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Super Smash Bros. Melee/Techniques/Basics

Basic Movement
To walk left and right, use the control stick accordingly. To dash quickly, Smash the control stick in the direction you want to go. A Smash Attack is done by quickly flicking the control stick in a direction and pressing A simultaneously. You can hold Down on the control stick to duck. You can use the X button, Y button or Up on the control stick to jump, and then again in midair to double jump. By letting go of X or Y quickly, you can also Short Hop to gain slightly less vertical momentum.

Jab
A Jab is done by pressing A While having your left control stick in a Neutral Position. Every character can Jab. Most characters have 2 hit or 3 hit Jabs, which you can use by pressing A multiple times or holding A. Some characters, like Captain Falcon even have multiple variations of the Jab. To do them, you can Mash A repeatedly or hold A to vary the outcome.

Tilts
Every character has 3 Tilts. They are done by pressing A while tilting the left control stick Up, Down, and Forward. Attacks using the control stick tend to strike in that direction. Tilt attacks are generally weaker than other options, but they are often faster, and there is less risk involved for missing them. Some, like Marth's Up Tilt are great in neutral and combo easily, while other's such as Fox's Down Tilt can be used to get your opponents off you or to Kill Confirm.

Aerials
Aerial Attacks are performed by pressing A while holding a direction while airborne. Alternatively, they can be performed by flicking the C-Stick in a direction while airborne. They are fast, and the majority of them are useful combo tools. There are 5 Aerial Attacks which a character can do. These are Neutral Air, Forward Air, Back Air, Down Air, and Up Air attacks. These moves are oftentimes more useful and Tilt Attacks and Special Moves, and in the cases of some characters such as Jigglypuff, can be a character's entire game plan.

Landing Lag from Aerial Attacks can also be halved with a technique known as L-Cancelling

Smash Attacks
Smash Attacks are powerful ground-based attacks that are useful for both delivering damage and sending opponents flying, How to Smash Attack is explained in the "Basic Movement" section above. Every character has three smash attacks, done by flicking your left control stick quickly and pressing A simultaneously. There are 3 variations of the Smash attack these are, The Forward Smash, The Up Smash and Down Smash. You can hold the button and control stick in place during a smash attack to charge it up. Doing so results in a slightly stronger smash attack. Oftentimes however, charging smash attacks will result in being caught and punished by your opponents, since Smash Attacks often are slower to use than other attacks. Be Careful.

You can also push the C Stick forward, up or down to do automatically non-charged smash attacks. Holding the Z button while doing so will allow the smash attack to charge. This will not work in Solo Modes

Special Attacks
Every character has four different Special moves, and most of these are very different, so you'll need to experiment to learn and master them all. To use them, simply press B, Forward/Back+B, Up+B or Down+B. The attacks tend to strike in the direction that the control stick is facing, although how so varies a lot from character to character. Some attacks are different or do not work in midair. Up+B attacks can usually be used to propel yourself upwards and/or forwards to help you recover after using your second jump, although a few characters do not have this feature. B Attacks vary a lot in strength. Some have unique properties of function differently as well For example, Princess Peach's Neutral B (no direction) move is to hold out Toad (from the Super Mario Series) as a shield. Marth's Down+B is a counter, which negates any attacks dealt on the player who used it and follows up with a counterattack.

Damage and Recovery
When an attack hits you, in most cases, you will take damage, and be knocked back. The knockback and damage of a move varies, but as a general rule of thumb, Slower and Heavier attacks tend to deal more damage and knockback, while Faster lighter ones will deal less. This of course is a tradeoff between safety of your move and strength of it. The damage of every player is displayed at the bottom of the screen, in the player Hud. As you take more damage, your percent increases. And as your percent increases, the knockback that you take when flung does as well. When flung back, try to recover back to the stage by holding the control stick in the direction of the stage and using your double jump and Up+B attack strategically in order to make it back. Using your Up+B will put you into freefall, which will prevent you from using your double jump, so plan accordingly. Failing to recover will result in you falling down the pit and losing a life. Note that if you are weak enough, you may get flung so far you won't even get a chance to recover. In these cases, it is optimal to try to DI.

Item Grab
To grab an item, walk next to it and press A. Almost all items are grabbed this way. For Attack Items, you'll probably have to press A again to use them or throw them. To throw away an item, press Z, L+A or R+A, and you can aim it by pressing the control stick as you throw. You can grab items in midair or on a platform above you by simply jumping and pressing the Z button. For information on the various items of the game, see the Item List.

Shielding
Pressing L or R will create a strong circular Shield around yourself to protect you from attacks. The Shields gradually shrink over use, and when they get small enough, it becomes possible for your opponents to poke at vulnerable areas not covered by your shield. Lightly moving the control stick while Shielding will move your Shield around your body, useful for protecting your most vulnerable areas when your Shield is small. Shields slowly regenerate back to their original size over time. If you let your Shield get too small, it will break, stunning you and leaving you completely defenseless for a long time, although being attacked will snap you out of it. Shields will protect you from attacks, however they cannot protect you from being Grabbed by opponents.

Pressing L or R lightly, or holding the Z button, will allow you to create a larger, yet weaker Shield known as a Light Shield It still behaves basically the same way, but the recoil from attacks will be greater, and it will not hold up as well against attacks. Note that using the Z button way to shield will have a delay as your character attempts to grab before shielding.

Grabbing and Throwing
Pressing Z, R+A or L+A will cause your character to attempt a Grab. If you are close enough to an opponent, you will hold them in your arms. The amount of time that you can hold a character for is dependent on their damage percent, as the higher their percent is, the harder it is for them to break out, which is done by mashing. Once you are holding them, you can press A to Pummel them, and you can throw them Forward, Backward, Up, or Down by pushing the control stick in the corresponding direction. Different characters have different throws, and some of these are very unique, such as Donkey Kong's forward throw.

Ledgehanging
When you fall close enough to the edge of most stage's ledge, your character will automatically grab on. When hanging on, your character is invulnerable for a short period of time. Your character can hold on for a long but definite amount of time. There are a few options you can do from the ledge. To climb back up, press Forward or lightly Up on the control stick, and your character will do a Neutral Getup back onto the platform. You can press A or B while cliffhanging to climb up and instantly do a Getup Attack Or you could press L or R to come up and do a Getup Roll. Pressing X, Y or Up will cause your character to do a Getup Jump. Pressing Down on the control stick will cause your character to let go of the ledge. The execution of these edge recoveries will vary depending on your character's health, as most options at ledge will be significantly slower the higher your percentage is.

Pausing
To pause the game midfight, simply press the Start button anytime in the round. Once the game is paused, only the player who paused will have any control until the game is unpaused. When paused, the camera will focus on the player who paused, but you can look around while in this mode. Use the control stick for different angles and press X and Y to zoom in and out. Press L or R to cycle through the different players. To quit the round, hold down L, R and A and then press Start. This will cause the entire round to end. On some one-player games, you can press Z to simply reset the round. Press Start while paused to unpause the game. The ability to pause can be turned on and off in Custom Rules: Addition Rules: Pause.

Dodges
There are three ground-based dodges that you can execute. When you have your shield active with L, R or Z, press Left or Right on the control stick to do a Rolling Dodge in the according direction. While doing a dodge, you cannot be hit. It is impossible to dodge off a cliff, so don't worry about that. Press Down on the control stick while shielding to do a Sidestep Dodge to become invincible for a very brief time. Because it is so brief, it is usually only useful for dodging gunshots and the like.

Midair Dodge
Press L or R anytime while midair when not attacking or being hit, and your character will do a dodging animation and be invincible for a brief moment. You can air dodge in any direction by holding the analog stick in that direction prior to pressing R or L. After the dodge animation is over, you will become prone to attack, unable to attack or jump until you are hit or touch the ground.

Taunting
Taunting isn't useful for fighting. It is merely a taunt that each character has that you may execute after doing a cool move or KOing someone to celebrate. To execute, simply press Up on the D Pad. Every character's taunt is unique and some last longer than others, but they don't aid in fighting and usually are just for congratulating yourself, although doing Luigi's taunt correctly can earn you some points for Bonus Matches. A small fraction of the characters have taunts that actually do something though, for example, Kirby's taunt causes him to throw away copied abilities and Luigi's taunt can actually do 1% of damage if his foot kicks a foe. Computers will always (if they can) taunt when they have KO'd (or think they have KO'd) an opponent.

Item Catching
If an item is thrown at you, pressing A right before it hits will cause your character to catch it. This works for all throwable items, excluding the very heavy ones, and is especially useful against thrown Bob-ombs or Pokéballs, as they will become yours. It is possible to do this in midair. It is very risky, because if not timed exactly right, you will fail to catch it and the item will hit you. You can also use the Z button in the air to catch something, which tends to be easier for many people. Air Catching can also "catch" items on the ground on stages where you can jump from under a platform. This is useful if you wish to get to items very quickly.

Power Shielding
Every character can reflect with their shield. When a projectile is coming your way, press L or R to shield right before it hits. If timed properly, it will reflect the attack backwards instead of just lightly bouncing off. This also works against your opponent's physical attacks, if timed correctly. This move takes a lot of practice to perfect, but is very useful.

Meteor Smash
A meteor smash launches the foe straight down and can be meteor canceled by jumping or Up+B at the right moment. This gives you a chance at recovering. Although not all characters have a meteor smash, the more common ones do. Mario (not Dr. Mario), Yoshi, Capt. Falcon, Gannondorf, Ness, Ice Climbers, Kirby, Zelda (but not Sheik), Link and Young Link, Mewtwo, Samus, and Marth are some of the characters that have a meteor smash.

Generally, a meteor smash is Down+A in the air. However, some meteor smashes are available on the ground (Link's Down+A on the ground), and others are Forward+A in the air (Yoshi or Mario)

As a side note: Luigi's taunt is a meteor smash. If you kick a cliffhanger, it is basically a kill, but it takes so long to taunt that it probably isn't a good idea to do that in practice.

Standing Recovery
If you character is falling to the floor, you can press L or R to immediately recover into a standing position instead of hitting the ground hard and lying on the floor. If you hold left or right while doing this, you will perform a tech roll. This can also be used when you are thrown into walls, and with a fast enough reaction time, you can recover being hit hard into a wall which would have had you ricocheting off the level. This is called teching.

Wavedashing
Wavedashing is a technique that typically requires much practice to master. It is performed by air dodging diagonally into the ground and when done correctly, the user's character will slide, crouch momentarily and create a small cloud of dust. A wavedash usually follows a jump immediately - the user's character should never visibly leave the ground. In fact, this use of wavedashing is so prevalent that the term "wavedashing" usually refers to the jump as well as the air dodge and slide. The following sections will deal with wavedashing from a jump, but it is a very useful mid-air tactic as well.

How to Wave-Dash
A little primer on how to wave-dash. The buttons that are used to perform a wave dash are (in order): If this is your first time trying a wave-dash, you might want to go to training mode and slow the frame rate to a speed you find acceptable, as this will help with timing your moves. Also, Luigi is recommended for learning to wave-dash because his is the most noticeable if performed correctly. To wave dash, perform these moves in this order: The time between each move is very small, only a few frames (100 or so milliseconds), so timing is critical.
 * Jump Buttons (X or Y or the Control Stick)
 * Control Stick (Diagonal Direction: Downwards towards the left or right)
 * Shield/Dodge Buttons (R or L)
 * Jump
 * Move
 * Dodge

Press X or Y or use the Control Stick to jump, and then quickly, jerk the control stick in the direction you wish to go on the ground, downwards, towards the left or right. The direction cannot be upwards, it must be towards the ground, or you might accidentally pull off an air dodge. Then press the R or L buttons (until they click on the controller). If you have pulled it off correctly, you will notice that you will slide quickly across the stage and kick up some white smoke in your wake. In a sense, you will look like you are dashing across without using your feet, and the white smoke is the wave. by claw

Troubleshooting
Here are some things to rectify if you find you are not getting the desired result: by claw
 * If you are shielding instead, you are not jumping correctly.
 * If you are just jumping, you are pressing the R or L buttons incorrectly.
 * If you are air dodging instead, you are not moving quick enough. Make sure you are jerking the control stick towards the ground and not upwards.
 * If you are shield dodging instead (you're doing a roll or sidestep dodge), you are pressing the R or L buttons before you move. You must define your orientation and directional influence before you press the L or R buttons.

Applying Wavedashing to the game
Note: Only when you are certain you can wavedash without consistently failing should you start to use the move without restriction. Messing up a wave dash in a serious 1 vs. 1 match can mean a certain fall.

Here are a few situations where you can apply wavedashing:
 * Wavedashing can be a quick way to adjust your position relative to the enemy.
 * It is also useful as a dodge when better alternatives do not exist (especially for characters with poor rolls such as Samus or Mr. Game & Watch).
 * It serves as a shield exit, allowing a character to react offensively after shielding an enemy attack.
 * You can also wave dash to evade Samus's grappling hook or Link's hook shot as the speed at which a wave dash is performed is quicker than the speed at which those weapons reach out; though, some wave dashes for certain characters do not dash as far and you will still be caught.


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Super Smash Bros. Melee/Techniques/Advanced

Shorthop
The shorthop is just what it sounds like: a hop that is shorter than a normal jump. It is performed simply by tapping the jump button very quickly and lightly. This is easier with certain characters, such as Falco, and very difficult with others. It is very useful as it can be used to pump out aerial attacks more efficiently, and is also used in many advanced techniques.

Wall Jump
Everyone can wall jump. Samus, Captain Falcon, Mario, Sheik, Young Link, Pichu, Fox, and Falco are characters who are the fastest, and are the easiest to perform this with. The wall jump is performed by tapping the stick in the opposite direction of a wall just as you make contact with the wall. You will bounce of the wall. This can be repeated as much as you wish. It can be used as a recovery, or to surprise an enemy with an aerial attack.

Wavedash
The name of a certain unorthodox movement technique. It is performed by air dodging toward the ground diagonally (often immediately following a jump) so that one's character will slide along the ground. While wavedashing, most characters move as fast or faster than they would by dashing and is essentially in a standing ground position, meaning they can perform almost any ground attack immediately after a wavedash. Luigi can wavedash the farthest due to his traction, but this technique can be useful to anyone.

Wavedash can be used to dodge enemy attack, maneuver quickly, edge-hog, and more. Characters can use wavedashing to cover what would otherwise be weaknesses in mobility and defense - for example, though Samus' roll is slow and inefficient and her running speed is not very high, Samus' wavedash is fast and sufficiently long, allowing her to compete at a high level.

L cancel
L cancelling is a staple of advanced play. All characters can benefit from it. It involves pressing L, R or Z immediately before hitting the ground after executing an aerial attack. This effectively halves the lag time after said attack, and is essential for many advanced techniques. It also gives you a competitive edge over players who do not L cancel. Try to press L as late as you possibly can before hitting the ground; the timing is no more complex than that. Link's aerial down A is a good test move, since the lag reduction is very noticeable.

Shorthop Fast Fall L cancel (Shffl)
A term that does not really outline a particular move, but rather a combination of them. Performed by short hopping, using an aerial attack, fast-falling and l-cancelling, it is often the most efficient way of commencing attacks, although by all means is not always the best option available.

"Back from the brink" (bftb)
Link, Young link, and Samus can use their grab to hang from the cliff and come back up.

Chain Throwing
Characters such as Sheik, Marth, Ice Climber, Samus, and Mario (there are others too) can chain throw. This is just throwing the opponent at a given direction (up for Mario most times, down for Sheik, weird stuff for Ice Climbers and down for Samus) in order to catch them again. The process is then repeated many times, but some characters can escape chain throws at certain (higher) percentages.

Dash-canceling
You can "cancel" your dash by crouching (down on the joystick). This works well as a fake out tactic or if you don't want to attack with the dash attack. Dash-cancel to get your opponent to shield (in an attempt for a shield-grab) and then dash-grab.

Dash-dancing (DD)
A technique that involves quickly tapping the joystick back and forth. When successfully executed, it results in the character rapidly turning around in the opening dash animation. Dash-dancing is used as a fake-out tactic because you can dash in either direction at any time.

Directional Influence (DI)
Pressing a direction while getting hit to change the trajectory of one's flight. Note - this term does NOT mean simple left/right movement in mid-air - that is a misuse of the term.

Disjointed Hit Box
A disjointed hit box is an area that an opponent can attack without having to worry about being hurt. Marth’s sword is a disjointed hit box. His sword is not part of his body, and if someone hits his sword you will receive no damage.

Double Jump Cancel (DJC)
Basically this can only be done by Ness, Mewtwo, Yoshi, or Peach (kind of). During the second jump you can cancel it with any attack. While you can attack during your jump with all characters, only these two can manipulate the second jump (I.E. You will STOP gaining height). Most characters have to attack on a set path based on the jump (unable to adjust the height), Ness, Mewtwo, and Yoshi can interrupt the jump in order to attack (and DI accordingly).

Edge/Ledge Guarding
The term for what you do when your opponent is off of the main stage and is trying to jump back, and you try to keep him off.

Edge/Ledge Hogging
Holding onto the edge of the stage, preventing an opponent from doing the same, as only one player can hold a ledge at a time. The fastest way to do this is to wavedash backwards into the Edge/Ledge hog position.

Fast Falling
This really isn't an advanced technique because it falls along the lines with teching (But since that is included, I'll also include this). Basically this is instinct oriented. All you need to do it press down after reaching the peak of your jump and you will fall faster then you would have if you had not pressed anything at all.

"Fox Trot"
With some characters, including Fox, the initial dash animation is faster than actual dashing. You can move faster than usual by initiating a dash (by tapping) then waiting a second then initiating another dash. A further advantage of the fox-trot is that you can stop the dash animation instantly without any turning animation (DDing) at any point in your movement.

Fox Team
With Fox or Falco on Corneria or Venom, press Left to Right several times on the D-pad. Fox or Falco should then kneel and call his friends. After a couple of seconds, members of the Starfox team will call him, and give him some tips. If Fox or Falco get hit during the summoning animation, or when the team is talking, the transmission will stop. This can only be done once per battle and only works in melee mode and training mode.

Kidnapping
With DK's forward throw you can grab someone, hold on to them, then walk off the edge to kill you both, or you can throw him after you've fallen a little then try to get back yourself. You can also grab and carry with Bowser. This can be done with Kirby as well: when an opponent is near a ledge, simply jump off the ledge and on the way down, inhale them.

Item Catching
Same as item grabbing. When someone throws an item at you, you can catch it by pressing A right when it's about to hit you (on the ground) or Z (in the air). A safer way to air catch is to air dodge and press Z when the item is passing by. It will still catch the item even though you're dodging. It doesn't work with ground dodging. The best way to practice is to throw the item against a wall and catch it after it bounces off.

Jump-cancelling
Refers to inputting a jump and then cancelling the jump with a grab or upwards ground attack before the character leaves the ground. Its most common application is performing a standing grab while dashing; a jump-cancelled grab can be used at any time while dashing. Jump cancelling also refers to jumping out of a shield or reflector: "Fox jump-cancelled his shine." Often combined with the first definition of jump-cancelling; if a character that jumps out of his shield but cancels the jump into an up-B, the act only needs to be described with one use of the term: "Link used a jump-cancelled up-B from his shield."

L-Canceling
This is a tactic to reduce the recovery time of air attacks. Right before your character hits the ground, if you're in the middle of an air attack, press L, R or Z to decrease the recovery time. Most noticeable on attacks with heavy lag upon hitting the ground, such as Link's aerial Down-A or Bowser's aerial Back-A; most players begin to practice L-cancelling with those techniques.

Meteor Recovery
If you jump at the exact moment someone is Meteor Smashing you, you will recover quickly and jump and there will be a little flashy graphic. It only works on spikes deemed official "Meteor Smashes" though.

Meteor Smash
Many characters have a Meteor Smash. This is basically a smash that sends your opponent downward and is designated by the game as a special move. Meteor Smashes, while powerful, can be meteor recovered. The term most people use to refer to an attack that sends your opponent straight or close to straight down, allowing you to get kills at a very low percent if your opponent is off of the edge, is a spike. This is different from a Meteor smash in two ways. First, a Spike cannot be recovered from, so it is much more effective. Second, it is almost always a characters Down-A (unless it is already a Meteor Smash). A good example of the difference is Marth. His Down Ariel is a Spike, and it cannot be recovered from. However he also has a Meteor Smash (On his third B in the Sword Dance press down).

Missile Canceling
This is a technique particular to Samus, similar to Falco's short hop laser. Before you land on the ground from jumping, fire a missile, the landing will cancel the missile animation and reduce normal missile firing lag. Samus can then use the missile as a cover for her approach. The lag from missiles can also be alleviated with the use of bombs. Drop a bomb, move away, drop a second bomb, and move back to the first bomb. It will explode and propel you up (fire first missile), DI toward second bomb which will explode and propel you up (fire second missile), then the second missile is canceled cause you land on the ground, after landing fire the third missile.

Phantom Hit/No-flinch Attack/Dead Hit
A phantom hit occurs when a player hits the enemy at the very tip of the attack window. It causes half the damage the attack would normally cause, but does not knock back or stun the opponent at all.

DA Dash
This is a difficult and somewhat new technique (discovered by a member of the Deadly Alliance, a crew that plays in New York). It is not so much a dash as it is a dash-cancel. Performed by changing direction during the initial dash animation and immediately using an attack or other move otherwise applicable from a standing position. That character will stop moving and use that attack or move. An extremely useful tactic comparable or superior to wave-attacking.

Powershielding/Shield Reflecting
If you press the shield button all the way down at the exact instant you are getting hit, you will block the attack without putting up your shield and be able to retaliate immediately. The computer does this frequently. If the attack is a projectile, you will reflect it back at your opponent. It is extremely difficult and nobody seems to be able to do it consistently in a match.

Projectile Sliding
When using a ranged grab, such as that of Samus or Link, against an opponent and there is a projectile attack or bomb on the ground between the two characters, the character performing the grab will take damage and the other charcter will be propelled backwards with significant force. This can cause a KO on certain stages such as Mushroom Kingdom.

Roll
A moving dodging move performed by tapping the joystick to the left or right while shielding. Though beginning players tend to overuse it, it is an extremely useful dodging technique.

"Sex kick"/Hero kick
The name given (By MattDeezie's crew) to the neutral-A (meaning A without a direction) air attack of some characters. It is defined as a kick that sticks out and still hits people even when the foot is no longer moving. Some people use it as a term for all neutral-A aerials, even the non-kicks, but this is incorrect usage. Fox's and Falco's back A's are also considered sex kicks. A sex kick decreases in damage as the move is used multiple times with the exception of Dr. Mario's sex kick, whose neutral-A aerial actually becomes more powerful after the initial extension.

ShortHop Blaster/Laser
A technique that is absolutely integral to playing Falco at a high level. Performed by lasering after a short hop, it allows Falco to fire lasers while suffering very little lag and is vital to pressuring the enemy.

SmashFest
SmashFests are held by players just looking to play smash with other people (and maybe make some money from Money Matches). To find out if there are any fests/tournaments near you check the Tournament section of SmashBoards. Fests are usually held by high Level players or there respective teams. There are also events known as Biweeklies (Bimonthlies) which commonly lead up to Large tournaments in an effort to raise more fun for a better gaming experience (The Tournament Go Franchise). If you want to get your name out there and become more known in the smash community, Fests are the way to do it.

Teching/Wallteching/Techrolling
The name given for instant recovery techniques. When you (any character) are sent flying from an attack, if you hit L or R before hitting the ground or the wall (or ceiling), you will recover instantly. On the ground, you will stand up, on the wall you will stop bouncing around, and hitting the ceiling causes you to stop moving then fall straight down at a normal rate. If you hold to the side as you do it, you will recover in a rolling dodge. If you hold up as you walltech, you can jump off of the wall.

Triangle Jumping
Similar to wavedashing, except you dodge after you've actually jumped off the ground. This is very useful against characters like Marth in avoiding the attack (sword) while getting close enough in proximity in order to attack.

Stealing a life
In a team multiplayer stock game if you lose all your lives, and your teammate has more than one life left, press the start button to steal one of his lives. This will not work if your teammate has 1 life.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Super Smash Bros. Melee/Stages

Infinite Glacier: Icicle Mountain
This level, based on the NES game Ice Climber, constantly scrolls vertically, challenging players to fight and try to keep in the center of the level to avoid being KO'd. The scrolling can stop, accelerate and even change direction. The level layout will loop if played long enough. The alternate music is the Balloon Trip theme from Balloon Fight.

Mushroom Kingdom: Princess Peach's Castle
Based on its Super Mario 64 appearance. You fight at the top of it, where occasionally switches will appear, which (when touched) will make platforms and boxes that, when touched, spawn a random item, appear for a short while. Every once in a while, a Banzai Bill will slowly fly into the castle, exploding in a rather large blast that will cause heavy damage, and usually KO anyone who is caught in it.

Mushroom Kingdom: Rainbow Cruise
Based on a level from Super Mario 64 called Rainbow Ride, you begin the fight on an airship flying to the left, the ship rams into a platform and falls to the ground, from there the battle takes place on several platforms suspended in the sky, moving upward and then to the right, before heading back down to the ship again.

DK Island: Kongo Jungle
It takes place on what looks like a wooden raft at the edge of a waterfall. To the right of the raft is a rock. Below the raft is a Barrel Cannon not unlike the one in the Kongo Jungle stage in the original Super Smash Bros. You will sometimes see Klap Traps fall off the waterfall. Anyone who touches one of them will take severe damage. Its music is remade from the DK Rap from Donkey Kong 64.

DK Island: Jungle Japes
This stage appears to be set deep in a jungle, at sunset. There is a central platform with a passable platform just above, then two smaller platforms on either end, all standing on the bank of a very fast flowing river. Anyone who touches a Klap Trap swimming down the river will take severe damage (and usually gets KO'd). Its music is pretty much a jazz remix to the Kongo Jungle stage from the first Super Smash Bros.

Termina: Great Bay
Taken from the game Majora's Mask, it is set on a floating platform off the coast of a shore. There is a large platform with one platform below on the left side and one platform below on the right side. Often, on the far right side of the stage, Turtle that can be used as a platform, along with the two short trees that accompany his shell. Tingle also floats above on his balloon, which you can stand on or burst, leaving Tingle in midair for about 1 second flapping his arms and legs (which will damage you) before falling to the ground, dance idiotically, holding up his pen and map, only to reinflate his balloon about 10 seconds later. Music is what is arguably the theme song for The Legend of Zelda. Alternate music is Saria's Song from Ocarina of Time.

Hyrule: Temple
Simply the largest level in the game. It has no events or hazards but is consisted of a very large piece of land high in the sky. Around the middle of the land piece is a short tunnel that leads to a lower part (in which is the easiest place for survival in the whole game) with small passable platforms scattered everywhere. Its music is the dungeon music in Zelda II: The Adventure of Link. The alternate music is a song from Fire Emblem: "Together We Ride".

Yoshi's Island: Yoshi's Story
With nearly the same platform arrangement as the Battlefield stage only noticeably smaller, the only interactivity is a cloud that runs on a track that goes back and forth between the left and right sides of the main land, and flying Shy Guys called Fly Guys that sometimes carry Food that they will drop if they are KO'd. Music is the theme song from the critically-panned game Yoshi's Story.

Yoshi's Island: Yoshi's Island
Taken from an area of the same name in Super Mario World, it is complete with the infamous square blocks that spin if hit from the Mario universe. The level is a piece of land that is connected by a pit covered by three of the said blocks above. At the right there is a large hill that leads up and eventually off the map, and on the left is a large pipe (not enterable) that make up another hill with it's diagonal placement, making the level a bit of a valley. Music is the high elevation music in Super Mario World. Alternate music is an improvement on Super Mario Bros. 3.

Dream Land: Fountain of Dreams
A very visually impressive level, all battle takes place on the fountain, which is again similar to Battlefield, nothing special except the side platforms occasionally rise and sink into the fountain. This stages music is "Fountain of Dreams" from Kirby: Nightmare in Dreamland.

Dream Land: Green Greens
Based on the area of the same name in Kirby's Dream Land, there is a main platform in the middle with two platforms of half its size on either side, and two platforms above the main one. Whispy Woods blows strong air that pushes you away from him. If you take too long, he will drop apples. Music is adapted from the Green Greens music in Kirby's Dream Land.

Lylat System: Corneria
Very similar to the Sector Z level from the original Super Smash Bros. only it's considerably smaller and is not in space. Fighting takes place atop the Great Fox as it flies through Corneria. You can stand on the twin blasters at the bottom below the cockpit attack them until they explode, rendering them useless, even to stand on. Arwings fly by on occasion in the background where they may shoot at the players, and in the battle field where they can be used as platforms. The guns will occasionally shoot, heavily damaging anyone who happens to be hit or standing on the guns. The level is also scrolling, though it is only noticeable when an item that should remain stationary in the air, like a Flipper, is out.

Lylat System: Venom
This level takes place on the wings of the Great Fox as it flies through Venom, Arwings and Wolfens shooting occasionally at fighters. When the Great Fox is passing through a tunnel, the players may, if launched fast/hard enough, may bounce off the cave walls, giving players a chance to survive. The level is played facing directly into the cockpit of the Great Fox. Music is the main theme from Star Fox.

Planet Zebes: Brinstar
Based off of the section of Zebes known as Brinstar, the stage is just a platform with three platforms above it. The two platforms on the side are held up by pink tendon-like structures which can be attacked until they separate and the platform flips up. The acid at the bottom rises and falls, and characters take damage if they touch it. A mass of green wormlike things are what hold the stage together, and the stage splits when they are destroyed. Music is from the Brinstar area in the original Metroid.

Eagleland: Onett
This stage takes place in Ness's hometown of Onett. It and Flat Zone are the only stages without pits to fall into. Cars drive by on the street, and if a character gets hit, they take damage. The platforms are made up of structures such as the awnings on the drugstore in the center, and a house on the left and right side of the stage. there is also a tree branch to stand on and occasionally collapsing platforms on the drugstore.

F-Zero Grand Prix: Mute City
This level takes place in Mute City on a small platform speeding down the track of an F-Zero race. When the platform is moving, anyone who falls off takes damage from the ground flying by, and when it is stopped, anyone hit by the speeding F-Zero Racers driving past also takes damage. The F-Zero Racers can explode if hit correctly.

Kanto: Pokémon Stadium
This level takes place in a level faithfully carried over from a game of the same name for the N64. The stadium changes every once and a while (from Normal to either Rock, Grass, Water, or Fire).There is also an overhead screen displays close-ups of battle, tells who's winning, and gives the names of all combatants. In timed battles, it gives the remaining time.

Mushroom: Kingdom
A stage based off the NES game Super Mario Bros.. There are bricks that play as platforms on the stage, and some can be hit to reveal items. In the background you can see Koopa Troopas and Goombas walking around. There is also the castle which has a flag next to it, another parody from the original game. Occasionally, all the bricks will change into item holding ? Blocks. The background music speeds up when time is running out (when applicable).

Planet Zebes: Brinstar Depths
Deep in the heart of Planet Zebes lies the imposing Brinstar Depths. Players fight each other on a large platform that contains a long spider ball track. The monster Kraid looms in the background, and will occasionally spin the platform, which makes new levels of it accessible.

Eagleland: Fourside
The "New York City" of Eagleland, Fourside is full of activity. Battle takes place atop three of the main buildings, one of which is a skyscraper. The Giygas UFO (from Earthbound) will occasionally fly in and players can jump to it. It's very slippery (mentioned in the UFO Trophy as well). It vanishes after a few minutes, however.

F-Zero Grand Prix: Big Blue
Starting on Captain Falcon's ship, the battle takes place on the F-Zero Racers and various platforms as they race across the Big Blue level. The level is rapidly scrolling, standing on the floor too long could mean death, and objects that float in the air (Like Flippers, Party Balls and some Pokémon) will likely be swept off screen before being of any use. Other platforms, such as the Falcon Flyer, will occasionally enter.

Kanto Skies: Poké Floats
Taking place over the Kanto mainland from the Pokémon series, players battle on rather large Pokémon floats like those that might be seen in the Macy's Thanksgiving Day Parade. The stage scrolls from one float to the next, forcing players to jump to each float or risk falling out of the sky (and off the stage). Half of one's energy is often spent on survival. The floats cycle in this order: Squirtle, Onix, Chikorita, Psyduck, Sudowoodo, Weezing, Slowpoke, Porygon,

Mushroom: Kingdom II
This stage should have been called Subcon. It is based on Super Mario 2, which was called Super Mario USA in Japan. It's a very simple stage, brilliantly animated to look just like the game. The only anomalies are Birdo, who will enter on either side and barf pixelated eggs (which can be caught and thrown) at fighters. One can KO Birdo, but she'll always return. A Pidgit will also fly in on his carpet, but if you stand on it to long, it'll carry you off the stage to your death.

Superflat World: Flat Zone
An extremely small level that integrates features and designs from the classic Game and Watch games Helmet, Oil Panic, and Manhole. All characters are two dimensional (but it's hard to discern), and pausing here will zoom out to view the entire Game and Watch system (as opposed to zooming in on your character). All characters, except Mewtwo, make Mr. Game & Watch's distinctive clicking noise when they walk.

Special Stages: Battlefield
A smaller level than Final Destination, three platforms exist on this stage making it very similar to the Classic Dream Land stage, but without any hazards. In Adventure mode, this stage has reduced gravity. The Wire Frames always fight here. The odd, multifaceted crystal in the center may be some sort of power core, and is probably what created Battlefield and (maybe with some interference from Master and Crazy Hand) the Wire Frames.

Special Stages: Final Destination
Where the last battle of both Classic mode and Adventure mode take place, this level is perfectly flat, and is the perfect place to fight unhindered. Your character fights Master Hand and Crazy Hand in Classic mode, and Bowser and Giga Bowser in Adventure Mode (in high difficulty settings). Both Crazy Hand and Giga Bowser are optional superbosses, and while Master Hand and Crazy Hand fight on a team together, Bowser and Giga Bowser are fought separately. The black crystal in the center (near identical to the colorful one on Battlefield) may be what created Final Destination, the Hands, and maybe Giga Bowser.

Past Stages: Dream Land
A faithful recreation of the Dream Land stage from the original Super Smash Bros. The only hazard is Whispy Woods, who blows characters about.

Past Stages: Yoshi's Island
A faithful recreation of the Yoshi's Island stage from the original Super Smash Bros. The clouds beside the platform will dissipate if a player stands on them too long.

Past Stages: Kongo Jungle
A faithful recreation of the Kongo Jungle stage from the original Super Smash Bros. The barrel moving along the bottom may save lucky players from falling.

title: Super Smash Bros. Melee/Stages


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Super Smash Bros. Melee/Secret Stages

Unlocking Secret Stages
As with characters, there are a total of eleven secret stages to unlock. Five of them are visible as question marks before you unlock them, another one is for Mr. Game & Watch and can easily be obtained after unlocking him. Then there are five special stages that are split into two groups at the bottom of the stage selection screen: three past stages from the original Super Smash Bros. game and two non-character specific stages from Classic and Adventure Mode.

Mushroom Kingdom 2
Mushroom Kingdom 2 is the only stage to be shown as a question mark when locked to not be opened by completing VS. Mode matches. It is based on the old Mario game Super Mario Bros. 2, and contains the Birdo and Pidgit enemies. Its technical name is "Kingdom 2." It goes with Mushroom Kingdom to complete the "Retro Mario" category of stages.

 * Obtain the Birdo trophy. It is completely random, but when you unlock it you get the stage.

Brinstar Depths
The Metroid stage "Brinstar Depths" is probably the first stage that you will unlock along the line of locked stages visible as question marks. You can actually get a preview of this stage by reaching Event Match #27: Cold Armor before you unlock it. It features are large stage floating over a pool of magma, spun by Kraid. This stage goes with Brinstar to complete the "Metroid" category of stages.

 * Play 50 Versus Mode matches. In order to view the number of VS. Mode matches that you have completed, go to Data: Melee Records: Misc. Records. In the seventh row will be "VS. Play Match Total."

Fourside
The EarthBound stage "Fourside" is the next stage that you will unlock if you follow the VS. Mode pattern. You can get a preview of this stage by reaching Event Match #25: Gargantuans. Although it is one of Ness's stages, he has a great weakness on it: His Up+B recovery (PK Thunder) does not work when falling between two buildings. This stage goes with Onett to complete the "EarthBound" category of stages.

 * Play 100 Versus Mode matches.

Big Blue
The F-Zero stage "Big Blue" is the next stage that you will unlock in this pattern. In it, you zoom along the track by hopping on the F-Zero racers. This stage goes with Mute City to complete the "F-Zero" category of stages.

 * Play 150 Versus Mode matches.

Poké Floats
The Pokémon stage "Poké Floats" is the final stage that you will unlock in this pattern. This is the stage where you battle on constantly changing, giant floating Pokémon statues. This stage goes with Pokémon Stadium to complete the "Pokémon" category of stages.

Note: One of the above 4 courses is randomly unlocked every time you play 50 VS matches. Results may vary.
 * Play 200 Versus Mode matches.

Flat Zone
Flat Zone is not visible until after you have unlocked it, making it different from the above five. It goes next to the two Starfox stages. It is built for Mr. Game & Watch, and is easy to unlock after you get him.

 * Complete Classic with Mr. Game & Watch.

N64 Yoshi's Island
Yoshi's Island is a stage from the old Super Smash Bros. and is based on the game Super Mario World 2: Yoshi's Island. It contains three groups of clouds that will vanish after being walked on for too long.

 * Hit the Sandbag over 1,350 ft (400m) in the Home Run Contest. An easy way to do this is with Yoshi: Grab the bat, jump over the Sandbag and use your airborne Down+A attack to inflict massive damage to the Sandbag. Repeat as much as possible before hitting a home run.

N64 Kongo Jungle
Kongo Jungle is a Super Smash Bros. level based on the Donkey Kong Country game. It features an old-fashioned Barrel Cannon floating around below the stage.

 * Survive the 15 Minute Melee.

N64 Dream Land
Dream Land from the old Super Smash Bros. is possibly one of the most boring of all stages from that game. However, it is one of the three old stages chosen to be rereleased. It is based on the Kirby series and is very much like the "Battlefield" stage, except a tree in the middle occasionally blows players gently to the side.

 * Complete Break the Targets with all 25 characters.

Battlefield
Battlefield is the second last stage you play on in Classic and Adventure Mode, against the metallic fighters and wire frames.

 * Complete All-Star with any character.

Final Destination
Final Destination is where you battle Master Hand and Bowser in the Classic and Adventure Modes.

 * Complete the Event 51: The Showdown.

title: Super Smash Bros. Melee/Secret Stages


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Super Smash Bros. Melee/Non-playable stages

These stages are only found in certain circumstances, and cannot be played in Vs. mode unless Debug mode is used (Note: Goomba, Entei, and Majora's Mask cannot be played even with debug mode, though they can be via other hacks).

None of these names are official.

 * Mushroom Kingdom Adventure (This is played as the first level of Adventure Mode.)
 * Underground Maze (This is played as the third level of Adventure Mode.)
 * Escape Shaft (This is played as the eighth level of Adventure Mode.)
 * Race to the Finish (This is played as the ninth level of Classic Mode.)
 * Target Test (This is played as the third level of Classic Mode and varies from character to character. Note: Debug Mode allows people to play in a Sheik Target Test Arena, which is unfinished. It is rumored that originally when someone turns into Sheik in Zelda's target test, this would appear for an easy 3 targets)
 * Goomba (This is played in Event Match #14 "Trophy Tussle".)
 * Entei (This is played in Event Match #26 "Trophy Tussle 2".)
 * Majora's Mask (This is played in Event Match #47 "Trophy Tussle 3".)
 * Trophy Collector (This is played as the sixth level of Classic Mode)
 * All-Star Teleporter (This is played between every stage of All-Star)
 * F-Zero Raceway (This is played as either the fifteenth or fourteenth level of Adventure Mode, depending on whether or not the player fought Giant Kirby. This is also played in Event Match #33 "Lethal Marathon".)
 * Homerun Stadium (This is played in the Homerun Contest.)
 * Test Stage (Apparently a stage designed for testing the Super Smash Brothers: Melee beta.)

There are also four other stages, only available through debug mode, though in such an unfinished state that the game freezes when the game starts, and thus the stages can never be seen. Their names are:

 * AKANEIA (One of the first Fire Emblem games was named Fire Emblem: Akaneia, so this is probably an unfinished Fire Emblem stage)
 * Dummy (Apparently some other testing stage. The infamous Animal Crossing glitch item DUMMY was also a testing item)
 * IceTop (Believed to be an unfinished second Icicle Mountain stage)
 * 10-2 (Possibly another Mario level, but never finished)


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Super Smash Bros. Melee/Characters

Super Smash Bros. Melee has a wide variety of characters, and each of them has their own strengths and weaknesses.

Statistics taken from this post on Smashboards.

Default fighters

 * Bowser
 * Captain Falcon
 * Donkey Kong
 * Fox
 * Ice Climbers
 * Kirby
 * Link
 * Mario
 * Ness
 * Pikachu
 * Peach
 * Samus
 * Yoshi
 * Zelda
 * Sheik

Secret fighters

 * Dr. Mario
 * Falco
 * Ganondorf
 * Jigglypuff
 * Luigi
 * Marth
 * Mewtwo
 * Mr. Game & Watch
 * Pichu
 * Roy
 * Young Link

title: Super Smash Bros. Melee/Characters


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Super Smash Bros. Melee/Secret characters

Unlocking Secret Characters
There are a total of eleven secret characters to unlock. Each character has two ways to be unlocked; one way is unique while the other involves you playing a certain number of Versus Mode matches. You can unlock any character by doing either; you don't have to do both. Special Mode and quitted matches don't add up to your VS Mode match total. The secret characters are listed in order of how many VS. Mode matches it takes to unlock them. To view how many VS. Mode matches you've completed, go to Data: Melee Records: Misc. Records. In the seventh row will be "VS. Play Match Total."

Jigglypuff
Jigglypuff is the first character you'd unlock in the original Super Smash Bros, and will probably be the first one you'll unlock in this game.

 * Complete Classic Mode or Adventure Mode once with any character with or without using a continue.
 * Play 50 Versus Mode matches.

Dr. Mario
Dr. Mario is an almost exact clone of Mario, but because he's so easy to unlock you probably won't be bothered too much by that.

 * Complete Classic Mode or Adventure Mode with Mario without using a continue. However if you don't have Jigglypuff unlocked already, doing so will unlock her first, and you'll have to do it again to unlock Dr. Mario.
 * Play 100 Versus Mode matches.

Pichu
Pichu is possibly one of the weakest characters in the game and is a clone of Pikachu. It takes a lot of effort to unlock it the unique way, so doing the considerably easier VS. Mode mission may be preferred for such a weak character.

 * Clear Event Match #37: Legendary Pokémon. Note that to even reach this event match, you'll have to complete all 30 previous event matches and have Jigglypuff, Falco, Young Link and Luigi already unlocked.
 * Play 200 Versus Mode matches.

Falco
Falco is a clone of Fox, with some important differences (including the difference in speeds, lasers, reflector properties, and distance gained by recoveries).

 * Clear the 100-Man Melee with any character.
 * Play 300 Versus Mode matches.

Marth
Marth is a character from the previously Japanese-only series Fire Emblem. All his moves involve his sword (except his grabs) and he speaks Japanese.

 * Use all fourteen of the initial non-secret characters in Versus Mode at least once.
 * Play 400 Versus Mode matches.

Young Link
Young Link is unsurprisingly a clone of Link, except slightly more agile and less powerful.

 * Complete Classic Mode or Adventure Mode with ten different characters. Winning with Link and Zelda/Sheik may be needed as well, but that is unverified.
 * Play 500 Versus Mode matches.

Ganondorf
Ganondorf is very slow and powerful, but otherwise he is a clone of Capt. Falcon. He is the only clone to not be part of the same series as the one he is cloned from. He is connected to the Legend of Zelda cast by being one square above Young Link, making him the only character to be joined to his party by columns.

 * Clear Event Match #29: Triforce Gathering, which features Ganondorf.
 * Play 600 Versus Mode matches.

Mewtwo
Mewtwo is thankfully a very unique character. His telekinetic powers make for some interesting fights, and he will be worth the time necessary to unlock him.

 * Play a total 20 hours of Versus Mode, or play a total of 20 hours of Single Player Mode. To see how long you've played VS. Matches, go to Data: Melee Records: Misc. Records. In the fifth row will be "VS. Play Time."
 * Play 700 Versus Mode matches.

Note: With four people playing, only five hours of play time are required because each player's play time is added to the total. Therefore, theoretically, it is possible to battle three other people in a five-hour battle and still unlock Mewtwo. Also, it is important to realize that only time spent battling counts toward play time.

Luigi
At first glance, Luigi may seem like a mere clone of Mario, but any advanced player will learn how unique he really is.

In the character selection screen, Luigi --when he is unlocked-- takes Pikachu's place and joins all his Mario Bros. --Mario universe-- buddies (including Mario, Peach, Bowser, and Dr. Mario). (Pikachu is the only Pokémon which is available from the start. It initially appears after Mario --at the start-- but moves to the bottom row when Luigi is unlocked.) After Luigi --on the top row-- joins his Mario buddies, Pikachu travels down to the bottom row to join the other Pokémon (that being, Jigglypuff, Pichu, and Mewtwo).

At the start of the game, before Luigi (from the Mario universe) and Jigglypuff, Pichu, and Mewtwo (from the Pokemon universe) are unlocked, Pikachu is sandwiched in the Mario section. This is because it is the only starter character who appears as part of the "?" (placeholder) slots.

 * Fight him in the Mushroom Kingdom stage of Adventure Mode. To do this, you must finish Part 1 of the Mushroom Kingdom stage with the last large number of the time limit being a 2. For example, 1:52: 48 . This will make him replace Mario in the following fight. Then complete the Adventure Mode without using a continue.
 * Play 800 Versus Mode matches.

Roy
Roy is a clone of Marth, but with a few differences, the most obvious of which is how his sword burns his opponents. He is quite easy to unlock after you get Marth.

 * Complete Classic Mode or Adventure Mode with Marth without using a continue. However if you don't have Jigglypuff unlocked already, doing so will unlock her first, and you'll have to do it again to unlock Roy.
 * Play 900 Versus Mode matches.

Mr. Game & Watch
Mr. Game & Watch is based on the entire Game & Watch series and is considered the final secret character in the game, as there is no way to unlock him without first unlocking all other characters. Once you get him, you'll be able to easily earn his stage.

 * Complete Classic Mode, Adventure Mode or Target Test with all other 24 characters.
 * Play 1,000 Versus Mode matches.


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Super Smash Bros. Melee/Non-playable characters

Several characters from various games, and some never before seen characters, appear in Super Smash Bros Melee as non-playable characters. This is a list of all those characters and where you can find them.

 * Please note that if entering the Action Replay Debug code, these characters will be playable:

Master Hand - A giant, floating, white glove, similar to Mario's, that first appeared in the original Super Smash Bros. at the end of the 1 Player game. You will now find him whenever you beat Classic Mode. You can also find him on Event Match #50.

Crazy Hand - Crazy Hand is almost identical to Master Hand, but is more difficult (and is a left glove, whereas Master Hand is a right glove). Crazy Hand also has several attacks that Master Hand does not, and they can both join together to do super attacks. Crazy Hand only shows itself when certain requirements are met: when the player proceeds through Classic Mode without using continues on at least the Normal difficulty, and gets Master Hand down to at least half of its HP. Additionally, it can be found in the fiftieth (second-to-last) Event Match. Its behavior is more random than Master Hand's. Its attacks are more devastating, and overall it is more difficult to defeat than Master Hand.

Fighting Wire Frame - The Wire Frames are wires in the shapes of men and women, apparently wrought from the power of Master Hand. They bear its symbol beneath the "skin" of their face. (Of course, they are a tribute to the wire frame models used in the early stages of character creation.) They appear in Adventure Mode and the Multi-Man Melee challenge, replacing the Polygon Team from Super Smash Bros. Like the Polygon Team, they are the game's generic weak opponents. Usually it takes a large group to even stand a chance against a reasonably skilled human player; However, in Endless and Cruel Melee modes they are much stronger and do pose a danger. One fights them on a stage called the "Battlefield".

Giga Bowser - Giga Bowser is a possible final boss in the game's Adventure Mode, and can only be fought when the player beats the Adventure mode on Normal difficulty or higher, without using any continues, and in under eighteen minutes. At this point, where the credits would normally begin, Bowser returns from the abyss surrounding the Final Destination field and transforms. He becomes far larger, quicker and more powerful than Bowser was, and can be quite a challenge. Additionally, he can be found in the last Event Match alongside Mewtwo and Ganondorf.

Sandbag - Sandbag appears only in the Home-Run Contest (see "Stadium" section below). In the Home-Run Contest, the player's goal is to hit Sandbag as far as possible. According to the game's trophy description, "Getting hit doesn't hurt Sandbag at all!", which is fortunate for Sandbag, as its flight distance is proportionate to the damage it has accumulated. In order to get the Sandbag trophy, the player must hit Sandbag 984 feet (300 m). The player has 10 seconds in which to damage Sandbag, then smash it off the screen as far as possible with a provided Home-Run Bat. Perhaps one of the easiest ways to do this is to select Fox, shoot the bag until it is at about 80 or so percent, and then smash attack the bag with the bat. This should give you about 1000 feet in distance, along with unlocking the sandbag trophy.
 * These characters are not playable under any circumstances:

Birdo - In the Mushroom Kingdom 2 stage, a pixelated Birdo will occasionally enter from the left and right sides of the screen, stop and shoot three or so pixelated eggs. Birdo can push players around and can be jumped on, although doing so does not harm Birdo. Birdo can be attacked and sent flying away, but no matter how many times you defeat her, she will return. The eggs she shoots can hurt players if they are hit, however a deflected egg can be grabbed by another fighter if they are in its path and can then be used as a weapon.

Bob-omb - A black bomb with legs and lit fuse. This enemy from the Mario games is an regular item. After appearing, it will sit around for a while waiting to be picked up and thrown at opponents for an explosive surprise. If it takes to long to get picked up, it will get up and start walking back and forth along the platform its on, exploding upon contact. Left alone, it will eventually explode by itself. A special Bob-omb causes a huge explosion in the movie that plays at the beginning of the game.

Bullet Bill - Giant Bullet Bills appear in the Princess Peach's Castle stage from various directions, hitting the castle. Upon contact, they'll explode, causing no visible damage to the castle but being almost always fatal to anyone caught in the blast. Bullet Bills also zoom around in the background of the Yoshi's Island stage.

Four Giants and the Moon - These are nothing but background characters of the Great Bay stage. They will not effect the battle at all. After a period of time, the Moon will start to drop towards Termina. After it gets close enough, the Four Giants will enter and push it back into space. This animation will repeat itself throughout the battle, should it last long enough.

Giant Turtle - This is a large turtle with grass and two palm trees on its shell. It appears in the water on the right side of the Great Bay stage. It will float on the water, facing the rest of the stage at the start of the fight, but after a while it will submerge. After staying underwater for a bit, it will re-emmerge from the water facing any four of the main compass directions. The direction its facing effects gameplay a little: the turtle's trees and head will be in different positions when facing left or right, and will not even be traversable when facing forward or backward.

Goombas - Goombas walk back and forth in Part 1 of the Mushroom Kingdom stage of Adventure Mode. They are very easy to kill. They can come out of containers in regular VS matches, but that is rare.

King Dedede & Bronto Burt - These two characters randomly float around in the background of the N64 Dream Land stage. Bronto Burt is a pink puffball enemy with wings.

Klap Traps - These are purple crocodiles with little bodies and large mouths that like to swim in the rivers of the Kongo Jungle and Jungle Japes stages. In Jungle Japes, getting bitten by one of them as they jump out of the river will result in death as they send you flying downwards. In Kongo Jungle, they will pass by while falling down the waterfall, biting and damaging anybody in their way. In this stage, it is actually possible to hit them as they pass by, and a strong enough attack can send them flying. If you are lucky enough to hit them into the spinning barrel, they will get stuck in the barrel for a period of time before getting blasted out in a random direction. While in the barrel, its squirming bottom half will be sticking out and no one will be able to use the barrel.

Koopa Troopas & Paratroopas - Koopa Troopas and their winged counterparts walk/fly back and forth throughout Part 1 of the Mushroom Kingdom stage in Adventure Mode. They both come in red and green-shelled varieties. Like in regular Mario games, jumping on a Paratroopa will turn it into a regular Koopa Troopa, and jumping on a normal Koopa will cause it to retract into its shell. The Koopa Shells look different from the normal shell items, but they act identically.

Cranky Kong - Cranky Kong is a very old monkey with a long beard. His silhouette is visible through the window of the center structure in the Jungle Japes stage. He will walk by and rock in his rocking chair, not effecting the battle at all.

Kraid - In the Brinstar Depths stage, he emerges out of the magma to wreak havoc among the fighters. He stays in the background and won't directly hurt anyone, but he will slash the stage, causing it to rotate.

Lakitu - A Super Mario World-style Lakitu can be found floating around in the Yoshi's Island stage's background, carrying a 1-Up Mushroom by a fishing line. Unfortunately, you can't reach him or his mushroom. An old fashioned Lakitu flies around Mushroom Kingdom, also in the background.

Mr. Saturn - A small character from EarthBound who is an item in this game. It will walk around back and forth until it is picked up by a player. It can be thrown at opponents, causing small amounts of damage. After three hits, it will disappear.

Pidgit - Pidget appears in the Mushroom Kingdom 2 stage, where he rides around on a magic carpet. Players can hop onto his magic carpet for a free ride, but the Pidget will stay in the background, not able to give or take damage from players. His magic carpet will enter and exit from either side of the screen and will fly around randomly.

Octoroks, ReDeads & Like Likes - These three Legend of Zelda enemies appear in Part 1 of the Hyrule Underground Maze stage of Adventure Mode, scattered all over the dungeon-like stage. Octoroks will shoot at you, ReDeads will attach onto you and sap your health, and Like Likes suck you up and barf you out, damaging you. On rare occasion, Octoroks and ReDeads will appear out of containers during VS matches.

Pak E. Derm - This stop-sign holding elephant walks back and forth in the background of the Yoshi's Story stage. He is merely a background object and doesn't affect the battle at all.

Pokémon - Various Pokémon that appear from PokéBalls randomly. For more details, see this page.

Shy Guys - These guys will float past the Yoshi's Story stage in groups. Each will be carrying a random type of food, granted the Food item isn't turned off. They won't hurt fighters in any way, and hitting them will cause them to get flung away, dropping their delicious cargo.

Slippy Toad & Peppy Hare - These frog and hare pilots are Fox and Falco's crewmates. In Part 2 of the Corneria stage of Adventure Mode, they, along with either Fox or Falco, will say some quirky lines over the intercom. They also supposedly pilot the Arwings of the Corneria and Venom levels, (it might not be an Arwing at all, and just the Great Fox) although you cannot see them. Slippy Toad makes a cameo in the Event Match "Slippy's Invention." You can also chat over the intercom midfight if a certain easter egg is activated.

Tingle - He is a background object in the Great Bay stage. He floats around with his Tingle balloon, which players can hop on and pop, causing Tingle to fall onto the ground where he'll spin for a while before creating another balloon and floating up again. Popping the balloon with direct contact will hurt the popper 2%. It is possible to pop Tingle over the water, causing him to fall to his doom. He'll still return with his balloon, however.

Toad - Toad is a small little person with a red mushroom cap on his head from the Mario series. He can be seen running back and forth in the background twice in Part 1 of Adventure Mode's Mushroom Kingdom: Once on the platform where you battle all the Yoshis, and then again near the finish line. Also, when Peach uses her B attack, she sticks Toad out to protect her.

Topis and Polar Bears - These Ice Climber baddies appear in walking back and forth in the Infinite Glacier stage of Adventure Mode. Topis can be killed in one shot, while Polar Bears take several hits to kill. Topis can come out of containers in regular VS matches, but this is rare.

Whispy Woods - This anthropomorphized tree sits in the background of both the Green Greens and N64 Dream Land stages. He will occasionally blow gusts of wind left or right, which will have a slight effect on the battle. In Green Greens he will shake his head on occasion, flinging apples onto the battlefield.


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Super Smash Bros. Melee/Movelists

=Character specific movelists=

Zelda [[Image:00%.png]]
=Easter Eggs=

Easter eggs are hidden objects in video games that are only unlockable or visible if certain things are done. Super Smash Bros. Melee has some Easter eggs.

 * If you view the trophy of Metal Mario in Trophy Mode and remove the menu screen on the right, there is an Easter Egg visible. If you zoom in on his back, then the shiny metal surface reflects an image of Yoshi's Stage.
 * NOTE: This is the Super Smash Bros. Melee stage.

his eyes will glow. This can, in a way, be done with the master sword trophy: select a certain color scheme and the triforce will glow.
 * If you view the trophy of Ganondorf (where he's holding his sword to the ground), and you press START for the dark color scheme background,

 * When playing as Samus jump then do an air dodge with L, then quickly rotate the D-pad once counter-clockwise very quickly and press A. If done correctly your grapple beam should be about 2/3 longer and it has a homing effect if you hold L and press a to grab. Note that the beam will not automatically grab the opponent when it crosses over them, you have to press A a second time.
 * NOTE: This was removed in the Player's Choice and PAL versions of Super Smash Bros. Melee.

 * While playing as Fox or Falco on Corneria or Venom in vs. or training mode, rapidly mash left and right on the d-pad. Fox or Falco will eventually spin around quickly and hunch over with a clenched fist. After holding this position for about ten seconds, a conversation among the other three Star Fox members will triger. If Fox or Falco is hit during the hunch, it will be interupted. This can be done only once per battle, whether it is fully executed or not.

=How to Add a Movelist= In the interest of consistency, please use the template that is already being used in the Samus section. Your contribution is greatly appreciated.

title: Super Smash Bros. Melee/Movelists


text: Super Smash Bros. Melee/B-Attack List

title: Super Smash Bros. Melee/B-Attack List


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Super Smash Bros. Melee/Items

Regular Items
There are 31 regular items in Super Smash Bros. Melee, and although you can't unlock any secret ones, they will still keep things interesting in the fight. Some items are more useful and rarer than others. Regular items appear by themselves and in containers, sometimes with other items. In most Vs. games, you can adjust what items appear and how often. There are three types of regular items: Attack, Status and Recovery. Here they are in their appropriate categories and alphabetical order:

Attack Items
The effects of these items are different, but they all share one purpose: To hurt your opponents. But be careful, some of these items can attack their user.

 * Barrel Cannon - A barrel with a white arrow painted onto it from the Donkey Kong Country series. When thrown, it will move forward, spinning along the ground. If someone touches it, they will become trapped inside. The player who throws it cannot get trapped inside, however. Once inside the player can voluntarily shoot himself out in the direction the spinning arrow is facing. He has to be careful not to shoot himself off the edge of the stage or stay in the barrel too long, as it will often roll right off the edge of the stage. If the barrel doesn't reach the stage's edge in time, it will shoot out the player inside automatically. Players won't hurt opponents as they shoot out, but anyone who touches the occupied barrel will take a little damage. Barrel Cannons are rare and have the habit of disappearing quickly if left alone. A permanent, hovering Barrel Cannon can be found on both the old and new Kongo Jungle stages, although that of the old stage looks very different from the modern item.

 * Beam Sword - A sword with a neon pink glow for a blade that lengthens and shortens during attacks. It is similar to the beam sword of the Nintendo 64 Super Smash Bros. It makes an electric humming sound when swung. The length of the blade changes based on the wielder and the strength of attack. While being held, it simply aids the player's A, Dash+A and Forward-Smash attacks. As with all weapons of this type, it can be thrown to make a nifty projectile.

 * Bob-omb - The black, walking bombs from the Mario series with lit fuses. When they are first released, they sit still, during which they can be picked up by opponents. Attacking them in this stage, or any time for that matter, will cause them to explode. Their explosions are large and rather potent. If you leave them alone for about five seconds, the Bob-omb will get up and walk back and forth along the platform it's on and explode on contact with any player, rendering it unable to be picked up anymore. After about 10 seconds of walking, the Bob-omb will pulsate for several seconds before exploding all by itself. A bonus is available if a player can grab the Bob-omb while pulsating and throw it away before it explodes. When in a player's hands, the Bob-omb can be carried indefinitely until thrown away, after which it'll explode on contact. The following explosion can hurt the one who threw it if he is close enough. Also, it is possible to catch a thrown Bob-omb by pressing A as right before it makes contact.

 * Fan - A paper fan, bound at one end with red paper, original to the Super Nintendo game Earthbound. It can be welded just like a Beam Sword, but strikes with this weapon are weak. However, you can rapidly tap A to have a very rapid attack with a 'vacuum' effect; once the player hits, their opponent will be drawn closer to them, allowing for multiple hits. The Fan breaks shields more easily than other melee weapons, and when a player in hit with a thrown Fan, they tend to fly nearly straight upwards.

 * Fire Flower - A flower with light orange petals and a pair of eyes in the center of the bloom. It's from the Mario series, with an appearance closer to the first game, although instead of giving you fireball powers, this flower will shoot out flames. Pressing and holding A while carrying this item causes the flower to spew fire for about 10 (not necessarily consecutive) seconds, after which it spews harmless smoke and is largely useless. When thrown, the Fire Flower burns whoever it hits for minor damage.

 * Flipper - A pair of large rubber balls connected by a styled arm on an unseen axis, borrowed from Balloon Fight. When thrown, the flipper will hover in place where it was thrown. Coming in contact with a flipper will stun the player for a short time and cause a small amount of damage, even to the player who threw it.

 * Freezie - A piece of jagged ice with a face that slides around the ground, seen in the Mario Bros. arcade game. When thrown at a player, that player is frozen on contact, launched into the air, and immobile inside a large piece of ice for a sizable amount of time. The more damaged the frozen player is, the longer he'll stay frozen, although players can struggle by pressing buttons to break free faster. When a player is encased in ice, a fire-based attack will immediately thaw the ice, while other attacks will harm the player while keeping him frozen. Freezies are fragile and can be broken by the slightest attack before they are picked up.

 * Green Shell - A green Koopa Troopa shell from the Mario series. When thrown or hit, it'll continue in the direction sent until it hits a wall or falls off the stage. It can be stopped by jumping on it, like in the original Super Mario Bros. game. You can also hit it to stop it or to reverse its direction, but don't get hit by it or you'll be sent flying back, even if it's moving slowly. It is different from the Red Shell.

 * Hammer - A large sledgehammer with a heavy black head, from the Donkey Kong arcade game. While holding one, the player is slowed and loses his or her second and third jumps. They also cannot throw it away and have to wait until it is used up. Anyone who comes in contact with the head of the hammer during its use is knocked high into the air; this is a very powerful weapon that easily KOs opponents. The head of the hammer may fly off shortly after the hammer is picked up, usually after its first strike, unlike in the original Super Smash Bros.; the player with the handle is still stuck in the motion of swinging the now-useless hammer stick. The head can be thrown like a normal weapon, and retains some of the incredible power it had while unbroken. If the character swinging the hammer is hit, it can be dropped prematurely; this gives a bonus at the end of the round.

 * Home Run Bat - A wooden baseball bat based on similar weapons from EarthBound. Can be swung just like a Beam Sword for moderate damage, but a Forward-Smash attack with a Home Run Bat is a guaranteed knockout in all but the largest stages. They can be thrown to send opponents flying a considerable distance. A Home Run Bat is supplied at the beginning of the Home Run Contest, where its true potential is unleashed.

 * Lip's Stick - A long stick with a reddish flower at the end, from Panel de Pon (predecessor to Tetris Attack), and named after the Pon main character Lip, whom Yoshi stepped in for in Tetris Attack. It is welded exactly like a beam sword, although slightly weaker. The catch is how when a player is hit with this weapon a flower sprouts from his or her head, causing slow but steady damage while it remains there. Further hits with the stick while the flower is still planted on the opponent's head makes the flower grow and cause more damage. Quick movement of the Control Stick shakes the flower off, although it will fall off by itself if you wait long enough. The stick actually has a certain amount of dust it throws when used in a Forward+A or Smash+A attack, and when that dust runs out, the stick can only create very small flowers, and only through physical contact with the stick.

 * Motion Sensor Bomb - A gray land mine with green lights, thought by some to be from GoldenEye 007 or Perfect Dark, but this is unconfirmed. When thrown, it sticks to the first stage surface it comes in contact with. It can stick to any solid surface, be it floor, slant, wall or roof. It explodes on proximity to any player, item or weapon blast, even to the one who planted it.

 * Mr. Saturn - A short alien being from EarthBound with large whiskers, nose and bow. After a short delay, it walks around on the platform it's on, much like a slow Bob-omb. It can slowly push other items around. It can be picked up like a Bob-omb, and if thrown, any damage done to it during its presence on the battlefield will be dealt to whoever it hits. A muted trumpet plays on contact, and after hitting three players, it'll disappear. Also useful for breaking shields.

 * Parasol - A red and white umbrella from the Kirby series. It can be swung like a beam sword, and it'll open up when used, causing however gets hit to fly upwards. Usually any player holding the Parasol will open it up automatically when falling, greatly reducing his falling speed and enabling easier returns to the stage, however holding the control stick downwards while falling will allow the user to fall at a normal speed. When thrown, the Parasol will open, reducing the distance it can be thrown horizontally, but increasing it's time in the air, making it one of the easier items to catch in mid-air.

 * Pokéball - A red and white ball with a gray button from the Pokémon series. Releases one of many Pokémon when thrown, each with its own attack. Information on the individual Pokémon can be found here. Computer players swarm to Pokéballs as soon as they appear on a stage, largely because of the high-power attacks many Pokémon possess.

 * Star Rod - A pink and white striped rod with a yellow star at the end, from the Kirby series. The rod can be swung as a normal weapon; more powerful swings, especially the Forward-Smash attack, will launch a large projectile star from the tip which will fly forward and can hurt opponents. When Captain Falcon uses the Star Rod, a Smash Attack will unleash three smaller sized stars; when Sheik does, it launches two stars. When hit by a thrown Star Rod, the player flies diagonally downward, making it difficult to return to the stage.

 * Ray Gun - A futuristic looking gun, originally from the Nintendo 64 Super Smash Bros. game. It fires up to 16 green bolts of green energy, which are each moderately painful. The gun itself can be thrown at opponents and is useful as a "final shot" when its ammo is depleted.

 * Red Shell - A red Koopa Troopa shell from the Mario series. On first contact or after being thrown, the red shell travels back and forth on the platform it lands on, homing in on the nearest player. It disappears after about 15 seconds, and cannot be stopped. If it is attacked while moving back and forth, it will absorb the damage and last longer, all the while inflicting even more damage to whoever is unfortunate enough to touch it. Some reflecting moves such as Mario's Foward+B Cape safely send the Koopa shell away, allowing from multiple attacks to the shell, turning it into an extremely powerful weapon.

 * Screw Attack - A ball with a stylized S-like design from the Metroid series. It is technically both an Attack and Status item. Any player holding the Screw Attack will perform Samus Aran's Screw Attack with every jump. Throwing the item at an enemy will damage him cause him to spontaneously perform the attack, disabling him until he touches the ground. Be careful to not throw a Screw Attack at a very nearby opponent, as you will get caught in their spontaneous attack. A point bonus can be received by KOing the opponent with a throw of this item, usually done by hitting the opponent as they attempt to jump back to the main platform.

 * Super Scope - A small bazooka-like item that is a rendering of the SNES peripheral of the same name. Pressing the A button repeatedly will cause it to fire small rapid balls of energy that can keep opponents trapped, stunned in a steady stream of bullets. Normal shots pass through obstacles and players, so he can trap multiple opponents at once. You can also hold A to charge the gun and fire a ball of greater size and tremendous power. You cannot move while charging and the gun will automatically fire once fully charged. However, you can partially charge the gun for a partially charged shot. Charged shots of any strength cannot pass throw obstacles and opponents. The gun has the energy to fire about 20 small balls or 3 large ones, after which it's only use is to be thrown at an opponent.

 * Warp Star - A large yellow star from the Kirby series. Grabbing the Warp Star will cause the user to hover wildly around the spot it was grabbed causing no damage, rocket off the screen, and crash wildly to a spot determined by the player. The crash will cause a powerful explosion, and midair opponents can even be carried down to the ground during the Warp Star's descent. Moving the control stick left and right at various speeds while high above the stage can move the landing spot a few feet left and right from the place you grabbed the item, or you could not press anything and land exactly where you picked it up. This is the only Attack item to require only one button press to be fully used.

Status Items
These items aren't for directly attacking your enemies, instead, they effect your status to help you survive and attack.

 * Bunny Hood - A pair of artificial bunny ears, originally appearing in The Legend of Zelda: Ocarina of Time but fully developed in The Legend of Zelda: Majora's Mask. When worn in Super Smash Bros. Melee, the wearer jumps, runs, attacks, and falls much faster than normal. The character's jumps are also higher. A player can wear this item and hold another item at the same time. You cannot throw this item away and it will stay on you until its time runs out or if it gets hit off your head by an attack and dropped onto the floor.

 * Cloaking Device - A futuristic pod-like object. It is thought by some to be borrowed from Perfect Dark, although this is unconfirmed. When equipped, the player is nearly invisible. A spontaneous rippling effect occurs, and when attacking, the player sporadically loses his or her invisibility for a short moment. While attacks can still knock a player out of the arena, no further damage can be acquired by a player when invisible, although he can still fight normally. A player can be cloaked and hold another item at the same time, although any held item remains visible. Like most Status items, you can't throw it away.

 * Poison Mushroom - A red and white-capped mushroom with eyes on its stem; the Poison Mushroom is the only Status item that weakens the player who touches it. It originates from the Japanese version of Super Mario Bros. 2. The Poison Mushroom causes the player to shrink to about one quarter his/her original size, making it easier to be knocked out of the arena and have signifigantly weaker attacks. The reason anyone would try to get this item is because it is very similar to the benevolent Super Mushroom, although a close look will reveal that the Poison Mushroom is more purple than the good type and has an angry face. Like the Super Mushroom, merely walking over this item will cause the player to grab it. A player can be small and hold other items.

 * Metal Box - A green box with a white exclamation point on it from Super Mario 64. When a player grabs or physically attacks this box, the fighter becomes metallic. While metallic, the player falls faster, jumps shorter, runs slower, is moved and interrupted less by opponent attacks, and cannot speak, although Jigglypuff's song still works while she's mute. A player can be metallic and hold another item at the same time.

 * Starman - A flashing star with eyes from the Mario series. This thing will hop around until it is grabbed. This item renders the player who grabs it impervious to damage of any kind; the only thing a player under its power has to look out for are cliffs. Merely touching the Starman will cause the player to grab it. Computer players immediately run away from a player who is under the sparkly effects of a Starman.

 * Super Mushroom - A red and white-capped mushroom with eyes on its stem, from the Mario series. This mushroom causes the player to grow to 4 times the original size, with increased attack power and defense to suit. When you go for one of these, you have to make sure it isn't a Poison Mushroom, which is a similar looking mushroom with opposite effects. Grabbing one of each kind of mushroom cancels out the effect of the first mushroom grabbed. Merely walking over this item will cause the player to grab it. A player can be large and hold other items.

Recovery Items
These items will help you recover damage. You should always go for these, as they are extremely useful.

 * Food - Small pictures of various food items of many types. Each piece of food restores about 3 to 8 points of the player's health. Although this may not seem like much, if you get a buffet from a Party Ball you can really recover damage. A player can grab any health item, such as food, while holding another item. Food is also carried by Shy Guys in the Yoshi's Story stage. On a side note, the regular "mushroom" Food went on to be the Dried Shroom item in Paper Mario 2: The Thousand-Year Door.

 * Heart Container - A translucent heart shape in a silver frame, from the Legend of Zelda series. Grabbing a Heart Container will remove up to 100 points of damage from a player, which can turn the tides of a fight. This is actually less than how much it helped in the Nintendo 64 Super Smash Bros., where Heart Containers fully revealed your health. In All-Star mode, where health items are only find between stages, Heart Containers are back at their prime, refueling all your health.

 * Maxim Tomato - A large tomato with an "M" printed on it from the Kirby series. It is similar to the Heart Container, although weaker, restoring 50 points of damage to the player who eats it, which is still a lot. It was stronger in the original N64 Super Smash Bros, where it healed the eater up to 100 points of damage.

 * Party Ball - More of a container than a Recovery Item, it appears in the item selection screen, making in a regular item. With a 75% chance of a food buffet upon opening, it is more of a Recovery item than any of the other two. It is a large, tan, plastic ball with a string, resembling a geodesic dome with a low-polygon texture to it. When thrown, or hit enough, it rises from the point of contact, and opens up with a fanfare about 6 seconds later. 75% percent of the time, it will spew out about 15 pieces of Food. During the other 25%, the Party Ball will either release 4 Bob-ombs or 3 or 4 random items (excluding Barrel Cannons and other Party Balls). It sometimes only contains specific items (such as three Super Mushrooms or Ray Guns). On occasion it just explodes upon impact.

Containers
Containers are items that, obviously, contain other items. All containers can be broken by attacking them or by picking them up and tossing them at something. They usually contain one to three items each, any they can contain any variety of regular items except for Barrel Cannons and Party Balls, which can only appear by themselves. Occasionally, a container will be explosive and explode spontaneously upon breaking. So apart from these similarities, the characteristics of the containers are as follows.

 * Barrel - A large wooden barrel with the SSBM logo on both ends, inspired from the Donkey Kong series and taken from the original Super Smash Bros. It's as heavy as the crate, and behaves basically the same way. You can pick it up and throw it, and if it hits an opponent, weapon blast or wall it'll pop open. If it hits ground however, it'll start to roll along the path until either it rolls off a cliff, hits an opponent and attacking item or reaches a long enough hill. The latter of the three will cause the rolling barrel to slow and then reverse direction. Do not physically touch a rolling barrel as you will cause the barrel to open and you'll take damage, even if it is rolling slowly. Attacking the barrel will cause it to fall over onto its side, where contact with a player or attack will cause it to open. Barrels sometimes contain adventure mode enemies like Goombas and ReDeads

 * Capsule - A small pill capsule that is half purple, half white and has a pink cone-shaped appendage on top. The word "Capsule" in written on it in tiny text, and it is from the Nintendo 64 Super Smash Bros. It can be picked up and is light enough to not handicap the holder in any way. When thrown or attacked, it'll open up and release its contact. A thrown capsule hurts whoever it hits, but not as much as the two heavier containers above do.

 * Crate - A large wooden box with the SSBM logo on two opposite sides, originally from the first Super Smash Bros. It is heavy, and therefore greatly slows down whoever holds it. The only exception to this is Donkey Kong, who can carry anything and still walk and jump around normally. In spite of its weight, all characters seem to have no problem throwing it, and it can make a moderately powerful, yet short-range, projectile. Once it hits an opponent, platform or weapon blast it'll explode. A few normal attacks should break it too. Crates sometimes contain adventure mode enemies like Goombas and ReDeads

 * Egg - A normal white egg. This is the only container to not be from the original game. It is rarer than the other three containers but behaves identically as the Capsule. The only thing other than appearance that makes it unique is that sometimes it will just lightly heal the one who grabs it instantly. The Chancey produces a few of these whenever she appears, throwing them around the stage. They also replace capsules in the Yoshi's Story and Yoshi's Island stages.

Special Items
Spoiler warning - These are not unlockable items, but there are a few mentions of unlockable stages and characters below.

There are some items in the game that don't appear randomly with all the other items and can only be obtained special ways. For something to count as an item, it has to be usable/grabbable with the A button. Here are a list of all special items and how to obtain them.

 * Apple - Regular red apples from the Kirby series. They randomly do one of three things: Be normal weak projectiles, be explosive projectiles, or act like Food. Similar to Egg, except they do not hold items. To get apples, simply play Green Greens. After a while, Whispy Woods will shake his head, releasing a few Apples onto the playing field.
 * Birdo Egg - These are flat, pixelated Birdo Eggs that are from the game Super Mario Bros. 2. Birdo shoots a few of them out occasionally in the Mushroom Kingdom 2 stage. They fly forward and will cause damage upon contact. Taking a blow, reflecting, or attacking a Birdo Egg will cause it to deflect backwards and fall down. A well placed player can grab the deflected Birdo Egg by pressing A as it passes by. A grabbed Birdo Egg has the same powers of a Capsule, including releasing items upon breaking.
 * Bomb - These are the weak Bombs with lit fuses that Link and Young Link produce when pressing Down+B. They will explode upon being thrown at an opponent, platform or item blast. Also, holding them too long will result in them bulging and blinking, followed by exploding. Their explosions are relatively weak. With a well-timed A button press, an opponent can grab a Bomb thrown at him and use it himself.
 * Red/Green Koopa Troopa Shells - These red and green Koopa shells are different from the two regular Koopa shell items. They can only be found in Part 1 of the Mushroom Kingdom stage of Adventure Mode, or in regular melee should a Koopa Troopa appear from a crate/barrel. To get it, simply jump on a Koopa Troopa of either color. They look slightly different from the normal item versions, and they aren't as determined to move forward. Also, they both behave similar to the Green Shell item. An unmoving shell of this type, left alone long enough, will reawaken into a Koopa Troopa.
 * Turnip - These are the turnips with facial expressions that Peach produces whenever she uses her Down+B move on the ground. They can have several different expressions, each representing the strength of the Turnip. They can be thrown at opponents, causing a small amount of damage, and they vanish upon hitting the ground. A player can grab a thrown or deflected turnip to use it. Indeed, Peach can throw the turnip at an opponent, hit, and then grab the deflected turnip before it hits the ground to use it again, although this is sort of worthless as Peach can always produce another one at will. The strongest Turnip Peach can throw has a Zombie face (o_o with a stitched mouth) Because it is so easy to catch, the Turnip will actually disappear in mid air after a while.
 * Yoshi Egg - In Event Match #13: Yoshi's Egg, there is a special Yoshi Egg item. It can be grabbed and carried around by all players, and can be used as a weak projectile. It can withstand damage from being attacked or thrown, but if it takes too much it'll break, causing you to lose the round.

title: Super Smash Bros. Melee/Items


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Super Smash Bros. Melee/Pokémon

Pokémon List
The PokéBall item can unleash one of several possible Pokémon onto the battlefield. Generally they'll inflict damage to everybody except for the person who releases them, but there are a few exceptions.

Spoiler Warning! The following chart is free of spoilers, but if you scroll below it, you will reach a section on secret Pokémon, and it contains spoilers.

 * Here is an alphabetical list of the Pokémon, their Japanese names, and the attacks their motions are based on and how they attack.
 * Boldfaced Pokémon are legendary, which makes then very rare and usually extremely powerful.

Secret Pokémon
There are two secret Pokémon in the game, which after unlocked have a 1/150 chance of coming out of a Pokéball. They don't aid in battle, but they do have other benefits, which are stated in the graph below.

 * Mew - To unlock Mew, simply unlock every character. You will then have a small chance to find Mew.
 * Celebi - To unlock Celebi, you will have to unlock every stage, as well as the secret modes Sound Test and Score Display. You will have had to unlock every character to accomplish this.

Pokémon Trivia

 * In Event Match #37: Legendary Pokémon, the Pokéballs, which are the only available item, are rigged to only release Wobbuffet or one of the Legendary Pokémon: Articuno, Zapdos, Moltres, Lugia, Ho-oh, Raikou, Suicune, Entei, and if unlocked, Mew or Celebi.
 * Ditto was also to appear in this game, but the programmers took him out because it was too glitchy. It would transform into your character and aid you side by side in combat for a while. You can still see it, however, if you use the debug mode, via Action Replay.
 * Chansey, Marill and Cyndaquil can be destroyed (even by the one who released them) by player attacks before completing their own attack.
 * You can get some of the Pokémon to say their Japanese names in different voices by switching the language to Japanese.
 * When an Electrode is released, he can be picked up just as if it were a Bob-bomb and thrown right before he explodes.

title: Super Smash Bros. Melee/Pokémon