Arwings randomly coming
		down doesn't make it any better.


Saffron City


From:			Pokemon Red/Blue/Yellow (GB + GBC)

			_______			MP	= Moving Platform
    		        PK     |   ______	PKMN:O	= Pokemon Portal
       _MP_		MN     |  |      |	XXXX	= Spawn Zone
       \__/ 	________:O     |  |	 |
               |               |  |      |
  _MP_	       |               |  |      |
  \__/ _____   |	       |  |	 |
      |     |  |	       |  |	 |
      |	    |  |	       |  |	 |
      |     |  |	       |  |	 |
       =====    ===============    ======

Features: 	Moving Platforms
		Pokemon Portal

A stage loathed by many, though it's my favourite. The reasons? The first is
the presence of several holes spread randomly throughout the stage. This is a
hazard to characters like Ness and DK, who use open space for recovery. This
also aids spikers, who can now use the holes for low damage KOs. The two plats
go up and down repeatedly, which can sometimes ruin recovery. Now...the Poke
Portal...I'll list what can come out, and what can happen.

Porygon			This is the squarish pink/green thing, which will come
			out hard and deal heavy damage. If you're there when
			it shoots out, you go flying.

Charmander		Charmander is the orange lizard that breathes fire. It
			can either come out and shoot flames onto the platform
			or just come out and do touch damage. It can be KOed
			with a Falcon Punch, etc.

Chansey			Chansey is the pink oval thing, which heals you if it
			comes out and you happen to be standing there. It can
			also be KOed (Falcon Punch, etc). If items are on, it
			can and will toss out a Chansey Egg.

Venusaur		Venusaur is the giant reptilian thing with a flower on
			its back. It'll either come out and growl, or start
			shooting green things (Razor Leaf, I'd guess) that act
			like a continual ray gun.

Electrode		The round, half-red, half-white thing. It'll start
			trembling, then blow up. Anyone nearby goes BANG and
			goes flying, fast. It has a high blast radius.

Use Pokemon well. Electrode's a killer, Charmander, Porygon and Venusaur deal
high damage, Chansey can heal.

1P Mode: VS Pikachu (7th Stage)

Run to the far right, and 50% of the time the computer will fail at jumping,
then Agility right off the stage. Pacifist, anyone?

Competition:	Counterpick/Banned

		There isn't much notable about this stage that hasn't already
		been said. It's counterpick if anything, and usually not even
		that. Camping the helipad is extraordinarily easy, and the
		Pokemon can be a nuisance. Ness also has problems recovering
		from the gaps between buildings.


Mushroom Kingdom (secret stage)


From:			Mario Bros. (NES)

How to Unlock:		Beat 1P mode with all 8 starter characters and then
			play on every stage at least once in VS mode.

	PW	      XXXX				  Key

	 X			  	   PW		  [-]	= Pipe
	[-]		      PW	_______		  PW	= Pow Block
________|I|_     PW			|_____|		  V	= Drop Plat
____________|  _______      	________		  X	= Pirahna
	       |_____|      	|______|	 X		  Plant
				     	        [-]	  XXXX	= Spawn Zone
________________________   _V_  _V_   __________|I|______
			| |___||___| |
			|	     |
			|	     |
	    	      =[-]	     |
			|	     |

Features:	Warp Pipes
		POW Blocks
		Dropping Platforms
		Pirahna Plants
		Constricted Roof-Floor Area (to the left)

Despised by a great many people (for many well founded reasons), this stage is
a very unique stage that manages to be nostalgic and strategically sound at
the same time. With Mario Bros. reminiscent scenery and a range of playing
fields in one, this stage is a hard one to master. Notice the Warp Pipes that
signify a Mario game. Pressing down (crouching) will cause you to warp to one
of the other pipes. The lowest pipe that is on a wall cannot be entered, only
exited. The two vertical pipes also can have Pirahna Plants coming out of them
(like in the Mario games), which can damage you. A sufficiently powerful hit
(Falcon Punch, etc) can knock them away. Next, note the two yellow platforms
in the center. Stand on one, will you? Yeah, it begins falling. It restores
itself after a while though (both of them). Not really an obstacle. Now, the
most useful feature: the POW blocks. These blue blocks periodically appear
above one of the above marked areas. Hitting them will basically initiate an
all-ground version of Donkey Kong's Down-B, shooting enemies upwards. If the
enemy is in the air, they're safe. Finally, the constricted space in the left
of the stage can be juggle abused. Be careful. It is a fairly large stage, and
you should make the most of it.

Competition:	Banned

		Banned, primarily because you can spam the pipes to really
		annoy people, and because some consider the POW block stupid.
		It's also a very random stage, and the blast lines are too
		small for most peoples' likings.


Metal Mario's House


From: 			Super Mario 64 (N64)

How to unlock:		Gameshark Codes or bust


	    XXXX				   '=' 	= Hilly Platform
	  ________				  XXXX  = Spawn Zone

    __		      __
    \ =______________= /

Features:	Very small size
		Slightly hilly platform

Surprisingly small, Metal Mario's House is only accessible in 1P Mode and
with Gameshark Codes. I will have the relevant PJ64 codes with the next update
(not sure about Mupen). This isn't really preferred in serious competition as
the stage is really freaking small. Pika in particular has too many ways to
destroy you on this stage, and DK's throws are insanely strong.

1P Mode: VS Metal Mario (8th Stage)

The simple way to beat him: spam drills like mad until you've accumulated 100%
or more. He will now actively follow you. From here, wait near an ledge and
throw him off when he gets near. If a powerful item appears, it will have a
huge effect on him compared to your attacks. Bob-ombs in particular are very
dangerous. You can also chain-throw MM easily with certain characters. Note
that MM has a shocking recovery as he is the fastest faller in-game.

Competition:	Usually Banned/Unused

		The stage is small and slanty and the blast lines are far
		away. Not used, since there are easier and more accessible
		options in general.




From:			Super Smash Bros. (N64)

Unlock:			Gameshark Codes, bro

              XXXX				Key
        _______	  _______			XXXX	= Spawn Zone
        \_____/   \_____/

      \			 /

Features:	Very, very small size
		Edges that prevent ledge-DI

It's very small and you can't ledge DI to save yourself from edgeguards. The
platforms are smaller and closer together than they are on Dreamland, which is
easily preferable. I'm not really a fan.

1P Mode: VS Fighting Polygon Team (9th Stage)

This is gay. Camp at an edge, watch out for enemies dropping through platforms
with aerials, and B-Throw away. It's the only way I've managed to go through
on Very Hard without losing a life. The fact that a convenient Onix spawned
for me helped as well. Definitely the hardest 1P Mode Stage.

Competition:	Banned/Counterpick

		No Ledge DI and very, very small size make it quite unsuitable
		for competitive matches. That said, it is fairly standard and
		should be considered if you have access to a Gameshark.


Final Destination


From:			Super Smash Bros. (N64)

Unlock:			Gameshark Codes...


						XXXX 	= Spawn Zone


Features:	Not much. It's a medium sized stage.

With the advent of new gameshark codes (Go to Smashboards), this is now
playable. Haven't done so myself, but still...

1P Mode: VS Master Hand

Easiest opponent in the game - 100% predictable, shielding stops everything,
projectiles are horridly easy to dodge, and he doesn't even flinch. Drills can
and will destroy the poor glove.

Competition:	Not sure

		Fox would be incredibly annoying to fight (SHDL much?) here,
		same with Yoshi and DK. Shooting star textures make playing
		here harder than it should be. It should be a fair-ish stage.


8: Gameplay Videos						fromthepros


This is the best way to learn - watching videos by the pros. A vast majority
of these will be Isai's. He's just that good. A lot of videos will be older
ones, but I'll try to put in newer ones too. Isai is only one player, so for
every character barring Link and Pika, I've put in at least one other decent

A friend helped compile this list. He's more competent than me anyway, so it
should be better for whoever's reading this.


http://www.youtube.com/watch?v=0J2QA5-A31o (Akamario)

A lot of recovery mistakes, but the thing to watch is his application. Notable
are the D-Air > U-Air short hops, as well as the double U-Air short hop. Both
of these lead into grabs, remember that. It shows how to escape combos and get
back on stage using unorthodox Up-Bs. Also shows good edgeguarding. Last combo
of the match is a very short and sweet one.

http://www.youtube.com/watch?v=PB6eNRG2gw8 (Akamario)

Good D-Air, U-Air, good fireball usage (2:20 is awesome), great edgeguarding,
timing in general, and an epic fight overall. Sima is a fantastic Ness. There
is a brilliant U-Air chain later on, and interesting application of the weaker

http://www.youtube.com/watch?v=_swWGqH-HNY (Isai)

One way traffic for the first stock. This shows how combo-prone Falcon is. It
also shows the only time you should ever use Up-B offensively - after double
jumped U-Airs. Down-B is used to dodge a Falcon D-Air (though it might not
have hit anyway). Mario's good recovery is blended with edgeguarding, note

http://www.youtube.com/watch?v=wawMo-__Vhg (Isai)

Some nice U-Air chaining, plus it's against an awesome Falcon. Note that Isai
doesn't always attack when he's on the edge - sometimes he just lets himself
hang. The threat of being edgeguarded is sometimes as powerful as edgeguarding
itself, as seen where Isai simply moves close to Tatuman and Tatuman recovers
in the wrong direction. Also a fun fireball trick at 1:21 (rebound anyone?).

http://www.youtube.com/watch?v=kx7XHmS9XWg (Isai)

Start about 40 seconds in. Shows some U-Air > U-Smash kills, drills > grabs,
nice wall usage, plenty of SH D-Air to U-Air.


http://www.youtube.com/watch?v=HQJdydikEnU (Morgen)

Ridiculously good DK. Techchases, edgeguarding, grab release and uses of
F-Throw are all superb. The fact that he's against a competent Pikachu makes
it even better. Up-B is used very well. 1:28 is fantastic edgeguarding.

http://www.youtube.com/watch?v=5BwkaAGEpyk (Morgen)

Cancelled U-Air > D-Air. F-Throw platform chains. F-Throw to Up-B. Good use
of N-Air, better use of F-Air.

http://www.youtube.com/watch?v=s2kpV5YcDqU (Isai)

Basic F-Throw > F-Air/Up-B combos. Very good to use, especially on maps like
this one or Congo Jungle. Note the first KO is a throw followed by a F-Air,
then simply Isai's threatening presence. He's that good, people. Also of note
are Up-B edgeguards. This vid also proves DK sure as hell isn't slow.

http://www.youtube.com/watch?v=NlLdx0aWpn4 (Amasawa/Isai)

Two fantastically fast and fluent DKs here. Probably the best DK ditto ever
recorded. This has the works: Up-B edgeguards, good grab use, jumping F-Throw
combos, brilliant wall use, great application of U-Air, Down-B techchasing,
platform shenanigans, D-Air > U-Smash, etc. A must watch for budding DKs.
Amasawa is probably the best DK out there (next to Isai, I suppose).

http://www.youtube.com/watch?v=e_1W0ThSbNE (Amasawa)

Pretty brilliant play by Amasawa the whole way through. The thing that the
other videos lack is the hard but rewarding combo at 2:30. Brilliant stuff.


http://www.youtube.com/watch?v=aQamKMpml48 (Isai)

Good projectile use, including pivot Boomerang, taking out bombs in SHs, and
a very fun boomerang edgeguard. Other things include good N-Air/U-Air juggles,
good use of SH D-Air, wall use, good edgeguarding and the most important thing
of all: continual, unpredictable movement.

http://www.youtube.com/watch?v=HstjmRUyPvA (Isai)

How much does F-Air rape against DK? Lots. The bonus is the good DK player.
Lots of good aerial use, and awesome projectile use, as always.

http://www.youtube.com/watch?v=drdtL9admys (Isai)

Projectile ownage. One very notable thing is the awesome DI Isai does near the
very beginning. Also note that Falcon's U-Air chains are basically impossible
to avoid, even with the ridiculous DI.

http://www.youtube.com/watch?v=e_1W0ThSbNE (Isai)

1:45 is what you're after. This is the only time I've ever seen the bomb
recovery do more than force a ledgehog. It's worth learning...I think...


http://www.youtube.com/watch?v=-L08PfUfruc (Isai)

Defensive Samus. Despite what you might think, Isai manages to dominate. Good
use of...everything, I suppose. F-Air and D-Air are especially good, and Isai
uses Neut B with aplomb.

http://www.youtube.com/watch?v=84ZvcyRp-CI (Isai)

Plenty of escapable, but good combos laid out by Samus. Okay, not combos, but
Isai wins in the end due to these chains of damage stacking. Up-B is used a
lot. If you use a little prediction, you can see why it would be used. D-Air
edgeguards are thrown around a lot, and they work.

http://www.youtube.com/watch?v=K8-3hFuusGg (Zantetsu)

Overall, a solid Samus. Highlights include good D-Air use, good Up-B use and
an Up-B shield-break (even though nothing came of it).

http://www.youtube.com/watch?v=RYvOr0shx0E (Isai)

Very interesting match, 1:55 is a very nice little KO, with Neut B used to
change direction when recovering. 2:29 is the most awesome Samus moment ever.
As usual, aerials are used extraordinarily well. B moves are also used quite
appropriately. Great prediction from 3:30 onwards.


http://www.youtube.com/watch?v=cPRh1maGnMc (Prince)

Yoshi outplays Pika in pretty much every way, but loses because Pika is Pika.
Good DJC F-Air/N-Air/B-Air, decent edgeguarding, interesting combos and best
of all, very good parrying. No D-Air, which is odd.

http://www.youtube.com/watch?v=XtqfPFRjQfs (Sossi)

Successful egg edgeguards, good parrying, use of 2nd jump invincibility, good
DJC, plus D-Air, which was missing in the above vid. Again, Yoshi loses. But
this time it's because Isai is Isai.

http://www.youtube.com/watch?v=WiB_YorfXb0 (Sossi)

Wall use, a shield break, more parries, good U-Smashing, good play in general.
Pretty extraordinary Yoshi play, and a good one to learn from. Gets Isai down
to 1 stock, which is pretty damn good.


http://www.youtube.com/watch?v=A4X-RBsfCdA (Isai)

Kirby as he should be played: good edgeguarding, F-Smash only when necessary,
no U-Tilt camping and creative recovery, as far as Kirby's recovery can be
labelled creative. There's a shield break that makes Pika fly off the screen
at 3:18, only he doesn't. The sound plays though. That's how awesome Isai is.
This vid shows everything Kirby should be doing, but not everything Kirby can

http://www.youtube.com/watch?v=puxJEIClKAk (KrazyKirby)

The potential of F-Smash and U-Tilt are shown here. KrazyKirby isn't as campy
as a good majority of online players, and his spacing and approach is also
very good. Also, his opponent has an awesome name, because Rurouni Kenshin is


http://www.youtube.com/watch?v=tfm0rz_GRMg (Sensei)
http://www.youtube.com/watch?v=47dJ-U3nol4 (Sensei)

His Fox is awe-inspiring. He uses lasers and his reflector with ridiculous
precision. There's a reason why Isai chooses to play this guy. Isai still wins
in the end, but anyone could learn a thing or two from this laser enthusiast.
Two matches in one, because these are my vote for the best use of B moves in
the history of Smash.

http://www.youtube.com/watch?v=Ri8lo3b8Oyk (Isai)

The first stock embodies Fox's combo game. D-Air, U-Tilt, D-Tilt, U-Air and
even a laser for stun are thrown in. The only things missing are jabs and
a Ness on the receiving end (because, you know, I hate Ness). Good edgeguards
and a bit of fox-in-the-box is shown. Brilliant DI at 2:28, a good jab>U-Smash
at 2:40 and basic good play by both parties.

http://www.youtube.com/watch?v=mSX8Auc1NCs (Isai)

Fast, frenetic play, with doable combos. U-Smash is used very well. A very
solid video, a good one to learn off.


http://www.youtube.com/watch?v=ouUooMEHqig (Isai)

The most brilliant Pikachu vid ever made. This is because Isai loses one stock
due to bad recovery, then takes off four of Kurtis's stocks without taking any
damage at all. Includes staples like U-Tilt use, ledgehop edgeguards, how to
use grabs, aerial combos and plain ownage.

http://www.youtube.com/watch?v=sRmCRt8Qk3E (Isai, Johnny)

Isai displays a brilliant aerial combo in the first stock, taking no damage
while beating Johnny down. This is followed by exemplary edgeguarding (since
it is against another Pika). Johnny also displays decent use of tilts and
throws. A double F-Throw, SH U-Airs, use of D-Air and F-Smash to edgeguard and
B-Throw's astonishing KB are all displayed.

http://www.youtube.com/watch?v=wagRnubW1jA (Isai, Johnny)

Far fairer. Good wall use, good edgeguards, good U-Smash use, and Isai loses.
In short, Johnny's a freaking good player, so don't judge him by the previous
vid. Agility is used to dodge attacks quite well.

http://www.youtube.com/watch?v=wGZcsehscTY (Isai)

Mainly for the laughs. This is how comprehensively owned Falcons (and to a
certain extent, DKs) are when facing good Pikas. Only 1 and a half minutes,
all because Falcon is made to be comboed. Exemplary Pika play in general.
U-Air and N-Air abound. F-Tilt is used quite well at 1:17.


http://www.youtube.com/watch?v=ry7UNDGZS1Y (Isai)

Very good use of U-Air, Up-B and aerials. Note at 3:09 where he uses Neut B to
change the direction he was facing. This shows that Luigi doesn't need to use
0-deaths every time: SH U-Airs at about 50% are a setup for a kill. Tigerbombz
is also an excellent Link.

http://www.youtube.com/watch?v=lexLRdYAMfQ (Isai)

Grab cancel at 1:05, pretty interesting. Aside from that, it's basic Isai
ownage. Fastfall U-Airs, flamboyant Up-Bs and good wall use are all included.
Have fun.

http://www.youtube.com/watch?v=Muc2EvHMcdQ (Lawrencelot)

Lots of tornado use, which I love. It's my signature with Luigi. Of course,
Lawrencelot shows a high level of competence in comboing and edgeguarding (I
suppose it is Falcon), which is definitely a plus. The often neglected F-Air
to U-Air is used a few times. The Up-B edgeguard is neglected, it turns an
enemy around, which means Link and Samus are screwed over (two of Luigi's more
common adversaries - low tier fights).

Captain Falcon

http://www.youtube.com/watch?v=HEec8yifjDw (Isai)

Generic 0-death combos, plus Falcon's better edgeguards. These include D-Air,
B-Air and U-Tilt, which fails twice, unfortunately. Also shows some basic Fox
stuff, including a flat surface combo.

http://www.youtube.com/watch?v=QV1XQHi5j8o (SuPeRbOoMfAn)

When a vid is 1 and a half minutes long, you know Falcon's in it. Boom beats
the ever loving crap out of thegreginator, who I'm sure is quite good in his
own right. Plenty of good comboing, lots of opportunities used, nice F-Air >
U-Air > Up-B action off the ledge.

http://www.youtube.com/watch?v=3-pDsK2k9DY (SuPeRbOoMfAn)

Good generic combos, very good watching. Also note that Isai loses. On a more
serious note, see how Boom turns to continue an U-Air chain,

http://www.youtube.com/watch?v=u9dW-n8KsLk (Isai, 358)

A death in the first 20 seconds. Two deaths in the first 40 seconds. You get
the idea. Includes several 0-deaths (as expected of a Falcon ditto), a Falcon
Punch edgeguard, and some approach tactics. The most notable thing is a few
repeated D-Airs, Mario bros style. This is recoverable for the attacker, as
shown here.

http://www.youtube.com/watch?v=sMpsd8Lt9hs (Isai)

0:12 shows some very nice DI out of a drill. The whole match is just showing
that Jiggs is hard to combo, and that B-Air works wonders. Note the shield
break KO and the fact that Isai doesn't use U-Smash or F-Throw - KB is too
great to really combo Jiggs.

http://www.youtube.com/watch?v=Yu_moia-oVI (Isai...who else?)

Isai nails 4 Falcon Punches, including one where he kills by knocking a guy
into an Electrode. Hapless saps never know what's coming. Nifty double spikes
and super awesome Up-B OOS kills. If there were tricks like these in Isai's
arsenal for every character, everyone would lose.


http://www.youtube.com/watch?v=2J3i9gFKz48 (Isai)

The most technically perfect Ness I found, though in my opinion not the most
creative. DJC is used with exceptional timing and skill. His techchasing is
very good, and there is a bit of full-hop fastfall D-Air, which is a very nice
approach against most characters (despite Kirby being one of the characters
you shouldn't do this to). Shield break at 1:28, if anyone wants to see good
use of DJC. The duration of D-Air is used well at 2:09.

http://www.youtube.com/watch?v=o8eKrDIAySQ (Sima)

My vote for best Ness. DJC is used with distinction, there is a DJCed F-Air
combo in the first 20 seconds, and a shield-break > PK Thunder Charge at about
1:10. Kickass. Seriously, even if this description is shorter, this guy is
quite likely a more entertaining Ness than Isai.

http://www.youtube.com/watch?v=PB6eNRG2gw8 (Sima)

A follow-on to the above video. This is also in Mario's section: Akamario is
pretty freaking awesome. I can't say much here, just watch the epic battle.


http://www.youtube.com/watch?v=aD9SGxu0cXk (Isai)

Brilliant spacing overall, sometimes just outside Ness's hitboxes. Rest is
thrown out a bit, as are U-Air, D-Air and N-Air, all of which are put to
great use. I can't emulate it myself, so explanations might be hard. Just
watch it for aerial awesomeness. Note that Isai doesn't do the standard one
jump one pound recovery (then again, he isn't knocked off at all). It's best
to get high up as Jiggs, unless you're facing Pika. This makes it harder for
them to immediately KO you, and also gives you a chance to get a D-Air in.

http://www.youtube.com/watch?v=2ReDiNdM2Qc (Isai)

The dominance of D-Air and U-Tilt are displayed here. Note at 1:25 how Isai
aims his Rest so it would KO off the closer side, rather than sending his foe
the other way. 2:00 shows why N-Air is an awesome aerial attack.

http://www.youtube.com/watch?v=gUOt_RhwiGc (Darth Fox)

Overall good Jiggs. Very nice comboing, deviating from the linear D-Air U-Tilt
standard. 1:38 again reinforces my support of N-Air. Even more interesting, he
tries to use the teleport AT. 2:38 is the more noticeable point. The Ness
could use some work, but Zantetsu is a decent player, so Darth's victory was
very valid.


9: Items (or Why Items Suck In Competitive Play)		brokenz


This is pretty much a party game, so there's usually a way to make the game a
basic 'bash them with whatever you can find' game. And that method is items.
Items can tip the scales if you know how to use them, and are generally banned
in all competitive play, because each and every one of them is cheap and can
cause total unbalance. Let's go over them, and why items shouldn't be used in

Melee Items

All the Melee weapons. These include the Beam Sword, the HomeRun Bat, the Fan,
the Hammer, the Fire Flower and the Star Rod.

Beam Sword	Simply put, this powers up several of your moves to super
---		strong levels. The moves affected are the jab (neutral-A),
		the F-Tilt, the F-Smash and the dash attack. Your jab becomes
*Read This*	an extremely quick, large and strong one hit attack. This is
*One First*	probably the best part of the Beam Sword. The F-Tilt becomes
		a meaty, powerful forward swipe, and the F-Smash a crazy
Star Wars?	strong (but slow) smash attack. The dash attack gains a large
		forward hitbox varying from character to character. The most
		broken parts about this item are the jab you gain and the use
		of this as a huge, powerful projectile.

HomeRun Bat	Well...the F-Smash with this is an instant one hit kill. So...
---		yeah. It's exceedingly hard to land though, so don't get too
Earthbound	excited. The best part of this weapon is the throw attack,
		which can easily KO DK at about 50%.

Fan		As well as having a seriously weird KB trajectory, the Fan
---		will instantly break shields with a F-Smash. Throws and other
Original	attacks do nothing. In a game with ridiculous punishment, any
		method of leaving an opponent utterly helpless for guarding
		should not be allowed, and SSB64 is that game.

Hammer		The Hammer turns you into a juggernaut with only one jump.
---		It's 30% if you're hit, and extreme KB too. However, you can
Donkey Kong	be hit (by things like Kirby's Down-B or invincible foes).
(Jumpman)	And if you're off the edge, you die. However, in the vast
		majority of cases, you can get at least one kill if you use
		this thing properly.

Fire Flower	Sends out a large, blazing flamethrower in front of you.
---		If you trap someone against a wall (in HYRULE, PERHAPS),
Mario Bros.	then it's an instant 170% or so. It also gets to be a very
		dangerous projectile (with fire effects, yay). The flames
		can be DI'd away from, but meh, it's still a stupidly large
		wall of fire. Runs out of gas eventually.

Star Rod	I played with this thing online on an items match once, and
---		man it is outrageously annoying. It's like having a gun that
Kirby		that fires Samus's Charge Shot at moderate charge. Not only
		that, it also gives you all the benefits of the Beam Sword
		and the ability to fire those cannon shots with a F-Tilt OR
		F-Smash. There are 20 projectiles in it. Luckily you can't
		fire this thing in mid-air. A decent projectile, too.

Projectile Items

All the Projectile Items. These include the Motion Sensor (MS) Bomb, the Bob-
Omb, the Bumper, the Green Shell, the Red Shell, the Pokeball and the RayGun.
The Capsule and the Egg will also be put in, just because I say so. Crates and
barrels too. Link's Bomb will not be included, because it is a generic move.

MS Bomb		The Motion Sensor Bomb is a dumb item that turns the game into
---		'who can dodge this area the longest'. Hurl the opponent into
Goldeneye 007	a stuck bomb and watch for the imba knockback and power. It
		also hurts to be struck directly by a thrown MS Bomb. After
		sticking, it won't activate for about two seconds, so get the
		hell out of there while you still can.

Bob-Omb		A superpowered version of Link's Bomb. Throwing it is more or
---		less an instant KO to anyone above 30%. If you leave it lying
Mario Bros.	there it'll get up and walk around, eventually exploding.
		Needless to say, touching it in this state is more or less
		instant death as well. You can hold it for as long as you want
		without it exploding, but getting hit with a strong enough
		attack can cause it to go off.

Bumper		In my opinion, the most underrated item in SSB64. Newbies will
---		look at it and see a dodgy item that has high knockback. It is
Original	much, much more. Throwing it near a ledge stops sweetspotting
		and recovery. Throwing it at an enemy from above is a spike.
		Throwing it in general causes very high knockback. This is not
		to be overlooked - at its best, it's a ranged spike. At it's
		worst it's a frustration. I hate it, a lot.

Green Shell	Would be a rather mediocre item if it weren't for the stupid
---		large knockback. A ridiculous edgeguard. Not quite as broken
Mario Bros.	as the vast majority of items, but it still gives its wielder
		an unfair advantage.

Red Shell	It's a Green Shell, but with a twist. If you hurl it onto a
---		platform, it'll zoom left and right on that platform for a
Mario Bros.	while, hitting anyone and anything on the platform. It's
		just another obstacle to avoid, as getting hit by it gives
		an opponent a free combo.

Pokeball	Gah. This is going to be long. The Pokeball is a powerful
---		weapon by itself. Hitting a foe causes knockback and basic
Pokemon		damage. However, a Pokemon soon emerges. Let's have a list of
		the Pokemon.

Charizard	Charizard appears and blows fire with Flamethrower. One side,
		then the other. Not game breaking, but it does make an area
		hazardous to go into. Charizard itself does damage too. The
		fire has surprising knockback.

Blastoise	Blastoise appears and starts shooting Hydro Pumps forward. It
		can seriously injure you if you're in front of it. Blastoise
		itself hurts you if you touch it. The Hydro Pumps have a
		very low trajectory, which is really stupid.

Beedrill	Beedrill appears, zooms off, then appears with a cohort of
		like-minded insects, all using Fury Attack. They rush across
		the screen and damage any in their way. Pretty frustrating.
		Enemies hit get flung straight up.

Clefairy	Clefairy comes out and uses Mimic on one of the other Pokemon.
		Can be annoying or hilarious (GIANT CLEFAIRY! CLEFAIRY SWARM!).
		Actually, it's probably Metronome, but it's restricted to only
		the other Pokemon, hence Mimic.

Meowth		Meowth appears and uses Pay Day to strike a large area around
		it. Can deal heavy vacuuming damage. Enormous space control
		potential, but it's not overly difficult to avoid.

Onix		Onix appears and flies upwards, before unleashing a fairly
		randomised Rock Slide from above. Deals fair damage, but has
		little knockback, as far as I have seen. Onix itself has fair
		KB and damage. It also lags the game in 4-player mode.

Koffing		Koffing comes out and fills the area with Smog. Nearby foes
		take fairly heavy damage, and get trapped. Unfair chances to
		KO come from this. Can be easily DI-ed out of.

Goldeen		Goldeen flops out and uses Splash. No damage or anything.

Hitmonlee	Hitmonlee comes out screaming, then does a Hi Jump Kick in the
		general direction of the nearest foe. Heavy damage and KB if
		you're hit, but it's easy enough to dodge. Enemies are flung
		straight up.

Starmie		Starmie comes out, tracks an enemy for a bit, then unleashes
		a relentless Swift. Not too big a deal in 1v1, but in 3p or 4p
		it can be a relentless pain, especially coupled with other

Snorlax		Sucks to be whoever didn't throw this. Snorlax leaps up, then
		falls down in the FOREGROUND with a Body Slam, pretty much
		hitting and annihilating the whole arena. Gives some insane
		map control to whoever threw it.

Mew		Mew comes out and floats away. Very rare. Just for show.

Capsule		The Capsule usually holds one item inside. On occasion (12.5%
---		chance, I heard), the Capsule has Bob-Omb-like power when
Original	it hits something.

Egg		A white, egg-shaped version of the Capsule. Given out by
---		Chansey when it's summoned.
Crate		A big wooden box. It holds 1-3 items, or is explosive fun.
---		You're immobile while carrying unless you're playing DK.
Original	It can be busted open with a strong attack (or a few hits).

Barrel		A wooden barrel. Throwing it will make it roll, and it will
---		keep rolling until it hits a wall. You can break it open with
Original	a strong attack. Again, you're immobile while carrying, unless
		(again) you're playing DK.

Other Items

Anything not in the above two categories. These include the Maxim Tomato, the
Heart Container and the Starman.

Maxim Tomato	These instantly restore 50% health. You can see why it can be
---		considered broken. 50% makes a lot of difference. Any damage
Kirby		dealt during the period where the damage meter rewinds is
		negated, though KB is the same as if no health had been
		restored at all. You might be able to KO an opponent whose
		health is still rewinding.

Heart		Does the same thing as the Maxim Tomato, only with 100%. This
Container	is obviously broken. Any damage dealth during the period where
---		the damage meter rewinds is negated, though KB is the same as
Legend of	if no health had been restored at all.

Starman		Gives a short period of invincibility. This does not prevent
---		suicide attempts, but nothing at all can touch you, not even
Mario Bros.	someone in the same invincible state.


10: Gameplay Strategies						beready


This section was written when I was an obsessed nubcake. There is a lot of
dumb fluff in here, most of which you don't need to know, and is just me
rambling uselessly. It has been completely wiped out and rewritten for your
reading pleasure, sans fluff.

Techniques you must master

There won't be an explanation on these techniques. They're in the Techniques
section. You'll have to master these before you can really start comboing.

* Z-Cancels
* Fast Fall
* Short Hops
* Short Hop Aerials
* Stick Jumps


Recovery Tactics and Sweetspotting the Edge			umustrecover


After you get knocked off, YOU MUST RECOVER. They've given every character a
method of modifying their recovery using special moves in order to increase
the distance recovered or to increase the chance of getting back on. Note that
these moves are not restricted only to your Up-B moves. For instance, Mario's
Tornado (Down-B), if performed correctly, can give notable vertical distance,
as well as a bit of horizontal movement. Yoshi's Ground Pound (Down-B) allows
you to sweetspot from a height while threatening anyone below you. The list
goes on.

Mario: (Down-B)	Button mashing B during the Tornado gives upwards movement.
       (Up-B)	Super Coin Jump gives nice vertical and horizontal recovery.
		Disjointed attack frames knock edgeguarders away.
       (N-B)	Extra damage and deterrent to edgeguarders

Mario has a very good recovery in terms of distance. His Up-B is very good at
hitting enemies near the ledge, though you can still be hit out of it.

DK:    (Up-B)	Spinning Kong can move left and right during the animation.
       (N-B)	Giant Punch can change the direction DK is facing.

DK's vertical recovery is pretty bad, but horizontal is quite good. His Up-B
is very meaty and can sometimes absorb random hits.

Link:  (Down-B) See Link's Bomb Recovery.
       (N-B)    Can be safely thrown to try and hit edgeguarders.
       (Up-B)	Fairly weak recovery, but the attack aspect deters opponents.

Link has terrible recovery, and bomb tactics don't really contribute. Up-B can
randomly hit opponents though, which can lead to edgeguarding of your own.

Samus: (Down-B) Repeated use in midair gives excellent horizontal recovery.
       (Up-B)   Fast recovery with constant attack frames..
       (F-Air)  Deterrent to edgeguarders. For distance, Down-B is preferable.

Samus' floatiness is excellent in ensuring she returns from the edge of the
stage. Her bomb helps her recovery, but remember it gets rid of your second
jump. Her edge-grab hitbox is weird, and she can grab the ledge even while
it's above her head. It's hard to hit her out of her Up-B.

Yoshi: (Down-B) Can be used to fall and sweetspot from up high.
       (N-B)	Can take enemies with you if you're about to die.
       (Up-B)	Can be used for Egg Cancelling
       (Jump)   Invincibility frames can completely ignore non-throw move KB

Very high 2nd jump, easy enough to recover (assuming good use of 2nd jump).
Just don't attack while you're in your second jump, or you might be hit off.
You can Up-B as you reach the edge (once you throw the egg you can grab the
edge immediately).

Kirby: (N-B)	Can incapacitate and possibly KO edgeguarders.
       (Up-B)   Quick recovery that can hit unwary opponents. Easy to be hit.

Extraordinary vertical and excellent horizontal recovery in terms of distance.
Very easy to edgeguard from above, so try to recover high if possible.

Fox:   (Up-B)	Basic, directable recovery with chance of hitting enemies.

Okay horizontal and vertical recovery. Fairly easy to edgeguard. Landing on
the stage is an option, since Up-B has almost no landing lag frames.

Pika:  (Up-B)	Excellent redirectable double recovery.
		Very easy to sweetspot, can be used to stall.

Good horizontal and vertical recovery, quite simple to manuever past foes.
The only recovery that can really bypass the edge completely.

Luigi  (Down-B)	Button mashing B during the Tornado gives upwards movement.
		It can also stop off-ledge edgeguarders, and possibly KO.
       (Up-B)	Super Fire Jump gives moderate recovery.
		Doesn't really hurt edgeguarders if sourspotted.

Great vertical, mediocre horizontal. Up-B is really bad for hitting enemies,
so high recovery is probably best.

C.F    (N-B)	Falcon Punch can be angled upwards for slight recovery.
       (Up-B)	Falcon Dive is a main recovery and can KO edgeguarders.
		If an opponent falls victim to this, it can be used again.

Pretty average in horizontal and vertical recovery. Up-B can randomly warp
to your opponents and grab them. By the by, Down-B offers exactly nothing
for recovery in terms of distance, and is easy to be hit out of.

Ness   (Down-B)	Allows you to grab the edge out of your second jump.
		Projectile absorption. Maybe. Nah.
       (Up-B)	Gives extraordinarily long directional recovery.
		Can sweetspot ledges if the user is skilled enough.

Good distance, but horridly slow and easy to edgeguard. Try using his aerials
to hit people (if you second jump gets you to the edge, that is)

Puff   (N-B)	Can be repeated for good horizontal recovery.
		Can be angled for horizontal and vertical recovery.

Dodgy vertical, exceptional horizontal. Easy to stall, too.

There are many ways to recover, and the primary idea in recovering is not
simply to get back to the stage, but also to prevent yourself from being hit
straight back off. How to do this? One method is sweetspotting the edge.

You may have heard of 'sweetspotting the edge' and wondered what it meant.
Perhaps you just read a few of the above descriptions and saw the phrase.
Sweetspotting the ledge is the simple act of grabbing onto the ledge while
recovering, rather than going straight onto the platforms. This is not to be
confused with sweetspotting attacks, which means hitting with the optimum
hitbox. Why would you do this? Let's go over the groundwork.

Major recovery moves (Up-Bs) have the frustrating side effect of causing you
to go into a mode called Helplessness. During this mode you are helpless (of
course), and the only things you can do are slightly modify your falling
trajectory and go into fast-fall. When you land you'll receive a punishing
amount of landing lag, which cannot be Z-cancelled (Z-cancelling counts as an
air-based move, and you are unable to use such moves in Helplessness). Why is
this so dangerous? As you land, you are liable to be smashed straight back off
by anyone waiting for you. If you're thinking ahead, you can see the vicious
circle forming. So, how to get back on?

There are two major ways. One is to hit any potential edgeguarders with your
recovery to temporarily incapacitate them. This is preferable, but hard to do,
because they'll be on the defensive as well. Some characters simply cannot do
this, because their recoveries aren't suited. The second safe method is to
sweetspot the ledge and work from there. When you first latch on, you get a
few invincibility frames, which guarantees your safety from diligent guarders.

Note: Grabbing the ledge obviously cancels the Helplessness, as you may have
already guessed from this explanation.

The act of hanging from the ledge gives you many possibilities.

Do nothing:	You hang on, awaiting orders.
Hold Up/Fwd:	You clamber back on swiftly.
Press A or B:	You climb on and launch a quick, weak attack as you do so.
Press Z:	You roll onto the platform and get a little distance inwards.
Hold Back:	You let go of the ledge and go into a falling state.
Hold Down:	You fast-fall down from the ledge.

Of these choices, the most useful one is to hold Back on the control stick.
When you do so, you'll be slightly below the ledge with your second jump and
further recovery all ready for reuse. Of course, having your second jump also
means you can simply hop straight back on and attack any waiting foes with an
aerial. This is expected in competitive play, so perhaps you want to stall a
little. You can obviously just stay put and hang. You can hang for as long as
you want, but this soon takes away your invincibility frames and opens you up
to smashes. That said, holding Down is useful in ledgestalling,
where you drop and jump right back up in order to keep invincibility frames on
the ledge and perhaps confuse waiting foes. Unless there's a big opportunity,
you won't be seeing much of the ledge attack, even though you get even more
invincibility frames during the attack. Rolling from the ledge by pressing Z
is another possible choice, but will likely work only once or twice, because
enemies learn to expect it after said number of times. Finally, holding Up on
the control stick will quickly boost you up. There are no catches to this, but
if you're willing to risk getting hit for a little extra speed, it may be
worth it. Obviously, all these choices are better than being smashed right
back off by a waiting adversary.


Frames of Defence					      dontgethit


Frames of defence are animation frames in which you are invulnerable to KB,
damage or both. I've divided them into two types: Type 1, where you can't take
damage/can't be knocked back, and Type 2, where you can neither be KBed or
damaged. That has further been divided into hittable/non-hittable. Also, there
is a section with a list of moves that have constant attacking frames, which
are not strictly defensive, but also offensive. After all, the best defence is
a good offence.

The tests were performed with a standard sexkick (Link's).

Type 1						Invulnerable to damage OR KB
Invulnerable to KB, Vulnerable to damage

- Yoshi's second jump 	(Note: is KBed by strong attacks if Yoshi is damaged)
- Being in Yoshi's Egg	(Cannot move in said state)
- Being in Hyrule's tornadoes

Not many, are there? They're all fairly hard to apply: Yoshi's second jump is
used only by Yoshi, Yoshi's Egg Lay is uncontrolled by the user and still
disallows movement. When somebody's in a whirlwind on Hyrule, you should aim
to intercept them, not damage them.

Invulnerable to damage, Vulnerable to KB

- Shielding		(Dampens KB considerably)

The big one. Shielding is undoubtedly the most-used Type 1 frame, primarily
because it's easy to use, and everyone possesses the means to use it. It's
actually pretty bad in this game, unlike in Melee/Brawl.

Type 2						Invulnerable to damage AND KB

- Starman		(Items only)
- Kirby's Stone		(Still grabbable)
- Fox Fire		(Fox's Up-B's beginning frames in JAP ONLY)
- Yoshi's Parry		(Yoshi only, but useful)

Starman is items only, whereas Kirby's Stone leaves you vulnerable to grabs.
This type won't be seeing much use. Yoshi's parry tech is using the first few
frames of his shield to block an opponent's attack. It's incredibly good in
high-level Yoshi play, and can even block grabs.


This is the big one. *mesighs*

- Dodge Rolling
- Teching
- Tech Rolling
- Rising Attacks
- Tired Rising Attacks
- Rolling from ground
- Rising from ground
- Grabbing onto a ledge
- Rising from a ledge
- Attacking from a ledge
- Tired attacks from a ledge
- Rolling from a ledge
- Tired Rolling from a ledge
- Upon Grabbing			(The first frame or two)
- Throw Animation
- Samus's Bomb			(Samus's Down-B, First frame or two)
- Pikachu's Agility		(Upon initiation of a segment of Pika's Up-B)
- Jigglypuff's Rest		(The first frame or two or Jiggs's Down-B)
- The time after you spawn	(Short, plus opponents usually run away)
- Being in the Rocketbarrel	(On Congo Jungle)
- Warp Pipe Transition		(On Mushroom Kingdom)

Obviously, this one will see the most use. Dodge Rolls, Techs and ledge-based
frames are most common, whereas the character specials depend on how often the
user chooses to use them. The grab-related one is hard to use, primarily since
it's very short and requires foresight. Stage based ones are rather different
in application. The Warp Pipe is, admittedly, usable, but the Rocketbarrel's
invulnerability is nigh-inapplicable, because people will be aiming to get you
as you rise.

Constant Attacking Frames

These moves will not give you any invincibility, but will make you much harder
to hit if used right, because there are constant attacking frames in a fixed
direction, sometimes with large range. Most of these have long or infinite
attack duration. Sorry about the long, boring list. Feel free to argue whether
or not they have constant attacking frames. You can cancel moves with these if
you so wish (projectiles mainly).

- Infinite A combos	(Hard to implement and low damage)
- Multi-hit aerials	(eg. Mario's D-Air, Samus's U-Air, Pika's F-Air)
- Sexkicks		(All N-Airs but DK's, DK's B-Air, Link's D-Air)
- DK's U-Tilt
- DK's D-Smash
- Link's U-Tilt
- Link's U-Smash
- Falcon's U-Tilt
- Samus's U-Smash
- Kirby's F-Smash
- Kirby's D-Smash
- Fox's F-Smash
- Pikachu's F-Smash
- Luigi's Dash Attack 	<- lol
- Falcon's U-Tilt
- Ness's U-Smash
- Ness's D-Smash
- Jiggs's F-Smash
- Mario's Up-B
- Mario's Down-B
- DK's Up-B
- DK's Down-B		(Works against grounded foes only)
- Link's Up-B
- Samus's Up-B
- Yoshi's Down-B
- Kirby's Up-B
- Kirby's Down-B	(while falling)
- Fox's Up-B
- Pikachu's Down-B	(Assuming the thunderbolt hits you)
- Luigi's Down-B
- Falcon's Up-B		(Acts as a grab, basic homing)
- Falcon's Down-B
- Ness's Up-B		(When used as recovery (search PK Thunder Charge))
- Jiggs's N-B
- Jiggs's Up-B		(Grounded foes are made helpless)
- Using the Hammer	(items only)


Human/Computer Comparison					manvmachine


to a good player. For all we know, you just spammed U-Tilt with Pikachu and
Thunder Spiked them away. Anyone can do that. There are quite a few extremely
obvious differences between computers and humans. Let's go over a few.

Computers have insane timing and sweetspot with (obviously) inhuman ability.
However, that's the extent of their skill. Their cons FAR outweigh their pros,
and shouldn't be relied on as a measure of skill. They will use unsuitable
moves in situations where other moves could be relied upon. They rarely use
any advanced techniques. They taunt when they could be continuing a combo or
edgeguarding. They will not attempt to repel off-the-edge edgeguard attempts,
will not use anything other than their second jump and their Up-B move when
recovering, and cannot use said moves flexibly (they will jump and use them as
soon as they calculate they will get back on the stage. If this is impossible,
they will sweetspot the ledge precisely).

If you stand a certain distance from them, they will dodge roll like idiots or
repeat a single move, usually grab or smash attacks. They will commonly repeat
moves that are very rarely used in competition, such as Ness's PK Fire or PSI
Magnet, Fox's Fox Fire (as an attack), or Yoshi's Egg Lay. If interrupted in
the middle of a recovery, they will not re-attempt to make it back on. If you
are a fair way away, or right below them, they will jump around aimlessly or
wander stupidly for a while. They rarely Z-Cancel aerials, and hardly ever
tech landings unless you are quite far away. They never use the combos humans
will, rarely employ useful moves like DJCing, and do stupid character specific
things like directing Ness's PK Thunder recovery right into walls, staying in
Kirby's Rock form for the entire duration, and not using Pikachu's Agility in
any non-compass point (North, South, East, West) direction. In addition, they
button mash at the highest possible rate, breaking out of DK's grab, Yoshi's
Egg Lay and Jigglypuff's Sing without any hassle.

Correction: Comp Pikachus will very occasionally use a non-compass direction
when they can sweetspot by doing so, or if they have no other choice.

Humans, on the other hand, have one thing that will forever make them more
difficult to beat than AI bots. Unpredictability. Whether it's in edgeguarding
or combo linking, returning to the stage or use of the environment, it is the
edge humans have over bots, and more importantly, over each other. Only humans
can use Samus's bomb technique to recover. Only humans can redirect Ness' PK
Thunder charge. Only humans will use Mario or Luigi's Tornado to gain vertical
height. As such, you cannot possibly hope to use tactics specifically for use
against computers in online play, unless the tactics literally prevent the
opponent from reacting.


Just to demonstrate my mastery against computers, here's my guide to beating
Lv9s without losing a life.

1) Camp at an edge
2) Shield grab the noob computer
3) Throw off the edge
4) Predict their recovery
5) Edgeguard as necessary, but keep getting them off the edge
6) Repeat

Uh huh. No 'To beat Samus with Luigi, you must *blah blah blah*'. You can't
lose with my strategy if you have any common sense. This is how useless CPUs
really are in the world of competitive smashing.


Defence								guardbreak


Have you ever watched the movie 'The Karate Kid'? No? Well, you suck and can
go back to your Twilight marathons. For those who have, you may recall that
Mr. Miyagi taught the Kid in question defence techniques before any silly
flying kicks. When it comes down to it, defence is more important than offence
for the simple reason that you have more options and more opportunities when
standing in a non-committal position.

If you've ever played a traditional fighter, you'll know precisely how strong
a good defence is. In a game like Smash, defence is different but no less
valuable. We'll discuss defensive options here, and the pros and cons of each
particular option.


The shield is a round bubble that covers most of your character and provides
a sort of secondary damage bar. It will absorb damage your character would
normally be taking. It has a HP of 55, and will slowly lose that HP if you
stand there holding the shield button.

Shields guard against all attacks with hitboxes: everything that isn't a grab.
Grabs bypass shields completely and don't damage the shield's HP.

Losing all your shield HP will leave you in a long dizzy state. You will come
back to your senses after a loooooooong while, or if pushed off an edge. Being
hit puts you in a normal state.

Refer to


for more info.


Shieldstun is immense in this game. Many aerials leave a shielding character
immobile for so long that a free grab or another attack can be thrown out
without a problem. A good number of attacks have long ending lag, but if you
hit a shield with your attack, your ending lag isn't such a big deal, since
your opponent will suffer similarly crippling shieldstun.

Basically, shielding is not advantageous in this game if overused. It isn't
easy to get out of a situation where you are shielding and an opponent is
attacking you so long as they know what they are doing.

It is still very useful if the opponent approaches and doesn't pressure
properly, and a number of moves offer the shielding character advantages over
the one attacking. It

Dodge Rolling

Dodge Rolls are simultaneously the most overrated and overhated technique, by
newbies and scrubs respectively.

Newbs will dodge roll ALL THE TIME. I want to put it out there: Dodge Rolls
are punishable. You can grab people out of them as they end, or just use an
attack if you predict where they are going.

On the other hand, that does not make them bad. Scrubs will think 'I can be
punished for using dodge rolls, I won't use them'. That's a horrid mentality.
They are, as with all things, only as bad as the player.

Dodge rolls can be used to create some space, to change the direction you're
facing, to get you as close to a ledge as possible, etc etc. When using dodge
rolls, just try and use them in a way that won't get you punished.

Teching and OTG Play

You are always at a disadvantage after being knocked down. This is a staple of
all fighting games, and Smash 64 is no exception. Teching can help you out of
that state.

Teching is a necessary option. You cannot win without teching, because the
brief moment you're on the ground after knockdown is not safe. You can be
grabbed or hit easily. Other games call this an OTG (on the ground) state.
In the same vein, teching is as punishable as dodge rolling, if not moreso
(dodge rolling is optional, teching is not).

To put it simply, teching properly at high level play can win matches. Your
opponent will always be looking to punish your techs, so if you can make them
mispredict and return to a spacing game, you aren't out of the game yet. And,
as you should know, not losing is cut from the same cloth as winning.


Teching is not the only thing you can do OTG. If an opponent is expecting and
can read your techs, then mix it up. Don't tech, then do a wakeup attack/roll
out of harm's way. You can even just get up and jump/use a jab or something.
The idea is to mix it up and make them guess wrong to escape punishment.


11: Techniques							letsbpro


Let's get this straight. Techniques are not combos. They are not 0-death moves
that kick ass and are awesome (though some can aid in that). They are skills
you need to learn (or at least keep in mind) to advance your game. Some are
fairly obvious, others more technical, thus the name: Techniques. Seriously,
even if you already know this stuff, maybe read it again to get a nice, warm
reminder. The internet community calls these things Advanced Techniques, or
just ATs for short.

A small note here:

Wavedashes, Sidestepping, Air Dodges, Meteor Attacks, Meteor Cancelling,
SHFLLing, Grapple Recoveries and Footstool Jumps are all non-existent in 64.

L-cancelling is called Z-cancelling here, though it really should still be
L-cancel (for Lag Cancel).


Unspecific Techniques						everyonein

Performable by multiple characters, these are the unspecific techniques! Here
they come :O!

I've roughly ordered them from most usable/important to most situational.


Z-Cancel		Alright, just in case anyone's been reading the ENTIRE
			GUIDE without understanding the Z-Cancel, here's the
			explanation. The Z-Cancel is basically the prevention
			of a landing animation caused by hitting the ground
			in the middle of an aerial. Some aerials have really
			long landing lag, such as Fox's U-Air or Pika's D-Air.
			Because of this, you cannot afford to let that lag
			happen if you want to go comboing. As such, press Z
			the instant before you hit the ground to cancel that
			animation completely, leaving you free to do anything
			you wish from a standing position.

Directional Influence	http://www.smashboards.com/showthread.php?t=80947

			DI for short. See the relevant section below, or the
			linked thread.

Fast Fall		Simple beyond simple. Hold the control stick down when
			in mid-air to fall extra fast. Useful in conjunction
			with a Z-Cancel or just to wreck an enemy's prediction
			of your next actions. Only doable while falling (as
			opposed to rising).

Teching			Hit Z or R as you hit the ground and you'll flip back
			up. Hold left or right to do a dodge roll in the held
			direction as you land. Basic defence. Can still be
			very punishable, so be careful.

Pivot			The Pivot is quite simple. Every character has an
			initial dash animation, during which they will usually
			take larger steps than during a normal running state.
			If you tap the stick in the opposite direction, you
			can immediately change direction and stop on the spot.
			Helpful for creating a small amount of space, enough
			to dodge a predicted attack and immediately run back
			to punish it. A staple of spacing and defence.

Dashdance		A fairly simple technique. Basically, as you perform
			the initial dash mentioned above, jab the stick in the
			opposite direction and you'll do another initial dash.
			Makes you slightly harder to hit and allows you to go
			into a dash, pivot smash, running smash...anything
			from a dash, basically. It's not very flexible though,
			so use it cautiously.

Short Hop Aerial	Immediate use of an aerial as you jump. This usually
			involves button sliding, which for me is very hard, as
			I'm not naturally dexterous with N64 controllers. This
			is the only way to perform some character techniques,
			including Mario's D-Air>U-Air and Fox's SHDL.

Running Smash		This actually refers to the Up Smash. Basically, as
			you're running, immediately jam the control stick up
			and press A. You'll go straight into your Up-Smash,
			without having to stop. The technical explanation is
			that the 'leaping off the ground' animation of your
			jump is cancellable with either an Up-Smash or Up-B.

Running Up-B		Same as the above, just use B instead of A to get an
			Up-B. Not actually that useful, but it is an option.

Fast Fall Aerial	A simple matter of fast falling and using an aerial as
			you do so. This works a lot, trust me. It catches foes
			off guard and opens opportunities easily. Easiest with
			N-Air and D-Air, but using others works too. You are
			very vulnerable to a pivot/dashdance punish though.

Shield Grab		Predictable enemies will get owned by this technique.
			While holding a shield, press A to use a grab. This
			is easier while in the shield than pressing R is.
			In addition, you're defended until you grab. Note that
			this is nowhere near as strong as it is in Melee or
			Brawl due to higher shieldstun.

Edgehogging		When next to an edge, face away and jump up. Move
			towards the edge, then when you judge that falling
			down will net you an edge grab, fast fall down. With
			timing, this can prevent enemies from getting back on.
			The invicibility frames gotten from grabbing the edge
			prevent any damage to you. Obviously, you can do this
			after coming back from pursuing, too. From the edge,
			you can either short hop or jump and fast fall.

Pivot Edgehog		Run at a ledge, then pivot at the last moment. If done
			right, your momentum will carry you off, but you'll be
			falling in a position to grab the ledge. This is
			doable by every character in the game.

Edge Cancel		This is where you hit the very edge of a platform and
			the 'sliding off' animation cancels anything else that
			was happening. A notable application is use of Link's
			aerial Spin Attack with this technique.

Edgejumping		This is the safest recovery option for characters who
			have a decent second jump. While on the ledge, hold
			back (or down) to release the ledge and go into an
			aerial state where you have a jump. Be warned, getting
			hit during the jump means you're stuck with only your
			recovery move for support. The point behind this is
			that you can attack an enemy or engage in ledge-based
			mindgames. It's much better to jump and attack when
			the enemy is up top and ready to shield-grab you.
			Note that certain characters cannot do this well, due
			to a poor or laggy second jump.

Reflex Aerial		If you're shielding and the enemy repels you off a
			ledge, you go into basic falling status. If you have
			good enough reflexes or have predicted it you can
			immediately throw out an aerial as you get blown off.
			I think this is also known as a Drop Counter in Meleee.

Drop Aerial		As you drop through a floor, you can immediately use
			an aerial. Useful for aerials with a high hitbox, such
			as most U-Airs.

Shield Drop		You cannot drop through a platform while running, but
			you can while shielding. And you can shield while you
			run. Hence, Run > Shield > Drop. Also doable without
			the running part.

Low Shield		Holding Down while shielding. This lowers your shield,
			preventing shield pokes from below.

Spike Rebound		If you Impact Spike an enemy straight into the ground
			while they've got their feet planted on the ground,
			they'll go into the air in a stunned state. In short,
			you'll have an obvious opening to damage. Only strong
			spikes really do this well.

Shield Up-Cancel	While holding a shield, you can perform an Up Smash or
			Up-B to cancel out of the shield. This is a counter to
			poor shield pressure, and is fairly unexpected when the
			move itself would be hard to pull off (eg. Samus or
			CF's Up-B). Same concept as a Running Smash.

Ledge B-Cancel		Some characters can let go of a ledge, use a B-move,
			then grab the ledge again. This is done by jumping
			slightly above the ledge, using the move, then falling
			back to grab the ledge. The shorter the time spent
			above the edge, the harder it is to counter. DJCing
			is best. Yoshi gets the most use out of this.
			B-moves that can be used like this include:

			DK's N-B	(requires cancelling with Z, staller)
			Yoshi's N-B	(Useful anti-edgeguard, KO)
			Yoshi's Up-B	(Useful repulsion of edgeguarder)
			Yoshi's Down-B  (Interesting, but impractical)
			Ness's Up-B	(Fairly impractical)
			Ness's Down-B	(Possibly useful)

Angle Hit		You can angle any side attacks to hit more upwards or
			downwards. To do this, angle the control stick to a
			diagonal while using the attack, rather than simply
			sticking it out. This has little use, but I put it
			here anyway. Some moves gain new attributes when
			angled, but mainly the hitbox change matters most.

Jab Cancel		Applies to Mario, Pika, Luigi and Ness only. During
			their first N-A attack, press R to cancel into a grab
			from the attack. You retain the stun (and basic damage
			of course) from the attack, and it's almost foolproof.
			The problem is using it on the go. If you do get a
			chance, it's worth trying.

Taunt Cancelling	Run to an edge, but don't fall off. Taunt as you reach
			the very edge. You should hear the sound, but you do
			not get the animation. This is a must for Falcon mains
			(Show me ya Show me ya Show me ya...).


Character Specific Techniques					1forall

These techniques were created with a few ingredients. Practice, repetition and
most importantly, common sense. You start to notice things about moves once
you use them enough. How to apply them is a matter of thinking.

Some are taken from SmashWiki, others, while similar, were thought up or seen
by me whilst playing on Kaillera. These aren't combos, they're TECHNIQUES.


If you have your own techniques (NOT COMBOS, TECHNIQUES) to put here, email me
and give them a name and description. You'll get credited, of course. If it's
just plain dumb (eg. spamming of a move) or a combo, it won't be put up.


Mario/Luigi							plumbing

(They're similar enough for me to put them together)

NOTE: Luigi cannot perform a Tornado Spike.


Angled Coin Jump	you can change the trajectory of your Up-B. Using it
			without moving the stick to the left/right will give
			you the most vertical distance. Holding left/right can
			make you move in a more diagonal trajectory.

Tornado Spike		Catch someone in the tornado, mash B like a demon, and
			with luck you've got a spike attack. Technically, you
			need to hit them with your feet. Very difficult, you
			need to have a feel for Mario's rising speed.

Tornado Recovery	Use the tornado to move vertically AND horizontally
			through use of mad button mashing. Angle the control
			stick and bash B for all you're worth. You get slight
			vertical momentum. Basic in competitive play.


DK								goape


Giant Punch Cancel	While you're charging your Giant Punch, it's almost
			like you're shielding. Press Z to cancel out, and (if
			you're on the ground) jab left/right to dodge in that
			direction. You can't dodge in midair. This can be used
			to change the direction you're facing when recovering.
			Fully charged punches can also be used to change
			direction, but you have to cancel the animation almost

Infinite Cargo Hold	DK uses F-Throw and doesn't throw. The opponent breaks
			free to be regrabbed. Not a true infinite, but almost
			impossible to break out of if you don't know how, and
			very difficult to break out of even if you do. Note
			that DK will hold you infinitely if you don't struggle
			out, forcing a stalemate.

			To escape, mash Left+A, then Right+B and repeat. You
			can also use Left+B and Right+A in sequence.


Link								yaaah


Bomb Recovery		This is Link's recovery extension. Extremely hard to
			do, and only worthwhile at 100+%, when the bomb can
			do some KB. Pull out a bomb in midair (DON'T FASTFALL)
			and slowly drop it under you (keep holding down if
			you're on keyboard), then attack the bomb using a
			B-Air. You'll explode yourself a distance. It requires
			heavy DI for any real effect, as you actually turn
			away from the edge after being hit.

Shield Bomb		A glitchy little move that's pretty cool and somewhat
			unexpected. If you've held a bomb long enough, it will
			start glowing. If you shield during the explosion, the
			explosion will hurt nearby enemies, but you will stay
			safe behind the shield. This reminds me of the glitch
			from Majora's Mask where holding your shield while
			using the Bomb Mask to BLOW UP YOUR OWN FACE prevented
			any damage. Seriously, wouldn't that raise the pain?

Sword Ride		Use D-Air, move to the enemy (from above) and then
			predict the direction they'll go in. Provided they're
			at a low enough %, you can get them twice before Link
			gets off his sword. Just hold that direction and aim
			to hit them twice.

Spin Attack Slide	You've probably noticed that if you run off a ledge
			into midair, you'll go into a falling state. However,
			what if you were to use an attack as you ran off? You
			can't do this with A attacks, as there are no A moves
			that can be used both in the air and on the ground.
			However, B moves are quite different. Link's Up-B in
			particular has two different states - standing and
			falling. Standing has a huge hitbox, while falling has
			less lag at the end. If you slide off a platform and
			use the Spin Attack ASAP, you'll get a second or so of
			the ground-based hitbox (the superior one) and then
			fall as if you finished the spin in midair. This has a
			surprising number of applications, actually. It's a
			repulsion at any stage of the battle, a less-risky all
			round KO at higher percentages, and even a defensive


Samus								trixoftrade


Turnabout Cannon	Phoenix Wright is bloody amazing. Anyway, firing your
			Charge Shot while in midair can change the direction
			you face. Neither of Samus's other B-moves can turn
			you around, so if you feel you can sweetspot, by all
			means use this. Note it propels you slightly in the
			other direction, which could be bad.

Bomb Recovery		Not that difficult, but also necessary to be a good
			Samus player. When recovering, you'll notice how Samus
			floats forward very slowly. Spam your Bomb whilst
			falling and tilt towards the stage - you'll get a fair
			amount of horizontal distance.

Teleport		An interesting technique. Do a full dash (not just
			inital), jab backwards on the stick very briefly, then
			jump. Some people like to use a quarter-circle motion.
			This is basically down to practice. Samus will shoot
			forward rapidly before jumping, allowing you to get in
			on opponents suddenly and F-Air them or something.


Yoshi								tongueart


Double Jump Cancel	While in your double jump, press A or B to use the
			corresponding A or B move. Can result in some very
			quick aerials, allowing Yoshi to break shields and do
			interesting combos. Has to be timed for it to hit an
			enemy standing next to you (unlike Ness'): jump, wait
			a tick, then double jump before hitting..

Egg Aim			Remember in Yoshi's Story how you had a crosshair to
			fire eggs with? No crosshair here, but you can still
			can still aim using the Control Stick. It's like Link
			throwing his boomerang - during the windup animation
			(for Yoshi, it can be extended by holding B), direct
			the control stick in whichever direction you wish to
			throw in.

Parry			Yoshi's shield can be used like a power-shield from
			SSBM. If they throw up the shield a couple frames
			before an enemy's attack hits, they can completely
			evade damage and KB, and proceed to take advantage of
			the animation lag now experienced by an opponent. A
			fairly vital part of Yoshi's defensive game, though he
			can do without.

DJC Counter		Yoshi's second jump has some nice invincibility-to-KB
			frames. Once you learn to DJC, you can time your 2nd
			jump to coincide with the opponent's attack. Let the
			invincibility frames soak up the KB (you do take the
			damage) and immediately hit the opponent with, say, an


Fox								firinmylazor


Short Hop Double Laser	Such a frustrating technique. Fox's Short Hop is the
			shortest in the game, and you can see the benefits of
			approaching with a projectile. However, if you're fast
			enough, you can get TWO projectiles going. Button
		 	sliding is very useful here if you're on a controller,
			while it's just muscle memory on a keyboard. Memorise
			the timing of it and don't mash.

Reflector Spike		There's no easy way to master this. It's practice and
			more practice. If you get the enemy from above with
			the Reflector they go whooshing away to hell. Point in
			case, you can spike people to death with this. Since
			Fox has no other impact spikes and few death moves,
			this is invaluable to any good Fox player (which is
			why I can never get the hang of him).

Reflector Cancel	I always hated doing this. I really, truly did. There
			is a way to use the Reflector on the ground without
			all that pesky lag. And that is the Shine Cancel. In
			SSB64, the Reflector will cancel out as you hit the
			ground. If you short hop and IMMEDIATELY use the
			Reflector, you will have a frame or so of Reflector
			attack and an immediate cancel through hitting the

Teleport		I won't say much. Fox has a *very* small teleport
			technique, much like Samus's. It can slightly extend
			how far you go with running U-Smashes, but that's
			about the extent of its usage.


Kirby								hiii


Bye Bye Powerup		How do you get rid of a powerup (short of dying and
			coming back)? It's puzzled people for ages. Well, I
			can help. Press L. Wait, what? That's...the taunt? The
			taunt gets rid of the powerup? Yep, that's right.

Rock Cancel		Run off an edge and use Down-B. You instantly fall
			into Rock form, making for an interesting finisher.
			Not overwhelmingly applicable. South Americans love
			this for God knows why.

Kirbycide V1		As you return to the stage, make sure you have no
			B-move powerups or anything. Now suck the enemy in.
			Fall, Kirby, fall! Bye bye Kirby (and foe). You can
			level the scores with this.

Kirbycide V1.5		Perform V1, then as you fall, press A to spit out the
			enemy. The opponent tends to come out above and in
			front of you, so you'll have to be close to the edge
			when you fall to really make use of this.

Kirbycide V2		Get someone off the edge and perform a perfect Final
			Cutter. You drop, they drop. Isn't it fun? I like it
			too. And since you won't be hitting ground, no shock
			wave to knock enemies out of there!

Kirbycide V2.5		This involves getting people off the edge (just off
	 		the edge), then using Final Cutter. If done right, you
			land just on the edge, and they're sent plummetting
			straight down. Isn't spiking fun?

Kirbycide V3		Grab somebody normally when you're next to the edge
			(tested: facing either direction is fine). Now just
			hold forward on the stick (keep holding it) to...
			guess what? Yep. Plummet down really really fast.
			Kirby sure has a lot of suicide techniques. Just a
			note, Kirby dies before the opponent.


Pikachu								ichooseyou


Thunder Spike		I use this whenever relevant. It's quite humiliating
			and very effective (I daresay super effective?). Just
			launch an enemy, either with U-Tilt or Up-Smash. Jump
			in whichever direction they're rising towards and use
			Thunder! With luck they'll fly upwards and get KOed.
			It takes practice, but you'll get a natural feel for
			it eventually. Even if the enemy wasn't launched by
			you (another player, Tornado on Hyrule, Acid on Zebes)
			you can still Thunder Spike them.

Double Vert Agility	The true 'double recovery'. It takes a lot of practice
			but is actually pretty dumb. It's very possible on a
			N64, but when using the keyboard you need (literally)
			impossibly quick reflexes. You have to perform an Up-B
			and follow by tilting the control stick to an angle
			where it is registered by the computer, but not acted
			upon explicitly. Basically, you have to make the
			computer redo the default command. You cannot simply
			tilt it back up. Hypothetically, you could do this on
			PJ64 by activating Agility, going into controller
			config, modding the Control Stick sensitivity to a
			certain degree, then unpausing and holding the Control
			Stick. Needless to say, impossible to constantly use
			online without an actual controller. Since you have to
			be dangerously close to a blast line in order to use
			it, this isn't useful in the sense that it would make
			everyone start maining Pika.

Agility Extension	Release the control stick after moving horizontally
			with Pika's Up-B. You'll fly further than normal.


Captain Falcon							~yes!!!


Falcon Angle Punch	Start up your Falcon Punch, then direct the control
			stick up or down, depending on which way you wish to
			move. Why you would go downwards is a mystery, but
			anyway...going upwards is a slight recovery aid. Very
			slight, but still there.

Tippered U-Air		Hit an opponent with the back part of Falcon's U-Air
			and you get a very flat, very powerful trajectory.
			It's truly amazing, probably the knee of SSB64.


Ness								pkthundar


PK Thunder Charge	Wondered exactly how PK Thunder is a recovery? Here's
			the answer. Direct the thunder ball into yourself and
			you'll shoot forward at crazy speed, hitting all foes
			dumb enough to get in the way straight out of the park
			(and then some). However, the ending lag (and worse,
			the windup lag) are so bad this should never be used
			as a proper offensive tool. Recovery only. Obviously,
			you have to aim the thunder ball properly. Arc the
			ball around and under to get vertical recovery. Make a
			smaller arc if you want a slightly downwards tract.
			Also note that you have to curve the ball ASAP, since
			after the hover effect of launching the thunder ball,
			Ness will fall at a greater speed than the actual PK
			Thunder ball, so you can't hit him at all.

The Double Jump Cancel	This is a difficult technique to master. Basically,
			you're cancelling your second jump with an aerial (or
			a B move, though there isn't really a reason to do
			that). Ness can launch aerials at a ridiculously
			fast rate by jumping twice quickly and aerialling,
			even breaking shields. An absolute must if you want
			to learn Ness.

Home Run!		I don't even watch baseball...anyway, this is use of
			Ness's F-Smash to reflect projectiles. You need to
			time it perfectly. The bat hitting the projectile
			will make the projectile reflect backwards with more
			power, like Fox's Reflector.

Extended Horizontal DJC This is where you short hop, jump backwards and let
			the stick fall to neutral. If done right, you get a
			lot of momentum backwards, allowing you to get in on
			the opponent fast. Useful but predictable.


Jigglypuff							bloons


Pound Recovery		Puff has no recovery, right? Well, that floatiness she
			has comes in handy to recover - this gives the best
			horizontal movement in the game. While flying, use
			Pound (N-B) and hold up. You'll gain a very slight
			amount of vertical distance. Follow up with a jump,
			then with another rising Pound. Repeat for a very long

Teleport		The most notable teleport. Do a full dash (not just
			inital), jab backwards on the stick very briefly, then
			jump. Some people like to use a quarter-circle motion.
			This is basically down to practice. Jiggs will shoot
			forward rapidly before jumping, allowing you to get in
			on opponents suddenly and N-Air them or something.

Singslide		Do a Teleport and cancel your jump with Sing. You will
			slide a huge distance and use Sing. Enemies will fall
			asleep as soon as Jiggs draws near (if they are on the
			ground), but note that you might push them off and
			cancel the sleep state, so be careful.


Directional Influence						stickabuse


Use this link for all your DI needs.



Honestly, a more appropriate term is 'PI', or positional influence, because
that's what you're doing in this game. Convention is convention though, so
whatever, I'm using the term DI for simplicity's sake.

A quick summary:

During the period of hitstun (where you are unable to execute commands as the
opponent is hitting you), you have some power of movement. You can literally
move your character in a direction so you are slightly lower/higher than where
you were when you were first hit. This means you can move into a wall, into
the ground or away from opponents. How you use this movement is up to you.

There are two major types of DI: Smash and Slide (2x DI).

Smash DI is simple. Jab your control stick in one direction rapidly. It is
best to do this with the palm. This is effective for basic drills, but it is
overall inferior to the other type of DI.

Slide DI is more effective because you are inputting multiple DI commands,
which is why it is sometimes called 2x DI. Basically, slide the control stick
(again with your palm) in the general direction you wish to DI. It is far more
complex than that, so read up in the above link. It is similar to a Hadouken
movement, if you play traditional fighters.

Only attacks with impact can be DIed. That means grabs aren't DI-able.

Some common uses of DI include:

* Surviving otherwise killer hits in the tent or near a wall (hitting a wall
  drastically reduces your speed and absorbs some of the knockback you take).

* DI-ing into a ledge so you have another chance at recovering (DI-ing into
  the ledge prevents you from flying right out of the screen).

* DI-ing into the stage to avoid spikes killing you while you're directly next
  to the ledge

* DI-ing away from drills, which would be incredibly abusable otherwise. Some
  drills can easily lead to your death (Jiggs/Mario/Luigi D-Air, Mario Down-B)
  if not DI-ed.

* DI-ing away from predicted hitboxes (eg. DI-ing down when Falcon U-Airs you
  so he cannot simply fall with you and U-Air again).

* DI can be used to enhance Link's Bomb Recovery. It's still pitiful though.

DI isn't that simple though. You can counter DI to an extent, especially if
the combo you intend to use is easily stopped with DI. This countermeasure is
generally called tracking DI.

Tracking DI is a must if you intend to use drill-heavy combos. Once you play
the game enough (against DI-ing foes, of course), you'll be able to predict
where they will DI. Thus, you can compensate by moving into a position where
you can continue to attack. The most obvious example is with drills. Some of
the cast (Mario, Kirby, Fox, Luigi, Jiggs) can use drills extremely well, but
good opponents will DI behind or away from you while you drill. Thus, you
should learn to follow DI. This is easiest with Jiggs and Luigi.

Following DI isn't limited only to drills. The aforementioned example of using
DI to escape a Falcon U-Air combo can be circumvented by briefly fastfalling.
This is a less obvious method of following DI.


Some frequently asked questions about DI:

Q: What is DI?
A: DI is Directional Influence, a way to move your character's position while
   they're being hit (during hitstun). This can potentially save you from
   finishers or help you escape drills.

Q: How is it going to help me?
A: If, for example, you're being comboed by Fox in the tent area on the side
   of Hyrule, you can stop the finishing U-Smash from KOing you by forcing
   your character into a wall. The wallbounce sucks up a lot of the knockback.
   Cruel, but effective.

Q: Is it a glitch?
A: It is most definitely not a glitch. The US version, which came out after
   the Japanese version, had noticeably greater DI. In addition, the odd
   frameskips that come with drills are possibly another way that DI has been
   made easier in the US version (the frameskip isn't in the Jap version).


12. Advanced Tips and Tricks					coolm


This is a collection of tips, tricks and cool stuff you might not know.

* Fastfall Z-Cancels have a landing duration twice as long as a Z-Cancel from
  a standard falling rate.

* Many characters are able to ledgehog simply by running at a ledge, pivoting,
  and letting the momentum take them off backwards. Easiest with Falcon and
  Luigi, but doable with most characters.

* Grabs can go through dodge rolls with the proper timing.

* The enemy does not have to be grounded when you grab them. They can be in
  mid-air. Grabs with large range are more effective for this purpose.

* Taunt Cancels can be used to ensure you do not fall off edges.

* You cannot drop through platforms while running. To solve this problem, use
  your shield while running. When you lower the shield, you'll be standing,
  and can drop quickly. You can also use moves right afterwards.

* Enemies whose shields have been broken are invincible until they get up and
  start swaying about.

* If an opponent fails their tech, you have a short window in which they can
  be grabbed. Once they're lying prone, the window is gone.

* Walls remove a ridiculous amount of momentum from you, so DI-ing into a wall
  can save you from death quite consistently.


* Mario's Taunt can be cancelled by pressing Z as he shrinks. You will go into
  a shielding state and can work from there. Shield cancelled U-Smashes from
  this are hilarious.

* Mario's Taunt actually increases his size, rendering his larger self liable
  to damage. He will take the knockback as if he were standing.

* If you are hit as soon as you begin using Mario Tornado, you can use it
  again for recovery - as long as you aren't hit after the first spin (or so),
  you can still button mash to move up.


* DK's Down-B links straight into a full hop Giant Punch if you only tap B

* You can cancel DK's fully charged Giant Punch by pressing Z as he winds his

* The first few frames of DK's Giant Punch charging animation do not cause him
  to charge at all, so rapid cancelling/re-charging isn't very efficient.

* DK's Giant Punch and B-Air go straight through Hyrule's green house.

* F-Throw > jump throw > FF jump Giant Punch is a kill on Jiggs with 10-20%.

* DK's taunt lets him dodge attacks to his head. I think it has something to
  do with the 3D plane.


* If Link performs a platform dropped D-Air and hits just as he falls, the
  bounce effect will propel him back above the platform.

* After throwing the Boomerang and jumping over its return trajectory, you can
  actually see when it comes back to you, as the camera will follow your
  projectile's path momentarily, then will return to focus on the fighters.

* Link's D-Air can only hit twice, no matter how many foes there are. Also,
  his U-Air will only ever hit once.

* If you are shielding when a held bomb explodes, you will not take damage,
  while nearby foes will.

* Link has one of the slowest jumping animations, resulting in larger windows
  for U-Smash/Up-B. Link users beware - you may end up doing full-hop U-Airs
  instead of U-Smashes with other characters.

* Link becomes slightly thinner when he uses his grab/boomerang. Completely
  useless in both application and theory.


* Samus's Charge Shot can be used to turn around in mid-air.

* Samus loses her second jump if she uses her Bomb.

* F-Air does NOT provide enough hitstun to continue a combo with anything.

* Samus's aerial Up-B is an instant shield-break (if the entire move connects
  when initiated in the air).

* Samus's U-Smash can also break shields, given the right conditions.

* Samus has a strange ledge-grab mechanic - she can be clearly below the edge
  and still grab it neatly. Learn to use this well.

* Certain characters can dodge Samus's charge shot quite neatly. Standing
  directly next to her when she shoots an uncharged shot can allow thinner
  characters to dodge attacks. Kirby can duck under Charge Shots.


* The second jump can be used to guard against an attack. This guard can be
  followed up immediately with an aerial like N-Air. Good Yoshis will predict
  opponents' attacks and use this guard productively.

* U-Tilt has fixed knockback. Any inconsistencies come from the opponent's
  position when they are hit.

* Yoshi's second jump sends him down slightly before it sends him up. Thus,
  DJCs have to be timed, rather than spammed.

* Yoshi's Down-B gives him very slight vertical distance, but also removes
  his second jump and makes him completely vulnerable to knockback.

* Yoshi can grab the edge out of his Up-B or Down-B animations.

* Yoshi has the slowest initial dash of all characters - it's actually slower
  than his standard run (also unique to him, if I recall correctly).

* Yoshi's recovery is exceptional as long as you don't attack during the jump
  animation. Attacking leaves you susceptible to knockback.


* If Kirby is hit as he pulls his Final Cutter out, he will be able to use his
  remaining second jumps. If he is hit during the rise/fall of the attack, he
  loses all the jumps he has remaining to him.

* Kirby can duck under ranged grabs, most projectiles and even some snatch
  type grabs (eg. Falcon's).

* Kirby's F-Throw actually takes you off the screen and sends you down. This
  means you can land on higher platforms. This can result in earlier KOs for
  Kirby's otherwise poor F-Throw.

* Kirby's Rock can be used as a pseudo guard if you aren't on the same level
  as the opponent. Falcon's Up-B and Yoshi's Neutral B can circumvent this.

* Kirby can use a short-hop-triple-laser if he has Fox's Laser.

* Kirby can shimmy left and right while holding someone in his mouth if you
  rapidly smash the stick in the relevant direction.

* Kirby's D-Air, if not Z-Cancelled, will knock enemies away from you.


* Crouch-cancelling Fox's shine removes all knockback you would have had.

* Shining again after a shine cancel can often take attackers off-guard.

* B-Air has a nifty forwards hitbox you can use instead of F-Air.

* Hitting with U-Air while moving away from the opponent provides a light hit
  with decent hitstun. It is a decent combo facilitator at all damage levels.

* At low damage levels, hitting with only U-Air's first hit gives more KB and
  hitstun than both hits.

* Fox's Up-B can be angled into a wall to delay your upwards movement. This is
  a handy mindgame to supplement your recovery.


* Agility (Up-B) is great for escaping combos, especially juggle ones where
  the opponent expects you to fall.

* Pikachu can use U-Air twice in the standard short hop, which is more useful
  than you'd think.

* Not only that, but U-Air doesn't require Z-Cancelling. In fact, if you're
  fastfalling with U-Air, you shouldn't Z-Cancel - the amount of lag actually


* Luigi's weak Up-B turns opponents around. This is an interesting edgeguard
  against characters whose recoveries can't turn them around automatically.

* Hitting a shield with a fresh Up-B will do the full complement of 25%.

* Luigi's Down-B tornado can hit shields twice in the same move.

* Luigi's D-Tilt is much, much faster than Mario's, and is actually effective
  as a pseudo-infinite against walls.

* Bouncing Luigi's Fireball against a wall will bounce it into a slightly
  upwards trajectory.

* Luigi is incredibly floaty. This results in easier pivot ledgehogs, shield
  dashes and taunt cancels (though he gets no sound).

Captain Falcon

* Aerial Falcon Kick can have two hits - one from Falcon himself, and another
  from landing while in the kick.

* If Falcon is in the skidding animation from grounded Falcon Kick as he goes
  off a ledge, he will slide off in the animation and fall at a slightly
  faster rate for a while.

* Falcon's grab and F-Smash can miss certain characters when they duck.

* Falcon's Up-B homes in on opponents in the general vicinity. Even those who
  are behind you.

* Hitting an opponent with your U-Air as Falcon completes his flip will send
  enemies sideways with force. This is a handy move to use from a mid-high
  damage F-Throw.


* If you angle Ness's PK Thunder Charge at just above 45 degrees downwards,
  you will end up going upwards after hitting the wall. This is an intriguing
  physics mechanic.

* You can dodge right through the string of Ness's D-Smash yo-yo.

* Ness's Up-B and Down-B can be cancelled into a ledge-grab if you are close

* Ness's F-Smash reflects projectiles venomously.

* Perfect DJCing forward (and I mean TAS perfect) is faster than plain running
  across a flat platform.


* Jigglypuff's D-Air, if not Z-Cancelled, knock enemies just above the ground.
  This is useful for linking into U-Tilt or grabs.

* Teleports end with a jump, and thus jump-cancelled moves (Up-Smash and Up-B)
  can be used from it. This results in your flying forward on the ground while
  performing the move. Singslides in particular can be dangerous.

* If Jiggs is hit by Fox's Reflector at ground level after using one jump, she
  cannot recover if she is edgehogged.

* Pound cannot be cancelled into a ledgegrab. This means using it in the edge-
  grab zone will result in Jiggs falling below the edge.

* Rest has some invincibility frames at the beginning.

* Jiggs has the fastest horizontal aerial movement in the game.


* The bumper above Peach's Castle moves on its own. It's odd.

* Hitting an enemy upwards into one of the triangular blocks of stone on the
  sides of Peach's Castle will result in a spike effect.

* You can go up through the moving platform on Peach's Castle, but you can't
  duck down through it.

* Only one person can be in the RocketBarrel on Kongo Jungle at a time.

* You can go up through the main platform of Kongo Jungle, but you can't duck
  down through it.

* Black Falcon, Black DK and (especially) Dark Samus are camouflaged on Kongo
  Jungle - a cheap little trick.

* The tornadoes on Hyrule Temple will grab you through shields, or even while
  you're prone. It goes through Kirby's rock too. Only Yoshi Eggs are safe.

* The green house on the right side of Hyrule can be penetrated by a number of
  attacks, like DK's Giant Punch.

* The lava on Planet Zebes is beyond ridiculous, and can easily be abused as
  a free damage source.

* Whispy Woods' breath will blow you off on the left side of Dreamland, but
  not the right side.

* If you run straight off the left hand side of Saffron City's helipad, you'll
  grab right onto Silph Co's right hand edge.

* The low moving platform on Saffron City can prevent you from grabbing the
  edge while it's all the way down.

* Run into Porygon right after spawning or with a Starman. Fun.

* Charmander and Chansey can be smashed out of the Pokemon box.

* Mushroom Kingdom's Pirahna Plants can be smashed out of their pipes.

* Breaking Jiggs' shield while she is under the left side of Mushroom Kingdom
  (or under Hyrule's green house) will not kill her. Instead, she'll be dazed
  like anyone else in shield-break mode.


13: Other Stuff That Wouldn't Fit In				rejectd


Kaillera Help							netbattler



All diagrams are fairly outdated - it's the 'bad' version of Kaillera that
only newbs (as I was at the time) use. I will update eventually.


I love MMBN. Too bad it's not sold freely in Australia. Anyway, this is a very
dedicated guide to helping people with Kaillera, both the web and P2P versions
(P2P = person to person, I've heard a lot of people ask that >_<). There won't
be any addressing of common problems, because that section is just a PageDown
or three away.

To set up Kaillera, you'll first need a Kaillera client and a netplay-enabled
emulator. In the case of N64 emulators, the emulator will have a -k at the
end, eg. Project64k or Mupen64k. K stands for Kaillera. The difference between
these and the normal emulators is the presence of the Netplay menu function.
Also note that these netplay emulators are not all-purpose. If you merely want
an emulator to play on, get the latest ordinary release. Despite the fact that
I rarely use Mupen, I'll add the quirks of Mupen64k too. They're pretty much
the same, but with different menu options.


After downloading and extracting the emulator, place all your ROMs into a
suitable folder (perhaps in the PJ64k folder itself, or in a Games folder).
In PJ64k, go to File > Choose ROM Directory. Choose your ROM Directory (where
you put the ROMs). Now a list should appear. More detailed ROMs (eg. Banjo
Tooie, Donkey Kong 64) will be unplayable in Kaillera, due to the high CPU
requirement (which must be supported by multiple computers over fairly distant
connections). Enter Kaillera through the File > Start Netplay option.

|  _  _  _  _  _   Tabs   |		1 = All Servers (Master List)
|_/1\/2\/3\/4\/5\_________|		2 = Recent (Recently accessed Servers)
|			  |		3 = Favourites (Obsolete in PJ64k)
|	Contents	  |		4 = Waiting Games (From all servers)
|			  |		5 = Options (Personal Options)
|			  |		6 = Connect (Connect command)
|_________________________|		7 = Refresh List (Reobtain List)
|Username	 Con. Type|		8 = Enter IP (Manual connect)
|	    6  7  8  9  10|		9 = About (Kaillera specifics)
|_________________________|	       10 = Cancel (Exit)

If it's your first time, you'll likely come to a Master Server list. You may
or may not wish to use the list, depending on where you are. It's best to find
a server close to you, then use the Enter IP function. Note that being able to
access Kaillera does not mean you can connect. Often a firewall blocks access,
or you are completely offline.

Once you join a server, make note of the Connection Types displayed in the
detail box.

| Chat Box          |Detail|		The Chat Box displays server notices
|                   | Box  |		and chat from other players. You can
|                   |      |		chat by using the input bar at the
|___________________|      |		bottom of the chat box.
|Waiting Games	| Owner|Cap|		The Detail Box has usernames, pings
|Playing Games  | Owner|Cap|		and Connection Types of all online
|			   |		players. Unfortunately, there is no
|__________________________|		way to tell AFK from alert.
|Create Game   Join  Cancel|
|__________________________|		Cap stands for Game Capacity.

You can create any game in your ROM Directory. Join obviously joins a waiting
game (you have to highlight it). Cancel exits the server.


Again, after downloading and extracting the emulator, set a ROM directory and
apply it. Mupen64k has the advantage of 'New' Kaillera, which is a jazzed up
update. I haven't used it much myself. Note that Netplay comes under the
Utilities section in the topbar. Old Kaillera is the one used by Project64k,
while Kaillera is the newer one, which is probably more used by Mupen users.
I'll add more on it when I start using it more.

Mupen also has a handy record function. It also runs faster and plays more
games successfully (among them the Japanese Smash Bros and Goldeneye). It has
a heftier effect on your internet's speed, so if anyone else is using the
connection, it could have a greater effect. Otherwise the application is
almost the same.


P2P Kaillera							nolagplease


What is P2P Kaillera? It's a different Kaillera client that allows a direct
connection between two computers, rather than having the use of servers, which
is the public Kaillera system. It's useful for long-distance games, or to play
when you're in a SSB64 deadzone. Basically, if someone has your IP address
(which you can easily give to them), they can join your game, and you can play
with virtually no lag. That's the other big benefit - virtually zero lag.

Setting it Up

Download the P2P client (Google it, I forgot the link), and put it in a copy
of your Project64k folder. They should be two exact copies, but with a modded
'kailleraclient.dll'. Your ROM directories, etc should all still be the same.

Now, if you want to host, you can't just throw out a game like on public
Kaillera. There are some things you have to do first. Firstly, put Project64k
(all of them) onto your firewall's exception list. This allows it free rein
with your internet connection. Chances are you've already done this, but if
you haven't, do it now.

Secondly, if you have a router, you need to forward a port. I believe it is
port 27886, but you may want to check that. Any tutorial will tell you the
right one. I don't use a router myself, so I'm a bit vague on this part. This
just allows a peer to peer connection. Google 'port forwarding' if you need
help, because sadly, I cannot give it to you.

Third, you'll want a number of contacts who are willing to play SSB64 and are
near or above your level. This is for the sake of competition, because in all
honesty, I would not bother setting up P2P just to face a noob who spams grabs
all day. In reality, you only need one other willing participant, but a number
is preferable, since it means more chance of having an opponent.

After this, enter Kaillera as per normal. The client looks totally different.
You can host a game, or connect to one. Either way, once you're in the actual
game prep room, you have to check the 'ready' box to begin. The host can find
out his IP, kick other players or force frameskip, making the game even easier
to smooth out. Aside from this, it is SSB64 as per normal. Enjoy.

Mupen64k is more suited to P2P than PJ64k. However, I don't use it too much,
as recording (one of the main advantages of Mupen here) is not really my thing
as far as gaming goes. Setting it up is exactly the same as setting up PJ64k,
only you use your Mupen64k folder as the template.


Keyboard or Controller?						controlfreak


This is a section that mainly focuses on the limitations of the keyboard when
compared to the original N64 controller.

First, the pros of both.


* Able to do everything with practice
* Uses a real control stick (N64 ones are horrid, though)
* Easier to learn short hops and DJC
* More comfortable (?)
* The way it was designed to be played


* Crazy DI abilities
* Easier on the hands
* Easy stick hop jumps

As you can see, the controller is more original and better in general. This is
also my own opinion. Now let us consider the cons.


* Troublesome to acquire and connect to a computer-run emulator
* May be unsuited to N64 games (PS3/PS2/Xbox360 controllers are used)
* Difficult to use without practice
* N64 Controllers have terrible control sticks


* Requires a lot of practice to acquire some skills
* Cannot 'walk' on simple command
* Cannot tilt on simple command
* Has only 8 directions for the control stick
* For PJ64k 0.13, has only one sensitivity for the control stick - full jab
* Difficult to get used to
* Cannot perform B-Airs without moving backwards

Personally, I believe that controllers are much, much better if you can find
them. I use a keyboard myself, and can perform more or less everything I can
on a keyboard that I can on my N64 (excepting those mentioned above). However,
it's far better to use a controller. Trust me.


Keyboard Tips							keyset


Here are some aids to controller users. You do not need any custom keys to
play the game with skill. My keys are:

Control Stick:	Arrow Keys
A button:	X
B button:	C
Z button:	Z
R button:	S
L button:	A
Start:		Enter
C-down:		Spacebar

This is exactly the default set with modified C buttons. It works quite well.

Short Hops

It's quite simple, really. Just assign a C button (I use spacebar) and lightly
tap it. May require some practice.


Pressing both A and a direction at the same time makes you perform a smash.
While this makes smashing more accessible, it's harder to tilt. Here are some
shortcuts to tilting.

All Tilts

During another animation, hold the direction you wish to tilt and don't let go
of it until you're standing. Then press A to tilt. Useful for drills > tilts,
etc. Works with every tilt. This is called buffering.

F-Tilt and Walking

Press Down and Forward immediately after. Now let go of the down button. You
will walk forward. Press A to F-Tilt.


On solid ground, holding Down for half a second and pressing A will make you

Try and remember your own combos. This way you can put tilts in.

Another thing is using U-Airs without jumping. This can be remedied with some
practise and good prediction.

U-Airs without jumping

Pressing Up and A at precisely the same moment will result in a non-jumped
U-Air attack. Useful in short hops, but bloody hard to pull off consistently.
It requires frame-perfect input - you have to press both buttons within the
same 60th of a second.

If you have the Up key held while jumping (with a C button), pressing A will
let you U-Air without jumping. This applies when you jump and want to use it -
keep the button held and press A when you need the attack.

If you want to short hop with an U-Air from the ground, pressing your short
hop C button, immediately pressing Up as your character moves to jump, then
pressing A will give you this effect. This is trickier than the other ways.

D-Airs without falling

If you just hold Down before you actually begin to fall, you won't fastfall
and will be able to use D-Airs repeatedly (useful for Mario Bros, Samus and

Alternatively, press Down and A at precisely the same time whilst falling.


Because of the emulator's Control Stick mechanics, simply tapping your control
stick button will register as a full-on stab, giving extraordinary DI. Best
advantage of keyboarding. Doing a Hadouken input (Right > Right-Down > Down,
for instance) will give excellent Slide DI, but it's still not quite as good
as controller Slide DI.


You can get great DJC if you're fast enough with Ness. Pressing your Up button
followed by your C button will set you up for your DJC. Use your aerial at
this point, and Z-cancel if it isn't U-Air or D-Air. Yoshi's DJC needs timing
before he can use an aerial, because his jump is different.

Dashdancing and Pivots

Easy beyond belief on a keyboard. Just alternate Left and Right quickly to
dashdance. Press A as you press Left/Right to Pivot Smash in that direction.
If you don't want a smash, just lightly tap the direction in which you want to
end your dashdance.

Button Mashing

Pound all your buttons, including the Control Stick. This is registered as
exceptionally fast button mashing, and gets you out of certain states fast.
Keyboards/systems that prevent more than 4 buttons being pressed may prevent
this from being as effective as it could be.


The Glitch List							bugged


So far I know of five glitches to do with SSB64 and use of Kaillera. Here they
are, and the solutions to them.

Black Dust
If your driver/graphics card isn't up to scratch, all the dust (from landing,
smashing an enemy away, dashing) will appear black. While very cool, it is
still a glitch, and can affect play. To get rid of this, you have to update
your driver (search the internet) or replace your graphics card (find more
professional advice on this). Also, some people may have black dust as a
texture, so if you're not the host, ask before you panic.

Randomised Gravity
Occasionally you'll find that after hitting somebody in a direction, they'll
continue to fly in that direction at an abnormal speed. This applies to any
direction, up and down included. As far as I know, this is caused by trying to
use save states, cheats or configuration from between while the game is still
loading (during the 25%, 50%, etc phase) to when the FPS comes up at the
borrom right. Just reset and you'll be fine. Only on PJ64k 1.4 or PJ64 1.6.

Control Malfunction
Sometimes controls won't be working ingame for one or more people. I haven't
fixed a definite cause, but it appears to relate to Vista's firewall. Using a
different emulator (Mupen64k/PJ64k) solved the problem for me. If anyone has a
definite cause and/or solution, please email me with it.

Lag Entity
If you attempt to enter another server whilst already logged into one, you
will force PJ64k to close. If you log back into that server, you'll be listed
twice. Any waiting games, etc that you opened will still be there. This goes
away after a while, presumably when the server refreshes itself and checks for
ping timeouts. You can still play games, but your computer may suffer lag, and
the server may boot you accidentally.

Yes, it's in this section. Desynch is caused by either of the players dropping
packets, and by this lagging out of sync. You can tell it's happened if your
opponent stops responding (menu screen), starts performing random, ineffective
attacks (in-game) or SDs, attacking as they fall (in-game). A simple test is
to walk right up to somebody you believe has desynched. They won't attempt to
defend or attack. Alternatively, ask them to taunt once in the chat system.
Only active players can taunt a single time consistently.


Bad Habits to Have in SSB64					coldturkey


There are a number of habits you must shake if you truly want to be a high
level player. Here are a few of them, ranging from low to high. Low level just
means low level players tend to do these habits. High means high level players
continue these habits, and so on.


* Reliance on items

Items are game-breaking. True high-level players will never resort to items to
win a match (excluding Link's bomb, of course).

* Camping

Camping is fine, unless you constantly do so. Or, to put it another way, you
never approach. These is an awfully boring (and disabling) habit of play.

* Reliance on B-Moves

This is the most common one, if you ask me. You just have to accept that many
B attacks aren't even part of the character's high-level game, and that other
attacks take priority of use at least 80% of the time.

* Spamming

Spamming is an awful habit to have. This is because it's so hard to shake. If
and when one is accused of spamming, the spammer will merely reply that it is
their strategy, and that there's no problem with it. There's a very major and
obvious problem to both sides. Let's break it down. If you're spamming a very
powerful move (eg. Kirby's F-Smash), it's very hard to anticipate and counter.
It's boring for both parties. However, after the initial shock, it will be
EXCEPTIONALLY EASY to counter. A simple shield will counter Kirby's F-Smash,
and you can work from there (most shield-grabs, Up-B for Samus/Link, and Yoshi
...well, Yoshi doesn't like Kirby. He could parry, I guess.


* "Strategic" Continuous Running Away

There's nothing strategic about it. SSB64 is a close-and-personal game, and
there is absolutely no reason to disengage and flee, unless you are changing
battlefields (one side of the stage to another). It's just not useful, nor is
it needed. Even if you spam projectiles as you flee, you will lose eventually,
because you aren't really attacking. If you run and immediately turn to attack
(luring them) it's fine. I'm talking about continuous fleeing.

* Continual use of the Ledge Rise attack

Simply put, the Ledge Rise attack (pressing an attack button while hanging) is
not a good idea. The enemy can move back, pivot and smash you back off with
exceptional ease.

* Attempted spamming of a single combo

This is a bad place to be - trying to recreate an awesome looking combo, and
ignoring all other methods to KO. I once played a Jigglypuff with bad timing,
and I (as DK) got to over 300% before he actually landed a Rest (I'm referring
to the D-Air > Rest combo of Jigglypuff's). He didn't realise almost any other
attack would have KOed me, and continued to use D-Air. Just kill them already,
for heaven's sake.

* Grab spamming

The hardest barrier to overcome. Grabs are comparatively overpowered in this
game - they bypass shields, come out very fast, lead into combos, deal good
damage, and can KO easily before three digit damage. However, all good players
understand that, while effective at times, grab spamming is very predictable
and punishable. To really get to higher levels of comboing, you need to put
grabs aside. You'll soon realise you can't chain moves or KO well with grabs
alone and have to combo more to beat those more experienced players.

* Reliance on dodge rolls

Simply put, dodge rolls are a very weak defence. If you watch the pros play,
you'll notice they nearly never dodge roll, and for good reason. There is just
too much potential for being punished if you dodge roll predictably. This is
where the entire concept of techchasing comes from. Learn when and where to
dodge roll, and your game will lift tremendously.


* Teching when you don't have to

If there is the possibility you can cancel your falling state (with a jump,
Z-cancelled aerial, B move, etc) before you hit the ground, do so. Teching too
much is the equivalent of dodge rolling too much.

* Blinking

This is when you miss a dodge roll and instead blink with your shield. You
have to practise getting dodge rolls every time, or you could pay for it.

* Winking

This is where you mash the Z-button while attempting a Z-Cancel. This is very
important: TIME THE Z-CANCEL. Otherwise you'll waste time winking, which is
almost as bad as the lag.

* Phases

When you've forgotten and remembered a useful move in the heat of battle (eg.
Fox's Shine or Yoshi's Egg Throw), you may suddenly want to use it a lot.
Don't. These moves are forgotten for a reason: they're only useful in certain
situations. If you've never used a move consistently, don't start abusing it
in the middle of a skirmish. This applies to techniques too.

* Charging Relentlessly

Don't continually run at an enemy, because you'll be punished, especially if
they're prepared. You have less options while running than when standing, and
your opponent will be doing the latter if you just keep charging.

* Taking the Obvious Choice and becoming Predictable

Here's where it starts getting debatable. The Obvious Choice is the bane of
many efforts. It's what would have the best effect on your foe, but is also
easily the most predictable thing to do. For instance, when you grab onto an
edge, you instinctively ledgejump up. In your haste, you are countered by the
waiting opponent. Sometimes you have to vary your game, so you don't get too


Reference Lists


These are just classification lists of common move types.

Grabs, by definition, are moves that bypass shields and force the victim into
a state where they cannot escape, are forced out of with a throw, or must
escape through means of button mashing (DK's F-Throw and Yoshi's Neut-B).

Enemies are able to jump again after being thrown by most grabs. The Hyrule
Tornadoes are the exception to this rule, and are also different in that
they can grab you while you are fallen on the ground.


Character grabs done by tapping R on the ground
Yoshi's Neutral B
Kirby's Neutral B
Captain Falcon's Up B
The Hyrule Tornadoes

Spikes, by definition, are attacks that send the enemy down at more than a 45
degree angle, or have the capability to do so. As long as the trajectory is
downwards, it is classified as a spike. Strength of trajectory is irrelevant.

Mario's D-Air
Mario's Down B 	(if an enemy is hit with a side or bottom part of the hitbox)
DK's F-Air
DK's D-Air
Samus's D-Air
Yoshi's F-Air
Yoshi's D-Air
Kirby's D-Air
Kirby's Up B 	(the latter half, when Kirby comes down)
Kirby's F-Throw	(Not strictly a spike, but has downwards 'KB'. Suicidal.)
Fox's D-Air
Fox's Down B
Luigi's D-Air
Captain Falcon's D-Air
Ness's D-Air
Jigglypuff's D-Air
Being hit by a Bumper from above

Low Trajectory Hits
LTHs, by definition, are moves that have a trajectory equal to or lower than
10 degrees to the upper, but not lower than 45 degrees on the downwards plane.
In short, they have a lower trajectory than is normal for most moves.

Mario's D-Tilt
DK's D-Tilt
Link's D-Smash (on the outer part of the blade)
Samus's D-Tilt
Yoshi's D-Smash
Yoshi's D-Tilt
Kirby's D-Tilt
Fox's D-Smash
Pikachu's D-Tilt
Luigi's D-Tilt
Captain Falcon's D-Tilt
Captain Falcon's U-Air
Jigglypuff's D-Smash


Retexturing							arthouse


Retexturing your SSB64 is something many people wonder about. Can you get
a more realistic Donkey Kong? Can you make Samus's Charge Shot better looking?
There are a lot of questions, and a lot of answers. Being someone who's tried
all the solutions, here's the way I found easiest. This is for Project 64 1.6,
because all the plugins are ready-made for it. I know you can use 1.7, but
that's not readily available without paying. Don't ask me about it.

Note that retextured SSB can work on PJ64k, but it's gonna be really, really

First, a list of the things you'll need.

* Project64 1.6
* Texture Pack (downloadable, don't ask me where)
* The SSB64 ROM (of course)
* Mudlord's Rice Video Plugin Build (downloadable, or I can email it to you)
* BMG.dll (downloadable by Googling)

Your Project64 folder should have several folders in it, including one called
Plugin. Extract Mudlord's Rice Video Plugin into that folder. Now create a
folder called:


This is very important. Now extract your Texture Pack (it should be a folder
called "SMASH BROTHERS", if it isn't start again) into hires_texture. Finally,
put BMG.dll into your main PJ64 folder (the one with the execution file). Now
enter Project 64. Go into Options > Settings, and change the Video (graphics)
plugin into Mudlord's Rice Video Build. Press OK. Go into Options > Configure
Graphics Plugin. Select the Texture Filter tab, then tick the box marked:

[] Load high detail textures if available

Once you've done this, click OK again and run SSB64. If done right, a black
screen with a white loading message should appear, and filenames should speed
across the screen. If this happens, congratulations! You got yourself a SSB64
with custom textures! Remember not to use any save states when textures are
applied, because it will force you to reload all the textures (which is very
time-consuming). Gameplay is fairly unchanged, as are character models. The
things that change usually include:

* Menu Screens
* Text
* Character Pictures (at select screen)
* Graphic Detail
* Graphic Resolution (how clear the graphics are)
* Character textures (eyes, symbols, etc)
* 1P Mode pictures

Totally optional, but still fun to play around with. Happy texturing!


Japanese/English Differences					konnichiwa


According to my net-browsing friend, most of these were taken off a Gamespot
post by Isai himself. According to him, it's a public forum, so this basic
reproduction is allowed. Hopefully.

This was rewritten from the original copy by this same friend, who didn't want
to be publicly named (God knows why). This is directly copy-and-pasted with a
few changes (grammar, capital letters, Down Aerial to D-Air, etc) and comments
[in square brackets]. Then it was cut down to fit 79 character formatting.

Mr. Anonymous Friend has also tested this all. He owns a Japanese copy from
Japan (he moved to Australia), which is one of the reasons I asked him to do
this in the first place. In addition, he's almost fluent in Japanese, though
he assures me the menu layout has barely changed. I'll get the link to the
post from him soon.

I love copypasting stuff, I really do. I like his use of '=' too, so I'll keep
it in there :D. I added the margins, by the way.

In the Japanese Version:

He is shorter (By a noticeable amount) and has a slightly lower Up B recovery.
His fireball has better stun but has less damage [Cool]. It also goes further.
He has a shorter Dodge Roll. [Meh. He's shorter.]

No real moveset changes.

A lot of upgrades in (J). Or a lot of nerfing in (U), if you want it that way.
His Up-Tilt, Up-Smash and D-Air are stronger (by 5%, 2% and 2% respectively).
His jumps and Up B get more vertical distance. [...]
His boomerang goes even further.
His bomb is unflinching [!] until enemies hit 100% and does more damage.
His Up-B and F-Air do slightly more in combos. [Apparently better finishers.]
N-Air has downwards influence and is slightly weaker in terms of KB.
B-Air comes out faster and has downwards influence and more power on 2nd kick.

When standing next to tall characters and facing them, U-Smash only hits with
one flame, as opposed to two in that situation in (U). [Does it matter much?]

Higher initial jump.
Has better horizontal influence in the air.
Down Smash is marginally weaker (1%).

F-Throw acts like Jiggs's B-Throw. [AWESOME.]
Up-B is even higher. [Wow. That's really high.]
D-Smash, U-Smash and U-Air are stronger (by 2% for all three).
Down-B is stronger by 2%. 			[Uh-huh.]
Dodge Roll is longer.

D-Tilt is weaker (by 2%).
Up-B has invincibility to start with [!!!] and has a lot more horizontal KB.
Laser is weaker but has more KB. [...alright...]
D-Smash has an upwards trajectory. [Seriously...what the hell?]
Reflected projectiles do different amounts of damage. [Logical.]
Reflector has better spike capabilities and pushes away faster. [Cool.]

N-B goes further. [...I hate nerfing...]
F-Smash has a shorter hitbox. [That feels better.]
Dash-A has less KB.

Higher jumps but lower Up B. [HIGHER JUMPS? Wow.]
Weaker fireball that goes further with more stun. [They clone good :\]
Up-B sends enemies higher and more to the side. [Who noticed this?]
Shorter Dodge Roll.
Throws are reversed in damage and KB (F-Throw weaker in damage/KB now).
---					[That's the way it should be...]
Captain Falcon

Slower in running speed. [What the bleeping hell?]
Higher jumps and Up B recovery. [Hm. Link and CF have recovery issues, huh?]
F-Tilt is stronger by 1%. [Uh...okay.]

Less lag after PK Thunder Charge recovery landing. [Useful, I guess.]
PK Thunder Charge has longer hitbox and is 5% stronger. [Cool.]
U-Tilt has less KB but is 1% stronger. [Yay for spam.]
U-Air and Smash Attacks all stronger by 2%. [Not bad, I guess.]
PK Fire is weaker by about 9%. [Aw.]

Down-B is weaker by 6%. [Eh. Who really cares about that?]
D-Smash has a shorter hitbox. [Gah. I love her D-Smash.]


There is less DI in general, and attack stun for the attacker is reduced.

Many multi-hitters, such as Pikachu's F-Air and Jigglypuff's D-Air do not have
the frame-by-frame slow of the (U) version.

Physical hits now have cartoony *BIFF* and *WHACK* sounds.

Edit by me: Jigglypuff has a completely different sound set too, owing to the
fact that her name is Purin (and the announcer pronounces it 'Pooreen').


(NOTE: This section was completely rewritten, as he didn't bother with capital
letters in his description. I changed Slide Turn to Sliding Turn, but it's not
like there's an official name. Is there?)

Also, several characters can do the Sliding Turn technique, which is basically
an extended slide from a dash animation in the opposite direction. To do it, I
believe you have to go into a full dash, then try to turn. As soon as the
turning animation starts, release the Control Stick. You should slide really
fast in one direction. That's how I (he) got it with Jigglypuff and Fox.

Needless to say, the Sliding Turn is a Japan-SSB only feature.

Characters who can use it: Donkey Kong, Yoshi, Fox, Kirby and Jigglypuff.


Melee/64 Differences						oldschool


It's surprising how many people believe Melee is the original. Once they find
out 64 exists, they start to play it, and often give up. For those battlers
who are actually considering playing this (and this may be more widespread
than I believe, owing to the fact that Melee isn't really online-compatible),
here's a rudimentary list of what major differences there are in the game. I
won't cover every little detail, like whose moves have changed or what chars
have been added, because there are way too many of those. I won't cover the
obvious differences, like graphics and menu layout changes. 1P Mode changes,
the Trophy system, after-battle bonuses and other non-multiplayer related
stuff will be left out.


All of these describe 64 in relation to Melee.

* Side-B (or Smash-B) moves don't exist
* Ability to turn and use Neutral B moves in the opposite direction
* Damage is greater in general
* Lack of Power Shielding
* Lack of Sidestepping
* Lack of Aerial Dodge
* No Wavedashing
* No Smash charging (every Smash is as if C-sticked)
* No wall jumps
* Phantom Hits don't exist
* Grabs cannot be escaped - the automatic response is a F-Throw
* Z-Cancels are more noticeable
* Recovery methods are very different
* Edgerolling instantly vacates the edge
* SHFFLing is non-existent, with some rare exceptions
* Knockback is much, MUCH greater in general
* Juggles are more pronounced
* Comboing, especially wall-based combos, are far easier
* Throws are extraordinarily powerful in comparison
* There are only two throws, Forward and Backwards
* There is no 'Meteor Smash' category, only Spikes
* Everyone has a sexkick (DK's B-Air)
* Slower in general


14: FAQs							nojoke

FAQ stands for Frequently Asked Question, by the way. The following will be a
list of common problems put into question form and actual questions that have
been asked while on the server, in real life or over a messenger program. Yes,
I shamelessly recruited random friends to play on Kaillera, giving them as
little help as possible so they would ask questions.


Setup Questions							gettinthere


Q:	My emulator doesn't have the netplay option! What gives?
A:	Chances are you're using an emulator without this function, such as
	Project 64. You have to download a N64 emulator with the -k suffix,
	like Project 64k or Mupen 64k.

Q:	Where do I find ROMs?
A:	I can tell you, but that would be breaking all sorts of laws ~_^.
	Go dump your own.

Q:	I can't join games in Kaillera! What's up?
A:	You probably haven't had the ROMs input into the default directory
	yet. To solve this, on the main emulator window (before entering
	Kaillera), go to File > Choose ROM Directory. A list of your ROMs
	should come up after you select the directory where they're stored,
	and you'll be able to play.

	Alternatively, emulators cannot support cross-play, so Project 64k
	won't be able to play with Mupen 64k, and vice versa.

Q:	I can't create games in Kaillera? What gives?!
A:	See the first paragraph of the above question.

Q:	My ROMs aren't showing up! Why is this?
A:	Chances are it's in an unusable format. A common one is the RAR file,
	which is used by many sites to make the download smaller. You have to
	extract the files using various programs, such as WinRAR. Acceptable
	files include .z64, .v64, .N64, .rom and .zip files, among others.

	Another problem is Bad ROMs. Occasionally you'll find a ROM that just
	doesn't work, even if you've unzipped it. The emulator will tell you
	this if you try to run the Bad ROM.

Q:	Incompatible versions? But the game is Super Smash Brothers, right?
A:	There are multiple ROM versions, based on country and language. If you
	can see an (E) after the ROM name, you have the European version. If
	there's a (U), it's the American (USA) version. If there's a (J) and
	the name is Dairantou Smash Brothers (or something like that), it's
	a Japanese ROM. The one most used is Super Smash Bros.(U)(!). There
	are many small differences between the Japanese and English versions.
	There's a post somewhere on the internet which has been transcribed
	into this FAQ, courtesy of a friend of mine.

Q:	What's 'Ping'?
A:	Ping is a measure of distance between you and the host server. The
	higher your ping is, the slower the match will be. Some servers will
	only slow players with high pings, causing your button input to have
	a very noticeable delay. Simply put, the lower the total ping (of all
	players), the faster the game will run, and the smaller the chance of
	desynch will be.

Q:	How do I lower ping? Why is mine 300 or so?
A:	The easiest way is to change your connection type around. Different
	computers react differently to different settings. Mine, for example,
	works best with an 'Excellent' setting, while my brother's laptop is
	best off with a 'Good' setting. However, this may not solve your
	problems, as your opponent can't change. Alternatively, close all
	background programs. If you're running a downloading agent, a full-
	screen game, or some other program with internet connection, your ping
	will rise drastically. If your activity is too high, Netplay will
	immediately cease, and cannot be reopened until you close those
	programs. Of course, you could physically move closer to the server in

Q:	I want to connect to a specific server, but it's not on the list!
A:	Find that server's IP address (either through the internet or through
	whoever gave you the server name), and use the IP Address function in
	Kaillera. The server lists tend to be unreliable at best for finding
	the optimal server for you.

Q:	The Server List isn't working! What's up?
A:	If it is completely unavailable, then the master list is probably down
	(or you're just disconnected from the internet completely). If it's
	taking too long to load, but not displaying error messages, it's just
	very slow. Be patient.

Q:	How do I P2P?
A:	You need a different Kaillera client. I think there was a combined
	client floating around some time ago, but I lost the link. I put a new
	section about it up in the guide, have a look at that.

Q:	My controller isn't working! Help!
A:	Check all the basics. Is it plugged in right? Has the computer got
	your device registered? Have you enabled joysticks in the emulator?
	Past that, play around with plugins (I hear Jabo's doesn't work for
	some people).

Q:	The controller's control stick is whack. What do I do?
A:	Calibrate it. I'm no great shakes with controllers, so watch this
	space while I ask someone who uses a USB controller.


In Game Questions						whatsjump


Q:	Why don't I have all the characters? I have them all on PJ64.
A:	Netplay sometimes disables all cheats upon opening. All you have to do
	is re-enable the characters (and Mushroom Kingdom) using the Cheats
	function. Select 'Have All Characters' and 'Have Mushroom Kingdom'.
	These two together will give you Item Switch as well.

Q:	Why don't most people play with items?
A:	In competitive play, items are generally banned for a simple reason.
	They unbalance the game. Put it like this. You're 160% damage with 1
	life left, whereas they're at the same 1 life, but with no damage.
	OMIGODZ HAMMER! You got the Hammer! Boom. Yep. You can win, even if
	you had no right to win.

Q:	Do save states do anything in Kaillera?
A:	Nope. And yeah, I got around to checking it.

Q:	Can you hack the emulator?
A:	Yes, through the Cheats function. If you do this for any reason other
	than getting all characters/Mushroom Kingdom/novelty stages, you may
	as well quit right away, as no-one will want to play against Metal
	Mario with no damage hacks on. Mupen 64k lacks this function at the

Q:	Why don't my cheats work?
A:	Perhaps you've inputted them incorrectly, or haven't inputted them at
	all. Alternatively, certain servers require you to deselect and re-
	select cheats after you've started up the emulator.

Q:	How do I wavedash/air dodge/sidestep/use Fox's secret taunt?
A:	You don't.

Q:	I can't short hop! Why?
A:	On the emulator, the up button (which is the default) cannot be used
	to consistently short hop. as it automatically stabs the stick in the
	relevant direction.  The solution is to set one of the C buttons as
	an easy-to-access key, eg. Space, and tap the key very lightly. Do it
	right and you'll be able to short hop. This may take practice.

Q:	I can use an U-Air without jumping! Why?
A:	There are two methods to do this. The first, easier method is to hold
	the up button after you jump and work from there. This won't work on
	any jump after your first jump (for Kirby/Puff). The other method, and
	the method that Puff and Kirby can use, is to press Up and A at the
	exact same time. This is annoying and takes practice, but you won't be
	able to use non-jumped U-Airs in a short hop without it.

	From the ground, you have a third, more consistent way. What you have
	to do is press these keys in extremely rapid succession:

	C-button > Up button > A button

	This way can be done quite easily with a bit of practice (then again,
	I play piano, so it might be easier for me). However, I find this the
	best way of the three I've given from the ground. When falling you
	have to use one of the other two.

Q:	I can't use tilts! I keep using smash attacks! Help me!
A:	During any attack animation, hold the preferred tilt's direction (Up
	for U-Tilt, Left/Right for F-Tilt, etc), and keep holding it. Press
	your A button and you'll use a tilt. Unfortunately, it's nigh on
	impossible to use a tilt from a standing position without a USB
	controller plugged in.

	Edit: see below for F-Tilt

Q:	How do I walk? I keep running!
A:	I didn't have an answer until I received this in an email from a guy
	called Martin. He says:

	'I noticed your guide has no instruction on walking from a stand. If
	you crouch then move forward quickly, you'll walk.'

	This information was learnt from a Smashboards post, according to him,
	so if that was your post, thank you.

	I've taken this further to F-Tilting from a stand. Do the above, then
	press A. You'll F-Tilt. Nice.

Q: 	What is DI?
A: 	DI is Directional Influence, a way to move your character while they
	are being hit (during hitstun). This can potentially save you from
	finishers or help you escape drills.

Q: 	How is DI going to help me?
A: 	If, for example, you're being comboed by Fox in the tent area on the
	side of Hyrule, you can stop the finishing U-Smash from KOing you by
	forcing your character into a wall. Cruel, but effective.

Q: 	Is DI a glitch?
A: 	It is most definitely not a glitch. The US version, which came out
	after the Japanese version, had noticeably greater DI. In addition,
	the odd frameskips that come with drills are possibly another way that
	DI has been made easier in the US version (the frameskip isn't in the
	Jap version).

Q:	How do I change character costumes?
A:	Use your C-buttons. It's really that simple. If you're playing on a
	laptop, I suggest you reconfigure your buttons to your liking, and to
	keep one for your short hop button.

Q:	How do I get Metal Mario/Beta Stage/Race To The Finish/etc?
A:	I haven't got the cheat codes, but the internet does. Search what
	you're after in Google with the tag 'Gameshark Codes' and it'll
	generally come up. Then just enter the codes in PJ64k.

Q:	What's the Rape Tent?
A:	This subject comes up a lot in forums, etc. It's the sheltered area on
	the right side of Hyrule, which facilitates comboing. It's called the
	Rape Tent because lots of violent beatups occur there, and people seem
	to enjoy camping in it (hence the 'Tent'). Also called the Fight Club.


Other Questions							saywhat


Q:	What else can I play on Kaillera?
A:	Any game that corresponds to a Kaillera-enabled emulator. There are a
	lot of these out there, including Kawaks Netplay and MAME net builds.
	I see a lot of Street Fighter, Marvel vs. Capcom and King of Fighters
	on various servers. Other N64 games are fine, of course.

Q:	What are the most popular games on Kaillera?
A:	This depends on the server, but in general, Street Fighter, KoF and
	fighter games of that sort are probably most popular. N64 games take
	up a surprisingly small percentage of the total games played.

Q:	What's the best way to get better at games?
A:	Practice. And I don't mean against CPUs, I mean against humans. CPUs
	are there for you to raise morale against. Watching videos helps.

Q:	What's your favourite combo?
A:	Probably Captain Falcon's U-Air chains > D-Air. It's very flashy,
	awesome, and best of all, easily doable. If the rape tent is allowed
	in my answer, it'd have to be either a Yoshi quadruple U-Smash (legit
	combo, somehow) or Link's hookshot > U-Tilt > repeat > N-Air > Up-B.

Q:	SSB64 seems boring. What's the most awesome thing you've ever done?
A:	Well...one time I was vsing a noob. To psych him out, I dittoed him
	every time. He picked Kirby, and I picked Kirby. So I got him to his
	last life, and I thought, what the hell, I feel good (I was on 5 lives
	with almost no damage). I jumped out as he recovered, swallowed him
	and spat him out. Then I floated up, my back to the stage. I used
	Final Cutter, and it caught him as I was going down. He got spiked, I
	landed on the stage. Awesome.

Q:	Who's the best character?
A:	There is no answer I can really give you. I can divide it into some
	categories if you wish. Best noob char is easily Kirby, good, easy
	recovery, powerful moves, 'fun' to play, etc. Best char in terms of
	potential is probably Pika, maybe Yoshi or Fox. Best combo character,
	either Falcon or Fox. This changes from person to person. I regard my
	best technical character as Link, due to my strengths in placement and
	projectile play. My friend Andrew excels with Yoshi, he can 0-death
	very well. It's a personal thing. Maybe you can't combo but have
	brilliant timing. Samus would be a good choice for you. Play around
	yourself and choose.

Q:	What's the metagame of SSB64 like?
A:	This question has no direct answer. Truly good players can do
	powerful combos, meaning that metagaming is just mindgaming + good
	technical skill. In lower levels, it's all about outplaying your
	opponent. Mindgames are key in all levels of play. Also, I realise
	that metagaming involves selective use of characters (like the
	metagame of competitive Pokemon, where Suicune owns, say, Luvdisc).
	In SSB64, this is very limited. If you're good enough with a 'bad'
	character, beating any other character should be cake, whereas it's
	not likely you'll beat a Suicune with a Luvdisc. If you can't do this,
	you're just not good enough with that character, or you're simply
	playing someone much, much better than you.


Update History

Includes before submission, to help me note what I changed when. This is
unbelievably helpful, shows me a lot I need to know.


V -1
The idea has started, and I did up to Samus in movesets. They read awfully
badly though, so I'm redoing them with more technical information soon. Also,
Update History has been started :D.

Character movelists done up to Kirby. Subject to change at any time.

Title and introductory bits done. I really dislike having to type so many
move descriptions, and I'm still procrastinating on the testing. I'm thinking
of adding a section with all the technical terms, but that can wait until the
bulk of the FAQ is finished.

I added the technical terms bit, more or less because I felt it needed it.
Basic explanations of moves and generalised classifications redone, since I
felt like they needed it. Testing up to Yoshi complete. Tier List put in, just
because I say so.

Added the cool Table of Contents and the sorta witty search tags. Did the
title (yeah, I know) and more importantly, the strategy section's KO, combo,
spacing and human/comp comparison. Whew. Techniques up and running.

Another proofread. Changed the whole spacing section to become Aggressive
Spacing, because much of it could be shortened to 'run away and go projectile
spam'. Will do a proper spacing section in the future. Changed many search
tags, which were common and could be found outside their intentional uses.

Fixed up a cool looking stage section with ASCII. 1P Mode is also included, as
it means I offer everything standard guides do :P Waiting on a GOOD friend's
Jap/Eng comparison. Added (sigh) a basic items section.

Added angled attacks. Meh. Went on EGX and scoured for some FAQs in chatrooms.
Didn't work out too well, but I got some :D Added Tips and Tricks, for kicks.
Hey, that rhymes ^_^ Redid Contents with spaced out subsections. Reduced the
1P section. Seriously, it's not that hard to beat comps.

Added the very comprehensive recovery section, but still needing a second
opinion on it. Got the Jap/Eng comparison, gratz to anonymous friend whose
name I am forbidden to mention on pain of virus email spam. Subdivided the
Technques section into Unspecific and Character Specific, then wrote out the
whole Unspecific section.

Remembered I had a database to lean on - Kaillera players - and asked one of
the more technically excellent ones for help. He obliged (ty Blackshadow) and
this guide is officially going to not suck! If GameFAQs rejects it I think
that I'll go commit suicide somewhere :\ Or just improve it, either way.

As I write this, I'm eating a muffin bar. I love muffin bars. Anyway, more
FAQ collecting through recruiting RL people to play Kaillera. Aren't I evil?
Realised I forgot to add containers (Crates, etc) and recovery items in the
Items section. But I didn't do anything about it, since I had no time :\

Added the containers/recovery items. Also added Running Smash, Cancel Grab,
Spinning Kong Guard+, Bombs Away, DJC (to Yoshi), Double Vert Agility (How
could I forget this) and Spiral Rest to Techniques. Common Play Styles added.
Noted that if the guide grew at this rate (8KB already since 0.65, which was
yesterday) then I wouldn't have enough numbers before 1.0.

Cut out a LOT of nooby stuff I wrote way back. Seriously, that stuff wasn't
something you'd need to think to work out. Corrected mistakes concerning Fox's
Reflector, Ness's PK Thunder, Falcon's Falcon Punch and Jigglypuff's Rest.


Minor changes, including how Saffron Chanseys can throw out eggs, some techs I
forgot (Shield Slide, Pivot and Dashdance), adding some Hints and Tips that
just didn't fit anywhere else, changed a bit in the Jap/Eng difference that I
previously did not understand. Basically, I corrected some trivial things that
nobody, not even me, cares about (well, maybe the techs).


Fixed up the Frames of Defence section, added Contacting. A bit more, and the
guide'll be fit for submission! Still got to revamp a lot of the early move
descriptions, plus add more to the psych section.


Internet down due to ridiculous heatwave (40 Celsius average for two weeks...)
severing phonelines, so no Kaillera. Just more notes on moves, techniques and
some corrections, plus addition of different trajectories.


As the internet comes back up, my preferred Kaillera server goes down. How
joyful. Added 'Best Moves' section to show which moves are more frequently
used by high-level players, and to give newbies an understanding about how B
moves are usually not ranked among the most commonly used moves. Glitch List


Updates made to the LPK, Comboing sections. 360KB, yay :D


All but done, still need to touch up some move descriptions. Everything's in
place, just the double check left.


It's finally done. Now all I have to do is submit it. Good luck to me :D
Still very subject to change as I delve deeper into the metagame.


All important DI section is underway. It's a very important part of survival.
Minor damage corrections, more detailed analysis of understated moves, and a
section on fastfalling, which I neglected for some reason. Some changes to
move descriptions, a couple grammar corrections, added Neoseeker to list of
sites allowed to post this...yeah, that's about it.


Got rid of 'Perfect Flame Arc' and changed damage figures on said move. Basic
statistics for running speed, horizontal movement, jump heights and weights
put on. To do: short hop heights, falling speed. I've decided to go through
phases where I only use one character. To start with, my favourite character
at the moment: Link. Expect to see updates on him.


Link's Spin Attack, F-Air and D-Smash have undergone renovation. Most of his
other moves have taken some change as well, but nobody would notice that aside
from me. Added another way to perform U-Airs without jumping. Moved the Update
History to the bottom.


Descriptions on several moves updated to match my more recent experiences
with them. Got an email concerning the metagame. Since I'm not at such a high
level, I cannot give you the lowdown on the metagame. I can only assume that
it involves using a lot of mindgames to setup 0-death combos, which is what
Isai appears to do most of the time. This game is about both player skill and
mental skill, unlike games such as Pokemon, which are generic and don't need
practice/perfection of techniques. As such, unless you're somebody like Isai,
Tigerbombz, Fireblaster etc (which I highly doubt, as you're reading a guide
like this), you should focus on player skill first, instead of concerning
yourself with this so-called metagame. Metagame question added to FAQ, btw.


Tactics section underway. Complete enough for initial re-submission. Minor
fixes to Finishers, added Quick Links and another glitch, plus Phoenix Wright
trilogy to Awesome Videogames section. I don't care if it's shameless, Phoenix
Wright is awesome. Almost 400KB.


Somehow managed to forget I was halfway through writing a Tier Arguments
section. Fixed that up.


Consolidated Tier Arguments, added Keyboard v Controller, more arbitrary
updates for your viewing pleasure. Added 'How to Walk with a Keyboard'. Which
reminds me, I have 3 people who contributed, and haven't thanked any of them


Basic updates as my views change. With so much happening, I've postponed the
character revisions until now. New target: Mario.


Mario updated. Next is DK.


This guide is becoming more and more specific. I believe I've covered all the
general stuff, so the character revisions will all be more circumstantial.
Made the move compendium more concise for veterans returning to the game.
All the way down to Kirby. Christ, I hate Kirby's moves. They're so boring.
Also considering making vids, now that I have a grasp of Mupen's recording.


Major revisions, but I simply couldn't skip this number. Yeah, I'm sad. A very
revised version of my Tier list has been added, with basis included and a
quantitative (that means numerical) rating system added. Please comment by
firing an email across. All concise battle-usage notes added to the (now) very
formidable move compendium, excepting Ness and Jiggs.


Funked up all my major section titles. Ness and Jiggs done - though I am very
displeased with the quality of those notes. I will come back to redo them. But
for now, this guide is more or less complete (except the DI section, which I
don't really need yet due to the very good link I have :D). Removed Aggressive
Spacing, made it into Baiting, and filed it in the Tactical Play section.
Another email from that Martin guy telling me about teleporting Foxes. Fun.
Exams coming up, so no significant updates for a while. Nearly 500KB.


Added Kaillera P2P section, now that my client is working again.


Little video archive added.


Likely one of my last updates. Unless something tremendous comes up (eg. A new
Link technique boosts his recovery tenfold), you won't see any massive updates
from here on in. Due to the new progress at Smashboards, the tier list section
has been updated. A lot.

I've sort of backed down from maining everyone. Now I'm limiting myself to
Link, with everyone else as secondaries. Visit the Link discussion board/guide
at Smashboards if you want to contact me easily. Please feel free to email or
message me at Smashboards if you want something. If you're Australian and want
to get into the SSB64 online scene, I can definitely help you there.


Updated the DI and Best Moves section with my current beliefs. Added some
people to thank in the Thanks section, primarily because I'm just that coolm.

Come hang with us on Desiree's Server, we're pretty coolm.

Stuff to do: 	Defensive Basics
		Character Tactics


Fully updated guide. May be modified as I find more junk to get rid of.
No matchups, can't be bothered.

2.0 aka FINAL

all the useless nubby exposition has been cut off, move descriptions all
updated to be proper and not entirely terrible, doubt ill ever update this
again, yay


15: Contact Details						nospam


Email:			cheeseball341@hotmail.com
	     (my MSN is the same, but please don't add me unless you're
		  serious about this game and live in Australia)

Please add SSB64 into the email topic. Otherwise you may not get a reply.


Topics I encourage you to email me with help about:

P2P Kaillera
Any move uses that I may have overlooked
Any move attributes that I may have overlooked
Any techniques that can be widely used
FAQs, so I can add to the FAQ section
Additions to the Jap/Eng and Melee/64 difference sections
Grammatical errors
Content errors

I will respond to questions about combos. Though this guide lacks a really
comprehensive combo guide, I still know enough to give basic character combos.
However, don't expect me to add any of your combos into the guide.

You will be thanked in the section below if your contribution is worthwhile.


Topics I do NOT want you to email me about:

Flaming about mindgames
Flaming about any particular section
Flaming in general
Abuse about how my guide sucks
Any comments or strategies you didn't think twice about before sending
'Awesome' game-breaking stuff (Spikes are not game breakers, for instance)
Any non-SSB64 related stuff

If the question is REALLY stupid, you'll be made into an example of what NOT
to send me.

About Me and Awesome Videogames

I don't care if this seems selfish, it is my guide :O

As was stated before, my name is A. Yang. I live in Australia and enjoy a wide
variety of games. Though not professional in any way, I play at a fairly high
level for leisure and have completed a number of perfectionist runs through
various games because I was bored. If you care, my favourite games of all time
(in order) are:


Sam and Max: Hit the Road
Monkey Island 2: LeChuck's Revenge
Phoenix Wright - Ace Attorney (series)


PLAY THEM! PLAY THEM NOW! Gyakuten Saiban Forever!

I'm in high school, which goes to show that you don't have to be in prep
school to enjoy kiddy games. Eh, I'm probably still a little kid at heart.

If you like SSB-style fighters, try D.O.N Arena for the PS2, or the Shounen
Jump Superstars/Ultimate Stars games for the DS. All three are in Japanese,
but are very fun, moreso if you like the mainstream manga (Naruto, One Piece,
Dragonball, Shaman King, etc).

My Youtube username is cheeseball341. I'm the only English speaker in the
world who commentates on SSB64 matches, or at least as far as I've seen. I
know that Melee and Brawl often get live commentary, but nobody (nobody good
at 64, anyway) has bothered to commentate on this particular game. The matches
I commentate on are ones I played myself, generally in some sort of online
tourney setting. Subscribe if you like the commentary, or the differentiation
from regular matches.


On a final note, I'd like to thank the following people.

The inhabitants of Desiree's Server - I haven't known you guys for very long,
and I doubt I'll ever meet you outside of Desiree's, but you've really, really
been great, and I thank you for it. Especially as my username insinuates that
I am either racist, an Asiatic supremist, or both (just for the record, I am
neither, and abhor real, illogical racism in any form). So, individual thanks
are in order. In no particular order...

Me - hur hur ego

1der - Sucks at Pokemon. Glee is a bad show.

James - All thanks for hosting the new Desiree's Server.

ciaza - Eh. McEnroe.

Isaac - Still cooler than ciaza.

Rom - Solid all-around player. I can't remember who he mains, if he mains
anybody. Oh yeah, he has a crippling fear of Starmies.

Tom - Hi Tom.

Dsc - The other Link on the server. The only guy not cooler than ciaza.

Dark - Hi :) He's Indian.

nishy - Coolest guy I've never met.

Pete - Will soon be the best on the server, according to 1der.

Blackshadow - for showing me how awesome DK is, and introducing me to the real
world of mindgames. And of course, for beating me enough times to make me see
how nooby I was before (and still am). This guy is crazy technically, nailing
all those moves I fail at with the utmost ease. AND he prefers keyboard. I
wish him well in the Melee scene (I doubt he'll ever read this lol).

Kuromatsu - a very innovative player, and the most awesome Fox I've seen
(aside from Youtube pros, I guess). He showed me the awesomeness that is Link,
and I'll never go back to thinking the Tier List is right. Tiers FTL. Also for
showing me Hamachi. I'll have to learn more later.

Sweet Revenge - Yeah, you aren't on as often, but you were great to play with
and against, and always a good sport. You say you're the same level as me, but
I still reckon you're a couple cuts above. And also his brother Jono, who I
didn't really play 1v1, but was still pretty fun to play against/with in 3P/4P
matches. Best Yoshi I know, nailing 0-death combos with ease.

Taane - Play for fun. Great motto, and I wish I was less competitive. Too bad
you don't play seriously anymore, you could be really good when you tried.
Self proclaimed best player in New Zealand, but please don't quote me on it.

Adult Link - My bad, I forgot you in the first round of thanks. Hurry back
man, we need more good players on Desiree's!

Judas - Judas is the coolest guy on the server and if anyone argues with this
fact they are dead wrong and should never voice their opinions in public again
because those opinions will also be dead wrong. He's also the first 'good'
player I ever played...man that was a long time ago...

B-Rad - Also not on as often, but he's the classic example of amateur-turned-
pro. Keep on slugging man, you'll get there. I think he plays SSBB now. Also,
since you keep asking me about this guide, you keep me thinking about new
sections. Thanks. Also for online AOM.

Aaron - Introducing me to retexturing. Awesome stuff man.

Desiree - Owner of the first decent Aus server. Still an admin, IIRC.

Everyone I've played - JDash, Kronos, and anyone else who I've played. As for
those people who go on servers specifically to play another person, USE P2P.

Non-SSB players of Desiree's - You make the server more lively :D

Blue Yoshi - He's a cool guy. Another keyboard player too. REPRESENT. (But not
really because he'd prefer controller)

People on Galaxy64 not listed - Mmhm. Come to Australia.

Anonymous Friend - Thanks for the Jap-Eng thing. If this thanks doesn't sedate
you, tough luck. Also a mad Jiggs player. I used to think Rest restored a bit
of health, but then he showed me the light.

All those friends who I recruited for Kaillera - Sorry :3 You provided me with
a lot of FAQs though, thanks :D

SpartanJoe - Question on the metagame, which led to subsequent detailing of
this so-called metagame. Thanks for the reminder.

Redo442 - Correction in two of Ness's damage figures

Martin - Don't know his full name, but he emailed me with how to walk from a
standing position. Thanks. He also tipped me off on how Fox can perform the
'Teleport' AT as well through a TAS video.

your contributions here :D

Kaillera Staff - Need I say it? They helped bring SSB64 back from the dead.

Project64k Staff - Just as responsible for the revival of SSB64. Good on ya!

Mupen64k Staff - Thanks for the alternate emulator.

Whoever maintains Youtube - Distractions are fun :D

Smashboards in general - Interesting to read, especially as I don't have a Wii
to play Brawl on. Plus it's a nice database of techniques and stuff.

SmashWiki patrons - Doublechecks on my damage figures, plus interesting trivia
and stuff too.

Nintendo - For the Nintendo 64, the best console ever, as well as this great
game, which will entertain me for...well, a fairly long time.

HAL Labs - For creating this game and POKEMON SNAP, WHICH IS AWESOME AND MUST
BE PLAYED BY MORE PEOPLE HAHA *shamelessadvert*.

ScummVM staff - How else would I ever play the classic Point'n'Clicks without
the legendary awesomeness that is ScummVM. Thank you.

Capcom - There's just so much I have to thank them for. Megaman Battle Network
and Starforce, the original Megaman games, Megaman X (Yeah, I like Megaman)
and the stellar trio of Phoenix Wright. Oh, and Apollo Justice (*sigh*). There
is a lot more, but I won't go on.

Telltale Games - Sam & Max, Seasons 1 and 2. You made me laugh and force me to
go on with my work. I cannot believe they aren't more popular. Seriously, go
and buy them now.

CJayC - GameFAQs. Whatever would I do without you? Well, a lot, but you save
me so much time you may as well be the reason I find time to learn. Thanks
to CJayC for maintaining what will forever be the most well-rounded FAQ/Guide
site that exists. Also thanks to everyone who contributes.

Me - Writing is a passion, but it was still tiring :3

You - Every person who reads this sentence is awesome.

This was a collaborative effort, people. Let's keep the vibe going. We're all
in this together, right?

I can be found on Smashboards, with the username cheeseball341. PM me with any
questions. I encourage any Oz smashers to join the Smash scene online.


Copyright A.Yang 2008-2009

Sites allowed to use this guide:

Super Cheats

This guide should be available for free. It is a public resource and may be
downloaded for personal use. Do not copy, reproduce, translate or otherwise
claim this guide as your own. This guide is free to the public, and absolutely
no monetary profit should be made from its download or distribution. If you're
paying for this guide, then I'm flattered, but you can get it for free from
GameFAQs (or any other sites I add to this list).

Super Smash Brothers (C) is copyrighted by Nintendo and HAL Labs.
All characters, stages and items are copyright Nintendo or their respective
creators. I do not own any of the content in this game. Obviously.

Remember, videogaming can be hazardous to your health. Attempt to rest or have
a break at regular intervals.

Peace out.

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