------------------------------------------------------------------------------ Super Smash Brothers Melee Character Spikes FAQ V 1.0 ------------------------------------------------------------------------------ An In-Depth FAQ by Kirby Still On Top Created for GameFAQs: www.gamefaqs.com ------------------------------------------------------------------------------ Table of Contents: I - Introduction / Definitions II - Categorization of Spikes III - List of Character Spikes IV - Miscellaneous Spikes / Additional Information V - Contact Information VI - Special Thanks VII - Legal Mumbo Jumbo ------------------------------------------------------------------------------ I - Introduction / Definitions The object of this FAQ is to compile all of the Spikes in Super Smash Brothers Melee into one list, for the benefit of everyone that never knew their characters ultimate KO move. Some of you may not know what a Spike is, some of you may have the terms "Spike" and "Meteor Smash" mixed up. Well, I’m going to clarify everything right now. In Super Smash Brothers Melee, the object of any battle is to kill your opponent by way of knocking them off the screen. Some common ways people attempt to do so, are by smashing them upwards to the border in the sky, knocking them way off the screen to the side, or just getting them far enough to the side that they can’t make it back and are forced to drop off the bottom of the screen. While these are all very good methods of killing your opponent. None of them are as deadly, exciting, or as reliable as a spike! Spike: A "Spike" (Term from Super Smash Brothers 64) is any move that when executed, sends the opponent hurling directly downwards, with little to no chance of recovering. In many expert opinions, this is the most effective way to kill somebody who has been knocked off the board, and is trying to return. As long as there is no ground under the enemy, a spike is the move of choice for most Melee masters. Meteor Smash: Now as far as Meteor Smashes go, a "Meteor Smash" is a term used in the game that is supposed to have the same definition as a spike. However, due to some major differences noticed in terms of which spikes are considered Meteor Smashes and which aren't, I can not classify this as a Meteor Smash list. A player can tell when they've performed a Meteor Smash to KO somebody because after the match is over, they will get the Meteor Smash Bonus (800 Points). Every Meteor Smash in the game has some sort of spike quality to it. Most of them are just regular spikes, but some will only work like spikes if you time them correctly (Type 2, explained in section II), either way it will still earn you the bonus as long as you KO them with the move somehow. A regular example of this is Young Links Down A Meteor Smash which will only spike if you use the move from under the enemy. An extreme example of a Meteor Smash that does not spike is Samus' Tilt Up A, which has the same qualities of a spike if your opponent is standing on the ground, but will not spike if they are airborne, deeming the move practically useless as a spike. Some spikes that are not counted as Meteor Smashes include Ganondorf's Down B, Falco's Down A and Marths Down A. That list gets pretty long, therefore it was necessary for me to call this a Spike FAQ, rather than a Meteor Smash FAQ. ------------------------------------------------------------------------------ II - Categorization of Spikes + Additional Information In order to label the many different spikes in this game, I have created 3 types of spike categories: Categories: Type 1- Standard Aerial Spikes - May or may not have a delay, but are not bound by any other timing or spacing issues (almost always Aerial Down A). Type 2- Advanced Aerial Spikes - These include some of the less obvious aerial spikes that involve mastery of both timing and spacing as well as some obscure B move spikes (some of these are very weak, IE: Peach, Fox, Jigglypuff, Mario). Type 3- Grounded Spikes - Spikes that can be done when your character is standing on the ground (near the edge preferably). Ratings: I will list the levels of Difficulty, Power and Range for each spike, on a scale of 1 to 5 (1 being the worst, 5 being the best). I will also make note of which Spikes have delay times, and which are counted as Meteor Smashes. Difficulty is a term I'm applying to how hard it is to actually make the spike connect. 5 means that it's not difficult at all, 1 means it's next to impossible. Power will be represented by the distance a spike sends someone and not by the spikes damage percentage since some spikes have varying damage and because most of the time damage percentage means nothing in terms of the spikes actual power. Range applies to the moves length, duration and is effected by the area with which you are able to do the move from (Type 3's are very limited range-wise). And finally, I will also give an Overall Spikes Rating for each character (regardless of how many spikes they have) under their names. This rating is not only based on the above statistics, but on the characters comeback ability, the usefulness of the characters spikes in battle, and particular character strategies that might increase or decrease the worth of their spikes. This will be on a scale of 1 to 10 (1 being the worst, 10 being the best). I must also tell you that this particular statistic is obviously biased somewhat by my opinions and is hardly official, although I've tried to keep my judgements based purely on the facts. ------------------------------------------------------------------------------ III - List of Character Spikes Out of the 25 characters, 4 have 0 spikes, 7 have 1 spike, 10 have 2 spikes, 3 have 3 spikes, and 1 lucky character has 5 spikes. There are 12 Type 1’s, 15 Type 2’s and 14 Type 3’s. 41 total spikes known to date. These 4 characters have no spikes known to date: ------------------------------------------------ Pikachu Pichu Dr. Mario Bowser These are the 7 characters that have one spike: ----------------------------------------------- Samus: ------ Overall - 8 Type 1 Spike- Aerial Down A [Samus puching downward]. About as standard as spikes come. It can be performed successfully at any angle, position and time just like all other Type 1 spikes. I should note that so far, Samus is the only character known to have a Meteor Smash that doesn't truly spike (Tilt Up A). Diffuculty- 5 Power- 4 Range- 4 Meteor Smash?- Yes Delay?- Yes Ness: ----- Overall - 8 Type 1 Spike- Aerial Down A [Ness stomping downward]. Once again, same requirements as Samus’ spike. Diffuculty- 5 Power- 4 Range- 4 Meteor Smash?- Yes Delay?- Yes Mewtwo: ------- Overall - 6 Type 1 Spike- Aerial Down A [Mewtwo kicking downward]. Same requirements as the above spikes, but slightly weaker than average with poor range. Diffuculty- 4 Power- 3 Range- 2 Meteor Smash?- Yes Delay?- Yes Jigglypuff: ----------- Overall - 2 Type 2 Spike- Aerial Down A [Jigglypuff Kicking downward repeatedly]. This drill kick spike does not come out as easily as Kirby’s or Falco’s, because there is a special trick to it. In order to use this drill kick as a spike, you have to space yourself so that the opponent is only hit by the very tip of your feet. If you perform this correctly, you’ll know because it’ll only hit the enemy once, and they will be sent hurling downwards, though not very much. If the drill kick hits them more than once, they will get caught up in it and it will seem useless. The easiest way to practice this is to make a CPU jump over and over in training mode, then hover above them drill kicking until it works. It’s best to use the drill kick on the way up (after jumping), otherwise chances are, your enemy will get caught up in the other hits and will not be spiked. Either way, the spike isn’t very strong. Diffuculty- 1 Power- 1 Range- 1 Meteor Smash?- Yes Delay?- No Mr. Game And Watch: ------------------- Overall - 5 Type 2 Spike- Aerial Down A [Mr. Game And Watch stabbing his key Downward]. This Spike has a minor requirement. For this spike to work, you must be right next to the enemy as you do it. This is because only the first part of the move will spike. If you hit your enemy a second after you press the button, they will just fly upwards. Diffuculty- 4 Power- 4 Range- 3 Meteor Smash?- Yes Delay?- Yes Ice Climbers: ------------- Overall - 6 Type 2 Spike- Aerial Forward A [Ice Climbers Swinging their Hammers Downward]. This Spike also has a catch to it. In order for this spike to work, you must be above your enemy when you swing. It kind of makes sense when you consider that they’re swinging hammers downwards. unfortunately, sometimes the second Ice Climbers swing will mess up the spike from the first swing and send the opponent back upwards. Diffuculty- 3 Power- 4 Range- 3 Meteor Smash?- Yes Delay?- Yes Link: ----- Overall - 1 Type 3 Spike- Tilt Down A [Link stabs his sword down and forward]. Keep in mind that Type 3 means that the spike works when you are standing on the ground. For those who are confused about what "tilt" means. It’s simply the move you perform while holding down, not the down smash. This move is best used for edge guarding, which is when you are standing on the edge and the enemy is trying to get back after being hit away. It does not always work because the enemy needs to be very close to Link, and that’s not easy considering that Link must be grounded. In my opinion, this move works best when the enemy is hanging on the edge. To test it, have an enemy hang on the edge, walk almost all the way to the edge, hold down, and press A. Diffuculty- 4 Power- 4 Range- 1 Meteor Smash?- Yes Delay?- Minor Here are the 10 characters, each with two spikes: ------------------------------------------------- Young Link: ----------- Overall - 3 Type 2 Spike- Aerial Down A [Young Link stabbing his sword downward]. This move involves a big twist. Y. links aerial down A seemingly just sends the opponent upwards. But if your enemy is completely above you as you use it, barely connecting with them, they will be fired (literally) downwards. Diffuculty- 2 Power- 5 Range- 1 Meteor Smash?- Yes Delay?- Minor Type 3 Spike- Tilt Down A [Young Link stabs his sword down and forward]. This is pretty much the exact same as Links spike above. Diffuculty- 4 Power- 4 Range- 1 Meteor Smash?- Yes Delay?- Minor Fox: ---- Overall - 3 Type 2 Spike- Aerial Down A [Fox kicking downward repeatedly]. Same exact technique as Jigglypuff (A lot of people consider his reflector a spike, but since it hits them diagonally like a thrown star rod, I don’t consider it to be a spike). Diffuculty- 1 Power- 1 Range- 1 Meteor Smash?- No Delay?- No Type 3 Spike- Z + Down [Fox Throws downward]. For this spike to work you must catch your enemy (With Z) while standing as far towards the edge of the board as possible, as they are jumping back. They must be far enough off the board so that when you throw them down they will not hit the ground, but instead go hurling to their doom. Diffuculty- 5 Power- 5 Range- 1 Meteor Smash?- Yes Delay?- No Peach: ------ Overall - 2 Type 2 Spike- Aerial Down A [Peach kicks down repeatedly]. Works the same as Jigglypuff and Fox's spikes, but somehow seems much more difficult. Diffuculty- 1 Power- 1 Range- 1 Meteor Smash?- No Delay?- Yes Type 3 Spike- Tilt Down A [Peach swipes her arm forward]. Same technique as Link except that it doesn’t seem to work if the enemy is hanging on the ledge. Diffuculty- 4 Power- 4 Range- 1 Meteor Smash?- Yes Delay?- Minor Zelda: ------ Overall - 6 Type 1 Spike- Aerial Down A [Zelda kicking downward]. Same exact spacing as Samus, though weaker than average. Sadly, Sheik does not have a spike. Diffuculty- 5 Power- 2 Range- 3 Meteor Smash?- Yes Delay?- Yes Type 3 Spike- Tilt Down A [Zelda kicks down and forward]. Same movements as Links Type 3 Spike. Diffuculty- 4 Power- 4 Range- 1 Meteor Smash?- Yes Delay?- Minor Mario: ------ Overall - 8 Type 1 Spike- Aerial Forward A [Mario swings hiw fist downward]. Average as far as Type 1’s go. Diffuculty- 5 Power- 4 Range- 4 Meteor Smash?- Yes Delay?- Yes Type 2 Spike- Aerial Down B [Mario Spins around swinging his fists]. For this spike to work, you must execute this move when you are directly above your opponent, and attempt to only hit them once, much like Jigglypuff and Fox’s drill kicks. This is one of the games weakest spikes. Diffuculty- 2 Power- 1 Range- 1 Meteor Smash?- Yes Delay?- No Luigi: ------ Overall - 3 Type 2 Spike- Aerial Down A [Luigi stomps downward]. If you execute this move when you are directly under your opponent, they will be sent downwards, much the same as Young links spike. Diffuculty- 2 Power- 4 Range-1 Meteor Smash?- Yes Delay?- Minor Type 3 Spike- Up on D-pad [Luigi kicks opponent off ledge}. This one’s practically an easter egg. Believe it or not, Luigi’s taunt is a spike. It works ok if you’re on a platform and somebody jumps from under, but it’s best use is when an enemy is hanging on the ledge. It’s actually a pretty powerful spike:) Diffuculty- 5 Power- 4 Range- 1 Meteor Smash?- Yes Delay?- Yes Yoshi: ------ Overall - 7 Type 1 Spike- Aerial Down A [Yoshi kicks downward repeatedly]. Pretty good drill kick spike, no requirements, but you’d better be ready to come back with only one jump. The best way to use this move is directly after using a jump, on your way up. To bring out the spikes full potential, it's best to try to only hit once with this move, like Jigglypuff's spike. Diffuculty- 5 Power- 3 Range- 5 Meteor Smash?- Yes Delay?- Yes Type 1 Spike- Aerial Forward A [Yoshi Swipes his head downward]. Pretty straight forward. Diffuculty- 5 Power- 4 Range- 4 Meteor Smash?- Yes Delay?- Yes Captain Falcon: --------------- Overall - 8 Type 1 Spike- Aerial Down A [Captain Falcon Stomps downward]. The typical Type 1 Spike. Diffuculty- 5 Power- 4 Range- 4 Meteor Smash?- Yes Delay?- Yes Type 2 Spike- Aerial Forward B [Captain Falcon Bursts Forward and swings his fist downward]. If you perform C. Falcons forward B move in the air, it will spike the opponent upon connecting. However, I would never advise leaving the board while attempting it because you lose all jumping ability afterwards. Diffuculty- 4 Power- 4 Range- 5 Meteor Smash?- Yes Delay?- Yes Ganondorf: ---------- Overall - 9 Type 1 Spike- Aerial Down A [Ganondorf Stomps downward]. Easily the most powerful spike in the game. Diffuculty- 5 Power- 5 Range- 4 Meteor Smash?- Yes Delay?- Yes Type 2 Spike- Aerial Down B [Ganondorf Flies downward foot first]. When performed in the air, Ganondorfs down B will spike the opponent. This is a great edge guarding move and isn’t too risky because once you use your down B move, you get your second jump back, assuming you’ve already used it. Diffuculty- 4 Power- 4 Range- 5 Meteor Smash?- No Delay?- Yes Marth: ------ Overall - 7 Type 2 Spike- Aerial Down A [Marth swipes his sword downward]. This works exactly like the Ice Climbers Spike, in that you must be over your opponent to spike them. Diffuculty- 4 Power- 4 Range- 4 Meteor Smash?- No Delay?- No Type 3 Spike- Down B on the third hit of Marth's Forward B combination [Marth stabs his sword downward]. For those who aren’t aware, holding forward and pressing B multiple times with Marth and Roy will do a sword swinging combination. The first two swings are easy and take no timing, but to land the third swing, you must wait a split second in between the second time you press B, and the third. You must also wait a split second after the third time you press B, in order to get the fourth swing out. Now it gets more complicated. The 4 hit combo has variations which I shall explain. The first hit has to be Forward B so it will always look the same. But on the second hit, you have the option to do a Forward B swing, or an Up B swing. Then for the third and fourth swings, you have the option to use Up B, Down B or Forward B as it suits you. It just so happens that when you use Down B for Marth’s third swing in the Combo, the enemy will be spiked. Naturally, this spike works best when you’re edge guarding. I should note that this spike can also be done in the air without worrying about spacing (qualifying it as a Type 2 Spike also). Diffuculty- 3 Power- 4 Range- 1 Meteor Smash?- Yes Delay?- First two moves. Here are the 3 characters with three Spikes: -------------------------------------------- Roy: ---- Overall - 4 Type 2 Spike- Aerial Down A [Roy swipes his sword Downward]. This works the exact same as Y. Links and Luigi’s spikes, in that you must execute it from under your opponent. Diffuculty- 2 Power- 4 Range- 2 Meteor Smash?- Yes Delay?- No Type 3 Spike- Up B on the third hit of Roy’s Forward B combination [Roy swings his sword downward again]. Please refer to Marth’s Forward B Combo Spike explanation for instructions on performing this spike. The only difference in executing the moves is that it’s Up B on the third hit instead of Down B. One more little requrement for this spike is that Roy connects with the middle of his blade, otherwise the opponent will fly upward and not downward. Diffuculty- 3 Power- 4 Range- 1 Meteor Smash?- Yes Delay?- First two moves. Type 3 Spike- Smash Up A [Roy stabs his sword upward]. If you manage to hit your opponent with the very tip of roy's sword, they will be spiked downwards. This is not a very useful spike since it can hardly ever be used to send them into a pit, but if you're on the very edge, sometimes it will do just that. I should note that this spike sends the enemy on a somewhat diagonal trajectory, almost to the level of Fox's reflector, so I was tempted to not add it. However, it's trajectory is close enough to downward and the move is secretive enough that I felt I had to add it to my list. Diffuculty- 1 Power- 5 Range- 1 Meteor Smash?- No Delay?- Yes Donkey Kong: ------------ Overall - 10 Type 1 Spike- Aerial Down A [Donkey Kong stomps his feet downward]. Standard as can be. Diffuculty- 5 Power- 4 Range- 4 Meteor Smash?- Yes Delay?- Yes Type 2 Spike- Aerial Forward A [Donkey Kong swings his fists downward]. This one works the same as the Ice Climbers' spike in that you must be above your opponent for this to work. Diffuculty- 3 Power- 4 Range- 3 Meteor Smash?- Yes Delay?- Yes Type 3 Spike- Forward B [Donkey swings his head downward]. This appears to be a standard Type 1 spike except that you can do it on the ground as well as in the air. To use it on the ground you must be near the edge while the enemy is trying to jump back on. Note that if performed in the air, it's the only spike in the game where you stay stationary during its startup and execution. Diffuculty- 5 Power- 4 Range- 3 Meteor Smash?- Yes Delay?- Yes Falco: ------ Overall - 10 Type 1 Spike- Aerial Down A [Falco kicks downward repeatedly]. An excellent drill kick that never hits more than once. Easily the best spike in the game because of it's excellent range and lack of delay time. Diffuculty- 5 Power- 4 Range- 5 Meteor Smash?- No Delay?- No Type 2 Spike- Aerial Forward B [Falco dashes forward]. All you have to do is cross your opponents path in the air with this move and they will be flung downwards. This is a great spike for returning to the edge because of it’s quickness and length. Diffuculty- 4 Power- 3 Range- 5 Meteor Smash?- No Delay?- Yes Type 3 Spike- Z + Down [Fox Throws downward]. This works the same as Fox's throw spike, except that unfortunately Falco's laser shots will stop the enemy on their way down. But usually by that time the enemy will be far enough below enough so that they can't recover anyway. Diffuculty- 5 Power- 4 Range- 1 Meteor Smash?- Yes Delay?- No And finally, Mr. five Spikes: ----------------------------- Kirby: ------ Overall - 8 Type 1 Spike- Aerial Down A [Kirby kicks downward repeatedly]. In SSB64 this used to be even better than Falco’s drill kick of Melee. However, now it is hampered by a time-delay and weaker power. Nevertheless, it is still a very effective spike and shouldn’t be taken for granted. Diffuculty- 5 Power- 3 Range- 5 Meteor Smash?- Yes Delay?- No Type 2 Spike- Aerial Up B [Kirby swings his sword downward]. This was also infinitely better in SSB64, but who am I to reminisce. This move is a two part move involving kirby swinging his sword up and then down. The up swing will not spike, and actually seems to hamper the second swings capability to spike. However, if you land only the second swing, on the way down, they will be spiked. Diffuculty- 2 Power- 2 Range- 3 Meteor Smash?- Yes Delay?- The first swing. Type 3 Spike- Z + Up [Kirby plummets with enemy]. For this throw to work, Kirby must be standing on the edge, facing away from it. If you are positioned as such, and the enemy is in front of you, just grab him and tap up. Kirby will lift into the air and come crashing down into the pit, killing himself in the process. It's a great tactic if you're at a high percentage and the person whom you're grabbing is at a low percentage. Diffuculty- 5 Power- 5 Range- 1 Meteor Smash?- No Delay?- No Type 3 Spike- Z + Backwards [Kirby plummets with enemy]. Another suicidal throw that works just like the one above, except you don't have to be standing quite as close to the edge. Diffuculty- 5 Power- 5 Range- 1 Meteor Smash?- No Delay?- No Type 3 Spike- Z + Forward [Kirby plummets with enemy]. Yes another Kamakaze throw spike for Kirby. For this one you need to be standing on the edge, facing the abyss. There is a pretty decent range for this spike considering that it involves a throw. One thing to be weary of is that if you wait to long to start the throw, the enemy will sometimes break out of it while you're in the middle of throwing them, which will leave you all by yourself as you plummet to the bottom of the screen. Diffuculty- 5 Power- 5 Range- 2 Meteor Smash?- No Delay?- No ------------------------------------------------------------------------------ IV - Miscellaneous Spikes / Additional Information Miscellaneous Spikes: Warp Stars- If you pick up a warp star and connect with an airborne character on your way down, they will be spiked and come down with you. However, this is only as useful as Kirby's 3 throw Spikes are, since the only way to kill the enemy with it is to kill yourself with them (unless you get them right on the edge). You do not get the Meteor Smash Bonus for this, or any other item spikes. Flippers- If any character jumps into a flipper directly above them, they will be spiked. Pretty simple. Super Scopes- Uncharged Super Scope shots in the air act as Spikes if they hit the top of your enemys body. Best used for when the enemy is trying to jump back to the edge from below. Samus' Tilt Up A- As I said before, this Meteor Smash only seems to spike if the opponent is on the ground next to Samus. If anybody can figure out a way to make this move spike when the opponent is airborne, I will add the spike to my list and give the person credit for it's discovery. Donkey Kongs Kamekaze Throw- As many of you know, Donkey Kong can pick up his opponent (Z + Forward) and jump off the side with them. In theory, this should lead to both characters falling off the bottom of the screen. However, the reason I could not add this as a spike is because any good player will break out of DK's grasp by pressing buttons rapidly long before he can jump anywhere with them. Even if you're playing someone who doesn't realize they can escape and you manage to take them down with you, this move does not count as a Meteor Smash. Yoshis Egg- If you use Yoshis neutral B move while next to an edge, you can spit the enemy out in egg form over the edge and theoretically they will fall straight down. However, while the enemy is in the egg, they can shift themselves to the left and right as well as being able to break out of it very quickly through pressing buttons. Even if the enemy does plummet to the bottom as an egg, the move does not count as a Meteor Smash. Kirby's Swallow- If you use Kirbys neutral B move to suck an opponent into your body, then jump off the edge with them still in you, you can plummet as far down as you'd like, spit them out, and try to return to the top. You can always just kamekaze with them also. Additional Information: One thing that must be noted is that in most cases, the trajectory a spiked character is sent on will be altered by the motion of the spiker. For example, if Yoshi spikes Samus while jumping to the left, Samus will be sent downwards but also a little bit to the right. Hence, if Yoshi is jumping to the right as he spikes, Samus will be flung down and to the left. Note that moves that send opponents downward, but at a large angle such as Fox's reflector, Pikachu and Pichu's Aerial Up A, Jigglypuffs Smash Down A and thrown Star Rods do not count as spikes. Finally, I should also include that there is a technique to save yourself from being spiked that many people do not know about. I'll call it a "Meteor Cancel" since there doesn't seem to be any official term for it. Basically, whenever you are spiked, if you have any jumps left and your timing is good enough, you can jump (Up, X, Y or Up B) directly after you're spiked and your character will recover much faster than normal. You can tell if you Meteor Cancelled because you will see blue sparks around your character, much the same as the blue sparks you will see right before many Metoer Smashes. ------------------------------------------------------------------------------ V - Contact Information Email: Piccolo_170@yahoo.com (Please say "SSBM" or "GameFAQs" in the topic, or I will probably dismiss it as junkmail) AIM/MSN/YIM: "KirbyStillOnTop" ------------------------------------------------------------------------------ VI - Special Thanks My eternal thankfulness goes to to: H.A.L. for this wonderful game, CJayC for this wonderful site. Special thanks goes to: Leo7 for Kirby's Forward Throw Spike and the Super Scope Spike CloudMS7 for Roy's Smash Up A Spike VScorpion for DK's Aerial Forward A Spike Dark Falco for Falco's Down Throw Spike Dragontamer5788 for Fox's Down Throw Spike FoxMcCloud for Kirby's Backwards Throw Spike Videogaming for Zelda's Tilt Down A Spike Frak for Young Link's Tilt Down A Spike ------------------------------------------------------------------------------ VII - Legal Mumbo Jumbo This In-Depth Character FAQ is Copyrighted 2002 Kirby Still On Top. This FAQ may not be copied and/or reproduced for any reason, under any circumstances. You are allowed to save this to your hard drive for personal use. If you find this FAQ on any place other than www.gamefaqs.com, please report it to me by email. ------------------------------------------------------------------------------