Doctor Mario FAQ by XIF
Super Smash Bros. Melee on SuperCheats.com
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O               Super Smash Brothers Melee: Doctor Mario FAQ                O
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 \\\\\\\\\\\\by: X infested Falcon (Alex Campos)//////////////
  \\\\\\\\\\\\\\\\Sent in on May 27, 2004////////////////////
   \\\\\\\\\\\\\Last updated: April 5, 2005/////////////////
           ____________________________________________________________
          |                                                            |
          | For Gamecube | Rated T (Teen) | Character FAQ | Nintendo   |
          |____________________________________________________________|
          |                                                            |
          | X infested Falcon | iloveribs@msn.com AIM | cubapete008649 |
          |____________________________________________________________|

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+                                                                           +
+                              Table of Contents                            +
+                                                                           +
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch.#/Sec.# | Name of Chapter/Sub-Section|Search | Description           |%%%|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch01| VERSION HISTORY             | SECI| updates here                  |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch02|  INTRODUCTION               |  SECII| My intro to the game        |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch03|  WHY PLAY DOCTOR MARIO?     |  SECIII| Telling you why to use Doc |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch04|  SIMPLE TERMS TO KNOW       |  SECIV| Terms that you need to know |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch05|  MOVE LISTS                 |   SECV| List of all of Doc's moves  |100|
|sub01| A button moves             |    V/I| Moves with the A button     |100|
|sub02| Aerial Moves               |   V/II| Different air attacks       |100|
|sub03| B button moves             |  V/III| Different moves used with B |100|
|sub04| Grabs and Throws           |   V/IV| Different G&Ts you can do   |100|
|sub05| Miscellaneous attacks      |    V/V| All the rest of attacks     |100|
|sub06| Defensive moves            |   V/VI| All ways to defend yourself |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch06|  CHARACTER MATCH-UPS        |  SECVI| How to fight all characters |100|
|sub01| Heavy Weights              |   VI/I| Fighting heavy weights      |100|
|sub02| Projectile Users           |  VI/II| Fighting projectile users   |100|
|sub03| Aerial Combat Characters   | VI/III| Fighting aerial characters  |100|
|sub04| Light Weights              |  VI/IV| Fighting light weights      |100|
|sub05| Long-Range Characters      |   VI/V|Fighting ranged characters   |100|
|sub06| Defensive Characters       |  VI/VI| Fighting defense characters |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch07|  COMBOS AND SET-UPS         | SECVII| Different combos and setups |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch08|  KILLING AND EDGE GUARDING  |SECVIII| Getting rid of your enemy   |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch09|  ONE PLAYER MODE            |  SECIX| Fighting in regular 1P      |100|
|sub01| 1 versus 1                 |   IX/I| One on one fights           |100|
|sub02| 2 versus 2                 |  IX/II| Two on two fights           |100|
|sub03| 3 versus 1 Giant           | IX/III| Fighting a giant charachter |100|
|sub04| 1 versus Team              |  IX/IV| Fighting a team of enemies  |100|
|sub05| Master Hand & Crazy Hand   |   IX/V| Facing Master & Crazy Hand  |100|
|sub06| Adventure Mode             |  IX/VI| Playing in Adventure Mode   |100|
|sub07| Break the Targets          | IX/VII| Strategy for Break Targets  |100|
|sub08| Home-Run Contest           |IX/VIII| Strategy for the home run   |100|
|sub09| Multi-Man Melee            |  IX/IX| Fighting in Multi-Man Melee |100|
|sub10| Training Mode Combos       |   IX/X| Combos during training mode |100|
|sub11| Event Match Mode           |  IX/XI| Strats for event matches    |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch10|  LEGAL INFORMATION          |   SECX| My legal information        |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch11|  CONTACT                    |  SECXI| Contact rules               |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch12|  USEFUL SITES               | SECXII|Diff sites to visit for tips |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Ch13|  CREDITS/CLOSING            |SECXIII| The wrap up to this FAQ     |100|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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+                                                                           +
+                               Version History                      SECI   +
+                                                                           +
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____________________________________________________________________________
Version 1.0 05/27/04 - My Second FAQ is now finished, so enjoy the first
version

____________________________________________________________________________
Version 1.1 05/29/04 - Event Matches are done, along with the whole FAQ going
through alot of spell checking.  Yes, the updates with my Sheik and Doc FAQ
are similar/same time, but hey, whose to complain?

____________________________________________________________________________
Version 2.0 6/10/04 - SCHOOL'S OVER!  Well, I updated ALOT.  Character by
character strategies and new attack information all at your fingertips now.
I hope you enjoy.

____________________________________________________________________________
Version 2.1 6/16/04 - Well, I decided to make the FAQ pretty and more user
friendly, added a nice ASCII header, Break the Targets Diagram,  and I also
organized the character by character matchups.  Happy reading.

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+                                                                           +
+                                Introductions                       SECII  +
+                                                                           +
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=============================================================================
                                   Introduction
=============================================================================

Hi, this is X infested Falcon, XiF for short. This is my second FAQ ever, but
That doesn't mean it will be bad, I know how to make sure you become a master
with Doctor Mario. I'm just a 15 year-old kid who spends a lot of time on
SSBM, and knows his stuff. When I came to GameFAQs, I was a total idiot, I
knew nothing. A few enlightened board members showed me the way, I began to
read and study and research A LOT of things on SSBM. So over time, I became
immensely better at the game, and then I myself became one of the enlightened
board members. But this isn't about forums, this is an FAQ. Read on to see
"What lies beneath"... err... ahead.

=============================================================================
                           Introduction to Doctor Mario
=============================================================================

Doctor Mario is the product of one of the many spin-off Mario games, perhaps
the most loved and well known one.  This is the first game you actually get
to play as him, as his other appearances have been in a Tetris like game,
where he is the one "controlling the blocks."  The game is fun though, I
would get it if its still available.  But enough about old games, we have
to go and see how to play as the infamous pill pusher.

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+                                                                           +
+                             Why Play Doctor Mario?                 SECIII +
+                                                                           +
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Doctor Mario is not the best character in the game, but he is definitely one
of the better ones.  He is very strong, and his strong point is his approach
game, meaning he can come up to someone very safely and attack.  So if you
are very offensive, the Doctor is your person.  You also want to use him for
his aerial game too.  For simplicity, I'll make a little pro/con list for
you:

DOCTOR MARIO
Good smashes
Great approach (Pills)
Good shffl’d aerial game (see below)
Good edge guarder
Strong
Good wavedash

Short range
Bad recovery
A tad slow
Bad range


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+                                                                           +
+                             Simple Terms to Know                  SECIV   +
+                                                                           +
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There are some terms, and even techniques you are probably not familiar with.
Some of these things are crucial for a good Doctor Mario player. So please
pay close attention to this section (Big thanks to DarkPhoenix87 for help on
this section):

L-cancel- When L, R, or Z is pressed right before you hit the ground, you
reduce the normal recovery time after an aerial attack.

Shffl'd- This is an acronym meaning "Short-hopped, Fast-falled,
L-cancelled." It is basically the most effective way certain aerial
attacks can be pulled off, and is a must in competitive play.

Shield grab- Hitting A or Z while L or R shielding. If someone tries a
shffl'd aerial, or any attack, use this to counter

Shield shifting- Using the control stick to angle the shield to prevent
shield-stab, or provide extra protection in a given direction.

Shield-stab- Attacking a shielded opponent where the shield's leaving a part
of the character vulnerable, allowing them to bypass the shield's defense

Wavedash- Air-dodging diagonally toward the ground, as close to the ground as
possible, will result in a movement that abuses the games physics by allowing a
player to make them self-slide across the ground. Most obvious with Luigi,
Marth, Roy, Mewtwo, and Ice Climbers. You can turn around more quickly by
wavedashing in the opposite direction of your run, then picking up on the
momentum.

Wavedance- Wavedashing back and forth.

Wavesmash- A wavedash, then a c-stick direction

Teching- When you are tumbling in the air after being hit, you can press L, R,
or Z near the ground or a wall/ceiling, with or without a direction, to recover
faster than usual. Holding left or right on a ground tech will result in a roll
in the direction.

Knockback- Refers to how far a character is sent after being hit by an attack.

Priority- If an attack has a lot of priority, if it hits another attack at the
same time it will over power the attack and the opponent will be the only one
to receive damage. The more priority the better.

Sex Kick- This term refers to any neutral aerial a kick that does damage after
the actual movement of the foot is over. The attack gets weaker and has less
knock back the longer it is out. The only exception is Dr. Mario. His sex kick
attack actually gets stronger, and has more knock back the longer it is out. Fox
and Falco's aerial backwards A is also considered a sex kick.

Tilt attack- Holding any one of the four control stick directions, and hitting
A. Some <, > tilt attacks can be aimed to the diagonal.

Smash attack- "Smashing" any of four directions on the control stick plus
the A button. The C-Stick is used for smash attacks too.

Wall-jump- Hitting the opposite direction when your character is near a wall,
and not tumbling. Works only with Mario, Samus, Young Link, Fox, Sheik, Falco,
Pichu, and Captain Falcon.

Chain-throw- Continually throwing another character in such a manner as to
prevent them from landing. Sheik can do this with her down throw on a lot of
characters.

Dash-canceling- During a run, pressing down will stop the run. This should
be used to follow up with a downward tilt or downward smash attack with
Doctor Mario

Dash-Dancing- Quickly alternating left and right on the control stick, so the
character only does the opening animation of the run. This is to be used for
mind games, or feinting the opponent.

C-Sticking- Used to describe the act of using the c-stick to do aerials, smash
attacks, and other things in multiplayer mode. This will be used EVERY TIME you
dash cancel into a smash attack.

Edge-guarding- Using attacks to prevent the enemy from recovering to the stage.

Edge-hogging- a character holding onto an edge will not permit another
character to do the same. This is useful in preventing an enemy's recovery.
The best way to edge-hog is to either wave dash or short-jump backwards onto
the ledge.

Edge-hop- a jump quickly following a press of down from an edge-hang will let
characters do a short edge-hop. Most, if not all characters can do attacks
out of this.

Fast falling Pressing down while in the air will make your character fall
faster than usual. You can fast-fall out of aerial attacks, air dodges, and
failed ^B attacks. Young Link, however, is nearly unaffected by this.

Hyper/Power Shielding- Shielding at the exact instant an attack or item hits
your character. Will result in a white flash and the attack not hitting.
Projectiles will be reflected.

Directional Influence- holding left or right on the control stick while falling
or going up to change the direction at which you are falling. (Abbreviates into
"DI"

Crouch Canceling- If you are crouching and you are attacked, you do not go
flying and recovery from the attack almost instantly, it is a good way to
allow yourself to counter attack the opponent by using down tilt immediately
afterwards.

Bat-drop- this is a technique done in Home-run Contest. If you jump or
double jump, drop the bat with Z, and spike it down right after the bat
hit's the bag, it does between 25 and 35 damage. Doing this repeatedly
can get very high records. We use BD for short.

No-Ping hit- Another Home-run contest term. If you stand underneath the
sandbag, and face away, and smash the bat, if it hits with the back it
will be sent flying the other direction further than a regular hit. It
doesn't work at damages in the 120% range and above however.

Tipper- A term mainly for Home-run contest. Hitting with the tip of the
bat will send the sandbag further than any other part of the bat, and
still further than a no ping after the 120% range.

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+                                                                           +
+                                 Move Lists                       SECV     +
+                                                                           +
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=============================================================================
                               A button moves                         V/I
=============================================================================

Neutral A
Damage- 4%
Knockback- low
Speed- high
Range- little
Doctor Mario’s quickest move, its good to even the tables of an
on-coming slow attack.  Linking this with the neutral a combo with a down
smash is a good thing.

Neutral A combo
Damage: 4%, 3%, 8%
Knockback- low, low, low-mid
Speed- high
Range- little
an ok quick combo that can be linked with a down smash.
It’s short sweet and easy to use.  I wouldn’t use it too often however.

Tilt Forward A
Damage- 8%
Knockback- medium
Speed- high
Range- medium
this has OK knock back, and OK damage, it doesn’t really
link to anything, but its pretty quick, but punishable on the back swing,
After the move is completed.  It can be used to either stop an on coming
attack, or link it into an edge guard.  Still not the best attack.

Tilt Down A
Damage- 9%
Knockback- low-mid
Speed- high
Range- little
this is a good dash cancel attack, it throws your opponent off
guard most of the time, since it sends them backwards.  Follow up with a down
smash at lower percentages.

Tilt Up A
Damage- 10%
Knockback- medium
Speed- high
Range- little
this is a good set up for aerials, or a combo for heavy/fast
falling characters.  It’s range is pitiful to the sides, and it sends outward
when hit on the side, so a grab to up throw for fast fallers, and down throw for
others and tilt up A is how you want to start this.  Of course, up throws can
be used to chain throw on its own anyway with heavy/fast falling characters
anyway.

Smash attack forward
Damage- 19%
Knockback- high
Speed- medium
Range- little
this has really bad range, but do not underestimate it, it takes practice to
be able to land this, but its pay of is excellent.  Great to punish failed
shffl's, and as an edge against characters who can easily get back on stage.
Use with caution, this attack is can be punished.

Smash attack down
Damage- 14%
Knockback- mid-high
Speed- Mid-high
Range- medium
this is a very good smash attack for Doc.  It has OK range,
great for dash canceling, and even a kill move.  I believe the hit in front is
stronger than the hit behind him, either way you can get the job done.  Best
used right after a ground neutral A, inescapable combo if within range.

Smash attack up
Damage- 16%
Knockback- mid-high
Speed- medium
Range- little
Strong, not the fastest move, it can be linked with aerials.
Its range is not the best, so and down/up throw can be used, then smash
attack up.  It also has pretty good knock back.

=============================================================================
                               Aerial Moves                           V/II
=============================================================================

Aerial Neutral A
Damage- 10%-14%
Knockback- medium
Speed- high
Range- little
A very unique move, it’s a good move, very little range,
but the only sex kick that grows in strength the longer it is out.  And
upwards sending attack can be followed up with this, and it’s not a bad thing
to shffl this move either.  Nay, its a great thing to shffl this move.  Pretty
good priority and insanely fast.  Since the beginning is weak, it can actually
be followed up on.

Aerial back A
Damage- 8%
Knockback- medium
Speed- mid-high
range- mid-high
Very good move for Doc, good range, and it can be shffl’d
over and over again.  If you hang from the ledge, drop down jump and ABA,
it can keep an opponent off for good.  If someone is trying to attack you
from behind, shffl it and your in good shape.  In the air, use it if they are
in position for you to use it.

Aerial down A
Damage- 13%
Knockback- low
Speed- Medium
Range- medium
An OK move, I wouldn’t use it too much.  It CAN be linked into
a down smash, but ONLY if l-cancel and your opponent can not DI, so don’t
rely on this move much at all.

Aerial forward A
Damage- 17%
Knockback- high
Speed- low
Range- medium
This aerial is as good as aerial back a.  It is one of
Doc’s main killing moves, insane damage and knock back.  It doesn’t spike
like Mario’s, but instead send them up and out a bit.  You can shffl it,
or use it to edge guard.  It is on the slow side so be careful.  It can be
linked with one of doc's main launchers (up aerial, down/up throw)

Aerial up A
Damage- 10%
Knockback- low-mid
Speed- high
Range- low-mid
This is a good, fast aerial, it's the "brown mario" move.  You can do
repeated shffl'd dashing aerial up A's into more aerials, and edge guard, or
at lower percents, a down/foward smash.  Great for juggles.
=============================================================================
                               B button moves                         V/III
=============================================================================

Neutral B
Damage- 8%
Knockback- low
Speed- medium
Range- high
Doc’s pills are one of Doc’s best moves.  If you are uncertain
how to get to your opponent safely, don’t fear.  Run, rising pill, rejump,
pill.  after your opponent is hit and is stunned, use any attack you desire.
A shffl’d aerial or down smash works well.

Forward B
Damage- 12% facing forward, 10% facing backward
Knockback- low
Speed- mid-high
Range- high
Doctor Mario’s "Super sheet."  That’s the official name but
for the sole purpose of me having to type less I’ll just call it cape.
This is a very good attack, it lasts a lot longer than one expects, even a
bit after you begin to put the cape away.  It can be used to reflect
projectiles, turn around someone who is doing a slow attack, and then counter
it.  But its best use is to screw up someone’s recovery.  Many people’s
recovery can be turned around and they will fall to their doom.  Another use
is to aid your recovery, the first time you do it in the air it sends you up
and forward, a good deal.

Down B
Damage- 13%
Knockback- medium
Speed- medium
Range- low
Not one of Doc’s better moves.  I suppose you can use it if the
opponent is stunned, and follow up with an aerial.  I don’t see the real use
of this attack though, for attacking.  If you use this and tap B repeatedly,
you can gain air, you lose it though, so drift towards the stage while you do
it to aid your recovery.  Use it as a random attack.  Nobody sees this coming,
so an occasional down B can really screw someone, as it has some insane
knockback

Up B
Damage- 13%
Knockback- medium
Speed- mid-high
Range- high
This is Doc’s third jump.  It’s really short unfortunately, and
easily edge guarded, but still use it if you have to.  NEVER use it
offensively, if you want to hurt the opponent on your way back though, you
can.  On some stages it can spike them against the stage, a real edge guard
counter if you're lucky.

=============================================================================
                             Grabs and Throws                         V/IV
=============================================================================

Grab
Damage- none
Knockback- none
Speed- medium
Range- medium
You... grab the opponent?  Not much more to say eh? <_<  Sheilding with L or
R and then pressing A is the way you want to go with these.  Sheild grab...
punish shffl's with this.  If you want to run and grab, do this.  When you
get into grab range, press up as if you were to jump, but IMMEDIATELY press
Z, this cancels the dash animation, and allows you to do a standing grab
which is much faster.

Grab attack
Damage- 3%
Knockback- none
Don’t waste your time with this attack at low percentages,
around 60-70 percent you can do 1-3 hits MAYBE and get away with it, but I
never risk it, and neither should you.

Back throw
Damage- 12%
Knockback- mid-high
Doc’s best throw in terms of knock back.  It can easily kill at
around 100%.  It doesn’t link too much, but you can edge guard after this, so
do just that!

Down throw
Damage- 6%
Knockback- medium
This is a GREAT throw, because it set up to smashes on fast fallers, and
aerials on other characters.  It can even be used as a chain throw on some
characters.

Forward throw
Damage- 9%
Knockback- mid-high
This is also one of Doc’s best throws for knock back.  It
isn’t as strong as back throw, but it is easier to use in cases where you
want to throw them out of the arena.  Again, edge guarding after this is a
good thing.

Up throw
Damage- 8%
Knockback- high-mid
This has good knock back and sets up for so many different
aerials for fast fallers.  It can even be used to chain throw them and
heavy character.  Or you can down smash after it on the above average fast
falling characters at low percent.

=============================================================================
                           Miscellaneous attacks                      V/V
=============================================================================

Ledge attack below 100%
Damage- 8%
Knockback- medium
Speed- medium
Range- medium
It’s OK, but not that great, average speed, little
range, a ledge hop is best used here along with an Aerial forward A or aerial
up A.  Very strangely it does less damage than when you are above 100%

Ledge attack above 100%
Damage- 10%
Knockback- medium
Speed- low
Range- low
very slow, same little range, definitely not a
good attack.  At this percentage its best to go for a ledge hop and hope for
the best and try to avoid them or use an aerial attack.

On the floor attack (both)
Damage- 6%
Knockback- low-mid
Speed- medium
Range- Medium
pretty standard recovery attacks. It hits both
sides and is fairly fast. You should always use this if you do happen to miss
a tech.

Dash attack
Damage- 9%
Knockback- low-mid
Speed- Medium
Range- high
kind of slow, good range, if you hit with it sets you up for a nice aerial.  Use
it sparingly.  I've had some fairly good success actually chaining together 4
to 6 dash attacks on fast fallers.

=============================================================================
                            Defensive moves                           V/VI
=============================================================================

Shield- Not much to say, except it covers most of his body unlike some people.
If you like throwing, use this a lot, since you can shield grab out of this

Roll- Doc has an average roll, I would not use it too much, but if you must,
don’t hesitate, but remember you always have your cape.

Side step dodge- It's fast, but lasts pretty short, cape is usually a better
alternative if you are trying to dodge a projectile.

Air dodge- Doc has an average air dodge, if you cant attack your opponent in
the air because they are better than you, and you find yourself in the air,
don’t be afraid to sue it at all.

Ledge Roll- Its ok, only really good if the opponent is right there at the
edge. I wouldn't recommend using it unless you’re above 100% and the opponent
can easily take you on in the sky.

Ledge Hop- Not an attack and not really a defensive maneuver but I put this in
here cause it fit best.  Using this with and aerial up A or an aerial forward
A is always a good thing
----------

Now that we have all the moves and such down, lets get to the real
stuff!

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+                                                                           +
+                              Character Match-Ups                  SECVI   +
+                                                                           +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

I will show how he does against certain types of characters, such as those
who are heavy, light, long range, projectiles, and others... and THEN the
character match ups.

=============================================================================
                               Heavy Weights                          VI/I
=============================================================================

Doctor Mario does well against heavyweights, since his down throw can be used
to chain throw them.  Shffl’ing aerial back a’s is also a breeze against
these guys.  Even shuffling aerial forward a’s is possible, only at like 0%
though.  Up tilts and up smashes can be linked together as well, or set up
easily into any aerial.

-----------------------------------------------------------------------------
                                 Bowser
-----------------------------------------------------------------------------

Bowser can be chain thrown with up or down throw, but I would suggest
you use down throw since it lasts longer and leaves less room for someone to
DI.  Bowser is one of THE heaviest characters, so with him you can even shffl
aerial forward a's a couple times at 0%.  Pill rushing is a breeze cause of
his large size.  Just remember to chain throw whenever possible.

-----------------------------------------------------------------------------
                               Donkey Kong
-----------------------------------------------------------------------------

DK reacts similar to Bowser, all the same remember to chain
throw when possible, but DK has alot more range and speed than Bowser, making
approaching him for a simple throw difficult.  Just remember to pill rush DK,
and you should be OK.  One good thing is that with all that range, DK isnt
invulnerable with it, which is one thing that seperates him and Marth with
effective range.  Marth's hit box is disjointed because he attacks with his
sword and not the body, DK does not, so you can attack what is attacking you.
So if he tries to go for range, sheild grab him.

-----------------------------------------------------------------------------
                                   Fox
-----------------------------------------------------------------------------

He's really light, but an extremely fast faller, making him react to
certain attacks very similar.  You can chain throw Fox until you tack on about
40 to 50% on him before hand, and it has to be with up throw.  Down throw can
lead straight into a down or forward smash right after it become impossible to
chain with the up smash.  Good deal ^_^  So chain throwing is a good
option.  Your cape is pretty much useless against Fox's blaser, cause he gets
about 4 shots for every reflected one, due to the no stun effect.  But you can
use cape for one thing, and thats to COMPLETELY screw up Fox's recovery.  Cape,
will absolutely KILL a recovering Fox, whether or not he uses up or forward B.
One word of caution is to beware Fox's shine (reflector combo's.  I am not
completely sure whether Doc can be put into Fox's infinite combo, but just be
careful, because regardless of whether its infinite or not, it'll cause hell.
The only advice I give to help you there is to sheild, and thats about it.

-----------------------------------------------------------------------------
                                 Falco
-----------------------------------------------------------------------------

VERY similar to Fox, again chain throws with Fox and Falco are the same,
but slightly higher percentages are needed with Falco to begin the chain throw.
Cape has another use against Falco besides recovery killing.  Falco's Short
hop lasers, where he short hops, laser, fast fall, repeat.  It create's a
faster blaster (HEY!  a rhyme! <.<) and creates ZERO lag as soon as he lands.
But Doc's Cape can easily stop it, you might get hit with a second blaser, but
Falco will also be hit, creating a blow for blow type thing, that no player
wants
to do.  Falco can still shine combo you, but in a different way.  It still hurts
all the same, again, just sheild it and pray.

-----------------------------------------------------------------------------
                               Ganondorf
-----------------------------------------------------------------------------

Ganondorf will rely ALOT on his aerial attacks, the only time a
good g-dorf will be on the ground usually is when he wants to grab, which by
the way his grab game is good, not as good as CF, but good.  So if you have
him one the ground, beware his grab.  Pill rushing will work, if you miss or he
sheilds, use cape, if he tries to grab he'll grab the other way, allowing you to
down smash.  Shffl'd back aerials are also in good use here as with any other
heavy weight, so remember it.


=============================================================================
                             Projectile Users                         VI/II
=============================================================================

Cape, cape, and cape some more.  Cape will do wonders here.  Especial to the
likes of Samus.  Samus has pretty slow projectiles though, so if you rush her,
her projectiles pretty much cant come out in the first place.  Falco will also
have to halt his SHL’s because of the cape.  Ness, due to the nature of his
projectiles, the cape is nearly ineffective to reflect the attack, rather, it
should be used to deflect.  Fox, due to his rapid fire, I would NOT use cape
against his laser.  Rather, just go about the heavy weight strategy with him.
----------
Fox
----------
pretty much everything above in Heavy weights is covered.  Just remember
cape doesnt fare well against Fox's blaster, but very well when Fox is trying
to recover. Beware the shine combo's

----------
Falco
----------
Again, Falco is already covered, just reminder to cape his blaster and
his recovery, beware the shine combo's (again)

-----------------------------------------------------------------------------
                                  Samus
-----------------------------------------------------------------------------

Samus is a very good projectile player, but she needs space for it, if
you rush a Samus it limits her abilities, because even with missle cancelling,
Samus's missles are still slow at coming out, so if you pill rush her you can
keep her at bay.  Watch out for her down smash, its strong, and cant be sheild
grabbed because of it's dis jointed hit box.  If you plan on killing Samus, use
aerial forward A instead of down smash, Samus has really good recovery, but is
very floaty to the point where vertical kills can be done with ease.

-----------------------------------------------------------------------------
                                   Ness
-----------------------------------------------------------------------------

Ness has relatively slow projectiles, so a cape should be fine enough.
Beware of his PK thunder as you recover, caping it as you come back could save
you are kill you, so use with caution.  Ness has a great aerial game with is
double jump cancelled aerials.  Sheild grabbing is difficult, but if the Ness
messes up you get a free throw and a follow up aerial right there.  Ness is on
the slower side, giving you great opprotunities with pill rushing, but he has
his forward smash which will pretty much blow through anything you got.  Its
not the fastest move so quick attacks are essential here.  His down tilt is
also very good, and love's to own crouch cancellers.  A dirty tactic to use
is to intercept the PK thunder as he uses it for recovery, you get hit, he
dies.

-----------------------------------------------------------------------------
                                  Mario
-----------------------------------------------------------------------------

Mario's fireballs should pose no BIG problem for you.  He cant rush with
them like a Doc can with his pills, but still he can, but its easier to punish.
You need to watch out for his cape, you can air dodge it or even try to cape
back if he decides to hit ya with your pill.  But more importantly he will most
likely try to cape you as you recovery, which is devastating to any Doc.
Mario's
move set plays out similarly to Doc's so think about what gets you the most
when you play, and use it on Mario.  Watch out though, his forward smash will
eat through, and out range ALOT of doc's attacks, so don't blindly rush as it
is asking for a wavedash back to forward smash.

-----------------------------------------------------------------------------
                                Doctor Mario
-----------------------------------------------------------------------------

Just like Mario, except you gotte beware Pill rushing.  Caping might work,
sheilding is also a good option, and if you sheild grab him you are in good
shape.

-----------------------------------------------------------------------------
                                   Peach
-----------------------------------------------------------------------------

Peach's turnips are brutal.  She will do something similar to pill
rushing with her turnips.  If you can cape it you should be fine, or you can
sheild
it, and if she comes, you can sheild grab her.  One of Peach's main assets is
her
float cancelled aerials, she can use an aerial while floating, and then land
with
no lag at all.  You can try to cape her, but that will only work once out of
every
10 tries, you best bet is to sheild and try to sheild grab.  The other main
asset
of her's is her down smash.  NEVER. CROUCH CANCEL. WHILE PLAYING. PEACH.  Her
down smash can rack up to 72% in one move... if you crouch cancel, and it comes
out extremely fast, and has high priority.  So just beware that countering her
no lag attacks and her insanely strong down smash may be difficult.

-----------------------------------------------------------------------------
                                   Yoshi
-----------------------------------------------------------------------------

Yoshi doesnt fall under any category really, but he does have his egg
throw, so I decided to stick him here.  His egg throw is good, its unique
trajectory, and its priority isnt half bad either.  you can cape it away, but
in most cases it wont hit the thrower.  Sheild is your best bet, since it lags
less.  His aerials are also very strong, and relatively quick, and with his
double jump cancel, he can execute them easily and recovery from them quickly.
Sheild grabbing works.  And Yoshi's crouch cancel is godly.  Just keep that in
mind.  Also note that he is on the heavy side, so some heavy weight tactics
may be of good use on him.

-----------------------------------------------------------------------------
                                    Sheik
-----------------------------------------------------------------------------

Sheik's needle's are godly, if you've read my other FAQ you would know
why.  Cape wont do much if she take's her needles to the air.  On ground you
may want to cape if it is a full charge, but they do disappear if they travel
too far, so beware Sheik is also and excellent aerial fighter.  Unfortunately,
Sheik's aerial attacks generally attack only on one side, or have a small hit
box on the opposite side.  This means A well placed cape is of good use here.
Never try to do anything else in the air against her beside that, except air
dodging. Her aerial abilities surpass yours greatly, unfortunately.  Her
dash cancelled down smash is no easy thing to dodge.  If you are on the
ground, pill rush. Sheik can take on pill rushing, but it does create
problems for her.

-----------------------------------------------------------------------------
                                     Link
-----------------------------------------------------------------------------

Link has really slow projectiles, his boomerang is really good though.
If you cape it, it will either just return to him, giving him lag, or go away
from him, leaving him boomerangless for 3 seconds.  Either is good. His bombs
can take people by surprise, if you dont see it, just sheild it, but if you
can, cape it, more surprising that Link's Bombs is a reflected bomb.  His
arrows are sickeningly slow, cape them if he decides to charge.  You can shffl
your aerials freely, since Link has a HORRIBLE sheild grab.  He has fair aerial
attacks, you can sheild grab them easily though.  Pill rushing is always a good
thing, Link has really laggy moves, and most likely wont be able to counter it
at all.  His spin attack is excellent, and cant be caped.  I believe pills
should take care of them easily.  Watch out for the spin attack, as he can
both edge guard and combo with it if he does grab you, or get you with his
projectiles.

-----------------------------------------------------------------------------
                                 Young Link
-----------------------------------------------------------------------------

EXACTLY the same as Link, except slightly faster can smaller.  Just
be a bit more careful with your pill rushing, and dont rely on his slow speed
as much.  His moves still come out just as slow.

-----------------------------------------------------------------------------
                                   Pikachu
-----------------------------------------------------------------------------

Pika's thunder jolt is just a good of an approach tactic as pill
rushing is, so anti pill rushing tactics stated for Doc mario in of good use
here.  Pika also has an extremely good up and down smash.  If he approaches,
and you sense an up smash, cape it.  It may still hit you, but it wont have
the insane knock back and damage as it does if it were the other way.  You
can always sheild, and sheild grab.  Sheild grabbing is all I have to say
against down smash.  Pill rushing is hard to pull off on Pika, because of
his speed.  Pika has a great and quick aerial game, most of his aerials can
be caped, but aerial neutral and down cant be caped effectively.  If he
approaches you in the air with this, air dodge, on the ground, sheild grab.

=============================================================================
                          Aerial Combat Characters                    VI/III
=============================================================================

These people can be a pain, since although Doc does well in the air, he is
nothing compared to Marth or Jigglypuff.  Cape can be used on aerial attacks
that covers one side of the body, as long as there is not a lot of range.
Jigglypuff will fall very susceptible to this, but because of her nimble air
movements, it may be hard to follow up with something after the cape.  With
Marth, quite frankly your best bet is to pill him and try to follow up with
an aerial.  With Sheik I would do the same thing if she uses aerial back a,
in any other case cape works just fine.

-----------------------------------------------------------------------------
                                    Marth
-----------------------------------------------------------------------------

Marth's aerials will absolutely murder Doc.  My best advice is to cape
the ones with short range, and sheild the others.  Pill rushing also becomes
difficult since his sword cancels out all pills.  Pretty much anything Marth
does will beat you out.  Play the opprotunist here.  Way for a mess up, or an
opening of any kind and strike hard.

-----------------------------------------------------------------------------
                                 Jigglypuff
-----------------------------------------------------------------------------

Pill.  and pill some more.  Jiggs has high priority, but pill will either
hit her or meet her priority.  She is INSANELY light, meaning forward aerial
or smash can kill well below 100%.  You're not going to find many sheild grab
options, but if you can, use down throw to forward aerial.

----------
Sheik
----------
I've already covered Sheik, just remember to cape her aerials.

-----------------------------------------------------------------------------
                               Captain Falcon
-----------------------------------------------------------------------------

Captain Falcon is FAST.  At least at running, so pill rushing
gets a flush down the super bowl here.  Fight him like you would G-dorf aerial
wise.  Be wary on the ground, CF's grabbing game is insane.  My best advice is
to shffl and up tilt.  Aerial neutral/up A and the up tilt will eat through
most of his approach game.  Up throw chains are also insanely easy on him.
you can end them the same with an up throw to forward smash.

-----------------------------------------------------------------------------
                                   Luigi
-----------------------------------------------------------------------------

Luigi is a VERY floaty character, he can fit in easily 2 aerials in one
short hop.  His aerials are quick and have high priority, but can be sheild
grabbed.  One main thing to look out for in a Luigi is his wavedash.  He has
the LONGEST wavedash in the game.  He can maneuver the battely field easily.
He'll try to wavesmash you, your down smash should at least match any of his
smashes, if not out prioritize them.  You can always cape him in the middle of
the wavedash, making him slide a bit further in the opposite direction.  Follow
up with any attack you choose here.

=============================================================================
                               Light Weights                          VI/IV
=============================================================================

A mixed bag for the Doc, he has zero combo’s to use on these little annoying
things.  His set ups are pretty much useless after 50%.  Pill them and follow
up with an aerial or smash is your best bet here.  A good down smash can
easily kill them, but if they are in the air, and due to their lightness they
will be more than usual, put in a aerial forward a in there.

-----------------------------------------------------------------------------
                                  Pichu
-----------------------------------------------------------------------------

Pichu has the same approach game as Pika, but he wont use it.  Why?
because he'd be doing more damage to himself.  Pichu's aerials are also
fairly good.  Throw combos are of good use, since and aerial forward a can
easily kill a Pichu at 70-80%.  Other than that just use regular Pika killing
tactics and you should be fine and dandy.  One or the other at least, <.<

-----------------------------------------------------------------------------
                                 Kirby
-----------------------------------------------------------------------------

Kirby has good aerials, but he can be easily sheild grabbed.  If he
swallows you, dont worry, anti pill rush tactics against Kirby are easier
because he is slower.  His aerials can also be punished easily with a cape
an aerial.  Again, go for the kill early with a down smash or aerial forward a.

-----------------------------------------------------------------------------
                           Mr. Game and Watch
-----------------------------------------------------------------------------

Ok, game and watch as aerials... really good aerials.  The aerial forward and
aerial back have good sweet spot knock back, but otherwise can be used to
follow up on.  The aerial neutrual a is strong, and is a great KO move for
Mr. G&W.  His grabs can be lethal.  Down throw will lead to either a neutral
aerial (not good) or a judgement (either ok or the most sadistic beating of
your life) down throw to judgement 9 will kill you, no questions ask.  The
remedy?... dont get grabbed.  His down tilt has good speed, great power, and
can be used as a set up for aerials.  His forward tilt stays out for a while,
a deceptive amount of time, dont underestimate its length, or power.  His only
smash worth mentioning is forward smash, which like mario, can be used with a
wavedash backwards to forward smash.

-----------------------------------------------------------------------------
                             Ice Climbers
-----------------------------------------------------------------------------

You MUST seperate them.  This is your first thing to do, down
smash can seperate them enough at upwards 50% so you can kill off Nana.  Aerial
forward a seems to work very well too.  After you get one dead, the other is a
breeze.  They arent exactly the lightest characters, but they are one of the
top 5 lightest characters I beleive.  If they are together, do NOT get grabbed.
You cannot escape from a grab from both IC's without getting about 25% done
on you.  And currently, there seems to be an infinite grab combo with IC's,
or at least it lasts VERY long.  Dont use normal pill rushing attacks until
they are seperated, pills cant hit 2 people at the same time, you will be
severly punished for it.  My best advice is to use alot of shffl'd aerial
neutral a's while dash to hit both.

=============================================================================
                           Long-Range Characters                      VI/V
=============================================================================

Bleh, I usually hate these characters, like Marth and DK, no projectiles but
the reach to equal one.  Not very many things work, but one very good thing
does.  Pills.  Pill rush them, follow with a down smash, and if they are
particularly slow, aerial forward A can work.  That’s about all you can do
however.

Well then, all the long ranged charachters have already been said and done...
well whaddya know? >_<

=============================================================================
                            Defensive Characters                      VI/VI
=============================================================================

This is Doc’s brothers basically.  Doc’s only projectile is pills, so
beware of pill rushing, since you can be punished for it.  If you fire from
afar, or at least far enough to react, fight fire with fire if they reflect
and cape it back.  Reflectors may pose a problem, since a good Falco or Fox
player will jump out of their reflector and attack you.  Best bet is to shield
and if they attack, shield grab, and use an upward combo, since they fall so
fast.  If you pill rush a counter happy Marth or Roy, you can pill, they
counter, and wait for the window where the attack is done and they still cant
move to down smash.  Since these characters usually fall into another
category, use one of the match-ups listed above if you want to kill
them.

-----------------------------------------------------------------------------
                                  Zelda
-----------------------------------------------------------------------------

Zelda's Nayru's love lasts a long while, watch out for it, it shouldn't
pose a huge problem for you, since it will rarely bounce your pills back at you.
Her main assets are her aerial forward and back a.  They kill at very early
damages.  This is one of Doc's counters, since the aerial attacks either
outrange, or outprioritize doc.  The din's fire and nayru's love can be
surprisingly lethal.  Nayru's love and stop alot of oncoming attacks, and
din's fire can actually lead to the aerial back/forward a.  Aerial neutral
a can also combo very well.  Zelda has THE fastest downsmash in the game, so
please to be careful of it.  Forward smash is insanely strong, and can even
be used as a mind game.  Dont get intimidated if the Zelda begins to throw
out random forward smashes like that, its just a mind game.

-----------------------------------------------------------------------------
                                   Roy
-----------------------------------------------------------------------------

Roy is very similar to Marth, one BIG difference is the amount of punishment
he can deal you, which is much less than Marth.  He is also slower, so
approaching
him is easier.  His counter can be deadly, so please do be wary of it.

-----------------------------------------------------------------------------
                                  Mewtwo
-----------------------------------------------------------------------------

Mewtwo is one of the worst characters in the game, but this doesnt mean it
will be a breeze.  Mewtwo's best assets are his aerial neutral/forward a, and
his down tilt.  His aerial neutral is a great high priority attack that can
sometimes set up for more attacks.  His aerial forward is strong and fast...
thats that >_>.  But his down tilt gives Sheik's forward tilt a run for her
money.  It has insane set up possibilities, and against your Doc, thats not
so good.  Pills will usually work, but all of your edgeguarding is useless.
But he is floaty, so off the top kills (forward aerial a and forward smash)
are good.  Confusion is crap, but disable can be surprising from a wavedash.
His shadow is a force to be reckoned with, and a good mewtwo player will know
how to use it.  Cape it, if possible.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                                                                           +
+                              Combos and Set-Ups                 SECVII    +
+                                                                           +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Doctor Mario may not be the combo king, and certainly not as good at comboing
as say Sheik or Fox, but he does have some, and even more set ups.  That’s
what Doctor Mario is all about, set ups, mainly with your pills.

Doctor Mario has an insane approach game.  This means that he can rush to the
opponent and attack safely.  But which attack is this you say?  Pills.  To
approach anyone, look no further than a dash rising, pill, rejump, pill.
After that, you can follow up with almost anything you want.  I prefer to use
down smash or an aerial forward A.  Down tilt works fine too, even another
pill if you so desire, but a grounded pill gives you little to work with.
You can follow up with a cape, throw your opponent off guard, and THEN down
smash or down tilt.  A good extra 10-12 percent damage is always good.  If
you are really courageous and good and positioning.  You can fire a pill over
the opponents head, down smash, have them fly INTO the pill, and use a
shffl’d aerial.  Its hard to pull off, but with the right mind games it’s
a great small combo.

Down tilt lends it self to be linked with a shffl’d aerial back a or a down
smash easily.  Since all of them are fairly quick attacks, pulling this off
should be no problem.  If you have no problem turning in the air, short hop
turn around pill and continue any of the above  pill rush set ups will work
fine also.

Many of your upward sending attacks can be used to combo and set them up.
Using up/down throw to chain throw is useful on some, but more practically,
it sets up for an aerial, or and up smash.  Even an up tilt works if you so
desire.  Finishing your upward combo’s with an aerial forward a is what I
like to use, and can even be used as a finisher.

Any quick attack followed by a cape can keep you safe, and also allow you
to use down smash.  Nothing much else to combo with a cape though. =/

I love aerial back a’s.  As much as I say use aerial forward a, aerial back
a is just so much better, but in different respects.  Never use it to kill,
only to edge guard, killing is what aerial forward a does.  Now, about making
a combo with aerial back a, that’s it.  Consecutively shffl’d aerial back
a’s is a great combo on its own, and a good end to it is a nice down smash.

Aerial forward may not set up to many things too greatly, but, if you are
quick, you can use an aerial after an l-canceled aerial forward a.

Down Throw lends itself to be linked with almost any other attack.  Another
throw, or just a chain throw, down smash, up smash, a tilt, almost anything
work with down throw.  It can start some insane aerial/up tilt combo's, that
can end in a down or forward smash.  Or if in the air, an aerial.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                                                                           +
+                Killing and Edge Guarding/Recovering             SECVIII   +
+                                                                           +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Ah yes, the part of the FAQ that’s the most interesting, DAT PART WHERE YOO
GIT TER KEEL!  <.<  But Doctor Mario isn’t a huge KO person, rather, his
Edge-guarding skills are extremely good.  On to business.

Doctor Mario’s 2 best killing moves are, what a surprise, down smash and
aerial forward a.  Down smash is easy to just use as a beginning attack, and
dash canceled down smash does work.  A shffl’d aerial forward a can be a bit
tricky to pull off, but it is possible.  Its better to pill rush and follow up
with an aerial forward a.  Up throw to aerial forward a may also be a good
alternative.

Pills once again come to help the day in Doc’s edge guard game.  You can hit
a recovering person repeatedly with pills to eventually kill them off.  This
will absolutely DESTROY fast fallers.  If you can pill them right as they
start their second jump, they’ll lose height, lose their second jump, and
have to pray that their third jump will reach.  A pill, then another edge
guard tactic always works too.

Cape is also a godsend for Doctor Mario’s edge guarding game.  If you can
jump out and cape someone in the middle of their third jump, its over.  They
Cannot grab an edge when they face backwards.  Sometimes the cape will
actually cause the person to just simply continue the third jump in a
different direction.  This is especially true with Fox, Falco, Ganondorf, and
Captain Falcon.

Jumping out and doing an aerial forward a is an OK way to edge guard, but
unreliable.  Just make sure you can ABSOLUTELY recover from it, since it does
last long and Doc’s recovery game isn’t the best.

Doctor Mario’s best edge guarding tactic by far may seem a bit complicated,
but it’s actually not hard to master and very deadly.  First, you must hang
from the ledge, then drop down, but the SECOND you begin to drop down,
immediately jump out TOWARDS YOUR OPPONENT.  Now, do an aerial back a, and if
you positioned right, you should have knocked your opponent further back.
Recover back to the stage if they die from it, or will.  If not, aim for the
ledge and repeat the tactic until they are dead.  Don’t attempt this tactic
unless you know what you are doing.  Even I who use Doc regularly and gotten
good with him will occasionally drop down and miss the jump, and die.

Doc’s great wave dash lends itself for a very easy way to edge hog.  If
you’ve read my Sheik FAQ you already know this.  Just stand backwards from
the edge, and a bit away from the edge.  RIGHT when your opponent is about
to grab the ledge, wave dash backwards and grab hold of the edge.  If they
don’t try to recover to the stage, they will fall to their doom, since no 2
people can grab the same edge at once.

---

Doctor Mario’s recovery is below average at best sadly, but he does have
quite a few ways to recover.  Down B, when you press B repeatedly, will
gain air slowly.  You don’t gain much air, but you can tilt it to the left
or right, giving you an extra horizontal recovery boost.  The cape, when it
is done in the air for the first time, will gain slight height and help slow
your fall, allowing you to drift left or right, helping yet again your
horizontal recovery.  Then of course, your main form of recovery is up B.
Why do I mention this last?  This will always be what you use last in your
recovery.  So it goes like this:
Down B ~~> cape (x amount of times) ~~~> up B.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                                                                           +
+                                One Player Mode                  SEC IX    +
+                                                                           +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

=============================================================================
                                 1 versus 1                           IX/I
=============================================================================

Nothing special here, just use any tactics I said above. You can charge any
smash though since they aren't too bright. Just watch for power-shielding...
they are very good at that.

=============================================================================
                                 2 versus 2                           IX/II
=============================================================================

Just concentrate on one opponent. Try not to interfere with your computer
helper, after you finish the first one, go for the second.

=============================================================================
                               3 versus 1 giant                       IX/III
=============================================================================

Pill, pill, pill, and a couple shffl’d aerial back A’s while you’re at it.
These guys are so heavy your regular heavy weight tactics wont work until the
80% range.  In which case, before they get to that point, pill, pill, pill,
and a couple shffl’d aerial back A’s while you’re at it.

=============================================================================
                               1 versus team                          IX/IV
=============================================================================

Just use any and all of your strong attacks. That's all your smashes and
aerial forward A. Get them as near to the kill line as possible and smack them
in that direction if your on hard or very hard.  Or better yet, grab and use
back throw, with its immense knock back it is of very good use. Otherwise one
strong attack will usually finish them.

=============================================================================
                        Master Hand and Crazy Hand                    IX/V
=============================================================================

These guys are jokes. Sadly, down smash does nil here, so concentrate on your
up smash and all aerials. If you can get Crazy Hand to come, just still
attack Master Hand, since he'll always have lower damage. Once you finish off
Master, concentrate on crazy. To doge the attacks... the laser attack can be
completely dodge if you go to the wrist part of the glove. This just gives you
about 5 free hits with up smash. The grab just jump and air dodge as he goes
for the grab. All other attacks should be shielded or air dodged. The tag team
hits that they have should be shielded, since they last long and have quite a
large range.

=============================================================================
                              Adventure Mode                          IX/VI
=============================================================================

I'll give a real quick run down of the special, non-standard fight stages

-----------------------------------------------------------------------------
                            Mushroom Kingdom
-----------------------------------------------------------------------------

Avoid all the small enemies, unless you want the trophies. Its really not
worth it to screw up and get that unnecessary damage. The Yoshis can be dealt
with up smash or down smash. Either or is fine.

-----------------------------------------------------------------------------
                             Hyrule Dungeon
-----------------------------------------------------------------------------

This is simple, if you want the bonus, go ahead and fight the links. If you
wanton be quick about it, just double jump and up B over it. There is one
part where you can drop down to the fighting arena. If you see a short pit
with just stones that’s COMPLETELY straight, jump into it, drift left, and
mid air jump and up B/cape to avoid the fight. Just go until you find that
tri-force.

-----------------------------------------------------------------------------
                             Escape Brinstar
-----------------------------------------------------------------------------

Double jump, up B the whole way. Air dodges can replace up B at the beginning
parts I believe. Up B goes at an angle, so be careful how you position
yourself, later on when the platforms are smaller.

-----------------------------------------------------------------------------
                               F-Zero Race
-----------------------------------------------------------------------------

Jump on every 3rd platform you see, that's about the time the cars come
along.  You can stop at every 2 if you are a bit nervous.  This is of course
you dashing at full speed. At the part where there are 3 platforms that are
slowly flat, but rise from the space between them, you can just land on one
and stay still, the cars will pass overhead. After that part, just go all
the way to the end.

-----------------------------------------------------------------------------
                             Infinite Mountain
-----------------------------------------------------------------------------

Travel up and keeping traveling with double jump and up B's. If you land at
the very top of the stage in view, or just out of sight, it scrolls up for
you, cutting off time. Be careful though, since Topis and Polar Bears can be
hidden from view like that. Right before you get to the fight, it scrolls
really fast, just keep on double jump and using up B.

=============================================================================
                            Break the Targets                         IX/VII
=============================================================================

-----------------------------------------------------------------------------
                            Beginner Strategy
-----------------------------------------------------------------------------

1: double jump on first moving platform, double jump Aerial up A, land
2: double jump, fire pill to right.
3: double jump to top moving platform, dash left, pill top left target
4: fast fall, aerial back A, land on bottom moving platform in wall,
5: fire pill, drop down, mid air jump right, air dodge up to other side of
platform.
6,7: dash double jump right, up B at wall to get targets on both side.
8: fast fall, turn left, fire pill
9: wait for platform to come if needed, dash right, mid air jump on right side
of pillar, up B to break target and land on moving platform.
10: wait until you are in range, double jump up B.
Target time: 20.xx-19.xx

                                                           10
           3                                               #
           #


                   ___        ___________
              _ _ _| |_____   ---------| |
                   | |               6 | |
                   | |               # | |7         ^
                   | |                 | |#         |
                 4 | | _____   _ _ _   | |        _____
                 # | |  #              | \
                   | |  1              \  `,        |
              _ _ _| |_____             `,  `,      v
                   |_|                    `,  `,
                                      ____  `, |
           5               ___        |___|  |_|
           #            ___| _ _      2 | |         9
                        y  |-|        # | |         #
                        o  |_|         |- |
                      __u__            ````
                     |     |
                     |_____|
                           #
                           8

-----------------------------------------------------------------------------
                           Intermediate Strategy
-----------------------------------------------------------------------------

1: Double jump right, land, double jump aerial up A
2: Double jump fire pill right
3: Double jump left, pill right in air. (land on topmost platform)
4-6: Double jump left, Aerial Back A, fast fall, pill right, land, pill left.
7: Drop through, jump right and land on 8 platform.
8: Dash right, double jump, turn around fire pill, drift right, land on
platform but slide off
9: Mid air jump up B
10: Wait for position, jump, fire pill left, land, double jump up B
Target Time: 14.2x-13.78

                                                           10
           4                                               #
           #


                   ___        ___________
              _ _ _| |_____   ---------| |
                   | |               3 | |
                   | |               # | |9         ^
                   | |                 | |#         |
                 5 | | _____   _ _ _   | |        _____
                 # | |  #              | \
                   | |  1              \  `,        |
              _ _ _| |_____             `,  `,      v
                   |_|                    `,  `,
                                      ____  `, |
           6               ___        |___|  |_|
           #            ___| _ _      2 | |         8
                        y  |-|        # | |         #
                        o  |_|         |- |
                      __u__            ````
                     |     |
                     |_____|
                           #
                           7

-----------------------------------------------------------------------------
                               Pro Strategy
-----------------------------------------------------------------------------

1: double jump on first moving platform, double jump Aerial up A, land
2: double jump, fire pill to right.
3: double jump to top moving platform, dash left, pill top left target
4: fast fall, aerial back A, land on bottom moving platform in wall,
5: fire pill, drop down, mid air jump right, air dodge up to other side of
platform.
6,7: dash double jump right, aerial up A through wall to get both targets
8: fall, turn around fire pill, drift right, land on platform but slide off.
9: mid air jump on right side of pillar, up B to break target and land on
moving platform.
10: wait until you are in range, double jump up B.
Target time: 13.5x-13.40

                                                           10
           3                                               #
           #


                   ___        ___________
              _ _ _| |_____   ---------| |
                   | |               7 | |
                   | |               # | |6         ^
                   | |                 | |#         |
                 4 | | _____   _ _ _   | |        _____
                 # | |  #              | \
                   | |  1              \  `,        |
              _ _ _| |_____             `,  `,      v
                   |_|                    `,  `,
                                      ____  `, |
           5               ___        |___|  |_|
           #            ___| _ _      2 | |         9
                        y  |-|        # | |         #
                        o  |_|         |- |
                      __u__            ````
                     |     |
                     |_____|
                           #
                           8

=============================================================================
                               Home Run Contest                       IX/VIII
=============================================================================

-----------------------------------------------------------------------------
                              The Bat Drops
-----------------------------------------------------------------------------

Bat drop aerial down a
Jump. Wait until you are at the peak of your jump, then drop the bat.
Immediately after you drop the bat, press aerial down A (don't wait). If you
do the combo while you are facing the Sandbag and are a centimeter or two
away, it will do 35% damage max. If you stand right next to the bag, the
combo will do 31%.

Bat drop pill
Use the exact same timing method for the bat drop down+A combo. Don't press
"B" too quickly after dropping the bat, or the Sandbag may fly off of the
platform. It will do 24% damage max.

Bat drop aerial up a
Jump. Wait until you are at the peak of your jump, then drop the bat.
Immediately after you drop the bat, hold the control stick slightly upward and
press "A"(don't wait). It will do 25% damage max.

-----------------------------------------------------------------------------
                             Beginner Strategy
-----------------------------------------------------------------------------

1. Grab the bat, dash toward the Sandbag
2. 3 up A smashes two facing right, one facing left (41%)(Sandbag should go
left)
3. small jump, aerial down A (on the right side of the Sandbag)
4. Small jump aerial down A (on the left side of the Sandbag)
5. Do 6 capes(126%)
6. Tipper Bull's-eye: 1650+ feet (500+ m.)

-----------------------------------------------------------------------------
                           Intermediate Strategy
-----------------------------------------------------------------------------

1. Grab the bat and dash toward the Sandbag
2. 3 smash up As 3. 5 Single jump bat drop aerial down As
4. 1 cape, tipper
5. Bull's-eye: 2200+ feet (670+ m.)

-----------------------------------------------------------------------------
                               Pro Strategy
-----------------------------------------------------------------------------

1. 1 jump, jump, catch bat drop aerial up A
2. 1 jump, jump, catch bat drop aerial down A with fast fall
3. 2 single jump bat drop aerial down As with delayed fast falls
4. 3 jump, jump, catch bat drop aerial down As with delayed fast falls
5. Cape, tipper
6. Bull's-eye: 3250+ feet (980+ m.)

=============================================================================
                                Multi-Man Melee                       IX/IX
=============================================================================

These are just strategies on just how to complete all 6 Multi-man melee modes.

All characters' smash attacks can send the wire frames flying in one hit.
Doctor Mario is no exception. Experiment to see which move you think work’s
best to kill them.  Up B is used in most World Record strategies. It's
simple, easy, and fun to see them go flying at the speed of sound.

Cruel Melee is different.  As you start, dash to the left or right side of the
arena.  Let all the wire frames come to you, then use any means possible to
get to the other side unscathed, and then use down smash on all of them, or
any move that damages them all at once.  Rinse and repeat until you have
them killed.

=============================================================================
                             Training Mode Combos                     IX/X
=============================================================================

Most people assume that the Doc’s multi hit moves are the best way to get
the high score. This is not true. I'll show you a way to get 145 combo
hits easily.  This is a lot easier if you have a second controller to control
the opponent with.

1: Choose your opponent as Jigglypuff, and of course yourself as Doctor
Mario.

2: Go to the Green Greens stage.

3: Wait for the bottom row of blocks to fill up, and place yourself and
Jigglypuff in there.

4: Wait for the blocks on the left and right column to fill up to the
highest it can go.

5: Set down the maximum amount of red shells.

6: use down smash, the music should stop for a few seconds and both of you
will get a lot of damage. If this is done right, this will always do 145
damage.

=============================================================================
                              Event Match Mode                       IX/XI
=============================================================================

Event Match 3: This is sickeningly easy.  A Link and Samus just go around using
nothing but their bombs and picking up bomb items.  They seem to be above you
most of the time, so using aerials works fine.  If they are on the ground, down
smash, or a shffl'd aerial forward a works nice.  You aren’t much faster than
them, but try to beat them to the items that appear.  They are all bomb items,
the kind that kill in one hit.

Event Match 4: Pill spam or repeated shffl'd aerial back a's work fine.  Down
smash repeatedly at first may work too.  use an aerial forward a to kill him
off, usually at around 300 to 350%

Event Match 6: Another sickeningly easy match.  Fight these Kirby's like you
would the wire frames, down smash works wonders, but up B is also a very good
way to kill them.  I would use those two moves alone to kill them.

Event Match 7: This one may pose problems if you dont get the early lead.  The
trick is to stick around the middle, and fly to that pokeball when it appears
Once you do that, Pikachu will be so occupied with that one that you can get to
the others and kill him both times easily.  You can attack him directly, so
dont bother, just use the pokeballs and you will be fine.

Event Match 8: This is kind of easy... you both start off with over 100% damage,
and as you are killed the damage goes up with each new life.  A simple aerial
forward A will work, or a down smash, but really any smash works fine.  1 or 2
hits per life are usually all that is necessary for this match.

Event Match 9: Dont use any of your killing moves until they are in the percent
range to be killed, usually around 100% damage.  Until then, use your weak
attacks,
up aerial and back aerial is fine at first.  Pills are excellent for racking up
easy non-kill damage.  When they do get to that killing percent, wait until they
change into Sheik to kill.  If you kill them when they are Zelda they just
respawn,
so WAIT for the change.

Event Match 10: These guys seem to be easily killed in the 50% range.  For
Mario, Peach, and Yoshi, just use your regular pill rushing.  I would also use
dash cancelled down smash a lot.  Down smash or aerial forward a for finishers
as usually.  DK and Bowser take just SLIGHTLY longer to kill.  If you dont like
to use any skills, just use repeated smash attacks alot.

Event Match 11: Just survive for a minute.  Sound easy?  well it should be. You
can either try to avoid them or attack them.  I choose to avoid, and if they get
too close, I use an aerial forward A.  If you do wish to attack them, use
aerials.  Stopping to use ground attacks on this moving stage is just stupid.
Be careful you get to the next level with your up B.

Event Match 12: You have 7 seconds to kill a decrepit Captain Falcon.  Charge a
forward smash, when he gets within range, let it go, if that doesnt kill him,
edge
guard with a cape.  You shouldnt have to worry about recovering.

Event Match 14: It may be a bit difficult if you are new to the game.  There is
generally 2 people who actively fight and one person who just stays away and
minds his business.  Be a little of both.  Stay at one of the goomba, and
use hit and run tactics with your aerial attacks, or a pill rush.  If they are
weak, you can travel back up for action and use down smash.  One tip I would do
is to reset the event match until you get 3 characters you can really fight
easily, this is of course if you have allot of trouble.  When you get down to
the
opponent, attack him viciously with pill rushing and aerials, and down smashes
until he's dead.

Event Match 15: A small fry Medic versus some big women... sounds like fun to
me... <.<.  Any way, at the beginning of the match, I would use your lovely
pills
when possible, and use allot of clear out moves, this means down smash allot.
When they are cleared, I would concentrate on one with aerials.  If an item
appears, STOP!  Its gonna be a good killing items most likely.  You're the
faster
one here, unless Zelda transforms into Sheik, so use that slight speed
advantage,
and get to that item.  Kill em all twice and you're good to go.

Event Match 20: Another all star match, sheesh!  Well, good thing its not much
different from the last one.  So, use the same tactics.  Pill rush to aerial or
use your smash attacks repeatedly if you get lazy.

Event Match 21: Gotta get the pink one, just keep that in your head.  What you
need to do is separate them.  Use an aerial forward a, or an up smash to that
to separate them.  They never attack, they just jump.  If you use strong attacks
that sends them both flying outside the arena, dont worry.  This sets you up
perfectly, since they will most likely be separated upon return, concentrate on
Nana and you are set.  Repeat for the other set of Ice climbers.

Event Match 22: EEEEEEEEAAASSSSYYYYYYYYY!  Just use your down smash or up smash
for the whole duration of the stream of 128 Mario's.  They die in 1 hit.

Event Match 23: I cant really give any specific tactics for these guys.  They're
invisible... but since they are both falco and Fox, just wait for that light
ripple invisible people give out, and tilt combo them to no end.  It may be hard
to edge guard them, but try to, it will pay off.  I would try to separate them
with a down smash first though, just to make your life easier.  Use pill or cape
to edge guard them.

Event Match 24:  Another easy thing.  These guys will usually die in one hit of
a down smash or up smash, so just keep on spamming that.  I don't think aerial
forward a works as well here.  Just stick with the smash and you will be fine.
Pill rush and shffl aerial back a the last giant yoshi then up smash him to
oblivion.

Event Match 26: Another trophy match.  Hit and run is especially easy here, so
do just that.  Dash cancelled down smashes work wonders on this relatively flat
stage.  Go for the 2 aggressive ones as always first.  Go for the idle one last.
Dont forget you can reset until you get an easy set of computers to face.

Event Match 28: Another one of those many but weak fights.  Just use up or down
smash over and over again.  No huge problem really.

Event Match 30: Gah... another all star, not to fear, one less opponent to
worry about here.  Just use the above all star match tactics that I already
explained.  For Ice Climbers, I would try to KO them off the side, since its
insanely easy to do so.  That is if they dont kill themselves from the moving
mountain. <.<;;  Back throw or forward throw works real nicely against IC

Event Match 31: This isnt about killing them, its about how many point you can
get before the match ends.  You do get points for KO's and lose some for dying,
So KOing a lot helps.  I would try to get a couple other bonuses along the way.
Maybe all ground, no R for U, no items, something.  Check the bonuses FAQ for
more ideas.

Event Match 37: This event match unlocks Pichu, now that we have a little back
ground info on it, let’s see what to do.  You are gonna be the faster one here,
so use your slight speed advantage to get to every single pokeball on the stage.
The wireframes may preoccupy you, but they are easy to kill.  Jigglypuff is
pretty
slow on ground, but the only character faster in the air.  Your still quick, so
get those pokeballs.  They will always have a legendary pokemon in it, and for
some reason Woboffets X_x.  It should be a breeze.

Event Match 38: This may pose a slight challenge.  Just use clear out moves, and
concentrate at one at a time if at all possible.  If not, just spam down smash
and aerial forward a.  The Luigi tend to kill himself alot, try to exploit that
by jumping out and luring him out, or cape his luigi missle to kill him

Event Match 40: Another all star so soon?  It sickens me, but anywho, there is
nothing different here, use the above event match tactics.  Sorry I am too lazy
to elaborate here, but not much needs to be said eh?

Event Match 44: Just use weak attacks on Zelda, BUT DONT KILL HER!  After a bit,
Mewtwo shows up, concentrate on him with aerials,  He's usually in the air alot,
or above you.  Use aerial up a, aerial back a, and aerial forward a to kill him.
Aerial neutral a may work here too, since it gets stronger gradually.

Event Match 46: Concentrate on one at a time, it should be easy since it is on
Hyrule temple.  You may want to lure them to the bottom, keeping attacking them
there, then go back up for the kill.  But remember, if both get too close just
use down smash.  Watch out for counter though, it can hurt quite a bit when Roy
does it.  Cape does not work against counter, so dont think about it.   After
that you should be fine.

Event Match 47: Another trophy match.  This can be hard or easy, if you stay in
the middle pit area, SPAM. DOWN. SMASH.  At least when they are all at around
30 to
50%.  They will go flailing about like fish, and they cant do a thing.  Thats my
best advice, you could wait on the outside, and aerial back/up a them back if
they
come after you.  Again, you can wait for and easy set of computers to complete
this.

Event Match 48: This is a tad difficult.  Concentrate on the Pichu's the most,
but if the annoying Pikachu gets in the way down smash him.  It takes quite alot
to kill the Pichu's for some reason.  When a pokeball appears, GET IT!  It can
save your hide and make your life easier.  Always use Sheik edge guarding
tactics
with them.

Event Match 49: The last all star event match, thank god.  There are now 6
opponents.  Its the hardest all star match, but still pretty easy, just remember
your regular all star match tactics and you should be fine.

Event Match 50: This is one of the hardest event matches, but if you know how to
kill master hand and crazy hand already *hint hint* scroll up *hint hint*, it
shouldnt be that bad.  Use repeated up smashes and aerials on Master Hand first.
After you defeat him, go for Crazy hand.  If you've read my Master and Crazy
Hand strategies earlier in the FAQ it should be no problem.

Event Match 51: This is hell reincarnated into a bunch of tiny pixels.  When you
first play this, you will get frustrated, everyone one does.  Concentrate on the
huge Bowser first, or GigaBowser as it is here.  He is a huge target, and a
perfect target for repeated aerials, down smashes, and pills.  Again, Finish him
off with a down smash or aerial forward a.  After he's gone concentrate on
Ganondorf.  Jump off, lure him towards you.  most likely he'll try to up B you,
air dodge out of the way, and he will fall to his doom.  Dont forget the items,
they can help you greatly.  Dash canceled down smashes over and over again for
the last opponent should work.  Keep at it, you'll get it eventually.  Remember
to cape them when they try to recover.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                                                                           +
+                              Legal Information                     SECX   +
+                                                                           +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This FAQ is property of X infested Falcon (Alex Campos.)  The only sites I
will allow to use this FAQ are GameFAQs, IGN,Neoseeker, Gamenotover,
Qwester’s site, and my own site. If you wish to use this FAQ, let it be only
for personal use. If I see it on a site that is not the above three, I will
send e-mails to those who host the site, and something WILL be done. Time and
effort have been put not only into this FAQ, but into developing my game-play
and studying others. I do not wish this FAQ to be stolen unjustly. So DO NOT
e-mail to use this FAQ because you will be denied. Thanks to a bunch of
crooked sites out there, only the ones listed above will be able to host this
guide. Don't bother to ask, you'll just get a negative answer. And if you do
steal it, I WILL find out eventually.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                                                                           +
+                             Contact Information                    SECXI  +
+                                                                           +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

=============================================================================
                          XiF's Contact Information
=============================================================================

If you'd like to e-mail me please mail to iloveribs@msn.com. If you want a
higher chance of your e-mail being answered, please put in the subject header:
About your Doctor Mario FAQ. I get a lot of spam and I delete anything that
doesn't pertain directly to me. Please, do e-mail me though, I always like
feedback on whatever I write. If you want to catch me at GameFAQs, I'll be at
the SSBM board most likely, I spend a lot of time there. You can even just
sign my guest book at my site if you wish.

About AIM: My aim screen name is cubapete008649. I talk to a lot of people
regularly, I usually have at least 5 conversations going on at once, so if
you must contact me through AIM, make it worthwhile, and intelligent. I have
no problem blocking people who waste my time and annoy me.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                                                                           +
+                                 Useful Sites                    SECXII    +
+                                                                           +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
www.smashboards.com (For any more advanced information you need to know of
the game.) <Scroll down to Sskeeto's HRC FAQ when you back outta this FAQ all
your HRC answers solved!>

http://members.lycos.co.uk/begandinterbtt/ (for any beginner and intermediate
Break the target help you need)

http://freewebs.com/thephoenixrealm/index.htm (Dark Phoenix's site, lots of
information on SSBM and the such.)

http://www.freewebs.com/thefalconrealm/index.htm (My own site, it has some
articles on my own views for the game, this is one of the sites my FAQ will
be allowed on.)

http://www.angelfire.com/games5/ssbm/ (LOTS of videos on this site, from
music videos, to the best smash players on video. Watch it, the "Game Over"
videos are some of the best fighting you'll ever see.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                                                                           +
+                                Credits/Closing                  SECXIII   +
+                                                                           +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

=============================================================================
               I would like to thank the following places/people
=============================================================================

Credit goes to Skeeto too for providing all the strategies for the Home-Run
Contest strategies, they were taken from his FAQ on GameFAQs, check it out,
its great for any Home-Run Contest information you ever needed to know.

I give huge credit to DarkPhoenix87, for providing nearly all of the terms
used in section II. Without him this FAQ would probably not make any sense.

Another big shout out goes to Warrior of Zarona, and Decadent One. I give
credit for these guys for starting the great FAQ movement. To them, I thank
them, and you guys reading this should too, they are one of the main reasons
I got to write this FAQ.

I thank the SSBM community here at GameFAQs as a whole, for they have made
my life a little better with their hospitality, and their knowledge to help me
write this FAQ, and for supporting this FAQ writing.

I thank me frog for giving me help with the Sheik FAQ formatting, which greatly
influenced this FAQ formatting

I'd like to thank lastly, but not least, smash boards, for giving me nearly
all of the information I know today, and being the number 1 SSBM site I know,
all the best smash players go there, and the smartest. They have giving me the
knowledge to help you guys.

__   __  _  ______
\ \ / / (_) |  ___|
 \ V /   _  | |_
 /   \  | | |  _/
/ /^\ \ | | | |
\/   \/ |_| \_|

This FAQ is copyright 2004 Alex Campos