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S S SS SS SS SS BM BM
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M M SS BM SS SB SB BM
M M SS BM SS B S BM
M M SS BM SS B S BM
SBMSSBMSSBMSSB SBMSSBMSSBMSSB SSBMSSBMSSBMSSBM SS MS BM
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*By: ChocoboMog123**Version 1.0**Updated 02/11/05 **
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II------00-------------------------------III------------Table of Contents----------II
II------01-------------------------------III--------------Version History----------II
II------02-------------------------------III---------------Introduction------------II
II------03-------------------------------III-------------Getting Started-----------II
II------04-------------------------------III-------Secret Characters and Stages----II
II------05-------------------------------III----------Stuff You Should Know--------II
II---------------------------------------III---------------Characters--------------II
II------06-------------------------------III--------------Doctor Mario-------------II
II------07-------------------------------III------------------Mario----------------II
II------08-------------------------------III------------------Luigi----------------II
II------09-------------------------------III------------------Bowser---------------II
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**01 Version History **
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Version 1.0 here when applicable
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**02 Introduction **
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Alright, so you've heard of Super Smash Bros. Melee, but you've never really played it. SSBM is the sequel to
Nintendo's smash (>_>) hit Super Smash Bros. SSBM is one of
the most unique fighting games ever created. It doesn't require memorizing insane combos, and character X does
not always win against character Y; but instead, SSBM is a game of the mind. You will have to have some basic
skills to play in high level tournaments, but usually you won't need much beyond that. The purpose of this
guide is to explain those basics, how to use them effectively, and then some. For the
record, I am not good at this game compared to the pros. There are tournaments that give $1000 for first place
that I would not hope to win at my current skill level.
I'm kinda at that awkward stage between being considered serious competition at big tournaments and just pwning
newbies. I do, however, have a vast compendium of knowledge of this game, and I will use it to enlighten you.
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**03 Getting Started **
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I do hope you know how to set up your Gamecube, insert SSBM, and start playing. The purpose of this section is
to explain the basics of basics, the controls. There's a lot to remember if this is your first time playing
smash, but the controls are very simple, really. I'm sorry I don't have some awesome ASCII art like some FAQs,
but I'm using a very strange (or more normal than usual) font.
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**04 Secret Characters and Stages **
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There are 26 characters (counting Zelda and Sheik as different ones) in all, you start out with 14. Here's how
to get the secret ones. After doing what it says here, you must defeat that character. Alternatively, you be
challenged by a new character for every 100 versus matches you complete.
Dr.Mario - Beat Adventure using Mario, without using continues
Jigglypuff - Beat Adventure or Classic mode
Falco - Beat 100 man melee (easy with DK).
Ganondorf - Beat event 29.
Luigi - In the first stage of Adventure mode, wait at the finish line until the clock has a 2 in the seconds
part, then hit the goal. You should fight Luigi in the next match instead of Mario. Then, beat the rest of
Adventure.
Mewtwo - Play in Versus mode for over 20 hours. This is combined play time, so if you have four humans on, it
takes 4 times less.
Pichu - Beat event 37.
Roy - Beat Adventure mode with Marth.
Young Link - Beat Classic mode with 10 characters including Link and Zelda.
Mr. Game and Watch - Beat Target Test with all other characters or Adventure and Classic mode with all other
characters.
There are 10 hidden stages, and here they are.
Battle Field - Beat All Star mode.
Big Blue - Complete 150 versus matches.
Brinstar Depths - Play 50 versus matches.
Dream Land Past - Beat the target test with all characters.
Final Destination - Beat all 51 event matches.
Flat Zone - Beat Classic mode with Mr. Game and Watch.
Fourside - Complete 100 versus matches.
Kongo Jungle - Beat 15-minute melee (pretty easy with DK's down+B).
Mushroom Kingdom II - Get a Birdo trophy. (I hated getting this stage, but you can just go though Adventure
mode a couple of times)
Poke Floats - Complete 200 versus matches.
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**05 'Advanced' Techniques and Terms you Should Know **
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Before you continue, I highly suggest that you get the basics down and all the characters and stages. I will
assume you do.
Roll = R/L + left/right on the ground
(spot)dodge = R/L + down on the ground
Air dodge = R/L in the air (can aim in any direction)
Directional Influence (DI) = holding a direction while in the air to move in that direction; this can be done
while getting attacked, after you jump, or basically anytime you're in the air; most people don't even notice
that they're doing it
Crouch-canceling(CC) = if you hold down (crouch) before an attack hits you, it will usually send you a
significantly smaller distance, sometimes close to none at all; if you aren't sent far you can hit the opponent
while he is still lagging from his attack, this is called a crouch cancel counter (CCC)
Shield-Grab = after shielding an attack (usually an aerial one), you can press Z to grab right out of your
shield animation with no extra lag; this can is the difference between a good novice and a bad scrub
Chain-Throw = certain throws make the opponent fall in such a way that he will not have enough time to react
before you can grab and throw him again, repeating this is called chain-throwing and it can make some fights
very easy
Wall-Jump = hitting the opposite direction of a wall as you jump into it; you must be Sheik, Samus, Young Link,
Mario, Captain Falcon, Pichu, Falco, Fox
Teching = hitting L/R/Z, while you are 'tumbling' in the air after getting hit, right before you hit the
ground; this is used to get up quicker; you can also hold left/right while teching to quickly roll in that
direction
Wall-Teching = after getting hit, you press L/R/Z as you bounce off a wall to quickly so that you can attack
while in the air; if you hit the opposite direction of the wall as you tech you can tech-wall-jump
Short Hop = pressing X or Y or tapping up on the control stick very lightly to make a 'short hop'; there are
only two jump heights for each character, one for short hopping and one for the normal full jump
L-cancel = tapping L/R/Z as you hit the ground while you're in the animation of one of your aerial attacks
reducing most of the lag; try doing Link's aerial down+A (or dair) and L-canceling it to see it's effects
Wavedash = if you airdodge almost immediately after jumping you will slide on the ground in your neutral
(meaning you can do basically anything you could normally do on the ground) stance; try it with Luigi at Final
Destination
SHFFL'd = an aerial attack that was Short Hopped, Fast Falled, and L-canceled; this is how the pros do their
aerial attacks so quickly
Sex Kick = normally a nair, it's an attack that stays out for a while starts out hard, and gets softer as it
stays out, except Doctor Mario's, which works in the reverse
Sweet-spot = refers to a few things; all characters can sweet-spot the edge while recovering, which means they
grab the ledge of the stage perfectly, not going over and you should pretty much always try to do so; also,
characters like Marth and Roy have sweet-spots for some attacks (Marth's at the end of his sword, Roy's at the
middle)
Wavedance = wavedashing back and forth to confuse the opponent (and it looks cool ^^)
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**06 Doctor Mario **
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For a truly good Doc FAQ check here: http://www.freewebs.com/xiffer/docfaq.html
Doctor Mario is pretty easy to pick up. You use pills shot at various heights to get make approaching your
opponent easy. Follow your pills up with an aerial of your choice. His fair is pretty strong, and it launches
your opponent up, so you can follow it up with another aerial depending upon where your opponent is sent and
it's great for KO'ing. His sex kick sends the opponent up-ish and can be good to combo with his uair. His bair
is great for shuffling your opponent across the stage. His f-smash isn't so great because of its range, but can
be used if set up (especially against fast fallers) or combined with good mind games. However, his d-smash is
awesome, especially after a CC. The cape is has some awesome potential as long as you don't spam it. To
recover, you should double jump, down B and mash the B button, then up B. Also, if you're recovering from
above, shoot a pill or two to mess with edge guarders. Use the cape, down smash, and forward smash to edge
guard.
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**07 Mario **
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Doc and Mario play completely differently, but there's not much more to say. Mario's bair is easier to spam.
His fireball's suck in comparison to the pills. His fair spikes instead of sending upwards, thus, less
potential as a standalone move. His sheet isn't to much different (one's is longer, the other's is wider).
Mario can wall jump and has better recovery. The only reason I ever saw to picking Mario over the Doc is his
f-smash. It has a lot more range and therefore a lot more usage. Once again, use the cape, down smash, and
forward smash (angle it downwards) to edge guard.
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**08 Luigi **
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The best Luigi FAQ can be found here: http://db.gamefaqs.com/console/gamecube/file/super_smash_bros_melee_luigi_c.txt
Luigi is very strange to play as or against. He has the longest wavedash in the game by a large margin and can
use it well. He's also very floaty and can fit two aerials into a short hop. He can also wavedash after most
aerial attacks. He even has the strongest and most combo-y sex kick in the game. However, his fireball has
almost no use, his down+B is hard to use for recovery, his up+B gives him no horizontal range, and his
forward+B is easy to edge guard. Though his forward+B has a 1/8 chance of misfiring, you'll be practically
relying on that to recover. His fair is strong and fast, his bair has nice range, his dair is pretty strong and
can spike if it hits right, and his uair is an ok comboer. Basically, you just want to mix up his double
aerials with aerials>wavedashes and stay unpredictable. Wavedashed down smashes are pretty good and the up
smash has its uses. I never really use his forward smash, since his down smash is pretty much all around
better. Use bair, fair, dair, and down smash to edge guard.
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**09 Bowser **
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Best Bowser FAQ here: http://db.gamefaqs.com/console/gamecube/file/super_smash_bros_melee_bowser.txt
Bowser is a brute. Basically, you want to trade damage as much as possible with him, since if both characters
take 12% damage, it will always be better for Bowser in the end. Bowser is horribly slow and can get raped if
the Bowser player doesn't know what he's doing. Bowser's probably 95% mind games 5% technical skill. The most
you have to do with him is short hop, wavedash, and L-cancel, which are all standard in even intermediate level
play. Just shuffle fairs, bairs, dairs, uairs (when there's an opening) and use his forward+B to throw off the
opponent. His forward+B knocks your opponent away at the edge of the attack, but close to Bowser, it's a grab.
The fair hits hard and fast, the bair has a medium amount of lag and has a sweet spot on Bowser's shell, dair
hits the opponent upwards and the uair is slow, but a good finisher. His whirling fortress (up+B) is one of
best moves, too. After an attack, you can use it to quickly hit your opponent, or back away. The first hit of
the whirling fortress has a huge amount of priority and will, at the least, clang with pretty much all attacks.
The only use I've ever seen for Bowser's fire breath is in Super Mario the first, here you can use it edge
guard Fox and Falco if you want to be flashy, but that's it. His down+B is pretty much useless, too, but if you
use it at the edge of a stage, you can fall down (the attack) and cancel the lag by grabbing the ledge. His
down smash and up smash have longer than average lag, but they're pretty strong. But, his forward smash would
be a one hit KO... if you could land it.