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Retro Game Walkthroughs For
"Super Smash Bros Melee"
(Gamecube)

Retro Game Walkthroughs for Super Smash Bros Melee (Gamecube)
Submitted By: Disasterpieces
Super Smash Bros. Melee Walkthrough
This total ultimate walkthrough is 100% my own work and has taken me 11 months and 17 days to complete it so enjoy it. If you are going to take anything from it please e-mail me at [email protected] just so I know since I have put my heart and soul into it. Thank You. I also wanted to personalise the move lists so it would hopefully be easier to find a particular character. Enjoy!!! This walkthrough was made by Disasterpices aka Martin Clark

INDEX (in the order they appear in my walkthrough)
-What Buttons do What(on the controller)
-Life Saving Tricks and Tips
-Characters Moves:
Mario
Pikachu
Bowser
Peach
Yoshi
Donkey Kong
Captain Falcon
Fox McCLoud
Ness
Ice Climbers
Kirby
Samus Aran
Zelda/Shiek
Link/Young Link
Dr Mario
Luigi
Ganondorf
Falco Lombardi
Pichu
Jigglypuff
Mewtwo
Mr Game and Watch
Marth
Roy
- Secrets
- Trophy Guide and Descriptions
- Run Guide


What Buttons Do What:

L and R Buttons:
1)Shield
2)+ A Button - Grab

Z Button:
1) Grab (You can also press L and A or R and A to grab simultaneously)

Control Stick:
1)Move
2)Jump

D Pad:
1)Taunt

Start/Pause:

1)During the Game: Pause
2)During Training Mode: Training Menu

C Stick:
1)One Player Mode: Zoom Camera
2)VS Mode: Use Smash Attacks

Y Button/X Button:
1)Jump

A Button:
1)Use Standard Attacks

B Button:
1)Use Special Moves

Life Saving Tricks and Tips:
1)Triple Jumping:
After hitting X/Y Button to jump once, you can do it again when your character reaches their peak to jump a second time. On top of this, using any character's up + B move will result in them flying up higher in some way. (this technique differs for each character).

2)Defending and Dodging:
Holding down either of the trigger buttons will raise a shield around your character, you can also dodge by pressing Left or Right on the Control Stick while defending.

3)Smash Attacks:
In the same way that you slam the Control Stick to run, doing so while hitting the A and B Buttons aloows you to perform a smash attack. These attacks are much more powerful than regular attacks and can send opponents flying off the stage without a chance to recover.

Characters

Mario

Mario made his famous debut in the original arcade game "Donkey Kong" underthe name Jumpman.Then Mario got his very own game, a little gem we call "Super Mario Bros".This got him to where he is today and landed the title as Nintendo's mascot. Over the years Mario has appeared in a huge variety of games, which include him and his friends throwing parties, driving karts, and playing sports such as tennis and golf.

In Super Smash Bros. Melee Mario is a very well balancedfighter. He's fairly fast, has power, a good jumper, and a variety of moves. He's the perfect fighter for beginners to learn the games with, but a skilled player with Mario can easily mop the floor against anyone. With this guide hopefully you can do just that.

MOVES:

BASIC A ATTACKS

Standing A- Mario punches twice then kicks. This attack is useful only for damage building and maybe keeping away your opponent. Don’t try to rely on this.Make sure you always hit A three times for the combo. Kim Doermann said: It's useful to keep your opponent from throwing you, and it cancels out many attacks.
Rating: *

Forward A- Mario performs a roundhouse kick. This does more damage and when your opponent is damaged fairly well, it can knock them away a good distance. Mason Doermann said: It's one of Mario's fastest moves.
Rating: ***

Down A- Mario does a sweeping kick with one of his legs. I really don’t find any use of this. Try to use his down A smash instead.
Rating: *

Up A- Mario swings his arm up in in the air. The best way to use this move is to knock your opponent up in the air so you can maybe start a combo.
Rating: **

Running A- Mario slides into his opponent. It does good damage and knocks your opponent off his feet. Just remember this puts your opponent behind your back.
Rating: ***

AERIAL A ATTACK

A- Mario performs a kick in the air. Does decent damage and knock your opponent away. A good attack overall.
Rating: **

Back A- Mario puts both his legs behind him. Try not to use this often. Just hit him with the A attack.
Mason Doermann said: Good range and damage, and knocks them away.
Rating: **

Forward A- Mario punches downward. A very good attack as it does a lot of damage. This is also Mario’s meteor attack, meaning this will send your opponent downward at a great speed. Use this to intercept opponents trying to get back on the platform. But be careful not to miss because Mario doesn’t recover fast after using this.
Rating: ****

Down A- Mario performs a drill kick. Not very useful. Don’t bother with this.
Rating: *

Up A- Mario performs a back flip kicking anything above him. Does fair damage. With a lot of damage on your opponent, this can send them good ways.
Rating: ***

SMASH ATTACKS

Forward A- Mario charges a short-ranged fireball then releases it. This is where it gets good. In my opinion this is Mario’s best smash. High damage, and it knocks them far away.
Rating: *****

Down A- Mario swings both his feet around him. A good attack. As with most down A smashes, he hits both sides around him, which you can use if you are being hit both sides around you. Does good damage, too. Mason Doermann said: It's the fastest down A smash in the game.
Rating: ****

Up A- Mario brings his mighty fist down on his enemy. The least useful of all of Mario’s smashes. Use it only when the enemy has high damage,or he or she isn’t going anywhere.
Rating: **

SPECIAL ATTACKS

*Note- All of Mario special attacks can be used in the air. *

Standing B: Fireball- Mario throws out a fireball. Not very damaging, but useful in some cases. Use it when you are far away from your enemy to annoy him or to draw him in. Also, the fireball is affected by gravity, meaning his fireball will float downward if used in the air or on a floating platform.
Rating: **

Forward B: Cape- Mario swings his cape front of him. An GREAT move. Learn to master Mario’s cape. It can reflect projectiles and flip enemies around. Use this to edge guard. (More on this in the General Tips section.)
Rating: *****

Up B: Super Jump Punch- Mario jumps in the air with his fist raised in the air. A useful attack. Decent damage, and it knocked them away so Mario doesn’t face a counter attack. For best effect, get as close as you can to your opponent. This is also Mario’s recovering move. Be careful around corners as this attack nudges Mario forward a little. This should be mastered if you hope to succeed in using Mario.
Rating: *****

Down B: Mario Tornado- Mario spins wildly with his fist out, and then finishes with a hit that knocks everyone away. This move is a must to learn. Use it in the middle of a group for maximum effect.
Rating: ****

Up on the D-pad: Taunt- Mario grows as if he ate a super mushroom. This is just here to make fun of your friend when you smash him to the stars ^_^.

THROWS

A: Head butt- Mario head butts his enemy in his grasp. Does only a few points of damage, but you should always hit them once or twice before you throw them.

Forward throw- Mario flings his enemy in front of him. An ok throw. Use it when throw backwards isn’t the best idea.
Rating: ****

Backward throw- Mario swings around his enemy around then throws him behind him a la Super Mario 64.In my opinion this is Mario’s best throw. Always use this throw when it’s optimal.
Rating:*****

Up throw- Mario tosses his victim straight up in the air. Use this only when you are at the top of the stage.
Rating: ***

Down throw- Mario slams his victim right into the ground. This is his worst throw. Your enemy doesn’t go far, only setting you up for an attack.
Rating: *

DODGES

Shield- To perform: Hold L or R- Mario activates his impenetrable shield. Get use to using this. This will be your main form of avoiding attack. But beware, your shield can break and leave you wide open for an attack.

Ground dodge- Mario sidesteps to the side. Master this. It is very important to be able to avoid attacks.

Air dodge-: To perform- hit L or R in the air.- Mario swings to the side avoiding attacks. This is your only way to avoid attacks in the air. Practice it. Remember, this counts as your recovery move, meaning you will free-fall until you hit the ground or someone hits you.

Roll- To perform- with your shield activated, press down on your control stick. Your most important dodge. Use it to roll behind your enemy to avoid an attack and to deliver one of your own.

Pikachu

MOVES:
Here's the format for the Move List:

Buttons Used to Use Attack: Name of Attack (Will be as accurate as I can get it) (app. damage %), my thoughts on it. Now on to the move list!

A: Headbutt (1-2%)

Not useful. Stay away from this move whenever possible. Pikachu and Pichu have far better moves.

Walking + A: Forward Double Kick (3-4%)

An improvement over the Headbutt, but still, there are better moves out there.

Dash + A: Running Tackle (6-8%)

Not too bad, but not too great, either. If your opponent is expecting something complex, use this attack. Otherwise, you might want to pass on this one.

Up + A: Upward Tail Whip (4-6%)

This isn't too bad as a juggle starter. But if you aren't a fan of juggling, take this move off your list.

Down + A: Downward Tail Whip (4-5%)

You can use this as an edge-guarding move if you aren't skilled with Thunder or Smash attacks yet. It's not very useful otherwise.

Smash + Forward + A: Spark (16-28%)

Now we're getting to the good A attacks! This is something you should use without shame. Fully charged, it can send characters like Fox flying at as little as 70%. Make this move part of your arsenal without fail.

Smash + Up + A: Upward Double Kick (12-18%)

Once you get your opponent in the air for juggling, this is a pretty good move to keep them there, so long as they're not already flying. If you have a little time to spare, use this instead of the Upward Tail Whip to start a juggle. This move is highly reccomended for jugglers.

Smash + Down + A: Electric Spin (9-15%)

If you need a clearout move and you can't use Thunder for whatever reason, use this instead. There's not a whole lot more to say about this move.

(Note: You can substitute A with Z for the next five moves. They do a little more damage than if you used A)

Jump + A: Midair Spin (5-12%)

The damage for this attack depends on when the attack hits; it does more damage if it hits right when you start this attack. Your opponent will probably be too smart to just jump casually near you (unless it's a low level computer player) without attacking, so only use this when they're stupid enough to do just that.

Jump + Forward + A: Forward Electric Drill (1-6%)

It would be more useful if lasted longer. Not too useful in my opinion.

Jump + Back + A: Midair Whirl (8-12%)

Kind of a horizontal version of the Midair Spin. Like the Midair Spin, the damage depends on when the attack hits. It's a little more reliable, though, since the minimum damage is about 8% instead of 5%. Recommended over the Midair Spin.

Jump + Up + A: Aerial Tail Whip (3-4%)

If you're juggling and you don't want to run the chance of misaiming an Upward Smash, use this, although it doesn't do nearly as much damage. Still, juggling is all aboout racking up damage through repeated hits, and this can get the job done.

Jump + Down + A: Downward Electric Drill (9-12%)

It's kinda hard to time, so use the Midair Whirl if you're not comfortable with this one yet.

B: Thunder Jolt (5-7%)

A quicker version of Mario's Fireballs. However, it won't leave the platform if it reaches the edge; it goes around the edge until it runs out! If you use this in the air, Pikachu will send out a small spark. If the spark hits the ground, it'll return to a normal Thunder Jolt.

B + Forward: Skull Bash (8-24%)

If you don't charge this (by holding B), Pikachu doesn't travel very far, and does minimum damage. Fully charged, it sails across the arena, doing pretty heavy damage to anyone in its way. If you can charge Skull Bash so it'll hit your opponent without them knowing it, that's great, use it. Especially when Pikachu goes "Piiii..." whenever it's charging.

B + Up: Quick Attack (1-3%)

Easily one of the best comeback moves in the game. Just tapping Up + B won't get you too far, though. If you press the Control Stick in a different direction, you'll go in that direction, getting you a lot of recovery distance. All this, and you're invulnerable while you use this attack (although it's very fast, so don't expect to be invulnerable for very long). Master this move; you won't regret it.

B + Down: Thunder (7-27%)

This an AWESOME attack. It's THE most feared move in Pikachu's lineup. And with good reason. Thunder knocks your adversary far away, especially if you're next to them. It's one of the best clearout attacks in the entire game. The only downside to this move is that it CAN'T go through platforms. So be sure to choose an arena without any platforms, like Corneria. Nonetheless, don't ever, EVER forget about this move. One last note: I'd recommend jumping before using this. You're not as likely to get hit, especially if there are three other fighters right below you already preoccupied with each other.

Z: Grab (0%)

Since Pikachu has short arms, you need to be fairly close to the opponent to grab them.

Dash + Z: Running Grab (0%)

Like a regular grab, but you're running towards your opponent.

Grab + A: Slight Shock (2-3%)

Use this to add a few damage % before throwing. Don't do this too much before throwing, though, since your opponent can escape your grab.

Grab + Forward: Shock Throw (6-8%)

Pikachu puts the opponent on its back, shocks 'em, and lets the electricity throw their foe. You can use this to rack up damage a little, but don't use this throw to knock your foes very far.

Grab + Back: Rolling Throw (6-9%)

This is more of a throw to throw your opponents off. It's not a good damage racker, as it sends the opponent too far.

Grab + Up: Headbutt Throw (3-4%)

To see the use for this, see the info on Upward Tail Whip (Up + A).

Grab + Down: Body Slam Throw (3-4%)

If you can repeatedly execute this VERY quickly, it's a useful damage racker. Otherwise, pass on this throw.

Hold R/Missed grab: Shield

With this, you can defend against other character's attacks. Holding R will create a small, but powerful shield. A missed grab (remember to hold Z) will create a weak, but large shield. Don't hold it overly long, though; using it too long, or if your opponent attacks you a lot, can make the shield break, making you susceptable to anything your opponent can think of.

Shield + Left or Right: Roll

If your opponent is clobbering you to the point where you can't attack, use this to make your getaway.

Shield + Down: Sidestep Dodge

Useful against dash attacks. Not overly useful otherwise, though.

R in air: Aerial Dodge

Like the Sidestep Dodge, but in the air. Useful for dodging aerial attacks.

Up on D-Pad: Taunt

Taunts don't do any damage, but it can REALLY aggrivate your friends (if you have any that also play SSB:M).

Pikachu gets on its tiptoes, and says "Pika Pika!" while waving.

Bowser

Bowser has been in many games before including the first NES game Super Mario Bros., Super Mario 64, Mario Tennis, and Mario Party 1,2,and 3. He has been Mario's rival for years and always seems to kidnap Princess Peach in almost all of those games. (Nintendo must've run out of stories for games.)

Rarly has he been on Mario's side (Super Mario RPG). Bowser now makes it into Super Smash Bros. Melee as a strong, strong character. Bowser can become one of your best characters when you learn how to use him!

MOVES:

Regular Moves A Scratch left 3-5 damage
A+A Scratch right 3-6 damage
Running+A Horn Smash 6-10 damage
Right+A Koopa Knuckle 6-15 damage
Left+A Koopa Knuckle 6-15 damage
Down+A Scratch 5-22 damage
Up+A Upper Scratch 7-12 damage
(Smash) Left+A Hammer Head 12-30 damage
(Smash) Right+A Hammer Head 12-30 damage
(Smash) Up+A Shell Shock 6-26 damage
(Smash) Down+A Buzzsaw 1-27 damage
(In air) A Gyroscope 7-13 damage
(In air) Foward+A Jump Slash 7-14 damage
(In air) Backward+A Spike Stretch 4-12 damage
(In air) Up+A Horn Toss 9-17 damage
(In air) Down+A Scrub Brush 1-15 damage
Z Grab no damage
R+A Grab no damage
Grab+A (hold) Bull Horns 1-3 damage
Grab+Z (hold) Bull Horns 1-3 damage
Grab+Foward (hold) Catapult 5-10 damage
Grab+Backward (hold)Reverse Throw 5-10 damage
Grab+Up (hold) Blender 2-9 damage
Grab+Down (hold) Slam 6-12 damage


Special Moves

FIRE BREATH (B button (hold))

Bowser never brushes his teeth (probably) so bad breath is usually what you'll smell if you get hit by this move. Bowser will let out a bunch of fire. This move won't send your opponent flying, but it is great to keep them from getting close to you. When enemies are on a lower platform, use the fire breath to hit them. Also, when your opponent flies off the platform, use this to prevent them from getting back. The only bad part is that after you use it, it needs a moment to reacharge.

KOOPA CLAW (left or right+B)

This move can be used in far range and in short range. The dangerous one is short range but it is more powerful. If you are close to the enemy, when you use the Koopa Claw, you will pull them in close and bite them. If you are further away, you will slash.

WHIRLING FORTRESS (up+B)

This is your third jump and is an exellent move. When you use this Bowser will get inside his shell and start spinning. If you are in the air, it'll give you a little more height and hangtime. On the ground, you can just stand in one spot and use this move whenever enemies dare to get near you!

BOWSER BOMB (down+B)

This is a powerful move, but it is risky. When you use the Bowser Bomb you will slam onto the ground and damage any enemy who is unlucky enough to get slammed. If you miss, it will you open to a conter-attack while you get up.

BOWSER FIGHTING TATICS
Bowser has his good things and his bad. He is very heavy so he isn't easy to throw and he is extremly powerful. But he is also very slow so running away from enemies won't help if your facing a character like Yoshi or Pikachu. So you need to learn how to avoid being destryed by lightweights.

These characters are the characters I'm talking about: Pikachu, Peach, Yoshi, Mario, Fox, Ness, Ice Climbers, Kirby, Zelda/Sheik, Jigglypuff, Luigi, Dr. Mario, Marth, Mr. Game and Watch, Young Link, Falco, Pichu, and Roy. In other words, nearly all of them. If you are a Super Smash Bros.

Player, then you probably won't need to read this but if you are a begginer, you should look at this chapter.

Most characters can just run up to Bowser and hit him.. So you need to learn one of the more difficult things: power over speed. You can't just run up to an item while someone else is. They'll probably beat you. You need to knock them away.

When racing to somthing while an enemy is doing the same you need to try to swipe at them or grab and throw them. Don't use a move like the Bowser Bomb because if you miss, the enemy will get way ahead of you. Use moves that won't slow you down like the Horn Smash. If the enemy is behind you then you need to focus on making sure the enemy doesn't hit you.

If you want to reach a platform before your opponent does then you need to do some midair attacks while jumping. The Whirling Fortress is a definete plus and the Horn Toss works good too. Make sure that when you reach the platform, your ready with an attack to knock your opponent down. This tatic will defenetly come in use on levels like Brinstar of the F-Zero Grand Prix.

And finally, once you master all of that, you can go into risky stuff. (I mean like a chance of loosing a life). For example, if an enemy is about to leap back onto the stage with their third jump then jump right off the platform and hit them. They'll fall down to their doom. If you miss though, you need to get back up on the platform before you fall down to your doom.

Peach

MOVES:

A - Slap attack. Useful if you need to get a quick hit in when your opponent in pummeling you.
Forward A - High angle kick. Useful when an opponent charges at you.
Down A - Low slap. Aims low.
Up A - Headbutt. Not too useful.
Dashing A - Two-handed shove. Good for starting combos and getting quick shots in.
Forward smash - Frying pan, tennis racket, and golf club attack. Good for edge-guarding and useful against charging opponents.
Up smash - Uppercut. Needs to be precise to connect with but good for finishing off an opponent and starting some combos. This will send your opponent flying further if they're in the air when it connects.
Down smash - Spinning cyclone attack. Very useful to clear out foes if you are ambushed. Also good if you and your opponent roll around a lot. This is also one of her strongest moves and should be used often.
A (mid-air) - Spinning slap. Good for a quick mid-air hit. Your best attack when fighting ultra fast characters.
Forward A (mid-air) - Glitter and smack. Great for finishing off an opponent with a high percent.
Back A (mid-air) - Mid-air butt bump. Only useful if you are changing directions in mid-air.
Up A (mid-air) - Upward kick. Tough to connect with but one of the better finishing moves.
Down A (mid-air) - Pummel kick. Not incredibly useful but it's your only attack from above unless you're holding a turnip.
B - Toad flail. Use this as your counter attack. Don't use it for projectiles because of its slowness.
Forward B - Peach bomber. Not too useful. Useful only if you have a beat in your hand that you don't want to throw.
Up B - Peach parasol. Very useful attack from below. Tacks on loads of damage to your opponent if used repeatedly and has great priority. Use often.
Down B - Turnip/Beat (Press A or Z and any direction to throw) Toss a beat at your opponent.
Throw forward - Slap. Great for finishing off your opponent.
Throw back - Hip toss. Tosses your opponent to the other side of you.
Throw up - Toss up. Send your opponent upwards.
Throw down - Sit attack. Great for starting combos.
A - 3%Damage 490%KO
Forward A - 13%Damage 160%KO (3rd rate KO move)
Down A - 10%Damage 170%KO (2nd rate KO move)
Up A - 12%Damage 190%KO
Dashing A - 9%Damage 165%KO (3rd rate KO move)
Forward smash - 15%Damage 160%KO (pan) 190% (golf club/racket) (The pan is a 3rd rate KO move)
Up smash - 7%Damage 220%KO (1st rate KO move)
Down smash - 8-25%Damage 130%KO (2nd rate KO move)
A (mid-air) - 9%Damage 160%KO (1st/2nd rate KO move)
Forward A (mid-air) - 15%Damage 125%KO (1st rate KO move)
Back A (mid-air) - 10%Damage 185%KO (3rd rate KO move)
Up A (mid-air) - 11%Damage 145%KO (2nd rate KO move)
Down A (mid-air) - 3-11%Damage
B - Depends on closeness and type of attack it's countering.
Forward B - 16%Damage 270%KO
Up B - 1-11%Damage
Down B - Depends on the face of the beat
Throw forward - 10%Damage 125%KO (1st rate KO move)
Throw back - 11%Damage 290%KO
Throw up - 8%Damage 350%KO
Throw down - 7%Damage 745%KO


Yoshi

Yoshi, since 1991, has been Mario's steed, from whence he was a baby (super Mario World 2: Yoshi's Island) and even as an adult (Super Mario World). However, it seems Mario has kind of left Yoshi, but I won't dwell on that much.

In my opinion, Yoshi is possibly the best character in SSBM (obviously, or else I would be doing someone else) and has possibly the most lethal techniques of any of the characters. Without further ado, let's start it up!

MOVES:

A: Straight kick
Up, A: Upward tail whip
Down, A: Tail sweep
Forward, A: Strong straight kick
Up + A: Upward head butt
Down + A: Backwards tail whip/sweep
Forward + A: Straight head butt
Dash + A: Charging head butt
Jump, then A: Jump kick
Jump, then Up + A: Flip
Jump, then Down + A: Downward multi-kick
Jump, then Back + A: Backwards tail whip
Jump, then Forward + A: Straight head butt
B: Catch/swallow opponent, turn them into an egg vulnerable to attack for a limited time
Up + B: Egg bomb (hold the Control Stick in any direction to throw further; can be done in the air)
Down + B: Downward torpedo dive (can be done in the air)
Forward + B: Egg roll (turn into a giant egg and roll quickly in any direction in that state)

Donkey Kong

Donkey Kong is Nintendo's prime ape who got his start in the game bearing his own name. DK was a rival of Mario for a while, but over the years DK and Mario sorta patched things up, and DK started appearing in such games as Mario Kart 64 (I think it was Donkey Kong Junior who was in the SNES version, correct me if I'm wrong.), all of the 3 Mario Party games, and of course Super Smash Brothers. DK was also made over by Rare and starred in Donkey Kong Country and had an important role in Donkey Kong Country 2 and 3.

MOVES:

A: DK just does a quick jab. If you hit the A button twice fast he will do an extra uppercut for a nice little one two punch. If you ever to play a 1 on 1 with DK this is a good move to use to get some quick damage in or to get the opponent off your back for a second. The rating I gave this is for when the attack is used twice, delivering the one two punch.
RATING: ***

TILT forward A: DK lets out a huge backhand smack that is relatively fast and strong. As with the standing A button move this is a pretty fast (well fast compared to his other moves.) move that will help you get people off of you if your getting hammered on.
RATING: ***

TILT up A: I like this move because it looks like he is swatting down a fly. But this is actually a pretty good move. If an opponent is above you and you don't have enough time to use the SMASH up A move this is a good alternative to keep them up in the air so u can use the SMASH up and A.
RATING: ****

TILT down A: DK just does a little sweep with his hand. I haven't really found any kind of use for this as it hardly does any damage or knock them up in the air.
RATING: *

SMASH forward A: DK reaches back really far with both hands then just thrusts them forward with huge force. This is one of DK's most powerful moves and can be used as an effective edge guarder to knock people into oblivion when their coming back from the east and west sides of the arena. My main use of this move is to sneak up on people in their own little battles and just use this to knock all of them flying.
RATING: ****

SMASH down A: Hehe... I like this move a lot. DK raises his arms high in the air only to bring them down to the ground on both sides of him knocking anyone on either side soaring into the air. I have 3 main uses for this move, first is to start an air combo, second as a clear out move when there are a bunch of people near you and you want to get rid of them, and third, well this is a pretty long one so ill include it in the strategy section.
RATING: *****

SMASH up A: One of my friends most feared move when I'm DK, his SMASH up A, AKA the clap. Catch an opponent in this move and their going to be in the air for a while. But anyways the name I gave it is pretty self explanatory, DK basically does a huge hand clap above his head which can do some serious damage and send them flying into the air. This is probably my least used smash attack of DK's because it's a little hard to hit people with. However, sometimes this move can be used in conjunction with DK's TILT up and A to start a decent air combo.
RATING: ***

B: Giant Punch: Ok heres the deal, this move is the pride and joy of DK. If I ever see you playing Smash Bros Melee and your using DK and this is NOT CHARGED I will smack you on the back of your head. To use this move, first hit B to charge this baby up and DK will start winding up his arm like a wind up toy. When its fully charged DK will stop winding up, start flashing, and have smoke coming out of him. When DK is flashing hit B again and DK will do a Giant punch that can do up to 30 damage. DO NOT WASTE THIS PUNCH! I can't stress this enough. If you're going to use this make sure that it will be worthwhile. Miss or hit be sure to charge this up again. Since I can write a whole other FAQ about the giant punch ill stop here and continue a little more in the strategy section.
RATING: ******* 7 out of 5 stars

Down B: Ground Pound: For most people this is the only reason why they used DK, because this move can kill the wire frames in the multi man melees in one pound, and you can keep doing it as long as you keep hitting B. But when not in multi man melees this move can be a very useful weapon in your arsenal. Like so many other of DK's moves, the ground pounds main purpose is to get people off of you for a little. But this move can also be used to send people in the air to get a little combo in.
RATING: ****

Up B: Spinning Kong: A decent comeback maneuver and can be used to rack up some damage. This move was greatly improved from the original now that it does multiple hits for each time one of DK's hands hits them. For those that don't know, DK start to twirl around like a helicopter with his arms acting as the blades of the helicopter propelling himself forward with very little vertical lift for this move. Overall it serves as a decent comeback but not much for anything else.
RATING: ***

Captain Falcon

MOVES:

Move:A
Name:Punch
Average Damage:1
Description:Punches with his left hand with a short jab

Move:A+Down Left/Right
Name:Low Kick
Average Damage:5
Description:Kicks with his right foot fast

Move:A+Forward/Backward
Name:Kick
Average Damage:6-11
Description:Kicks with his right foot in a fast motion

Move:A+Up Left/Right
Name:High Kick
Average Damage:6-11
Description:Kicks with his right foot fast

Move:A+Down
Name:Sweep kick
Average Damage:6-11
Description:Sweep kicks with his left foot fast

Move:A+Up
Name:Axe Kick
Average Damage:7-13
Description:Axe kicks with his right foot medium fast

Move:Running A
Name:Ram
Average Damage:4-10
Description:Rams with his right shoulder fast

Move:SMASH Down
Name:Double-Side Kick
Average Damage:8-14(not charged)
Description:Kicks on both sides fast, sends opponent flying

Move:SMASH Right/Left
Name:Elbow Smack
Average Damage:11-20(not charged)
Description:Rams his left elbow outward fast, sends opponent flying

Move:SMASH Up
Name:Double North Kick
Average Damage:6-11)not charged)
Description:Smacks once with each foot upward fast, sends opponent upward

Move:A
Name:Double Spinning Kick
Average Damage:4-8
Description:Kicks once with each foot outward fast

Move:A+Up
Name:Flip Kick
Average Damage:7-13
Description:Kicks while flipping fast with both feet together

Move:A+Down
Name:Stomp
Average Damage:8-16
Description:Stomps down executes medium and recovers fast

Move:A+Right/Left
Name:Knee Thrust
Average Damage:4-18
Description:Knees with left knee fast

Move:B
Name:Falcon Punch
Average Damage:20-24
Description:Punches with a flaming falcon, slow, sends opponent flying

Move:B+Down
Name:Falcon Kick
Average Damage:6-13
Description:Slide kicks with flames medium, sends opponent outward some

Move:B+Right/Left
Name:Raptor Boost
Average Damage:5-7
Description:Dashes until hits opponent then does a flaming uppercut fast

Move:B+Up
Name:Falcon Dive
Average Damage:20-24
Description:Jumps then grabs on and explodes off opponent medium

Fox McCloud

MOVES:

A punch once
A 4x+ series of punches and kicks
Run + A flying/jumping/high kick
A + mid-tilt L or R normal kick
A + full-tilt L or R
Submitted By: Unknown
Super Smash Bros. Melee - 100 Man Melee - How to beat it

It's all in the choice of character, really. Choosing a bad character will ruin your chances of survival. I recommend Link, Dk or Kirby for this challenge.

One important thing to remember is to stay away from the men and women, and use powerful long range attacks. If you get too close, you'll be clobbered extremely quickly, and you'll have no chance of winning.

Don't attack the men and women on the upper platforms, wait for them to come down to where you are. That way you'll not get hit in mid-air and sail off into the distance (I hate it when that happens).

Powerful attacks are the most useful here, but remember not to leave yourself open to a counter attack.

Some of the bigger ones will take up to 50% of health, so take extra care to avoid them.

That's it, thanx for reading this original guide by Chocolate Bahamut!

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