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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 playable character in detail, providing an overall view of the character, their pros and cons, unique moves, and more. The format for each character is as follows:
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. In fact, the Melee cast is probably the richest and most diverse out of all the playable rosters in the series. 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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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 recovery 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.
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 recovery 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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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. While mostly just a princess kidnapper, he has gone above and beyond to legitimately threaten the Mushroom Kingdom, like in Super Mario Galaxy, where he was able to take over the ''galaxy'' and reform it in his image.... that is, till Mario stopped him.
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. While mostly just a princess kidnapper, he has gone above and beyond to legitimately threaten the Mushroom Kingdom, like in Super Mario Galaxy, where he was able to take over the ''galaxy'' and reform it in his image.... that is, till Mario stopped him.


As a character, Bowser is as expected, a sheer powerhouse. He is among the strongest (if not THE strongest) characters in the game, with attacks like forward smash being among the strongest moves in the game. Additionally, he is very durable too, with decently fast fall speed and being the heaviest character in the game, but these are overridden by a slew of crippling flaws. The biggest of these being his agonizingly slow speed, being the single slowest, and he is pure combo bait due to his massive size, massive weight, and moderate falling speed with his own combo game being bad, and these are especially severe due to speed and combos being everything in a game like Melee (so the entirety of Melee's top tier can easily juggle and combo him). Coupled with slow (but good) aerial attacks, a slow recovery (with it being especially terrible vertically), and awful defensive options, Bowser is easily a bottom 3 character.
As a character, Bowser is as expected, a sheer powerhouse. He is amongst the strongest (if not THE strongest) characters in the game, with attacks like forward smash being among the strongest moves in the game. Additionally, he is very durable too, with decently fast fall speed and being the heaviest character in the game, but these are overridden by a slew of crippling flaws. The biggest of these being his agonizingly slow speed, being the single slowest, and he is pure combo bait due to his massive size, massive weight, and moderate falling speed with his own combo game being bad, and these are especially severe due to speed and combos being everything in a game like Melee (so the entirety of Melee's top tier can easily juggle and combo him). Coupled with slow (but good) aerial attacks, a slow recovery (with it being especially terrible vertically), and awful defensive options, Bowser is easily a bottom 3 character.


;Advantages
;Advantages
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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 is nowhere near as dominant as he was in the original ''Smash 64'', but he wasn't nerfed as severely as, say, Kirby, and remains a strong force in ''Melee''. He retains his fast speed (albeit lowered), making him hard to catch up with if he retreats. While he struggles with KOing in general, you ''do not'' want to get hit by his up smash (the strongest in the game, able to KO as low as '''35%'''), and his up aerial can send the opponent at a deadly semi-spike angle while having good range, and with his long recovery, he can be a hassle to edgeguard. Sadly, these strengths are held back by overall poor range (including the worst grab range) and his poor neutral game.
Pikachu's is nowhere near as dominant as he was in the original ''Smash 64'', but he wasn't nerfed as severely as, say, Kirby, and remains a strong force in ''Melee''. He retains his fast speed (albeit lowered), making him hard to catch up with if he retreats. While he struggles with KOing in general, you ''do not'' want to get hit by his up smash (the strongest in the game, able to KO as low as '''35%'''), and his up aerial can send the opponent at a deadly semi-spike angle while having good range, and with his long recovery, he can be a hassle to edgeguard. Sadly, these strengths are held back by overall poor range (including the worst grab range) and his poor neutral game.


Overall, Pikachu can be a force to be reckoned with.
Overall, Pikachu can be a force to be reckoned with.
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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.


Ironically enough, Peach is considered overall the best Mario representative in Melee (even when sub-series are taken into account), for multiple reasons, the primary being her Vegetables being among the best projectiles in all of Melee, her DJC and float-cancel combos are ''brutal'' and give her an edge in the air, and her recovery is simply incredible, with her float and glide from Peach Parasol aiding her.
Ironically enough, Peach is considered overall the best Mario representative in Melee (even when sub-series are taken into account), for multiple reasons, the primary being her Vegetables being amongst the best projectiles in all of Melee, her DJC and float-cancel combos are freakin' ''brutal'' and give her an edge in the air, and her recovery is simply incredible, with her float and glide from Peach Parasol aiding her.


She is not flawless, though. Her ground game is weak and unrewarding with weak ground attacks (minus down smash of course) and slow attacks, with her light weight and floatiness making her easy to dispatch by characters like Fox. Regardless, Peach loses few matchups, and is definitely one of the best characters in the game.
She is not flawless, though. Her ground game is weak and unrewarding with weak ground attacks (minus down smash of course) and slow attacks, with her light weight and floatiness making her easy to dispatch by characters like Fox. Regardless, Peach loses few matchups, and is definitely one of the best characters in the game.
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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.


Many competitive players agree that Yoshi is one of the characters that has developed the most in Melee. Initially poorly regarded and considered among the worst for multiple crippling flaws (most prominent being his lack to jump out of shield, a flaw that also exists in Brawl), and his lack of a recovery up special (though this is somewhat compensated by his midair jump covering the most distance and having super armor, as well as his very high air speed), slow attacks lead him straight to bottom tier-vile.
Many competitive players agree that Yoshi is one of the characters that has developed the most in Melee. Initially poorly regarded and considered among the worst for multiple crippling flaws (most prominent being his lack to jump out of shield, a flaw that also exists in Brawl), and his lack of a recovery up special (though this is somewhat compensated by his midair jump covering the most distance and having super armor, as well as his very high air speed), slow attacks lead him straight to bottom tier-vile.
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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.


He is more familiar to some for his appearance in Smash than in F-Zero. In Smash, he is a competitor with style, speed, power, and fan-favorite moves like the Knee Smash (the best forward aerial in Melee, due to it's combo utility, sheer KO power, and flexibility) and Falcon Punch & Kick sprinkled in his moveset. He is the character most resistant to vertical kills due to his weight and falling speed (2nd fastest). His neutral is also very strong. However, his lack of a projectile, surprisingly slow attack speed and awful recovery (with Falcon Dive being unable to grab edgehoggers) can impair some matchups.
He is more familiar to some for his appearance in Smash than in F-Zero. In Smash, he is a competitor with style, speed, power, and fan-favorite moves like the Knee Smash (the best forward aerial in Melee, due to it's combo utility, sheer KO power, and flexibility) and Falcon Punch & Kick sprinkled in his moveset. He is the character most resistant to vertical kills due to his weight and falling speed (2nd fastest). His neutral is also very strong. However, his lack of a projectile, surprisingly slow attack speed and awful recovery (with Falcon Dive being unable to grab edgehoggers) can impair some matchups.  


Overall, the Cap is a tank with gifted speed, having high damage output and being able to take the same punishment, with the fastest speed in the game to compliment, and capability to outperform anyone.
Overall, the Cap is a tank with gifted speed, having high damage output and being able to take the same punishment, with the fastest speed in the game to compliment, and capability to outperform anyone.
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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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Absolutely notorious in the competitive community, Fox is considered the single best character, hands down, to the point where he's even considered to be in his own tier at the very top as of the most recent tier list. Despite being quick, he's among the game's strongest, with his up smash and up aerial easily KOing even the likes of Falco, DK, and Falcon under 100% damage and being very easy to combo into. Also, his neutral game is outstanding, with moves like his rapid speed blaster and several low-lag, yet strong aerials even outside the up air (like n-air and b-air).
Absolutely notorious in the competitive community, Fox is considered the single best character, hands down, to the point where he's even considered to be in his own tier at the very top as of the most recent tier list. Despite being quick, he's amongst the game's strongest, with his up smash and up aerial easily KOing even the likes of Falco, DK, and Falcon under 100% damage and being very easy to combo into. Also, his neutral game is outstanding, with moves like his rapid speed blaster and several low-lag, yet strong aerials even outside the up air (like n-air and b-air).


Most infamous, however, is his down special, the Reflector (popularly known as the shine). It is considered overall the single best move in the game for it's sheer high versatility, as it activates on frame 1 (meaning it activates in 1/60th of a second and is the fastest move in the game), semi-spikes the opponent with low set knockback, making it invaluable for scoring cheap, easy, near guaranteed gimps on characters at any percent (like Roy, Captain Falcon, Falco, and even himself), and can be cancelled with a jump as early as frame 4. Which, when combined with the previous point, makes it at ridiculously effective combo move (with it being able to infinite Marth and anyone heavier against a wall and also be used to waveshine (aka, hitting the foe with the move, jump-cancelling, wavedashing towards the foe, shining again, repeat process till you can smash attack them in the gut or shine spike them offstage). Plus, mutishining (short hopping and cancelling it with another shine), while ridiculously hard to do, can break shields in an instant. It really says a lot when your damaging hitbox is so overwhelmingly effective that you are very likely to forget that the move was meant to reflect projectiles in the first place.
Most infamous, however, is his down special, the Reflector (popularly known as the shine). It is considered overall the single best move in the game for it's sheer high versatility, as it activates on frame 1 (meaning it activates in 1/60th of a second and is the fastest move in the game), semi-spikes the opponent with low set knockback, making it invaluable for scoring cheap, easy, near guaranteed gimps on characters at any percent (like Roy, Captain Falcon, Falco, and even himself), and can be cancelled with a jump as early as frame 4. Which, when combined with the previous point, makes it at ridiculously effective combo move (with it being able to infinite Marth and anyone heavier against a wall and also be used to waveshine (aka, hitting the foe with the move, jump-cancelling, wavedashing towards the foe, shining again, repeat process till you can smash attack them in the gut or shine spike them offstage). Plus, mutishining (short hopping and cancelling it with another shine), while ridiculously hard to do, can break shields in an instant. It can reflect projectiles as well, and that's not even all it can do...


If this guy has a single weakness, it's definitely how hard he is to master. With his multitude of insanely high tech skill needed to play him, as well as the insane amount of inputs needed to preform his most useful techniques, Fox is truly only infamous at the highest levels of play. Also, his recovery is kinda predictable despite it's range.
If this guy has a single weakness, it's definitely how hard he is to master. With his multitude of insanely high tech skill needed to play him, as well as the insane amount of inputs needed to preform his most useful techniques, Fox is truly only infamous at the highest levels of play. Also, his recovery is kinda predictable despite it's range.
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*''Fast fall speed'': He falls very fast, this will help with short hops and surviving vertical KOs.
*''Fast fall speed'': He falls very fast, this will help with short hops and surviving vertical KOs.
*''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. Considered the best recovery Up-B in the game due to sheer distance and mixup potential. It covers less distance in the PAL version, however.
*''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. Considered the best recovery Up-B in the game due to sheer distance and mixup potential. It covers less distance in the PAL version, however.
*''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'': Widely considered the absolute best move in the game, for good reason. This can reflect all projectiles, but is mostly used for it's set knockback semi-spike. It has ridiculous utility in KOing and comboing, detailed above.
*''Down special move'': Absolute best move in the game. This can reflect all projectiles, but is mostly used for it's set knockback semi-spike. It has ridiculous utility in KOing and comboing, detailed above.
*''Smash attacks'': Most of Fox's smash attacks can give a very high chance of killing when the opponent reaches 100% (especially up smash)
*''Smash attacks'': Most of Fox's smash attacks can give a very high chance of killing when the opponent reaches 100% (especially up smash)
*''Aerial attacks'': Fox's aerial attacks are exceptionally powerful (special mention goes to his up aerial)
*''Aerial attacks'': Fox's aerial attacks are exceptionally powerful (special mention goes to his up aerial)
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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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Ness's tilt smash ({{gc|A}}+{{gc|Left|Control}}/{{gc|Right|Control}}) can be used to reflect some projectiles, a little known skill. He also has Peach and Yoshi's DJC (double jump cancel), which gives him unique and varied combos. As always, his throws are strong, have varied uses, and back throw has tremendous knockback scaling, making it the single strongest back throw in the game at high percentages. His yo-yo glitch is also his best asset, as it can allow him to attack with near-limitless range on all his attacks.
Ness's tilt smash ({{gc|A}}+{{gc|Left|Control}}/{{gc|Right|Control}}) can be used to reflect some projectiles, a little known skill. He also has Peach and Yoshi's DJC (double jump cancel), which gives him unique and varied combos. As always, his throws are strong, have varied uses, and back throw has tremendous knockback scaling, making it the single strongest back throw in the game at high percentages. His yo-yo glitch is also his best asset, as it can allow him to attack with near-limitless range on all his attacks.


But even that is not enough to salvage this character. He has multiple heavily crippling flaws, with the biggest being his awful range (including the second-worst grab range in Melee and very small hitboxes on his tilts), with his moves lacking the utility needed to make up, and even if he gets within attacking range, his KO-ing power is surprisingly weak (especially his smashes, as up and down smash are among the weakest in the game in spite of their versatility, and forward smash needs the sweet spot at the tip to have reasonable KO power). Lastly, in spite of his double jump and PK Thunder giving good distance, Ness has a very bad recovery, among the absolute worst in the game, as PK Thunder's ball will dissipate upon hitting the opponent and send him into helplessness, allowing characters to jump into the ball to intercept it wile taking negligible damage and knockback, and projectiles can do the job without damage inflicted onto the opponent.
But even that is not enough to salvage this character. He has multiple heavily crippling flaws, with the biggest being his awful range (including the second_worst grab range in Melee and very small hitboxes on his tilts), with his moves lacking the utility needed to make up, and even if he gets within attacking range, his KO-ing power is surprisingly weak (especially his smashes, as up and down smash are amongst the weakest in the game in spite of their versatility, and forward smash needs the sweet spot at the tip to have reasonable KO power). Lastly, in spite of his double jump and PK Thunder giving good distance, Ness has a very bad recovery, amongst the absolute worst in the game, as PK Thunder's ball will dissipate upon hitting the opponent and send him into helplessness, allowing characters to jump into the ball to intercept it wile taking negligible damage and knockback, and projectiles can do the job without damage inflicted onto the opponent.


Overall, in spite of his strengths, his crippling flaws overall leads to Ness being considered non-viable for serious play.
Overall, in spite of his strengths, his crippling flaws overall leads to Ness being considered non-viable for serious play.
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Unfortunate, these strengths are outweighed by a slew of devastating flaws that cripple him as a character. He is the (nearly) undisputed worst character in the game. Even when compared to the likes of Roy, Mewtwo, Zelda, and even Bowser, and Pichu, Kirby is still considered to pale in comparison.
Unfortunate, these strengths are outweighed by a slew of devastating flaws that cripple him as a character. He is the (nearly) undisputed worst character in the game. Even when compared to the likes of Roy, Mewtwo, Zelda, and even Bowser, and Pichu, Kirby is still considered to pale in comparison.


Kirby's primary flaw is his nearly nonexistent approach, which is among the worst in Melee. His bad SHFFL, poor wavedash, laggy and predictable dash attacj, poor range in general, slow dashing speed and very poor aerial speed (it's the 3rd worst) and no usable projectiles, Kirby struggles greatly with approaching just about anyone, especially people with strong pressure games like Marth and Falco.
Kirby's primary flaw is his nearly nonexistent approach, which is amongst the worst in Melee. His bad SHFFL, poor wavedash, laggy and predictable dash attacj, poor range in general, slow dashing speed and very poor aerial speed (it's the 3rd worst) and no usable projectiles, Kirby struggles greatly with approaching just about anyone, especially people with strong pressure games like Marth and Falco.


Even if Kirby makes it to the opponent, he still struggles with combing, in large part thanks to his subpar aerials except for back and up air (the latter being his only reliable KO move that isn't laggy, inferior to similar moves, short ranged, or all of the above), and his only combo is the Fence of Pain (a blatant rip-off of Jigglypuf's Wall of Pain that, like all ripoffs, is inferior to the original, this time due to his air speed).
Even if Kirby makes it to the opponent, he still struggles with combing, in large part thanks to his subpar aerials except for back and up air (the latter being his only reliable KO move that isn't laggy, inferior to similar moves, short ranged, or all of the above), and his only combo is the Fence of Pain (a blatant rip-off of Jigglypuf's Wall of Pain that, like all ripoffs, is inferior to the original, this time due to his air speed).  


Also, his signature (Kirbycide) is very risky, and usually isn't worth the risk. Up throw requires specific placement at the edge of a stage, and Kirby loses always in last-stock scenarios. Forward and Back throws always result in a win for Kirby if used in a last-stock scenario, but are the only throws in Smash that can be broken out of (and really easily, too)
Also, his signature (Kirbycide) is very risky, and usually isn't worth the risk. Up throw requires specific placement at the edge of a stage, and Kirby loses always in last-stock scenarios. Forward and Back throws always result in a win for Kirby if used in a last-stock scenario, but are the only throws in Smash that can be broken out of (and really easily, too)
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{{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. Known both for being the only "two in one" characters and the only characters to be cut after appearing in multiple installments in the series.
A special duo character. Known both for being the only "two in one" characters and the only characters to be cut after appearing in multiple installments in the series.  


About them as characters. You control 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. Their duo nature has a far greater impact than you'd believe. With two attacks hitting the opponent at once, they can build up damage, combo and KO like crazy, racking up damage insanely fast in the hands of a true elite. With very low traction (the second lowest in the game), they also have the luxury of being one of the three with wavedashes far above the rest (the other two being Mewtwo and Luigi), which, combined with their disjointed attacks and a fairly effective projectile with their ice shot.
About them as characters. 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. Their duo nature has a far greater impact than you'd believe. With two attacks hitting the opponent at once, they can build up damage, combo and KO like crazy, racking up damage insanely fast in the hands of a true elite. With very low traction (the second lowest in the game), they also have the luxury of being one of the three with wavedashes far above the rest (the other two being Mewtwo and Luigi), which, combined with their disjointed attacks and a fairly effective projectile with their ice shot.  


The benefits of their two-in-one combat style are most noticeable with their grab game, which leads into the hugely known "desynch" tatic, which allows you to briefly control both separately. The easiest way to do this is by grabbing the opponent with Popo, allowing you to pummel the opponent with Nana while Popo is pummeling them. This in turn forms the basis of a outrageously hard (to the point where even the best of the best can't preform it consistently) technique, referred to as Wobbling. It is the single most powerful technique in not just their arsenal, but the entire game if mastered. It keeps the opponent stunned so that they cannot escape Popo's grasp, racking up damage for as long as you please, before ending with an attack of your choice to knock 'em out of the park.
The benefits of their two-in-one combat style are most noticeable with their grab game, which leads into the hugely known "desynch" tatic, which allows you to briefly control both separately. The easiest way to do this is by grabbing the opponent with Popo, allowing you to pummel the opponent with Nana while Popo is pummeling them. This in turn forms the basis of a outrageously hard (to the point where even the best of the best can't preform it consistently) technique, referred to as Wobbling. It is the single most powerful technique in not just their arsenal, but the entire game if mastered. It keeps the opponent stunned so that they cannot escape Popo's grasp, racking up damage for as long as you please, before ending with an attack of your choice to knock 'em out of the park.
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|standing='''Ice Shot''' - Both of you shoot little ice block things that slide along the ground until they hit something. Can easily keep slow and large characters at bay. The ice is very fragile and can be attacked to be broken.
|standing='''Ice Shot''' - Both of you shoot little ice block things that slide along the ground until they hit something. Can easily keep slow and large characters at bay. 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 the galaxy's most famed and ferocious bounty hunter who, ever since the death of her parents, has sought for revenge. She started off her long-standing career by destroying the Mother Brain (and then shocked the world upon the reveal that this cold-blooded, take-no-prisoners warrior was actually a girl). Since then, she has been a constant aid to the Galactic Federation in their eternal fight against the Space Pirates, a groundbreaking example of self-reliant, powerful females in gaming, and a long-standing symbol of Nintendo.
Samus Aran is the galaxy's most famed and ferocious bounty hunter who, ever since the death of her parents, has sought for revenge. She started off her long-standing career by destroying the Mother Brain (and then shocked the world upon the reveal that this cold-blooded, take-no-prisoners warrior was actually a girl). Since then, she has been a constant aid to the Galactic Federation in their eternal fight against the Space Pirates, a groundbreaking example of self-reliant, powerful females in gaming, and a long-standing symbol of Nintendo.  


In ''Smash'', Samus is part of The Original 12, having appeared in every game in the series. And out of all of them, ''Melee'' is the only one where she isn't considered largely subpar compared to the rest of the cast. She's been known for forgetting just about all her equipment at the start of nearly every single mission she goes on. ''Smash'' isn't any different; she has only a small portion of her famed assortment of weapons. That being said, she still has more ranged options than just about every other character in ''Melee'', keeping her role from ''Smash 64'' as a long-ranged fighter that relies on zoning out the opponent much like Link (but she's significantly more effective than in said game). Her projectiles (the Charge Shot, Missile, and Bomb) are all highly versatile; they greatly boost her comboing, zoning, and KOing power. Aside from that, she is a heavyweight thanks to her Power Suit, making her hard to launch. This is further backed up by her Bomb Jump, her midair Grapple Beam, her floatiness as a whole (highly unusual for a heavyweight), and wall jump, which, combined, not only give her a top tier recovery, but makes her extremely hard to KO horizontally. Finally, Samus also has access to multiple techniques exclusive to her, such as the Super Wavedash and Extended Grapple, that aid her approach on opponents.
In ''Smash'', Samus is part of The Original 12, having appeared in every game in the series. And out of all of them, ''Melee'' is the only one where she isn't considered largely subpar compared to the rest of the cast. She's been known for forgetting just about all her equipment at the start of nearly every single mission she goes on. ''Smash'' isn't any different; she has only a small portion of her famed assortment of weapons. That being said, she still has more ranged options than just about every other character in ''Melee'', keeping her role from ''Smash 64'' as a long-ranged fighter that relies on zoning out the opponent much like Link (but she's significantly more effective than in said game). Her projectiles (the Charge Shot, Missile, and Bomb) are all highly versatile; they greatly boost her comboing, zoning, and KOing power. Aside from that, she is a heavyweight thanks to her Power Suit, making her hard to launch. This is further backed up by her Bomb Jump, her midair Grapple Beam, her floatiness as a whole (highly unusual for a heavyweight), and wall jump, which, combined, not only give her a top tier recovery, but makes her extremely hard to KO horizontally. Finally, Samus also has access to multiple techniques exclusive to her, such as the Super Wavedash and Extended Grapple, that aid her approach on opponents.
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{{SSBM Specials
{{SSBM Specials
|standing='''Charged Shot''': Samus' trademark weapon. 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. At full charge, it can easily KO under 80%.
|standing='''Charged Shot''': Samus' trademark weapon. 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. At full charge, it can easily KO under 80%.
|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.
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If for any reason Mario stopped being Nintendo's mascot, Link would most definitely be the person who would take his place. As the second most popular Nintendo protagonist of all time, Link not only likes to wear green, but as the wielder of the Triforce of Courage, he has been reincarnated for millennia to protect the town of Hyrule (and sometimes other lands) from monsters, save Princess Zelda, trounce his eternal nemesis, Ganon, and most impressively, he's done all this without saying a single word.
If for any reason Mario stopped being Nintendo's mascot, Link would most definitely be the person who would take his place. As the second most popular Nintendo protagonist of all time, Link not only likes to wear green, but as the wielder of the Triforce of Courage, he has been reincarnated for millennia to protect the town of Hyrule (and sometimes other lands) from monsters, save Princess Zelda, trounce his eternal nemesis, Ganon, and most impressively, he's done all this without saying a single word.


As a member of the Original 12 in ''Smash'', it's no surprise Link is part of the roster alongside Nintendo's other all stars in ''Melee''. Much like Samus, Link maintains his role from Smash 64 as a long-ranged fighter that relies on zoning out the opponent to make up for his poor speed. He a rather unique character in ''Melee''; though he isn't quite as sluggish as he was in ''Smash 64'', Link remains a slow mover. He makes up for it by maintaining more long rang options that nearly every other character, such as his bombs, bow, and boomerang, which all posses a wide variety of uses and grant him options for most situations, with boomerang and bombs in particular being great for starting and extending combos. His arsenal doesn't end with his projectiles; his Master Sword is not for show, and it grants Link some of the best ranged (albeit sluggish) moves in the game, optimizing a zoner and keep-away playstyle; unlike Marth and Roy, Link's sword has only one hitbox, making overall gameplay as Link quite a bit simpler. Like his younger self, Link carries his own personal shield in addition to the normal one; the Hylian Shield can block projectiles if you keep the control stick neutral. Link's Hookshot grants him the second longest grab range in Melee (though his actual throws are only 50/50) and in midair, can be used as an alternative to a third jump, by doing a hookshot on a wall. Where Link really shines is in aerial combat; not only does he move pretty fast in the air, but he has great aerial attacks with a wide variety of applications.
As a member of the Original 12 in ''Smash'', it's no surprise Link is part of the roster alongside Nintendo's other all stars in ''Melee''. Much like Samus, Link maintains his role from Smash 64 as a long-ranged fighter that relies on zoning out the opponent to make up for his poor speed. He a rather unique character in ''Melee''; though he isn't quite as sluggish as he was in ''Smash 64'', Link remains a slow mover. He makes up for it by maintaining more long rang options that nearly every other character, such as his bombs, bow, and boomerang, which all posses a wide variety of uses and grant him options for most situations, with boomerang and bombs in particular being great for starting and extending combos. His arsenal doesn't end with his projectiles; his Master Sword is not for show, and it grants Link some of the best ranged (albeit sluggish) moves in the game, optimizing a zoner and keep-away playstyle; unlike Marth and Roy, Link's sword has only one hitbox, making overall gameplay as Link quite a bit simpler. Like his younger self, Link carries his own personal shield in addition to the normal one; the Hylian Shield can block projectiles if you keep the control stick neutral. Link's Hookshot grants him the second longest grab range in Melee (though his actual throws are only 50/50) and in midair, can be used as an alternative to a third jump, by doing a hookshot on a wall. Where Link really shines is in aerial combat; not only does he move pretty fast in the air, but he has great aerial attacks with a wide variety of applications.


While some of his crippling flaws from the first game were addressed, he still suffers from noticeable weaknesses. He is still pretty fast for a character of his strength, weight and range, but against faster characters, especially ones with reliable projectiles, he still has a hard time keeping up with them. His weight and falling speed help him eat vertical kill moves, but on the flipside, he also struggles to make it onstage if launched far enough, especially with his poor aerial jump and Spin Attack only granting moderate distance at best. This combination of attributes also makes him very vulnerable to consecutive attacks and combos that can trap you until you take extreme damage, meaning that when trying to combo or go for the kill yourself, Link must tread very carefully, lest he lose a stock himself.
While some of his crippling flaws from the first game were addressed, he still suffers from noticeable weaknesses. He is still pretty fast for a character of his strength, weight and range, but against faster characters, especially ones with reliable projectiles, he still has a hard time keeping up with them. His weight and falling speed help him eat vertical kill moves, but on the flipside, he also struggles to make it onstage if launched far enough, especially with his poor aerial jump and Spin Attack only granting moderate distance at best. This combination of attributes also makes him very vulnerable to consecutive attacks and combos that can trap you until you take extreme damage, meaning that when trying to combo or go for the kill yourself, Link must tread very carefully, lest he lose a stock himself.


Link has certainly had a wide variety of ups and downs in Smash history. Here, he's certainly improved from his poor showing in ''Smash 64'', but all in all, he's considered an average to below average character in comparison the rest of the gang. His playerbase is small, but passionate, and have managed to prove that in spite of his flaws, he can be a threat in the right hands, and he does have his fair share of strengths, but while there are much worse choices to choose from, there are also plenty of better choices. Link is best fit for you if you like aerial combat, playing keep-away, and using your noggin to come out on top.
Link has certinaly had a wide variety of ups and downs in Smash history. Here, he's certainly improved from his poor showing in ''Smash 64'', but all in all, he's considered an average to below average character in comparsion the rest of the gang. His playerbase is small, but passionate, and have managed to prove that in spite of his flaws, he can be a threat in the right hands, and he does have his fair share of strengths, but it's hard to call him truly viable in the end. Link is best fit for you if you like aerial combat, playing keep-away, and using your noggin to come out on top.


;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 if he's carrying one offstage.
*''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 if he's carrying one offstage.
*''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. In the NTSC version, a late hit knocks the opponent on a vicious semi-spike angle, pretty much ensuring your opponent's death if he/she is offstage. This was changed in PAL versions, but it's good power and long range still makes it effective at keeping foes from recovering.
*''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. In the NTSC version, a late hit knocks the opponent on a vicious semi-spike angle, pretty much ensuring your opponent's death if he/she is offstage. This was changed in PAL versions, but it's good power and long range still makes it effective at keeping foes from recovering.  
*{{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
}}
}}
Every hero needs a dame to come home too. Link is no different. Zelda, the princess and usually soon-to-be queen of Hyrule, is the wielder of the Triforce of Wisdom. Oftentimes a damsel in distress that Link needs to rescue (her captor usually being the evil Ganon/Ganondorf), and just like Princess Peach, spends much more time in other castles than she does in her own, and sometimes doesn't even need to leave her castle to get put into a vulnerable position. However, she has also proven she can hold her own if need be; she has sometimes played a role in the final battle of a Zelda game, helping Link with defeating the final boss (usually with her Light Arrows), and regardless of current condition, remains Link's closest ally in their struggle against evil. Just like Link, there is not one specific Zelda across the series; rather, Zelda has been reincarnated for millennia.
''Super Smash Bros Melee'' is Zelda's first playable appearance in any official Nintendo game (not counting the CD-i games). Which makes it all the more unfortunate that she is a very underwhelming fighter overall. She does have her fair share of strengths; despite her light weight, her attacks generally fit under the slow, but powerful archetype, with moves like her versatile up tilt, her up and side smash, and most notably, her Lightning Kick (which is both her forward and back air, so she doesn't need to turn around to kill with it) being powerful KO moves. Many of her attacks also possess hitboxes that cannot clash with opposing hitboxes, which complements the average range of her moves and allows her to cancel out opposing attacks with her own with proper prediction.
However, while she lacks any other significant strengths, she has plenty of significant weaknesses. The most crippling of these is her terrible speed; she runs slowly (her run speed is tied with Jigglypuff’s for the slowest in the game), she attacks slowly, she falls slowly, she does basically everything slowly, and as a result, cannot attack or counterattack with any real efficiency. Wavedashing does not help her, as she has the absolute shortest wavedash in the game (tied with Peach) due to a bad blend of attributes. While she can't fight efficiently close up, she cannot fight from afar to make up, as her projectile, Din's Fire, is utterly useless and is so slow and predictable that will never connect on any decent opponent (and doesn't even provide any kill power, combo potential, or anything to make it worth the risk), and is all in all considered the worst projectile in ''Melee'' and one of the worst moves in possibly the series. She doesn't fare much better in the air; while her air speed is rather swift, she can’t jump high, she falls slowly, and her aerials are rather unwieldy and risky to use, with only her Lightning Kicks being worth the reward. Even her KO ability can be rather inconsistent; you can easily escape her forward and up smashes with SDI, making them lose their usability, and her up aerial is slow and cannot hit grounded opponents.
All in all, Melee started a brutal trend for Zelda in Smash. Her strengths are few and far between, and her weaknesses are simply much more prominent. Worst of all, her alter-ego, Sheik, completely outclasses her, being much faster, being a better fighter up close and far away, and even ironically having much more reliable kill setups in spite of technically being much weaker. So essentially, there is pretty much no reason to use Zelda over Shiek, ever; the only time that you’re likely to see Zelda in Melee is when Sheik player's are deep offstage and transform into Zelda to take advantage of her better recovery, but only as an absolute last resort.


;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. You don't have to do both. Special Mode and quitted matches don't add up to your VS Mode match total.
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 (except Mario unless Dr. Mario is already because you get Dr. Mario) with or without using a continue.
*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 with any character (except Mario unless Dr. Mario is unlocked already because again you get Dr. Mario). 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.  
*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.
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