Captain Falcon Average Distance - 450 Feet Strategy - Falcon is a mixed bag. On one hand he's a powerful character. However, on the opposite hand, when you use the bat he launches Sandbag straight up into the air giving you no distance. Therefore you have to result to using other methods for your final hit. This greatly reduces the distance you can achieve. So far, the best method for Falcon is to simply use his upward Smash Attack (Up + A). Charge it up as much as you can between hits, then perform your forward Meteor Attack (Forward + Hold A) as Sandbag is on its way down from your final upward Smash Attack. You should have just enough time to charge the Meteor Attack completely before Sandbag gets within your reach. Sandbag should have at least 75% damage before your final Meteor Attack. Donkey Kong Average Distance - 550 Feet Strategy - We have once again reached a mixed bag. While DK is one of my the most powerful characters in the game, his swing launches Sandbag very high, but not very far. It does launch farther than any normal attack would be able to, but not nearly as far as some of the other characters. Your best strategy here would be to start off with DK's Headbutt attack (Forward + B). Once Sandbag has been planted into the ground, use DK's Hand Slap attack (Down + B). This give Sandbag 36% damage. It will then fly up into the air. At this point, charge your upward Smash Attack (Up + A), and hit Sandbag as soon as it's within reach. Repeat the upward Smash Attack as many times as you can (charging it before each hit), then smash Sandbag with the bat. You should be able to rack up at least 70% damage before you use the bat. Dr. Mario Average Distance - 1100 Feet Strategy - While the good doctor has many powerful attacks, your best bet for getting the maximum distance here is his Cape Counter (Forward + B). You should be able to get in at least nine Cape Counters. Hold forward just before you press B to move yourself slightly close to Sandbag. You have to stay fairly close to Sandbag to deliver the most damage. If done correctly, you should be able to dish out 85% damage before you use the bat. If you're a skilled player, you can also add in the Spinning Heel Kick (Down + A while in the air) either before or after the Cape Counter attacks. Falco Lombardi Average Distance - 850 Feet Strategy - Falco's strategy here will vary depending on your personal abilities. Two methods seems to stick out among his many attacks. Either his upward Smash Attack (Up + A) or his standard upward attack (Hold Up, A). Use either of these, or a combination of the two to deal as much damage as possible to Sandbag. You should be able to get at least 60% damage before you use the bat. Skilled players should also be able to add a laser blast before you swing the bat, but you'll have to be quick. Fox McCloud Average Distance - 1050 Feet Strategy - Out of Fox McCloud's entire arsenal of attacks, the best one to use for this mode is his weakest. The laser blast (Tap B) will not move Sandbag at all. Therefore, you can shoot it as many times as your finger will allow and it will continue to rack up damage without fear of Sandbag falling off the platform. If you're fast enough, you'll be able to deal at least 85% damage before using the bat. Skilled players will also be able to add a jab or two in before you use the blaster to get additional damage. Ganondorf Average Distance - 1200 Feet Strategy - The Legend of Zelda bad guy is a power house in Melee. The easiest way to launch Sandbag is to use your upward Smash Attack (Up + A). You'll only be able to get two or three complete attacks off because Ganondorf sends Sandbag flying so high, you'll run out of time if you try more than that. Ganondorf's upward Smash Attack will hit twice each time you do it. If you don't time your second Smash Attack correctly, only one of the hits will connect, and you either won't do as much damage, or Sandbag will fly off the platform. Try to time it so that Sandbag is still in the air when you do the second Smash Attack. For extra distance, you can hit Sandbag one or two times before you use the two Smash Attacks. Try Ganondorf's standard Hold Forward, A attack to get 12% damage before you begin Smash Attacks. You should be able to rack up at least 80% damage before you use the bat. Jigglypuff Average Distance - 950 Feet Strategy - The best way to launch Sandbag with Jigglypuff revolves around her Aerial Spin Kick attack (Down + A while in the air). This will help you deal the most damage to Sandbag before time expires. Tap X or Y so that you don't just very high, then hit down and A to perform the spin attack. Make sure you're as close to Sandbag as possible. With a low jump, you'll be able to get the most hits out of the spin attack. You can also add on a variety of moves before you begin using the spin attack to dish out even more damage. A jab will work fine in this case, but you can experiment to find what attack you're able to pull off fastest. Add this on before you begin the spin attack and you'll reach maximum range with Jiggypuff. Ice Climbers Average Distance - 1250 Feet Strategy - The Ice Climbers best bet at launching Sandbag is to use their standard upward attack (Hold Up, A). This will hit Sandbag multiple times, and send it into the air allowing you to repeat the attack. Start the event off with a normal attack to add additional damage to Sandbag. Hold Forward, A will deal 20% damage if both Ice Climbers connect. From here, run up and use their standard upward attack multiple times. You must time the attacks so that Sandbag is still in the air when you hit. This will give you the most hits out of the attack, and save you some time in the end. If done correctly, Sandbag should have at least 85% damage before you use the bat. Once you're ready to swing the bat, make sure you're close enough so that both Ice Climbers connect with an attack. After you use the bat, if both Ice Climbers hit Sandbag, it should have at least 120% damage. Kirby Average Distance - 1000 Feet Strategy - Many of Kirby's attacks will knock Sandbag off the platform. Even his Aerial Spin Kick (Down + A while in the air) will knock Sandbag off the platform on its last hit. However, his new attack, the Hammer Spin (Forward + B while in the air) is just the thing to rack up the damage on Sandbag. You'll need to grab the bat and immediately jump in and start attacking. Depending on your angle of attack, Sandbag will move in the same direction you're spinning. Try to position Sandbag so that your last hit leaves it as close to the right edge of the platform as possible. If done properly, using the smallest jump possibly, Kirby should be able to deal at least 80% damage before using the bat. Link Average Distance - 800 Feet Strategy - Link is one of the few characters that has a somewhat limited ability in this event. Most of his attacks send the Sandbag flying off the platform, or won't connect completely dealing very little damage. Your best bet is to use his Upward Slash (Hold Up, A) as many times as possible. You may have to turn around once or twice to keep Sandbag as close to the front of the platform as possible. If you're fast enough, you should be able to get around 55% damage. Luigi Average Distance - 1200 Feet Strategy - Without the Cape Counter like Mario and Dr. Mario, Luigi must rely on his more basic attacks to send Sandbag flying. Use the 360 Low Kick (Down + A) will deal out nice damage and knock Sandbag into the air. This allows you to follow it up with another 360 Low Kick. This should be your main attack, however you can also add on a dashing attack as soon as you get the bat, and Luigi's Aerial Kick (A while in the air) in-between consecutive 360 Low Kicks. Combine these three attacks and you should be able to get at least 80% damage on Sandbag before you use your bat. Mario Average Distance - 1050 Feet Strategy - Just like Dr. Mario, the original Mario can use the Cape Counter (Forward + B) to inflict a good amount of damage. You should be able to get in at least ten Cape Counters. Hold forward just before you press B to move yourself slightly close to Sandbag. You have to stay fairly close to Sandbag to deliver the most damage. If done correctly, you should be able to dish out around 75% damage before you use the bat. If you're a skilled player, you can also add in the Spinning Heel Kick (Down + A while in the air) either before or after the Cape Counter attacks. Mewtwo Average Distance - 900 Feet Strategy - Most of Mewtwo's attacks are too powerful to use in the Home-Run Contest. The best move for this event seems to be his Psychic Flip (Forward + B). Use this attack as fast as you can to rack up around 65% damage before you use the bat. Mr. Game & Watch Average Distance - 1050 Feet Strategy - As odd a character as you many think Mr. Game & Watch is, his Home-Run Contest strategy breaks the mold. The best way to reach the maximum distance with Mr. G&W is to use his Scuba Helmet Smash (Up + A) three times. All three hits will knock Sandbag up and to the right, and the third hit will knock it off the platform. From here, jump after it (off the platform) and follow up with as many Aerial Blow attacks (Up + A while in the air) as you can execute in the remaining time. In order to get the farthest hit, you'll need to time the Aerial Blow attack so that both hits connect. You also must not let Sandbag hit the ground. If it does, wherever it lands will be your final distance. You'll need to time your bat swing so that it hits Sandbag in the air as well. If done correctly, you should have inflicted at least 80% damage on Sandbag before you use the bat. Ness Average Distance - 950 Feet Strategy - Ness is by far the most unique when it comes to the Home-Run Contest. You'll have to start the session immediately with a PK Fire (Forward + B). From here you'll need to pay close attention to Ness. As soon as he retracts his arm, do an Aerial PK Fire (Forward + B while in the air). As soon you land, grab the bat and run back over to Sandbag. You'll now need to perform a very short jump (lightly tap X or Y) and execute a Downward Kick (Down + A while in the air). Follow up the Downward Kick with an Aerial Headbutt (Up + A while in the air). Then once again do a short jump into a Downward Kick as soon as Sandbag lands, and another Aerial Headbutt. By this time you'll have very little time left. Time your bat swing so that you begin just as the one begins to disappear. If you've done everything correctly, you should have inflicted around 70% damage to Sandbag before you use the bat. Pichu Average Distance - 1200 Feet Strategy - Pichu is one of the easiest characters to rack up the distance with. Your main strategy should be to use the Thunder attack (Down + B). You should be able to pull this off three times before it knocks Sandbag off the platform. Before or after the three Thunder attacks, use whatever attack you can pull off quickly. Two Thunder Jolts (B) would be an example of something to use before the Thunder attacks. Sandbag's damage should be around 80% before you use the bat. Pikachu Average Distance - 900 Feet Strategy - Finding a way to launch Sandbag with Pikachu has not been an easy task. So far, the best strategy is to use his Super Headbutt (Up + A) three times on the platform. The final hit will knock Sandbag off the platform. Pay close attention to the distance Sandbag travels here, as you'll need to position yourself under it. Line yourself up as soon as Pikachu can be seen on the screen again and perform the Super Headbutt a fourth time. From here you'll once again have to judge the distance and line yourself up again to hit Sandbag with the bag as it falls. You cannot let Sandbag touch the ground at any time. Prince Marth Average Distance - 750 Feet Strategy - Prince Marth is a very basic character. So far, the best strategy found for him is to simply use either his Vertical Slash (Hold Up, A) or his Upward Slash (Up + A while in the air). The Vertical Slash will be the obvious choice for beginners as it does not require the timing needed for the Upward Slash. However, either will do the job. Sandbag needs to be around 50% damage to obtain the average distance. Princess Peach Average Distance - 950 Feet Strategy - Peach's best method for the Home-Run Contest is fairly simple. Your strategy should revolve around her low bat swing (Hold Down, A). Start your session with whichever attack you can execute fastest, that will inflict the most damage while still keeping Sandbag on the platform. Then use the low bat swing as many times as possible before doing the standard bat swing. Just make sure that you wait until Sandbag has landed before doing another low bat swing to insure you get the maximum damage. You will also find that you don't have to move to grab the bat. Simply turn around and press A. Peach will grab the bat without the need to move closer to it. Princess Zelda / Sheik Average Distance - 1200 Feet Strategy - Thanks to Princess Zelda's unique ability to change into Sheik, you'll have to use both of them in order to obtain the average distance. As the session starts, grab the bat and change into Sheik. Head over to Sandbag and use the Sheik Palm Thrust attack (Up + A) three times. Now, you'll have to make sure that both hits of the Palm Thrust connect all three times. While Sandbag is in the air after the third Palm Thrust, change back into Zelda. From here you'll need precision timing for your bat swing. If the previous attacks were performed correctly, Sandbag will be falling slightly outside of the platforms radius. You will need to hit Sandbag out of the air with the bat. If everything was done correctly, Sandbag should have at least 85% damage before you use the bat. Roy Average Distance - 900 Feet Strategy - While Roy may be a powerhouse in Versus Mode. He seems to lack a little something in the Home-Run Contest. Almost all of his powerful attacks will knock Sandbag off the platform. You'll have to rely on his Flaming Force Slash (Up + A). You should be able to pull off four Slashes before the time expires. You'll need to give the first three Slash attacks a short charge, then unleash a fully charged attack for the fourth Slash. Then for the bat swing, you'll need to align yourself to the left of Sandbag as it falls, and begin your swing just as the one begins to fade. Sandbag should have around 65% damage before you use the bat. Samus Aran Average Distance - 1250 Strategy - Samus is a little tricky when it comes to the Home-Run Contest. You'll need to use her Ground Flame (Hold Down, A) in conjunction with her Double Kick (Hold Up, A). You should use either two Double Kicks, followed by four Ground Flames, or vice versa. For the Double Kicks, you'll need to make sure you wait until Sandbag has hit the ground before performing the second Double Kick. Otherwise, the Double Kick will knock Sandbag off of the platform. When you're ready to execute the bat swing, you'll need to make sure you hit Sandbag out of the air. The arch on Samus' swing enables her to hit Sandbag further if you knock it out of the air. If you've done everything correctly, Sandbag should have around 70% damage before you use the bat. Yoshi Average Distance - 1850 Feet Strategy - Yoshi is a monster when it comes to the Home-Run Contest. Using his Aerial Run attack (Down + A while in the air), do the smallest jump possible (tap the X or Y buttons very lightly) and get as close as you can to Sandbag. If done correctly, you should inflict around 30% damage with each attack, and around 130% damage before you use the bat. Repeat this over and over until the time reaches one. Hold forward just before you land to move Sandbag slightly to the left to give you that little bit of extra distance when you eventually hit it. Young Link Average Distance - 850 Feet Strategy - Young Link doesn't have a lot of power in the Home-Run Contest. You'll have to rely mainly on bombs, fire arrows, and his Upward Thrust (Hold Up, A). Use whatever combination of these three attack that leaves Sandbag around 60% damage and in the air, slightly off the right side of the platform. From here, hit it with the bat directly out of the air. MULTIPLAYER STRATEGIES Super Smash Brothers Melee has added a great deal to the one player mode of the original. However, as was the case in the original Smash, this game is all about the multiplayer. This section will help you become a better multiplayer combatant. While veterans may already know some of these strategies, or have some strategies of their own, this section should still contain at least one strategy (or variation of a strategy) that wasn't already known. Read through and see if any of these strategies can be applied to your style of play. Edge Guarding - Once you've knocked an opponent off the edge of the playing field, wait for them to come back. If there's other attackers in the area, take care of them, but if not stay about two inches from the edge. At that distance an opponent won't be able to hit you with a comeback attack, and at the same time you can defend the playing field. Depending on your character, there are a few strategies you can take to keep your opponents from coming back. Characters with long range attacks can throw a projectile at the oncoming opponent, hitting them out of their comeback attack and causing them to fall. However, you must continue launching projectiles until your opponent is far enough away that their comeback attack cannot reach the edge. If you throw only one projectile, your opponent will be able to execute their comeback attack a second time after it hits. If your character does not have a projectile attack, you can utilize a Smash Attack to defend the edge. Try to execute your Smash Attack from its maximum range. If done successfully, the opponents comeback attack will not interrupt your Smash Attack. Your final option is to simply do a jumping attack. However, this puts your character in a great deal of danger. You can get hit by the comeback attack, or could miss completely and fall off the edge. The best jumping technique to use is your Down + A attack. This will generally take the most priority over your opponents comeback attack. If you're skilled enough, you can even throw other opponents at whoever is trying to comeback, then repeat the process. Use The Edge - When you're coming back after being launched, a smart opponent will wait for you at the edge of the playing area and try to hit you on your way back. If this happens, you've got several ways to avoid getting hit. If you're close enough to the edge, use the forward aerial dodge (Forward + R/L) to dodge the incoming attack. The only thing you'll have to worry about here is if you're not close enough to the edge, or if your opponent gets tricky and delays his attack until after you've dodged. Once you have executed the dodge technique, most characters will not be able to do anything until they reach the ground (there are some exceptions). Another way to avoid attack is to try to angle yourself so that you land right on the edge of the playing area. That way you'll grab onto the edge. You're invincible for the first few seconds you're holding on so your opponents will not be able to hit you. Do not hold on too long or else your opponents will be able to attack you. While you're hanging, you can do an edge attack (explained in the General Definitions section) and usually catch the opponent off guard and/or give yourself a chance to counter attack. You'll also be able to jump off the edge by holding up. However, a skilled opponent will wait for you to land and launch you once more. Whatever happens, try not to land close to an opponent after doing a comeback move. You'll be left completely open for another launch. A skilled opponent is very difficult to avoid as you're coming back. These strategies will help, but sometimes an edge attack is unavoidable. Racquet Ball - On any stage that has a wall on one side of a platform you can bounce your opponents off of that wall. If you time your attacks correctly, the opponent will not have a chance to escape, and you can continue bouncing them off the wall until they're high in damage and bounce too far away. Just before that happens, do a power move to finish your opponent off. This technique works especially well if you have a beam sword, as it has a much longer reach than most other weapons. If you are using a character than has a move like Link's Rapid Sword Combo or Kirby's Rapid Punch Combo, you can get your opponent directly against the wall and hold them their with that move. Hit The Hammer Guy - Once an opponent has grabbed the hammer, your normal reaction is to run. This is a good strategy, however under certain circumstances it becomes difficult to escape the hammer. Therefore you'll need to either defend yourself, or get rid of the player with the hammer. Any player with the hammer is limited to only one jump and cannot do any of their regular or special moves. If you can knock them off the edge, they won't be able to get back while they're still holding the hammer. Unlike other items, once you've got the hammer, you can't get rid of it until the fifteen second time limit is up. If you're under the player with the hammer, do your aerial upward power hit. You'll do some damage to them and if their damage percentage is high enough, you'll KO them or knock them off the edge. Throwing certain items will also have the same effect. Try luring them to the edge of a platform, then doing a double jump and throwing an item directly down at them. Whatever you do, keep your distance. If you must put your shield up, make sure your opponent has had the hammer for at least ten seconds or else your shield won't last and you'll be in even worse trouble. If you get KO'd by the hammer, or have just been KO'd when an opponent picks the hammer up, you have an advantage. You are invincible for the first few seconds and therefore you can walk right up and attack the person with the hammer. Don't try to do as much damage as possible, just get them off the edge. Once they're off, they won't be able to get back. Be careful not to stick around too long though. You're only invincible for a very short time. In Melee, there's also a 30% chance that he hammer will break. If this happens, the person holding the broken hammer is completed open for attack. Take him out, then grab the detached head of hammer and use it as a projectile weapon by throwing it at an opponent. Find the Highest Damage - It's very difficult to KO another player unless they're high in damage, or you have the bat. Therefore if you attack the players with the highest damage, you'll have the best chance of getting a KO. While this strategy will deduct points from your total score, this will only effect you in Decision Mode. When an opponent reaches 100% damage (handicaps can change this), their damage percentage will change color from white to grey. At this point, a single Smash Attack or power hit will generally KO them. Connecting with one of these attacks is a lot easier than wearing an opponent down with multiple attacks. So for easier KOs, head for the opponent with the highest damage percentage. Attack From Above - During multiplayer battles, you'll often find 1-on-1 and 2-on-1 fights among the other opponents when you're not engaged in combat. At this time an attack from above is usually most effective. Your opponents will be more involved in their own battle than in what you're doing. Doing an aerial downward power hit, or tossing a projectile from overhead will clear out a group of your opponents. If the other players are at a high damage percentage, an aerial downward power hit can even earn you some KOs. You should also use this tactic immediately after you die if any of the other players are under your starting point. If you've got some distance between you and the other players, it also makes a great surprise attack. An upward power hit will overpower an aerial downward power hit, so be careful when using it. Roll - When playing against faster characters such as Pikachu or Fox, blocking an attack will only leave you open for a throw. Because of this, it is necessary to use your roll as much as possible. You can't be damaged while you're rolling, and your opponents won't expect it if timed correctly and not overused. However, while you're going into the roll, your shield drops and you can be hit. The same thing can happen as you're coming out of the roll. By pressing "A" during a roll, you'll do a quick throw and your opponent will have no way to escape unless they roll as well. If they're in front of you, roll forward. You'll turn around as you're rolling so that after the roll, you're still facing the opponent. When the opponent is behind you can also perform a reverse roll. If the opponent attacks, you won't take any damage and they'll be wide open for a counterattack. If they don't attack, you would've still caught them by surprise, and probably have the advantage. Ground Dodge - One of the best additions from the original Smash Brothers to Melee would have to be the dodge technique. On the ground, you can quickly sidestep and attack, and dish out a counterattack if you utilize this move correctly. Seasoned veterans will probably have no problem using the dodge. However, other players may find that when attempting to execute a dodge, they instead put their shield up. To avoid this, limit the usage of a ground dodge to when you've got your shield up or after a roll. Many players will attempt to attack you multiple times once you've put your shield up. Use this opportunity to dodge their secondary attacks and counterattack. In the same application, you'll use your roll to avoid incoming attacks. Skilled players will roll to avoid your post-roll counterattack, then they will try their own post-roll counter attack. Use this opportunity to dodge. Roll, then dodge and counter with a grab or a quick attack that will juggle or stun your opponent. Just be aware that a dodge will not avoid a grab attempt, only physical and projectile attacks. Aerial Dodge - Similar to the ground dodge, the aerial dodge should be used to avoid attacks while in the air. However, the aerial dodge does not limit you to avoiding attacks by simply stepping into the background. While in the air, you can dodge up, down, forward, or backward. Use the two vertical dodge techniques to avoid attacks from above and below while you're over the playing area. Do not use either of these dodges if you are not within the confines of the playing area. After an aerial dodge, your character will not be able to do anything else until they reach the ground (there are some exceptions). If you perform a vertical dodge outside of the playing area, unless you're close enough to grab the edge, you will not be able to use an air jump or comeback attack to get back on the playing area. Even if you avoid your opponents attack, you'll still have no way to get back on the playing area. The only use for this technique outside of the playing area is if the leading player is attempting to steal your KO from another player. Since you're already going to be KO'd, you'll help yourself by not letting the player in the lead acquire another KO. The horizontal dodge techniques will probably be of more use to you than the vertical dodges. These are best used to not only avoid attacks, but also get you out of a dangerous situation, and possibly help in your comeback attempts after getting knocked off the playing area. On stages with multiple platforms, as you're falling down to a platform where an opponent is awaiting you, use one of the horizontal dodges to completely avoid that platform and fall down to an adjacent platform. Not only will your opponent be unable to attack you, you'll have time to prepare your own attack while they drop down from their current platform, to the platform you're now on. While you're attempting to come back after being launched out of the playing area, use either of the horizontal dodge techniques to propel you closer to the edge. Not only will you avoid the attack of an opponent waiting at the edge, the horizontal dodge will also move you closer to the edge. Possibly close enough to grab the edge, or land on the ground. This technique can sometimes be more useful than a comeback attack. Especially if your opponent is skilled at guarding the edge. The Last Hit - In timed multiplayer games, the winner is whoever has the highest point total by subtracting their number of deaths by their total number of KOs and SDs. This means that the more KOs you're attributed to, the better off you'll be. Therefore, if you see another player unable to comeback or about to be KO'd, try to position yourself to hit them before they die. The player that lands the last hit gets the KO. Even if you're both going off the edge, try your hardest to hit the other player with a projectile or some kind of attack. Health First - Health is one of the most important items in the game. Getting health is almost like getting a free life. New to Melee, you can now pick up health items while holding other items or weapons. The heart, maxim tomato, and food will all lower your damage percent. The heart will reset your damage back to zero, while the maxim tomato will give you back up to 100% of your damage. The food only gives you back around 5%, but you'll usually find multiple food items at a time. These can add up and save you from a KO. When you see one of these items pop up, get to them above all else, especially if you've got a high damage percentage. If you've got a low damage percentage, pick them up just to keep them away from other players. When you've worked hard to get someone up to 100% damage, you don't want them to get back down to zero. Try standing near the health and waiting for another player to go for it. They'll more than likely be trying to get that health above all else. This will work even better if you can get above or below the health as you'll have a better angle of attack. Guard The Weapons - Often times in multiplayer battles, everyone will be bunched up in one general area. If items appear in that area, everyone will go for them. Get to the items first and grab the best ones. Multiple items will usually appear after a barrel, crate, or party ball has been broken. If someone else grabs the barrel, quickly do an aerial downward power hit to break it. If you don't, the barrel will roll until it hits something or someone, or falls off the edge. If another player grabs the crate, just wait until they've thrown it, then go after the items. Crates break on impact with any surface. Do not attempt to break a crate or barrel if you've got a high damage percentage. They have a tendency to blow up if someone who's not holding them tries to break them. Once you have the best item, guard the rest until they disappear. If an opponent tries to grab an item, they'll be temporarily open to attack while they're picking the item up. You'll have a much better chance if you have the only item weapon, than if every player has an item weapon. Last Minute - During the last minute of play you must be very cautious, yet you must attempt to KO as many opponents as possible, and as fast as possible. Therefore, once you get to the one minute mark you'll need to take a look at all of the damage percentages, including your own. If you're still under 50% damage, look for the opponent with the highest damage and concentrate your attacks there. Once that opponent is out of the way, direct your attacks at anyone over 50% damage. If they're under 50%, unless you have a bat or some other high damage item, you shouldn't bother attacking them. Within that last minute, you would more than likely not be able to cause enough damage to KO them, while at the same time placing yourself in danger of being attacked or KO'd. At the 45 second mark, if none of your opponents are over 50% damage, sit back and wait for someone to get to at least 50% before you start attacking. Once you get to 30 seconds, if no opponents are over 70% damage, simply do your best to avoid them. At any point in time during the last minute of play, if you reach 80% damage and have the highest damage percentage, stay away from your opponents as best you can. These times and damage percentages may vary depending on the skill of yourself and your opponents, but use this as a guide to rack in on some KOs during the last minute of play. TEAM BATTLE STRATEGIES All team battle strategies are for team attack off with a timed game. They are also focused on the player who is outnumbered. In a 3-on-1 the strategies are geared toward the single player and not the team of three. Strategies for team attack on, a stock game and for the team with the numbers (the team of three in a 3-on-1), are located below the main strategies unless otherwise noted. 3-on-1 - This team battle is a true test of skill. If you're the one, keep moving! You'll have three opponents who will ignore each other and concentrate all of their efforts on killing you. If you get caught by one of them, the other two will be on their way to help out. Your best strategy of attack would be to isolate each opponent and chip away at their energy until you can KO them with a single power hit. When the other two opponents get close, maneuver past them and get over to the opposite side of the stage. Once the first one catches you, start chipping away again. Use your projectiles to keep them at bay and allow for you to make some distance on the larger stages. On smaller stages, this technique will seem like a hit and run, but it is necessary. If you get trapped by more than one opponent your shield be very ineffective. You're best course of action is to escape to the other side of the stage. Remember that you can only hold one item at a time. If multiple beam swords appear, keep one and throw the rest off the playing area. You'll have a much greater advantage if you're the only one with a weapon. If a motion sensor bomb appears, pick it up immediately and throw it anywhere. Even if you have a weapon already. Drop that, take care of the bomb, then pick it up again. While you may think rolling or dodging will help you out in a 3-on-1 match, sometimes that is not the case. You're vulnerable to attack before and after a roll, and just as you're coming out of a dodge. While you may avoid the attack of one opponent, the other two will have a field day. If you have isolated one opponent, then rolling and dodging will be effective as there's no one else to hit you. However, don't use it as a main defensive technique when you're surrounded by opponents. 2-on-1 - This is very similar to a 3-on-1 battle except that you only have two opponents to worry about instead of three. In this situation, concentrate on the weaker of the two opponents and use the same method as you would in a 3-on-1 match. Isolate one of the opponents and chip away at their energy until you can KO them with a single power hit. It will be easier if you isolate the weaker opponent, however do not ignore the other player. When both opponents get close to you, maneuver past them and get over to the opposite side of the stage. Once the first one catches you, start chipping away again. On smaller stages this technique will seem like a hit and run, but it is necessary. If you get trapped by the two opponents your shield won't do you much good. You're best course of action is to escape to the other side of the stage. Once you've KO'd one of the opponents, the match now becomes 1-on-1 for a short period of time. Use this to your advantage by doing as much damage to the remaining opponent as possible. If the stage is large enough, you may even be able to have them alternate. You KO one, and while the other is one his way back, you KO the remaining opponent. 2-on-2 - In this match it's all about team work. Never leave your partner! If your two opponents get separated, both of you should concentrate on double teaming one of the opponents. Remember that even with team attack off, bombs and mines will still hurt your team mate. It is also very important to keep an eye on both of your opponents. If you're double teaming one, the other will most likely be doing everything they can to get back into the action and help his teammate. Concentrate all of your efforts on killing the isolated opponent. When the other starts to get close, one of you should break off the attack and keep the other opponent from interrupting. If your opponents are acting as a team, fight like you normally would and look for an opening in the other opponent. Once you see that opening, leave the one you're attacking and hit the other with a power hit or Smash Attack. The one you're attacking will not be expecting this tactic and you may even save your partner. 2-on-1-on-1 - This is a very unique battle in which it's one team against two solo players. If you are the team, simply follow the 2-on-2 strategies. Never leave your opponent, and concentrate on double teaming one of the solo players. It should be a lot easier to double team in this match because your two opponents will not be teammates. They will be after your team, but also after each other. Use this to your advantage and don't attack both of them together unless you absolutely have to. Watch out for one of the solo players trying to steal a kill if the other solo player is high in damage. If you see one of them on his way over to steal, one of you should break off your attack and stop the remaining opponent from interrupting. Team vs 1 - When playing a 3-on-1 or 2-on-1 match as the team instead of the solo player, the strategy is very simple. Attack in groups at all times. Do not let yourselves get separated from each other. If you can surround your opponent and double or triple team them, your chances of winning will be greatly increased. Work as a team and have one player set your opponent up, while the other two prepare a power hit or Smash Attack. Stock - If you're playing stock, your strategy should change somewhat from when you are playing a timed game. With a limited amount of lives, it now becomes very important that you keep yourself alive as long as possible. Use the same strategies as you would in a 3-on-1, 2-on-1 or 2-on-1-on-1 match, except make it a point to attack only the weakest opponent unless you absolutely must attack one of your other opponents. If you can KO the weakest opponent first, that will lessen your opponents power as they will have one less partner. This is especially true in a 2-on-1 match because it is now a 1-on-1 game. In a 3-on-1 match, after you've KO'd the first opponent, go after the next weakest. The best player on the other team will more than likely be looking for an opening to land a power hit while you're dealing with his teammates. Once you eliminate his teammates, he now must face you 1-on-1, where you stand a much better chance. Motion sensor bombs are very important in a stock match. No matter who lays the bomb, anyone who hits it stands a good chance at getting KO'd. Just remember where the bombs have been laid and try to lure your opponents into them. Team Attack On - By selecting this feature in the options menu, everyone will be able to hit each other, even teammates. If you are the one that's outnumbered this will work heavily to your advantage. Instead of running when your opponents are close to you, wait until they've all surrounded you and put your shield up. Any attacks they try against you will hit your shield and their teammates if they're close enough. However, if one of your opponents tries to throw you, unless one of the other opponents hits him, you may be in trouble as your shield does not protect against throws. If you are part of the team, try not to attack the opponent at the same time. Get on either side of the opponent to prevent him from escaping, but stay far enough away from your teammate so you do not get hit by their attacks. High Damage - When you get high in damage you have several options. A heart or maxim tomato will appear if a player is in need of one. However, this may take a full minute to happen, and you may not be able to get to it. If the score is fairly close, or your opponents are winning you may want to commit suicide. It's not the most honorable way to die, but your opponents won't get a KO out of it. If you chose to stick it out, remember a few key things. Under normal circumstances only a throw or power move will KO you at high damage. A regular move or standard projectile will not. An aerial attack can also knock you far enough out that you won't be able to come back. While you're waiting for a heart or maxim tomato, don't do any moves that have a long recovery time. If you miss, you'll be in trouble. Take heed that because you're at a high damage level, your opponents will be out for blood. They'll probably be concentrating on hitting you with a single power move. Power moves typically have longer recovery times. Use this delay time to counter and escape. Be sure to listen for the faint noise of an item appearing. After you hear it, seek it out. HIDDEN SECRETS Hidden Characters: Play as Jigglypuff - Beat Classic Mode or Adventure Mode with any character. You can use any number of stock, and unlimited continues. Once you've cleared either mode, Jigglypuff will challenge you. Beat her and Jigglypuff will become playable. Play as Luigi - Beat Stage One of Adventure Mode with a time in which the number of seconds ends in a 2 (i.e. 10:02:00). A cut-scene will follow showing Luigi beating out Mario to fight alongside Princess Peach. Beat Luigi and Peach without losing a life, in under 45 seconds, then complete the rest of Adventure Mode and Luigi will challenge you. Beat him and Luigi will become playable. Play as Dr. Mario - Beat Classic Mode with Mario on any level without continuing, beat Adventure Mode with Mario without losing a life, or play 100 Versus matches. Once you have completed one of these tasks, Dr. Mario will challenge you, or the winner of the 100th Versus match. Beat him and Dr. Mario will become playable. Play as Young Link - Beat Classic Mode with ten characters. Link and Zelda must be 2 of the 10 characters you beat it with. You can also unlock Young Link by playing 500 Versus Mode battles. Once you have beaten Classic Mode with the 10th character, or played the 500th Versus Mode match, Young Link will challenge you, or the winner of the Versus match. Beat him and Young Link will become playable. Note: There is another requirement to unlock this character through Classic Mode. This will be updated in the future. Play as Prince Marth - Beat Classic Mode with all 14 default characters, or play 70 Versus matches. You can also unlock Marth by playing Versus Mode with all 14 default characters (computer opponents do not count). Once you have completed one of these task, Marth will challenge you, or the winner of the 70th Versus match. Beat him and Prince Marth will become playable. Play as Roy - After unlocking Marth, beat Adventure Mode without continuing, using any character, or beat Classic Mode with Marth without losing a life. Once you have completed either task, Roy will challenge you. Beat him, and Roy will become playable. Play as Ganondorf - Beat Event #29. Once you have completed the event, Ganondorf will challenge you. Beat him and Ganondorf will become playable. Play as Falco Lombardi - Clear the 100-Man Melee, or play 300 Versus matches. Once you have completed either task, Falco will challenge you, or the winner of the 300th Versus match. Beat him and Falco will become playable. Play as Pichu - Beat Event #37, or play 200 Versus matches. Once you have completed one of these tasks, Pichu will challenge you, or the winner of the 200th Versus match. Beat him and Pichu will become playable. Play as Mewtwo - Play Versus Mode long enough so the Combined Versus Mode timer in the Misc Records area of Data reaches 20 hours. You can also unlock him by playing 700 games in the Versus Mode. Mewtwo will challenge the winner of the match that meets whichever requirement first. Note: Each human player in Versus Mode adds to the Combined Versus Mode timer. So playing four player matches (all human players) for 5 hours will result in 20 hours of combined play. Play as Mr. Game & Watch - Beat Adventure Mode or Classic Mode with 24 characters (every character except Mr. Game & Watch). You can use any number of stock, and unlimited continues. Once you have completed either task, Mr. Game & Watch will challenge you. Beat him and Mr. Game & Watch will become playable. Hidden Stages: Unlock Past Stage: Kongo Jungle - Complete 15-Minute Melee with any character. Unlock Past Stage: Yoshi's Island - Hit Sandbag at least 1200 feet (400 meters) in the Homerun Contest. Note: There is another requirement to this secret. This will be updated in the future. Unlock Past Stage: Pupupuland - Complete Target Test (Break the Target) with all 25 characters. You must finish each test in under 2 minutes. Unlock Planet Zebes: Brinstar Depths - Play 50 Versus Mode matches. Unlock Eagleland: Fourside - Play 100 Versus Mode matches. Unlock F-Zero Grand Prix: Big Blue - Play 150 Versus Mode matches. Unlock Kanto Skies: Poké Floats - Play 200 Versus Mode matches. Unlock Mushroom Kingdom II - Beat Classic Mode with Princess Peach on any difficulty level, without losing a life. Unlock Superflat World: Flat Zone - Beat Classic Mode with Mr. Game & Watch. You can use any number of stock, and unlimited continues. You can also unlock the stage by completing Event #45. Unlock Secret Stage: Battlefield - Beat All-Star Mode with any character. Unlock Secret Stage: Final Destination - Clear all 51 Event Matches. Other Hidden Stuff: Unlock Events #11-30 - Once you've completed Events #1-10, more Events will open up. The more Events you complete, the more that will open up until you reach Event #30. Unlock Events #31-39 - Complete the first 30 events and unlock Jigglypuff, Dr. Mario, Young Link, and Falco. Unlock Events #40-50 - Unlock all 11 secret characters. Unlock Event #51 - Complete the first 50 Event levels. Unlock Sound Test - Once you have completed all 51 Event Mode matches, the Sound Test will become available. Unlock All-Star Mode - Once you have completed Adventure Mode and Classic Mode with all 25 characters, All-Star Mode will become available. Unlock Random Stage Switch - Once you have unlocked all of the stages a random stage switch will become available. This allows you to select which stages will not be played on when using random stage select in Versus Mode. Thats all Enjoy