Nintendo's Contribution

Samus Aran | Donkey Kong | Mr Blonde | Ness | Captain Falcon | Fox McCloud | Joanna Dark | Kirby | Master Hand | Mr. Game & Watch | Ice Climbers | Roy / Marth |

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Samus Aran

Samus is hailed as the first heroine in gaming. Samus is known as a Metroid Hunter and fights the Mother Brain. As far as the games go, Metroid has not had many releases compared to other Nintendo mascots. The Hunter Environ Suit that Samus wears provides excellent protection from any type of damage.


Strategy: Samus is good at both melee and distance fighting. Her normal attacks are swift, while her specials are varied enough to counter most attacks. Use Megaman groove to gain vigor while charging her cannon.
Battle-plan: Charging her cannon makes it stronger, but leaves her open. The best way to beat her is to wait for Samus to make a mistake, then make her pay for it.
Combos:
  • Chain Combo, Metroid Cannon or Shock Cannon
  • Launcher, Alpha Ball or Alpha Energy
    Similar Fighters: Terry Bogart, Bao, MegaMan

    Stats: Power: 4 Energy: 5 Defense*: 7 Speed: 6 Strength: B Weakness: S Ratio: 2

    Special Moves:
    Metroid Cannon*: Fires an energy bolt at the enemy. The attack can be charged. (A,S)
    Alpha Ball: Samus jumps into the air as a ball of energy (S)
    Explosive Drop: Air Only. Samus drops an explosive straight downwards. (S)
    Missile Launch*: A slow moving homing missle is shot off of the suits shoulder (S)
    Aerial Kick*: Samus jumpkicks straight up. (A)
    Basic Throw: Picks up the enemy and slams them straight down
    Bonus Ability: Wall Jump
    Launcher: A rising sweep of her cannon with fire coming from it (F)
    Hyper Attacks:
    Shock Cannon*: The arm cannon releases a huge blast. Think Iron Man's Proton Cannon. 30 Hits (S)
    Mine Rain: Air Only. Drops 14 exploding mines downward (S)
    Alpha Energy: A more powerful version of the alpha ball. Hits up to 18 times. (S)

    Enter: Samus steps out a teleporter pad
    Taunt: Raises one arm and lowers its elbow onto the other hand.
    Victory: Raises the gun and releases bursts of flame.

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  • Donkey Kong

    Mario’s original enemy in the his very first game. DK weapon of choice is barrels that he rolls along tilted platforms.


    Strategy: Although he has some distance attacks, DK is a in-your-face fighter. Throw Banana peels on the ground, then force the other guy into it with melee attacks.
    Battle-plan: Kong is slow, and it takes him awhile to right himself after an attack. The peels can be a two-edged sword if you can push DK into them.
    Combos:
  • Chain Combo, Barrel Roll or Rolling Crush
  • Dixie Call, Launcher, Barrel Storm
  • Sweep Combo, DK Party
    Similar Fighters: Blanka

    Stats: Power*: 8 Energy: 4 Defense: 6 Speed: 4 Ratio: 2

    Special Moves:
    Barrel Roll*: Rolls a barrel along the ground (E)
    Kong Roll*: DK does a forward rolling attack
    Banana Peel*: Throws a banana peel on the ground. Either player can slip on it
    Monkey Kids:
  • Diddy: The smaller monkey bounces across the screen.
  • Dixie: The girl monkey. Flies across the screen with her pony-tail
    King Punch: A punch that can be charged for more damage.
    Basic Throw: Picks up the enemy, holds them. May walk around if you want. Press a button to throw
    Bonus Ability: Rolling Evade
    Launcher: Punches the ground and pops near enemies into the air (E)
    Hyper Attacks:
    Barrel Storm*: DK throws 16 barrels rapid fire (E)
    Rolling Crush: A hyper Kong Roll. Hits 18 times.
    DK Party: DK rolls forward, 4 Diddys and 4 Dixies. 12 Hits.

    Enter: DK bursts out of a barrel
    Taunt: Looks at the player and shrugs
    Victory: Pumps both arms upward and howls

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  • Mr Blonde

    The trench-coated soldier of Perfect Dark. Blonde is actually a Skeder, an alien who's mission is to prepare for the invasion of Earth. Although the few that have dealt with a Blonde, and lived, believe there is only one, there is actually a small army of Blondes.


    Strategy: Like Cable, Blonde is nothing but heavy artillery. Use his large variety of guns to keep the enemy away and a Grinder if they get too close.
    Battle-plan: If you can get close to him, his only real defense is the Grinder. Otherwise, he is all yours.
    Combos:
  • Chain Combo, Grinder or Max Reapage
  • Launcher, Air Combo, Fly-by-Wire
    Similar Fighters: Tron Bonne, Cable

    Stats: Power: 5 Energy*: 7 Defense: 5 Speed: 5 Ratio: 2

    Special Moves:
    Grinder*: Charges forward with the Reaper cutting disc weapon (A)
    Arm-Mounted Laser*: Fires a laser beam attack from his wrist (S)
    Fly-by-Wire*: Fires a missile that the player can guide around the screen. Homing for assist (S)
    Dual Magnum: Fires up to 6 shots in a row. Like Cable's Fierce punch guns
    Cloaking Device: Uses his cloak to teleport.
    Basic Throw: Picks up the enemy with one hand/claw. Shoots in the head
    Launcher: An upward sweep of a chainsaw
    Hyper Attacks:
    Max Reapage*: Uses the reapers main mode to fire 40 bullets. Bullets scatter
    Fury of the Skeder: Charges ahead (C) turns into a Skeder and uses claws for 12 hits
    Slayer Barrage: Pulls out a rocket launcher and fires 14 missiles. Like Jill's Stars Launcher

    Enter: A blurred movement enters, and Blonde un-cloaks
    Taunt: Turns into a Skeder soldier for a few seconds
    Victory: Turns into a Skeder and bellows

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  • Ness

    Ness is the lead character of the Nintendo RPG series, Earthbound (Mother in Japan). Ness also appears as a hidden character in Smash Brothers.


    Strategy: Ness is best used conservatively. Most of his specials leave you wide open if they are blocked. PK Thunder is controllable, but Ness is vulnerable during the move.
    Combos:
  • Chain Combo, PK Fire or Ness Smasher
  • Sweep Combo, Yo-yo Toss (low) or Earth's Fury
    Similar Fighters: Ruby Heart, Bao

    Stats: Power: 3 Energy: 4 Defense*: 8 Speed: 6 Ratio: 2 Size: S

    Special Moves:
    PK Fire*: Throws a shard of flame that turns into a pillar of flame on contact (F)
    PK Thunder*: A guided ball of lightning. Homes on enemy for assist (S)
    PK Smash*: Engulfing himself in energy, Ness launches explosively at the enemy (S)
    Reflection: Creates a field of energy that reflects projectiles.
    Yo-yo Toss: Sends his yo-yo spinning out to attack. Can be done high or low
    Basic Throw: Puts the enemy off balance and does a flying headbutt
    Launcher: An upward swing of his baseball bat.
    Hyper Attacks:
    Earth's Fury*: The ground erupts along the ground. 14 hits (E)
    Earth's Bolt: Bolts of lightning strike out from Ness. 16 hits (S)
    Ness Smasher: Hyper version of PK Smash. 18 hits. (A,S)

    Enter: Pops on screen and explodes
    Taunt: Says "OK" and nods
    Victory: Plays with his Yo-Yo

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  • Captain Falcon

    A Smash Brothers fighter, supposedly from the F-Zero Racing series.


    Strategy: Captain Falcon is best off letting the enemy come to him. The Flip, Kick and Punch are all great ways to keep the enemy away from you. However, Falcon has no projectiles, meaning he needs to be close to magic-users.
    Combos:
  • Chain Combo, Falcon Kick or Captain Flare
  • Sweep Combo, Falcon Kick or Captain Flare
  • Falcon Crush, Captain Flip or Falcon Strike
    Similar Fighters: Cammy

    Stats: Power: 6 Energy*: 6 Defense: 5 Speed: 3 Strength: F Weakness: E Ratio: 2

    Special Moves:
    Captain Flip*: Jumps into the air, if he contacts the enemy, Falcon throws him engulfed in flame (F)
    Falcon Punch!*: Rears back, charges, then delivers a massively powerful punch (F)
    Falcon Kick*: Dives forward feet first. Similar to Cammy's Cannon Drill (F)
    Falcon Drop: Air Only. Does a downward Falcon Kick
    Falcon Crush: A throw move that slams the enemy to the ground, and they bounce!
    Basic Throw: Grabs the enemy and pushes them straight to the ground
    Bonus Ability: Double Jump
    Launcher: A basic standing uppercut with fire (F)
    Hyper Attacks:
    Captain Flare*: A hyper of Falcon Kick. 18 hits (A,F)
    Falcon Strike: A hyper of Captain Flip. 6 hits. Very Powerful (F)
    Falcon Assault: Dashes forward (C) and does a 12 hit combo

    Enter: An F-Zero vehicle drops off the Captain
    Taunt: Says show me your moves and crosses his arms over his chest
    Victory: Kneels, leans backwards and shakes

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  • Fox McCloud

    The star of the Star Fox games. Fox is the squadron leader of a group of pilots. He leads a frog and two birds in pitched spaced battles. The character here is based on the Smash Brother's version.


    Strategy: The Star Fox has fairly lengthy wind up and recovery times. Fox requires careful planning so that the moves start on time without leaving him vulnerable.
    Combos:
  • Chain Combo, Laser
  • Launcher, Air Combo, Reflector, Rocket Blast down and forward diagonal
  • Summon Beam Saber, then Chain Combo, Launcher, Throw Saber Upwards, Rocket Blast forward
    Similar Fighters: Ruby Heart, Jon Talbain, Iron Man

    Stats: Power: 3 Energy*: 7 Defense: 4 Speed: 6 Ratio: 2

    Special Moves:
    Laser*: Fires a laser beam at the enemy. Thin shot, but long
    Reflector*: A blue field surrounds Fox that reflects projectiles. Long recovery time. (S)
    Rocket Blast*: Charges up and takes off in 1 of 8 directions (A,F)
    Beam Saber: Raises his arm and a Beam sword drops into his hand.
    Throw Saber: Throws the saber end over end.
    Two Sword: Fox can pick up another Sword from either another Fox or Obi-wan
    Basic Throw: Holds the enemy, punches in the stomach then the face
    Launcher: A short height back flip that launches
    Hyper Attacks:
    Space Laser*: Fires a large beam attack from his blaster. Hits 24 times (S)
    Mac Thruster: A hyper Rocket Blast. 1 of 8 directions x 3. 9 hits (F)
    Beam Blaster: Shoots the ground in front of him, creating a pillar of energy. 16 hits (S)

    Enter: A small space ship lands and drops off Fox
    Taunt: Crosses his arms over his chest and scoffs
    Victory: Flips his gun and it lands in its sheath.

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  • Joanna Dark

    The lead character in Perfect Dark. Joanna is a secret agent who's mission ends up being to save the galaxy from an alien threat known as the Skedar. Luckily, Jo isn't the type to take crap from anybody and will willingly fight them on their own terms.


    Strategy: Keep a steady supply of mines out at all times. Try to keep them concentrated near the enemy so you don't blow yourself up too. Also, remember that projectiles can set off a mine too. Stick one on the enemy, and hit them with the laser or Devastor for more damage. Dark Sim can also do great damage if the enemy isn't careful
    Combos:
  • Chain Combo, Gold Magnum, Maian Army
  • Sweep Combo, Maian Fleet or Disarm
  • Launcher, Air Combo, Wrist Laser Blast
  • Remote Mine onto enemy, any combo, Detonate Mines
    Similar Fighters: Cable, BB Hood

    Stats: Power: 5 Energy*: 7 Defense: 4 Speed: 5 Ratio: 2

    Special Moves:
    Devastor*: Fires a grenade into the air
    Disarming*: Runs forward with a downward punch. If it hits, the enemy is stunned and Jo gets any enhancers the have
    Wrist Laser Blast*: Fires a straight thin beam from her wrist (A,S)
    Remote Mines: Throws a mine that sticks to any surface, including the enemy! Maximum of 5 out at once (A)
    Detonate Mines: Blows up all remote mines on the map. Explosions may hurt either player.
    Gold Magnum: Fires up to 4 bullets straight ahead
    Basic Throw: Punches the enemy and attaches a Remote Mine to the victim
    Bonus: Rolling Evade
    Launcher: A stiff, sweeping upward boot
    Hyper Attacks:
    Maian Army*: A small squad of "Martians" appear and start shooting. Up to 40 hits
    Maian Fleet: Energy blasts come from the top of the screen. Up to 20 hits (S)
    Dark Sim: Glows purple. When Jo shoots Magnum, the shots always hit the enemy and have no firing limit.

    Enter: A helicopter flies by and Jo lowers herself by a rope
    Taunt: Puts her hands on her hips and sighs
    Victory: Rolls forward, aims guns at the victim

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  • Kirby

    The pink marshmallow guy from Nintendo's Kirby series. Kirby has the power to suck in air, turning himself into a large balloon and absorb the abilities of enemies he eats.


    Strategy: Kirby has a good defense for a short, little, balloon guy. Make sure to use intake often, giving Kirby even more power. This is easy to do, because Intake has a low start time. Most of his moves has lengthy recover time, however. Use specials with caution. The only downside to this is the his short limbs make it hard to punch and kick the enemy.
    Combos:
  • Chain Combo, Kibble Blade or Plasma Ball
  • Sweep Combo, Intake or Air Blow
    Similar Fighters: Jigglypuff

    Stats: Power: 4 Energy: 5 Defense*: 8 Speed: 3 Strength: B Weakness: E Ratio: 2 Size: S

    Special Moves:
    Kibble Blade*: Jumps up with a sword and slams into the ground with the blade. 4 hits
    Air Blow*: Shoots a projectile made of wind (B)
    Intake*: Inhales deeply. Enemies that are not blocking are sucked in and spit out. (Drain)
    Helper Mutants: Kirby summons help
  • Prometheus: A glowing green of of energy. Shoots a thin beam of electricity (S)
    Fireline: A little guy that sweeps the area in front of him with a line of fire (F)
    Icy Walrus: A walrus bowls a block of ice that the enemy
    Kong: Large monkey with a hammer. Rolls forward for 5 hits
    Basic Throw: Inhales the enemy (Drain)
    Bonus Abilities: Hovering
    Launcher: A hopping shoulder smash
    Hyper Attacks:
    Plasma Ball*: Surrounded in energy, Kirby bounces forward for a 12 hit combo
    Falcon Punch: Charges the move stolen from Captain Falcon. 1 hit, massive damage (F)
    Static Charge: 8 second time. Kirby-player must move control a lot. At time, static energy built up explodes outward.
  • More controller movement means more hits and more power. (S)

    Enter: Floats down as a balloon
    Taunt: Waves hi to the players
    Victory: Splits into 3 and they do random cartwheels all over the screen

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  • Master Hand

    The final boss in Super Smash Brothers. This guy is nothing but a giant, white glove. This hand is the one responsible for the dolls coming to life to fight each other in the first place. Master Hand walks around on his fingers, giving it a pseudo-bipedal appearance.


    Strategy: Possibly one of the weirdest fighters from a real fighting game. It is very difficult to tell what the hand is going to do by watching its movements. Start times are very low, so enemy players must anticipate Master Hand's next move.
    Combos:
  • Chain Combo, Finger Shot or Fist Smash or Master Shot
  • Sweep Combo, Table Smack, Master Drill
  • Chain Combo, Launcher, Air Combo, Fist Smash
  • One Fits All, Any Combo
    Similar Fighters: None

    Stats: Power: 6 Energy: 6 Defense*: 10 Speed: 3 Ratio: 3 Size: L

    Special Moves:
    Finger Shot*: Shots a blast of energy from its finger tip (F)
    Fist Smash*: Turns itself into a fist and punches the enemy (A)
    Table Smack*: Jumps up and forward, then slams the ground with an open palm smack. Must be blocked high
    One Fits All: Throws a small glove at the enemy. If it hits, holds the enemy in place
    Basic Throw: Grabs the enemy and squeezes. 3 to 6 hits
    Bonus Abilities: Hovering
    Launcher: None
    Hyper Attacks:
    Master Shot*: Fires 10 Finger Shots in rapid succession (F)
    Master Drill: Punches straight up off of the screen (C) lands on the enemy like a drill. 15 hits
    Smack Around: The Hand swings slaps ahead (C) launching the enemy. Hand jumps and slams the enemy into the ground

    Enter: Laughs as the hand lowers from the ceiling
    Taunt: Gives the enemy the middle finger of evil
    Victory: Picks up the loser by the head while laughing

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  • Mr. Game & Watch

    Mr Game & Watch is a character from a series of Nintendo LCD handheld games (like those old Tiger handhelds). Game &Watch had many different games, such as sausage flipping. The game gods at Nintendo brought this ancient character back in Smash Brothers Melee. He has at most 2 frames of animation for any given movement.


    Strategy: Game & Watch is nothing special. He is slow due to lack of real animation and his moves are strange, but not really effective. This is a fighter used simply to lop sausages at people as a taunt.
    Combos:
  • Chain Combo, Hammer Sign
  • Chain Combo, Launcher, Air Combo, Fire Rescue
  • Chain Combo, Launcher, Fire Rescue or Evacuate
    Similar Fighters: None

    Stats: Power: 5 Energy: 5 Defense: 5 Speed: 5 Ratio: 2 Size: S Drain: Player gets stomach pain

    Special Moves:
    Fire Rescue*: G&W is thrown upwards by two other GW's with a safety net (A)
    Sausage Flip*: Throws a sausage out of a frying pan. Can be done rapid fire.
    Hammer Sign*: Swings a hammer while holding up a sign. The number on the sign declares the attack
  • 1:Attack does very little damage and hurts GW slightly as well
  • 2-4: Attack does moderate damage
  • 5: A successful hit freezes, leaving the victim stunned (W)
  • 6: A moderately powered electrical attack. (S)
  • 7: A moderately powered fire attack (F)
  • 8: A moderate attack. Hit or miss, GW is healed a little
    9: An extremely powerful hammer hit. No elemental Basic Throw: Jumps up and throws the enemy down on a trampoline.
    Launcher: Swings a chair upward. Still only 2 frames of animation

    Hyper Attacks:
    Meat Market*: Throws 10 sausages extremely quickly
    Infinity Hammer: A single hammer hit with an infinity symbol on the sign. Very powerful
    Evacuate: Two GWs hold a trampoline and 10 GWs start bouncing on it. Up to 10 hits

    Enter: Jumps out of a old handheld
    Taunt: Rings a bell with a whole 3 frames of animation
    Victory: Holds up a sign with "#1" printed on it

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  • Ice Climbers

    Characters from an old NES and arcade game of the same title. Nintendo brought this pair back in Smash Brothers. The two fight together, although only the blue one really matters. The Pink Ice Climber just follows around the blue one, copying his attacks. Note that both have their own life bar, making them more like two ratio 1 fighters. If the Pink one dies, its only a small loss. If the blue one dies, its game over for them both.


    Strategy: The worst thing about this team is that they are individually only ratio 1. If the Pink Ice Climber dies, then the Blue one is left with very little power. Keeping the two together is the only hope of victory. Smart opponents will do their best to separate the pink one and maybe even kill her.
    Combos:
  • Chain Combo, Mallet Smash or Double Glacier
  • Sweep Combo, Freezing Magic or Ice Rink or Team Hammer
  • Chain Combo, Launcher, Piton Round or Climber Belay
  • Chain Combo, Launcher, Air Combo, Climber Belay
    Similar Fighters: None

    Stats (each): Power: 2 Energy: 4 Defense*: 6 Speed: 4 Strength: W Weakness: F Ratio: 1x2 Size: S

    Special Moves:
    Ice Rink*: Throws 2 small chunks of ice that travel along the ground (W)
    Freezing Magic*: The pair each does magic, making a cloud of vapor that hurts their enemies. 3 hits each (W)
    Climber Belay*: They use lines to throw one into the air, and the other then flies up too. 2 hits (A)
    Mallet Smash: Both just swing their hammers
    Basic Throw: The pair surrounds the victim and spin around him/her.
    Launcher: Brings their hammers over their head in a quick motion

    Hyper Attacks:
    Double Glacier*: Blue swings his hammer, forming a stationary glacier. 8 hits (W)
  • If pink is alive and with blue, she swings too, making it bigger and 16 hits (W)
    Team Hammer: Blue runs forward, swinging his hammer for 6 hits. Pink does too if available for 12.
    Piton Round: Pink must be alive. She jumps up, hangs in mid-air, and swings Blue around her in a circle. 8 hits

    Enter: The pair breaks out of a glacier
    Taunt: Both hold their hammers over their heads and say "Yup"
    Victory: Leans towards each other, holding hands. If pink is dead, blue does it and falls over

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  • Roy / Marth

    Roy and Marth are two characters from a Japanese RPG. Nintendo included these two in Smash Brothers Melee. They have basically the same moves, but Marth is faster and the (F) notation only applies to Roy. The top pic is Roy, the lower one is Marth


    Strategy: Roy and Marth have basically the same moves. However, Roy is stronger and slower with longer recovery times and fire elemental slashes. Marth is faster, weaker, and has better recovery time.
    Combos:
  • Chain Combo, Sword Edge x 5
  • Chain Combo, Launcher, Flying Saber or Burning Attack
  • Sweep Combo, Muscle (or Burning) Slash (no Charging)
    Super Counter, Air Combo, Flying Saber
    Similar Fighters: None

    Stats Roy: Power*: 7 Energy: 4 Defense: 4 Speed: 4 Ratio: 2 Size: M
    Stats Marth: Power: 4 Energy: 4 Defense: 4 Speed*: 7 Ratio: 2 Size: M


    Special Moves:
    Sword Edge*: A sword slash while standing in place. Can be done up to 5 times in a row (F)
    Flying Saber*: A jumping sword slash. Works as an uppercut. (F)(A)
    Muscle Slash*: A standing slash that is chargable. Charge for damage and charged sword reflects projectiles (Marth Only)
    Burning Slash*: A standing, chargable slash. When fully charged, the swing causes a large explosion (F)(Roy Only)
    Super Counter: A high or a low counter block that counters with Flying Saber (F)
    Basic Throw: Pushes the enemy backward and slashes (F)
    Launcher: Stabs straight up with his sword

    Hyper Attacks:
    Burning Attack*: Does a Flying Saber engulfed in a pillar of flame. 12 hits. (F,both)
    Dance of Doom: Does a standing slash (C) followed by 7 more. (F)
    Fade to Black: Roy/Marth turns into a shadow (Counter) dodges an attack and returns it with a massive swing (F)

    Enter: Waves his sword around, flashing in the sun
    Taunt: Flips his sword into the air and catches it
    Victory: Holds his sword straight up and it flashes in the sun.

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