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Super Smash Bros. Melee Shooter FAQ
Version 1.001
by bluepikachu252
SSBMSSBMSSBMSSBMSSBMSSBMSSBMSSBMSSBMSSBM
If you seek to use this guide, e-mail me at [email protected]. If I
allow, I will add your name to the �allowed to use� section and include you in
the Update History (below �allowed to use�). You can also ask questions, which I
will include in a future section.
Currently, the only sites that can host this FAQ are:
GameFAQs (www.gamefaqs.com)
SuperCheats (www.supercheats.com)
Version 1.001 (2/07/03)-Exactly the same as version 1.0, except Supercheats
recieves this version.
Version 1.0 (1/21/03)�First edition. Included all characters and all shooter
attacks, and shooter items. (NOTE: SuperCheats did not receive this version.)
Table of Contents
I. Who Can Use This FAQ?/Update History
II. Table of Contents
III. The Shooters
A. Mario
B. Pikachu
C. Bowser
D. Peach
E. Yoshi
F. DK
G. C. Falcon
H. Fox
I. Ness
J. Ice Climbers
K. Kirby
L. Samus
M. Zelda
N. Link
O. Luigi
P. Jigglypuff
Q. Mewtwo
R. Mr. Game and Watch
S. Marth
T. Dr. Mario
U. Ganondorf
V. Falco
W. Young Link
X. Pichu
Y. Roy
Z. Ray Gun
AA. Fire Flower
AB. Super Scope
AC. Star Rod
IV. Conclusion
III. The Shooters
According to definition in the original Super Smash Bros. for N64, a �shooter�
attack is a projectile attack. Each projectile attack is different, even if
they seem the same. Even if you know how to attack from up close, you can�t win
unless you know how to attack from a distance. This FAQ will cover those
special attacks plus 4 items that can shoot projectiles. I will cover first the
starting characters, then non- clone unlock characters, then clone unlock
characters, ending with items.
A. Mario
Available: At start
Special Attacks: Fireball (shooter), Cape, Super Jump Punch, Mario
Tornado
Fireball: This attack sends out a ball of fire at your opponent. It
reacts to gravity and will bounce. No matter what the range, this
attack starts out at 6%. The more consecutive times you use it, the
damage will drop to 3% over time. (These references will later be
referred to as 3-6%.)
Tested At: Final Destination
B. Pikachu
Available: At start. Initially, Pikachu will be between Mario and Bowser.
After unlocking Luigi (see III-O), Pikachu will move two rows down,
to the leftmost �?� spot.
Special Attacks: Thunder Jolt (shooter), Skull Bash, Quick Attack,
Thunder
Thunder Jolt: On the ground, it�s a bolt of electricity that jumps, then
hits an opponent. In the air, it�s a spark that goes down and the
direction Pikachu is facing. At close range, this attack will
juggle and do 5-10%. If you�re farther away, the attack makes the
opponent only slightly flinch and do 3-7%.
Tested At: Final Destination
C. Bowser
Available: At start
Special Attacks: Fire Breath (shooter), Koopa Claw, Whirling Fortress,
Bowser Bomb
Fire Breath: An attack that spews fire at close range. The attack will
die after a short time. While the attack is still useful, it does
1-3% damage per hit. This attack easily creates combos in Training
mode.
Tested At: Final Destination
D. Peach
Available: At start
Special Attacks: Toad, Peach Bomber, Peach Parasol, Vegetable
Shooter: None
E. Yoshi
Available: At start
Special Attacks: Egg Lay, Egg Roll, Egg Toss (shooter), Yoshi Bomb
Egg Toss: You would expect an Up-B move to be a triple jump, eh?
BZZZZZZZZZ! Yoshi has no Triple Jump (unless you count the Air
Dodge). Egg Toss is Yoshi�s shooter attack, located at an awkward
position. You can aim the egg with your Control Stick. The egg�s
burst should do 6-12% damage.
Tested At: Battlefield
F. DK
Available: At start
Special Attacks: Giant Punch, Headbutt, Spinning Kong, Hand Slap
Shooter: None
G. C. Falcon
Available: At start
Special Attacks: Falcon Punch, Raptor Boost, Falcon Kick, Falcon Dive
Shooter: None
H. Fox
Available: At start
Special Attacks: Blaster (shooter), Fox Illusion, Fire Fox, Deflector
Blaster: Can be fired fast, and does not make the opponent flinch. Each
hit does 1-2% damage.
Tested At: Final Destination
999%, Execution Style: Have two human players. Choose Fourside or Temple.
Have one player be Fox. Do not use items. Pin the person who isn�t
Fox to a wall and start using the Blaster. You should be able to
rack up major damage, even get up to the maximum 999%, without your
opponent even moving. I inserted this scenario to tell you of the
uniqueness of Fox�s Blaster.
I. Ness
Available: At start
Special Attacks: PK Flash, PK Fire (shooter), PK Thunder (shooter), PSI
Magnet
PK Fire: Using the Smash-B attack, Ness shoots out fire that burns the
opponent and easily creates combos. To increase the combo, simply
keep repeating the move. Each hit does 1-4% damage, and each 8
combo does up to 10%.
Tested At: Final Destination
PK Thunder: The move that created an infamous glitch involving Samus (see
III-L) in the original Super Smash Bros., Ness�s triple jump allows
a projectile to be moved, then hits Ness to put him back on screen.
You can use this attack for more than that, though. You can aim it
at someone else and do 4-8% damage with it.
Tested At: Final Destination
J. Ice Climbers
Available: At start
Special Attacks: Ice Shot (shooter), Squall Hammer, Belay, Blizzard
(shooter)
Ice Shot: If both Popo and Nana are together, two blocks are shot out.
If Popo is alone, or if Nana spontaneously performs the move, only
one block is shot out. If both Popo and Nana contribute, the attack
does 5-14% for the 2-combo that is created. One ice block should
create 3-5%.
Tested At: Final Destination
Blizzard: Easier to test than Ice Shot, since Popo and Nana do it in
opposite directions if done together, all we had to do is measure
one stream. Each it is worth 1-2% damage, and a 7-hit combo does up
to 12%. This move can also act like the Freezie item and freeze the
opponent.
Tested At: Final Destination
K. Kirby
Available: At start
Special Attacks: Copy, Hammer, Final Cutter, Stone
Shooter(s): Kirby has no default Shooter, but if you use Copy to take the
powers of someone with a B shooter attack, Kirby can use that attack
as a Shooter for the same power. This principle was not tested,
though.
L. Samus
Available: At start
Special Attacks: Charge Shot (shooter), Missile (shooter), Screw Attack,
Bomb
Charge Shot: You can let a shot out weakly in the air, or make it
stronger by charging it. A weak shot is worth only 1-3% damage, but
if you charge it up, you can do 13-25% for a fully charged shot.
Tested At: Battlefield, Final Destination
Missile: You can use the Control Stick to aim this projectile attack.
The attack does about 6-12% damage.
Tested At: Final Destination
M. Zelda
Available: Both Zelda and her alter ego, Sheik, can be used from the very
start. To access Sheik, use Zelda�s Down-B move. Use Down-B again
to change back. You can also change at the very start by holding A
as a level begins.
Special Attacks (Zelda): Nayru�s Love, Din�s Fire (shooter), Farore�s
Wind, Transform
Special Attacks (Sheik): Needle Storm (shooter), Chain, Vanish, Transform
Din�s Fire: This attack of Zelda�s can be guided with the Control Stick.
Let go of B to stop the attack and have the attack explode where
placed. Used as a projectile attack, this attack does 4-7% damage
(not bad for a princess).
Tested At: Final Destination
Needle Storm: When Zelda harnesses the Transform power and becomes Sheik,
she can use this move. Up to 6 needles can be shot using this move.
One needle alone does 1-3% damage. A fully charged attack of 6
needles does 9-17% damage. This projectile is not easily seen, so
this attack can surprise your foes.
Tested At: Final Destination
N. Link
Available: At start
Special Attacks: Bow (shooter), Boomerang (shooter), Spin Attack, Bomb
Bow: Charge up the Bow by holding B down longer. Let go right away close
and you do about 3-6%. But let the arrow fly farther and the attack
does 9-18% damage. The arrows are affected by gravity.
Tested At: Final Destination
Boomerang: At close range, facing the opponent, this attack will do 11-
16% damage. If you stand farther, the attack only does 3-6% damage.
If you stand close to your opponent, but with your back to the
opponent, jump, and 1-2% damage will be done.
Tested At: Final Destination
O. Luigi
Available: Complete the first part of the first stage in Adventure Mode
(Mushroom Kingdom) with a 2 in the seconds place (XX:X2:XX). Luigi
will replace Mario in the next battle. Defeat Luigi quickly. Then
finish Adventure Mode. At the end, face Luigi again. Defeat him
and he�s yours. Or, you can play 800 VS. Mode matches.
Special Attacks: Fireball (shooter), Green Missile, Super Jump Punch,
Luigi Cyclone
Fireball: This Fireball is green and is not affected by gravity. Other
than that, this attack is the same as Mario�s Fireball. 3-6% damage.
Tested At: Final Destination
P. Jigglypuff
Available: Complete either Classic Mode or Adventure Mode once under any
condition at all, or play 50 VS. Mode matches.
Special Attacks: Rollout, Pound, Sing, Rest
Shooter: None.
Q. Mewtwo
Available: Play 20 combined hours of VS. Mode (the more human players
there are, the faster the time racks up). Or, play 700 VS. Mode
matches.
Special Attacks: Shadow Ball (shooter), Confusion, Teleport, Disable
Shadow Ball: It starts out just like Samus�s Charge Shot in that it does
1-3% for a weak shot and 13-25% for a fully charged shot. But,
unlike Charge Shot, it doesn�t end there. Mewtwo has the ability to
hurt opponents with the charge. If a foe hits the charge, a single
hit will do 1-2%, and a 4-combo done this way does 5-6%.
Tested At: Battlefield, Final Destination
R. Mr. Game and Watch
Available: Clear one of the following with all 24 other characters:
Classic Mode, Adventure Mode, Target Test. Or, play 1000 VS. Mode
matches.
Special Attacks: Chef (shooter), Judgement Hammer, Fire, Oil Panic
Chef: Launches sausages from a frying pan. They are flung at a random
angle from an opponent. A single sausage would do about 2-4%
damage. A 2-sausage combo does about 5-9%.
Tested At: Final Destination
S. Marth
Available: Use all 14 of the �available at start� characters at least
once in VS. Mode. Or, you could clear Classic or Adventure Mode
with those characters. Or, you could play 400 VS. Mode matches.
Special Attacks: Shield Breaker, Dancing Blade, Dolphin Slash, Counter
Shooter: None
T. Dr. Mario
Available: Clear Classic or Adventure Mode with Mario, or play 100 VS.
Mode matches.
Special Attacks: Megavitamins (shooter), Super Sheet, Super Jump Punch,
Dr. Tornado
Megavitamins: Exactly similar to Mario�s fireballs except for the
multicolored pills and the fact that the attack does 4-8% damage.
Tested At: Final Destination
U. Ganondorf
Available: Clear Event Match 29, or play 600 VS. Mode matches.
Special Attacks: Warlock Punch, Gerudo Dragon, Dark Dive, Wizard�s Foot
Shooter: None
V. Falco
Available: Clear the 100-Man Melee, or play 300 VS. Mode matches.
Special Attacks: Blaster (shooter), Falco Phantasm, Fire Bird, Deflector
Blaster: Unlike Fox�s Blaster, Falco�s Blaster makes the foe flinch.
Falco�s Blaster does 1-3% damage.
Tested At: Final Destination
W. Young Link
Available: Clear Classic or Adventure mode with at least 10 characters,
including Link and Zelda. Or play up to 500 VS. Mode matches.
Special Attacks: Fire Bow (shooter), Boomerang (shooter), Spin Attack,
Bomb
Fire Bow: (WARNING: May contain some inaccurate information.) Unlike
Link�s Bow, Young Link has arrows that catch flame. According to
the info I got, the Fire Bow does 9-15% damage with a weak shot, and
8-15% damage with a strong shot.
Tested At: Final Destination, Yoshi�s Story
Boomerang: Young Link has a stronger Boomerang than Link (3-7% at farther
distances, 12-19% at closer distances). Young Link also has the
return capability of jumping over a returning boomerang for 1-2%
damage.
Tested At: Final Destination
X. Pichu
Available: Clear Event Match 37, or play 200 VS. Mode matches.
Special Attacks: Thunder Jolt (shooter), Skull Bash, Agility, Thunder
Thunder Jolt: Essentially the same as Pikachu�s (5-10% at close distance,
3-7% farther away). However, Pichu does damage to itself when it
launches Thunder Jolt (1% to itself).
Tested At: Final Destination
Y. Roy
Available: Clear Classic or Adventure Mode with Marth, or play 900 VS.
Mode matches.
Special Attacks: Flare Blade, Double-Edge Dance, Blazer, Counter
Shooter: None
Z. Ray Gun
The Ray Gun is an item that contains 16 shots, and can be shot at any
distance. Each shot does 2-4% damage.
Tested At: Final Destination
AA. Fire Flower
The Fire Flower is an item that shoots flame, like Bowser�s Fire Breath.
It contains enough fire to last for 6 seconds. Each 3-combo tap does 3-4%
damage. So far, the Fire Flower is known to contain enough to do 49%
damage.
Tested At: Final Destination
AB. Super Scope
The Super Scope can be used two ways: shooting light shots, or charging
it up like Samus�s Charge Shot and Mewtwo�s Shadow Ball. If you release
weak shots, it launches 3 at a time, and does 2% damage. Fully charged
shots do 15-25% damage. The Super Scope can launch 48 weak shots, 3 fully
charged shots, or the shot types can be combined.
Tested At: Final Destination
AC. Star Rod
The Star Rod can be used as both a clobbering item and a shooter. If you
simply clobber, you do about 5-10% damage per. Smash clobbers (I call
them star clobbers, since it presumably combines both the clobber and the
shot) does 20-34% damage in a 2-combo. Or, you can launch a star from a
distance and do 6-10% damage per hit. The Star Rod contains 16 shots.
Captain Falcon and Sheik launch multiple shots per swing.
Tested At: Final Destination
IV. Conclusion
Well, I hope you learned how to attack from a distance using this FAQ. If you
have any questions (no, Sonic and Tails are NOT in the game), I will put them
into a future FAQ section. Happy shooting!
More cheats, codes, tips and tricks for Super Smash Bros. Melee are on this page of our website.
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