|||||| |||||||||||| ||||||\\\\ |||||| |||||| ////// |||||| |||||||||||| ||||||\\\\\ |||||| |||||| ////// |||||| |||||| ||||||\\\\\\ |||||| |||||| ////// |||||| |||||| |||||| \\\\\\ |||||| ||||||////// |||||| |||||| |||||| \\\\\\ |||||| ||||||\\\\\\ |||||| |||||| |||||| \\\\\\|||||| |||||| \\\\\\ |||||||||||| |||||||||||| |||||| \\\\\|||||| |||||| \\\\\\ |||||||||||| |||||||||||| |||||| \\\\|||||| |||||| \\\\\\ /\ //\\ ///\\\ ////\\\\ /////\\\\\ //////\\\\\\ ///////\\\\\\\ /\ /\ //\\ //\\ ///\\\ ////\\ ////\\\\ ////\\\\ /////\\\\\ /////\\\\\ //////\\\\\\ //////\\\\\\ ///////\\\\\\\///////\\\\\\\ /\ /\ //\\ >>>>>>******************************************<<<<<< //\\ ///\\\ >>>>> <<<<< ///\\\ /\ /\ >>>> Link FAQ <<<< /\ /\ //\\ //\\ >>> <<< //\\ //\\ ///\\\///\\\ >>******************************************<< ///\\\///\\\ ------------------------------------------------------------------------ |Super Smash Brothers Melee | |Link FAQ | |By Kim Nguyen (DaAznSaN) - DaAznSaN@msn.com | |Version 10.0 | |Last Revised: March 17, 2001 | |This FAQ Copyright 2002 Kim Nguyen | ------------------------------------------------------------------------ /\ /\ //\\ >>>>>>******************************************<<<<<< //\\ ///\\\ >>>>> <<<<< ///\\\ /\ /\ >>>> I. Contents <<<< /\ /\ //\\ //\\ >>> <<< //\\ //\\ ///\\\///\\\ >>******************************************<< ///\\\///\\\ ------------------------------------------------------------------------ |I. Contents | |II. Introduction | | A. Trophy Excerpts | | B. Timeline | | C. Tunics | |III. Attacks | | A. Ground Attacks | | B. Smash Attacks | | C. Aerial Attacks | | D. Special Attacks | | E. Throw Attacks | | F. Dash Attack | |IV. Battle Strategies | | A. Fallen Angel | | B. Recovery Mastery | | C. A Hunter's Game | | D. Dodge Boomerang? | | E. Clearing Out the Party | | F. The Wall | | G. Flaw Manipulation | |V. Item Strategies | | A. Containers | | B. Recovery Items | | C. Performance Items | | D. Battering Items | | E. Shooting Items | | F. Projectile Items | | G. Miscellaneous Item | |VI. Stage Strategies | | A. Infinite Glacier: Icicle Mountain | | B. Mushroom Kingdom: Princess Peach's Castle | | C. DK Island: Kongo Jungle | | D. Termina: Great Bay | | E. Yoshi's Island: Yoshi's Story | | F. Dream Land: Fountain of Dreams | | G. Lylat System: Corneria | | H. Mushroom Kingdom: Rainbow Cruise | | I. DK Island: Jungle Japes | | J. Hyrule: Temple | | K. Yoshi's Island: Yoshi's Island | | L. Dream Land: Green Greens | | M. Lylat System: Venom | | N. Super Flat World: Flat Zone | | O. Planet Zebes: Brinstar | | P. Eagle Land: Onett | | Q. F-Zero Grand Prix: Mute City | | R. Kanto: Pokemon Stadium | | S. Mushroom: Kingdom | | T. Planet Zebes: Brinstar Depths | |VII. Home-Run Contest | |VIII. Target Test | |IX. Copyright | |X. Credits | |XI. Versions | | A. Version 1.0 | | B. Version 2.0 | | C. Version 3.0 | | D. Version 4.0 | | E. Version 5.0 | | F. Version 6.0 | | G. Version 7.0 | | H. Version 8.0 | | I. Version 9.0 | | J. Version 10.0 | ------------------------------------------------------------------------ /\ /\ //\\ >>>>>>******************************************<<<<<< //\\ ///\\\ >>>>> <<<<< ///\\\ /\ /\ >>>> II. Introduction <<<< /\ /\ //\\ //\\ >>> <<< //\\ //\\ ///\\\///\\\ >>******************************************<< ///\\\///\\\ =============== A. Trophy Excerpts ===================================== |----------------------------------------------------------------------| |Even in his youth, Link was already becoming the warrior who would | |carry the destiny of Hyrule (and many other lands) on his shoulders. | |His epic struggles against the forces of darkness are written in | |legend, and he is bound to the Princess Zelda and the archfiend | |Ganondorf by the awesome power of the Triforce. | |----------------------------------------------------------------------| |Burdened with a shield, a heavy sword, and plenty of equipment, Link | |isn't a very mobile character. Nevertheless, he's skilled with the | |blade, and his varied supply of missile weapons makes him a powerful | |fighter. To master Link, you must control the pace by balancing your | |long-range attacks with head-to-head swordplay. | |----------------------------------------------------------------------| |Link's Bow, Boomerang, and Bombs all take time to wield, so you may | |want to try drawing them in midair to prevent your foes from attacking| |you while you're vulnerable. The Spin Attack can score consecutive | |midair hits, and the final slash is very powerful. Link's Bombs are | |his trump card, but he can't pull one out if he's carrying another | |item. | ------------------------------------------------------------------------ =============== B. Timeline ============================================ |----------------------------------------------------------------------| |The Legend of Zelda | |Nintendo Entertainment System | |July, 1987 | |----------------------------------------------------------------------| |Zelda II: The Adventure of Link | |Nintendo Entertainment System | |December, 1988 | |----------------------------------------------------------------------| |The Legend of Zelda: A Link to the Past | |Super Nintendo Entertainment System | |April, 1992 | |----------------------------------------------------------------------| |The Legend of Zelda: Link's Awakening | |Game Boy, Game Boy Color | |August, 1993 (DX version released December, 1998) | |----------------------------------------------------------------------| |The Legend of Zelda: Ocarina of Time | |Nintendo 64 | |November, 1998 | |----------------------------------------------------------------------| |The Legend of Zelda: Majora's Masks | |Nintendo 64 | |October, 2000 | |----------------------------------------------------------------------| |The Legend of Zelda: Oracle of Ages | |Game Boy Color | |May 14, 2001 | |----------------------------------------------------------------------| |The Legend of Zelda: Oracle of Seasons | |Game Boy Color | |May 14, 2001 | ------------------------------------------------------------------------ =============== C. Tunics ============================================== |----------------------------------------------------------------------| |Kokiri (green) Tunic | |----------------------------------------------------------------------| |Goron (red) Tunic | |----------------------------------------------------------------------| |Zora (blue) Tunic | |----------------------------------------------------------------------| |GameShark (black) Tunic | |----------------------------------------------------------------------| |Blue Ring (light blue) Tunic | ------------------------------------------------------------------------ /\ /\ //\\ >>>>>>******************************************<<<<<< //\\ ///\\\ >>>>> <<<<< ///\\\ /\ /\ >>>> III. Attacks <<<< /\ /\ //\\ //\\ >>> <<< //\\ //\\ ///\\\///\\\ >>******************************************<< ///\\\///\\\ --------------- Commands ----------------------------------------------- |----------------------------------------------------------------------| |A: A Button | |B: B Button | |Z: Z Button | |UP: Press Up on the Control Stick | |FORWARD: Press Forward on the Control Stick | |BACK: Press Back on the Control Stick | |DOWN: Press Down on the Control Stick | |RAPID: Press the preceding button rapidly | |,: Press the preceding command, then press the next button | |+: Tap the preceding direction and button simultaneously | ------------------------------------------------------------------------ --------------- Damage Terms ------------------------------------------- |----------------------------------------------------------------------| |Regular: Amount of damage when attack isn't charged | |Charge: Amount of damage when attack is fully charged | |Far: Amount of damage when done far away from enemy | |Close: Amount of damage when done close to the enemy | |Ground: Damage done from the ground | |Air: Damage done from the air | |Smash: Damage done when Control Stick was smashed | |All: Damage done when all hits connect | |N/A: There is no set damage range | ------------------------------------------------------------------------ --------------- Note --------------------------------------------------- |----------------------------------------------------------------------| |All damage percentages were tested on Bowser. Damage may differ. | ------------------------------------------------------------------------ =============== A. Ground Attacks ====================================== |----------------------------------------------------------------------| |A: Slash - 5% (All) | |A, A: Counter Slash - 8% (All) | |A, A, A: Stab - 14% (All) | |A, RAPID Illusion Stab - N/A | |UP, A: Half-Moon Swipe - 9% | |FORWARD, A: Sword Chop - 13% | |DOWN, A: Grass Cutter - 11% | | | |With the Master Sword in Link's possession, Link's normal Ground | |Attacks have very good range compared to the other fighters. The | |Slash, Counter Slash, Stab, and Illusion Stab have a good attack rate.| |But the same can't be said about Link's UP, FORWARD, and DOWN, A. The| |extra range comes at the price of a slower attack rate. This can be | |fatal in battles with multiple opponents as Link will temporarily be | |left open. By Rolling out of crowds, Link can use his attacks without| |the worry of being surrounded. Dodging and Rolling are two techniques| |that should be mastered, no matter who you use. (Refer to the | |instruction manual to learn how to Dodge and Roll.) | | | |In battles where there isn't much concern of being surrounded, the | |Half-Moon Swipe is a very effective juggler. It's the weakest of | |Link's three directional Ground Attacks but excessive use of this | |attack can add a lot of damage to the opponent early on. | | | |The Sword Chop and Grass Cutter are moves that won't be used too | |often. The Smash Attack counterparts of these two moves are very | |similar and can add an extra damage percent or two. The Sword Slice | |can hit enemies above and in front of Link while the Sword Sweep can | |hit enemies to the left and right of Link. The extra range of these | |two Smash Attacks are another plus. One of the few times you would | |use the slightly quicker Sword Chop and Grass Cutter is when Link is | |surrounded, but the Spin Attack may be a better choice. | ------------------------------------------------------------------------ =============== B. Smash Attacks ======================================= |----------------------------------------------------------------------| |UP + A: Triple Sword Swipe - 15% (Regular, All) / 20% (Charge)| |FORWARD + A: Sword Slice - 14% (Regular) / 19% (Charge)| |FORWARD + A, A: Double Sword Slice - 32% (Regular, All) / 37% (Charge)| |DOWN + A: Sword Sweep - 13% (Regular) / 17% (Charge)| | | |Link's Smash Attacks aren't the most damaging attacks in the game, | |especially compared to the other fighters. Even when the Smash | |Attacks are fully charged, the damage is only increased by 4-5%. | |However, it's the attack range that makes these Smash Attacks worth | |using. Link's Triple Sword Swipe can damage enemies above him and | |anyone very close to Link's left and right. The Sword Slice can | |damage enemies that are in front of Link and slightly above him. The | |final Smash Attack, the Sword Sweep, can damage enemies on both sides | |of Link. It's because of the attack range of Link's Smash Attacks | |that make him such a dangerous fighter. | | | |The thing that makes Link's FORWARD + A unique is that pressing A a | |second time will cause Link to attack with another Sword Slice. This | |means that Link can launch two Smash Attacks in one fluid motion. The| |problem, however, is that the first hit will most likely knock the | |enemy out of Link's attack range, causing Link to miss his next slice.| |The only time you can hit the enemy a second time is when the enemy | |has little damage or bounces off of a wall and falls within your | |attack range. Still, the extra swing is just as powerful (or more | |powerful) as the first one and is well worth the effort if you can | |connect with both hits. | ------------------------------------------------------------------------ =============== C. Aerial Attacks ====================================== |----------------------------------------------------------------------| |A: Hylian Kick - 9% | |UP + A: Stab-Up - 16% | |FORWARD + A: Spinning Sword - 13% | |BACK + A: Double Kick - 13% (All) | |DOWN + A: Sword Plant - 22% | | | |The Aerial Attacks of Link consist of some of the most damaging and | |powerful attacks in the entire game. A Stab-Up and Sword Plant can | |deal out amazing amounts of damage and with enough force to KO | |moderately damaged enemies. The Sword Plant will be the Aerial Attack| |used most often. If the attack did not knock an enemy away, Link can | |repeatedly "bounce" on the enemy to deal out more damage. This is | |most effective against the huge Giga Bowser and Master/Crazy Hand. | |Although the extra hits will not be as strong as the first hit, some | |damage is better than none. | | | |When the Master Sword is held up high for a Stab-Up, Link can cut | |through most downward attacks. The long attack range from a Stab-Up | |either cancels out an attack or damages the enemy first. Not only can| |it stop an attack, it can KO an enemy with high enough damage. This | |is the other Aerial Attack that you'll use a lot. | | | |Link's other Aerial Attacks, unfortunately, aren't as strong as the | |powerful Stab-Up and Sword Plant. Despite the fair amount of damage | |that the other three Aerial Attacks do, none of them are strong enough| |to KO an enemy. Situations will arise where the enemy will neither be| |above or below you so use these moves sparingly. | ------------------------------------------------------------------------ =============== D. Special Attacks ===================================== |----------------------------------------------------------------------| |B: Bow - 1% (Regular) / 18% (Charge)| |UP + B: Spin Attack - 15% (Ground) / 15% (Air) | |FORWARD + B: Boomerang - 6% (Far) / 16% (Close) | |DOWN + B: Bomb - 4% (Close) / 6% (Smash) | | / 11% (Air) | | | |Link's Special Attacks mainly consist of projectiles. The only non- | |projectile Special Attack that Link has is his Spin Attack. However, | |it still has an incredible range. The Spin Attack is one move that | |you'll use a lot. Unlike many other fighters, Link has a Special | |Attack that can actually KO his enemies. On the ground, Link stands | |still as he spins his sword. The attack is powerful enough to send | |anyone within the attack range flying. It's also very quick and can | |attack both sides of Link. In midair, the Spin Attack can hit an | |enemy multiple times. The final swing of the sword is very strong and| |can KO a heavily damaged enemy. | | | |The Bow is Link's most powerful projectile but it must be fully | |charged to do the most damage. When the Bow isn't fully charged, the | |arrow does not fly as far and is very weak. At times, though, this | |can be useful. If an enemy is at a lower elevation than Link, you can| |time the Bow to fire an arrow and hit the enemy as the arrow descends.| |When it comes to edge-guarding, this can be helpful. | | | |The Boomerang and Bomb aren't as strong as in the first Super Smash | |Bros. but are still useful depending on the situation. Against | |fighters who jump a lot, a Boomerang could be tossed as a distraction.| |By holding up as you throw the Boomerang, you can throw the Boomerang | |at an upward angle. The enemy has to react to dodge the Boomerang, | |but as they do, you can jump up and intercept the enemy. Then again, | |if the enemy was hit by the Boomerang, that is just as good! | | | |When there is a crowd of enemies, a Bomb can cause some quick damage. | |The explosion from the Bomb will only hurt the enemy group so you no | |longer have to worry about being damaged as you did in the original. | |Previously, in the first Super Smash Bros., the Bomb was also used as | |an edge-guarding attack. With the introduction of the Bow in Melee, | |the Bomb may not be needed for this situation. The advantage of the | |Bow is that it can be charged to travel an exact distance whereas the | |Bomb can only be tossed a limited distance. The Bomb has little use | |in One-on-One Matches but vice-versa with multiple enemies. | ------------------------------------------------------------------------ =============== E. Throw Attacks ======================================= |----------------------------------------------------------------------| |Z Hookshot - 0% | |Z, A/Z: Hilt Strike - 3% | |Z, UP: Sword Launch - 6% | |Z, FORWARD: Kick Out - 6% | |Z, BACK: Reverse Kick Out - 6% | |Z, DOWN: Flying Elbow - 6% | | | |Throw Attacks are among the most useful attacks that any fighter will | |have. They can setup enemies for combos or simply KO an enemy. | |Unfortunately for Link, none of his throws are capable of KO'ing an | |enemy. All of Link's throws have very little power and, as you can | |see, cause very little damage. The advantage of all of this is that | |the enemy will be close to Link after Link throws the enemy, so combos| |are very easy to setup. | | | |Link's most useful throw is his Sword Launch. Simply tossing the | |enemy above you and linking Half-Moon Swipes with Triple Sword Swipes | |can do a lot of damage. Or, if the enemy is knocked high after the | |throw, you can jump and follow up with an aerial Spin Attack. Better | |yet, you can combine the two combos to make one long and very damaging| |combo. Remember that with multiple enemies, you may not have the time| |to get as many hits on the enemy as you want. Don't be afraid to | |finish off the combo with a Triple Sword Swip or Spin Attack when | |enemies start to come to you. | | | |The Flying Elbow can be a surprise set-up for the Sword Plant. This | |throw slams the enemy into ground and bounces the enemy slightly off | |the ground. If you're quick enough, you can do a small jump and come | |down with an aerial Sword Plant. To make this combo work more often, | |the enemy should have taken a good amount of damage. The enemy | |bounces higher off the ground with more damage, thus making it easier | |to hit with the Sword Plant. | ------------------------------------------------------------------------ =============== F. Dash Attack ========================================= |----------------------------------------------------------------------| |DASH + A: Running Hack - 12% | | | |Every fighter has one Dash Attack. Link's Running Hack is a great way| |to knock the enemy into the air. The enemy will most likely be | |knocked slightly behind you, though, so remember to turn around if you| |want to start a combo. Like the Sword Launch, you can use Half-Moon | |Swipes and Triple Sword Swipes to add some damage and a Spin Attack to| |end the combo. But, as with any match with multiple opponents, be | |wary of other enemies as they can disrupt your combo. The Running | |Hack has a long delay time. Make sure that when you use this attack, | |you have enough time to recover without being hit. | ------------------------------------------------------------------------ /\ /\ //\\ >>>>>>******************************************<<<<<< //\\ ///\\\ >>>>> <<<<< ///\\\ /\ /\ >>>> IV. Battle Strategies <<<< /\ /\ //\\ //\\ >>> <<< //\\ //\\ ///\\\///\\\ >>******************************************<< ///\\\///\\\ =============== A. Fallen Angel ======================================== |----------------------------------------------------------------------| |Frequently attack with the Sword Plant. This move has great priority,| |high power, and strong force. In battles with multiple enemies, pick | |off the highest damaged enemy and deliver a Sword Plant for easy an | |KO. Always make sure to come down hard when falling from the sky. | |Don't be afraid to abuse this attack. Learn to time this attack so it| |hits the enemy just as Link points the Master Sword downward. If you | |perform the Sword Plant too soon, enemies will see it coming and avoid| |the attack. By properly mastering when to use this attack, you can | |avoid missing and being attacked. | ------------------------------------------------------------------------ =============== B. Recovery Mastery ==================================== |----------------------------------------------------------------------| |Link, despite being improved from the original, still has one of the | |worse triple jump. That being said, you must know how to peform the | |"quadruple jump." There are two variations of the quadruple jump. | | | |The first variation is the one most people are familiar with. After | |grabbing the stage with the Hookshot, Link can pull himself up. If | |Link needs an extra height boost, perform a Spin Attack. | | | |The next quadruple jump is a strange one. In a way, however, it could| |be considered a quintuple jump. It adds versatility to the jump and | |defensive capability at the same time. Start off by doing a double | |jump. Then hold either the L or R Button while pressing the Control | |Stick in a direction. This will cause Link to perform an Aerial | |Dodge. While still holding down the L/R Button, press the A Button to| |make Link launch his Hookshot. Link will latch onto the stage if | |aimed correctly. Pull Link up and use a Spin Attack if needed. | | | |The versatility of this quadruple jump comes from how you can adjust | |Link's positioning with the Aerial Dodge. If Link is too close to the| |stage, for example, you can direct Link to move avay from the wall | |before launching the Hookshot (for those of you who don't already | |know, Link can't grab onto the stage if he is too close). The | |defensive capability comes from the fact that you can also direct Link| |away from projectiles and other various attacks. This tactic can | |avoid danger and save yourself a stock. | ------------------------------------------------------------------------ =============== C. A Hunter's Game ===================================== |----------------------------------------------------------------------| |Various forms of projectiles give Link a lethal arsenal to hunt with. | |When you have the time, throw Boomerangs and toss Bombs at your enemy | |to bait your enemy into making a move. Then react as to what happens.| | | |The first tactic is to grab your enemy when they block. Most people | |already know this. After all, it's pretty obvious. But there is a | |difference to knowing how to do something and doing it correctly. For| |example, if you throw your Boomerang from across the stage, don't | |expect to be able to grab your enemy before the shield is lowered and | |they can move again. Make the most of this tactic by using Bombs. | | | |Boomerangs simply bounce off of a shield and enemies can quickly lower| |it before trouble starts brewing. Bombs (as long as they aren't | |deflected) are a better projectile to use since the explosion "clings"| |onto the shield. What I mean by this is that the enemy can't stop | |their Block until the explosion disappears. This gives you more time | |to grab the enemy. | | | |If your enemy decides to Roll from the projectile, then tactics will | |vary. Rolling towards or behind you means a Spin Attack is coming | |their way. Quickly pull one off to smack them away. As long as you | |did not throw your Boomerang, you can throw it when the enemy decides | |to Roll away from you. After the using the Bow and Bomb, immediately | |smash the Boomerang in their direction. Ending a Roll will leave | |anyone momentarily open. Take this opportunity and make it count. | | | |There are only a couple of methods of how your enemy can turn the | |momentum of the battle around. The enemy can either deflect your | |projectiles into you or do a standing Dodge. Being hit with your own | |projectiles will stun you and give your enemy a chance for | |retaliation. Having your projectiles Dodged will allow the projectile| |to pass right by with very little delay. Catch your enemy off-guard | |before you commit to being the hunter. | ------------------------------------------------------------------------ =============== D. Dodge Boomerang? ==================================== |----------------------------------------------------------------------| |Against fighters who jump a lot, a Boomerang could be tossed as a | |distraction. By holding up as you throw the Boomerang, you can throw | |the Boomerang at an upward angle. The enemy has to react to dodge the| |Boomerang, but as they do, you can jump up and intercept the enemy. | |Then again, if the enemy was hit by the Boomerang, that is just as | |good! | ------------------------------------------------------------------------ =============== E. Clearing Out the Party ============================== |----------------------------------------------------------------------| |The Double Sword Slice is critical to master when enemies are busing | |duking it out and you're waiting around. The second hit of the Double| |Sword Slice is strong and will take out enemies by knocking them way | |up. It's important to know that it's actually better to miss the | |first hit so the enemy does not get knocked away. This lets Link to | |connect with the second hit. The first hit isn't going to KO enemies | |as fast as the second hit. Miss the first hit and focus instead on | |getting the second hit in. | | | |Keep in mind that the first hit will cause Link to lunge forward, | |making it much easier to connect with the second hit. Give yourself a| |bit of distance from your enemies to prevent taking damage. Then just| |lunge forward with a Sword Slice and top it off with a Double Sword | |Slice to smash them away. | | | |At times, it may be better to use the Sword Plant simply because it's | |much faster and has less risks. This is true but the power of the | |Sword Plant is focused on the first hit and the first hit can only | |take out one enemy. Subsequent bounces aren't as effective. The | |enemy will not be hit far and leaves Link open to quick damage. Team | |battles are where the Sword Plant is a much better option. If your | |partner is getting hurt, you simply can't wait to attack with the | |Double Sword Slice. Get in there quickly with a Sword Plant! | | | |Otherwise, use the Double Sword Slice. The attack can KO multiple | |enemies and is further enhanced by the long reach. Use this to your | |advantage! Practice with the range of this attack and you yourself | |can be racking up twenty-plus KO's in a ten minute melee (against | |three level nine computer-players, of course). | ------------------------------------------------------------------------ =============== F. The Wall ============================================ |----------------------------------------------------------------------| |Edge-guarding is a term used when an enemy is off the stage and being | |kept off due to a fighter who is constantly knocking the enemy away. | |Successfully edge-guarding with Link requires proper usage of the | |Boomerang and Bow. The Boomerang quickly flies in a straight line. | |Enemies who return to the stage horizontally such as Jigglypuff will | |have trouble defending against a Boomerang when properly aimed. When | |a triple jump is in use, a Bow can disrupt the enemy. Unlike the | |Boomerang, the Bow can cut through most triple jumps. The Boomerang | |is the easiest projectile to effectively use. The Bow will take time | |to master the charge. | | | |When projectiles fail, you must resort to ground attacks. The two | |attacks to use are the Spin Attack and Grass Cutter. Spin Attacks | |should be used if the enemy can reach above the stage level. Hitting | |the enemy in midair with a Spin Attack can send them diagonally | |downward, something most fighters have trouble recovering from. | |Smarter enemies will try to grab onto the ledge and pull themselves | |up. Prevent this by using the Grass Cutter to keep their dirty hands | |off your property. | | | |Projectiles and ground attacks work fine and all but sometimes you | |have to resort to aerial attacks. There is always a way around edge- | |guarding. The enemy can either stay very high on drop on you or stay | |low and come up at the last second. An enemy coming straight down can| |negate your Spin Attack and an enemy coming straight up can just | |barely squeak by your Grass Cutter. In these cases, intercept the | |enemy in midair before they can do anything. Aerial Spin Attacks hit | |enemies up high and Sword Plants down low. | | | |Switch your stragtegy according to how the enemy reacts. This is key | |no matter who you play as and what fighting game you're playing. Keep| |a keen eye open to spot trouble! | ------------------------------------------------------------------------ =============== G. Flaw Manipulation =================================== |----------------------------------------------------------------------| |As in any game, the AI (artificial intelligence) of the computer has | |flaws. Although some may consider it cheap, taking advantage of such | |flaws can lead to victory. The computer-players of Super Smash Bros. | |Melee like to follow you wherever you go. However, there is a problem| |with what the computer does when doing this. When you jump up or fall| |down through platforms, the computer will still follow you. The flaw | |is that the computer-players will not attack when they do the same! | | | |To take advantage of this, jump up through the platform and use a | |Sword Plant. The computer-players will jump up into your Sword Plant,| |giving you an easy hit or even a KO. Using such tactics, you can | |manipulate the AI to your advantage with any fighter. | | | |Another thing to remember is that this tactic will even work on human-| |players, especially on the upward-scrolling stages such as Icicle | |Mountain. The Sword Plant has great priority over other attacks and | |even experts may have trouble getting through this attack. | ------------------------------------------------------------------------ /\ /\ //\\ >>>>>>******************************************<<<<<< //\\ ///\\\ >>>>> <<<<< ///\\\ /\ /\ >>>> V. Item Strategies <<<< /\ /\ //\\ //\\ >>> <<< //\\ //\\ ///\\\///\\\ >>******************************************<< ///\\\///\\\ =============== A. Containers ========================================== |----------------------------------------------------------------------| |Barrel | |Capsule | |Crate | |Egg | |Party Ball | | | |There isn't much to say about Containers since they're just that, | |containers. Other than the Capsule and Egg, Containers are very heavy| |and can drastically slow down you fighter. However, they pack a huge | |punch if you can successfully toss a Container at someone (except for | |the Capsule and Egg). Containers deal out the most damage when it's | |an explosive. When thrown, the Containers can cause a huge explosion | |that is as strong as a Bob-omb (this time, the Capsule and Egg are | |included). | | | |The main purpose of the Containers are to hold a variety of Items. | |Break a Container and out comes one (1), two (2), or three (3) Items. | |There is still a chance that the Container is an explosive so be | |careful when breaking a Container open as the explosion can hurt you, | |too. | ------------------------------------------------------------------------ =============== B. Recovery Items ====================================== |----------------------------------------------------------------------| |Food | |Heart Containers | |Maxim Tomato | | | |There isn't much to say about Recovery Items since they only heal your| |fighter. Heart Containers heal the most damage (100%) so be sure to | |pick those up before any enemies can. Maxim Tomatoes heal the second | |most damage (50%). These aren't as rare to find as Heart Containers | |but don't nearly heal as much damage. Still, a Maxim Tomato can heal | |just enough damage to survive another Smash Attack or two. Food heal | |the least amount of damage but appear very often. The biggest source | |of food comes from Party Balls. Occasionally, a banquet of food comes| |out. If you can manage to eat all of the food, then you can heal a | |substantial amount of damage. It won't be as much as a Heart | |Container but every bit helps. Oh, and remember, Recovery Items can | |be picked up when holding any Item but a Projectile Item. | ------------------------------------------------------------------------ =============== C. Performance Items =================================== |----------------------------------------------------------------------| |Bunny Hood | |Cloaking Device | |Metal Box | |Poison Mushroom | |Starman | |Super Mushroom | | | |All of the Performance Items, with the exception to the Poison | |Mushroom, should almost always be picked up. The Starman is useful in| |any situation since it grants you invincibility. Always try to touch | |this Item whenever it appears. | | | |The other good Performance Items (the only bad one being the Poison | |Mushroom) should be gotten depending on the stage and amount of | |players. The Super Mushroom is best used against a single opponent on| |a small stage. Avoid this Item if there are more than one enemy. | |Although you're given in increase in power and weight, you're also a | |much larger target. Beware of enemies trying to team up on you as | |you're a very easy fighter to hit. | | | |The Metal Box and Bunny Hood are sort of like opposites to each other.| |On non-scrolling stages, the Metal Box is handy since the extra weight| |makes it difficult to be knocked off. But move into the scrolling | |stages and the extra weight can be used against you. You constantly | |need to be jumping to stay on-screen, but the weight can shorten your | |jump and lead to self-destructs. This isn't a major problem, | |fortunately, since it's rare for the weight to affect people this | |much. Just keep an eye open for these kind of situations. In the | |case you're on a scrolling stage, pick up the Bunny Hood. The extra | |height in your jump will make it much easier to jump from platform to | |platform. Since the Bunny Hood fixes the problem of the Metal Box, | |it's best to combine both of these Items. You'll have the extra | |weight to avoid being knocked far yet still have the jump boost of the| |Bunny Hood to keep you alive when you do. | | | |No matter what your fighting style is for Link, the Cloaking Device is| |very handy. The invisibility does not help a lot if you like to fight| |from a distance since the Bow, Boomerang, and Bomb are still visible, | |but it can keep you safe from damage if you enemy plays the same way | |as you. It's when you play close-combat that the Cloaking Device | |helps the most. Free from damage, Link can rush into combat with his | |Master Sword swinging. Don't be afraid to attack with Smash Attacks | |since even a Level 9 CPU will not be able to detect you quick enough | |(unless you did something to give away your location). Be stealthy | |and hit fast and hard. | ------------------------------------------------------------------------ =============== D. Battering Items ===================================== |----------------------------------------------------------------------| |Beam Sword | |Fan | |Hammer | |Home-Run Bat | |Lip's Stick | |Parasol |
|Star Rod |
| |
|With Link's Master Sword, is there any point in using Battering Items?|
|Of course! The Beam Sword, Hammer, and Parasol are extremely |
|effective against any enemy. All three can deal out heavy damage and |
|KO enemies. The Beam Sword gives Link extra attack-range in his |
|attacks, the Hammer gives temporary hammer power, and the Parasol |
|offers floatation for returning to the stage or slowing your descent |
|to avoid damage. |
| |
|The Home-Run Bat should be used based on the match. One-on-One |
|battles are tricky to effectively use the power of the Home-Run Bat. |
|It does not have great range and it has a slow attack speed. Free- |
|For-All and Two-on-Two battles is where the Home-Run Bat is handy. |
|While the enemies are preoccupied, take the time to knock one out of |
|the stage. |
| |
|Lip's Stick can be pretty effective. It lacks attack range but makes |
|up for it in the damage it can do. Hit an enemy with the Lip's Stick |
|to put a flower on their head. The enemy will begin to take damage at|
|a steady rate. Keep whacking the enemy to keep the flower on their |
|head since it will eventually be shaken off. |
| |
|The Star Rod, despite being a Battering Item, is best used as a |
|Projectile Item. Throw it into an enemy and they will fly at a |
|downward angle. If the enemy has high enough damage, they will travel|
|exceedingly fast into their doom. |
| |
|Fans of the Fan will be happy to know that the Fan has been changed |
|very little from the original. It still has a very quick attack rate |
|and the ability to break a shield in just a few swipes. Against |
|computer enemies, the Fan should be avoided. It does not deal out |
|damage quickly and it rarely ever breaks a shield (since the computer |
|enemies rarely use it). Only against human-players does the Fan |
|become really useful. Depending on the fighting style of your enemy, |
|the Fan can easily punish excessive blockers and hit-and-run fighters.|
|Other than that, there isn't much use. |
------------------------------------------------------------------------
=============== E. Shooting Items ======================================
|----------------------------------------------------------------------|
|Fire Flower |
|Ray Gun |
|Super Scope |
| |
|With these Items, Link has one more long-range attack. If the Bow, |
|Boomerang, and Bomb weren't enough, then pick up a Shooting Item. Of |
|the three, the Ray Gun is the best for One-on-One battles. You'll |
|have the time and space needed to let you get good shots on your |
|enemy. |
| |
|Taking on multiple enemies requires an Item that can hit them all. |
|The best Shooting Item for this situation is the Super Scope. You can|
|either shoot a flurry of small laser blasts or charge up for a |
|powerful boom. In Free-For-All and Two-on-Two battles, you can let |
|the other fighters fight as you charge up. Depending on your partner |
|in a Two-on-Two battle, you may opt for rapid fire. Using the rapid |
|fire, the enemies will be held in place. This gives your partner |
|plenty of time to use their strongest attacks to deal out damage. |
|Make sure that your partner uses attacks that are quick and can cause |
|damage quickly. You do run on limited ammo so they have to make the |
|best of their time. |
| |
|The Fire Flower has been severely weakened from the original. It's |
|now much easier to escape from the Fire Flower and the damage done to |
|the enemies is hardly worth the time and effort of using it. Leave |
|this Item alone. |
------------------------------------------------------------------------
=============== F. Projectile Items ====================================
|----------------------------------------------------------------------|
|Barrel Cannon |
|Bob-omb |
|Flipper |
|Freezie |
|Green Shell |
|Motion-Sensor Bomb |
|Mr. Saturn |
|Pokeball |
|Red Shell |
|Screw Attack |
| |
|Whenever you see a Projectile Item, pick it up! Other than Barrel |
|Cannon, Mr. Saturn, and Red Shell, Projectile Items have a positive |
|effect. The Pokeball is among the best of any Item. Getting pokemon |
|like Entei can rack up amazing amounts of damage within seconds. Not |
|only do they deal out damage, they hold the enemy still. Following up|
|with some Falling Stabs while the enemy is held still can seriously |
|put the hurt on your enemies. The Pokeball itself can cause damage |
|when thrown into the enemy so make sure you peg them in case the |
|pokemon failed to do any damage. |
| |
|The Bob-omb is a very dangerous Item, not only for the enemy but for |
|you. When you get too close to the enemy, the Bob-ombs explosion can |
|blow you away. It also begins walking around the platform it's on |
|when left alone. Touch it when it's walking and it will explode, |
|taking you with it. |
| |
|The Green Shell has a similar effect to the Bob-omb. It does not blow|
|up but it can do a lot of damage with enough force to KO multiple |
|enemies. When the Green Shell is thrown into someone, it will keep |
|traveling through the air. It can hit any additional enemies in the |
|way as well as yourself and your partner. Jumping onto the Green |
|Shell also pushes the shell along the ground and hurts anybody in the |
|way. But wait! You can also attack the Green Shell to make it glide |
|through the ground and air. |
| |
|Red Shells are the same as the Green Shell but with two differences. |
|For one, the Red Shell is red whereas the Green Shell is green. |
|Secondly, the Red Shell moves back and forth along the platform it's |
|on. This hurts anyone who touches it, including the person who threw |
|it. |
| |
|Freezies are a fun Item to use. It's easily broken when it glides |
|along the ground so you should pick the Freezie up before anyone |
|attacks it. Throw the Freezie to temporarily freeze an enemy. If the|
|enemies are close enough, it's possible to freeze more than one. |
|While the enemy is frozen, Link should follow up with his Double Smash|
|Slash. The enemy won't fly away from the first hit so it's very |
|simple to hit with both slashes. |
| |
|There isn't much to say about the Flipper. Simply throw it and knock |
|the enemy into it. The Flipper acts as a temporary wall. Use it to |
|keep enemies trapped as you attack. A much better use of the Flipper |
|is to throw it off of the stage. Knock your enemy (or enemies) off |
|the stage and watch as they try to return to the stage but fail due to|
|the intefering Flipper. |
| |
|The Motion Sensor Bomb has similar results to the Bob-omb. Throw this|
|Item into someone to cause a bit of damage. As long as the Motion |
|Sensor Bomb doesn't fall off of the stage, it will stick to the |
|ground. Knock someone into it to cause massive damage and hopefully |
|gain a KO. Be careful as you can be knocked into it yourself. |
| |
|The Screw Attack can be very useful or very wasteful. Having the |
|Screw Attack with you when you try to return to the stage helps since |
|it increases Link's jumping abilities. Other than that, the Screw |
|Attack has no other useful use unless you throw it. When the holding |
|the Screw Attack and jumping, the damage is very little. Throwing the|
|Screw Attack is much better. For one, it knocks the enemy high up. |
|This is good for Falling Stabs when the enemy is low enough since the |
|enemy will be completely paralyzed to do anything. The best time to |
|hit someone with the Screw Attack is when they're returning to the |
|stage. Hitting someone in midair will cut off their double and triple|
|jump. As long as the enemy isn't already close to the edge of the |
|stage, there is no way for the enemy to snap out of their paralysis. |
| |
|The other two Projectile Items, the Barrel Cannon and Mr. Saturn, have|
|little use. People enjoy using Mr. Saturn because it's fun to throw |
|around a walking head but even they have to admit that it can't do a |
|whole lot of damage. The Barrel Cannon may be effective against the |
|computer enemies since they blast themselves out of it as soon as |
|possible. This may end up in the computer enemies being launched a |
|pit or off the stage. Against human-players, they can (and will) time|
|the launch to be shot in a safe direction. These two Items can be fun|
|to use but does not have much useful effects. |
------------------------------------------------------------------------
=============== G. Miscellaneous Item ==================================
|----------------------------------------------------------------------|
|Warp Star |
| |
|The Warp Star is a difficult Item to put into any particular category.|
|It fits none of the descriptions and thus must be put into the |
|Miscellaneous Item, even if it's the only one. This doesn't mean the |
|Warp Star is bad, though. Of all of the new Items, the Warp Star may |
|be the best one. Upon "picking up" the Warp Star, Link will hop on it|
|and fly high into the sky. Then Link will come crashing straight down|
|in a huge bang and knock away any nearby enemies (or better yet, KO |
|any nearby enemies). The Warp Star is used only once so make sure you|
|make it count; press LEFT or RIGHT to control where you land. |
| |
|This is one Item that you should try to pick up right away, especially|
|if your enemies are heavily damaged. Against the CPU, there is no |
|hurry since the CPU Players will rarely use it. With Human Players, |
|this is a whole different story since anyone who has a bit of |
|experience with the game should realize the power of the Warp Star. |
|If your enemies do get to the Warp Star, either run away or Roll at |
|the last second to avoid being hit. The Warp Star is unblockable so |
|this should give you an idea of how strong the Warp Star can be. |
------------------------------------------------------------------------
/\ /\
//\\ >>>>>>******************************************<<<<<< //\\
///\\\ >>>>> <<<<< ///\\\
/\ /\ >>>> VI. Stage Strategies <<<< /\ /\
//\\ //\\ >>> <<< //\\ //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\
=============== A. Infinite Glacier: Icicle Mountain ===================
|----------------------------------------------------------------------|
|One of the first available scrolling stages is Icicle Mountain. The |
|screen is constantly moving up or down and requires you to keep |
|moving. Quick jumping and falling is needed to avoid being off- |
|screen. Link's main attack to use on this stage is the Spin Attack. |
|As the screen moves up, Link can jump and use the Spin Attack to hit |
|anyone above him. If Link happens to be above the enemy instead, fall|
|through the floor and stab the enemy with a Falling Stab. |
| |
|The sides of the stage has little room to recover. Get struck by a |
|strong attack to the left or right and it's a sure TKO. Use this to |
|your advantage and smash the enemies off the sides. A ground Spin |
|Attack hits with enough force to smack any enemy to the edge. With |
|lethal timing of your Spin Attack, you can easily rack up the KO's. |
------------------------------------------------------------------------
=============== B. Mushroom Kingdom: Princess Peach's Castle ===========
|----------------------------------------------------------------------|
|There are two factors of this stage that can interfere with the |
|fighters. The Bullet Bill is (obviously) a bullet that slowly crashes|
|into the castle. It explodes when implanted and the explosion can |
|completely annihilate anyone unlucky enough to be caught in the blast.|
|Even at zero percent (0%) damage, a fighter can rack up fifty percent |
|(50%) damage and be KO'ed instantly. Avoiding the Bullet Bill is a |
|simple task but keeping the enemy trapped near it's tougher. Using |
|Link's projectile weapons can keep enemies in place as the bullet |
|explodes. A barrage of Boomerangs and Bombs work well. Or, you can |
|hit the enemy into the bullet as it explodes. This requires a bit of |
|practice in timing but is much easier when you learn it. |
| |
|The other stage interference are the various buttons around the stage.|
|Standing on one of these buttons will cause blocks and temporary |
|platforms to appear. The blocks hold an item while the platforms are |
|another level for you to fight on. Unlike the Bullet Bill, this stage|
|interference does not harm any of the fighters. It's perfectly safe |
|to step on the button and interact with whatever happens. |
------------------------------------------------------------------------
=============== C. DK Island: Kongo Jungle =============================
|----------------------------------------------------------------------|
|Kongo Jungle has little stage interference as long as you stay on the |
|main platform. In very few times, an orange Klap Trap will jump from |
|the river and attacks anyone in its path. When this does happen, it |
|does a good amount of damage and packs a huge bite. This randomly |
|happens so there isn't much anyone can do to use this to their |
|advantage. |
| |
|Off to the right side of the main platform is a little rock jutting |
|out from the waterfall. By repeatedly using Spin Attacks while on the|
|rock, you can keep anyone away. If you get knocked off, grab onto the|
|edge and attack as you pull yourself up. Then use more Spin Attacks. |
|With multiple enemies, this is a must-use strategy. In a Free-For-All|
|battle against three Level 9 computer enemies, I racked up a score of |
|more than plus thirty (+30) Total in just ten minutes. |
| |
|Underneath the main platform is a moving barrel. It behaves in the |
|same manner as the Barrel Cannon except this one does not break apart |
|after a single use. Use this to help yourself return to the stage but|
|make sure that the barrel is facing the right direction before you do.|
| |
|Occasionally, a log will stick out of the waterfall to the left and |
|right of the main platform. The log is very thin and shouldn't be |
|used to fight on since it will break away. However, you can grab onto|
|the log to pull yourself up and jump back to the main platform. |
------------------------------------------------------------------------
=============== D. Termina: Great Bay ==================================
|----------------------------------------------------------------------|
|This is the first of two of Link's home stages. Battle takes place on|
|a small platform with two smaller ones to the left and right. Then |
|out in the water is a giant turtle, made famous from The Legend of |
|Zelda: Majora's Mask. Link is most effectively used when on one of |
|the two smaller platforms. Once again, the Spin Attack is incredibly |
|effective here. Repeated use of the Spin Attack can keep enemies at |
|bay (pun intended). It's best to use the Spin Attack to hit the enemy|
|towards the inside of the stage, not the outside. The force of the |
|Spin Attack can knock an enemy into the upper roof of the main |
|platform and bounce straight down for an easy KO. |
| |
|To the top-right of the platform will be a little balloon-riding elf |
|named Tinkle. You can grab onto the balloon and pull yourself up. |
|This seems to offer no strategic advantage. It's best to leave Tinkle|
|alone. |
| |
|The turtle also offers no strategic advantage for Link unless Link |
|needs to return to the stage from the right side. Link can land on |
|the turtle and continue his fight against his enemies. The turtle |
|will dive over time and greatly (pun intended) decrease the size of |
|the stage. Once again, the main the two small side platforms are the |
|place to be when playing as Link. |
------------------------------------------------------------------------
=============== E. Yoshi's Island: Yoshi's Story =======================
|----------------------------------------------------------------------|
|Reminiscent of Dream Land from the original Super Smash Bros. is the |
|fairly plain Yoshi's Story. There is absolutely no dangerous stage |
|interference. The only interactive elements are the Shy Guys who drop|
|food and the occasional moving cloud on the left and right. This is |
|one of those stages where Link has no particular area to gain an |
|advantage. You must play with your battle skills to win here. The |
|stage is very small so be wary of team-ups in multiple enemy battles. |
------------------------------------------------------------------------
=============== F. Dream Land: Fountain of Dreams ======================
|----------------------------------------------------------------------|
|This stage is almost exactly like Yoshi's story. Remove the Shy Guys |
|and the moving cloud to have another plain level. The main addition |
|to this stage is the moving left and right platforms. Once again, |
|there is no area for Link to take advantage of, it takes battle skills|
|to win. |
------------------------------------------------------------------------
=============== G. Lylat System: Corneria ==============================
|----------------------------------------------------------------------|
|This stage is a remake of Sector Z in the original. The Great Fox is |
|much smaller and the Great Fox will now fire its main lasers. Anyone |
|hit by the lasers will be instantly KO'ed. Fortunately, you have to |
|be off the left side of the stage and leveled with the lower guns to |
|be hit. |
| |
|Where Link can really excel in One-on-One battles is the lower-right |
|side of the Great Fox. The wall is huge and Link can set-up some |
|viscious combos. Make use of Link's Double Smash Slash. The first |
|hit will bounce your enemy off the wall and into position for the next|
|slash. Remember that you don't have to slash the second time right |
|away. Give your enemy time to land in front of you before you attack.|
| |
|Link should stay on the upper portion of the stage when facing |
|multiple enemies. Getting trapped between the wall on the lower-right|
|with multiple enemeies can put the hurt Link. The upper level has |
|enough room for Link to single out enemies and finish them off. With |
|no platforms to get in the way, Link should use a lot of Falling |
|Stabs. In Yoshi's Story and Fountain of Dreams, the enemy can wisely |
|hide under the platforms, safe from Link's Falling Stab. Here, there |
|is nothing for them to hide under. Link can easily rack up the KO's. |
------------------------------------------------------------------------
=============== H. Mushroom Kingdom: Rainbow Cruise ====================
|----------------------------------------------------------------------|
|Taking place in the clouds of Mushroom Kingdom is the cruise through |
|the rainbows. Starting off on a ship, you fly to the rainbow's |
|beginning. From there, you hop from various platfroms and flying |
|carpets while fighting off your enemies. The rainbow will end your |
|jumping streak but the action isn't over yet. Make your way along |
|some platforms where you'll drop down back onto the ship you start off|
|on, ready again to take you on a magical cruise. |
| |
|Aboard the ship is a small fighting area. With four players, battle |
|can be hectic early on. There isn't much room to fight on so make use|
|of clear-out attacks to give you space. Or stick to the left edge of |
|the ship and attack anyone who approaches. Avoid the two middle |
|platforms as attacks from below can reach through and hit you. |
| |
|To give Link the advantage on this stage, make use of repeated aerial |
|Sword Spins as you make your way up through the platforms. The tactic|
|discussed in "Flaw Manipulation" is very effective on such a stage as |
|this because of the constant jumping. Although most effective against|
|the computer, human-players may still jump into your trap. The Sword |
|Plant has high priority and even human-players may have trouble |
|piercing through your attack. |
| |
|Don't rely too much on edge-guarding here. There are a lot of |
|platforms that your enemies can jump onto as an alternative. The same|
|goes to the Bow. Charging up the Bow is almost useless unless there |
|is a crowd and you're above the action. In any other situation, the |
|enemy can just wait on a higher platform to attack you. Here, you |
|have to be aggressive and hit hard. A Spin Attack on a magic carpet |
|can work wonders. The range of the attack covers the whole carpet and|
|anyone on it will be hit away. Even if the enemy was to block, the |
|force will still push them off. |
| |
|The end of the stage is very straight forward. There are some |
|platforms that will fall but nothing serious. Use your battle skills |
|to put a good fight. Note that the sides of the stage is small so you|
|may want to use a Spin Attack as your main finishing attack instead of|
|the Double Sword Slice or Sword Plant. Reach the very end and you'll |
|drop back to the starting ship. If the enemies fall down before you |
|do, then come down with, you guess it, a Sword Plant. |
| |
|Rainbow Cruise is one of those stages where switching strategy is |
|important. With the different environment, you have to not only adapt|
|to your enemies but the stage. Use attacks that are effective and |
|stop using those that aren't. |
------------------------------------------------------------------------
============== I. DK Island: Jungle Japes ==============================
|----------------------------------------------------------------------|
|Jungle Japes is one stage that is perfectly symmetrical. Not matter |
|what side you're on, the main fighting stage is the same. There isn't|
|much to do here that can give Link a huge advantage. The only main |
|strategy is the infamous Spin Attack on small platforms. Here, it's |
|on the two sides. Once again, the Spin Attack covers the whole stage |
|and is very effective at giving you room. |
| |
|One thing that you may want to do to give yourself a slight advantage |
|is stay on the right side. I realize that I said both sides are the |
|same but there is a strategy that, although not fairly obvious or |
|greatly useful, may work. The river flows to the the left of the |
|stage. If you were to splash into the water on the left, it will be |
|extremely difficult to get back since the current is pushing you away.|
|Analyze the situation and you'll see why falling from the right is |
|easier to recover from. The current is pushing you left, meaning that|
|you can recover onto the left-most platform. Get lucky and you pull |
|yourself from the current and save yourself a stock. |
| |
|With practice, you use the tactic as a fancy escape manuever. When in|
|trouble on the right side, take a dip into the river. Once the |
|current pulls you under the main platform, double jump to the left. |
|Fail to do so and you may sink to a lost stock. The point of double |
|jumping here is to pull yourself out of the water. You may need the |
|current to pull yourself past the main platform. Get out from under |
|it when you pass by and Spin Attack back to safety. |
------------------------------------------------------------------------
============== J. Hyrule: Temple =======================================
|----------------------------------------------------------------------|
|The Temple can simply be described as amazing. Being the largest |
|stage in the game, it gives you a variety of places to use a variety |
|of strategies. Users of projectiles will want to stay on the upper |
|platforms. The main ones to snipe from are the left-most platform, |
|the middle pillar, and the second-highest platform to the right. For |
|hand-to-hand (or sword) combat, the lower area is best. The walls |
|restrict where players will fly so adding damage quickly with combos |
|is likely to happen a lot. Once the damage is high enough, head back |
|up to bait your enemies and finish them off. The best tactic of |
|accomplishing this is in "Flaw Manipulation." The left vertical |
|passage will work very well. |
| |
|Without any interaction on this stage, the key to winning is based on |
|your battle skills. There isn't a lot luck involved here so it all |
|comes down to how well you think on your feet and how well you execute|
|attacks and strategies. |
------------------------------------------------------------------------
=============== K. Yoshi's Island: Yoshi's Island ======================
|----------------------------------------------------------------------|
|This stage is one of the best for Link to completely dominate in. The|
|sides have little space for recovery and the stage ceiling is very |
|small. KO's can quickly be racked up in no time. There aren't any |
|real hot spots for Link so you have to rely on your own skills to win.|
|Sword Plants seem to work most effectively for me. Unless you're on |
|the sloping sides, Spin Attacks may have trouble hitting enemies past |
|the pipe and hill. But with the small area to fight in, the Spin |
|Attack is still very effective. Don't hesitate to try and build up |
|damage. Instead, go straight for the KO. |
------------------------------------------------------------------------
=============== L. Dream Land: Green Greens ============================
|----------------------------------------------------------------------|
|Similar to Yoshi's Island: Yoshi's Island, this stage also has a small|
|side and ceiling. If you prefer to get KO's through Spin Attacks, |
|stay near the two side platforms. Here, Spin Attacks will cover the |
|whole side area. Enemies will have a hard time avoiding these attacks|
|when used regularly. When using Sword Plants as your main source of |
|KO's, stick towards the middle. You don't want to play it risky by |
|staying near the sides since enemies can knock you off just as easily |
|as you do to them. Stay on the main platform and hold your position. |
| |
|The only real hazard here are the yellow blocks. Falling inbetween |
|the main platform and side platfroms will make you susceptible to |
|getting trapped under falling blocks. Not only that but enemies can |
|easily spike you down. Make sure you always have a Spin Attack to |
|help you get out of here. It does not seem like a hard place to get |
|out of but when the action gets crazy, you may find yourself getting |
|hit down there time after time. |
------------------------------------------------------------------------
=============== M. Lylat System: Venom =================================
|----------------------------------------------------------------------|
|Not much to say here. Although featuring one of the most gorgeous |
|backgrounds in the game, action is very straightforward. On the lower|
|wings of the Great Fox is a great place to trap enemies against the |
|wall. One-on-one fights should be focused here. Free-for-alls should|
|be focused on the upper wings where racking up KO's with the Sword |
|Plant is much easier. Not only that but this would be the place where|
|it's easiest to grab helpful Items. The lower wings on slanted |
|outward so Items tend to roll off when them appear down there. |
| |
|Once again, you must rely on your own skills. The only interactive |
|element on this stage is the occasional ships flying by. They will |
|either fire at you or fly by the Great Fox and offer a temporary |
|platform. Don't stay on the ship for to long or it will fly away and |
|with you still on it, resulting in a death. |
------------------------------------------------------------------------
=============== N. Super Flat World: Flat Zone =========================
|----------------------------------------------------------------------|
|Much like Yoshi's Island: Yoshi's Island and Green Greens, there is |
|little room to fight and recover from. Link should focus on KO'ing |
|enemies by knocking them past the side barriers. Stay near the side |
|and Spin Attack to turn your enemies into KO's. |
| |
|Sword Plants are still effective but mainly on the upper platforms. |
|Platforms will disappear and reappear, sometimes reappearing right |
|when you use a Sword Plant. Stay on the upper platforms and you |
|shouldn't have anything to worry about. |
| |
|Other hazards are the oil spills beneath the lowest platforms and |
|falling tools. The oils spills aren't much of a problem since they |
|only mess with your traction. Simply stay on the platforms or jump |
|away to avoid these. The falling tools are more difficult to avoid. |
|They randomly appear throughout the whole stage and even through |
|platforms. You can't hide underneath platforms and hope to be safe. |
|Quick reflexes are needed to avoid taking hits. Unlike some hazards, |
|the tools can actually KO you with little damage. Impact is about as |
|strong as Scizor. If you know what Scizor can do, then think of what |
|a dozen falling "Scizors" would be like. |
------------------------------------------------------------------------
=============== O. Planet Zebes: Brinstar ==============================
|----------------------------------------------------------------------|
|Avoid the rising acid pool and you have yourself another straight- |
|forward stage. Stay on the uppermost platform to completely evade the|
|acid and use plenty of Spin Attacks to keep your enemies off. Use |
|this strategy for the two side platforms, too. Fighting skills will |
|win the day here so focus on your own skills to master this stage. |
| |
|Note that the stage will split in three areas. Underneath the two |
|side platforms is a thin pillar. Hit the pillar repeatedly to snap it|
|and tilt the platform it's holding. The other break-away section is |
|on the bottom platform. Hit the strange-looking logs enough times to |
|split this section into two. This has a pretty significant result on |
|the stage since the stage will now be wider. But it's not enough to |
|alter your playing style any. Do what you know how to do and claim |
|victory! |
------------------------------------------------------------------------
=============== P. Eagle Land: Onett ===================================
|----------------------------------------------------------------------|
|Onett has an unusually shaped stage but is one of the most fun as a |
|result. With all of the different places to jump onto and battle, |
|action here can be a smash. Watch out for the passing cars. You'll |
|know when one is coming when a sign appears. When you see it, jump to|
|any platform or prepare to block, dodge, or roll from the incoming |
|cars. Once you prepare yourself to stay safe from the cars, prepare |
|yourself for battle. The two middle platforms will eventually give |
|away but nothing major will happen. Just use your fighting-style and |
|strategy to clasp victory from your enemies. |
------------------------------------------------------------------------
=============== Q. F-Zero Grand Prix: Mute City ========================
|----------------------------------------------------------------------|
|Link absolutely dominates on this stage. There are very few platforms|
|to get in Link's way when using the Sword Plant and the platforms that|
|are there are small enough for Link to clear the way with Spin Attacks|
|and Double Sword Slices. |
| |
|The F-Zero cars are the only dangers here (besides your enemies). If |
|you don't mind taking a bit of damage, then go ahead and fight on the |
|low ground. However, staying on the platforms is a much wiser choice |
|if you already have lots of damage. You don't want to add more. |
------------------------------------------------------------------------
=============== R. Kanto: Pokemon Stadium ==============================
|----------------------------------------------------------------------|
|There is no better place to battle than in a stadium. Although made |
|for pokemon, Kanto offers a great place to do battle in. The primary |
|layout of the stage is basic enough. Do what you know how to do with |
|Link to give yourself enough KO's to secure victory. |
| |
|Play on this stage long enough and the terrain will begin to change. |
|There are four different kinds of terrain: water, fire, rock, and |
|grass. Each one has its own main feature. The water terrain has a |
|windmill. Because it's always spinning, battling up here can be fun |
|and tricky. The fire terrain features a burnt tree to the left. A |
|branch sticks out towards the left. Avoid getting stuck here; it's |
|difficult to get out of when being heavily attacked. The rock terrain|
|gives you a huge mountain to fight on. There are a lot of platforms |
|in the middle; hiding beneath a platform and hitting upwards will work|
|pretty well. Atop the mountain, try to Sword Plant whoever is on the |
|peak. Since the enemy is closer to the stage ceiling, it will be much|
|easier to get a KO. The grass terrain is the most basic of the four |
|terrains. It only has a few platforms to fight on. The platforms are|
|placed very close to the one underneath so you can stand underneath |
|and attack upward. |
| |
|Other than these few sentences of advice, your skills as a Link-player|
|will determine who wins here. Sword Plants on the primary layout is a|
|must; there are only two small platforms to get in your way. The main|
|stage is flat so make use of Double Sword Slices to help rack up more |
|KO's. Always adapt your playing skills to the variety of terrain. |
|This stage was made for your ability to fight in a diverse set of |
|environments. Make sure you can do it well enough to win. |
------------------------------------------------------------------------
=============== S. Mushroom: Kingdom ===================================
|----------------------------------------------------------------------|
|If there is one stage Link wants to avoid, then this is it. The rows |
|of blocks make it difficult for Link to gain a lot of KO's with Sword |
|Plants and Double Sword Slices. To win, stay at either sides of the |
|stage and use Spin Attacks. Hopefully, you'll send your enemies far |
|enough past the barrier and into a KO. Once you have a lot of damage,|
|start to move into the middle on the the upper platforms. There, try |
|your best to get KO's with Sword Plants. |
| |
|Items are the key to victory when you have trouble getting KO's on |
|our own. The blocks will turn into item blocks sooner or later and |
|that is when you want to grab the Item that is held within. Winning |
|here can be tricky so do your best to last. Be smart in knowing when |
|to withdraw from the sides and when to use your Spin Attacks. |
|Beginners with Link may have trouble depending on their fighting |
|skills. Eventually, experienced players will have no problems |
|wherever they fight. Until then, do what you can. Practice makes |
|perfect! |
------------------------------------------------------------------------
=============== T. Planet Zebes: Brinstar Depths =======================
|----------------------------------------------------------------------|
|Simply incredible. Brinstar Depths is breath-taking to look at. Too |
|bad fighting here lacks smashing fun. The tilting stage will send |
|lots of people to their deaths if they aren't careful. There are a |
|lot of strange objects and floating platforms throughtout the stage. |
|This makes the stage uneven when trying to battle. Link should rely a|
|lot of his Sword Plants if you want to be the victor. Hopefully, the |
|lack of big platforms won't give Link any troubles. |
| |
|Spin Attacks aren't too useful on this stage. Use them only near the |
|sides or when you're stuck on a platforms. When you do get stuck on a|
|platform and have no way back up to the main stage, then just wait |
|patiently. Computer-players will foolishly jump to their doom but |
|humans are smarter than that. Wait until the stage tilts you upwards |
|before resuming battle. |
------------------------------------------------------------------------
/\ /\
//\\ >>>>>>******************************************<<<<<< //\\
///\\\ >>>>> <<<<< ///\\\
/\ /\ >>>> VII. Home-Run Contest <<<< /\ /\
//\\ //\\ >>> <<< //\\ //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\
--------------- Instructions -------------------------------------------
|----------------------------------------------------------------------|
|1. Facing left, grab the Home-Run Bat. |
|2. Roll to the Sandbag's right, still facing left. |
|3. Do an Overhead Slash. |
|4. Wait for the Sandbag to almost touch the ground; repeat Step 3. |
|5. Repeat Step 4. |
|6. Turn around and face right. |
|7. Repeat Step 4 three more times. |
|8. Turn around and face left. |
|9. Repeat Step 4 two more times. |
|10. Turn around and face right. |
|11. Time your swing and hit the Sandbag while it's in midair. |
------------------------------------------------------------------------
--------------- Overview -----------------------------------------------
|----------------------------------------------------------------------|
|First, pick up the Home-Run Bat. Then, quickly roll to the Sandbag's |
|right (you should be facing left). Do an Overhead Slash three times. |
|After the third Overhead Slash, turn around and face right. Do |
|another three Overhead Slashes. Turn to the left once more and do two|
|more Overhead Slashes. Turn to the right a final time and hit the |
|Sandbag with a charged Home-Run Bat while the Sandbag is in midair. |
------------------------------------------------------------------------
--------------- Note ---------------------------------------------------
|----------------------------------------------------------------------|
|After each Overhead Slash, make sure the Sandbag is almost touching |
|the ground before you do another Overhead Slash. Also, depending on |
|how you hit the Sandbag, results will vary to either an average of 800|
|ft. or an average of 1150 ft. Hitting the Sandbag when it's above |
|Link will result in a distance of about 1150 ft. If the Sandbag is |
|hit anywhere else, it will only go about 800 ft. |
------------------------------------------------------------------------
--------------- Personal Distance --------------------------------------
|----------------------------------------------------------------------|
|1175.8 ft. |
------------------------------------------------------------------------
/\ /\
//\\ >>>>>>******************************************<<<<<< //\\
///\\\ >>>>> <<<<< ///\\\
/\ /\ >>>> VIII. Target Test <<<< /\ /\
//\\ //\\ >>> <<< //\\ //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\
--------------- Layout -------------------------------------------------
|----------------------------------------------------------------------|
| |
| _F_ 6 |
| / |
| / |
| 2 |5 |
| | 7 1 |D |
| H -G- -A- |- |
| | 8 10 | | | |
|9 | | 3 ----E 4 - |
| | |
| | B C |
| | \ / |
| ______|_____________ |
| |
------------------------------------------------------------------------
--------------- Instructions -------------------------------------------
|----------------------------------------------------------------------|
|Start: Start on Platform A. |
|1 and 2: Jump and do a Spin Attack (UP + B). |
|Then: Land on Platform A. |
|3: Drop down and do a Jump Kick (A in the air). |
|Then: Land on Platform B. Jump to platform C. |
|4 and 5: Jump and do a Spin Attack (UP + B). |
|Then: Land on Platform D or E. |
|6: Double jump and do a Spin Attack (UP + B). |
|Then: Land on Platform F. |
|7: Double jump and do a Jump Kick (A in the air). |
|Then: Land on Platform G. |
|8: Take out a Bomb (DOWN + B) and throw it. |
|9: Charge up an arrow and release when Wall H moves up. |
|10: Drop through Platform G and do a Jump Kick (A in the air). |
------------------------------------------------------------------------
--------------- Personal Time ------------------------------------------
|----------------------------------------------------------------------|
|14.63 seconds |
------------------------------------------------------------------------
/\ /\
//\\ >>>>>>******************************************<<<<<< //\\
///\\\ >>>>> <<<<< ///\\\
/\ /\ >>>> IX. Copyright <<<< /\ /\
//\\ //\\ >>> <<< //\\ //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\
------------------------------------------------------------------------
|This FAQ was created by me, Kim Nguyen. Don't take this FAQ and copy |
|it in any way without my permission. If you wish to use my FAQ, send |
|me an e-mail at DaAznSaN@msn.com stating what you'll use the FAQ for. |
|If you were given permission to use my FAQ, you must not change the |
|FAQ in any way and you must give me full credit. Thank you for |
|following my guidelines. |
------------------------------------------------------------------------
/\ /\
//\\ >>>>>>******************************************<<<<<< //\\
///\\\ >>>>> <<<<< ///\\\
/\ /\ >>>> X. Credits <<<< /\ /\
//\\ //\\ >>> <<< //\\ //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\
------------------------------------------------------------------------
|AdmiralViscen IV |
|Bill_Helios |
|blueflame |
|Kim Nguyen (DaAznSaN) |
|KnucklesShadowSonic |
|Meganium00 |
|Nintendo Power |
|Shigmiya64 |
|The Dark Link |
|t 002 Tyrant |
|Yellow Comet CO Toyz |
------------------------------------------------------------------------
/\ /\
//\\ >>>>>>******************************************<<<<<< //\\
///\\\ >>>>> <<<<< ///\\\
/\ /\ >>>> XI. Versions <<<< /\ /\
//\\ //\\ >>> <<< //\\ //\\
///\\\///\\\ >>******************************************<< ///\\\///\\\
=============== A. Version 1.0 =========================================
|----------------------------------------------------------------------|
|> Complete |
| - 0. Contents |
| - I. Coming Soon |
| - II. Introduction |
| A. Trophy Excerpts |
| B. Timeline |
| C. Tunics |
| - III. Attacks |
| A. Ground Attacks |
| B. Smash Attacks |
| C. Aerial Attacks |
| D. Special Attacks |
| E. Throw Attacks |
| F. Dash Attack |
| - V. Item Strategies |
| A. Containers |
| B. Recovery Items |
| C. Performance Items |
| G. Miscellaneous Item |
| - VII. Home-Run Contest |
| - VIII. Target Test |
| - IX. Copyright |
| - X. Credit |
| - XI. Versions |
|> Incomplete |
| - V. Item Strategies |
| D. Battering Items |
| E. Shooting Items |
| F. Projectile Items |
------------------------------------------------------------------------
=============== B. Version 2.0 =========================================
|----------------------------------------------------------------------|
|> Complete |
| - V. Item Strategies |
| D. Battering Items |
| E. Shooting Items |
| F. Projectile Items |
|> Updates |
| - III. Attacks |
| E. Throw Attacks |
------------------------------------------------------------------------
=============== C. Version 3.0 =========================================
|----------------------------------------------------------------------|
|> Complete |
| - VI. Stage Strategies |
| A. Infinite Glacier: Icicle Mountain |
| B. Mushroom Kingdom: Princess Peach's Castle |
| C. DK Island: Kongo Jungle |
| D. Termina: Great Bay |
| E. Yoshi's Island: Yoshi's Story |
| F. Dream Land: Fountain of Dreams |
| G. Lylat System: Corneria |
------------------------------------------------------------------------
=============== D. Version 4.0 =========================================
|----------------------------------------------------------------------|
|> Complete |
| - IV. Battle Strategies |
| A. Fallen Angel |
| B. Recovery Mastery |
| C. A Hunter's Game |
| D. Dodge Boomerang? |
|> Updates |
| - III. Attacks |
| A. Ground Attacks |
| B. Smash Attacks |
| C. Aerial Attacks |
| E. Throw Attacks |
| F. Dash Attack |
------------------------------------------------------------------------
=============== E. Version 5.0 =========================================
|----------------------------------------------------------------------|
|> Format Update |
------------------------------------------------------------------------
=============== F. Version 6.0 =========================================
|----------------------------------------------------------------------|
|> Complete |
| - IV. Battle Strategies |
| E. Clearing Out the Party |
| F. The Wall |
| G. Flaw Manipulation |
------------------------------------------------------------------------
=============== G. Version 7.0 =========================================
|----------------------------------------------------------------------|
|> Complete |
| - VI. Stage Strategies |
| H. Mushroom Kingdom: Rainbow Cruise |
| I. DK Island: Jungle Japes |
| J. Hyrule: Temple |
------------------------------------------------------------------------
=============== H. Version 8.0 =========================================
|----------------------------------------------------------------------|
|> Complete |
| - VI. Stage Strategies |
| K. Yoshi's Island: Yoshi's Island |
| L. Dream Land: Green Greens |
| M. Lylat System: Venom |
| N. Super Flat World: Flat Zone |
| O. Planet Zebes: Brinstar |
| P. Eagle Land: Onett |
------------------------------------------------------------------------
=============== I. Version 9.0 =========================================
|----------------------------------------------------------------------|
|> Complete |
| - VI. Stage Strategies |
| Q. F-Zero Grand Prix: Mute City |
| R. Kanto: Pokemon Stadium |
| S. Mushroom: Kingdom |
| T. Planet Zebes: Brinstar Depths |
------------------------------------------------------------------------
=============== J. Version 10.0 ========================================
|----------------------------------------------------------------------|
|> Format Update |
------------------------------------------------------------------------