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{{Cleanup|date=October 2007}} | {{Cleanup|date=October 2007}} | ||
{{Header Nav|game=Super Smash Bros. Melee}} | {{Header Nav|game=Super Smash Bros. Melee}} | ||
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[[File:SSBM Char Sel.jpg|thumb|The character selection screen after all characters have been unlocked]] | [[File:SSBM Char Sel.jpg|thumb|The character selection screen after all characters have been unlocked]] | ||
This section discusses | The 26 character cast of Melee is a diverse one indeed, and while it's not the best when it comes to balance, it ensures that there's always a new option for players of all types. This section discusses every playable character in detail, providing an overall view of the character, his or her pros and cons, unique moves, and more. The format for each character is as follows (subject to change): | ||
* Summary of character, including background information | * Summary of character, including background information | ||
* Games in which this character is featured. | * Games in which this character is featured. | ||
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Mario has been at the forefront of Nintendo for a long time. Mario was originally known as Jumpman in the original [[Donkey Kong]] arcade game. Since then Donkey Kong has become a hero and Bowser has taken his place as Mario's arch nemesis. Mario set the standard for 2D platformers, and, with [[Super Mario 64]], the standard for 3D platformers. | Mario has been at the forefront of Nintendo for a long time. Mario was originally known as Jumpman in the original [[Donkey Kong]] arcade game. Since then Donkey Kong has become a hero and Bowser has taken his place as Mario's arch nemesis. Mario set the standard for 2D platformers, and, with [[Super Mario 64]], the standard for 3D platformers. | ||
As a character, he possesses no notable strengths in keeping with his jack-of-all-trades nature, but it does give him a notable weakness; his lack of specialization gives him difficulty dealing with the unique abilities of most other characters, which is compounded with his predictable and below-average | As a character, he possesses no notable strengths in keeping with his jack-of-all-trades nature, but it does give him a notable weakness; his lack of specialization gives him difficulty dealing with the unique abilities of most other characters, which is compounded with his predictable and below-average recover and poor range leaves him as a mediocre at best character. Not helping is how he's made redundant by his clone Dr. Mario, who is overall nearly identical, except '''much''' more powerful. | ||
;Advantages | ;Advantages | ||
*''Power'': Mario has above-average power, giving him a slightly easier time than normal KOing enemies. | *''Power'': Mario has above-average power, giving him a slightly easier time than normal KOing enemies. | ||
*''Powerful grabs/throws'': Mario's throws are exceptionally powerful, especially the backwards throw. This can be used to throw people out of the stage or to kill them. | *''Powerful grabs/throws'': Mario's throws are exceptionally powerful, especially the backwards throw. This can be used to throw people out of the stage or to kill them. | ||
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;Disadvantages | ;Disadvantages | ||
*''Running speed'': He is pretty slow at running, so I suggest when using him use wavedashes | *''Running speed'': He is pretty slow at running, so I suggest when using him use wavedashes. | ||
*''Total jump height'': His total jump height isn't very far so when blown out of stage you have quite a high chance of death. | *''Total jump height'': His total jump height isn't very far so when blown out of stage you have quite a high chance of death. | ||
*''Grab range'': Low grab range, so if you want to spam grabs, it could be hard. | *''Grab range'': Low grab range, so if you want to spam grabs, it could be hard.\ | ||
*''Mediocre recovery'': While Cape and Mario Tornado can help, Super Jump Punch grants subpar vertical height and poor horizontal distance. | *''Mediocre recovery'': While Cape and Mario Tornado can help, Super Jump Punch grants subpar vertical height and poor horizontal distance. | ||
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{{SSBM Specials | {{SSBM Specials | ||
|standing='''Fireball''' - A projectile that bounces along the ground and off its surroundings | |standing='''Fireball''' - A projectile that bounces along the ground and off its surroundings | ||
|tilt='''Cape''' - Reflects projectiles and reverses enemies | |tilt='''Cape''' - Reflects projectiles and reverses enemies | ||
|up='''Super Jump Punch''' - Pummels opponents in a shower of coins. Can be used as a third jump to return to the stage | |up='''Super Jump Punch''' - Pummels opponents in a shower of coins. Can be used as a third jump to return to the stage. | ||
|down='''Mario Tornado''' - Spins opponents around and tosses them into the air. Rapidly tapping {{gc|B}} will cause Mario to rise slightly. | |down='''Mario Tornado''' - Spins opponents around and tosses them into the air. Rapidly tapping {{gc|B}} will cause Mario to rise slightly. | ||
}} | }} | ||
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}} | }} | ||
Mario's nemesis, appearing in most of the games starring the plumber. Known as Koopa in Japan, Bowser resembles a mixture between a dragon and a turtle. | Mario's nemesis, appearing in most of the games starring the plumber. Known as Koopa in Japan, Bowser resembles a mixture between a dragon and a turtle. He is a large and strong character, and slightly lacks in areas like running and jumping. | ||
;Advantages | ;Advantages | ||
*''Power'': He is extremely powerful and extremely good and blowing enemies away | *''Power'': He is extremely powerful and extremely good and blowing enemies away | ||
*{{gc|Up|Control}}{{plus}}{{gc|B}}: His UP {{gc|B}} attack is | *{{gc|Up|Control}}{{plus}}{{gc|B}}: His UP {{gc|B}} attack is exceptionally good at recovers from attacks that blow you out of the stage. | ||
*''Running speed'': For some reason | *''Running speed'': For some reason he is quite fast. | ||
*''Normal special move'': His {{gc|B}} attack is a very useful attack, especially when edge guarding. | *''Normal special move'': His {{gc|B}} attack is a very useful attack, especially when edge guarding. | ||
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*''Slow recoveries'': He has slow recoveries so if you miss you may get punished. | *''Slow recoveries'': He has slow recoveries so if you miss you may get punished. | ||
*''Slow attacks'': His attacks are slow too. | *''Slow attacks'': His attacks are slow too. | ||
*''Heavy'': He is pretty heavy so if you're falling to your doom it may be faster than others. | |||
*''Heavy'': He is pretty heavy | |||
;Featured Games | ;Featured Games | ||
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Pokémon #25, a yellow mouse with electricity-based attacks. The most well-recognized of all Pokémon, and the most merchandised. | Pokémon #25, a yellow mouse with electricity-based attacks. The most well-recognized of all Pokémon, and the most merchandised. | ||
Pikachu's | Pikachu's light weight makes it very easy to be knocked back by opponents, but its fast speed makes it hard to catch up with if retreats. It's best to be strategic and defensive when playing as Pikachu, waiting for the right item or harassing the opponent until they attack hastily. | ||
Pikachu's {{gc|Up|Control}}+{{gc|A}} attack while jumping in the air has very good range, and while dealing only 4% can sometimes knock an opponent sideways similar to striking an opponent with a thrown Star Rod. | |||
;Featured Games | ;Featured Games | ||
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{{SSBM Specials | {{SSBM Specials | ||
|standing='''Thunder Jolt''' - A little bouncing lightning bolt. bounces about half the stage or until it hits something. It can also go up vertical walls like the wing in Corneria. If you attack in the air, it becomes a little ball of lightning that goes down diagonally at a 45 degree angle until it hits ground where it starts behaving normally although the duration of the bolt shortens. | |standing='''Thunder Jolt''' - A little bouncing lightning bolt. bounces about half the stage or until it hits something. It can also go up vertical walls like the wing in Corneria. If you attack in the air, it becomes a little ball of lightning that goes down diagonally at a 45 degree angle until it hits ground where it starts behaving normally although the duration of the bolt shortens. | ||
|tilt='''Skull Bash''' - Chargeable headbutt type attack. The recovery is poor but if the opponent is at high damage and is struck recovery becomes okay. In 3-way or 4-way battles, this move can be charged up and used to rush into a heated brawl and steal a kill by striking a weak opponent. Can be used off-stage to propel Pikachu towards the stage, aiding as a recovery move as well. | |tilt='''Skull Bash''' - Chargeable headbutt type attack. The recovery is poor but if the opponent is at high damage and is struck recovery becomes okay. In 3-way or 4-way battles, this move can be charged up and used to rush into a heated brawl and steal a kill by striking a weak opponent. Can be used off-stage to propel Pikachu towards the stage, aiding as a recovery move as well. | ||
|up='''Quick Attack''' - A moderately quick attack, quick only during execution with an obvious wind-up time and slow recovery. The attack is fast, but opponents can still strike Pikachu as it Quick Jumps into an opponent. After the first jump if you tilt a second direction on the control stick, you get a second jump. You can Quick Attack in any of the eight directions, even straight down. But if standing on the ground, Pikachu will Quick Attack forward. Can be used as a third jump to return to the stage. Remember that Pikachu will drift a little after the attack, so if the second Quick Attack is straight up, then Pikachu will fall straight down. | |up='''Quick Attack''' - A moderately quick attack, quick only during execution with an obvious wind-up time and slow recovery. The attack is fast, but opponents can still strike Pikachu as it Quick Jumps into an opponent. After the first jump if you tilt a second direction on the control stick, you get a second jump. You can Quick Attack in any of the eight directions, even straight down. But if standing on the ground, Pikachu will Quick Attack forward. Can be used as a third jump to return to the stage. Remember that Pikachu will drift a little after the attack, so if the second Quick Attack is straight up, then Pikachu will fall straight down. | ||
|down='''Thunder''' - Summons a lightning bolt above your head. Goes straight down until it hits something or hits a platform on the stage. Useful when an opponent is recovering from being knocked off the side of the stage, by standing on the edge and Thundering them upward into the ceiling. In all stages, but best visible in the Hyrule Temple stage, if Pikachu stands on a lower platform you will see a storm cloud where the thunder originates. This storm-cloud strikes for heavy damage and can catch an opponent off guard. | |down='''Thunder''' - Summons a lightning bolt above your head. Goes straight down until it hits something or hits a platform on the stage. Useful when an opponent is recovering from being knocked off the side of the stage, by standing on the edge and Thundering them upward into the ceiling. In all stages, but best visible in the Hyrule Temple stage, if Pikachu stands on a lower platform you will see a storm cloud where the thunder originates. This storm-cloud strikes for heavy damage and can catch an opponent off guard. | ||
}} | }} | ||
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}} | }} | ||
Princess Peach, Princess Toadstool or often simply, Peach is a character in Nintendo's Mario video games series, often playing the "damsel in distress" character of the adventure series. Peach is the princess of the fictitious Mushroom Kingdom, where many of the games are set | Princess Peach, Princess Toadstool or often simply, Peach is a character in Nintendo's Mario video games series, often playing the "damsel in distress" character of the adventure series. Peach is the princess of the fictitious Mushroom Kingdom, where many of the games are set. | ||
;Advantages | ;Advantages | ||
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;Disadvantages | ;Disadvantages | ||
*''Highest reach'': She has jumps that don't reach too high. | *''Highest reach'': She has jumps that don't reach too high. | ||
*''Grab Range'': Her grab range is pretty bad compared to others. Although grabs are still useful. | *''Grab Range'': Her grab range is pretty bad compared to others. Although grabs are still useful. | ||
*''Running speed'': She is very slow at running. I recommend to wavedash all the time, as i have for other characters | *''Running speed'': She is very slow at running. I recommend to wavedash all the time, as i have for other characters. | ||
;Featured Games | ;Featured Games | ||
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|standing='''Toad''' - Pull out Toad to use him as a shield. He blocks all attacks for a split second, and also becomes a counter attack as green spores ricochet off of Toad. | |standing='''Toad''' - Pull out Toad to use him as a shield. He blocks all attacks for a split second, and also becomes a counter attack as green spores ricochet off of Toad. | ||
|tilt='''Peach Bomber''' - A variation on the "hip drop" that results in an explosion if you strike the opponent, with Peach remaining unharmed. | |tilt='''Peach Bomber''' - A variation on the "hip drop" that results in an explosion if you strike the opponent, with Peach remaining unharmed. | ||
|up='''Peach Parasol''' - A clone of the Parasol Item, even awarding bonus points at the end of the battle if using it. Makes it so you float more in the air. The initial attack gives you a height boost. Can be used as a third jump to return to the stage. | |up='''Peach Parasol''' - A clone of the Parasol Item, even awarding bonus points at the end of the battle if using it. Makes it so you float more in the air. The initial attack gives you a height boost. Can be used as a third jump to return to the stage. | ||
|down='''Vegetable''' - Pull out a random radish a la Super Mario 2. The happier the expression, the more damage you do when you throw it like a normal item(press {{gc|A}}). Sometimes, you will pull out a regular item like a bob-omb, Mr.Saturn, or beamsword. Very rarely, you will pull out a dead radish (closed eyes stitched up mouth) which is Peach's strongest radish (it deals 30%). | |down='''Vegetable''' - Pull out a random radish a la Super Mario 2. The happier the expression, the more damage you do when you throw it like a normal item(press {{gc|A}}). Sometimes, you will pull out a regular item like a bob-omb, Mr.Saturn, or beamsword. Very rarely, you will pull out a dead radish (closed eyes stitched up mouth) which is Peach's strongest radish (it deals 30%). | ||
}} | }} | ||
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}} | }} | ||
Yoshi is a green dinosaur from the aptly named "Yoshi's Island." He is renowned for his ability to flutter in the air, throw eggs, and turn enemies into eggs. All of these and many other moves are retained in Smash Brothers | Yoshi is a green dinosaur from the aptly named "Yoshi's Island." He is renowned for his ability to flutter in the air, throw eggs, and turn enemies into eggs. All of these and many other moves are retained in Smash Brothers. | ||
{{SSBM Specials | {{SSBM Specials | ||
|standing='''Egg Lay''' - Press {{gc|B}} to lash out your tongue a short distance. If you snag someone, you turn them into an egg. They will be trapped in it for a few seconds, So take advantage of the time to use the Yoshi Bomb against them a few times. | |standing='''Egg Lay''' - Press {{gc|B}} to lash out your tongue a short distance. If you snag someone, you turn them into an egg. They will be trapped in it for a few seconds, So take advantage of the time to use the Yoshi Bomb against them a few times. | ||
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}} | }} | ||
Captain Douglas Jay Falcon is a character in the [[:Category:F-Zero|F-Zero series]], Nintendo's fast-paced futuristic racing video game franchise. Captain Falcon races in a F-Zero machine called the Blue Falcon, arguably the most well-rounded vehicle in the games. He is the winner of the F-Zero X Grand Prix and if successful again during the F-Zero Grand Prix in F-Zero GX, according to an interview, he will use the prize money towards building another machine, the Neo Blue Falcon. When he is not taking part in races, he works as a bounty hunter. While most of his past is a complete mystery, it is known that his body and mind are honed from the many battles he has survived | Captain Douglas Jay Falcon is a character in the [[:Category:F-Zero|F-Zero series]], Nintendo's fast-paced futuristic racing video game franchise. Captain Falcon races in a F-Zero machine called the Blue Falcon, arguably the most well-rounded vehicle in the games. He is the winner of the F-Zero X Grand Prix and if successful again during the F-Zero Grand Prix in F-Zero GX, according to an interview, he will use the prize money towards building another machine, the Neo Blue Falcon. When he is not taking part in races, he works as a bounty hunter. While most of his past is a complete mystery, it is known that his body and mind are honed from the many battles he has survived. | ||
;Featured Games | ;Featured Games | ||
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{{SSBM Character|name=D. K. | {{SSBM Character|name=D. K. | ||
|picture=[[File:Super Smash Bros. Melee - D.K..jpg|220px]] | |picture=[[File:Super Smash Bros. Melee - D.K..jpg|220px]] | ||
|curve= | |curve=Medium | ||
|class=Heavy | |class=Heavy | ||
|wv=114 | |wv=114 | ||
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|rsr=10th | |rsr=10th | ||
}} | }} | ||
Donkey Kong is a unique character, being unlike other heavyweights for how | Donkey Kong is a unique character, being unlike other heavyweights for how he is very fast. As expected, he is also strong, being one of the strongest fighters within the cast, seeing as how most of the moves in his repertoire are powerful finishers. | ||
;pros | ;pros | ||
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*''Power'': Donkey Kong is among the strongest characters in the game, true to his weight, so KOing opponents should be no trouble for him. | *''Power'': Donkey Kong is among the strongest characters in the game, true to his weight, so KOing opponents should be no trouble for him. | ||
*''Speed'': As mentioned from above, Donkey Kong is very fast for his weight, allowing him to outrun and catch up to slow characters like Ganondorf. | *''Speed'': As mentioned from above, Donkey Kong is very fast for his weight, allowing him to outrun and catch up to slow characters like Ganondorf. | ||
*''Fast-falling'': Donkey Kong is one of the fastest fallers in the game; this, when combined with his high weight, offers him the | *''Fast-falling'': Donkey Kong is one of the fastest fallers in the game; this, when combined with his high weight, offers him one of the best vertical endurance in the game, in addition to a fast comboing game. | ||
*''Range'': His size and long arms offer him among the best reaches in the game, making him skilled at spacing. | *''Range'': His size and long arms offer him among the best reaches in the game, making him skilled at spacing. | ||
*''Horizontal recovery'': His recovery move, Spinning Kong, offers notoriously good horizontal distance, making him an even tougher opponent to KO horizontally. | *''Horizontal recovery'': His recovery move, Spinning Kong, offers notoriously good horizontal distance, making him an even tougher opponent to KO horizontally. | ||
;cons | ;cons | ||
*''Large'': His size acts as a double-edged sword. Being one of the largest characters, Donkey Kong is extremely susceptible to combos and hits in general, especially with projectiles. | *''Large'': His size acts as a double-edged sword. Being one of the largest characters, Donkey Kong is extremely susceptible to combos and hits in general, especially with projectiles. | ||
*''Weight'': Again, his status as a super heavyweight acts as a double-edged sword as with his size. While it makes him extremely difficult to KO, it, along with the large hurtbox, makes him very easy to combo. | *''Weight'': Again, his status as a super heavyweight acts as a double-edged sword as with his size. While it makes him extremely difficult to KO, it, along with the large hurtbox, makes him very easy to combo. | ||
*''Vertical recovery'': While Spinning Kong grants amazing horizontal distance, it gains very little height, making Donkey Kong's recovery among the worst vertically despite being one of the best horizontally. | *''Vertical recovery'': While Spinning Kong grants amazing horizontal distance, it gains very little height, making Donkey Kong's recovery among the worst vertically despite being one of the best horizontally. | ||
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|standing='''Giant Punch''' - A chargeable punch. hold {{gc|B}} to charge it. If it is charged a little glowing light will be on your fist. | |standing='''Giant Punch''' - A chargeable punch. hold {{gc|B}} to charge it. If it is charged a little glowing light will be on your fist. | ||
|tilt='''Headbutt''' - Slams someone into the ground. A little dirt clod will appear and they will be stuck in it for a while. | |tilt='''Headbutt''' - Slams someone into the ground. A little dirt clod will appear and they will be stuck in it for a while. | ||
|up='''Spinning Kong''' - Spin a round with arms out. Covers a pretty good horizontal distance. Can be used as a third jump to return to the stage. | |up='''Spinning Kong''' - Spin a round with arms out. Covers a pretty good horizontal distance. Can be used as a third jump to return to the stage. | ||
|down='''Hand Slap''' - Repeatedly slap the ground in front of you. Keep pressing {{gc|B}} to keep it going. It also attacks a little bit behind too. The attack you want to use if you want to beat the 15 minute melee. | |down='''Hand Slap''' - Repeatedly slap the ground in front of you. Keep pressing {{gc|B}} to keep it going. It also attacks a little bit behind too. The attack you want to use if you want to beat the 15 minute melee. | ||
}} | }} | ||
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|rsr=2nd | |rsr=2nd | ||
}} | }} | ||
;Advantages | ;Advantages | ||
*''Running speed'': He is a very fast runner. Use this as an advantage. | *''Running speed'': He is a very fast runner. Use this as an advantage. | ||
*''Fast fall speed'': He falls very fast, this will help with short hops | *''Fast fall speed'': He falls very fast, this will help with short hops. | ||
*''Total jump height'': Total jump height is really high so when blown away it will be quite easy to get back. | *''Total jump height'': Total jump height is really high so when blown away it will be quite easy to get back. | ||
*''Up special move'': This can be used to blow opponents away and inflict damage. It's not usually recommended as an offensive move due to its slow charge and usually predictable usage | *''Up special move'': This can be used to blow opponents away and inflict damage. It's not usually recommended as an offensive move due to its slow charge and usually predictable usage. | ||
*''Left/Right special move'': A really fast attack, can also help getting back into the stage. However recovery time may be a bit slow. | *''Left/Right special move'': A really fast attack, can also help getting back into the stage. However recovery time may be a bit slow. | ||
*''Normal special move'': This is very good at inflicting damage, however it doesn't make the enemy flinch. | *''Normal special move'': This is very good at inflicting damage, however it doesn't make the enemy flinch. | ||
*''Down special move'': | *''Down special move'': This can reflect all projectiles and even at close range can be used to push an enemy away. | ||
*''Smash attacks'': Most of Fox's smash attacks can give a very high chance of killing when the opponent reaches 100% | *''Smash attacks'': Most of Fox's smash attacks can give a very high chance of killing when the opponent reaches 100%. | ||
*''Aerial attacks'': Fox's aerial attacks are exceptionally powerful | *''Aerial attacks'': Fox's aerial attacks are exceptionally powerful. | ||
;Disadvantages | ;Disadvantages | ||
*''Fast fall speed'': He falls really fast which makes it hard for him to get back safely when blown from the stage | *''Fast fall speed'': He falls really fast which makes it hard for him to get back safely when blown from the stage | ||
*''Easy to counter attacks'': Some of his attacks like Left/Right {{gc|B}} or UP {{gc|B}} are easy to counter this makes him bad when trying to get back to stage. | *''Easy to counter attacks'': Some of his attacks like Left/Right {{gc|B}} or UP {{gc|B}} are easy to counter this makes him bad when trying to get back to stage. | ||
*''Easily killed'': Fox can be easily killed by a smash attack at around 80%. | *''Easily killed'': Fox can be easily killed by a smash attack at around 80%. | ||
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{{SSBM Specials | {{SSBM Specials | ||
|standing='''Blaster''' - A peashooter blaster with fast fire. It doesn't even stop someone from moving forward. Just use as they are approaching you because the 1-2% damage each shot does add up. | |standing='''Blaster''' - A peashooter blaster with fast fire. It doesn't even stop someone from moving forward. Just use as they are approaching you because the 1-2% damage each shot does add up. | ||
|tilt='''Fox Illusion''' - A really quick dash in the direction you specify. You basically run through your opponent. Be very careful not to use this move near edges if you are a beginner, else you will suicide off the edge. This maneuver can also be used to dash back onto the edge after someone hits you off. | |tilt='''Fox Illusion''' - A really quick dash in the direction you specify. You basically run through your opponent. Be very careful not to use this move near edges if you are a beginner, else you will suicide off the edge. This maneuver can also be used to dash back onto the edge after someone hits you off. | ||
|up='''Fire Fox''' - You start flaming and then charge in the direction you specify. While Fox is charging, the attack can be aimed in any direction. Can be used as a third jump to return to the stage. | |up='''Fire Fox''' - You start flaming and then charge in the direction you specify. While Fox is charging, the attack can be aimed in any direction. Can be used as a third jump to return to the stage. | ||
|down='''Reflector''' - Reflects all thrown items and projectiles. Also does damage in the immediate vicinity when activated. Very good for spiking. | |down='''Reflector''' - Reflects all thrown items and projectiles. Also does damage in the immediate vicinity when activated. Very good for spiking. | ||
}} | }} | ||
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}} | }} | ||
Hero of EarthBound/MOTHER 2, Ness is a young kid from Onett with psychokinetic powers (PSI), some of which he learned himself, some he learned from friends. He also carries an arsenal of baseball bats and yo-yo's which make powerful smash attacks. While the majority of people only know him through Smash Bros | Hero of EarthBound/MOTHER 2, Ness is a young kid from Onett with psychokinetic powers (PSI), some of which he learned himself, some he learned from friends. He also carries an arsenal of baseball bats and yo-yo's which make powerful smash attacks. While the majority of people only know him through Smash Bros, EarthBound/MOTHER has a loyal fandom that adores his appearance. | ||
Ness's tilt smash ({{gc|A}}+{{gc|Left|Control}}/{{gc|Right|Control}}) can be used to reflect some projectiles. | |||
;Featured Games | ;Featured Games | ||
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}} | }} | ||
Kirby is a light character, so he flies far, but using his five jumps and Final Cutter, he can recover from a really bad fall. if you go to Flat Zone, hang by the edge and Inhale, then spit off your opponents. | Kirby is a light character, so he flies far, but using his five jumps and Final Cutter, he can recover from a really bad fall. if you go to Flat Zone, hang by the edge and Inhale, then spit off your opponents. | ||
{{SSBM Specials | {{SSBM Specials | ||
|standing='''Swallow''': Swallow an opponent. You can walk around slowly with them in their mouth. They can get out by rapidly moving the Control Stick around. When you spit them out, you copy whatever their {{gc|B}} power is and it is assigned to this attack. To get rid of the copied attack, press the taunt button. Press the {{gc|A}} to fire you opponent out as a star in the direction you are facing. | |standing='''Swallow''': Swallow an opponent. You can walk around slowly with them in their mouth. They can get out by rapidly moving the Control Stick around. When you spit them out, you copy whatever their {{gc|B}} power is and it is assigned to this attack. To get rid of the copied attack, press the taunt button. Press the {{gc|A}} to fire you opponent out as a star in the direction you are facing. | ||
|tilt='''Hammer''': Swing a hammer left or right. If used in the air, you will spin it 360 degrees around Kirby in the direction he is facing from top down in front of his face (facing right will spin clockwise). | |tilt='''Hammer''': Swing a hammer left or right. If used in the air, you will spin it 360 degrees around Kirby in the direction he is facing from top down in front of his face (facing right will spin clockwise). | ||
|up='''Final Cutter''': Slice a sword up and come back down. When you land you send out a little shockwave in the facing direction that can do damage; this shockwave counts as a projectile. You can attack someone three times if you hit them on the way up. Can be used as a third jump to return to the stage. | |up='''Final Cutter''': Slice a sword up and come back down. When you land you send out a little shockwave in the facing direction that can do damage; this shockwave counts as a projectile. You can attack someone three times if you hit them on the way up. Can be used as a third jump to return to the stage. | ||
|down='''Stone''': Turn into a heavy object and drop like a rock. It does damage on the way down and provides temporary invincibility. You can be grabbed as a stone so don't waste your time hiding with it. Press {{gc|B}} any time to get out of rock mode. Otherwise you pop out after around 3 seconds. | |down='''Stone''': Turn into a heavy object and drop like a rock. It does damage on the way down and provides temporary invincibility. You can be grabbed as a stone so don't waste your time hiding with it. Press {{gc|B}} any time to get out of rock mode. Otherwise you pop out after around 3 seconds. | ||
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|rsr=19th | |rsr=19th | ||
}} | }} | ||
A special duo character | A special duo character. You control the one of them while the other, AI-controlled, attempts to follow. You always do the same attack. If the AI partner dies, you can still do your attacks, but their effect is weakened. The Ice Climbers are able to pick up one item each. | ||
;Featured Games | ;Featured Games | ||
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{{SSBM Specials | {{SSBM Specials | ||
|standing='''Ice Shot''' - Both of you shoot little ice block things that slide along the ground until they hit something. | |standing='''Ice Shot''' - Both of you shoot little ice block things that slide along the ground until they hit something. The ice is very fragile and can be attacked to be broken. | ||
|tilt='''Squall Hammer''' - Swing little hammers around and twirl in a direction a bit. If there's only one of you, then you have only one direction of attack. | |tilt='''Squall Hammer''' - Swing little hammers around and twirl in a direction a bit. If there's only one of you, then you have only one direction of attack. | ||
|up='''Belay''' - Popo throws Nana, who then yanks Popo further upwards. Obviously, this only works if Nana has not already fallen. This inflicts considerable damage if an enemy is in the way. Can be used as a third jump to return to the stage. | |up='''Belay''' - Popo throws Nana, who then yanks Popo further upwards. Obviously, this only works if Nana has not already fallen. This inflicts considerable damage if an enemy is in the way. Can be used as a third jump to return to the stage. | ||
|down='''Blizzard''' - You both breathe out an icy wind in opposite directions. If hit, the opponent is frozen in a large ice block if your opponent has taken certain amounts of damage (it varies from character to character). Obviously, if there's only one of you, you only attack in the direction you are facing. | |down='''Blizzard''' - You both breathe out an icy wind in opposite directions. If hit, the opponent is frozen in a large ice block if your opponent has taken certain amounts of damage (it varies from character to character). Obviously, if there's only one of you, you only attack in the direction you are facing. | ||
}} | }} | ||
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}} | }} | ||
Samus Aran is | Samus Aran is a bounty hunter who frequently encounters Space Pirates and Metroids. | ||
;Featured Games | ;Featured Games | ||
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{{SSBM Specials | {{SSBM Specials | ||
|standing='''Charged Shot''': | |standing='''Charged Shot''': A chargeable energy ball. Hold {{gc|B}} to charge it; you can release it at any charge level. If it is fully charged you store it automatically and can let it off any time; note that your gun will shine and give away the fact that you are charged. While charging, you can press left or right to roll left or right to avoid attacks. You then keep charging after the roll. If you get hit with while charging, you lose the charge. While charging, press {{gc|R}}/{{gc|L}} to save the charge at its current level. | ||
|tilt='''Missile''': Send a fairly slow homing missile that doesn't go as far or do as much damage. Smash the direction to send a non-homing missile that is faster and more powerful. | |tilt='''Missile''': Send a fairly slow homing missile that doesn't go as far or do as much damage. Smash the direction to send a non-homing missile that is faster and more powerful. | ||
|up='''Screw Attack''': Spin around and move up. Anyone touching you while doing this will be trapped in the attack. Can be used as a third jump to return to the stage. | |up='''Screw Attack''': Spin around and move up. Anyone touching you while doing this will be trapped in the attack. Can be used as a third jump to return to the stage. | ||
|down='''Bomb''': Turn into the morph ball mode and drops the little bombs like in the [[:Category:Metroid|Metroid games]]. You can also bomb jump slightly. Useful for crowd attacks and floating for long distances | |down='''Bomb''': Turn into the morph ball mode and drops the little bombs like in the [[:Category:Metroid|Metroid games]]. You can also bomb jump slightly. Useful for crowd attacks and floating for long distances. | ||
}} | }} | ||
'''Samus has a special move where she can extend her grapple move to 3 times the normal size | '''Samus has a special move where she can extend her grapple move to 3 times the normal size''' | ||
perform by: | perform by: | ||
*rotating the {{gc|Neutral|Dpad}} in a counter-clockwise direction | *rotating the {{gc|Neutral|Dpad}} in a counter-clockwise direction | ||
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}} | }} | ||
Link likes to wear green, fight monsters, and save Princess Zelda. Link is a slow mover but carries a lot of projectiles, such as bombs, bow, and boomerang. Link's shield can block projectiles if you keep the control stick neutral. Link's hookshot can be used as an alternative to a third jump, by doing a hookshot on a wall. | |||
;Advantages | ;Advantages | ||
*''Many projectiles'': Link has many projectiles like the boomerang, the bow and arrow and the bombs. These can be useful for many things. Like the bomb can be used to save himself | *''Many projectiles'': Link has many projectiles like the boomerang, the bow and arrow and the bombs. These can be useful for many things. Like the bomb can be used to save himself. | ||
*''UP special move'': Link's UP {{gc|B}} attack is extremely powerful if used correctly. This is also very useful when getting back to stage | *''UP special move'': Link's UP {{gc|B}} attack is extremely powerful if used correctly. This is also very useful when getting back to stage. | ||
*{{cade|Tap}}{{gc|A}}: When rapidly clicking {{gc|A}} link is pretty much defended from all attacks coming from the front, however from the rear or the top he is very vulnerable. | *{{cade|Tap}}{{gc|A}}: When rapidly clicking {{gc|A}} link is pretty much defended from all attacks coming from the front, however from the rear or the top he is very vulnerable. | ||
*''Smash attacks'': Link's smash attacks are very powerful, all of his smash attacks can produce more than 1 hit. | *''Smash attacks'': Link's smash attacks are very powerful, all of his smash attacks can produce more than 1 hit. | ||
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{{SSBM Specials | {{SSBM Specials | ||
|standing='''Bow''': A chargable silver bow and arrow. The more you charge it the farther it goes. It is affected by gravity and will arch depending on its initial velocity. Hold {{gc|B}} to charge up the arrow's velocity. | |standing='''Bow''': A chargable silver bow and arrow. The more you charge it the farther it goes. It is affected by gravity and will arch depending on its initial velocity. Hold {{gc|B}} to charge up the arrow's velocity. | ||
|tilt='''Boomerang''': An aimable boomerang. Press up or down to aim it slightly. It can hit an opponent twice(Obviously). You can also hit someone behind you if you time your jump right. | |tilt='''Boomerang''': An aimable boomerang. Press up or down to aim it slightly. It can hit an opponent twice(Obviously). You can also hit someone behind you if you time your jump right. | ||
|up='''Spin Attack''': Spin the sword around. Used on the ground, you stay in place. In the air, you rise up. The final spin is the most powerful. Can be used as a third jump to return to the stage. | |up='''Spin Attack''': Spin the sword around. Used on the ground, you stay in place. In the air, you rise up. The final spin is the most powerful. Can be used as a third jump to return to the stage. | ||
|down='''Bomb''': Pull out a bomb which becomes an item like a less powerful Bob-omb. Explodes in your hand if you don't throw it. | |down='''Bomb''': Pull out a bomb which becomes an item like a less powerful Bob-omb. Explodes in your hand if you don't throw it. | ||
}} | }} | ||
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|rsr=26th | |rsr=26th | ||
}} | }} | ||
;Featured Games | ;Featured Games | ||
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{{SSBM Specials | {{SSBM Specials | ||
|standing='''Nayru's Love''': Zelda conjures a spinning field of jagged ice crystals to slice any adjacent enemies. This move can be performed in the air and on the ground. It hits repeatedly and has nearly no knockback. This attack is useful for area denial, when Zelda is directly adjacent to one or more opponents. Use it to get Zelda out of trouble when she's in the fray. This attack can deflect distance shots back at opponents | |standing='''Nayru's Love''': Zelda conjures a spinning field of jagged ice crystals to slice any adjacent enemies. This move can be performed in the air and on the ground. It hits repeatedly and has nearly no knockback. This attack is useful for area denial, when Zelda is directly adjacent to one or more opponents. Use it to get Zelda out of trouble when she's in the fray. This attack can deflect distance shots back at opponents | ||
|tilt='''Din's Fire''': Zelda forms a glowing ball that accelerates away from her, disappears for a short instant, and explodes in a small fireball. The player can control the motion of the ball along the vertical axis, but its horizontal motion is strictly linear acceleration. The player must hold {{gc|B}} until the ball reaches a desired position, at which point it explodes after a slight delay. It lights the opponent on fire, has a small radius of effect, and causes minimal knockback. Use this attack to annoy unsuspecting foes at range. This requires a degree of anticipation, as the player must stop the ball about one and a half body widths in front of a moving opponent. | |tilt='''Din's Fire''': Zelda forms a glowing ball that accelerates away from her, disappears for a short instant, and explodes in a small fireball. The player can control the motion of the ball along the vertical axis, but its horizontal motion is strictly linear acceleration. The player must hold {{gc|B}} until the ball reaches a desired position, at which point it explodes after a slight delay. It lights the opponent on fire, has a small radius of effect, and causes minimal knockback. Use this attack to annoy unsuspecting foes at range. This requires a degree of anticipation, as the player must stop the ball about one and a half body widths in front of a moving opponent. | ||
|up='''Farore's Wind''': Can be used as a third jump to return to the stage. The player can control Zelda's destination by pressing a direction while the animation executes. This maneuver does not affect Zelda's fall trajectory when performed in the air, and removes the player's air control ability while the animation completes. Zelda also cannot teleport through solid objects. However, Zelda can often teleport completely across some playfields with this maneuver when the path is clear. After teleporting, the player loses all control of Zelda except for her falling trajectory. Thus, she is completely vulnerable after teleporting and falling. The attack does no damage. | |up='''Farore's Wind''': Can be used as a third jump to return to the stage. The player can control Zelda's destination by pressing a direction while the animation executes. This maneuver does not affect Zelda's fall trajectory when performed in the air, and removes the player's air control ability while the animation completes. Zelda also cannot teleport through solid objects. However, Zelda can often teleport completely across some playfields with this maneuver when the path is clear. After teleporting, the player loses all control of Zelda except for her falling trajectory. Thus, she is completely vulnerable after teleporting and falling. The attack does no damage. | ||
|down='''Transform''': Transform into Sheik. | |down='''Transform''': Transform into Sheik. | ||
}} | }} | ||
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==Hidden Characters== | ==Hidden Characters== | ||
There are a total of eleven secret characters to unlock. Each character has two ways to be unlocked; one way is unique while the other involves you playing a certain number of Versus Mode matches. You can unlock any character by doing either | There are a total of eleven secret characters to unlock. Each character has two ways to be unlocked; one way is unique while the other involves you playing a certain number of Versus Mode matches. You can unlock any character by doing either; you don't have to do both. Special Mode and quitted matches don't add up to your VS Mode match total. | ||
The secret characters are listed in order of how many VS. Mode matches it takes to unlock them. To view how many VS. Mode matches you've completed, go to ''Data: Melee Records: Misc. Records''. In the seventh row will be "''VS. Play Match Total''." | The secret characters are listed in order of how many VS. Mode matches it takes to unlock them. To view how many VS. Mode matches you've completed, go to ''Data: Melee Records: Misc. Records''. In the seventh row will be "''VS. Play Match Total''." | ||
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;How To Unlock | ;How To Unlock | ||
*Complete Classic Mode or Adventure Mode once with any character | *Complete Classic Mode or Adventure Mode once with any character with or without using a continue. | ||
*Play 50 Versus Mode matches. | *Play 50 Versus Mode matches. | ||
{{SSBM Specials | {{SSBM Specials | ||
|standing='''Rollout''': You spin around in one place and start sparkling. When you let go, you charge out really fast and if you hit anyone at full charge, its almost a definite KO. If you miss, you may fly off the stage. The powerful lateral distance makes it a reasonably good move on | |standing='''Rollout''': You spin around in one place and start sparkling. When you let go, you charge out really fast and if you hit anyone at full charge, its almost a definite KO. If you miss, you may fly off the stage. The powerful lateral distance makes it a reasonably good move on | ||
|tilt='''Pound''': A punch. Used in the air, it provides lateral motion. You can use this between every little mini jump that jiggly puff does to gain significant horizontal distance. | |tilt='''Pound''': A punch. Used in the air, it provides lateral motion. You can use this between every little mini jump that jiggly puff does to gain significant horizontal distance. | ||
|up='''Sing''': You sing and anyone in the immediate vicinity falls asleep. You are then free to attack them while they are asleep. Since the target will sleep for the same amount of time regardless of how close you are to finishing the song, this move is optimized when used as a trap. | |up='''Sing''': You sing and anyone in the immediate vicinity falls asleep. You are then free to attack them while they are asleep. Since the target will sleep for the same amount of time regardless of how close you are to finishing the song, this move is optimized when used as a trap. | ||
|down='''Rest''': A hard attack to perform. Use it when occupying the same space as another player, such that the two of you are in the process of automatic separation. If you do it right, You will hear the home run sound and they will be hit very hard. Whether you miss or not, you will fall asleep. | |down='''Rest''': A hard attack to perform. Use it when occupying the same space as another player, such that the two of you are in the process of automatic separation. If you do it right, You will hear the home run sound and they will be hit very hard. Whether you miss or not, you will fall asleep. | ||
}} | }} | ||
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;How To Unlock | ;How To Unlock | ||
*Clear Event Match #37: ''Legendary Pokémon''. Note that to even reach this event match, you'll have to complete all 30 previous event matches and have Jigglypuff, Falco, Young Link and Luigi already unlocked. | *Clear Event Match #37: ''Legendary Pokémon''. Note that to even reach this event match, you'll have to complete all 30 previous event matches and have Jigglypuff, Falco, Young Link and Luigi already unlocked. | ||
*Play 200 Versus Mode matches. | *Play 200 Versus Mode matches. | ||
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{{SSBM Specials | {{SSBM Specials | ||
|standing='''Shield Breaker''': Can be charged to do good damage. | |standing='''Shield Breaker''': Can be charged to do good damage. | ||
|tilt='''Swords Dance''': You can hit different directions with {{gc|B}} to do up to four different moves. If the final move is a {{gc|B}}+{{gc|Down|Control}}, it is a '''Meteor Smash'''. | |tilt='''Swords Dance''': You can hit different directions with {{gc|B}} to do up to four different moves. If the final move is a {{gc|B}}+{{gc|Down|Control}}, it is a '''Meteor Smash'''. | ||
|up='''Dolphin Slash''': Marth flies upwards quickly to recover. Little horizontal movement. | |up='''Dolphin Slash''': Marth flies upwards quickly to recover. Little horizontal movement. | ||
|down='''Counter''': Marth takes no damage while this is active. He automatically attacks anyone who hits him for small damage. | |down='''Counter''': Marth takes no damage while this is active. He automatically attacks anyone who hits him for small damage. | ||
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}} | }} | ||
At first glance, Luigi may seem like a mere clone of Mario, but any advanced player will learn how unique he really is. | At first glance, Luigi may seem like a mere clone of Mario, but any advanced player will learn how unique he really is. When unlocked, he takes Pikachu's place on the roster to go next to all his Mario Bros. buddies. Pikachu travels down to the bottom row to join the other Pokémon. | ||
Some players think that Luigi is the most fun character in Super Smash Bros Melee. Luigi tries to use his grabs, the fire punch, and the green missile (side-{{gc|B}}) to make the other characters seem boring. | Some players think that Luigi is the most fun character in Super Smash Bros Melee. Luigi tries to use his grabs, the fire punch, and the green missile (side-{{gc|B}}) to make the other characters seem boring. | ||
;How To Unlock | ;How To Unlock | ||
*Fight him in the ''Mushroom Kingdom'' stage of Adventure Mode | *Fight him in the ''Mushroom Kingdom'' stage of Adventure Mode. To do this, you must finish Part 1 of the ''Mushroom Kingdom'' stage with the last large number of the time limit being a '''2'''. For example, 1:5'''2''':<small>48</small>. This will make him replace Mario in the following fight. Beat Luigi ''and'' Peach under a minute. Then complete the Adventure Mode without using a continue. | ||
*Play 800 Versus Mode matches. | *Play 800 Versus Mode matches. | ||
{{SSBM Specials | {{SSBM Specials | ||
|standing='''Fireball''': A green fireball like Mario's, except it's not affected by gravity. It will go straight until it hits something. | |standing='''Fireball''': A green fireball like Mario's, except it's not affected by gravity. It will go straight until it hits something. | ||
|tilt='''Green Missile''': Hold down {{gc|B}} to charge up a headbutt like attack. At random times, you will go farther and make a more powerful hit, but you may fall off of the arena. | |tilt='''Green Missile''': Hold down {{gc|B}} to charge up a headbutt like attack. At random times, you will go farther and make a more powerful hit, but you may fall off of the arena. | ||
|up='''Super Jump Punch''': If you are physically touching another character when initiating this attack, you set the character on fire and it does more damage. Can be used as a third jump to return to the stage. | |up='''Super Jump Punch''': If you are physically touching another character when initiating this attack, you set the character on fire and it does more damage. Can be used as a third jump to return to the stage. | ||
|down='''Luigi Cyclone''': Like Mario Cyclone except characters are sucked into the cyclone like Samus' Screw Attack rather than getting knocked away. | |down='''Luigi Cyclone''': Like Mario Cyclone except characters are sucked into the cyclone like Samus' Screw Attack rather than getting knocked away. | ||
}} | }} | ||
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{{SSBM Specials | {{SSBM Specials | ||
|standing='''Chef''': Shoots bacon. Both the pan and the bacon do damage. | |standing='''Chef''': Shoots bacon. Both the pan and the bacon do damage. | ||
|tilt='''Judgement''': Mr. Game & Watch will swing a hammer. A number 1-9 will appear as well. This tells you what attack he will use. | |tilt='''Judgement''': Mr. Game & Watch will swing a hammer. A number 1-9 will appear as well. This tells you what attack he will use. | ||
|up='''Fire''': Two characters appear, and shoot Mr. Game & Watch upward. | |up='''Fire''': Two characters appear, and shoot Mr. Game & Watch upward. | ||
|down='''Oil panic''': This is used to collect projectiles, and shoot it back with more force. You absorb projectiles 3 times, then when Mr. Game & Watch is flashing, press {{gc|Down|Control}}+{{gc|B}} again to shoot. | |down='''Oil panic''': This is used to collect projectiles, and shoot it back with more force. You absorb projectiles 3 times, then when Mr. Game & Watch is flashing, press {{gc|Down|Control}}+{{gc|B}} again to shoot. |