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Melee Projectile Attack FAQ

by bluepikachu252

-------------------------------------------------------------------------------
                 Super Smash Bros. Melee Projectile Attack FAQ
                                  Version 1.461
                                by bluepikachu252
-------------------------------------------------------------------------------

If you seek to use this guide, e-mail me at [email protected].  If I
allow, I will add you to the "allowed to use" section and include you in the
Update History (below "allowed to use"). You can also ask questions about data
in this FAQ, which will be included under section IV, Frequently Asked
Questions.

This document is protected by U.S. and international copyright laws.  Copyright
2003 bluepikachu252.  All rights reserved.

Currently, the only sites that can host this FAQ are:
GameFAQs (www.gamefaqs.com)
SuperCheats (www.supercheats.com)
IGN (www.ign.com)
Neoseeker (www.neoseeker.com)
Any site belonging to David Simonds

This site is forbidden from using this FAQ in any way, shape, or form:
Cheat Code Central (www.cheatcc.com)

Version 1.461 (10/21/03)--Neoseeker has authorization to use this FAQ.  Updated
     the thanks section to reflect.

Version 1.46 (9/26/03)--Removed version 1.45 notes at IGN's request.  Once
     again allowed IGN to host the FAQ, and updated the thanks section again.

Version 1.42 (9/10/03)-Renamed the FAQ and added "who's forbidden from using
     this FAQ".  Reflected in the thanks section.

Version 1.41 (7/1/03)-Allowed IGN to host the FAQ. Updated the thanks section.

Version 1.4 (6/6/03)-Reformatted the FAQ and adjusted the stats for Young
     Link's Fire Bow and Link's Bow.  Added one question to the new FAQs
     section.

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. Frequently Asked Questions
V. 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.  If you let
          it go very quickly and stand ultra-close to your opponent, the attack
          does 1% or less damage.
     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:  Unlike Link's Bow, Young Link has arrows that catch flame.  The
          Fire Bow does 4-8% damage with a weak shot, and 8-15% damage with a
          strong shot.  If you stand too close and let it go early, the attack
          does 1% or less damage.
     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.  Frequently Asked Questions
-------------------------------

Q.  I've played over 20 hours of VS mode, and I still don't have Mewtwo.  What
     should I do?
A.  Make sure your "combined VS time" is at least 20 hours.  If that checks
     out, and you still don't have Mewtwo, try playing another VS mode match
     in full.  Mewtwo should challenge you in the end (you have to defeat him
     to unlock him).  If that still doesn't work, then play the number of VS
     mode matches that is an alternate to the usual method.  If that doesn't
     work, then you've either got a bad disc or a bad Memory Card.

--------------
V.  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 the FAQ section.  Happy shooting!

Thanks to the hard-working staff at GameFAQs, SuperCheats, IGN, and Neoseeker,
as well as David Simonds, for hosting this FAQ.

Thanks to anyone who promises to keep this FAQ away from Cheat Code Central.

Thanks to you for reading this FAQ.

Copyright 2003 bluepikachu252.  All rights reserved.