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Competitive Strategy FAQ

by cheeseball341

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~~~~~~~~~~~~~~~~~~~~   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Super Smash Brothers - Competitive Strategy/Online FAQ
~~~~~~~~~~~~~~~~~~~~   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Written by cheeseball341 AKA A. Yang
(Kaillera name: asianaussie)

Published by Nintendo
Developed by Hal Laboratory

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~~~~~~~~~~~~~~~~~
Table Of Contents
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Use the Ctrl-F Code to search out any section you want to skip to. This is the
Find function for Internet Explorer, Firefox and numerous other browsers. When
searching, ignore the square brackets and search only the word.

If you're new to this game (or game series), I suggest going to the Jargon
section (search techtalk) and learning a bit about the language of this game. 

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<<Section Name>>				      <<[Ctrl-F code]>>

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1: Super Smash Brothers 64				[64ssb]
	- Quick Links					[infodesk]

2: Controls and Setup					[b4ugo]

3: Jargon						[techtalk]

4: General Move Descriptions				[yaydesc]

5: Move Compendium					[ohnoes]
	- Move Functions				[whyuse]
	- Mario						[mcplumber]
	- Donkey Kong					[mcape]
	- Link						[mchero]
	- Samus						[mchunter]
	- Yoshi						[mcmount]
	- Kirby						[mcpuff]
	- Fox						[mccool]
	- Pikachu					[mcrat]
	- Luigi						[mc2nd]
	- Captain Falcon				[mcpawnch]
	- Ness						[mcpkfire]
	- Jigglypuff					[mcjiggs]
	- Best Moves					[awards]

6: The Tier List (new, Smashboards edition!)		[reassessed]
	- Old Tier List	(silly GameFAQs list)		[idcmuch]

7: Gameplay Videos					[fromthepros]

8: Stages (including 1P)				[mesighs]

9: Items (Or Why Items Suck In Competitive Play)	[brokenz]

10: Gameplay Strategy					[beready]
	- Tactical Play					[goodchoices]
	- KOs						[fatality!]
	- Combos and Damage Building			[dontgethit]
	- Directional Influence				[stickabuse]
	- Recovery Tactics and Sweetspotting the Edge	[umustrecover]
	- Fastfalling					[goingdown]
	- Frames of Defence				[srslydontgethit]
	- Human/Computer Comparison			[manvmachine]
	- Common Play Styles				[lcurve]

11: Techniques						[letsbpro]
	- Unspecific Techniques				[everyonein]
	- Character Specific Techniques			[1forall]
		- Mario/Luigi				[plumbing]
		- Donkey Kong				[goape]
		- Link					[yaaah]
		- Samus					[trixoftrade]
		- Yoshi					[tongueart]
		- Kirby					[hiii]
		- Fox					[firinmylazor]
		- Pikachu				[ichooseyou]
		- Captain Falcon			[~yes!!!]
		- Ness					[pkthundar]
		- Jigglypuff				[bloons]

12: SSB Psychology					[mentalblank]
	- Mindgames					[inyourhead]

13: Tips and Tricks					[inoob]
	- Advanced Tips/Tricks				[coolm]

14: Other Stuff That Wouldn't Fit In			[rejectd]
	- Kaillera Help					[netbattler]
	- P2P Kaillera					[nolagplease]
	- Keyboard or Controller			[controlfreak]
	- The Glitch List				[bugged]
	- Bad Habits to Have in SSB64			[coldturkey]
	- Reference Lists				[infohere]
	- Retexturing					[arthouse]
	- Japanese/English Version Differences		[konnichiwa]
	- Melee/64 Differences				[oldschool]

15: FAQs						[nojoke]
	- Setup Questions				[gettinthere]
	- In Game Questions				[whatsjump]
	- Other Questions				[saywhat]
	
Update History						[lolyoutried]

16: Contact Details					[nospam]

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Welcome to my humble FAQ. Hmm...the term FAQ barely applies anymore, huh? I
should just call it a guide. Okay. Welcome to my humble guide :D!

First of all, what this guide is about. This isn't a specific guide on using
any particular character. Nor is it one about using a character to beat 1P
Mode or a few lv9 computers. No. This is a guide for people who want to get
better at this game, so they can play in the (now heavily contested) online
Kaillera scene. As such, using only one character is rather dull. So, be like
Isai, and learn to use everyone equally. Of course, if you do decide to use
only one character, I'm sure you'll find that character's section fairly
useful. Note that this guide will mainly deal with 1v1 scenarios.

In addition, this guide helps those trying to play online, and introduces the
concept of online play to those who haven't yet heard of it. It also helps
those who want to lift their console game, so don't worry. 'How to do's will
generally have both a console and keyboard reference.

Note that despite the diversity in characters, one can play equally well with
everyone, and be skilled in using virtually every character at the same time.
This is why such a guide is possible; the difference between the characters in
this game is far less obvious than it is in others, such as SSB Melee. That
said, you can and should have a character you like better than the others. My
mains is Link, so his section will be more detailed than the others, mainly
since I use him more. However, I can use anyone well, or well enough to try my
hand at writing this guide.

Let me say this now. If you are looking for a cheap way to win over and over
again, you're reading the wrong guide. There is no 'cheap way' to win aside
from camping, which is boring and unsportsman-like. This guide teaches you to
play honourably. It encourages use of different moves, mindgames and learning
how to play as multiple characters, all in the name of fun. Nobody likes 
playing cheap players. It's that simple.

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Finally, why I'm writing this guide. First of all, I find there are a lack of
competitive SSB64 multiplayer guides on GameFAQs and other sites, presumably 
because there wasn't really a competitive scene up until recently. Most of the
existing guides aren't objective enough for competition, as virtually none of
them consider all the characters in detail. Most of them suggest that some
characters are so awful that beating them is no problem. Some go as far as to
label a certain move as 'the best move in the game'. Every lengthy character
guide has heavy emphasis on 1P mode, use of items or specific (often flawed)
strategies against certain characters. As such, I've attempted to take a 
relatively objective view, which is possible because I have other characters
to compare moves' efficiency against. 

Anyway, being a fairly competitive player to begin with (on the console), I
moved into online playing when I first heard about it, and after some control
tweaking (I rarely ever used N64 emulators before, seeing as I generally had
the games on console), I started playing online. Of course, I got demolished.
Shock horror. If I had to stand a chance, I would have to lift my game to an
entirely new level. 

After a long period of play, I now play at an moderately high level on a few 
Kaillera servers. As such, this guide goes out to help people making the move
from casual to competitive, and to people who want to brush up on their game
knowledge. As somebody has probably said: 'Knowing your enemy is knowing the
path to victory.' As such, all the moves, basic attributes of them, and any 
tidbits about them that may be interesting are listed below. Following that is
a strategy section with the basics of competitive strategy. Good luck. 

Edit: Now that SSB64 is on Virtual Console for the Wii in America, this guide
will probably see more traffic.

The important notice:

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THIS GUIDE ALONE WILL NEVER HELP YOU LEARN TO PLAY A CHARACTER. YOU HAVE TO
PLAY THE CHARACTER IN QUESTION TO GET THE 'FEEL' OF THAT CHARACTER, THEIR 
RECOVERY, THEIR COMBO CAPABILITIES AND THEIR INDIVIDUAL ABILITIES. THIS GUIDE
JUST TELLS YOU WHICH MOVES SHOULD BE PRACTISED OVER OTHERS.

THIS GUIDE IS FOR BEGINNERS. BY THAT I MEAN ANYONE WHO DOES NOT KNOW WHAT A
TECH, SHORT HOPPING OR BAITING IS. IF YOU ALREADY KNOW THAT STUFF, THEN DO NOT
BOTHER EMAILING ME, TELLING ME MY GUIDE IS FOR NOOBS. BECAUSE. IT. IS.

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   ~~~~~~~~~~~~~~~~~~~~~~~
1: Super Smash Brothers 64					64ssb
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Alright, so you've found this game. Whether as a hard copy or as a computer
simulated ROM, it doesn't matter. All that matters is that you have it. And it
is a beauty of a game. Let's start with the basics.

SSB 64 is a side-scroller, taking elements from many Nintendo games. Unlike
the vast majority of side-scrollers out there, this is a fighting skill game.
Unlike games such as Tekken or KOF, this game is more free, with larger 
battlegrounds, more diverse characters and huge double jump capabilities.

what also makes this game unique are the commands. Unlike games that have
only Punch, Kick and Defend commands (or that format), SSB has several 
command buttons all making use of the Nintendo controller. Combo capabilities
aren't set in stone, and special finishers won't be released if you press a
few buttons in sequence. No, instead button combos are just single moves, that
can be linked through the ingenuity of the player.

The gameplay is very different to conventional beat-em-ups, where you deplete
an enemy's stamina bar to gain a K.O. In this game, you don't work on a damage
basis (not in multiplayer, anyway). You work on a K.O. basis. While you do 
possess a damage meter, it counts up, not down. How do you score K.O.s then? 
The stage has limits, to the sides, bottom and top of the screen. Hitting foes
past these limits is counted as a K.O. What does the damage meter do? Well,
the higher that meter goes, the lighter and easier they are to be knocked off.

In Super Smash Brothers Melee, mastering a single character is hard. In SSB64,
every character is similar, but all have easy to learn pros and cons that 
should be put into play when using said characters. 

Finally: The characters may be from kiddy games, and the game itself is on
what is widely considered a 'kiddy console', but it is still one of the most
deeply strategic fighter games around, even nowadays (2009). As such, I don't
care if those SF players label us kids or immature. This is a strategy fighter
game at its best, like Banjo-Kazooie is a platformer at its best, or Pokemon
Snap is an alternative shooter at its best. Labelling and assumptions have
made this game into one for little kids. I want to change that. 

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This is the prequel to Super Smash Brothers Melee and the even more popular
Super Smash Brothers Brawl. However, they are very, very different. A very
convenient comparison is the Jak and Daxter trilogy. The first game was bright
and basic, the second was faster and more in-depth, and the third was pretty
much the second, but made easier to play and given more variety in weapons and
moves. This is pretty much the evolution from 64 to Brawl.

This game is extremely different to the competitive Melee, and even more
different to the casual gamer's Brawl. For starters, combos here are real and
in some cases inescapable. This is because of a lack of air dodge and a large
amount of hitstun. In truth, this game is based off punishment. This can be
seen in any Captain Falcon ditto match, where a basic mistake in comboing by
one player can lead to a counter-combo and subsequent death. 

In a game like Melee, real, continuous comboing is rare, and the most
impressive players use mindgames and prediction to distinction. Techchasing
and wavedashing abound, and it is, admittedly, more strategic than SSB64. It
is also a lot faster.

In Brawl, much of the strategy was taken out in favour of gimmicks and fun
gameplay for the casual gamer. They brought in third-party characters, 'super'
moves and a very long (and admittedly interesting) 1P mode. It isn't anywhere
near as strategic, though it is far more contested. 

A quick note:

Wavedashes, Sidestepping, Air Dodges, Meteor Attacks, Meteor Cancelling, 
SHFLLing, Grapple Recoveries and Footstool Jumps are all non-existent in 64.

L-cancelling is called Z-cancelling here, though it really should still be
L-cancel (for Lag Cancel). 

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So, you've learnt about the game. Ready to play? I hope so.

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Quick Links							infodesk

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Here's a short compendium of stuff people might want to know, and what to 
search in order to jump to said topic. Search the words in the brackets - not
including the brackets themselves.

These will not necessarily bring you to the top of the passage. Just read the
section you jumped to.

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Old Tier Arguments (the GameFAQs List)			[Top:]

The New Tier List (Smashboards version)			[reassessed]

Mindgames						[of flaming]

Matchups (uncomprehensive)				[Character Matchups]

Setting up the emulator	for netplay			[netbattler]

Retexturing on an emulator				[arthouse]

Kaillera troubleshooting				[gettinthere]

Short Hopping						[keyset]

Short-hopped U-Airs					[keyset]

Using Tilts						[keyset]

Getting all the characters the fast way			[Have All Characters]

Getting Mushroom Kingdom				[Have All Characters]

Getting Item Switch					[Have All Characters]

Word definitions					[techtalk]


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2: Controls and Setup						b4ugo
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              ||
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              ||
           __{/\}__   
      ____/        \____
    _/___/          \___\_
   / |^|    Nintendo   <> \
  ||< O >|    __    ()<><> |
  |  |V|     /  \    ()<>  |
  |   __    | {} |    __   |
  |  /  \    \__/    /  \  |
  |  |   \          /   |  |
  |  |    \        /    |  |
   \_|     \      /     |_/
            \    /
             \__/  

On my crude ASCII Nintendo controller, you'll see several buttons. I'll try to
describe them using basic terminology. 

First, the Blue button. It's the lower of the two obvious circles on the right
hand side of the controller. It's called 'A'. I'll refer to it as A from now 
on. It's the Standard Attack button, used for basic attacks, tilt attacks, 
aerial attacks and of course, smash attacks. It can also be used to grab.

Second, the Green button. It's above the A button, and is the higher of the 
two circular buttons. It's the Special Attack button, used to unleash each 
character's unique attacks. It's referred to as the B button.

Third, the Control Stick. The most important thing on the controller. In games
like Super Mario 64 and Donkey Kong 64, it's the direction thingy. In this 
game it governs left and right movement. Here's a cool thing, stab upwards to
jump. Hold it down (south) to crouch. Can you guess where it is? Yep, it's the
sharp bracket enclosed by the hexagon below the word Nintendo. Hehe.

Now the R button. If you don't know the controller you won't find it easily.
It's the right trigger above the little diamonds to the right. Press it to use
the character's grab. 

The opposite trigger triggers (<- hah) a taunt from your character. It's known
as the L button. It's only useful when used by Kirby (or maybe Luigi...).

The little diamonds. In other games they're individually far more important;
in this game they're all jump buttons. Just alternatives to jabbing upwards
on the stick. Essential for manoeuvers like short hopping, edgehogging, etc.
In other words, essential to high-level play.

Finally, the all important Z button. It's not on there, is it? Well, it's on 
the flipside of the controller. Since I'm lazy and won't be bothered drawing
the flipside, just know it's just about underneath the control stick.

As for the directional pad on the left...well, I'm not sure if it works with
this game. I've never tried it. 

Now, for the keyboard version. These are the default controls offered by the
online emulator Project 64k. Also, if you wish merely to play on the computer,
you can use Project 64 1.6, and these controls will still apply. They are
changeable under Controller Settings in the Options tab.

Left 		  Control Stick jab left
Right 		  Control Stick jab right
Up		  Control Stick jab up
Down		  Control Stick jab down
X		  A button
C		  B button
Z		  Z button
S		  R button
A		  L button
Pack of buttons   C buttons
above arrow keys

Note on the computer that pressing the Control Stick direction button is about
the same as a forceful jab in the relevant direction. You can't set the Stick
sensitivity in PJ64k, though PJ64 1.6 allows it (Banjo Tooie and SM64...). If
you want to short hop better, I suggest putting one of the C buttons onto the
Spacebar for easy access.

You can connect a Nintendo 64 controller to your computer through the use of
a USB port cable, which is purchasable from several online stores, as well as
eBay and such. Playstation, Xbox and custom controllers can all work too.

I will neither promote or discourage use of ROMs. Remember, ROMs can be legal
IF YOU RIP YOUR OWN COPY OF THE GAME. Illegal actions are punishable by law.
However, ROMs are required for playing online, and as such, it is up to
you whether or not to download said ROMs. There will be no mention of where to
download ROMs. Rumours about the '24 hour trial period' are false, so those
who plan to evade the law by redownloading, no dice.

This is for XP. There is an excellent troubleshooting guide on the internet
about dealing with Vista-related problems. Chances are the following steps
will work regardless. The URL for Vista problems is:

http://www.smashboards.com/showthread.php?t=96375

To actually access Kaillera, you'll want to first put all your ROMs (most
importantly SSB64) into one directory. In the emulator, select File > Choose
Rom Directory, then choose that directory. A list of ROMs should appear. Now
select File > Start Netplay. Congratulations. You're in Kaillera, or as Mupen
calls it, Old Kaillera. You also have the ability to create and join games,
which solves a problem that stumps many new players.

Select a Connection type and type in a username. The Connection type is very
important; without a matching Connection type you cannot start a match. Most
servers use a Good or Excellent connection type. Rarely, servers will use the
LAN connection, but anything below Good is generally unseen for N64 online
play. To find a server near you, either search the web or use the Kaillera
system's inbuilt server search tool. 

And yes, Mupen can do all of this too. However, I prefer PJ64k, and rarely
ever deviate from it. As such, it is not my place to teach you the intricities
of Mupen 64k. Mupen 64k is better for a number of games, including the Mario
Party games, Goldeneye and the Japanese SSB64. It also has a nifty recording
feature, which aids if you want to sell yourself out on Youtube.

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NOW, ONTO THE ACTUAL GAMEPLAY!

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3: Jargon							techtalk
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These are terms you'll find in the FAQ, please try to remember what they mean
so you don't have to keep coming back. Some terms relate to online play, and
I'm sure you can tell which is which.

*-Air		Short for Directional Aerial. * can be replaced by N, F, U, D
		or B for Neutral, Forward, Up, Down and Back respectively.

Aerial		An aerial (in the air) attack.

BBL		Shorthand for 'Be Back Later'.

BL		Shorthand for 'Bad Luck', which obviously is not wishing the
		opponent bad luck, but instead is offering them condolences.

BRB		Shorthand for 'Be Right Back'.

Cancel		Not to be confused with Z-cancel, Cancel is my name for the
		instance where two moves of equal priority strike and are
		both cancelled out. There's probably a better name for it.	

Chain-grab	A repeated grab attack, usually only usable when fighting
		with a handicap. Some characters have it easier than others.
		Rape tent combos and a few low-percent multi-grabs are the
		main applicable ones.

Char		Short for character.

Combo		Short for combination, a series of attacks rapidly executed
		to deal damage or even cause a KO. Combos are created with
		3 or more hits, in my opinion. 

DI		Directional Influence, created by holding a direction. This 
		allows you to escape combos or dodge attacks. Use this thread
		instead: http://www.smashboards.com/showthread.php?t=80947
		This thread is owned by one ant-d, who explains it very well.
		I will not address this any further, as my expertise in this
		area (technical, anyway) is very, very limited.

Desynch		Desynch means that 1 or more players online have become lagged
		and have been unable to compensate, meaning that the online
		match is unable to continue (each player loses control on the
		other player's game). If the enemy runs off the stage or just
		acts stupid, it's probably a desynch. Also called 'desync'.
		Kaillera sometimes warns the players of this with a message,
		but most of the time it happens without Kaillera noticing.

DS		Shorthand for Desynch. Or the Nintendo DS. Look at the context
		for further information.

Edgeguarding	Guarding the edge, which means stopping enemies from returning
		to the stage after being smashed off.

Edgehogging	Gripping the edge so enemies can't grab it and thus fall to
		their deaths. Usually done by short hopping off the edge 
		backwards.

Fast-fall	Falling at a faster rate to speed up return to the stage or
		to interfere with enemy combos/edgeguarding. Executed by 
		holding down while falling. Also used in some combos.

Gimping		Killing an opponent at relatively low damage, generally by
		edgeguarding. A key way to kill people in serious matches.

GG		Shorthand for 'Good Game'. General courtesy dictates this be
		typed after each match (Loading screens give that chance).

GGS		Shorthand for 'Good Games'. Type it when leaving, or when the
		opponent is leaving.

GTG		Shorthand for 'Got to Go'. In other words, the typer is about
		to leave. Alternatives include G2G and GTGN, which stand for
		'Got 2 Go' and 'Got to Go Now' respectively.

Handicap	A...handicap. Higher handicaps give more power, make you hard
		to knock off, give you more smashing power, etc. However, good
		players can turn handicaps to their advantages with longer
		juggles, chain throws and clever use of spikes. Generally 
		not used in competitive play.

Helplessness	The state you're forced into after performing certain attacks.
		Most Up-B recoveries make you go into this state. You're only
		helpless as long as you're in the air. 

Hitbox		The pixel range that causes damage when an attack is executed.
		Various attacks have large disjointed hitboxes, meaning that
		the body doesn't have to touch to have a damaging effect.

Hitstun		The period of time right after being attacked where you can't
		do anything. Fairly great in SSB64.

Infinite	An attack or combo that can be repeated almost indefinitely 
		for very high amounts of damage.

Item		A usable item in the game. These can be turned on or off. 

John		This means making a poor excuse for losing, such as 'My mom
		was on the phone, I couldn't concentrate' or 'My keyboard has
		a delayed input'. I've even heard 'I wasn't using Metal Mario
		so you won'. It's a reflexive instinct for first-timers.

Juggle		An attack combination that keeps an enemy in the air.

KB		Short for Knockback (see below)

Knockback	How far the enemy is knocked away when hit by an attack.

Lag		The period of time directly after or before an attack where 
		you are helpless and thus liable to be hit. Windup lag is 
		the lag before an attack, recovery lag is the lag straight
		after an attack. Landing lag occurs directly after an aerial
		attack hits the ground hard (eg. Pikachu's D-air)

LOL		'Laugh Out Loud' or 'Lots Of Laughs'. In short, something's
		funny. Alternatives include ROFL (Rolling On Floor Laughing),
		LMAO (Laughing My Ass Off), HAHA or HEHE. 

Main		Your main character, or the character you play best with. 
		Link is mine.

Mindgames	Well...the definition is the exact same as normal English,
		so if you've read up to here, you should be fine. As you can
		probably tell, I'm covering my inability to explain the term.
		Ctrl-F search 'inyourhead' for a better definition.

Noob		An insult to someone who isn't very good at the game, or is 
		rude and arrogant enough to merit such an insult. I highly
		discourage use of such an insult.

PJ64		Project 64, a Nintendo 64 emulator for the PC/Mac.

PJ64k		Project 64k, the version of Project 64 with netplay.

Priority	The hierarchy of attack use. If a high priority attack strikes
		a lower priority attack, the high priority attack cancels out
		the other attack and goes on to strike.

Projectile	An attack that detaches from the character and moves away. It
		is a primary form of long-range combat.


Pursuit		Going after somebody who's been knocked off the stage. Anyone
		can do it, but some characters have trouble doing it well.

Rape Tent	The right side of Hyrule - the boxed off area where normally
		powerful hits translate into combos (throws and smashes all
		become viable combo moves, not just finishers).

Range		The length to which an attack extends; how far away an enemy
		can be and still be hit by an attack.

Roll-Grab	A simple move, dodge roll behind an enemy and grab them. Not
		really applicable at high-level play.

Semi-spike	A move which spikes at a diagonal angle. I doubt I'll use this
		term much in the FAQ.

Sexkick		A term coined by smash enthusiasts, it's an attack held in one
		position for a while, giving a long move duration. Usually a
		Neutral Air attack. 

SHFFL		Short hop, Fast fall, Landing Cancel. Big deal. Almost non-
		existent in SSB64.

Shield		See 'Shield' in the General Move Descriptions section.

Shieldstun	When you get hit in your shield, you cannot respond right away
		with a grab/jump. This is called shield stun, and is why real
		shield-breaks can happen in SSB64.

Shine		Fox's Down-B Reflector move.

Short-hop	A short jump executed so you can use an aerial at a lower
		height. Used in combos and key to playing some most chars.

Smash 	 	A powerful attack that sends enemies offstage at a high enough
 		damage percentage. A frequently used killing move.

Spacing		Putting space between you and an opponent. Simple simple.

Spamming	Using the same move over and over again. Generally regarded 
		as a cheap way to get damage up, but is sometimes a mindgame.

Spike 	 	An attack that sends enemies straight downwards at high speed.
		Pikachu's Thunder Spike isn't related to this.

SSB		Super Smash Brothers. What did you think it was?

Throw		A forward grab or back grab attack.

Tier (List)	A rating system for characters created by SSB professionals.
		If you ask me, it barely applies to SSB64: everyone is very
		viable competitively.

Tilt		A tilt is a ground-based directional move. Basically, it's a
		step up from a basic attack and a step down from a smash.

Whiffing	A very undesirable occurance, whiffing just refers to missing
		a move completely, leaving you open and vulnerable. Try not to
		let it happen too much.

Z-Cancel	A technique that cancels an aerial's animation as you hit the
		ground, stopping any landing lag from occurring. Press Z while
		in the landing and in the middle of an attack to cancel it. 
		It's good with moves like Link's D-Air and DK's B-Air. If you
		fastfall > Z-cancel, the landing takes twice as long.

Z-Recovery	See 'Quick Recovery' in the General Move Descriptions section.
		Also known as 'Teching'.

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   ~~~~~~~~~~~~~~~~~~~~~~~~~
4: General Move Descriptions					yaydesc
   ~~~~~~~~~~~~~~~~~~~~~~~~~

Note: There are usually exceptions to the generalised descriptions below.

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---
Neutral A		A basic attack that comes in the form of a weak combo
---			or an infinite attack, in that it can repeat for as
A w/o direction		long as you tap the button. 

---
Side A (Forward Tilt)	Usually some form of hit with relatively good power,
---			range and knockback. 
Tilt </> + A

---
Up A (Up Tilt)		Commonly used as a juggling attack. It keeps an enemy
---			in the air, but if they get too high, they can DI or
Tilt ^	+ A		get out (or attack you). Some of these are merely for
			knockback purposes, such as Samus's.

---
Down A (Down Tilt)	Usually knocks enemies away with a fairly flat
---			trajectory. Some go upwards instead. Ness' is special.
Tilt v + A		

---
Dash A			Some sort of sliding dive/tackle, that knocks enemies
---			away while dealing average damage. Sometimes laggy.
Run + A

---
Neutral B		Different for all characters. See their respective
---			sections. Sometimes projectiles.
B w/o direction

---
Up B			Normally sends you skywards in an attempt to get back
---			onto the stage. Exceptions include Ness, Yoshi and
B + ^			Jigglypuff.

---
Down B			Varies from character to character.
---
B + V

---
Neutral Air		Generally a Flying Kick, basic knockback. A constant 
---			for most characters and a good aerial.
A w/o direction
In Midair

---
Forward Air		Varies from char to char, usually a multi-hit combo
---			or a simple timed whack with more power than normal.
A + > (char facing >)	
In Midair

---
Back Air		Usually a backwards kick. Link kicks twice. Basically
---			a Forward Air with a different hitbox.
A + < (char facing >)
In Midair

---
Up Air			Varies from char to char. Includes multi-hitting combo
---			attacks, knockback attacks and upward hits. 
A + ^
In Midair

---
Down Air		Usually some form of spike, occasionally with a vacuum
---			effect. Possibly the most important aerial overall.
A + v
In Midair

---
Forward Smash		A powerful attack to one side. An upgraded version of
---			Side A (more power, knockback, range, lag).
A + Jab </>

---
Up Smash		Usually some sort of backflip/uppercut. Sends enemies
---			directly upwards when perfectly used.
A + Jab ^

---
Down Smash		A smash that hits both sides (usually). Usually a sort
---			of 'breakdance' move, hitting one side, then the other
A + Jab v		one. Powerful.

---
Grab			A grab move. Links to Forward Throw/Backwards. Can be
---			short or long ranged, varying with character.
R (tap)

---
Forward Throw		A forwards fling. Sometimes it's a slam throw or a
---			more unique attack. 
> while grappling
(assuming char faces >)

---
Grab Backward		A backwards fling. Sometimes a slam throw.
---
< while grappling
(assuming char faces >)

---
Rising			An attack used when getting back up. Hits both sides
---			with mediocre damage.
A or B when down

---
Rolling Rise		Roll to one side after getting knocked down.
---
</> when down

---
Ledge Rise		A attack used when you're getting up from a ledge.
---
A or B when on a ledge

---
Tired Ledge Rise	A tired desperation attack when getting up from a
---			ledge. Requires 100% damage or more.
A or B when on a ledge
100% or more

---
Ledge Roll		Roll from the edge, putting some distance between you
---			and the abyss.
Z when on a ledge

---
Tired Ledge Roll	Tiredly dodge from the edge. Requires 100% or more.
---
Z when on a ledge
100% or more

---
Quick Recovery		Flip back up without having to bother with all the
---			rising up nonsense. Useful because you can jump
Z/R as soon as you	right back into the fray. Also gives invincibility
hit the ground		frames, allowing for combo disruption. 
(from falling)

---
Shield			A basic shield bubble. Some characters have special
---			shields. 
Z or R (hold)

---
Low Shield		A shield focused on the lower part of the body. Not
---			particularly useful.
Z + v

---
Dodge Roll		An evasive roll in one direction. Some characters have
---			special rolls. Rolling forward changes your direction.
Z + </>			Rolling backwards doesn't.

---
Taunt			An attempt to infuriate opponents. Varies. 
---
L

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   ~~~~~~~~~~~~~~~
5: Move Compendium						[ohnoes]
   ~~~~~~~~~~~~~~~

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First of all, about moves. In many other fighters, moves are interchangeable.
The variety is there to allow comboing. In Super Smash Bros, moves are very
situational. This is because of the larger stage and the accessibility the
double jump capability gives you. As such, there are many situations which you
must be prepared for, such as basic ground attacking, attacking aerial foes,
attacking landbound foes from the air, and midair battling.

You've almost certainly realised that some moves are simply unsuitable for
certain situations. For instance, Pikachu's Thunder. It's a bolt of lightning
that comes from directly above. If the enemy standing on the ground a good
distance away, would you use it? The obvious answer is no. Instead consider
jumping and using a projectile, or run in and use a dash attack. That's very
basic. The game eventually gets more complex as you realise opponents can and
will move at you, and you must think ahead. In addition, you will come across
more obscure scenarios where there are multiple choices, and choosing the best
one may mean the difference between a win and a loss. For instance, when the
enemy is coming back, do I jump out and greet him with aerials, do I stand my
ground with smashes, or do I run back and force him to approach me? Hopefully
this collection will help you decide in those critical moments.

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Move Functions							whyuse

------------------------------------------------------------------------------

You'll come across these terms used to describe moves. 

Damage:		Simple. A move for racking up the damage points. Usually quite
		powerful in base damage, but also easy to hit with.

KO:		Not hard to understand. These moves knock the enemy far away,
		usually enough to KO them at higher percentages.

Repulsion: 	Knocks a foe away, making space between the two of you. This
		allows you to approach or bait foes, or just stop a rampage.

Edgeguard:	A move that prevents foes from getting back on. It's true that
		more or less every move can do this, but I'll just label the
		ones that are better (or at least easier than alternatives)

Combo:		A move that aids in comboing. Generally low-KB, high hitstun,
		fast or a combination of those.

Vacuum:		The word Vacuum is a bit misleading. It is a move that stuns
		an enemy in one position repeatedly, allowing you to move in
		relation to them while still hitting them. Goes under combo,
		but is mentioned enough to warrant me explaining it here. 

Approach:	A move that aids in getting closer to an enemy. Very important
		to a good chase game.

Setup:		A move that leaves an obvious choice for the enemy, such as a
		thrown projectile. This then allows you to anticipate and 
		counter the enemy's reaction. It can also mean a move that 
		opens an obvious window to follow through in. 

------------------------------------------------------------------------------

Yeah, I know damage isn't important. In SSB64, it's all about how many hits
you land, not about how much damage a single move does. The game is just far
too fast for you to worry about that. So the damage will be there, but only
because this wouldn't be much of a compendium without it. Most moves deal 10%
to 16% anyway, so about 10 good attacks will take a stock without fail. Think
of this when you carve your combos.

Damage will be listed, as well as any notable effects or categories. Some 
attacks weaken over time. A ">" between numbers means the attack goes from **
to ** if overused. A "-" between numbers demonstrates the move's damage range,
which varies depending on the hitbox. An attack rating is listed as well.

NOTE: Damage figures may vary, depending on the following:

Enemy state (standing, knocked down, in the air)
Hitbox used (edge, center)
Proximity to enemy
Repetition
Attack duration (weaker if it's later in the attack)

Enemies take about 50-60% of full damage if they're in a knocked down state.

All damage has been tested against Ness in Practice Mode and double-checked 
with SmashWiki (www.super-smash-bros.wikia.com). I daresay SmashWiki needs an
update on their damage figures.

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THIS GUIDE ALONE WILL NEVER HELP YOU LEARN TO PLAY A CHARACTER. YOU HAVE TO
PLAY THE CHARACTER IN QUESTION TO GET THE 'FEEL' OF THAT CHARACTER, THEIR 
RECOVERY, THEIR COMBO CAPABILITIES AND THEIR INDIVIDUAL ABILITIES. THIS GUIDE
JUST TELLS YOU WHICH MOVES SHOULD BE PRACTISED OVER OTHERS.

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Tier Ranking is where they are on the Tier List provided by SmashWiki. Just to
clarify, the Bottom Tier is disputed. Some say Link is bottom due to his awful
recovery, but others deem Samus the worst, as she has trouble maintaining long
combos and is very helpless during her recovery (though it is long).

Oh, and every character has different Rising attacks, but I just listed one.
They all have the same power, and hitbox isn't that important...it's a Rising
attack! "But I tech every single time! What are you, stupid?" Actually, it's
almost impossible to tech *EVERY* single time, even with save states. Also,
at higher levels, teching is expected, which means letting yourself fall can
actually help you dodge combos, especially grab-based combo starters. As such,
I add them in, partially to complement the movesets, partially to make the
guide longer :P.

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Layout Template:

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Down Smash - (Super) Breakdance Kick		<- Button Combo + Name
17% > 12%					<- Damage	Basic Desc.
								     V
Mario's breakdance kick! Hits both sides (one after the other) with reasonable
KB and power.

A very good smash that combines speed, power and a good hitbox. It hits foes
seeking to roll behind you as well. It's a fantastic edgeguard - easy to time
and powerful enough to ensure not too many more recovery attempts. 
						   		^
* Standard smash with decent hitbox, speed and KB	      Opinion
* Counters dodge-rollers, low recoverers, good fallback move
			^
		Higher level tips

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I thought about including a rating system, but every move has a use, and thus
it would be too hard to rate moves badly, which I believe every application of
ratings should have.

If a move has something you should take note of, I'll add it after the Opinion
to give it emphasis.

NOTE: I've added asterixes after every move to give some of the more notable
(ie. Isai and co. would use them) battle functions of each move. Competitive
players would do well to read these notes, they actually help your game.

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~~~~~
Mario								mcplumber
~~~~~

Origin:		Super Mario Bros./Donkey Kong
Entrance:	Uses a Warp Pipe

Mario is the famous plumber turned video game icon. With his trademark red
jumpsuit and his blue overalls, Mario takes to the Smash stage with his trusty
Fireballs and an array of acrobatic feats. 

Tier Ranking: 5th

Running Speed:		Moderate
Horizontal Movement:	Low-Moderate
Initial Jump:		Moderate-High
Second Jump:		Moderate
Weight:			Moderate

Mario is a very usable character. That's probably the best description. He's
designed to be newbie-friendly, and his standardised attack set does just that
(his B attacks consist of a projectile, an upwards movement recovery and a 
specialised move, his A attacks speak for themselves). He has potential in the
hands of a pro, with his quick-launch projectile and his powerful combo game.

To play as him you'll need to know this: Mario is the definition of well-
rounded. By that I mean he can play any type of game at all: aerial, spacing,
you name it. He has several usable aerials and a vacuuming spike, a spammable
projectile, strong smashes, decent grabs, and tilts that lead into combos. Do
whatever you want to with him. I suggest a healthy dose of baiting with a side
of punishment if you're unsure.

Costumes:	Classic Mario
		Inverted Colours Mario (Blue/Red swap)	<- My Fave
		Brown/White Mario
		Wario-Mario

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-------------------

Neutral A - Punch-Punch-Kick combo
2%,2%,4%

Straight from Super Mario 64 comes his A combo. Basic attacking.

Like all jabs, it can be used as a super-quick hit to stop another, slower
attack from going through. Mario can grab cancel by throwing a grab straight
after the jab. It's not a particularly good jab, unfortunately.

* Grab cancelling the only real option
* Prodding possible, though not recommended
* Quick counter

-------------------

Forward Tilt - Roundhouse Kick
13% > 10%

A basic roundhouse kick. Mario pivots on one foot, bringing the other around
to slam into the enemy. A bit of lag at the end.

There's only one problem with this: the lag at the end. Otherwise it's a 
perfectly usable repulsion move. It comes out faster than F-Smash, but is
otherwise outclassed. Angled attacks can be useful here.

* Mostly for repulsion, otherwise not used much

-------------------

Up Tilt - Spinning Uppercut
10% > 8%

Mario punches into the air and spins. Moderate damage, KB and hitbox. In short
it's a basic juggle with a bit more oomph. It has some dodgy ending lag.

...which reduces it's value as a juggle. The power isn't really something to
write home about, but as a juggle, it serves its purpose, with a nice helping
of hitstun and basic knockback. The problem is it has a very limited window in
which to work - too little damage on the foe and you'll be punished, too much
damage and you won't get to them in time to continue. It's still perfectly 
usable, it just has limited use.

* Decent mid percent aerial setup
* Unusable at low-damage due to insufficient KB
* Unusable for comboing at hi-damage due to too much KB

-------------------

Down Tilt - Crouching Kick
12% > 9%

Mario sweeps the ground in front of him with a foot stab. Basic Down A. A bit
of dodgy lag at the latter end. Bad hitbox, but decent KB, and it sideswipes.

It has a fairly short duration and a helping of lag, which makes it a bit hard
to place into a game. Though it can edgeguard, D-Smash is just as good in more
or less every situation. It can force a tech on occasion, and the lag is just
short enough to allow a quick grab reaction.

* Edgeguarding only, perhaps rare wall combos.
* Interesting speed, low trajectory can force a tech

-------------------

Dash A - Slide Tackle
10% > 9%

A baseball style slide tackle. Basic KB and damage, what'd you expect?

It can be used from mid-damage onwards as a decent approach. You can sweep 
into foes near the edge to set up edgeguarding quite easily. The priority
is okay, but not superb. 

* Basic repulsion, approach
* Generally used as a surprise option at mid-damage
* Used to get foes off at hi-damage, followed by edgeguarding

-------------------

Neutral B - Fireball
7% > 6%

Mario throws out a bouncy fireball. Basic projectile damage. It bounces off
surfaces, including the floor, which is useful. Gravity applies to it if used
in midair or when falling.

A fantastic projectile - great presence, okay damage, and best of all, very,
very spammable. It's quite fast and has a bounce, allowing it to cover a fair
space. Mario can bait exceptionally well with this move.

* Best baiting weapon in-game
* Bounce is difficult to predict for most players
* Low lag on both ends, excellent projectile

-------------------

Up B - Coin Jump
15% all up

Mario flies upwards with a fist raised, knocking gold coins out of the enemy.
Causes helplessness after reaching the top.

Best used only for recovery. It has surprising speed and okay priority, but
don't count on it as a weapon - it forces helplessness. If you judge that the
enemy won't be able to retaliate after being hit by this (generally after you
use all your U-Airs), go ahead and throw it in, then float backwards out of
range. You can sometimes KO the lighter characters with this. 

In recovery, you can change the horizontal and vertical distance. Hold towards
the stage to get a lower, more forward recovery. Don't hold anything after the
command to get a good, high recovery. Learn to judge the distance.

* Only used for attack if risk-free and no other options
* Can (rarely) KO light foes if used at the top of the screen

-------------------

Down B - Mario Tornado
14% all up

Mario spins wildly, vacuuming enemies in and finishing by smacking them away.
Can be used for recovery. Tap B quickly during the attack to rise upwards.
Enemies who come out of the move prematurely are sent at a low trajectory.

While it seems like a good move, there is a lot that makes it less useful than
it might be. The first is DI - good players will get out quickly, and, due to
the very low trajectory, can tech towards you and punish you. You can stall
above opponents slightly for a quick baiting move. If you end up hitting the
foe with your feet, you can land and U-Smash in most cases. If they fly the
regulation distance, you can follow with a full-hopped aerial. Again, you can
DI out very, very easily, so don't abuse this move.

* Can spike if used correctly
* Deceptively bad priority
* Standard launch leads into U-Air chains at mid-damage
* Rebound spike leads straight into U-Smash at mid-hi damage
* Fairly easy to DI out of

-------------------

Neutral Air - Flying Kick
11% > 9%

Mario does a sexkick. That's all. 

Effective enough - the constant hitbox lets you fall into foes with less fear,
but Mario's frame isn't massive. This is sometimes a better option than F-Air
after an U-Air - N-Air comes out instantly. If you're being comboed poorly,
you can mash A to pull this out as a gtfo move. F-Air and B-Air are better in
terms of knockback.

* Outclassed in most areas except duration
* Damages the back as well
* Basically a fallback option

-------------------

Forward Air - Corkscrew
12% - 10%

Mario spins forward, feet first, head at the back. Only one hit KBs.

A fairly good move - it requires a bit of timing, but has a number of uses. 
You can land the weak hitbox and continue with another aerial (eg. U-Air), or
you can hit them hard to repel and set up an edgeguard. Your standard power
aerial - don't leave home without it.

* Standard power aerial, used for edgeguarding or makeshift KO
* Works well as a finisher with U-Air chains

-------------------

Back Air - Back Kick
12% > 9%

A simple backwards kick. Just a F-Air with a different hitbox.

Basically F-Air, but backwards. The way you face means you the only decent
follow ups are B-Air or N-Air, so comboing opportunities aren't as good. You
can go ahead and use this to repel just as you would F-Air.

* Similar to F-Air, but slightly smaller hitbox
* Basically used for repulsion

-------------------

Up Air - Backflip
12% > 9%

Mario flips upwards, causing enemies to go with him. Weak vacuum effect, basic
everything else.

A move that comes out and ends fast. The enemy is sent upwards. However, the
distance they are sent varies with where you hit them - if they're slightly in
front or above you, they get the full knockback. If you hit them when they're
just behind you, you get less knockback. This second option is useful, because
low knockback goes hand in hand with juggle continuation.

* Exceptional juggle at mid-damage
* Links up to finishers quite well
* Two KB values - medium and low - choose the one that suits you best

-------------------

Down Air - Spiral Kick
Up to 24%

A good D-Air with alright knockback and the funny screen skip that comes with
multi-hitting air combos. 

This is a good move, but it doesn't pay to abuse it. It has only okay priority
and an average hitbox. You can cancel it and go into a grab, smash or tilt, or
(if you're fast enough) pull out an aerial straight after it. This is easiest
with a standing short hop as opposed to a running short hop. In addition to
being a good drill, it's an exceptional edgeguard - almost everyone is shut
down by repeated use of this.

* Has a myriad of functions: damage-stacking, combo setup, edgeguarding
* Leads into another aerial (N-Air/U-Air) when short-hopped
* Can simply be used as a lead-in to a grounded move
* Like all drills, easy to DI out from

-------------------

Forward Smash - Super Punch
17% > 12%

A powerful whacking punch attack. Mario's fist expands as he punches. Great
knockback, average hitbox and lag. 

Not as good as D-Smash, but still usable, primarily for pivot smashes. It is
a tad stronger than D-Smash, but comes out slower and has an inferior hitbox.
However, it is fairly quick and, as I mentioned, packs a punch.

* IMO, inferior to D-Smash, which has similar hitbox and KB, but is faster
* Fairly fast for a power attack 
* Has deceptive range

-------------------

Up Smash - Super Headbutt
19% > 14%

A headbutt attack to the air directly above Mario. Insane knockback, but full
recovery lag and a bad hitbox. 

Extraordinarily powerful. This is its key virtue. The hitbox is small, but
still quite generous for a move of this power. There are plenty of lead-ins to
this, primarily because it's quite quick to come out. It works very well with
walls. Be careful you don't miss to often - it's easy to punish.

* Strongest U-Smash in the game, great mid-damage KO move
* Has a deceptively large hitbox
* Comes out fairly fast for a power hit

-------------------

Down Smash - (Super) Breakdance Kick
17% > 12%

Mario's breakdance kick! Hits both sides (one after the other) with reasonable
KB and power.

A very good smash that combines speed, power and a good hitbox. It hits foes
seeking to roll behind you as well. It's a fantastic edgeguard - easy to time
and powerful enough to ensure not too many more recovery attempts. 

* Standard smash with decent hitbox, speed and KB
* Counters dodge-rollers, low recoverers, good fallback move

-------------------

Grab - Snatch
N/A

A basic Forward Throw, no real windup or recovery lag.

Basic. Use it a lot, it's a good attack.

Mario's throws are quite situational, as neither has any special effects. His
F-Throw is inferior in both damage and KB though. Just throw in the direction
you want them to go.

* Basically used to start edgeguarding, move a foe or to repel
* B-Throw is slightly stronger
* Owns people in conjunction with walls

-------------------

Forward Throw - Spinaround Launch
12% - 9%

A spin followed by a powerful throw forward. Good distance covered.

-------------------

Backward Throw - Bowser Style Launch
16% - 12%

Remember throwing Bowser in SM64? This is the throw. You end up throwing
behind where you were facing.

-------------------

Rising - Breakdance Rise
6% > 5%

Mario spins around as he gets up from the ground.

Well, you obviously want to use this if you're not dodge rolling to one side.
I mean, it's this or getting up without a hassle.

-------------------

Ledge Rise - Cartwheel Flip
6% > 5%

Mario flips up on the ledge with one hand, then cartwheels, kicking out.

Meh. It's a ledge rise, simple and clean.

-------------------

Tired Ledge Rise - Desperate Kick
6% > 5%

Mario clambers up slowly, then lashes out with his foot.

Well, he is tired...

-------------------

Shield - Bubble Shield
N/A

Use it often, it's a good projectile/aerial counter.

-------------------

Dodge Roll - Commando Tumble
N/A

Mario prepares to dive, then rolls quickly.

Use when necessary, self-explanatory.

-------------------

Taunt - Super Mushroom
N/A

Mario grows in size, as if he ate a Super Mushroom. Then he shrinks back down
again (big size is just for show, apparently). It can be cancelled with a well
timed shield or dodge roll: As Mario begins to shrink, you can dodge out. This
can be a lifesaver if you fail a taunt cancel or something.

* Can be cancelled out of with a shield or dodge roll as Mario shrinks

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~~~~~~~~~~~~~~~~~
Donkey Kong (D.K)						mcape
~~~~~~~~~~~~~~~~~

Origin:		Donkey Kong
Entrance:	Breaks out of a Spawn Barrel (DK Country)

The quarrelsome gorilla turned worthy adversary, Donkey Kong rises to the 
challenge of Smash with his mighty fists and weighty endurance. Armed with his
frightening Giant Punch and his pounding strength, he's taking on all comers.

Tier Ranking: 7th

Running Speed:		Slow-Moderate
Horizontal Movement:	Low
Initial Jump:		Moderate
Second Jump:		Low-Moderate
Weight:			Heavy

Personally, I find Donkey Kong a little...heavy handed. He is slow by nature,
and his attacks have awkward positioning. If you play with small characters,
this guy won't be your cup of tea. He has massive grab range, second only to
the slower, ranged grabs. He is extremely fun to play though. And I do know
an absolutely awesome DK player. 

DK's strength lies in his range - his grabs, smashes, aerials and tilts all 
have great range (Up Smash is an exception, but it's so powerful it can be 
excused), and he has two spikes that are suited for different edgeguarding 
situations. Some insist on charging the Giant Punch whenever they can; it's
not that great an attack. It's sort of hard to hit with and has long recovery
lag. Use tilts and throws instead, especially the latter. He has exceptional
grab range and his back grab is devastating. He is best suited to wall combos.

Costumes:	Classic DK		<- Tied Fave
		Red DK
		Blue DK
		Black DK		<- Tied Fave

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-------------------

Neutral A - Double Slap 
2%,4%

A quick one-two slap attack. Has decent range.

Only use here is to stop a slightly slower move. The range is better than
most Neut-As, but has worse lag than most as well. I'd suggest trying F-Tilt
instead - it's just that much better.

* Little use, there are simply better moves around

-------------------

Forward Tilt - Lunge Punch
12% > 9%

A fairly quick forward punch. Medium-high knockback, average otherwise.

Good range and fairly fast to come out. It can be used quite well to repel a
careless foe. It isn't tough enough to KO, nor does it outprioritise anything
particularly dangerous, and it even has a dose of ending lag...but I've always
liked the move - it's reliable, especially in close spaces.

* Good repulsion, presence
* Quite fast and reliable, at least for me
* Good fallback attack

-------------------

Up Tilt - Swat
13% > 10%

DK slaps at the air above him, knocking enemies high away. Heavy lag, both 
windup and recovery. Moderate damage and KB. Exceptional hitbox.

Slow but strong, like DK himself. It'll never KO unless the foe is at a very
high percentage, but you can get yourself some breathing space at mid-high
damage. You *could* use it to force a tech at low percentage, but the ending
lag is so heavy you won't be able to follow up very well. It's an okay anti-
air move, and it has a long duration and large hitbox, so use it if you feel
it could work.

* Long duration, but no constant hitbox, meaning prediction is needed
* Used if U-Smash is unusable in given situation
* Counters attacks from above quite well
* Cannot start combos well due to lag

-------------------

Down Tilt - Sweeping Slap
8% > 6%

DK slaps in an arc whilst cowering. Funny attack, it is. Pretty average.

Very nice, purely because it has a low trajectory. It's also fairly quick, but
it's easy enough to get past if spammed due to its low hitbox. Good for either
repelling a foe or edgeguarding a careless recoverer.

* Mainly for edgeguarding, perhaps repulsion
* Deceptively fast, good hitbox
* Good trajectory
* Can be used in rapid succession in case you miss (don't spam though)

-------------------

Dash A - Kong Kick
12% - 5%

DK raises a hand while running and kicks out. Doesn't go forward much.

It doesn't really matter if it hits or misses - you're going to get punished
either way. It could be used in doubles due to its comparatively high hitstun,
but the lag at the end prevents anything notable from happening in singles.
The only plausible use I can imagine is a forced getup at low percentages,
which could work in conjunction with a grab on foes with bad reflexes.

* Utterly useless in comparison to other moves, also easy to punish

-------------------

Neutral B - Giant Punch
32% - 14%

DK starts winding up a punch, swinging his arm wildly. When he's done he has
a shining fist. You can roll left or right while charging to save the power
stored so far, or just press Z to stop charging and retain the charged energy. 
Alternatively, you can punch at any time while charging just by pressing B. 
Stupidly long ending lag. You can charge in midair. If you ever need to change
direction in midair, you can use this and cancel it straightaway.

A good move, but you should never sacrifice opportunities to charge it. It has
a massive hitbox and is easy to bait enemies into, as it can be thrown in 
midair, after a pivot or just from the ground. While it is devastating, it
does come with its drawbacks - heavy knockback requires at least 3 seconds of
charging, missing results in easy hits for the foe and could even result in 
you plummeting to your eventual death. If you're caught off the edge facing
the wrong way, use this and cancel it to give yourself a chance at recovery.
Down-B and F-Throw can both lead into this.

* Extreme KB, usable for low-damage KOs
* Can be charged in mid-air
* Can be used to turn around in mid-air

-------------------

Up B - Spinning Kong
8% > 4%

DK starts spinning like mad, smacking everything away with an all-round hitbox
(high priority too). You can move left or right while using this, and it's a 
little slippery at the end. Causes helplessness. Oh, and decent knockback.

An understated move. DK has enormous priority and is almost untouchable
through his arms. The knockback is set, meaning it's as effective at 0% as it
is at 100%. It's fantastic out of shield, knocking foes away easily. Its best
feature, however, is its function as a great edgeguard. In SSB64, recoveries,
on the whole, suck. Thus, the limited KB given by this move is enough to stop
most recoveries dead. It's also quite good as a recovery, but can be easily be
edgeguarded from above. At the end, DK seems to don rollerskates, sliding very
fluidly for a bit. Be careful not to fall off any edges, now. It's also half
the reason why DK is great out of shield.

* KB does not change with damage
* Great edgeguarding move due to high priority and self-recovery aspect
* Excellent hitbox and presence
* Diminishing KB, at the end it's non-existent
* Fast to initiate
* Good to use to cancel your shield against foes behind you
* Has a 'slide' at the end, be very careful not to fall off a ledge

-------------------

Down B - Hand Slap
10% > 8%

Donkey Kong slaps the ground like a pair of bongos. Enemies on the ground are
sent flying vertically (up). Unusable in mid-air, unfortunately. Fixed KB.
Continually mashing the B button (holding down is unneeded) will continue the
pounding.

Fantastic for techchasing, but the best part is that if you only tap the B
button once, you can immediately jump and follow with your choice of move. My
favourite one is Giant Punch. Yeah, it links to Giant Punch. Past that, it's 
got a few nice qualities - it has good ground range, set KB and hits behind 
you as well.

* KB does not change with damage
* Leads straight into a Giant Punch if you get the timing right
* Due to constant presence, it works well in techchasing
* Can be shortened by pressing B only once

-------------------

Neutral Air - Double Spin
12% - 9%

DK spins twice in midair, smacking enemies away. Average in everything, but a
good hitbox.

I like this move - it's my gtfo move when being comboed, which happens to DK
a lot. It has large range, average damage/knockback and long duration. Like
all of DK's aerials, it's fast to come out, slow to finish. 

* Hits both sides, giving good presence (making it decent for chasing)
* Very fast to come out
* KB diminishes rapidly
* Good fallback attack

-------------------

Forward Air - Clobber
16% > 12%

DK makes a double fist and somersaults. It's a spike attack with range. Fairly
hard-to-manage hitbox, but pretty good damage and KB. It can hit enemies up +
forward/back + forward at the edge of the hitbox.

An amusing move. The spike quality is always useful, but chances are you'll be
using it to force techs and reverse spike more than not. 

The enemy will fly in a direction dependant on where they are in relation to
DK's fist. Basically, they'll fly outwards from where they were hit. If you
hit it just right, it functions like a forwards B-Air. You'll generally want
the semi-spike trajectory. If they get bounced off the floor, they'll bounce
in an appropriate direction. DK can perform a couple of these per jump, but
it's not as if you'll be comboing too much with just this.

* Can perform a sort of rebound spike
* Large hitbox covering area above and below DK as well
* DK's shortest aerial, if it matters
* F-Throw + Fastfall + Jump F-Air = most basic 0% F-Throw combo

-------------------

Back Air - Skydive Kick
13% - 9%

DK takes a skydiving X and kicks backwards and upwards. Has a very large 
hitbox and takes prime place as DK's primary aerial repeller. Average damage
and KB.

Monster range and hitbox, but average damage and knockback. You can throw
these out anywhere - it's one of DK's best repulsion and approach moves, since
very little can get safely past those feet.

* Good at repelling at mid-hi damage
* Large hitbox (despite low actual damage) makes it a good damage stacker
* Good fallback attack

-------------------

Up Air - Aerial Swat
12% > 9%

Exactly the same animation as his Up A, but in mid-air. EXACTLY. Very curved
knockback gradient. It has distinguishable lag on the end. 

While it's too slow to juggle with one jump, use platforms and floors properly
and you have an interesting juggle. DK's hand travels a fair way, and wherever
it goes, the enemy is swatted upwards slightly. This can lead into U-Smash at
a certain point, or into itself if there's a platform to cancel from. It's an
okay anti-air attack, but you won't be KOing with this. It does almost nothing
at low damage as well, so you shouldn't use it too much.

* Fairly useless at low-damage
* Jump U-Air onto a low platform, drop U-Air, repeat = decent 1-move combo
* Large hitbox and low-KB provide interesting setup options
* Really needs a platform to cancel off in order to work well

-------------------

Down Air - Stomp
13% > 10%

DK stomps downwards fiercely. Spikes enemies. Large hitbox, decent speed.

An okay spike, but you must take into account the long ending lag and DK's 
horrid vertical recovery. The best thing to do is hop just off the edge with
this and hope enemies recover into DK's feet. It links into U-Smash quite well
at mid-high damage, so use that to your content. The duration is quite good,
so feel free to use it as a techchase, especially directed at small platforms.

* Large hitbox and decent duration make it good for edgeguarding low recoverers
* Long duration means you CANNOT fall below the edge with this
* Rebound spiking > U-Smash = simple KO option against mid/hi-damage foes

-------------------

Forward Smash - Gorilla Slap
20% > 17%

DK charges a hook, then slaps violently. Devastating power. Horrible timing.

Devastatingly powerful, satisfying to land, but also very difficult to land.
It'll require either excellent prediction or gross misplay on their part. One
helpful thing is the huge range and hitbox this move has. DK's whole arm is
the hitbox, so pivot smashing and techchasing are very possible, as there is
a fair amount of room for error. Again, landing it, even at low percent, can
easily mean loss of stock for the enemy if you can follow it up.

* Very slow, but excellent range
* Excellent in pivot-smashing
* Range is not projectile-class, remember it's still a physical attack

-------------------

Up Smash - Gorilla Clap
21% > 16%

DK claps his hands above his head. The knockback is tremendous, and the hitbox
is rather small. The timing is easy to get used to, but hard to land.

The small hitbox and difficult timing means it almost always needs a lead-in.
Thankfully, you have lots of those, such as D-Air on a grounded foe, U-Air
when rising, and mid-damage F-Air on a grounded foe. The damage is huge, and
since it's an off-the-top KO, you won't need to worry about edgeguarding. If
you're too low on the stage (the tent in Hyrule, lowest platform in Saffron),
you might not end up KOing them at mid-damage. Otherwise, it's a very good KO
move.

* Very small hitbox, but plenty of setup options incl. D-Air and U-Air
* Deceptively fast, remember to time it correctly

-------------------

Down Smash - Swivel Slam
19% > 15%

DK sits down and spins violently. Once he slows he flips back up. Heavy damage
and good KB, alright hitbox.

Probably the all-round best of his smashes, if only because it's fast and has
a decent hitbox, taking care of both shortcomings experienced by F-Smash and 
U-Smash. Recovery lag is there, but not particularly bad. Note that he hits 
both sides twice, which is a nice add-on to prevent overeager foes' attacks.
The second hit is weaker, of course.

* Excellent fallback attack 
* Double hit property makes it hard to punish from the ground
* Stronger than most D-Smashes, but still not a great KO method

-------------------

Grab - Gorilla Grab
N/A
Snatch Type

DK grabs with excellent range (the highest Snatch type grab range in-game).

Use often, it was intended as a weapon. Did anyone notice the DK64 reference?

* Most potent move in DK's arsenal
* Consider your options when you've grabbed them

-------------------

Forward Throw - Carry 'n' Hurl
7%,7% > 6%,6%
You can move and jump while using this grab.
The enemy can break out of the grab.

DK dumps the enemy on his back, then can carry them around for a brief period
of time. He can jump and throw them for more distance. The victim can button
mash to get out faster.

A damage racker, not a KB killer. The power is alright, but I suspect it was
put here for nostalgic purposes rather than a really devastating attack. Just
to clarify, that doesn't mean it's not useful. On the contrary, it's one of
DK's most useful attacks. The fairly low KB is in contrast with a lot of DK's
moves, but this means you can chain-grab and setup well with this. It's very
effective, so I recommend trying to master this fast if you want to become a
good DK player. Remember that you can short hop or full hop from this instead
of jumping normally.

* Preferable in cases where you cannot KO the foe with B-Throw
* Fantastic setup option at low-damage, enemy cannot counter if done correctly
* Exceptional synergy with walls

-------------------

Backward Throw - Crazy Hurl
18% > 14%

DK swivels and throws the enemy with tremendous force. Massive distance.

Use this for KOs whenever possible. It's really that good, easily a primary KO
move as far as DK is concerned. The power is simply overwhelming. However, it
doesn't do to spam it, as DK is too big a target for the enemy when and if he
misses. If you haven't got anything notable to do with F-Air (when the foe is
at mid-damage and there aren't any walls), this is probably better.

* Best used if F-Throw doesn't have immediate use
* KOs at mid-damage if your back is to an edge

-------------------

Rising - Kickflip
6% > 5%

DK kicks up, like in the karate movies.

It's this or rolling.

-------------------

Ledge Rise - Butt Slam
6% > 5%

DK jumps and slams forward with his posterior. It has a disjointed hitbox, so
enemies directly next to the ledge escape damage.

Pretty big hitbox :\. Standing right next to the edge escapes damage.

-------------------

Tired Ledge Rise - Desperate Slap
6% > 5%

DK struggles to get up, remembers the enemy, slaps, then struggles up.

See above.

-------------------

Shield - Bubble Shield
N/A

DK's Red Bubble Shield. His tie is red.

I'm going to stop writing 'how to use' sections on shields and ledge grabs.

-------------------

Dodge Roll - Scamper
N/A

DK scampers from one side to the other.

-------------------

Taunt - I dunno...
N/A

Literally, he raises his palms and shrugs, like saying 'I dunno...'.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~
Link								mchero
~~~~

Origin:		The Legend of Zelda
Entrance:	Floats down through a Temple Warp (OoT)

THe Hylian Hero dashes into the fray bearing his green Kokiri clothes and his
hard-earned Master Sword. His bombs, boomerang and hookshot serve him well in
this battle to be the supreme fighter.

Tier Ranking: 11th

Running Speed:		Slow
Horizontal Movement:	Low
Initial Jump:		Low
Second Jump:		Low
Weight:			Moderate-Heavy

The pros rate him low. Well, he isn't THAT good, with slow attacks, easy-to-
predict projectiles, a dodgy grab and a weak recovery...but give him a chance.
He has an easy style to master, and his killing attacks are evident. He is 
rather masterful in the air with his disjointed attacks and his projectile 
play. He has a lot of potential, and he's a good ranged fighter. He's also
extremely fun to play as.

His power lies in spacing and timing - space well to get opponents coming at, 
you, then time attacks well and you can win. Odd, but effective nonetheless.
Use his projectiles as much as possible, they are inconceivably good damage
rackers and they are exceptionally annoying once practised. Nothing like going
straight into a well-thrown bomb during preparation for an aerial assault. If
you want to kill with him, don't neglect the Spin Attack or his hookshot. He 
is slow, I'll grant you that. But with timing, he is deadly. His smashes are
great for all purposes, and he has decent tilts too. Of course, once you're
practised enough you can start going on the offensive with his excellent set
of aerials.

Costumes:	Kokiri Tunic Link (Green)
		Goron Tunic Link (Red)
		Zora Tunic Link (Blue)
		Lavender Tunic Link (White-Lavender)	<- My Fave

------------------------------------------------------------------------------
------------------------------------------------------------------------------
-------------------

Neutral A - Sword Combo > Blade Storm
5%,3%,2% > 4%,3%,2%

Link slices twice, then stabs. If the A button is pressed repeatedly after 
this, he launches into a mad flurry of thrusts. 

I've found that it has moderate knockback and is very fast to come out. Still
not particularly useful, but it's there.

* Fast but fairly useless
* First few (non-infinite) hits have surprising hitbox
* Prodding is an option, but not a particularly good one

-------------------

Forward Tilt - Sturdy Slash
18% > 14%

Link brings his sword back, then slashes...sturdily. He doesn't move, you see.
Lag on both ends, but not enough to make it unusable. Very slightly faster
overall than F-Smash, so it gets some use.

Sturdy is a good word for this attack. The damage is quite nice indeed, and
though the speed isn't superb, it's an excellent attack for repulsion. The
extra lag isn't much of a problem, and it works in most situations F-Smash 
would, and is probably faster to come out, from what I can see.

* Interchangeable with F-Smash
* A tad faster and weaker than F-Smash
* Consistent KB spread

-------------------

Up Tilt - Arc Cut
11% > 8%

Link puts his sword out in front, then arcs it over his head. A good juggler.

Certainly one of the better juggle moves in the game - low lag, decent KB (but
not enough to send them flying), good damage, and disjointed to boot. Really,
the hitbox is quite notable.

* Good for damage stacking
* Excellent at Mid/Hi-damage, being a juggle/KO setup respectively
* Exceptional hitbox, almost like a D-Smash

-------------------

Down Tilt - Grass Cutter
12% > 10%

Link slashes at the ground in front of him, sending opponents upwards. Decent
damage, alright KB. Slight lag at the start and end.

Meh. A weaker version of the Down Smash, use that instead. It takes about the
same time as Down Smash anyway, due to the lag applied.

* Hitbox eclipsed by U-Tilt and D-Smash
* Slower than U-Tilt, similar timing to D-Smash
* KB is almost identical to U-Tilt, rendering this almost obsolete
* Very slightly stronger than U-Tilt at low-damage
* May be used if the enemy is too far forward for U-Tilt to juggle

-------------------

Dash A - Running Spear
14% > 11%

No, not a spear. Link spears with his sword as he slows. Good knockback. 

Useful enough to merit frequent use. An okay approach option. Range is cool.
Very nice knockback, and disjointedness is awesome. It has a long duration to
boot. Very nice, if you can predict a little beforehand.

* Little KB at low-damage
* Good for techchasing, due to notable duation and disjointed hitbox
* Good fallback attack

-------------------

Neutral B - Boomerang
8%

Link throws his trusty Boomerang. In the games the boomerang only stunned 
enemies until you upgraded it. In this game it damages. You can change its
trajectory by holding up, down or side as you throw to get an upwards arc, a 
downwards arc or a bit of extra distance (respectively).

A good projectile, and the return, while not particularly threatening, is a
factor people try to avoid. Make sure you're there to intercept them as they
dodge this attack. If and when they're hit, they are plagued by an inordinate
amount of hitstun, probably brought on by the Boomerang's original use in the
LoZ games.

As the Boomerang returns to you, you'll notice a catching animation. This is a
slight annoyance on the ground, as you'll be unable to move while it plays. It
doesn't influence much in the air though. The animation will overrule your 
standing, running or falling frames, but is overruled by any other frames. The
idea is not to stand still as it returns to you on the ground, or you'll get a
minor helping of lag. In other words, move as soon as you throw it and predict
a little.

* Best annoyance move ever
* At mid-range, your choice of angle is impossible to predict for foe
* Has a very annoying catching animation, avoid if possible
* Synergises well with aerial moves and U-Tilt
* Fantastic techchaser

-------------------

Up B - Spin Attack
16% > 12%

Link spins wildly, smacking enemies away with the force of a smash attack. It
has slight vertical and horizontal recovery when used in mid-air. In the games
Link has to charge up his sword until it flashes before the release. It's been
made instantaneous here. I think OoT had a insta-Spin Attack...

Brilliant. It has a myriad of uses aside from the obvious recovery. On the 
ground, it comes out instantly as a huge orange spiral around Link, and can be
pulled out while running, making it a ranged kill. It incorporates a fairly
large area to both sides of Link, and can cancel projectiles (but don't use it
solely for that). In the air it's far better. It has great power and reach for
an aerial, but you have to know where and when to use it. The real KB is in a
sort of disjointed umbrella area above Link. There is a semi-circle you can
imagine once you've used it enough. If the foe is right above you (from an
U-Smash, or something), it'll get the full serving of power. If you miss the
good hitbox, prepare for punishment, especially if you're coming back from the
ledge. As a recovery, it's quite limited. Try to sweetspot if you can.

* You MUST learn which part has the most KB to avoid punishment
* Aerial version has a difficult-to-master hitbox, learn it ASAP
* Excellent finisher at hi-damage

-------------------

Down B - Bomb
16% > 11% (Bomb + explosion both hit), 11% > 6% (bomb doesn't explode)
Explosion does a fixed 5%

The famous bombs. Link gains these in most of his adventures, and uses them to
blow up enemies, objects or occasionally bosses. Here he throws it like an
item, such as a bumper or a Bob-Omb. He can tilt in a direction to throw it in
that direction.

A major threat in Link's game. Use them wisely, they are very good at scaring
enemies just by appearing. The damage fluctuates - I believe that the bomb 
hitting an enemy without a BOOM does damage, and the explosion adds on. If
you're unlucky, enemies can pick the bombs up and hurl them back at you. Of
course, you know it's not that threatening. Right? They flinch at 0%, just to
differentiate from the Japanese version, where they had to be at 100% for any
semblance of flinch to occur. 

When standing holding a bomb on the ground, pressing A has something like a 
50/50 chance of the bomb exploding when you throw it. However, pressing R
without a direction will throw it without the explosion. Obviously, you can
smash-throw it if you want the explosion.

* You MUST master this to play Link well
* Press R while holding to throw one without it exploding
* Fast, aimable projectiles
* Do not abuse, 'taking out' animation is quite punishable

-------------------

Neutral Air - Flying Kick
10% > 8%

Link does a flying Karate kick. Basic damage and hitbox, but low-ish KB.

Basic sexkick. It can be pulled out like any other sexkick. It does come out
fast and has limited KB to aid continuation. The speed is the real attraction
here, it comes out instantly and repels quite well. Try linking it up with
Spin Attack - it works a charm, whether ascending or falling.

* Standard fallback attack
* Works well in conjunction with other moves at mid-damage
* Not recommended at low/hi-damage due to lack of KB/better choices

-------------------

Forward Air - Sword Spiral
20% > 14%

Link swivels in midair and performs a 360 with his sword. High knockback,
sort of awkward hitboxes and timing.

A fantastic aerial, one of the strongest in-game. Though it isn't instant, the
timing is easy to get used to, and is accomodated nicely by Link's short hop.
It works best as a basic finisher, though it acts as a damage racker and 
repulsion device earlier on. You have to master this and its timing if you
really want to play well with Link - it's just that good. 

If you drop down through a lower platform on Dreamland/Hyrule and immediately
use this, you'll get the first hit right before landing. Useful to know.

* Landing the FIRST hit must be mastered to truly play a good Link
* Good finisher later on
* Excellent damager, decent with short hops due to multiple hits

-------------------

Back Air - Double Kick
10%,10% > 8%,8%

Link's unique double kick. It goes backwards, and has moderate knockback (on
both kicks, which is cool). 

A widely approved approach option (SH > B-Air), though I prefer F-Air myself.
I can see why people prefer this though: good range and speed. It does fit
into a short hop, which makes it a fairly suitable damage racker as well. It
combos nicely, as its trajectory is a fun one to play with. You don't need to
get both hits if you're merely trying to repel, but for damage, it's probably
best if you time it right. Can combo if you use some creativity.

* Short hopping with this is a widely used approach/damage stacker
* Can be repeated for decent damage stack/setup for KO
* Try not to use it for edgeguarding 

-------------------

Up Air - Raised Sword
16% > 10%

Link raises his sword high, spearing anyone unlucky enough to get hit. Good
knockback and reach. From the 2nd LoZ game, if anyone cares.

This has an awkward 'perfect' hitbox. A good aerial finisher, and it has 
amazing priority (well, it is disjointed). It actually counters Link's own 
Sword Plunge, and if you don't know it, read down a little. Knockback is good.
It also juggles if cancelled efficiently, and it's disjointed. Plus it looks
pretty cool, especially the animation where Link puts the sword away (he spins
:D)

* Can be used to juggle at low/mid-damage
* A vital anti-air counter for Link
* Not very viable at low-damage unless you're cancelling it for another move
* Don't attempt to get multiple hits with one use - it seems doable, but isn't

-------------------

Down Air - Sword Plunge
16% > 12%

Link thrusts his sword down and rides on it. He can score multiple hits. Good
knockback and power.

You can edgeguard low recoverers with this, as you bounce back after hitting.
Note that coming from the side can hit as well as from above. You also have
exceptional movement capabilities for an aerial. Great priority, too. Ness's
U-Air still breaks it though :(. This move is a primary approach for Link, 
and without it scoring aerial kills would be significantly harder (thank you
F-Air). In addition, the long duration makes it similar to a sexkick, albeit
one with extraordinary priority and a bounce when you hit someone.

Sword Riding (see Techniques) is one of Link's best bets at damaging someone
at a low percent. It gets at least 25% onto an enemy, setting them up for more
fluent combos.

* Possibly the most standard move for Link, master ASAP
* A plethora of uses, can be thrown at any level of damage
* Bounce effect allows recovery during edgeguarding, multihits or a hit+run
* Long duration means using this and falling off the edge is suicidal

-------------------

Forward Smash - Hero Slash
20% > 16%

Link slashes with devastating force, hitting above, in front and even slightly
behind him. Exceptional knockback.

This is why Link's regarded as a strong character. Crazy power, great KB
and best of all, nice hitbox. Useful KO weapon? I think so. With a little
timing, this can utterly destroy foes at moderate/high percentage. The range
is great, but the knockback is concentrated towards Link himself. Best used 
for edgeguarding or taking out a dodge roller. 

* Standard fare for baiting strategies
* Workable KB at low-damage, possible KOs at mid-damge
* Large hitbox is threatening to foes

-------------------

Up Smash - Punisher
22% > 19%

The damage is based on when all three strikes hit. Basically, it's a three hit
combo aimed directly above Link. If all three strikes hit, then nice damage is
forthcoming. Moderate KB on the third slash. It has strangely small hitboxes.
The first hits slightly in front, the second hits higher than the others, and
the third has knockback.

An alright juggler, mainly used to infuriate, and because it has better length
than U-Tilt. Not the best KO move, but it's there to help. Repeatable at lower 
percentages to rack up damage. 

Enemies on low platforms above you will get hit by the second hit, but not 
either of the others, which is why you should never use this in that kind of
situation. The second hit merely provides arbitrary hitstun, while the first
brings the enemy above you (if they aren't there already) and the third is the
knockback hit.

* Time it well or be punished badly
* Has a very small 'perfect' hitbox, be careful
* Do NOT use on a foe above you on a low platform (eg. Hyrule, Dreamland)
* Not particularly useful at hi-damage, but repeatable at low-damage
* Sets up U-Air or Up-B at mid-damage

-------------------

Down Smash - Sweeping Slash
16% > 12%

Link slashes one way, then reverses and slashes the other. Both hits deal high
damage and have good power, as well as sideswiping ability. Hitting an enemy
closeby will create an upwards trajectory.

Wonderful. A fast, devastating move with different trajectories and very good
speed. The KB is great, especially considering how it can sideswipe or hit
upwards. I stress that it's more effective to get close at lower percentages
so you can maybe link a couple of moves, and best to hit with the far edge of
the blade at high percentages for sideswiping ability (and easier edgeguarding
too). An indispensable ground tool.

If the enemy is very close to you when you hit them with this, they'll go in
an upwards trajectory, similar to a high-percent D-Tilt. You don't really want
this outcome for KOs, as the outside of the blade gets you a nicer sideswipe
and a far better KO opportunity.

* Very basic, fast and fluent move for Link
* Low trajectory means earlier KOs against some foes
* Best used at mid/hi-damage, pretty worthless at low-damage
* Try to hit with the edge of the blade, hitting with the centre gives only
  marginally higher KB and an unwanted trajectory. 

-------------------

Grab - Hookshot
N/A

Link fires out his hookshot, reeling in anybody unlucky enough to be hit by
the retractable hook. If it misses, Link *slowly* reels the hook in.

Slowly is highlighted for a reason. The damage and KB are fine on his grabs,
but the end lag is horrible. However, if the enemy is in front of you and
shielding, this is easily fast enough to get them.

Throws in Link's case are completely situational, depending on which way you
want them to go. F-Throw is less damaging, but potentially more useful than
B-Throw. B-Throw has more power and slightly more KB.

* Surprisingly fast to activate, but easily punishable
* Be very careful, and never spam this

-------------------

Forward Throw - Lash Kick
14% > 11%

Link kicks out viciously. Okay knockback and damage.

-------------------

Backward Throw - Back Door Kick
16% > 14%

Link flings the hapless enemy behind him and lashes out with his foot. Great
knockback, good damage.

-------------------

Rising - Two Way Slash
6% > 5%

Link gets up, slashing both sides as he does so.

-------------------

Ledge Rise - Flip Slice
4%

Link flips up onto the edge, slashing as he lands.

-------------------

Tired Ledge Rise - Desperate Rising Slash
4%

Link struggles up, then slashes upwards with his sword to ward off foes.

-------------------

Shield - Bubble Shield

Just a bubble shield. I'd assume his is green.

Correction: Colour depends on your team, not the character >_<

-------------------

Dodge Roll - Commando Roll

Basic roll.

-------------------

Taunt - Pose

Link makes a pose, like somebody's carving a statue of him.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~~
Samus								mchunter
~~~~~

Origin:		Metroid
Entrance:	Comes in through a Gravlift

The renowned bounty hunter springs into the Smash scene, bringing with her the
powerups she found whilst hunting the Metroid plague. Using bombs, her Screw
Attack and her trusty arm cannon, she strikes hard and fast with her trademark
endurance and cunning.

Tier Ranking: 12th

Running Speed:		Moderate-Fast
Horizontal Movement:	Moderate-High
Initial Jump:		High
Second Jump:		Moderate
Weight:			Moderate

Samus has a unique feeling. She's fast on the ground, which is a good start. 
However, she rarely gets to make use of this strength. She's quite inept at
comboing, which is a minor setback. She's heavy, but also extremely floaty.
Samus has a whole arsenal of confusing and annoying moves, the trouble is 
choosing when to use them. Still, she boasts a nice arsenal; a spike, a good B
move and her annoying Bomb. Her roll is laggy and predictable, and her grab
the exact same, but with even worse recovery lag. However, the real pain comes
in the inability to maintain a combo. As such, she has to keep the damage up
and look for a chance to KO. She is adept enough at this, thankfully.

Samus's strength lies in keeping the enemy down. A combination of jump spikes
(Ness style) and B-airs are devastating. Past that, using Samus depends on the
cunning of the user. You can't race in and expect to win with well-placed hits
and a smash or two here or there. Even if that seems like a winning formula, 
Samus relies heavily on her B-air, N-Air, D-Air and F-Smash to KO enemies. The
other attacks are mediocre damage rackers at best, though Up-B and Up-Smash do
a lot of damage if used right. Use mindgames for a better chance at success.
Never neglect her bomb, it's an indispensable recovery and a fantastic utility
in Samus's considerable arsenal.

Costumes:	Classic Power Suit
		Green Power Suit
		Pink Power Suit
		Dark Power Suit		<- My Fave

------------------------------------------------------------------------------
------------------------------------------------------------------------------
-------------------

Neutral A - Arm Combo
3%,7% > 3%,6%

Samus lashes out with a fist, then brings her arm cannon down on the enemy.

Basic combo: don't use it if you can help it. Side A eclipses this. 

* Used for prodding, second hit has interesting hitstun

-------------------

Forward Tilt - Quick Roundhouse
10% > 8%

Samus kicks swiftly with a roundhouse. Basic knockback and damage.

Certainly an alright move. It comes out fast and prevents enemies from hitting
you right after landing from an aerial. It has decent priority and range too,
but the saving grace is still the speed at which is comes out. 

* Very fast, works best at mid-damage
* Used as a reflex action to prevent punishment

-------------------

Up Tilt - High Kick
13% > 10%

Samus brings her foot to the vertical, then slams down. Okay knockback, but 
the damaging portion of the move is rather delayed.

It is certainly a decent move, with more than some give it credit for. Despite
the fair lag, it has about as much smash power as the Flamethrower, but has a
varied hitbox, which is useful. Nobody expects it, so the delay is actually 
useful against foes who think they can predict your movements easily. The best
part of this move is the enormous hitbox.

* Interesting when baiting or edgeguarding, otherwise outclassed

-------------------

Down Tilt - Sweeping Kick
13% > 10%

Samus lashes out with a low kick, then swivels back. Arbitrary sidesweeper. 

Basic sidesweeper, an okay edgeguarder. Use like any D-Tilt. The best aspect
is how fast it is in comparison to D-Smash.

* Fast and usable as an edgeguard or repulsion
* Works quite well from mid-damage onwards

-------------------

Dash A - Rugby-style Charge
12% > 9%

Samus braces her shoulder and charges forward, rugby style. Okay knockback and
alright damage.

Basic dash attack, you know what to do. Apply when you think it's safe.

* Eclipsed by SH aerials, but sets up edgeguards pretty well

-------------------

Neutral B - Charge Shot
3% - 20%

Samus charges up her arm cannon like DK does his Giant Punch. Unlike DK's 
attack, it's ranged, but still hits with tremendous force. 

You'll notice enemies (except for perhaps Fox and Ness) become a little more
withdrawn while attacking. No wonder - this attack is a ranged killer. A bit
slow, but oh well. Doesn't charge in midair, which is a shame. Instead it
fires really weak shots, which are bad (thank you lag). A bit of cheapness is
injected in Kaillera. Samus's Arm Cannon shots all appear as tiny little balls
even if they're fully charged, which makes them very, very hard to dodge,
especially if you're occupied with recovering. This makes it even more useful
and/or attractive. An important part of Samus's game, if you're not used to
her aerials.

* Little shots are sometimes worth the hassle - baiting is always good
* Don't be afraid to fire out a charged shot, especially if you're at high %
* If you're facing away from the ledge, this can turn you around

-------------------

Up B - Screw Attack
14% all up

Everyone makes the Screw joke. Anyway, Samus curls into the Morph Ball and
spirals upwards with devastating torque (rotational force). The very last hit
has what could pass as knockback, so you won't be countered too easily.

A damage racker, though Up Smash would serve the same effect on the ground. As
a recovery, it's mediocre. Without the Bomb recovery, Samus would be worse 
than Link at recovering. There are better attacks and there are worse. You
can't be hit easily if you connect well, as the enemy is flung away on the
final hit. The idea is to use this to escape combos, as it can be used right
out of a shield.

* Counters nearby foes from your shielding position
* Surprisingly difficult to punish if it hits
* Extremely easy to punish if it misses

-------------------

Down B - Morph Ball Bomb
9% > 7%
Dodge Roll state while using.

Samus curls into a ball and drops a bomb. The bomb will lie there for a while
if nobody touches it, but then explodes. It will explode earlier if an enemy
or combustible item is under it (eg. Bob-Omb).

I'm going to call it the bomb. Undoubtedly one of Samus's best moves. This is
the ultimate multiplayer (and single player) annoyance weapon. Why? Well, 
you'd think that this would be easy to predict and intercept. Wrong. You can
move left/right while in Morph Ball mode, so there's mobility involved. But
the best part - you gain the attributes of your Dodge Roll while in the Morph
Ball. That means invincibility of a sort. Use it as a compliment to aerials
and as a combo breaker. It can even edgeguard against certain foes.

* Never use this more than twice when above land - too predictable
* Damage from bombs is actually fairly insignificant, so never spam it
* Combo dodging/Mindgames are the primary offensive use of this

-------------------

Neutral Air - Flying Kick
16% > 12%

Samus sexkicks. Not very interesting. Basic knockback, decent power.

Strangely powerful for a sexkick. I highly suggest using it, it fits very well
after either of her two multi-hitters, and is the one thing you can fall back
on. This is a staple for Samus in the air.

* Usable for KOs at hi-damage, but B-Air is somewhat better
* Samus's sexkick power diminishes somewhat rapidly, time it well
* Constant hitbox is useful defensively
* Deceptively small hitbox, use carefully

-------------------

Forward Air - Flame Flash
5% x 4 > 4% x 4

Samus starts a flamethrower with her Arm Cannon, flaming a general area for a
short while, then somersaulting back into a fall. Next to no knockback, but
the damage can stack.

A unique F-Air in that it's disjointed and multi-hitting. Useful, but it has
very little knockback. The damage is very good, which is why I recommend it.
The disjointed feature can be used to stack damage or cancel projectiles in
approach.

* Basic damage stacker, decent early on and at mid-damage
* Good approach, cancels smaller projectiles
* Very useful when short hopped, as it is semi-disjointed
* If you're fast enough, this leads straight into another aerial...sort of.

-------------------

Back Air - Spin Kick
14% > 11%

Samus spins in midair and lashes out with a foot. Good knockback, moderate
power. Basic B-Air attack.

I like it. Nice, fluent damage and an okay hitbox, coupled with a very fast
execution and good knockback. Yeah, I like this move. It's a good attack, but
not a game-breaker.

* Most valuable KO aerial Samus has at mid/hi-damage
* Can actually be used in place of N-Air for forward hits
* Master the trajectories and hitboxes, there are a few notable ones

-------------------

Up Air - High Spiral
10%

Samus flips upside down and spins, hitting rapidly with her legs. Fixed damage
and vacuum effect, with multiple hits.

A multi-hitter, it can be linked into other moves for a rapid combo. However,
this combo generally isn't going to get you anywhere. The only reason I'd use
this is for a basic damager, as you have to be very close to link into other
aerials. You see, after the attack, the animation continues, making Samus flip
right-side up. This leaves a gap in which the enemy can counter.

* Much like Mario's Up-B: use it only if there is no risk of punishment
* Has a high hitbox, but pathetic damage, so it isn't worth it anyway
* Up-B is much better in almost all situations unless you can cancel this

-------------------

Down Air - Spinning Arm Slam
14% > 11%

Samus slams down with her Arm Cannon. The damage is okay, and the fact that
it's a spike boosts its value. The hitbox is hard to get used to, but is quite
large at its best.

Like I said, the hitbox is nice. It's Samus's body and arm, which logically
would be smaller because she hits laterally, but for the giant cannon she has.
It's a decent spike, so use it for low percent kills. When thrown whilst
rising from the ground, it sets up obvious opportunities to KO. Samus is
floaty, so it's easier to time.

* Extraordinary at mid-damage, where rebound spikes are at their best
* Deceptively large hitbox, use it often
* Best combo starter Samus has
* Can spike at mid/hi-damage, obviously
* Master it ASAP, possibly her most vital move

-------------------

Forward Smash - Cannon Punch
18% > 14%

Samus jabs violently with her Arm Cannon. Good knockback and comparatively low
lag. Use a lot, beware of slight end lag. Bad hitbox.

Basic killer. This move is a must for any budding Samus hopefuls. It has a 
small hitbox, but it the only real sideways power hit Samus can afford on the
ground. There's always her cannon, but that needs charging, and even then is
seen coming a long way away. Another move I suggest you try angling (up).

* Standard fare for Samus
* Very fast, but also has a short duration, so time it well
* Surprisingly large hitbox, but still not big enough to disregard distance
* Good KO at hi-damage, good repulsion at mid-damage

-------------------

Up Smash - Flame Arc
10% - 50% > 8% - 40% (5 hits)

Samus brings forward her Arm Cannon, which emits a powerful puff of flame. She
arcs her arm, causing 5 explosions. Each explosion does 8/10%, and the last to
hit will cause minor knockback. Hitbox is sorta dodgy.

Primary damager. Knockback is weak, so use it as a damager instead. Very 
versatile, but whiffing opens you for punishment. 

* Use with a rebound spike for heavy damage
* Otherwise hard to insert without leaving yourself at risk of punishment

-------------------

Down Smash - Sliding Kick
16% - 12%

Samus crouches and slides her foot from the front to the back, with two strong
hitboxes. Decent knockback, setup for aerials.

A good smash, it can hit rolling enemies too. Use it when you deem necessary.
It knocks enemies upwards, but can't really KO, which is neither helpful nor
harmful.

* Fairly arbitrary, but the damage is passable
* Beats the chance of dodge-rolls, but that's about it
* Won't KO until about 180% on medium weight foes

-------------------

Grab - Grapple Beam
N/A

Samus shoots out her blue grapple beam, with a sparkly thing at the end. A 
very precise and timed hitbox, which is a bad thing, I guess.

Pretty cool animation for the N64, but it has ridiculous startup and ending 
lag. Using it too much will result in being punished 9/10 times.

Samus is situational when it comes to throws. Both are very powerful, so the
choice is entirely direction-based. 

* Extremely slow grab, be very careful when using this
* I must emphasize, only use this when you are sure you have a chance at it

-------------------

Forward Throw - Grapple Flick
16% > 12%

Samus flicks her arm, sending the grabbed enemy flying forward.

-------------------

Backward Throw - Backwards Flick
18% > 14%

Samus flicks backwards, sending the enemy flying appropriately.

-------------------

Rising - Kickflip
5%

Samus kicks up and spins. Two sided, like most Rising attacks.

-------------------

Ledge Rise - Leg Smash
6% > 5%

Samus clambers up and slams her leg down. It's a Ledge Rise attack. 

-------------------

Tired Ledge Rise - Desperate Punch
6%

Samus struggles to rise, then throws a punch as she comes up. Oddly enough, it
deals more damage over time than the non-Tired one. 

-------------------

Shield - Bubble Shield

Samus shields, using a red shield. Meh.

-------------------

Dodge Roll - Morph Ball

Samus rolls into Morph Ball form and travels a fair distance.

As cool as it is, Morph Ball is the worst roll you can imagine. Slow, easy to
intercept, and abused by computers. In short, the worst roll in-game.

-------------------

Taunt - Bring It On!

Samus brings her arm cannon into a game stance.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~~
Yoshi								mcmount
~~~~~

Origin: 	Yoshi's Story/Super Mario World
Entrance:	Hatches out of a Yoshi Egg

The sturdy steed from the Mario series takes off his sidekick robe and dons a
new look for the Smash competition! His egg-based moves and unique flutter
jump will leave enemies nonplussed as they succumb to his hard-hitting moves
and aggravating aerials.

Tier Ranking: 6th

Running Speed:		Moderate
Horizontal Movement:	High
Initial Jump:		Low
Second Jump:		High
Weight:			Moderate-Heavy

I never underestimate this guy: I've seen him own. He has some nifty tricks up
his...sleeve? Among them are his invicible flutter kick jump and his D-air,
which never ceases to amuse/annoy. He throws eggs, he lays eggs and he rolls
in an egg. Yet I think he's still a male. Anyway, he has a heavy style and is
a tough enemy even if you're familiar with his moves. 

Yoshi is by no means the weakest of characters. He's hard to juggle, due to
his second jump, and a skilled player should be able to use the DJC to his
advantage. Even though his aerial game is superb, he can still dish out the
pain on the ground, with his tilts (especially U-Tilt) being a major help in
starting combos. DJCing near the ground is always good. Using him well depends
on how well you can predict enemy movements. Most of his kill-moves require a
bit of prediction, such as his Egg Throw, his F-air and his powerful smashes.
Until you can combo well, always keep Egg Lay in mind, it can help you rack 
some damage up. DJCing F-Air is always fun. Make sure you keep your distance 
when not attacking, and PLANT YOUR FEET ON THE GROUND, or else a simple juggle
could lead to a helpless plunge to death.

Costumes:	Green Yoshi
		Magenta Yoshi (Red-Pink)
		Yellow Yoshi
		Light Blue Yoshi		<- My Fave

------------------------------------------------------------------------------
------------------------------------------------------------------------------
-------------------

Neutral A - Yoshi Kick
3%, 5%

Yoshi kicks out twice, with surprising hitbox. Average combo.

A short, interesting combo, but still nothing to go around flaunting.

* Surprising range, but it's still an A combo
* That means it's pretty silly to go around spamming it

-------------------

Forward Tilt - Foot Plant
12% > 10%

Yoshi kicks out sturdily. Decent damage, low-moderate knockback. Sends enemies
upwards. 

An okay attack. This is useful for setting up grabs, smashes, and the like.
Can be repeated at low percentages, which is really fun ^_^. It knocks enemies
upwards, sorta like Up Tilt, and sets up Jiggs for a spike.

* Understated, very good setup if you can use it right
* Sets up floaties and light foes for a spike - it's like U-Tilt in a sense
* Can be repeated two or three times at mid-damage 

-------------------

Up Tilt - Nudge Juggle
12% > 9%

Yoshi flicks his head up, knocking enemies up and slightly backwards. Good
knockback, okay damage.

A juggle attack, and a very major part of Yoshi's game. Seriously, if you
don't master this, you'll never learn Yoshi. It leads into about 6 different
attacks/combos. In addition to that, it's extremely fast, has a good hitbox,
and can be thrown out in virtually any situation.

* Key against 8/12 foes, less useful on floaties and light enemies (esp Jiggs)
* Can be repeated at low/mid-damage, but it's best used as a setup
* Sets up DJC combos, damage stacking moves and spikes
* Master ASAP, your initiator vs. non-floaties

-------------------

Down Tilt - Tail Swivel
10% > 8%

Yoshi swivels, swiping enemies away with his tail. Basic move with fixed KB.

A very interesting repulsion technique that ranks up as one of the fastest
moves in the game. It can be spammed if you miss. You can use it to good 
effect as an edgeguard too, where the lower lag (as compared to D-Smash) is
more noticeable. Has fixed knockback.

* Understated, a very good repulsion move
* Fixed knockback at all levels
* Can be repeated for a decent edgeguard
* Useful at all damage levels

-------------------

Dash A - Headbutt
10% > 9%

Yoshi charges, bull style, and flicks his head. Low lag, average KB/damage.

Low lag. That's enough to merit using it. It can be used as a simple repulsion
attack, or you could use it in conjunction with walls for a chain. It's pretty
arbitrary, but it's still worth using, unlike many other arbitrary moves.

* Standard dash attack for edgeguard setups/reflex attacks
* Good at mid/hi-damage to setup edgeguards, otherwise outclassed

-------------------

Neutral B - Egg Lay
5% > 4%

Yoshi sticks out his tongue and swallows a hapless foe. He immediately turns
this foe into an egg. This egg's size is relative to character. The egg can
move while in mid-air, but is helpless (short of button mashing) on the ground
- which means Yoshi can damage it. The enemy will emerge in midair.

Yoshi can make use of this against low-percentage foes. It sets them up for a
lot of damage. If you aren't much of a DJCer, I suggest spamming U-Tilt on
enemies stuck in an egg, as it's fast and gets good DPS. 

* Interesting move that can be used to end a combo or stop an enemy combo
* Amusing anti-edgeguard, even at high-level games
* Don't abuse it, foes who come out of the egg can punish you if you

-------------------

Up B - Egg Hurl
14% > 11%

Yoshi hurls an egg in an upwards trajectory. You can direct the egg direction
using the Control Stick. Has about as much KB as an average aerial attack. It
explodes after a set period of time, or if it strikes something/someone. Has
lag on Yoshi after throwing.

A very useful projectile. The only drawback is how it has limited range due to
explosion. It can be used to edgeguard, or just to damage. People neglect this
move because they see Yoshi lacks a recovery, so his Up-B must be useless. A
resourceful Yoshi player will use this with flair. If you throw it without 
power, it can serve as a delayed smash or safer edgeguard. It can be flung up
at airborne enemies to KO them, much like Pikachu's Thunder. It can also curve
around obstacles, which gives it some diversity.

* Very diverse projectile with an interesting arc
* Once mastered, a fantastic edgeguard threat

-------------------

Down B - Ground Pound
18% > 14%, 3% (star shockwave)

Yoshi pounds the ground with enough force to kick up shockwave stars. The 
stars deal damage, but have no knockback. The main body of Yoshi, however, has
tremendous knockback and power. If used on the ground, Yoshi hops forward a
little, then pounds. 

As well as being ridiculously cheap, the Ground Pound also serves as a super
fast fall. The launch trajectory is upwards, not downwards. Remember that. Use
it in moderation. Despite the cheapness, it is a good attack. The priority is
not perfect. Characters with disjointed attacks or characters with crazy
priority (like Ness) can break through with good timing. You can grab ledges
if you pass them while falling.

* Standard, simple KO move, good at mid/hi-damage
* Do not spam - too easy to get punished
* A fast, aerial KO move, similar to Link's Up-B

-------------------

Neutral Air - Dino Kick
11%

Not so much Dino as Dragon. Thanks, SSBB. Anyway, basic sexkick with okay KB,
decent damage and the properties of a sexkick.

Usable, but there are other moves that could probably be put to use in all the
situations this would come in handy. Still, it's a jack-of-all-trades, which
makes it usable.

* Arbitrary, but very useful at all damage levels due to DJC (harder at low)
* Sexkick properties are useful for Yoshi's floatiness

-------------------

Forward Air - Bash Spike
18% > 14%

Yoshi juts his head out and rams downwards, creating a spike effect. It's a
forward spike, and doesn't require being above to work. Good stuff.

Not the easiest spike to use, but it certainly is one of the more funny ones.
Because of Yoshi's lack of recovery, you have to wait until the enemy's fairly
low and close to get them with the spike. As long as you don't expend your
double jump you should easily make it back to the stage. 

This move has multiple trajectories. If the enemy is above you when you hit
them, they won't be spiked, but instead launched normally. If they'll right
below you, they'll be hit down in a full spike, rather than the semi-spike.

* Prime edgeguard, Yoshi's decent recovery means you can jump off with it
* Works well with DJC and/or rebound spiking
* A move for any damage level, provided you can get away at low-damage
* Master edgeguarding with it ASAP

-------------------

Back Air - Back Kick
14% > 12%

Basic backwards kick. Nice KB, decent damage and basic hitbox. 

These names aren't very imaginative, huh? Anyway, a bread-and-butter move for
Yoshi, whose DJC melds nicely into this. Good for combos at low percentages.
The knockback is pretty high, and despite how basic it seems, it's not a move
to be forgotten. 

* Arbitrary but good
* Yoshi's best sideways hit in the air, use it for basic edgeguarding
* Works at all damage levels with DJC or hit and run

-------------------

Up Air - Tail Peak
15% > 13%

Yoshi spins and smacks the area above him with his tail. Varied knockback
gradient, but it's a nice juggle (DJC helps). Small hitbox, but decent killing
power at higher percentages.

A great upward hit. It's best at high percentages, but it can really hurt at
lower ones too, since it's repeatable at that time. It's a surefire kill move
once the enemy hits a high enough percentage, but you'll have to work around
the relatively small hitbox.

* Synergises very well with DJC
* Decent juggle at low/mid-damage
* Good KO move later on
* Only move that has a chance to hit Jigglypuff consistently after an U-Tilt

-------------------

Down Air - Air Pedal
56% > 44% (A lot of hits) 

Yoshi frantically pedals the air, dealing many, many weak hits. The total 
damage is tremendous, but has virtually no knockback. If done perfectly it can
break shields.

Pssh, people tend to believe this is a pro move that should be used a lot. In
truth it only has two uses - shield breaking and combo starting. It should 
NEVER be used as a main offensive. Seriously, it's just your average multi-hit
aerial. Sure, the damage piles up, but that's only because there are a lot 
more hits involved. And this means it's even harder to get perfect. The vacuum
effect and the lead-in to U-Tilt is attractive though, and it makes for a good
all-round damager. 

* Great combo move, basic spike if needs be
* Best used at low/mid-damage, use at hi-damage only to setup U-Smash, etc
* Relatively short duration, despite heavy damage
* Can shield-break careless foes

-------------------

Forward Smash - Headbanger
18% > 14%

Yoshi smashes forward with his head. Great knockback, power and hitbox.

More bread-and-butter. Damage is good, and it has fair range. The lag at the
end is a cheap price to pay.

* Prediction is key to using this, as the windup lag is above average
* Very powerful, key mindgame/prediction-based KO move
* Easy to punish, be wary when using it

-------------------

Up Smash - Head Axe
18% > 14%

Yoshi slams the area above and to the front of him with his noggin. Crazy KB
and nice damage. A mildly disappointing hitbox.

A bunch of combos lead into this. It tends to send people in the direction you
AREN'T facing, so keep that in mind. Again, crazy knockback. 

* Easy KO move from a setup (U-Tilt or D-Air)
* OK repulsion, but smallish hitbox
* Easy to punish if it misses

-------------------

Down Smash - Sweeping Swipe
14% > 11%

Yoshi sweeps in front of him, then behind him with his tail. A low-trajectory
smash attack. Fast and powerful, with a low trajectory. The duration is very
short, which is a double-edged sword.

A nice attack. The speed at which is comes out is both good and bad. Good, as
it hits enemies right away, but bad, because it shortens the hitbox window. 
Still, this attack really merits use. 

* Extremely fast, but also requires excellent timing
* Missing can be an issue
* Decent mid-damage KO method (plus edgeguarding)

-------------------

Grab - Swallow
N/A

Yoshi shoots his tongue out. Not as much range as the other ranged grabs, but
it's a bit faster to retract.

Again, timing is the key here. If you can get said timing, you can really do
wonders with Yoshi.

Yoshi's throws are (1: probably quite disgusting to be in and (2: situational.
If you want to chase an enemy forward, use F-Throw. If you want an enemy to go
flying behind you, B-Throw. B-Throw is more powerful, if you care.

* Faster than you'd think, but still not particularly key in Yoshi's game
* Range is actually fairly short

-------------------

Forward Throw - Spit
12% > 9%

Yoshi spits the enemy out a fair distance. Good knockback.

-------------------

Backward Throw - Backwards Spit
16% > 12%

Yoshi spits the enemy backwards. A touch more knockback than the F-Throw.

-------------------

Rising - Headbanger
6% > 5%

Yoshi gets up and swings his head around, hitting both sides.

-------------------

Ledge Rise - Tail Slap
6% > 5%

Yoshi spins and hits with his tail as he rises. Has a larger hitbox than what
it seems to have.

-------------------

Tired Ledge Rise - Desperate Head Swing
6% > 5%

Yoshi swings his head as he slowly gets up.

-------------------

Shield - Yoshi Egg
N/A

The reason the Shield section was here in the first place: Yoshi's shield.
Yoshi goes into a Yoshi Egg when you shield. It has a few remarkable qualities
that help and hinder it. First, when he rolls, he doesn't have any time out of
his egg. In short, you can't roll into an attack if you hold the Z button. 
Second, he doesn't actually roll: he hops. This isn't really battle-helpful.
Third, his shield breaks quite easily. Each time he is hit, the egg becomes
darker, until it eventually explodes. Finally, it has an interesting startup
animation. If you don't actually receive the shield but initiate the starting
animation, Yoshi will feign coming out of his egg, and receive invincibility
for his trouble. It only lasts a split second, but is nice to know.

-------------------

Dodge Roll - Egg Hop
N/A

You can't get hit when Egg Hopping. Useful, no?

-------------------

Taunt - Yosheee!

Yoshi spins and waves with both hands. Annoying.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~~
Kirby								mcpuff
~~~~~

Origin:		Kirby's Dream Land
Entrance:	Rides in on a Warp Star

Once a peaceful inhabitant of bright Dreamland, Kirby now takes to the stage
as the hero of his home world. Don't be fooled by his disarming cuteness and
funny red shoes, instead be careful as he threatens to ingest you and steal
your abilities! Be warned, the pink puffball is out to win.

Tier Ranking: 3rd

Running Speed:		Moderate
Horizontal Movement:	Low-Moderate
Initial Jump:		Low-Moderate
Second Jump:		High (5x Low)
Weight:			Light

A great character for beginners, Kirby's exceptional recovery abilities and
fun, usable B moves make him a great starting character. However, his 2nd in
the Tier Rank is not acquired without reason. He has two spikes, a set of 
excellent smashes and great aerials. His edgeguarding ability is superb - his
5 jumps give him enormous pursue-and-return ability. 

Using Kirby relies on a few things - mastery of his smashes and his spikes. He
has good aerials, but his F-Air and D-Air easily take the cake. Both are multi
hitters, both have knockback capabilities, and both can cause exceptional harm
to any foe. Past that, his smashes are extraordinary. All of them are strong
and usable, with exceptional range and less lag than they should have. He has
a great edgeguarding game: five jumps and a good vertical recovery help. 

Costumes:	Classic Kirby		<- My Fave
		Red Kirby
		Blue Kirby
		Yellow Kirby

------------------------------------------------------------------------------
------------------------------------------------------------------------------
-------------------

Neutral A - Flurry Punch
3%, 4%, 1%

Kirby punches twice, then goes into a flurry of punches. Basic everything.

Don't use it unless you have to, Kirby has better things to do.

* Pretty useless, Kirby has so much else to offer

-------------------

Forward Tilt - Spin Kick
10% > 8%

Kirby twirls and kicks out. Moderate KB, low damage, but decent hitbox.

Useful, but his F-Smash sort of renders it redundant.

* Perhaps useful, as it is marginally faster than F-Smash

-------------------

Up Tilt - Arabesque Kick
14% > 12%

Kirby kicks up behind him, reaching above his body with his foot. Good damage
and better KB, and virtually no lag. 

A premiere juggle move. Use it as you will, it's a great attack. It's quite
powerful, so you'll have to learn to judge when opponents can escape.

* Can be used very, very rapidly
* Great priority, exceptional interception and juggling
* NOT the best move ever (though it ranks up), just a decent low-damage juggle
* Shield-breaks against a trapped foe are all too easy with this stupid thing

-------------------

Down Tilt - Lurch Kick
9% > 7%

Kirby swipes out with his foot. It's sort of laggy, and is average in all the
other areas. 

Not a bad attack, if only because you can combo into it and spike things. It
would be a good edgeguard, but Kirby has a lot of other edgeguarding moves.

* Surprising hitstun, very decent repulsion off the edge

-------------------

Dash A - Dive
10% > 8%

Kirby dives body first as he runs. Decent range, little lag and fair KB. 

A good approach, and also usable as a kill-move. One of the better Dash A
attacks.

* Basic dash attack, okay with Kirby
* Faster than most, and can repel to kill at higher damage levels

-------------------

Neutral B - Swallow
5% (Absorb), 10% > 8% (Spit Out)

Swallow sounds better than Suck Up or Vacuum. Meh. Swallow swallows the foe.
You can then do one of two things: press B or down to digest that foe and
replace Swallow with their B move (preferable in the case of Mario, Falcon, DK
etc) or press A to spit them out as a powerful projectile. This projectile is
devastating if it hits enemies. 

The main use is to gain another B move, but Kirby can usually do without. In
that case there are a few other uses, including Kirbycide. Spitting out deals
more damage than digesting, but both have their uses. If hit hard enough, 
Kirby will lose his power. The person who had their power stolen has a better
chance of relieving Kirby of his borrowed technique. In addition, this move
can be used as an unexpected setup. When you swallow an enemy (swallow, not
spit out), they'll pop up right above you, perfectly in place for a U-Smash.
Make your own strategies.

If Kirby has Fox's laser, he can fire 4 times in a full hop. This is one time
more than Fox himself.

With Jigglypuff's Pound, Kirby has the greatest recovery of any character in
this game.

* Interesting move, swallowing sets up non-floaties for U-Smash
* Spitting out can be DI'ed out of - enemy ends up above and in front of you
* B moves are always nice to have

-------------------

Up B - Final Cutter
11% (3% Up, 4% Down, 4% Blast)

Kirby pulls out his Cutter weapon and shoots upwards, somersaults, then comes
down in a powerful slash. There are a total of 3 hits - going up, coming down
and the shockwave projectile fired from impact. The blade can catch you, and
if you are caught coming down, it can be a spike.

A good recovery, but primarily used for basic damage and as an unexpected air
attack. Don't pull it out that much, Kirby's B moves, while spammable, aren't
fantastic. Remember that impact creates a projectile. Oh, and you can be hit
while using this. You can spike by using this right next to the edge. The 
spike has set KB, which is useful to note.

You can grab the ledge while coming down, but not while going up.

* Despite being Kirby's best upwards attack, it's still not really worth using
* Projectile is not 'strategic' or 'pro', it is piss-weak
* Easy to punish, even if caught by one of the first two hits
* Downwards segment (spiking part) has fixed, powerful downwards KB
* Can spike unexpectedly, but precious little else stands out about this
* Overrated recovery, as it cannot thwart edgeguarders easily

-------------------

Down B - Stone
20% > 15%

Kirby morphs into a stone or block, plummetting from a height. He cannot be
damaged in this form, but he can be grabbed. Damage and knockback are rather
good, but not exceptional.

Stone transforms Kirby into exactly that: a rock. What? Well, he's invincible.
But the main use comes from plummetting. He's heavy, so down he falls. On the
way, you will hurt enemies. Use it to counter combos: nothing but grabs can
break through it. Grabs alone are needlessly dangerous though.

* Best used as a 'stall-then-fall' to thwart poor combos and land some damage
* Otherwise not really useful

-------------------

Neutral Air - Flying Kick
15% > 12%

Basic sexkick. Moderate KB, damage, decent hitbox.

Bread and butter for Kirby. Sometimes overlooked, but useful nonetheless. The
main use is speed and forward KBing hitbox.

* Simple, with a decent hitbox
* Usable for damaging and comboing

-------------------

Forward Air - Twirling Kick
21% (2% x9, 3% x1)

Kirby puts his feet in front of him and spins laterally, hitting for a total
of ten times. The last hit deals KB. 

Combo starter, and basic damager. Effective at interception and basic damage.
If Kirby ends the attack when the opponent is being hit by the tip of his legs
(or shoes, whatever) then they'll fly away from his legs. If Kirby's body hits
the foe, they'll fly in the opposite direction. Most beginners believe D-Air
is the superior drill, but drills are generally for comboing, which this drill
is much better at than D-Air, as D-Air can be cancelled out of easily. Still
quite easy to DI out of.

* Large hitbox and variable KB trajectories
* Master the trajectories, and you have a combo, damage and edgeguard tool
* Various trajectories are usable at various times

-------------------

Back Air - Arrow Kick
12% > 9%

Kirby shoots his legs behind him, streamlining his body. Good damage, KB and
hitbox.

Conventional B-Air, and a major aerial finisher for Kirby (outside spiking, of
course). More or less a primary aerial knockback method.

* Simple and conventional aerial, sets up spiking or just repels
* Large hitbox and Kirby's natural floatiness make it a good aerial
* A good fallback, usable at any damage level

-------------------

Up Air - Spinning Star
10% > 9%

Kirby faces the screen and spins rapidly. It has a fairly small hitbox, and 
fixed KB, but the attack duration is exceptionally long. Good priority.

This is usable, but merely because of the attack duration and the decent 
priority. It can break through rising opponents, and even as Kirby falls onto
the stage, the attack continues. Fixed KB helps in the early game. It took a
lot of effort to think of good things about this move.

* Utterly useless, except in obscure, specific combos
* If used when off the stage, prepare to die

-------------------

Down Air - Super Spiral
30% (3% x10)

Kirby takes a tiptoe position, then spins rapidly, dealing exceptional damage
and spiking. Good KB and priority as well.

Probably Kirby's premiere aerial, this attack is a vacuum spike with the KB of
your average impact spike. It can lead into combos or just deal nice damage,
(or obviously spike things). Fixed damage, which is useful. 

* A good fallback, usable at any damage level
* Damage stacker at low/mid-damage, spike/setup at hi-damage
* Large hitbox is a good asset

-------------------

Forward Smash - Lunge Kick
17% > 13%

Kirby twists and kicks forward with a lot of power. The most noteworthy thing
is how quickly it comes out. It's also VERY powerful.

Spammable, but it isn't recommended. This is Kirby's best smash, and should be
used for land-based KOs whenever necessary. Again, spamming with this is very
easy to counter, just shield-grab the offender.

* Despite being very predictable, still quite hard to defend from
* Absurdly fast, perhaps a bit overpowered when used properly
* Spamming results in being shield grabbed, don't do it

-------------------

Up Smash - Power Flip
16% > 14%

Kirby backflips with a lot of strength behind it. Powerful, with minor ending
and windup lag.

It's usable, but Kirby has other weapons that are more powerful, or at least
more useful. The slight 'slow' feeling you get from this move is what deters
me from really using it. The windup lag is annoying.

* Slight lag, but still a usable KO move
* If push comes to shove, F-Smash outclasses this pretty comprehensively

-------------------

Down Smash - Pressure Spin
18% > 14%

Kirby crouches with both his feet out, then spins, applying force all around
him. Damaging, quick and possessed of a good hitbox.

A good smash you should consider using. The hitbox is much larger than what it
first appears to be. 

* Deceptively large hitbox and low trajectory
* Good edgeguard, repulsion at all damage levels

-------------------

Grab - Snatch

Kirby snatches forward quickly. Good range and speed.

Oddly enough, Kirby's grabs are also situational, despite both being quite non
regular. They both send enemies at a high angle. Kirby's F-Throw used to be 
much better (in (J)). Anyway, whichever way seems best is the way to go. At
very high percentages, F-Throw has a better KO rate, especially as you can
change platforms while using this.

* Pretty much damage stacking only, or intercepting a combo
* Very difficult to KO with
* Quite situational

-------------------

Forward Throw - Super Piledriver
13% > 10%

Kirby flies upwards at absurd speed to a phenomenal height (if it were his
recovery, I'd be using him a lot more), then SLAMS the enemy on the ground.

You'd think this would do a lot more damage...

* Using it beneath a much higher plat (eg. beneath Hyrule's 'stairs') can KO
* At 0%, links into Up-B for giggles

-------------------

Backward Throw - Swing Slam
16% > 12%

Kirby winds up, then slams the enemy hard behind him. The enemy doesn't fly
particularly far, which is good for combo purposes.

As if the tiny slam does more than the super mega huge coming-from-space slam.

-------------------

Rising - Swing Kick
6% > 5%

Kirby swivels as he rises, kicking around him.

This was hell to test: Kirby flies way too far with a Bumper, and comps aren't
good to depend on.

-------------------

Ledge Rise - Flip Rise
4%

Kirby flips up, kicking enemies away, then flips back unnecessarily.

-------------------

Tired Ledge Rise - Tired Arrow
4% > 3%

Kirby struggles up, then charges and retreats, arrow-like (except the retreat
bit, I guess).

-------------------

Shield - Bubble Shield
N/A

*sigh*. 

-------------------

Dodge Roll - Starry Cartwheel
N/A

Kirby flips, which makes me think of a star doing a cartwheel.

-------------------

Taunt - HIIIIIIIIIIIIIIIIIIIIIII!

The infamous Hi! taunt. Annoying, annoying, ANNOYING.

------------------------------------------------------------------------------
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~~~
Fox								mccool
~~~

Origin:		StarFox (Lylat Wars)
Entrance:	Dive-bombs the screen in his Arwing

The son of famous Arwing Pilot James McCloud, Fox appears with the spirit of
the fighter-pilot - swift, decisive and unrelenting. He keeps his remarkable
speed and aerial ability as he soars into the fight with never-before-seen
weapons - the Blaster, Reflector and his incinerating Firefox. Prepare to see
stars as this space-pilot turned swift-warrior comes at you!

I had fun writing that, I've always been a fan of Starfox.

Tier Ranking: 2nd

Running Speed:		Fast
Horizontal Movement:	Moderate
Initial Jump:		Moderate
Second Jump:		Moderate-High
Weight:			Low-Moderate

Fox is weak, I'll say that first. Aside from his smashes (which should be
strong universally) he has very little in the way of high power hits. That's
not to say he can't rack up the points. His combo ability is great, no, 
superb. If you can hit enemies with a series of aerials and follow with a 
well-placed U-Air or smash, you'll be fine.

Fox's power lies in speed. Short-hops are a must for playing a combo game, and
his tilts take priority on the ground. There's a reason why people call Fox a
space animal: he is great in the air. You should always make good use of his
excellent aerials and his Blaster, which is a contender for 'Best-Projectile-
In-Game'. He has exceptional combo ability, and his place in the Tier List is
well deserved. Use his speed and his fast jumps to punish enemies.

Costumes:	Classic Fox				<- My Fave
		Orange Suit Fox (Peppy Hare inspired?)
		Green Suit Fox (Slippy Toad inspired?)
		Purple Suit Fox (Falco Lombardi inspired?)

------------------------------------------------------------------------------
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-------------------

Neutral A - Rapid Combo
4%,4%,1% 

Fox punches twice, then starts kicking like a madman. Another weak N-A.

About the infinite...don't bother...seriously. Even against walls, Fox has 
better things to do. A single hit can occupy an enemy and move into a grab or
a finisher, which is useful. I call it Prodding.

* First + second hits are a great Prodding attack
* Stall and finish with U-Smash, or grab at lower damage levels

-------------------

Forward Tilt - Sharp Kick
9% > 7%

Fox stands on one leg and lashes out with the other. Low damage, decent in
every other aspect.

The name sorta sprang to mind. A fast, useful attack that gives some setup
opportunities and stops some of your opponents from beating you as you land.

* Fast repulsion, not used much in combo-based Fox
* Only if you judge you can hit them to begin punishment

-------------------

Up Tilt - Sky Splitter
9% > 7%

Fox kicks straight up, with generous hitstun and decent setup. Fox almost 
revolves around tilt setup for long combos, actually. Damage is again low, but
hitstun compensates. Hitbox is pretty average, as is damage.

Name's a little TOO powerful-sounding, if you ask me. The hitbox is quite
small, so it's generally for use against incoming aerial foes. You have to
master landing with D-Air before you can really use this well. It can be
repeated nicely at low percentage, but loses its worth later on.

* Only for use at low/mid-damage, when it can be used to juggle
* Central to a combo-based Fox's mid-damage game

-------------------

Down Tilt - Tail Sweep
12% > 9%

Fox swings his FURRY tail around, dealing moderate damage and absurd (for a 
tilt) skywards knockback. Great setup AGAIN, moderate damage, good KB.

Another useful move for Fox. This sets a lot of moves, most notably D-Air. But
seriously, as if a TAIL does that much.

* Better KB than U-Tilt, making it usable slightly earlier
* Fast, with a deceptively large hitbox
* Master it ASAP for an interesting low-damage weapon
* Can KO at very high damage levels, keep it in mind

-------------------

Dash A - Glide Kick
10% > 8%

Fox runs into a Karate kick, knocking enemies away. He moves a fair distance
forward after activation. Average everything, and long duration.

Gah. That extra momentum is dangerous at low-percentage, and hinders combo
starting at high percentage (due to lag). I suggest staying away from this, 
and doing an aerial approach instead. That has less risk, at least. It can go
into a grab on an unprepared foe. The long duration can take dodge rollers by
surprise, which is nice.

* A safe techchase, moderate knockback sets up edgeguarding
* Not for use at low-damage, as KB is virtually non-existent
* Easy to punish when a foe is prepared

-------------------

Neutral B - Blaster
6% > 5%

Fox fires a pink, horizontal laser beam. It has slight knockback and otherwise
serves as a regular projectile. One important thing to note: it doesn't cancel
other projectiles, nor is it cancelled by them. The only thing that stops it
are enemies, another Fox's Reflector and certain items. It has fair lag when
used on the ground, but zero lag in midair. Fox's animation is cancelled by
landing, which is cool. 

An awesome projectile, like a Ray Gun with less knockback and RoF. It's fast,
is a cool beam and travels perfectly vertical with no discernable limit. The
damage is average but it can be used in a variety of ways, like edgeguarding
or simple damage adding. A truly versatile projectile.

* Can be fired 4x in double jump, 3x in a full jump, 2x in a short hop
* Basically a very spammable ranged damage stacker
* Master it ASAP, all good Foxes will use it when there's nothing else to do

-------------------

Up B - Fox Fire
16% > 12%

Fox starts charging up with fire (for a fair time, I might add), then zooms in
a chosen direction. The distance covered is above average, and the knockback 
is rather good. If you hit the ground using this, you bounce off. Fox is quite
vulnerable both during and whilst charging. 

This is a very average recovery, in terms of usability and priority. Any half-
decent player will charge at you and whack you away long before you can finish
recovery. It's happened to me dozens of times while I was using Fox long ago.
I can safely say that you have to be skilled to use this well, or at least
cunning. Don't let enemies hit you, charge towards an edge, whatever. The
Japanese version gave him invincibility frames, which makes me annoyed.

* A fairly unpredictable recovery combined with Fox's movement in helplessness
* Much better on console/controller, where there were more than 8 directions
* Don't ever count of hitting an edgeguarder - this has mediocre priority

-------------------

Down B - Reflector
5% > 4%

Fox releases a portable reflection device, nicknamed the Shine. This serves to
reflect all projectiles thrown at it, and can be held for as long as needed.
Fox is stationary whilst using it. If it is initiated in close vicinity to an
opponent, then the opponent is flung away as it opens. It has a set amount of
knockback. It slows falling speed if used in midair.

If Fox's Up-B was discouraging, this makes it a bit better. It reflects pesky
projectiles (Samus...) and also serves as a semi-spike. How? Hit someone and
you'll see. Then get stunned, so they fall a bit. You have to be very close 
for it to hit, obviously, which may take practice. Alternatively, just D-Air
into this. Using it as an edgeguard is trickier, and can only be made easy
through practice. Note that it also cancels all momentum as you fall, which is
both cool and helpful. It can be used to stall temporarily off-the-ledge. You
can turn around while using this in the air, which is pretty cool for edge-
guarding (It really works. I've tried it in matches against humans - run and 
SH right off a ledge, use Reflector, turn during the stall and fast fall). 

* Great off-ledge edgeguard that requires a bit of practice/timing
* Decent low-damage kill, if you can get it right
* Reflection purpose is secondary compared to edgeguard use
* Can be used to edgehog from running
* Fixed KB means it's usable even at low/mid-damage

-------------------

Neutral Air - Flying Fox
11%

Fox goes into a perfect Flying Dragon Kick. In other words, a sexkick with 
better graphics. Nice KB and damage (which is steady), and low lag.

I like this move. It's one that Fox doesn't have to use, yet it seems that
using it is fun, yet practical. Whatever, I like it. With Fox's fast aerial
movement, even hitting after a delay is good, because you can keep on going
with your aerial antics.

* Only used for repulsion, due to better KB than F-Air

-------------------

Forward Air - Fox-roll Kick
12% > 9%

Fox kicks forward with very basic KB (again, curved gradient) and so-so power.
Fast, but gives landing lag. 

Use it often, and remember that you have to Z-Cancel it upon hitting the floor
to keep on comboing. It's imperative to note that this is not a surefire kill
move. Instead, it's designed to combo and setup situations where Fox can use
his high ground speed to run and continue the combo. That said, it can still
edgeguard efficiently.

* Fast and good coverage, especially in a short hop
* A basic, slightly weaker aerial that complements Fox's pursuit game well
* Best used at mid/high-damage level

-------------------

Back Air - Split Kick
12% > 9%

Fox goes into a split, which hits both in front and behind for moderate damage
and low KB (good for comboing).

Like I wrote, good for comboing. Fast to pull out, more or less a sexkick with
greater hitbox. Use it often, like all his other aerials. Again, for emphasis,
it's very fast to come out. His front leg hits too, so dodge rolls only go so
far.

* Probably slightly better than F-Air at pursuit/damage
* Decent hitbox and duration make this a very, very usable move
* Can be used at any damage level (though in different ways)

-------------------

Up Air - Pedal Kick
2%,13% > 2%,12%

Fox kicks the air above him twice in succession. The first kick does very 
little in the way of damage, but has hitstun and fixed KB. The second kick is
much stronger, and deals high damage and nice KB for KOs.

One of Fox's few power hits. A useful KO method. This is why you shouldn't 
stay under Fox. The attack has high priority (can beat a Ness D-Air), and
since it hits twice, will at the very least setup for another try. The first
hit will tap them lightly into the air if the very edge of the hitbox connects
(the second kick misses because of this). As such, you want to get very close
to initiate the move. It has fixed KB on the first hit, which could be useful
for more advanced combos. The KB isn't as spectacular as his U-Smash, but it
is still a damn powerful aerial. 

* A good finisher if you're stuck
* Juggles well at low/mid-damage
* First hit has fixed KB, allowing infinite combos
* Second hit is not to be overestimated - it needs 130% to KO from the ground

-------------------

Down Air - Fox Spin
2% x 7

Fox spirals down, vacuuming opponents and dealing respectable damage. A good
setup for attacks.

A shortened vacuum spike with great combo opportunities. Now, just mentioning,
YOU MUST Z-CANCEL IT IF YOU WANT TO DO ANYTHING. Short hopping with this is
extraordinarily fun and efficient, because Fox has many methods to go on with.
Vacuum is always nice for setup.

* Hardest drill (possibly excepting Kirby's F-Air) to control properly
* Keep in mind Fox's good aerial speed when using this
* Links into a number of moves, allowing a lot of different combos
* Central to his non-wall combo game
* Can be used as an initiator/combo tool/setup for KO at low/mid/hi-damage

-------------------

Forward Smash - Baseball Slide
17% > 13%

Fox slides low, dealing good damage and better KB, as well as moving forward
ever so slightly. Fast and powerful.

Another good kill method for Fox. A good smash with decent range and power,
as well as relatively low windup lag.

* Overshadowed by relentless combo-Fox play, but still a good fallback
* Has decent KO power and okay hitbox

-------------------

Up Smash - Fox Flip
16% > 12%

Fox does a backflip. Exceptional KB, decent damage and heavy recovery lag. 
Easily Fox's strongest attack.

Fox backflips HARD. If you're hit by this going up, you're going to be sent
far away. If you get hit on the flipside, you'll take minimal damage. It's a
matter of when to use it. Running Smashes are defined by this move.

* Exceptional KB, decent hitbox, most definitive of Fox's finishers
* Primary KO tool, excellent lead-in from D-Air, walls, N-A prodding

-------------------

Down Smash - Split Attack
14% > 11%

Fox does the splits, sending anyone in front or behind him away on a fairly
low trajectory. Fast, powerful, and a good KBer.

Probably Fox's most versatile smash. It's fast, has good KB, virtually no lag
(when compared to the other two) and has a decent hitbox. It also has a very
useful Sideswiping ability, which beats the hell out of Jigglypuffs.

* Very fast, useful in cramped spaces
* Low trajectory sets up well for Reflector edgeguard
* Good at any damage level, but for vastly different purposes
* Low = fairly riskless damage, Mid = Repulsion, edgeguard setup, Hi = KO

-------------------

Grab
N/A

Fox's throws are pretty average. That said, they're still very usable, being
average to the point of excellent.

Fox's throws are all relevant to situation. They're both more or less equal
in terms of KB, which is a main point of throws, so use them as you will. They
are great for comboing, damage and especially repulsion. 

* Plenty of setups make this a formidable tool
* Good repulsion, edgeguard setup

-------------------

Forward Throw - Force Hurl
12% > 9%

Fox flings the opponent forward with a bit of angle. Alright KB, but average
everything else.

-------------------

Backward Throw - Rolling Kick
15% > 12%

Fox rolls backwards and kicks the enemy away. Good KB, average damage, etc.

-------------------

Rising - Spiral Kick
6% > 5%

Fox pirouettes as he rises, kicking away nearby attackers.

-------------------

Ledge Rise - Sweep Rise
6% > 5%

Fox slides onto the stage, then flips back up. Goes forwards, then backwards.

-------------------

Tired Ledge Rise - Desperate Flip
5%

Fox struggles to rise, then flips up rather energetically.

-------------------

Shield - Bubble Shield
N/A

Whatever.

-------------------

Dodge Roll - No-Hands Flip
N/A

Fox flips a cartwheel without his hands. Trick-ay.

-------------------

Taunt - Pssh.

Fox crosses his arms and gazes at you (or the background) arrogantly. 

------------------------------------------------------------------------------
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~~~~~~~
Pikachu								mcrat
~~~~~~~

Origin:		Pokemon Red/Blue
Entrance:	Bursts out of a Pokeball

The famous Pikachu springs out to combat in representation of the Pokemon
world. Boasting a range of electrical attacks and speedy, quick strikes, this
Pokemon is not to be messed with. His electric attacks and deadly aerial
manouevers give him a lot of variety in attacking style.

Tier Ranking: 1st

Running Speed:		Moderate-Fast
Horizontal Movement:	Moderate-High
Initial Jump:		Moderate-High
Second Jump:		Moderate
Weight:			Light-Moderate

Mmhm. It's Pikachu, my favourite. He's my main in Melee, where his power and
usability have dropped ridiculously. Here he shines, no doubt about it. His 
igh power moves, edgeguarding ability and recovery are all second-to-none.
Choose moves well and keep yourself healthy - he's quite light.

Pikachu has, at first glance, little in the way of power. But power is not
what makes a top tier character. He is fast, has high jumps, deals damage 
quickly, edgeguards well, recovers well, has a projectile, has several easy
and natural combos, and is even beginner friendly. Did I miss anything? Oh 
right, his fantastic throws and smashes. Playing as him demands you learn
when and where to dodge. Aerials are nice to pull out, make sure you always 
keep them in mind. Also, remember Thunder is a tool, not a primary weapon. 
Actually, I only use it for the Thunder Spike and surprise edgeguarding (maybe
juggling). Thunder Jolt is useful, and always remember the smashes and U-Tilt.
However, you should prioritise aerials, as they are simple and deadly.

Costumes:	Classic Pika
		Blue Party Hat		<- My Fave
		Green Party Hat
		Red Party Hat

------------------------------------------------------------------------------
------------------------------------------------------------------------------
-------------------

Neutral A - Swift Headbutt
2%

Pika immediately launches into a rapid-fire headbutt. The only A attack that
instantly goes into an infinite. No real knockback, but the instant infinite
attribute is useful.

Pretty basic infinite for laughs. Otherwise avoid. You can cancel this into a
grab by quickly pressing the R button during the first headbutt, but to do
that you need a window for this move, in which another move could be used.

* Only N-A I ever use for grab cancelling
* If you're ever stuck in the infinite, hammer R and hope for a grab
* Otherwise utterly useless

-------------------

Forward Tilt - Raised Kick
10% > 8%

Pika gets on his hands and kicks out with decent range and power. A very basic
Side A. It's quite fast.

Use to set up attacks, it is fairly useless for KOs when moves like F-Smash 
are there. The low lag does have its uses though. Hit enemies quickly and dash
it to get a combo started. It also prevents foes from badly countering you 
while they're at low percents and fairly immune to power hits. Repulsion is a
good use for it. It's quite fast too, which is nice.

* Fast repulsion from low-damage F-Air
* Reflex move to counter laggy hits

-------------------

Up Tilt - Tail Swipe
11% > 9%

Pika crouches and swipes his tail in an arc, juggling enemies rather well. A
staple combo attack if you want to use him well.

An exceptional juggle attack, use several times in succession and you'll be
able to rack up damage and set up a combo/U-Smash. Please don't abuse it. The
hitbox is pretty big, and there is virtually no lag. Exceptional interception,
plus it leads right into half a dozen moves.

* Fast, staple on the ground with a good overhead hitbox
* Hitbox does not have very large horizontal radius
* If you miss, don't use it again or risk punishment
* Does not really KB at low-damage, best used at mid-damage for juggles
* Hi-damage use leads into KB opportunities

-------------------

Down Tilt - Spinning Swipe
12% > 9%

Pika crouches down and swings around, his tail whipping out. Sideswipes the
enemy.

An fairly average move, merely because it has a bad hitbox. Sideswiping helps.
Usable for edgeguarding, or perhaps high percent KOs. Maybe not so much the
latter. Pika doesn't really have that much use for this outside edgeguarding,
and even then he can probably just jump out and aerial them to death. Now I
look at it again, it can do virtually everything F-Tilt can. It should be
used more.

* Another repulsion from F-Air, this time with low trajectory
* Very fast and minimises your frame (you can dodge Falcon's F-Smash)

-------------------

Dash A - Lunge Headbutt
12% > 9%

Pika jumps slightly while dashing and plunges forward. He then gets up, having
fallen slightly on the floor.

An okay approach - there are certainly better ones. It's also a decent damager
and KBer. The end lag hurts if the enemy knows how to punish you, and it's not
advisable against enemies at low percents. Missing is dangerous.

* Long duration, but also long lag
* Preferably not used, but works as a basic edgeguard setup

-------------------

Neutral B - Thunder Jolt
9% > 6%

Thunder Jolt shoots out a ball of electricity. It has a unique attribute: it
sticks to walls. Because of that, it can follow pretty much anywhere as long
as it's one platform. If used in the air it's a slow ball of electricity that
will float to earth, then become the ground version. It has a timed duration.

A useful part of Pika's game, but you should never abuse it. It has basic stun
and fair speed, so you can use it harass enemies into coming closer. However,
it has a lot of lag, which really hurts it. Then again, if you could spam it
like Mario's Fireball, it'd just be cheap. The aerial version is a lot better
in general; you should never use it while on the ground. The lag just hurts
far too much. 

* Not a very spammable projectile, mainly used to force shields/dodges
* Has better KB if it is in the condensed ball form (in the air)
* Surprise edgeguard vs low-recoverers

-------------------

Up B - Agility
N/A

Also known as Quick Attack, but Quick Attack in the games does actual damage,
so this seems more appropriate. Anyway, Pika zooms in a straight line in any
chosen direction. However, that's not all. Angle your Control Stick after he
finishes and he'll immediately perform a second aerial dash. This makes him an
exceptional recoverer to make up for his weight. You get invincibility frames
when you first activate it.

Use for recovery and, if you're daring, confusion. If you're fast enough you
can even use it to break out of combos. Don't forget you can go straight past
enemies. Try to end a ground-started Agility on the ground, finishing in the
air can cause problems. You are vulnerable after the initial invincibility
frames, but you get another frame of invincibility after finishing the first
dash. It's very susceptible to sexkicks, but with clever direction, you can
dodge any potential edgeguarders. Note if you end up going directly up or 
directly down, you will end up facing right. Don't ask me why.

* Use it creatively, or else you'll waste the possibilities
* Never end up going straight up/down when on the right side of the stage
* If you can master hitting the floor without lag, it becomes interesting
* Again, far better on console
* Memorise the distances for better survival chances

-------------------

Down B - Thunder
16% > 12% (aura) or 9% (bolt)

Pika shouts out and causes a lightning bolt to drop from the sky. Anything in
its path will be shocked strongly, including Pika. Because Pika is supposedly
immune to lightning, he will conduct the electricity and make it into an aura
explosion, dealing high knockback. If you're moving too fast for the lightning
to hit you, it simply continues down. There is lag if you let yourself get hit
but none if you dodge it. Extraordinary knockback if the enemy is hit by the
blue aura, but only minor upwards KB if they're hit by the bolt itself. Has no
upwards limit, so it can be used to KO enemies high in the sky.

Ah, yes. The move that everyone hates. If you were to spam this you'd probably
beat most computers. However, to truly use Pika you have to stray far away
from this move. It's not that powerful, not that useful and the AOE is only
big enough for beginners or computers to dash into. That said, it definitely
compliments your arsenal, especially as the Thunder Spike. Note that getting
hit by it causes a LOT of ending lag, so be careful. 

* Surprising upwards KB
* Not to be spammed, as it doesn't have much punch until 80% or so
* Thunder Spike/situational use only
* Can be used to finish from mid-damage U-Tilt

-------------------

Neutral Air - Flying Kick
14% > 11%

Pika does a flying kick. Basic knockback/damage, useful in many ways.

Exceptional for tacking on extra damage after an aerial combo. Remember that
the longer this move is held, the weaker the KB and damage get. People tend
to forget this part of Pika's aerial game, so I'll say it again. THIS IS A
GREAT ATTACK. It's secondary only to U-Air in edgeguarding, has nice KB and
duration, and is a prime candidate for 'coolest looking Pikachu ever'.

* Great aerial with long duration and nice KB for low-damage combos
* KOs at hi-damage, works well with U-Air chains
* Works very well with walls

-------------------

Forward Air - Pika Corkscrew
21% (3% x7)

Pika spins horizontally, shocking an enemy up to 7 times. Pika is able to use
another move straight after, while enemies are stunned for a bit. No KB, but
the damage is useful.

You have to learn that aerial combos usually stem from multi-hitters. This is
a good move with a large hitbox, and it can stop enemies from launching strong
attacks with a small hit. After the last hit you can use an aerial (depending
on enemy position) to get a last hit in, giving a powerful natural combo. It
shouldn't be abused too much, because it becomes predictable and easy to dodge
once it's been used a couple of times. Basic stun is applied upon hitting, and
even if you miss the whole combo, a couple hits can be enough to setup.

* Overrated but still useful
* Damage stacking early on, setup for N-Air/U-Air/D-Air later on

-------------------

Back Air - Back Kick
16% > 12%

A backwards kick with an extraordinary hitbox. Damage and KB are excellent.

The knockback is simply excellent. The hitbox extends to Pika's body, so you
don't have to be facing away to use it well. Still, the power hits come from
the kick hitbox, which is why I sometimes turn around just to use this. It's a
serious weapon, quick, good hitbox and excellent power.

* Requires good timing to use, especially in a short hop
* Has a large hitbox and good KB, but can be easy to dodge
* Works very well with U-Tilt

-------------------

Up Air - Flip Swipe
10% > 8%

Pika somersaults, but with his tail extended. This knocks enemies in whatever
direction they made contact with the tail. Limited knockback, little damage.
The hitbox is absolutely enormous, and there are two trajectories depending
on where the enemy was hit with the tail. Can be chained effectively and does
not require a Z-Cancel.

This is a great all-round attack. It knocks enemies straight forward, and can
be repeated for nice knockback. If you can get fast falls and short hops down,
this becomes an absolutely extraordinary weapon. Seriously, you can chase your
foes through the air to the blast lines if you use it right. Just to emphasise
again, it has a massive hitbox.

* Abusable at mid-damage to take enemies all the way to the blast lines
* Huge hitbox extends behind and in front
* Good for repulsion, but still best used to escort kill
* Requires a little damage (30-40% average) before it can really work well
* Has no landing lag whatsoever

-------------------

Down Air - Pika Plunge
13% > 10%

Pika spirals downwards, electrifying himself as he does so. Decent knockback
and damage.

It has power and good knockback, but horrific ending lag, unless you Z-Cancel.
Simply put, until you've mastered Z-Cancels, use it where you won't land badly
or in mid-air. Once Z-Cancels are mastered, this move is a must-have, with a
good all-round hitbox, decent KB and good speed.

* Works well with short hops
* Large-ish hitbox gives good presence and edgeguarding capabilities
* Flawed due to mediocre priority, but still very, very usable

-------------------

Forward Smash - Thunder Orb
18% > 14%

Pika charges power and shoots forward a string of lightning with an electric
orb on the end. The orb has a lot of knockback and the most power, but all the
other areas have fair knockback too. Above average lag, unfortunately.

Despite it being an excellent smash and a powerful weapon, it's just too laggy
to insert in frequently, so I say that you should throw it only when you have 
an obvious opening, when you're playing prediction or when edgeguarding.

* Mindgames and edgeguarding only, too laggy to use frequently
* Very, very long duration AND a disjointed hitbox
* Basically puts a bomb in front of you for 2 seconds

-------------------

Up Smash - Backflip Smash
18% > 14%

Pika backflips, dealing a great deal of damage and knockback. If the enemy is
behind you, the attack is comparable to your U-Tilt. The enemy has to be in
front of you for the real power to hit. Superb upwards KB.

A very useful weapon, if you can time it well. It's just Fox's Up-Smash, but
with less hitbox (and KB) and more compactness. You can also do Thunder Spikes
from this, effectively increasing the KB by a fair amount. Lag isn't too bad
on this move, and it can be repeated at low percents to rack up damage. Using
Running Smashes really help usage of this move, which is otherwise quite hard
to put into practice.

* Low-damage damage stacking, mid/hi-damage use leads to a Thunder Spike
* Hitting an enemy behind you is like hitting with an weaker U-Tilt

-------------------

Down Smash - Breakdance
16% > 12% (front), 13% > 10%

Pika spins, hitting both sides with a power smash. Good knockback and damage,
and an okay hitbox. It's quite fast, but also easy to neglect as an attack.

The hitbox is Pika's body, which makes it small. This is the only shortcoming.
Otherwise it's a normal breakdance smash with decent knockback. Use it as you
will. Easy to use, yet many ignore it. That's fair enough, he has a lot of 
other options. Beats up edgeguarders and shields nicely.

* Overlooked, but still quite usable
* Long duration helps mindgames and can get dodge-rollers
* Small hitbox is annoying

-------------------

Grab - Snatch
N/A

One of the best snatches in-game. The grab range is actually quite large.

Use it. USE IT USE IT USE IT! Pika's throws are spectacular.

Pika has great throws (and a nice grab range). B-Throw easily outclasses in 
terms of power. Any 100%+ enemy should fall quickly to it. At lower percents,
situation is key. F-Throw is a chain throw at very low damage. Remember that
this move provides a very powerful ground tool for Pika, and that he can find
strength in aerial chase games. This move aids that pursuit.

* Very fast, surprising range, and standard, powerful throws
* Good for repulsion, edgeguard setup and KOs
* F-Throw is a chaingrab at 0% against some foes

-------------------

Forward Throw - Tumble Throw
12% > 9%

Pika somersaults over the enemy, using the momentum to hurl them forward. Very
basic overall, but slightly above average KB.

-------------------

Backward Throw - Shock Explosion
18% > 14%

Explosion is right. Pika flips the enemy onto his back, electrifies them, then
sends them soaring away. Exceptional knockback and damage.

-------------------

Rising - Whiparound
5%

Pika whips around quickly, with a pretty bad hitbox.

-------------------

Ledge Rise - Flip Kick
6% > 5%

Pika flips up, hitting away would-be-attackers. Fast and compact.

-------------------

Tired Ledge Rise - Desperate Whip
6% > 5%

Pika clambers up, then slaps with his tail. Very low range.

-------------------

Shield - Bubble Shield
N/A

A bubble shield. Meh.

-------------------

Dodge Roll - Tumble Roll
N/A

Pika dodges quickly to one side. Basic roll.

-------------------

Taunt - Pika Pikaaaa!

Pika waves at the screen (or the background) and says 'Pika Pikaaaa!'

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~~
Luigi								mc2nd
~~~~~

Origin:			Mario Bros.
Entrance:		Uses a Warp Pipe
How to Unlock:		Complete 'Break The Targets (Bonus Practice 1) with
			all 8 original characters. You then face Luigi in a
			1v1 battle. Defeat him to unlock him.

The eternal second-cast, Luigi grabs his own slice of the action, leaping in
to show his worth! His high jump and comically copied moves aid him as he
vainly tries to overshoot his brother in the game of fighting. Armed with his
own varients of the Fireball, Coin Punch and Mario Tornado, Luigi shows he's
more than a recoloured model with very similar moves.

Tier Ranking: 10th

Running Speed:		Slow
Horizontal Movement:	Low
Initial Jump:		High
Second Jump:		Moderate-High
Weight:			Moderate

Despite my glorified depiction of him as an eternal underdog who never wins,
I find him to be a more fun Mario, with his extra high jump and a different 
Down B attack. Many say: "Well, he's still Mario, just harder to use." This
is debatable. He's floatier, which makes juggling far easier. I complained
about Mario's lack of finishers, so I'm happy he's gained a more kill-happy B
set. However, he takes a while to master, and until then, he's quite annoying
to play as.

Well, his strengths have shifted too. Luigi is more comfortable in the air,
and has two aerial finishers that aren't particularly hard to apply. Past
that, he's still quite usable, despite his obvious lack of approach diversity.
His Fireball hasn't got the gravity applied like Mario's does, which makes it
a useful edgeguard tool. His dash attack is borderline unusable. A fast shield
and he's vulnerable to grabs. That said, his aerials, smashes and other moves
are virtually Mario's. The differences include his B set, his jump and his
dash attack (and taunt, of course). His Up B is weaker and stronger - if you 
get it just right, it's basically a super smash. His Down B won't suck people
in, instead it just smacks them upwards. Hard. This makes KOing a bit easier.
His jump is much higher than Mario's (or anyone else's), which is useful when
executing some of the more advanced techniques, but very annoying when you
try to approach and end up floating over your foe. His aerial speed is pretty
sucky too.

NOTE: The move descriptions were copied and pasted from Mario's section, but
      a few differences are thrown in. 

Costumes:	Classic Luigi
		Blue-Navy Luigi		<- My Fave
		'Tan-Weegee'
		Pink-Red Luigi

------------------------------------------------------------------------------
------------------------------------------------------------------------------
-------------------

Neutral A - Punch-Punch-Kick combo
2%,2%,4%

Straight from Super Mario 64 comes this A combo. Basic attacking. Luigi sure
enjoys plagiarising his brother.

The problem with this move is that it has enough knockback to end a combo, but
not enough to make it a potential killer. As such, it isn't really a move to
use in the heat of battle. Use other moves, this one isn't particularly good.
You could get a ground-based setup if you're cunning enough (with a quick
Grab Cancel).

* Grab cancelling the only real option
* Prodding possible, though not recommended

-------------------

Forward Tilt - Roundhouse Kick
13% > 10%

A basic roundhouse kick. Luigi pivots on one foot, bringing the other around
to slam into the enemy. A bit of lag at the end.

There's only one problem with this: the lag at the end. Otherwise it's a 
perfectly usable repulsion move. It comes out faster than F-Smash, but is
otherwise outclassed. Angled attacks can be useful here.

* Mostly for repulsion, otherwise not used much

-------------------

Up Tilt - Spinning Uppercut
10% > 8%

Luigi punches into the air and spins. Moderate damage, KB and hitbox. It's a
basic juggle with a bit more oomph. It has some dodgy ending lag.

...which reduces it's value as a juggle. The power isn't really something to
write home about, but as a juggle, it serves its purpose, with a nice helping
of hitstun and basic knockback. It loses its value later on, as the knockback
stacks up too high to really make it a combo starter. Earlier though, it has
nice stun, limited KB, and enough power to make it a greatsetup for aerial
opportunities. However, really early on, it lacks this, so I suggest using
other moves at single digit percentages.

* Decent mid percent aerial setup
* Unusable at low-damage due to insufficient KB
* Unusable for comboing at hi-damage due to too much KB

-------------------

Down Tilt - - Crouching Kick
12% > 9%

Luigi sweeps the ground in front of him with a foot stab. Basic Down A. A bit
of dodgy lag at both ends. Decent KB, and it sideswipes.

The main (minor) problem with this tilt is the attack hitbox, which is tiny.
It makes the enemy fly off at a low angle, which would be useful, but just 
doesn't have much use in combos. Edgeguarding with this is hard to do, but 
rewarding.

* Edgeguarding only, perhaps rare wall combos.
* Faster than Mario's, but smaller hitbox

-------------------

Dash A - Slappy Chappy (what a name :D)
10% > 8% (multiple hits)

Luigi runs forward whilst slapping the air wildly. Moderate recovery lag, no
knockback whatsoever.

Easily the worst dash move in-game. No knockback, negligible damage and a
MASSIVE opening to be bashed badly. Stay away.

* Don't use, it has too much risk attached and little to offer

-------------------

Neutral B - Luigi Fireball
7% > 6%
Projectile Type

Luigi shoots out his varient of the Fireball. It's green (pretty cool), but
unlike Mario's, isn't affected by the laws of gravity. It goes in a straight
line (horizontally), but still bounces. An alright projectile due to virtually
no lag and okay damage, but it's pretty pointless for approaching.

Good job Nintendo, you wiped out both of the easy Mario approach techniques.
Use it on the ground or if you're intercepting. Otherwise just throw it in to
annoy or when edgeguarding. Because Mario's Fireball was already so good, even
this nerfed version managed to do okay.

* Okay baiting, interesting edgeguard option
* Low lag on both ends

-------------------

Up B - Super Fire Jump Punch
25% OR 1% if it misses

Luigi flies upwards with a fist raised. Like Mario's but with a surprise... :D
Causes helplessness after reaching the top.

Looks like a downgraded version of Mario's Super Coin Jump...but...walk right
up to an enemy and use it. KABLAM! Instant super smash effect with real fire!
However, miss with it and you're (1: vulnerable and (2: humiliated. Combos can
lead into this, giving Luigi an un-Mario flavour. Works in mid-air too, which
is the finisher for most of Luigi's fun combos. When recovering, you can mod
the way you fly. For maximum vertical distance, just put the command in and
don't hold any direction. For a bit of horizontal distance, hold the relevant
direction after inputting the command.

* Important low-damage kill for Luigi
* Can be set up in a large number of ways, the most of any power hit
* Once mastered, a spectacular finisher 
* Facilitates easy shield-breaks

-------------------

Down B - Luigi Tornado
14%

Luigi spins crazily, smacking hapless enemies away. Can be used for vertical
recovery if you mash the button. Excellent KB. The last hit where he faces
the screen is a tad stronger in KB than the rest of the move.

Luigi's odd jump takes time to get used to, but once you do, this move will be
hell for the enemy. The difference between his and Mario's? Luigi's hasn't got
the initial vacuum effect, and is increased in power by a huge amount. Also,
it hits an enemy upwards on a diagonal path.

* Extremely interesting, with a very long duration and a hard hit
* Always hits enemies upwards, good high in the air
* Final hit the strongest of all hits
* My personal favourite move

-------------------

Neutral Air - Flying Kick
11% > 9%

Luigi does a sexkick. That's all. 

Basic, effective aerial. Good knockback, alright damage, multiple hits if 
you're lucky. Good for edgeguarding, though F-Air is a touch better. You can
throw this in almost anywhere when playing Luigi.

* Outclassed in most areas except duration
* Damages the back as well
* Basically a fallback option

-------------------

Forward Air - Corkscrew
12% - 10%

Luigi spins forward, feet first, head at the back. Only one hit KBs.

A good damager and edgeguarder, though the hitbox is awkward to start with. 
Master it and you have one powerful weapon right there. In truth, it actually
has a large hitbox, which even encompasses the back of him. 

* Standard power aerial, used for edgeguarding or makeshift KO
* Works well as a finisher with U-Air chains, though Up-B/Down-B are better

-------------------

Back Air - Back Kick
12% > 9%

A simple backwards kick. Just a F-Air with a different hitbox.

Very useful, never neglect it. Good knockback, nicely placed hitbox. It has
more or less the same hitbox as F-Air, only backwards. 

* Similar to F-Air, but slightly smaller hitbox
* Has a less-varied KB spread, more consistent than F-Air

-------------------

Up Air - Backflip
12% > 9%

Luigi flips upwards, causing enemies to go with him. Weak vacuum effect, basic
everything else.

The original U-Air attack. An upwards smack with sufficient knockback to deter
a counterattack. Useful for juggling. The knockback is fairly low at moderate
percentages, which lets you set up well for other aerials. Once short hops,
Z-cancelling and fast falling are mastered, this is a hell of a juggle. Luigi
has better finishers than Mario does, so this move is extraordinary in the
hands of an expert.

* MUST be mastered to use Luigi at his best
* Exceptional juggle at mid-damage
* Links up to finishers quite well

-------------------

Down Air - Spiral Kick
Up to 24%

A good D-Air with alright knockback and the funny screen skip that comes with
multi-hitting air combos. 

Use in midair to drag opponents down and (with decent timing) deal excellent
damage. Very usable, never forget it. Z Cancel leads into combos, or you could
just go straight into another aerial if it ends in mid-air. There are a myriad
of ways to make this move work. Remember, you have to Z-Cancel if you hit the
floor. Short hopping generally works well with multi-hitters, remember that.

* Excellent drill in Luigi's game
* Has a myriad of functions: damage-stacking, combo setup, edgeguarding
* Good lead-in to a number of finishers

-------------------

Forward Smash - Super Punch
17% > 12%

A powerful whacking punch attack. Luigi's fist expands as he punches. Great
knockback, average hitbox and lag. 

Useful, but I prefer Down Smash. It has remarkable damage and power, yet I 
feel it's missing something big. The hitbox is a little small, otherwise it'd
be great. Also, range isn't particularly noteworthy. It can be angled to get
a better upwards range, but that isn't really important. 

* IMO, inferior to D-Smash, which has similar hitbox and KB, but is faster
* Fairly fast for a power attack 
* Has deceptive range

-------------------

Up Smash - Super Headbutt
19% > 14%

A headbutt attack to the air directly above Luigi. Insane knockback, but hefty
recovery lag, and a bad hitbox.

Still pretty damned strong. Luigi's a bit taller. Use it well. Getting a hit
with or without a combo is devastating. It has high priority too. The only
drawbacks are the long period of lag and the small hitbox. Mario's is still
a touch stronger, but Luigi gets his Fire Jump Punch and Tornado.

* Powerful U-Smash, great mid-damage KO move (though Up-B is better)
* Has a deceptively large hitbox
* Comes out fairly fast for a power hit

-------------------

Down Smash - (Super) Breakdance Kick
17% > 2%

Mario's breakdance kick! Hits both sides (one after the other) with reasonable
KB and power. Yeah, Luigi stole it. Whatever.

Useful, very useful, considering his other smashes have far less area to hit
with. Use often. Perhaps even as your primary KO move. The attack to the back
(woo rhyme) beats roll-abusers, and the hitbox is just plain good. KB is 
actually more or less equal to F-Smash, but the longer animation could hurt in
the long run.

* Standard smash with decent hitbox, speed and KB
* Counters dodge-rollers, low recoverers, good fallback move

-------------------

Grab - Snatch
N/A

A basic Forward Throw, no real windup or recovery lag.

Basic. Use it a lot, it's a good damage racker.

Same deal as Mario: All situation. F-Throw is stronger, which makes Luigi even
more of an oddity.

* Basically used to start edgeguarding, move a foe or repulsion
* F-Throw is slightly stronger

-------------------

Forward Throw - Spinaround Launch
16% - 12%

A spin followed by a powerful throw forward. Good distance covered.

Luigi's F-Throw is unique in that it's stronger than his back throw.

-------------------

Backward Throw - Bowser Style Launch
12% - 9%

Luigi's been taking hero lessons. Remember throwing Bowser in SM64? This is 
the throw. You end up throwing behind where you were facing. It's not quite as
powerful as Mario's though.

-------------------

Rising - Breakdance Rise
6% > 5%

Luigi spins around as he gets up from the ground.

Well, you obviously want to use this if you're not dodge rolling to one side.
I mean, it's this or getting up without a hassle.

-------------------

Ledge Rise - Cartwheel Flip
6% > 5%

Luigi flips up on the ledge with one hand, then cartwheels, kicking out.

Meh. It's a ledge rise, simple and clean.

-------------------

Tired Ledge Rise - Desperate Kick
6% > 5%

Luigi clambers up slowly, then lashes out with his foot.

Well, he is tired...

-------------------

Shield - Bubble Shield
N/A

Luigi's Bubble Shield. 

-------------------

Dodge Roll - Commando Tumble
N/A

Luigi prepares to dive, then rolls quickly.

Use often, self-explanatory.

-------------------

Taunt - Bashful Kick
1% (no kidding)

Luigi kicks the ground, like he lost a contest. He's always 2nd place, or so
they say...

It deals damage!!! 1%! Take that, ignorant fool! Obviously never use it as a
damager. It has next to 0 knockback, in the zone where it's useless.

Note: this is the only taunt in SSB 64 that deals damage.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~~~~~~~~~~~
Captain Falcon							mcpawnch
~~~~~~~~~~~~~~

Origin:			F-Zero
Entrance:		Rides out in his Blue Falcon and jumps out
How to Unlock:		Beat 1P mode in less than 15 minutes.

Captain Falcon, the expert bounty hunter and F-Zero pilot, is thrown into the
fray, and it suits him to no end. Developing his own designer line of awesome
moves, Captain Falcon earns his name as he soars, punches and dives with the
best of them. FALCOOOON...PAWNCH!

Tier Ranking: 4th

Running Speed:		Fast
Horizontal Movement:	Low
Initial Jump:		Moderate-High
Second Jump:		Moderate
Weight:			Heavy

Easily one of the more annoying characters, Falcon comes equipped with what is
arguably the best B set in the game attackwise, plus a bunch of aggravating
aerials. The lack of projectiles doesn't stop him - his speed makes him a
projectile! With two fun grabs and a set of deadly aerials, he is a force to
be reckoned with. And don't get hit by that Falcon Punch. His recovery is sort
of dodgy though.

Falcon revolves around ground to aerial work. Not ground, not aerial, the bit
in-between. Strangely, his best finishers are either high in the air or set
right on the ground, but as for everything inbetween, it's in the transit zone
in the middle. He has a spike, decent smashes and good aerial play. Use his B 
attacks and aerials well and he can dominate, but don't abuse any attack in 
particular. All his attacks are pretty much combo orientated. Learn them and
you have a devastating weapon to use. You can actually paste all his B moves 
in frequently, unlike some characters.

Costumes:	Captain Falcon
		Blood Falcon
		Dark Falcon		<- My Fave
		Pink/White Falcon

------------------------------------------------------------------------------
------------------------------------------------------------------------------
-------------------

Neutral A - Punch Punch Knee > Falcon Jab Storm
3%,3%,4% > 1% repeatedly

Falcon does a double punch followed by a knee attack. This is then followed
with a flurry of jabs.

Amusing, like all infinites. Don't use it, Falcon has so much more to do.

* Falcon has a lot of options that beat this thoroughly

-------------------

Forward Tilt - Jab Kick
13% > 10%

More or less Fox's Forward Tilt, but manlier. Fast and alright KB. Slightly
slower than Fox's though. 

Usable, but it seems to be forgotten amidst the aerial frenetics. It's faster
and more standard than his high range F-Smash, which means it can be thrown
out as a basic attack. It's usable for repulsion too.

* Basic grounded repulsion, okay fallback
* Interesting range, but not really a KO move

-------------------

Up Tilt - High Kick
14% > 12%

More or less Samus's Up Tilt, but with less knockback (does it matter?).

Hi Samus. I mean, what a unique move :D! Useful-ish. If you can get it at
point blank range, the kick hits twice in succession. The first hit is a 
vacuum hit, the second smacks them away. Usable, but outclassed. The large
range is the only thing that really speaks for it.

* Long duration and okay KB, makes an interesting edgeguard/repulsion

-------------------

Down Tilt - Crouch Kick
11% > 9%

Basically Kirby's Down Tilt. How creative, Nintendo. Captain Falcon crouches
and kicks out. Low trajectory, and basic everything else.

Edgeguarding use. Other than that, it's just an arbitrary move. It is fast
enough to throw in during match play, so if you want to use it, by all means.

* Decent if you can get it in, an alright edgeguard if it comes to that

-------------------

Dash A - Power Tackle
12% > 10%

Samus's Dash A. Falcon charges, shoulder first. Decent KB and power. A touch
of lag at the end.

Captain Falcon is a lot more clone-ish than I first thought. Anyway, I'll try
to omit all the references to other characters. This is definitely an approach
choice. Captain Falcon is a diverse character when it comes to approach. If
you fear short hops leave you vulnerable, or just don't like short hops, this
can work too. 

* There are better options, but this is good at hi-damage to start edgeguards

-------------------

Neutral B - Falcon Punch
9001% (just kidding)
24% > 18%

Captain Falcon draws his arm back, charges power and releases a fiery falcon
from his hand. Indescribable knockback and good power. Has a lot of windup lag
but that's expected. Recovery lag is rather long too.

Falcon Punch! This is one of the strongest smash moves ingame, and you may be
(hell, you WILL be) tempted to abuse it, unless you know better. In reality,
this move is actually quite hard to use. The knockback is only slightly better
than his Flame Roundhouse (F-Smash), which comes out faster as well. Why use
this at all? Well, the main reason is that you can use this in the air. That's
probably the primary reason (past mindgame play). Anywho, did I mention this 
can KO Jigglypuff at 25%? Two Falcon Punches will finish a Puff player. Also,
this can aid in recovery - Falcon Punch, when angled up, can give you a slight
vertical boost. Don't use it directly next to the stage, the lag will kill you
- just Dive instead. I still suggest not using it much in combat. 

* A few combos lead into this, but there are better all-round options
* Very amusing edgeguard
* Mindgames involving this are fun

-------------------

Up B - Falcon Dive
20% > 15%

Captain Falcon springs into the air with an adrenalin rush. Or pure ego, if
that's what you want to think. He is quite egotistic. Anyway, he somersaults, 
then plummets if he hasn't found a ledge, or better, a target. This is a grab
move, so if any poor soul gets in the way, they will be grappled and released
as if smashed with a 'YES!' yell to accompany. If Captain Falcon grabs a foe
with this attack he can immediately use the attack again. Fairly poor vertical
recovery, but the power and grab attribute make up for it. Causes Helplessness
if you miss.

This is like an aerial grab with instant release. If used you fly in an upward
path, but you can change that with the Control Stick. If used when close to an
enemy, Captain Falcon homes in on them and grapples. Don't underestimate the 
power of this move. It's almost equivalent to a smash attack, and if you have
fast-falling down pat, a confusing edgeguard. Yes, that's right. You can also
repeat the attack if you get them, you know. Be careful, as it does cause
helplessness. Note that this attack works VERY well if you want a B-Throw
effect in the forward direction when facing the enemy.

* Good aerial finisher, has good synergy with Falcon's U-Air
* Don't be afraid to use this to edgeguard, hitting means you can use it again
* Knockback is quite high for an aerial
* Grab and slight homing attributes give it interesting priority

-------------------

Down B - Falcon Kick
15% > 12%

Captain Falcon speeds forward in a rush of dazzling flame, yelling out "Falcon
Kick!" as he does so. He covers a lot of ground with this move if it's used on
the ground. If used in the air, he plummets at roughly a 45* downwards angle
in the direction he was facing. Damage remains the same. Knockback is fairly
mediocre, but damage is okay. 

Remember how I said Falcon had no projectiles? I was wrong: this used on the
ground is akin to a projectile, albeit a fairly short ranged one accompanied
by an infuriating yell. If you end up on the ground after using it there's bad
lag to pay, but if you end up in midair (even just off a small cliff) you have
regular falling status, which is easily preferable. Remember, Captain Falcon
will always fly directly ahead, unaffected by gravity, if he uses this on the
ground. The knockback isn't bad either. If Captain Falcon strikes a wall he'll
kick off as if he completed a Falcon Dive. There's one thing to note: a Falcon
Kick started in the air will have much greater knockback if he finishes the
fire kick and somersaults to contact, landing just on the ground. However, by
this time the fire will have disappeared, reducing priority to almost nothing.

* Fun little edgeguard
* Unexpected most of the time, giving it somewhat of an edge

-------------------

Neutral Air - FALCON Flying Kick
16% > 12%

Basic sexkick. Average everything, except duration, which is above average, 
and power, which is surprisingly high.

It's surprising how useful this move is. Falcon has a couple setup hits that
work in tandem with this, and the knockback, power and attack speed are all
good enough to be used. Actually, on second thought, I recommend it highly.

* Surprising KB, a decent KO tool if the enemy survives to hi-damage
* Can be used for short combos at low-damage/with walls

-------------------

Forward Air - FALCON Double Sweep
10% x2 > 9% x2

Falcon kicks out twice. The second kick has slightly better KB, but otherwise
it's just a decent double kick.

Use it often, it's a combo portion and very usable. The damage is nice, and
gets better if you can hit with both kicks. It's long in duration, so can be
used for approaches. 

* The more difficult-to-use of Falcon's two aerial combo moves
* Very rewarding when mastered and done correctly at low/mid-damage
* Has several decent setup options

-------------------

Back Air - FALCON Elbow!
14% > 12%

Falcon elbows backwards. Quite basic, but powerful too. Landing lag bites.

The good captain elbows back harshly. The power is nice, the hitbox is sorta
hard to work with at first. I had a lot of trouble learning the timing for
this move.

* Good power hit for finishing hi-damage foes
* Good hit-and-run, if you don't like combos for some reason

-------------------

Up Air - FALCON Flip Kick
20% > 15% <- That's with a perfect hit on the foot.

Falcon does a backwards flip, dealing *restricted* (I'm emphasizing that) KB
and mild vacuum at lower percentages. Huge hitbox though, which is great.

A primary combo move at lower percentages. At higher ones it's a power hit
that just doesn't cut it. If you've played him like I have you'll know that
it takes the enemy (assume Mario) to 160% or so before they die from a basic
hit from this (not a perfect hit, which is sorta hard to get against humans).
Still, it's extraordinary what Z-cancels and short hops can do with this move.

* When mastered, possibly the best combo move in-game (cannot be DI'ed much)
* Leads right into several other moves
* Should be used at mid-damage for combos
* Has multiple trajectories, up, forward and flat backwards
* Up is the primary one for comboing
* Forward is the rarely used one for occasional KOs/failed timing
* Flat backwards can KO, edgeguard or repel once done right

-------------------

Down Air - FALCON Stomp Spike
14% > 11%

El Capitano steals DK's D-Air...ooh, I'm sorry, I promised not to do that. 
Anyway, it's a TOTALLY UNIQUE SPIKE with a smaller hitbox than WHAT IT MAY OR
MAY NOT HAVE BEEN ROUGHLY BASED OFF, due to that model having a larger body.
Basic spike, with less duration than THE POSSIBLE DRAFT OF THIS ATTACK.

It's sorta hard to use unless you short hop. It's that simple. There's a 
variation on the Ken combo from Melee using CF's U-Air > D-Air, but that only
works at a moderate percentage. It's a simple spike, and it works, but the
hitbox is hard to use in combos once the enemy rises above 100%. You could
fall back and use it to setup attacks by pounding foes into the ground.

* One of Falcon's best shots at edgeguarding
* Rebound spikes are an idea to KO hi-damage foes
* Has a few combos that lead into this

-------------------

Forward Smash - FALCON Flame Roundhouse
18% > 16%

Captain Falcon swivels and kicks out with all his leg length. Hitting the
enemy spouts flames. It has excellent KB, even better range (though a Pikachu
crouching underneath it can dodge it) and lag that doesn't suck as much as
you'd think. 

Used for KOs at those high percentages. I remember someone saying Falcon has
trouble KOing at moderate-high percentages. If you ask me, it's all about
landing this move. Or Falcon Dive. Or B-Air. But then again, I'm a noob. This
is one time where I recommend angled moves, as a low-angled attack covers just
as much distance (okay, maybe a bit less at the tip) but also hits crouching
Jigglypuffs. 

* Very good range, possibly the safest Pivot smash there is
* Good damage and range, KO tool at hi-damage

-------------------

Up Smash - FALCON Rocket Elbow (^_^)
17% > 13%

Falcon pivots on his foot and elbows upwards. The hitbox is fairly small, but
if you can land this, combo opportunities start throwing themselves at you.
Basic damage, and fair power. Little lag allows repeated use to rack up some
damage.

Marvellous. This move is a fantastic combo starter. Enemies hit into the air
are totally susceptible to any number of dangerous aerial attacks, such as
U-Air, D-Air or F-Air. As stated before, Falcon relies on moves like this to
start those 0%-KO combos, which he is perfectly capable of. The Running
Smash's efficiency is embodied by this move. Or Fox's, whatever.

* Excellent low-damage setup, works at mid-damage vs heavy foes
* Can be repeated to rack up damage at low-damage
* Never use to KO, or after mid-damage for that matter

-------------------

Down Smash - FALCON Swivel Sweep
16% > 12%

Falcon sweeps the ground in front of him, then the ground behind him. Yes, I
know this is a lot like Samus's D-Smash. Decent damage and hitbox, and KB is
enough to start combos at lower percents. 

Okay, I'll stop with the FALCONs. This is a relatively basic move, but that
doesn't stop it from being fairly effective. It's probably not as important as
any of CF's other moves, but it can still damage. It doesn't KO well, due to
an upwards knockback trajectory, but that's okay. It sets up nicely at lower
percents, especially if you get the second sweep (behind Falcon) to hit.

* Pretty silly, especially as it's hard to get any combos started from this
* Not much outstanding, perhaps if the enemy is an incessant dodge roller
* Trajectory could open opportunities if you're fast enough

-------------------

Grab - Snatch
N/A

Fast and sort of short-ranged. Falcon is fast though. Combo starter, use it
often.

Falcon's F-Throw is a great combo starter, whereas the B-Throw gets them off a
ledge or simply puts space between the two of you. 

* F-Throw is one of the best combo starters there is, because it's a throw :P
* B-Throw can KO if you're near an edge, or at least set up an edgeguard

-------------------

Forward Throw - Bounce Throw
12% > 10%

Falcon SLAMS the enemy on the ground, and he/she bounces up from it. Bad KO
potential, but starts Falcon's all-important combos.

-------------------

Backward Throw - Backdoor Kick
16% > 12%

Falcon swings the enemy behind him and lashes out viciously. The KB Throw.

-------------------

Rising - Swivel Kick
6%

Falcon swings onto his head and spins his legs to hit nearby foes.

-------------------

Ledge Rise - Low Boost
6%

Falcon jumps up, lashes out a leg, then clambers on.

-------------------

Tired Ledge Rise - Desperate Punch
5% > 4%

Struggling, the Captain clambers on and does a weakened punch.

-------------------

Shield - Bubble Shield
N/A

No comment.

-------------------

Dodge Roll - Commando Flip
N/A

Falcon rolls like a man. 

-------------------

Taunt - Show me your moves!
N/A

Captain Falcon does a salute, saying "Show me your moves!"

This stupid taunt has spouted a fan following. Which includes me.

------------------------------------------------------------------------------
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~~~~
Ness								mcpkfire
~~~~

Origin:			Mother 2/Earthbound
Entrance:		Flies in with PSI Teleport
How to Unlock:		Beat 1P Mode on Normal Difficulty with no Continues

A telekinetically gifted boy from Onett, Ness is tasked with the quest of 
saving the world. Taking a break from his world-saving duties, he springs into
the fray bearing psychic forces and his trusty baseball bat and yo-yo. Will 
his psychic prowess be enough to aid him in this battle? 

A quick note: Ness didn't use the Yo-yo much in the game he's from - Mother 2
(or EarthBound for Americans). He also lacked PK Fire and PK Thunder - his 
friend Paula had those, not him. PSI Magnet was his own, though. He had no
hand to hand attacks whatsoever, but neither did Kirby or Captain Falcon.

Tier Ranking: 9th

Running Speed:		Slow-Moderate
Horizontal Movement:	Low-Moderate
Initial Jump:		Low
Second Jump:		Moderate-High
Weight:			Light-Moderate

I use him with reasonable skill on the Nintendo, but I'm horrible online, due
to the fact that I can't tilt at will, nor can I DJC as fast as I could. Or
He's spectacular if you're any good. He has two projectiles, super smashes,
great grabs and awesome airs. I like my alliteration. He also has (near)
perfect priority. Very fun once you get used to the game.

His strength is in spammy stupid comboing. Sorry, I just hate being the victim
of Ness combos. When playing, use DJC like a madman, and don't be afraid to 
take to the air. Unlike Yoshi, he has some semblance of a recovery...but not
much of one. All-in-all: aerials first, tilts and smashes second. You should
make strong use of all his aerials, but U-Air and D-Air are paramount. The 
others are meat-and-potatoes, forward strike, sexkick and back strike. Up and 
Down airs have (1: crazy priority and (2: good effect. D-Air is a great spike.
Ness's more useful smashes are his up and down ones, using a Yo-yo for great 
AOE. Not only that, but his bat is a useful powerhouse. His tilts are fun too.
Grabs are a staple of any Ness user, both as setup and kill-move.

Costumes:	Classic Ness
		'Bumblebee' Ness
		Orange-Green Ness
		Blue-Purple-White Ness 	<- My Fave

------------------------------------------------------------------------------
------------------------------------------------------------------------------
-------------------

Neutral A - Basic Combo
2%,2%,4%

Ness punches twice, then kicks. Mediocre in every single aspect, actually.

Don't use the whole combo. There's so much else you could be doing.

* Grab cancelling only, because seriously, why use this?

-------------------

Forward Tilt - Side Kick
10% > 8%

Ness turns to the side and kicks forward. Moderate damage, KB and hitbox.

Ness's second-best tilt. That said, his tilts are all pretty cool, so this is
still useful-ish. It's just harder to find an opening with.

* Interesting repulsion, but there are better moves to use

-------------------

Up Tilt - Volleyball Set
7% > 6%

Ness pushes upwards with both hands. The enemy is knocked a short distance
upwards, and is stunned for a decent period of time. Larger hitbox than you'd
think, and exceptional (I mean exceptional) priority. Has a bit of lag, so if
you miss, it could hurt. 

If I could mention one thing about this move, it would be the priority. It
breaks through almost anything, and if it doesn't break it, it'll cancel it.
A useful setup, especially combined with his DJC. It also has a very long 
duration, beating dodge rollers. It is a bit laggy, so if it misses, you might
regret it.

* Can be repeated at low-damage, used to setup KOs/juggles
* Very long duration, very high priority
* Lag at the end can hurt if you miss

-------------------

Down Tilt - Crazy Feet
3%

Ness rapidly kicks out, fast as an infinite attack. Is an infinite attack if
repeated, but there is next to no KB.

When I said his tilts are pretty cool, I meant cool. Not good. Don't use it.
It's useless even for edgeguarding.

* Useless, don't bother with it, even against walls

-------------------

Dash A - Power Palm
12% > 9%

Ness pushes out his hand as he slides forward. Anyone in the way is knocked
back with respectable force. Nice duration and a very workable hitbox, as 
well as okay KB. 

A good move when you're unsure of what to do. It, like most of Ness's other
moves, has excellent priority, and will serve you well in conjunction with his
off-ledge edgeguard capabilities.

* Respectable power, speed and KB, possible edgeguard setup

-------------------

Neutral B - PK Fire
3% (7 hits)

Ness throws a layered ball of flame, yelling 'PK FIRE' as he does so. The psy-
flame burns for a while afterwards and if it hits something in midair, sinks
for a bit. It has dodgy lag, but hits multiple times and traps foes. If used
in midair the fire takes a more diagonal trajectory, but has the same effect.
The major problem with this is the lag that comes with the animation.

A useful projectile: unlike others, it still has an effect when cancelled.
Basically, Ness can trap the enemy, then rush in and grab, Smash, U-Tilt or
use any other combo starter you care to name. However, the lag that come with
using it can discourage you from using it too much. A bit of trivia:  Ness
never had this, nor PK Thunder. His friend Paula had both, whereas Ness was
more a physical attacker. This is in Mother 2, or EarthBound, by the way. A
great RPG for the SNES. I suggest playing it (*coughshamelessadvertcough*).

* Very interesting attack, but pray you don't miss - the lag hurts
* Sets up other attacks with a small (but usable) window

-------------------

Up B - PK Thunder
6% > 5% (ball), 27% > 23% (Electro Ness)

Ness shouts "PK THUNDER!" and a ball of controllable electricity shoots out 
and flies around (controlled by you) for a while. Ness is vulnerable while
using it, because he's concentrating so hard. Hitting an enemy or a platform
with this dissipates the thunder ball, making Ness wake up. If he's hit while
concentrating, the thunder ball disappears. If the thunder ball hits an enemy
while Ness is in midair, he goes into helplessness.

Ugh...this is why Ness is a annoying recoverer. Any character (bar Link or 
perhaps Yoshi) can jump out, run into the thunder ball, then jump back and sit
there taunting while Ness plummets. Wait...how is this a recovery? If you
direct the thunder ball into Ness, he'll zoom in which direction the thunder
ball was last sent travelling. The damage off this is extraordinary, as is the
knockback. The hard bit is getting the thunder ball to circle around and hit
Ness before you're hit and sent to kingdom come. The recovery distance is very
exceptional, as even after you finish flying in whichever direction, Ness will
somersault, getting a bit more height (more than often just enough). If you do
need to use it, get as far from the stage as you think necessary - any good
player can pursue and take you down fast otherwise. Many beginners find out
about this move and attempt to use it as a regular smash. Point-in-case, it'll
never work. The windup lag is potentially the worst in game, aiming is hard,
and if anyone sees it coming they should be close enough to dash and smack you
into a combo. As a regular move, NEVER use it. You might think: "Ah, I see 
where you're coming from. Idiot, I'll just cancel it out by sending the ball
into a wall, then intercept the enemy!" You try that. You will never recover
before a Pikachu, Fox, Captain Falcon, Mario or any other character, for that
matter, get to you and bash the living pulp through you. It is an overlooked
edgeguard though (when hit by this in the air, enemies get stunned and fall
for a bit. Plus it is controllable. In short, edgeguarding and recovery only.

In another note, I once killed a guy with this while he was in the middle of
Hyrule. He was fireball-camping at the literal edge of our TV screen, so I
spammed this. He shielded it, and a tornado came and blew him to hell :D

* Edgeguarding and anti-camper only
* Thunder charge is a risky but hilarious KO attack in the air
* Recovery aspect is AWFUL at high level play - ridiculously predictable

-------------------

Down B - PSI Magnet
N/A

Ness conjures up a barrier of absorbing energy, taking the power of any energy
projectile and converting it into health. There is considerable lag on both
ends, but this is the only way you can restore health without items on any
character. 

I thought it might have been PSI Shield, but that merely reduces damage. This
move is rather dodgy - if it came out and went away faster, it'd be great. In
reality it's hard to time, has bad lag, gives away a free grab (which is more
damage than you'd normally recover) and doesn't recover enough to make it that
great. Only if a Mario or Pikachu feels like spamming should you use this. Or
if Samus has a Charge Shot ready. Just counter certain projectiles with it.

* Ledge-cancelling actually works with this, absorb fireballs :D
* Not very useful unless you're vsing a projectile camper (Fox)

-------------------

Neutral Air - Jump Kick
14% > 11%

Ness kicks both his feet out, providing a screen of attack frames. Basic
sexkick with slightly more damage than normal. Decent priority.

Use as you would any other sexkick. The hitbox is rather small, but it's still
a move to consider when under pressure.

* Interesting in DJC, more powerful than F-Air
* Fastest anti-combo move for Ness, mash A when being comboed
* Decent edgeguard move

-------------------

Forward Air - Force Palm
12% > 9%

Ness pushes his hand out. An average forwards hit, moderated in most aspects.
Decent priority.

You can get a combo from this if you're good, but it's more or less a basic
F-Air. Not that that's a bad thing.

* Faster than most other aerials, usable for a hit+run
* Can be DJCed fairly well, though the timing is slightly difficult

-------------------

Back Air - Kick-o-sault
16% > 12%

Ness kicks backwards, then flips to his falling state. Basic B-Air.

These descriptions are getting shorter. It's just a B-Air with short duration,
decent power and KB, plus an alright hitbox. Usable for KOs, though most Ness
players (myself included) prefer something more showy (eg. D-Air).

* Basic aerial, nice to use, okay repulsion
* Harder to DJC, as it's the slowest of his aerials in initiation

-------------------

Up Air - Headslam
12%

Ness headbutts above him. Extraordinary priority and great knockback. It's 
fast too. His head seems to expand as he headbutts.

I don't think my description gave this move what it deserves. It has absurd
priority, breaking things like Link's D-Air without recoil. In addition, it
has excellent KB, plus a nice fixed damage. It's a juggle at lower percents
and a surefire KO at higher ones. Indispensable for any resourceful Ness.

* Good juggle at low damage, extraordinary priority
* Interesting hi-damage KO move, KOing from the ground at about 140%
* No landing lag, so it can easily be used as you hit the ground

-------------------

Down Air - Power Stomp
15% > 12%

Ness stamps downwards with one foot, which has extremely forceful downwards
knockback. Decent power and almost no lag, but a fairly small hitbox. Has no
landing lag, I believe.

When Ness puts his foot down, bad things happen. This is a ridiculously fast
and powerful technique, and in conjunction with Ness's long recovery, spells
death for many a recovering foe. Honestly, DJCing this move is scary when done
correctly, opening up plenty of attack options.

* Extremely powerful spike (in the literal sense), huge rebounds
* Your fun shield-shattering DJC move, if you can do it that fast
* Sets up KOs with the rebound at hi-damage, deals damage fast at low-damage
* Easy to escape if you're familiar with it

-------------------

Forward Smash - SMAAAAAASH!
18% > 14%

Ness summons his Guts and swings mightily with his bat, causing the air to
ring with what surely would be a home run ball. In short, he slams whatever's
in front of him with his baseball bat. Short range, but good power and usable
speed. It reflects any projectiles if you time it right.

I don't use it much, mainly since it's sort of slow and the range isn't much.
There are better moves, but there are definitely worse. The power is good, but
it's not as if Ness has trouble dealing damage in other ways.

* Almost pointless in comparison to F-Throw, DJCing
* Novelty use against projectiles

-------------------

Up Smash - Around the World
17% > 13%

Ness flicks the Yo-yo in an arc motion around his head. The damage is notable,
but the hitbox, priority and speed are also quite good. KB is rather low.

I don't use it much, only to guard against aerial attacks. It just seems weak
in comparison to Ness's other moves. Still usable, as the low KB aids juggles.
Also, the hitbox and priority can shine if you're against an aggressive foe.

* Very low KB, usable for setup at mid-damage
* Don't overuse at low-damage, as KB isn't really that good
* Extremely large hitbox, with two main trajectories - up and behind
* Very last hit has a low trajectory
* Amusing edgeguard with the back hit, akin to Falcon's U-Air edgeguard

-------------------

Down Smash - Walk the Dog
15% (back and front) 

Ness flicks the Yo-yo behind him, then wheels it forward before retracting it.
Above average in everything, but has a long duration.

A pretty useful smash, as the power is nothing to be laughed at, the hitbox is
very large, and the KB is quite significant. The duration and range are very
useful. An all-purpose smash. Note that it has quite a low hitbox.

* Very difficult to avoid, and a unique hitbox with decent power
* Excellent two-sided range
* Good edgeguard move, good KO move at hi-damage
* Fall back on this if you need a power hit

-------------------

Grab - Snatch
N/A

Ness psychically grabs at an enemy. Less range than you'd think for a psychic
grab attack. 

Ness's throws are quite powerful, not to mention fast. They have awesome KB to
boot. I don't suggest spamming them, but frequent use is great. Smart foes can
dodge this with a change in strategy.

Situational throws. Use them at an edge or something. Or just send them in the
direction you find suitable.

* God-damned powerful, both of which set up spike-kills at 0%
* Great with or without walls
* Two of the strongest throws KB-wise overall in the game

-------------------

Forward Throw - PSI Throw
16% > 12%

Ness concentrates and spirals the enemy around, then blasts the enemy away
with his mind.

-------------------

Backward Throw - PSI Launch
16% > 12%

Ness reverses the enemy, focuses a bit, then blasts the foe backwards with a
bang. 

-------------------

Rising - Headbang
6% > 5%

Ness gets up, then swivels, using his head to slam anyone surrounding him away
(what a big head he has, by the way).

-------------------

Ledge Rise - Cartwheel
6% > 5%

Ness gets on and cartwheels to knock any enemies away.

-------------------

Tired Ledge Rise - Desperate Lash
6% > 5%

Ness clambers up, then swiftly kicks out to counter any edgeguarders.

-------------------

Shield - Bubble Shield
N/A

Lol @ you if you're reading this.

-------------------

Dodge Roll - Commando Roll
N/A

Ness performs a basic dodge roll.

-------------------

Taunt - O-kay!
N/A

Ness puts his hands on his hips, nods and says "O-kay!".

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~~~~~~~
Jigglypuff							mcjiggs
~~~~~~~~~~

Origin:			Pokemon Red/Blue
Entrance:		Bursts out of a Pokeball
How to Unlock:		Complete 1P mode and defeat her in 1v1 combat.

It's the pink puffball Pokemon Purin! (Purin is Jigglypuff's name in Japanese)
Again with the alliteration. Jigglypuff uses its natural attributes and talent
to fight, using its floaty strikes, sleep-inducing voice and devastating power
release (Rest) to astonishing effect. Not normally a fighter, Jigglypuff tries
its best to suit itself to the position it's in. Can it succeed against the
other fighters of Nintendo? Let's wait and see.

Tier Ranking: 8th

Running Speed:		Slow-Moderate
Horizontal Movement:	High
Initial Jump:		Moderate-High
Second Jump:		Moderate-High (Low x4)
Weight:			Light

Very fun, no doubt about it. Jigglypuff has lots of jumps, like Kirby. Unlike
Kirby, it lacks a recovery attack, which discourages some people. However, its
horizontal recovery is far and away the best in the game. (Kirby sucking in
Jigglypuff doesn't count). Recovery aside, it has some nice insta-cloned
attacks, most of which are cloned from Kirby. Her B moves are rather different
to others: Pound is an aggravating sideways smack which takes getting used to.
Sing makes enemies fall helplessly asleep, and Rest is the infamous super-kill
move. Yes, super-kill move.

Use Jiggly's aerials and jumps as much as possible. She was never a favourite
of mine, simply because she's so light and has to spend a lot of time in the 
air to make non-cheap combos. Her aerials are good, and she has a great setup
attacks in her F-grab. Not only that, but nobody ever expects Sing. If you use
it well in the middle of a combo, the enemy is rendered helpless. Here comes
the smash. At higher levels, just aerial your way to victory. I can't really
guarantee you can win every time by following my advice, as Jiggs needs some
mindgames to really make her work.

Costumes:	Classic Jiggs
		Blue Bow
		Green Bow	<- My fave
		Red Bow

EDIT: I have successfully come up with Pokemon moves that suit all her moves.
      I am greater than life itself :D

------------------------------------------------------------------------------
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-------------------

Neutral A - Doubleslap
3%,4%

Jiggs slaps twice, with fairly low range. Okay, not a slap, a punch. Pretty
low everything.

Not worth using, period. Jiggs doesn't have any tricks that make other N-A
attacks usable.

* Sort of pointless, since Jiggs can't really do much from it

-------------------

Forward Tilt - Brick Break
8% > 6%

Jiggs spins and puts her foot out as she does do. Anything that gets hit by
the foot is...well...hit. Average knockback, mediocre damage.

Pretty usable, as it's faster than F-Smash and isn't quite as KO based, which
suits Jiggs pretty well. You can put it in many places, as there isn't much
lag and you can follow up pretty well. And about the name, I've decided to use
Pokemon moves, and you can SO imagine a Jigglypuff cracking a brick with this
sort of calm.

* Mediocre, but usable in a pinch
* Pretty okay fallback, but the damage is unusually low
* Sets up edgeguards at hi-damage, don't expect any flat-out KOs

-------------------

Up Tilt - Flail
10% > 8%

Jiggs flicks her foot above and behind her head. Hitbox goes slightly in front
of her, but mostly behind. A fast juggle attack, with average damage and low
knockback to aid juggles.

A quick, easy juggle that goes well with Jiggs. A lot like Kirby's, only Jiggs
has a smaller foot, so less hitbox and priority. Still a damn fast juggle, and
easily one of the more user-friendly juggles in the game.

* Very nice juggle at low/mid-damage, works well with her aerials
* Sets up Rest or aerial chains leading to Rest :D

-------------------

Down Tilt - Low Kick
10% > 8%

Jiggs kicks out from below while in a deflated state. Upwards knockback. Very
basic knockback and damage. Lag appears at the end.

A strange move. I find it interesting to use, as the trajectory and power are
pretty unique. A slight upwards hit in front of you is always useful, and good
Jigglypuff players can probably put this to use. At medium damage, the hitstun
is good enough to let you keep comboing, but otherwise it either knocks the
enemy too high or doesn't have enough hitstun/distance.

* Pretty silly in most scenarios, can setup KOs at mid-damage
* Don't use at low-damage, or you'll be punished

-------------------

Dash A - Slam
10% > 8%

Puff dives headfirst at an enemy, recovering quickly. Nice, large hitbox, OK
KB. Low lag at the end, which is nice.

Well, it's worth a shot. It's a quick move with decent hitbox, plus you move
forward and have little lag to deal with. There are better approaches, but you
can't really go wrong with a good dash repulsion.

* Fast and usable, sets up edgeguarding at mid/hi-damage
* Basic approach, generally unexpected at higher levels

-------------------

Neutral B - Pound
13% > 10%

Jigglypuff prepares for a moment (stopping all regular momentum, bar the type
that comes from being smashed away hard) and pounds forward. She stops falling
or rising when she uses this. This makes her the best horizontal recoverer in
the game, alternating between a jump and this. The damage isn't bad at all,
but the priority is downright unfair. It can stop a Giant Punch from DK.

Since I've never been a prime Puff player, I can't help you much with using 
this. I use it to annoy, since Jigglypuff has a crazy aerial game. Nobody 
expects this, from what I can tell, because I nearly always hit. Or maybe this
is just a good move to hit with, I don't know. The priority is something, but
usually I'm too busy trying to be on the offensive to even bother. It's also
a shield-breaker. Two hits will break any shield, even Yoshi's.

* Underestimated hitbox - it's very large, and moves with Jiggs
* Decent power and hitstun, as well as good priority

-------------------

Up B - Sing
N/A

Jigglypuff bursts into a rockin'...lullaby? Well, in the Pokemon games this
had an relatively low chance of sending enemies to sleep. It now does it with
100% consistency, provided you're right next to them. The higher their damage,
the harder it is to burst out (through button mashing). This only works on
foes on the ground, though you can use it in midair.

Pssh. I think this was supposed to be a key part of Puff's game, but it never
really got through once competition came out. You can use it to put high %
foes to sleep, then follow with...well, it's the next move down. Or start a
combo, I don't know.

* Best infinite combo ever, spam for success :D
* In seriousness, it's easy enough to button mash out of

-------------------

Down B - Rest
20% > 15% (does it matter?)

Jigglypuff goes to sleep. Defying belief, this actually has one of the highest
smash knockback values in-game. What? Yeah, I'm confused too. Jigglypuff must
be directly next to the enemy for this to work. If it misses (or hits) then 
Puff is sent into a temporary slumber, awaiting punishment. I swear to God
this merely replenished your health in the Pokemon games.

Devastating, but if you miss, you're dead. Plenty of combos lead into this,
but it's far more practical to use U-Air or a smash attack. Against DK or 
maybe Yoshi you might consider using it - they're big characters. The extra
power is useful, so use it against mid-damage foes. Otherwise there are much
better choices.

* Flashy, sometimes unneeded KO power
* Best at mid-damage, when U-Air/smashes won't do the job
* Teleport Rest/Techchase Rest/Off-ledge Rest are all super awesome

-------------------

Neutral Air - Mimic Kick
14% > 11%

Jiggs holds one foot out, presumably using some form of momentum to knock foes
away. Basic sexkick, nice damage too.

The KB is cool, as is the hitbox, which is surprisingly large. Jiggs can make
full use of the timing, due to her large number of jumps. About the name...she
may as well have copied it from someone else.

* Surprising hitbox, good off-edge edgeguard
* Decent at any damage level for damage stacking

-------------------

Forward Air - Jump Kick
13% > 10%

Jigglypuff takes a drill kick style attack, except it's a single hit. Pretty
much a stronger sexkick with a bit less duration.

Learn the hitbox and this will become useful. Or at least I think so. It's 
very nice for comboing, and can be repeated if used right. You can chase foes
to the blast lines with this, sorta like Pika's U-Air, only with less hitbox.

* Fairly low KB leads to interesting aerial combos
* Can be repeated at mid-damage for a pseudo-escort kill
* Sets up grabs/juggles nicely when used near the ground

-------------------

Back Air - Counter
13% > 10%

A short kick behind Jiggs. Basic backwards kick. The lag upon hitting the 
ground is noticeable, so remember to cancel.

Pretty nice, as it's fast, repeatable and basic, which gives it great synergy
with Jiggs' air game. I'd use it a lot, but that's just how I play. 

* Fairly bad hitbox, but decent speed
* Outclassed by other aerials, but still an okay edgeguard
* My personal favourite move on Jiggs (thanks to Melee WoP), but that's me

-------------------

Up Air - Dynamic Punch
16% > 12%

Puff slaps the air above her. Great KB, speed and, to a lesser extent, damage.
The hitbox is quite small.

This is a great KO move. It has synergy with Puff's multiple jumps, and can be
used as a juggle at low percents (in addition to the KO capability later on).

* Smallish hitbox, but good power and KB
* Good KO move at hi-damage, or even mid-damage
* Good fallback move when you need a finisher

-------------------

Down Air - Submission
30% (10 hits of 3%)

Jiggs spins rapidly, clocking up the hits. Enemies hit will be hit with a dose
of hitstun (hit x3, awful word use) in addition to the vacuum effect. Good 
damage, decent priority and a large enough hitbox to make it worthwhile.

Good for damaging or combos. In fact, this is a primary part of Jiggs' game,
as far as I can see (though that may not be very far). 

* Alright priority, good hitbox and decent approach option
* Leads into Rest, U-Tilt > Rest, U-Tilt > aerials > Rest
* Great at any damage level, being a combo setup early and a KO setup later

-------------------

Forward Smash - Mega Kick
16% > 12%

Jiggs kicks forward, wiggling her foot as she goes. Pretty good all around the
board, sort of like Kirby's F-Smash, only not as powerful or KB-heavy. 

A useful move, but probably not the best one in her arsenal. It gets a fair
amount of KB and has a good hitbox, but the best use of this is probably in
repulsion.

* Good fallback, with decent KB and hitbox
* Priority is quite easily overruled, be careful when using it

-------------------

Up Smash - Headbutt
18% > 14%

Puff does a powerful headbutt, bashing away everything directly above her. 
Excellent power, but a bad hitbox and minor lag. 

More or less Mario's U-Smash with less power and lag. Usable, since Jiggs has
a big noggin. A decent KO move, especially with the viability of D-Air.

* Excellent KB, good KO move from D-Air
* Interesting setup at low/mid-damage

-------------------

Down Smash - Double Edge 
16% > 12%

Puff pressurizes the ground around her, sending enemies flying away at a low
angle. Good damage, KB, plus it sideswipes.

As you can see, I'm really trying to use Pokemon moves as names. It's almost
as powerful as Double Edge is, but without the recoil. It hits both sides, so
I thought...well...meh. This attack is a nice one to throw in now and again.
It has good coverage, and enough power to merit use when possible. It comes
out fast and finishes fast, sorta like a quicker version of DK's D-Smash.

* Very good edgeguard, very good repulsion
* Low trajectory makes it a usable KO move
* Another good fallback for Jiggs

-------------------

Grab - Snatch
N/A

What do you know, Snatch is a Pokemon move too. Plus Jiggs can learn it.
Jiggs snatches at an enemy. Average range.

Jiggs has great throws. Her F-Throw is a setup, as it hurls the enemy straight
up. Her B-Throw has a low trajectory, and qualifies as a good KO move. 

* F-Throw sets up a whole bunch of things at low-damage, like D-Air and U-Air
* B-Throw is generally preferable from mid-damage onwards

-------------------

Forward Throw - Fling
14% > 11%

Jiggs twirls and throws the enemy straight up. A useful setup move.

-------------------

Backward Throw - Seismic Toss
16% > 12%

Jiggs flicks the enemy back and slams them on the ground, letting them fly 
away at a low angle. A good KO. 

-------------------

Rising - Double Kick
6% > 5%

Jiggs spins on her head and kicks out to both sides, then jumps up quickly.

-------------------

Ledge Rise - Rolling Kick
6% > 5%

Jiggs somersaults onto the edge, kicking foes away, then does a backflip (the
backflip doesn't actually hit anything)

-------------------

Tired Ledge Rise - Last Resort
5%

Jiggs clambers up, shoots forward, then flips back to the edge.

-------------------

Shield - Defence Curl
N/A

Jiggs has a surprisingly large shield. 

-------------------

Dodge Roll - Bounce
N/A

Jiggs bounces along the ground, dodging any foes in her way. It's fast.

-------------------

Taunt - Chatter
N/A

Jigglypuff bobs on the spot whilst facing the screen/background and says
"JIGGLYPUFF!"

In the Japanese version, she says 'Pu-purin!' instead.

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~~~~~~~~~~
Best Moves							awards
~~~~~~~~~~

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THIS PART OF THE GUIDE IS UNDER CONSTANT REVISION.

A section like this had to appear. It just wouldn't be right without one. 
This section deals with those moves that everyone has to apply properly to
truly master a character. These are all attack-related, so recoveries won't
be taken into account (or Up-Bs would dominate this section). In addition,
every move here will only be judged in use against human adversaries, for
comps will get owned by a simple throw and off-ledge hit. In addition, moves
that have a only a couple of useful applications, but are outclassed in
other places, will probably not be winners. So, without much further ado, I
present what I believe (this is quite opinionated, so feel free to argue) to
be the three most indispensible moves of each character, and the reasoning
behind them. There are three runner ups, which are very useful, but not really
indispensible.

Again, I must stress this is opinionated. This is not set in stone, nor do I
believe this is anywhere near a perfect charting of moves. In fact, I believe
that this section will undergo at least half a dozen renovations before I stop
writing this guide.

I've referred to Grab>Throw a couple times. This means the character's grabs
are completely situational, so both grabs are slotted into one name. 

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

1: U-Air

Much of Mario's game relies on hitting the enemy into combos. He has the
capability to combo well using only this move. Once you learn how high you
should jump and what damage levels this move should be used, it is deadly.
There is very little to stop you being F-Aired/U-Smashed away once you're
caught in a properly executed U-Air combo.

3: Fireball

Fireballs are weak and easily countered. Why are they so good? Simple - they
force a reaction, giving you time to approach relatively unhindered. While a
wily foe will just cancel it with a sexkick or the like, you will still be in
an advantageous situation. Simply put, it's free damage against a foe who will
likely be unable to attack you from their position. This is the key in Mario's
stellar baiting game.

1: D-Air

Much of Mario's game relies on hitting the enemy into combos, getting their
damage up and finishing with one of several moves. D-Air is the damage move,
which vacuums and stuns enemies in preparation for many other attacks, such
as U-Air, U-Tilt, the smashes, his grab and even things like Mario Tornado. It
excels at edgeguarding too. A truly good Mario player will never leave home
without it. I can see DI getting in the way, but honestly, this move is quite
indispensable for any good Mario.

Runner Ups: D-Smash, U-Smash, Grab>Throw

------------------------------------------------------------------------------
DK
------------------------------------------------------------------------------

1: F-Throw

An extraordinary setup attack. Depending on the situation, this move can be
adapted to several excellent methods. If there's a wall, it can easily become
a chaingrab. If there isn't, it can still be a chaingrab, albeit a cheap one.
But the most fluent uses of this move come from throwing in midair and jumping
after the enemy. When done right, enemies can be off the stage at very low
damage, and will find it hard to come back with you edgeguarding. 

2: B-Air

An excellent damager, B-Air combines extraordinary hitbox and long duration.
It's a great aerial attack, and can even KO if you've let the enemy get to a
really high percent. It embodies DK: powerful one hit attacks with good range.

3: Spinning Kong

This is a very, very good move that many people take for granted. Aside from
the obvious recovery (it is quite good, with few moves making it past DK's
giant, impervious biceps), it has many battle-orientated uses. It can be used
to yell GTFO at opponents out-of-shield, can be thrown to daze nearby Kirbies
and Jiggs, or used simply to edgeguard well.

Runner Up: B-Throw, Giant Punch, D-Air

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

1: Boomerang

This move is relative, depending on how you play. If you're like me, this move
is ridiculously useful in its application, allowing very effective ranged 
techchases, a danger for off-ledge recoverers, and a maddeningly fun plaything
to infuriate flustered foes with. This is interchangeable with #2 if you're
more into close range combat. However, for me, this move is a standard.

2: D-Air

Link's best physical attack, hands down. Sure, you can argue that there are
better moves, such as F-Smash, D-Smash, Spin Attack or F-Air. However, when
playing Link, you must remember that you're just as easily hit off as they
are, but you have far less chance to recover (unless the enemy is also Link).
As such, this move combines excellent offense with passable defence, allowing
for a constant hitbox. In addition, high priority, excellent manoeuverability
and a bounce effect upon impact make this Link's best close-up attack. Or for
me, anyway.

3: U-Tilt

I never realised exactly how vital this move is to Link. It's the basis of his
juggling and prediction game. Proper use of this move will lend itself to a
myriad of uses, whether it be combos, damage stacking, techchases or even just
defence against a powerful hit (disjointed hitboxes rule!). Link would have 
very few accessible combos if it weren't for this useful attack. Granted, it
is punishable and not great to abuse, but it is still fantastic at what it is
meant for.

Runner Ups: D-Smash, F-Air, B-Air

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

1: B-Air

Samus has little in the way of KO moves. As such, this is the better of two
standard aerial KOs (the other being N-Air). With excellent power and an easy
sweetspot, B-Air takes pride of place for me. I put it first because Samus
needs finishers badly, and this is probably the best of them. 

2: D-Air

This move provides most of the few combo opportunities Samus has. Hitting a
standing enemy causes very heavy hitstun, eventually leading to either a KO or
a damaging move like U-Smash. Of course, it also has spiking capabilities, but
I find the best use comes from the hitstun it can give.

3: Charge Shot

I have to say, the Charge Shot is something that everybody finds good. It's
not just the damage, speed and projectile attribute, it's the threat of being
smacked away by it. If you're at 60%+, getting hit by this will more or less
force you near a ledge, or even KO you. It is a definite edgeguard threat as
well. The sheer danger of your opponent having a charged shot is enough to
discourage overly risky play, even if the reward would be great. This move
basically forces opponents to be a lot more wary of Samus than they would be.

Runner Ups: F-Smash, Bomb, N-Air

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

1: U-Tilt

U-Tilt is a fantastic move. It's very fast and gets a perfect natural linkup
with about 5 other moves. Combos can and will be started/continued by this
move, as you can use any aerial straight after. U-Air in particular decimates
heavies and fastfallers. Alternatively, throw in an U-Smash, Egg Throw or even
(you need to jump quickly) Ground Pound. Yes, those last two aren't really
useful in said situation, but it does show how versatile this move really is.

2: B-Air

A move with deceptively large range, decent power and moderate combo ability.
It edgeguards quite well, allows good approach options, and is great with DJC
and juggle moves. It can be used as a finisher if nothing else suffices. It's
Yoshi's biggest aerial in terms of hitbox, and sourspotted B-Airs can even 
help you combo.

3: U-Smash

A ridiculously powerful attack that KOs most of the cast from an U-Tilt. It is
quite fast, and at higher levels you'll be using it to finish off shield-break
chains. It's a good finisher full stop, and you can bait enemies right into it
without too much hassle. Learn to change directions to get a lot more use out
of this move.

Runner Ups: U-Air, N-Air, D-Smash

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

1: U-Tilt

Gay, gay, GAY. Juggles at low percent, impossibly good priority, ridiculously
fast and an easy shield-break to boot! What the hell did Kirby do to get it?
Is it a shoe, or his foot? I think Sakurai was playing favourites here, this
is quite possibly the best move in-game when used efficiently, stacking an
easy 50% on 0% foes, aiding gay shield breaks and countering almost anything.

2: D-Air

It deals damage well, can combo, is easy to use and of course, spikes with
distinction. I haven't played any really good Kirby players, but everyone who
I play (higher echelons, at least) makes frequent use of this move during use
of Kirby.

3: F-Air

Noobs discount this as the inferior drill and focus on SH D-Airs. Don't be so
quick to ignore it. F-Air has myriad uses. Aside from the obvious drill combo,
it also gets easy setups from U-Tilt, allows continued combos, can force 
techchases and stack damage admirably.

Runner Ups: B-Air, F-Smash, D-Smash

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

1: Laser

THis move has gayed me so many times that I can't not put it here. This move 
FORCES the opponent to approach, unless you CP Hyrule or Saffron. This gives
Fox a huge advantage already. It's not the damage or the power that makes it
great, it's the fact that it forces opponents to move towards you, because
Fox can be a cool guy, pewpews all day and doesn't afraid of anything. I mean
seriously, even Mario and Link are forced to approach to ward off the laser
spam tactics. A serious Fox is a gay Fox, that's for sure.

2: B-Air

Huge hitbox, great duration, knockback suitable for chase combos...what more
do you need? This is a great move, and should be treated as such. Fastfalling
with this is like fastfalling with a sexkick, only with a huge hitbox. It aids
your approach, your comboing, can stop enemy combos, and can edgeguard (ledge-
hop B-Air ends perfectly in time for a quick regrab of the edge).

3: Reflector (Shine)

I hate this move, I truly do. First off, it makes Fox the best anti-camper in
the game (considering I play Link...). Nobody can outcamp a good Fox without
hiding on a lower, faraway platform. Secondly, anyone who has mastered off-the
-edge spiking with this is a pain to play. A particularly frustrating thing is
being double shined. If Jigglypuff is at platform level off the edge and has
expended one of her first two double jumps, getting shined is sure death. 
Finally, shines have a number of utility uses that really annoy me - shine -
jab/D-Tilt follow-ups (nobody can tech consistently after this), shine OOS
(out of shield), and even shine shield breaks (not exactly common, but still
plausible). 

Runner Ups: D-Air, U-Tilt, U-Smash

Honestly, Fox has so many great moves I should add more Runner Ups. Like his
F-Air, U-Air, U-Tilt, D-Tilt, Jab and D-Smash. Yeah, I did it. Sue me.

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

1: U-Air

A kickass repulsion, and possibly the best non-vacuum aerial in the game at a
higher level. Done correctly, you can chase an enemy from the stage right to
the blast lines. In addition, this move has a great hitbox, good priority, no
landing lag, very good speed and a nice linkup with other moves. You can't
really use it when a foe is at low damage, so I'd hit them a bit first.

2: N-Air

It was this or B-Air. Both have awesome effect when used right, as a finisher,
damager or just an attack. However, N-Air is preferable for me because it can
be used to distinction no matter what direction you happen to be facing. The
sexkick effect aids it too.

3: U-Tilt

Probably his best ground move, because it links up with his spectacular air
game. It's best use is probably to builds damage before you go comboing all
over the place. It can intercept quite well due to large hitbox, has decent
priority, is very fast and links up well.

Runner Ups: B-Air, Grab>Throw, F-Smash

Like Fox, Pikachu has a bunch of great moves, like U-Smash, D-Air, F-Air, 
F-Tilt and D-Tilt. Honestly, I need more slots.

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

1: U-Air

More valuable than his brother's, if only because he can finish with Up-B or
Down-B straight after. Luigi's floatiness and high jumps allow him a larger
window in which to use this move than his brother, which gives a much bigger
opportunity to KO. I'm not a big Luigi user, but those I know who do use him
with skill have mastered this move to a very refined degree. If Luigi can hit
a foe properly with this at 30-70%, it's basically guaranteed he's got a KO.
The only solution is not to get hit by it.

2: D-Air

Luigi's problematic approach doesn't lend itself to this move, but hell, this
move, combined with prediction, is great at stacking damage and preparing for
Luigi's decent combos. If push comes to shove, you can go right into an Up-B,
grab or U-Smash from this. Otherwise, the mediocre priority and drill effect
are quite necessary for Luigi to do well. In addition, this move is a superb
edgeguard: just jumping and using this in the enemy's path should ensure they
recover with a sub-optimal trajectory.

3: Up-B

This move is absurd. I cannot count the number of times this has landed during
my online forays, so don't bother thinking it's hard to land. The ever-present
U-Air>Up-B combos, D-Air>Up-B (with prediction of DI), tent throws > Up-B, 
Up-B out of shield, crouch-cancelled Up-Bs, use in shield breaks (25% is no
laughing matter), even random Up-Bs. This move kills Jigglypuff at 30%. If a
competent Luigi U-Airs you from 30-70%, you don't have much chance to survive.

Runner Ups: Luigi Tornado, U-Smash, Grab>Throw

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

1: U-Air

Falcon is all about juggles, and no move of his juggles better (actually, this
is one of the best juggles in the history of Smash Bros) than U-Air. The most
important ingredients for a good juggle move are a short duration, hitstun,
workable KB and a good hitbox. This move has lavish helpings of all those, and
as such wins my unofficial award for 'most repeatable move'. There is no 
shortage of finishers when you're done, either (which is surprising, as Falcon
is not known for his accessible finishers). Up-B is the most obvious one. 
D-Air and N-Air are quite usable, as is B-Air. This is a great move, and 
should be used often.

2: F-Throw

A great setup move against most characters. This move bounces the enemy just
ahead of you, which allows you to follow up with an U-Air, F-Air, Up-B or a
Running Smash. Since Falcon's dashdance is so good, this grab isn't really
hard to nail. An less risky setup than U-Smash, the other setup move, as it
has less risk of punishment and ignores shields. It basically lends itself to
kill opportunities.

3: Up-B

The first of Falcon's finishers, Up-B will get any foe nearby automatically,
and launch them away with a burst of flame. This also gets points for the most
awesome sounding 'Yes' ever made. But on the practical side, it's a decent
finisher, has grab and homing attributes, has nice damage, nicer KB and is
quite fast. You can use it as a GTFO move out of shield, or you can use it as
a high-damage finisher.

Runner Ups: B-Air, D-Air, U-Smash

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

1: U-Air

A fantastic aerial, with great KB, hitbox, damage and exceptional priority.
Combined with Ness's DJC, it makes a formidable weapon. It takes the top place
because it's friendly to pro and noob alike, and because it's a weapon that's
both devastating and simple. A good KO weapon. It only beats D-Air in DJC as
D-Air can be teched out of, and even techchasing doesn't fill that gap.

2: U-Tilt

In the world of juggles, few moves can boast the attributes U-Tilt has. Aside
from the utterly bewildering priority, it also has little startup lag, a
limited KB curve and a fast execution. The hitbox is also much bigger than it
seems. All in all, a great juggle, and the starter of Ness's aerial combos.
Slightly laggy, but this is offset by the fact that the duration is also long.

3: D-Air

Awesome spiking capabilties, KOing foes at as little as 50 or 60%. On the
stage it can be used to setup with a rebound spike or just used to repel an
enemy attack, as it has great synergy with Ness's DJC. It has no lag at all
on landing, which makes it very accessible to ground-based DJCing. 

Runner Ups: Grab>Throw, D-Smash, B-Air

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

1: D-Air

Jiggs is known for comboing, and this is the best move to do so with. A multi-
hitter with decent hitbox, okay priority and good damage (not to mention a
decent vacuum) is good in my book. The multi-hitter aspect deters attackers
quite well, which helps with Jigglypuff's survivability issues. It's also by
far the easiest move to DI chase with, as Puff's floatiness (and the drill
effect) allow you to manoeuver with ease. It has poor priority, unfortunately.

2: Rest

The reason a single hit from Jiggs is so dangerous, even at 0%, boils down to
this. Absurd power and instantaneous speed make this a powerful weapon. There
are a dozen or so easy lead-ins, and even some other uses, crouch-cancelled
Rests and Rest out-of-shield among them. I've even seen crouching Rests used
to edgeguard (Jiggs is smaller when she crouches). Though missing means you
pay a dear price, hitting with it is free damage, as even excellent DI (as
long as you aren't in the tent) prevents foes from coming back too quickly to
punish you. High risk, high reward - this is the glass cannon Jigglypuff.

3: F-Throw

This is a bit biased. I simply love this move, for no real reason. It has 
a cool trajectory and is a great combo setup earlier on. If you can grab a foe
at low percentage, you can stack an extra 30% on just like that. And that will
make an enormous difference, even if you can't keep a combo going. 

Runner Ups: N-Air, U-Tilt, B-Throw

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

   ~~~~~~~~~~~~~
6: The Tier List						[idcmuch]
   ~~~~~~~~~~~~~

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

The New Tier List						reassessed

------------------------------------------------------------------------------

There is now a new tier list, taking away the need for me to create my own.
Visit Smashboards' SSB64 section for further information.

This list was constructed by a number of well-known players, who also took
into the account of slightly lower-level players. The list is meant for very
high level play, reflected mainly by the console players scattered across the
world and the better players on the most reputable online servers.

Again, there is dispute. The Smashboards list has both Pika and Fox in the Top
Tier. Many people believe Pika is in a league of his own. I agree, simply
because he is Pika. Play a good Pika and you'll see.

Luigi, Link and Samus are in what should be called the bottom tier. However,
being a Link main (with Samus as a secondary), I know both of those characters
have excellent potential, and I can't put them in bottom without feeling bad
about it. Yes, I believe it that strongly. Then again, every character is
competitively viable in this game. Thus, they are all in Mid tier. The order
of characters is set, that much is certain.

It is a big change from the previous list. However, I don't care what you
think about how the old list was correct. I'll cover some of the big changes,
just to keep those 'pros' happy.

Fox > Kirby. Fox has infinites, go eat a watermelon. Kirby has U-Tilt and gay
edgeguards. Go eat another watermelon. But seriously, Fox can combo like it's
on sale, while Kirby's strengths aren't quite as valuable anymore. His once
awesome recovery is now considered easy enough to edgeguard, and his lack of
non-cirumstancial/U-Tilt/F-Air combos makes him less awesome than Fox. Fox 
also has better matchups.

Finally, to stop people bitching about their belief that Ness and Jiggs aren't
Low Tier...

Ness isn't THAT good. People overestimated DJC. It's not that good of a tech.
It doesn't give approach options, it can be punished, and the only thing that
stands out about it is that it gives Ness a little sphere of priority. His
throws and U-Tilt are still as beast as ever. The real kicker is his recovery.
It is, simply, utterly awful - you can jump out and smack him away, wait for
him to shoot himself and smack him away, or let him land and smack him away.
It doesn't matter if you sweetspot or not; Ness isn't going to be recovering
if you edgeguard right. 

Jiggs' super-awesome zero-deaths were also overexaggerated. With the surfacing
of DI, D-Air has loss a lot of lustre, though it can still be pulled off. In
addition, her approach is limited to N-Air: it's the only move with a hitbox
sufficiently large enough to get past enemy moves. She's also very, very
susceptible to low hits - though her recovery is great when she can come
back at a height, she sucks when she has to recover at stage level. If she
tries to attack an off-ledge edgeguarder, chances are she falls too low to 
come back. Her lack of priority, sort of poor approach and, to a slightly 
lesser extent, her gimpability and light weight, let her down.

And before anyone asks, I was watching as this tier list was made. I didn't
just go to GameFAQs, look at the relevant thread and show it off. While I 
myself only contributed to one or two Link matchups, I read the entire 70 page
thread as it was made on Smashboards. If you really need proof, I'm on the
list of people who contributed...lol...though I didn't do anything much...

------------------------------------------------------------------------------
---
Top
---

Pikachu

---
High
---

Fox
Kirby
Falcon
Mario

---
Mid
---

Yoshi
DK
Jigglypuff
Ness
Luigi
Link
Samus

------------------------------------------------------------------------------

Dissection

------------------------------------------------------------------------------

+ is a positive aspect
/ is a neutral (good AND bad) aspect
- is a negative aspect

------------------------------------------------------------------------------
Top Tier
------------------------------------------------------------------------------
---
Pika
---
+ Good combos
+ Unrivalled recovery/escape mechanism
+ Ridiculous edgeguarding
+ Fast overall movement
+ Breaks out of combos easily
+ Good air game
+ Good priority and hitboxes
+ Fast grab, powerful and useful throws
+ Juggles easily
+ Has decent low-percent finishers
+ Has a (meh) projectile

- Sort of light
- Some arbitrary moves	

------------------------------------------------------------------------------
High Tier
------------------------------------------------------------------------------
---
Fox
---
+ Great, versatile combo game
+ Good low percent kills and kill methods
+ Fast all around movement
+ Fantastic projectile
+ Initiates well
+ Good short hop
+ Juggles well with several moves
+ Reflector owns things
+ Long duration and large hitboxes on several aerials
+ Standard, quick grab and throws
+ Passable edgeguarding

/ Fast faller

- Easily intercepted recovery
- Moderately vulnerable to combos

---
Kirby
---

+ U-Tilt...
+ Good drills and spike
+ Great edgeguarding potential
+ Longest recovery
+ Juggles and initiates well
+ Good priority and hitboxes
+ Powerful smashes and Down-B
+ Decent knockback aerials
+ Fairly quick
+ Multiple jumps for spacing/comboing/stalling
+ Has access to many good projectiles

/ Interesting throws

- Lacks a decent upwards hit
- Light and fairly easy to combo
- Has a linear, interceptable recovery
- DI makes drills (esp. F-Air) very hard to use particularly well

---
Falcon
---

+ Great combo game and finishers
+ Hard-to-escape combos (DI-resistant)
+ Great initiation
+ Very fast with a great dash(dance)
+ Good F-Smash
+ Good grab, interesting throws
+ Good spike and edgeguarding
+ Large hitboxes
+ Good short hop
+ Best taunt-canceller by far

/ Quite heavy

- Easily comboed
- Poor recovery
- Sometimes has trouble finishing foes
- Falcon Punch is hard to land :\

---
Mario
---

+ Good combo game
+ Good projectile and baiting
+ Versatile recovery with huge priority on Up-B
+ Interesting resistance to many combos
+ Good smashes, including a low-percent killer in U-Smash
+ Good edgeguarding
+ Standard, decent grab + throws
+ Standard, good aerials

/ Interesting weight/floatiness

- Relies on platforms for most 0-deaths
- Combos can be stopped early with DI

------------------------------------------------------------------------------
Mid Tier
------------------------------------------------------------------------------
---
Yoshi
---

+ Huge potential in DJCing
+ Good all-around aerials
+ Parrying and second jump give invincibility frames
+ Breaks out of combos easily
+ Good setups and okay approach
+ Can juggle and stack damage quite well
+ Good edgeguarding/spike
+ Great recovery
+ Fun projectile
+ Lots of finishers
+ Best shield break potential in the game
+ Gimmicky anti-edgeguard

/ Interesting aerial movement/speed

- Some slow-ish finishers
- Bad range and lag on grab
- DJC can be risky
- Gimmicky tactics fail at higher levels

---
DK
---

+ Great grabs, grab range, throws
+ Large hitboxes in general
+ Decent finishing options, low-percent KOs
+ Astonishing synergy with walls, platforms
+ Many options out of shield
+ Workable horizontal recovery
+ Two spikes
+ Has an 'infinite' grab
+ Giant Punch really is Giant

/ Very heavy

- Easy to combo, due to large frame/weight
- Slow aerials make aerial combos circumstantial
- Linear, easily predictable vertical recovery

---
Jigglypuff
---

+ Good combo potential
+ Great horizontal recovery
+ Good low percent KO
+ Incredibly easy kills from D-Air/F-Throw
+ Multiple jumps suited to stalls/spacing
+ Okay grab, great throws
+ Can juggle well
+ Approaches okay with N-Air

/ Very light

- Poor vertical recovery
- Poor aerial movement
- Poor overall priority and hitboxes
- Sing is useless against button mashing
- Rest is a risky attack

---
Ness
---

+ DJC has enormous potential for many things
+ Good defensive options
+ Good overall priority
+ Very powerful spike and finishers
+ Juggles very well
+ Okay coverage with Yo-yos
+ Long, potentially dangerous recovery
+ Has an instant, automatic ledge grab in Down-B
+ Interesting projectiles
+ Can reflect projectiles and restore health
+ Extremely powerful throws

- Easy-to-counter, gimpable and predictable recovery
- Mediocre aerial movement limits approach
- DJC, projectiles, U-Tilt all carry risk
- Aerial hitboxes are rather mediocre
- Some arbitrary moves

---
Luigi
---

+ Decent combo game and superb finishers
+ Excellent juggling
+ Good recovery
+ Usable projectile
+ Powerful, standard grab
+ Good out-of-shield options
+ Okay edgeguarding

/ Floatiness
/ Slides a lot from shieldstun

- Awful horizontal aerial speed
- Awful approach options
- Some useless moves

---
Link
---

+ Large hitboxes, some disjointed
+ Two powerful projectiles
+ Decent approach, defence options
+ Many finishing options
+ Decent smashes
+ Juggles quite well
+ Edgeguards quite well
+ Good overall priority

/ Ranged grab

- Abysmal recovery
- Moderate vulnerability to combos
- Again, abysmal recovery

---
Samus
---

+ Interesting approach options
+ Escapes combos easily
+ Good spike and power aerials
+ Decent smashes
+ Interesting projectiles
+ Breaks out of shields easily
+ Great horizontal recovery

/ Floatiness
/ Ranged grab

- Floatiness gives severe lack of approaches
- Simply cannot freely combo
- Mediocre non-circumstantial edgeguarding
- Huge lag on missing grab
- Many arbitrary moves with little use
- Awful dodge roll

------------------------------------------------------------------------------

In conclusion (if you've read this far), DO NOT TAKE ANY OF THIS AS FACTUAL,
UNSHAKABLE PROOF. This is a mere analysis, and I'm sure there are many small
things I've overlooked. This is a section under revision. Do not bother 
shooting flames my way, I'll ignore them. This is just a (hopefully) more
accurate showing of SSB64 as it is played today, as opposed to the spike
dominated world of five years ago.

------------------------------------------------------------------------------

The GameFAQs list

Warning: This is ancient. Quoting this is by no means absolutely correct. It
is a basic framework, and should not be trusted like you would trust the Melee
or Brawl (lol Metaknight) Tier Lists. It is only here to show the changes in
metagame and thinking from then to now (late 2009).

------------------------------------------------------------------------------

Top:

(1:  Pikachu
(2:  Kirby
(3:  Ness?

High

(4:  Fox
(5:  Captain Falcon

Middle

(6:  Jigglypuff
(7:  Mario
(8:  Yoshi

Low

(9:  Donkey Kong
(10: Luigi

Bottom

(11: Samus
(12: Link

NOTE: It is debatable as to who was actually bottom, Samus or Link. Link is
plagued by an easily prevented recovery, while Samus lacks combo potential and
has very limited choice in KO moves.

Ness was sometimes relegated to High Tier, as he is easy to edgeguard and has
limited top tier potential when compared to Pika, Kirby or even Fox/Falcon.

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

   ~~~~~~
7: Stages							mesighs
   ~~~~~~

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

I guess I have to add in this stage - every FAQ has some incarnation of a 
battlefield section. 1P Mode also included. Well, let's get started.

NOTE: For 1P mode, I assume HARD or VERY HARD level. Also, here's a tip for
playing 1P mode. Spam specials with knockback. Seriously, to make life easy in
the multi-man stages, they've doubled or tripled special attack (and rising
attack) power. Spamming moves like Thunder or Super Coin Jump are OHKOs on
most of the multi-man stages.

------------------------------------------------------------------------------

Peach's Castle

------------------------------------------------------------------------------

From:			Super Mario 64 (N64)

	       XXXX

  |\                          /|	Key
  | \           BB           / |
  |  \          BB          /  |	B 	= Bumper
  |___\                    /___|	MV	= Moving Platform
           ____________			XXXX	= Spawn Zone
          |____________|		</>	= Possible directions for MV
             ________
       ______\______/______
 <<<<<|MVMVMVMVMVMVMVMVMVMV|>>>>>
       --------------------

Difficulty: 	7/10
Features: 	Bumper
		Triangular Barricades
		Moving Platform

Peach's Castle is a semi-basic arena. It has two key platforms, one on top of
the other. The top one is semi-solid (you can drop/jump through). The more
interesting aspects are the triangular features on either side. These are more
barricades than anything else - they make smashing away difficult. A more 
unique feature is the Bumper situated directly above the middle of the upper
platform. Anyone hit into this can expect to fly straight into the triangular
barricades, or at low percentages, be knocked violently off the platform. It
seems like a smash aid - a direction change - but they hinder real smashing
more than anything - a perfectly good Up-Smash into that will interrupt the
attack trajectory. Now, the most annoying feature. The platform labelled MVMV#
on the bottom is, in the diagram, perfectly balanced. The arrows show where it
can head to. Of course, when on the right, it has been retracted from the left
hand side, and vice versa. That makes recovering exceptionally annoying if you
happen to have bad luck.

1P Mode: VS Mario Bros (4th Stage - with one ally)

Sort of tough, your ally will be fairly useless. Go for both brothers at once,
using grabs and smashes to hit both at once.

Competition: 	Allowed

		There is nothing here which can be called unfair, except
		possibly the moving platform. However, this is not something 
		as major as the acid on Zebes, so it is suitable for play.

------------------------------------------------------------------------------

Kongo Jungle

------------------------------------------------------------------------------

From:			Donkey Kong Country (SNES)

	      XXXX

     _____              _____		Key
     \___/       OOO    \___/
      | |       |___|    | |		OOO	= Rotating Platforms
      | |   OOO          | |		^B^	= Rocketbarrel
      | |  |___|         | |		*****	= Special Platform
      | |                | |		XXXX	= Spawn Zone
   ___|_|________________|_|___
  \ ************************* /
   \_________________________/
               ___
              /___\
              |^B^|
              \___/

Difficulty: 	6/10
Features:	Rotating Platforms
		Spinning Rocketbarrel
		Special Platform (*****...)

This stage is another stage you could call semi-basic. A pitched (valley-ish)
main platform with two supporting platforms in the air (pillars aren't solid,
just there for decoration), it also sports a duo of rotating platforms in the
approximate middle of the stage. Man, those are good are disrupting aerial 
combos. Anyway, the most interesting thing is under the stage - a Rocketbarrel
straight from Donkey Kong Country. Move into it and you'll enter with a thump.
Now press a button to be launched out dramatically, as if you were launched 
via a smash attack. However, you take no damage. But wait...what about the 
stage? Won't I hit it? There's the cool thing - the stage is semi-solid. It's
approachable from below, so if you think going under's the end, think again!
The Rocketbarrel likes rotating, so you could fire in a bad direction. Just
wait and be patient. Nothing can hit you while you're in that barrel.

1P Mode: VS Giant Donkey Kong (5th stage - with 2 allies)

Use high damaging attacks and moves like Kirby's D-Air and Puff's D-Air to do
crazy damage. Throwing is much easier, as are chain throws. Beware, he can KO.

Competition: 	Recommended

		Perfectly fair. Using the barrel at the bottom can extend your
		recovery, which is perfectly fine, and everything else is just
		something to work around.

------------------------------------------------------------------------------

Hyrule Castle/Temple

------------------------------------------------------------------------------

From:			The Legend of Zelda: Ocarina of Time (N64)

			    __
			   /  \			Key
			  /    \
			 /      \		>>>	= Covered Area
			XXXX_____\		XXXX	= Spawn Zone
			|	|		Z	= Evil Wall :O
			____	|		<>	= Possible Twisters
			\__/	|
			|    _<>_               _____
			|    \__/              |_____|
			____	|               |   |
			\__/	|               |   |
			|	|               |___|
	     ----------------------<>----       \___/
  _____<>____|				Z       |>>>|
  |          |				Z       |>>>|
  |	     |				Z__<>___|>>>|___
  |	     |						|
  |	     |						|
 
Difficulty: 	4/10
Features:	Covered Platform
		Random Twisters
		THE EVIL WALL

This map is easy to play - huge, perfect for practising pursuits and such on.
If you don't like a certain area (eg. The Wall) then move. There are three
main battlegrounds - the combo heavy Wall Area (the right), the Air-Ground 
area (the middle) and the simple area on the left. I like the left best. Also,
notice that there are diamonds on the diagram. These are areas where mid-power
tornadoes can appear. They move left and right a bit, and if you're sucked in
one, you spin for a while, then launch straight up. This can lead into dodgy
spike combos or aerial frenetics. Also, the area indicated with '>>>' is not a
walled area, but merely a covered zone, where extremely long juggles can go on
(assuming a human opponent). This is because Quick Recoveries are very hard at
best when you can barely see your character. The wall directly to the left can
be used to great effect - combos with throws, tilts, smashes, every other move
and more. It's horrible when caught against it. Preferable for most serious
matches, due to everyone being viable here.

1P Mode: VS Link (1st Stage)

Pssh. Grab, smash, aerial, whatever. Link is no opposition.

Competition: 	Recommended

		Very suited to competitive play, as the only hazards can be 
		easily avoided, seeing as the stage is so large. You can use 
		the tornadoes to your advantage as well, and crafty players
		can KO with the upwards blast provided by the tornadoes.

------------------------------------------------------------------------------

Planet Zebes

------------------------------------------------------------------------------

NOTE: DEFINITELY NOT TO SCALE.

From:			Metroid (NES)

		    XXXX
						Key
		___SAFE____
		\_________/			MP 	= Moving Platform
     __________					SP  	= Slanted Platform
     \________/             ___	   __MP__	LAVA	= Lava (>:O)
                          _/  /    |____|	SAFE	= Safe Platform
		        SP   /			XXXX	= Spawn Zone
		      _/    /
                     /_____/


  _________              ___________
  \	   \____________/	   /
   \				  /
    \____________________________/

~~~~~~~~~~~~~~~LAVALAVALAVA~~~~~~~~~~~~~~~

Difficulty: 	9/10
Features:	Vertically Moving Platform
		Super Powerful Acid Lava
		Rising Acid Lava

Here's the deal. This level is mostly banned from tournament play due to one
interfering feature - the acid lava. I say acid lava because I'm not sure if
it's lava or acid. Anyway, it's absurdly strong, KOing most characters at 80%
or so. It's almost a reverse spike. Getting caught in it at a low percent will
boost your damage count up to about 50 before you can even get back on the
stage, meaning that if you do survive, you'll be battered (and fried). Spikes
are supreme damage rackers on this level. You can come up through all the
platforms on this level.

1P Mode: VS Samus

Play as per normal, but dodge the lava. If you get a good enough hit, Samus
won't come back (stupid computer can't bomb recover).

Competition: 	Mostly Banned (8th Stage)

		Usually banned, purely because play can be disrupted by the 
		dumb lava. Or acid, whatever. It ruins things majorly, and can
		result in unfair loss of stock. It is occasionally used in
		competition. Depends on the tournament host, I guess.

------------------------------------------------------------------------------

Yoshi's Island

------------------------------------------------------------------------------

From:			Yoshi Story (N64)


		   XXXX					Key
                 _______
		|_______|				S	= Slant
                       __S___       OOOOO		OOOOO	= Cloud
             __S__    |______| 				XXXX	= Spawn Zone
            |_____|
  OOOOO					     OOOOO
          _______S______S______
          \___________________/   


Difficulty:	4/10
Features: 	Disappearing Clouds

An easy stage to play: the only 'hazards' are the clouds, which disappear if
you stand on them for too long. These are actually recovery aids - characters
like Link and Captain Falcon are much better on this stage due to the presence
of the clouds, which act as platforms. Fighting on the clouds isn't really a
good idea - it can disappear and ruin combos, or just plain wreck you (eg. 
Yoshi in the middle of a DJC combo - bye bye). KOing off the top or Spiking
are better options than plain smashing. Pursuit is easy on this stage.

1P Mode: VS Yoshi Team (2nd Stage)

Abuse grabs and you'll win. The clouds are absent, which makes it harder for
the Yoshis to recover. 

Competition:	Mostly Banned

		Generally not allowed, because it's harder to KO off the right
		hand side, and running away/stalling (a very cheap tactic) is 
		too easy.

------------------------------------------------------------------------------

Dream Land

------------------------------------------------------------------------------

From:			Kirby Superstar (SNES)


             XXXX				Key
	   ________
	   \______/				WW	= Whispy Woods
    _______	   _______			XXXX	= Spawn Zone
    \_____/        \_____/
	    WW
   _______________________
   \			 /
    \___________________/

Difficulty: 	2/10
Features:	Whispy Woods and his Blowing Wind

The basic stage for online play (unless you've hacked in Battlefield). It's 
very simple, 3 plats and the ground. A good level to practise on. The only
thing of any note is Whispy Woods, who will periodically blow in one direction
or the other (left and right), pushing you in said direction. The wind will
not reach you if you're on the very far right hand side. It will reach you on
the far left though. Pikachu has an easy time here, as does Falcon.

1P Mode: VS Kirby Team (6th Stage)

Pssh. Watch out for spikes, but otherwise smashes will do it. The Kirbys won't
recover 100% of the time. Sometimes they won't even jump. Also, they can kill
each other.

Competition:	Recommended

		Well suited to competition. There is nothing unfair about this
		map, and the only hazard (blowing winds) can be negated by
		moving in the opposite direction.

------------------------------------------------------------------------------

Sector Z - The Great Fox

------------------------------------------------------------------------------

From:			Starfox 64 (N64)

							Key
				 _____
		      XXXX	/    /			<==>	= Arwing area
	AR AR AR AR AR 	<==>   /    /			AR	= Arwing Laser
			      /    /			[]===	= Random gun
	___________ARAR______/    / AR  AR  AR  <==>	XXXX	= Spawn Zone
	\			  |
	 \		Great Fox |
	  \______		  |_____ARAR ______
                 \			   /      /
		  \			  /______/
	      []===\_____________________/


Difficulty: 	6/10
Features: 	Big Wall
		Arwings (stupid planes...)
		Arwing Lasers (even more stupid...grumble...)

Before I say anything, let it be known that the gun shown by []=== is not a
platform. It is in Melee, but it isn't in 64. Now, this stage is probably the
biggest in the game (if you don't count the clouds in Yoshi's Island). You're
fighting aboard the Great Fox, Fox McCloud's ship. This ship is inhabited by
laser firing Arwings, which are a constant nuisance. Just when you think that
the game's won, an Arwing swoops down, lets loose a barrage of devastating 
laser beams, and boom, you die. Aside from the 4-shot barrages, Arwings can
also serve as temporary platforms. They soon zoom upwards off the stage, so if
you happen to be on them, you die from going too high. They can also flip you
off by doing a BARREL ROLL. They may also swoop in from the background and
dive-bomb you with lasers. One last thing, they may (RARELY) charge you after
shooting a laser barrage. Again, I want everyone to know that the gun shown
by []=== IS NOT A PLATFORM, NOR CAN IT FIRE. Aside from that, a fun, large
stage, fairly easy to play with. However, disliked in online play/tournaments
due to idiotic ARWINGS.

1P Mode: VS Fox (3rd stage)

Meh. Dodge some lasers and combo away. Fox is light, and smashes work well.
Avoid air play, computer use of Fox's U-Air is scary.

Competition:	Banned

		Banned, primarily because of the Arwings. The secondary factor
		is the massive size of this stage. Stalling is far too easy.

------------------------------------------------------------------------------

Saffron City

------------------------------------------------------------------------------

From:			Pokemon Red/Blue/Yellow (GB + GBC)


						Key
		   XXXX
			_______			MP	= Moving Platform
    		        PK     |   ______	PKMN:O	= Pokemon Portal
       _MP_		MN     |  |      |	XXXX	= Spawn Zone
       \__/ 	________:O     |  |	 |
               |               |  |      |
  _MP_	       |               |  |      |
  \__/ _____   |	       |  |	 |
      |     |  |	       |  |	 |
      |	    |  |	       |  |	 |
      |     |  |	       |  |	 |
       =====    ===============    ======

Difficulty: 	8/10
Features: 	Moving Platforms
		Pokemon Portal

A stage loathed by many, though it's my favourite. The reasons? The first is
the presence of several holes spread randomly throughout the stage. This is a
hazard to characters like Ness and DK, who use open space for recovery. This
also aids spikers, who can now use the holes for low damage KOs. The two plats
go up and down repeatedly, which can sometimes ruin recovery. Now...the Poke
Portal...I'll list what can come out, and what can happen.

Porygon			This is the squarish pink/green thing, which will come
			out hard and deal heavy damage. If you're there when
			it shoots out, you go flying.

Charmander		Charmander is the orange lizard that breathes fire. It
			can either come out and shoot flames onto the platform
			or just come out and do touch damage. It can be KOed
			with a Falcon Punch, etc.

Chansey			Chansey is the pink oval thing, which heals you if it
			comes out and you happen to be standing there. It can
			also be KOed (Falcon Punch, etc). If items are on, it
			can and will toss out a Chansey Egg.

Venusaur		Venusaur is the giant reptilian thing with a flower on
			its back. It'll either come out and growl, or start
			shooting green things (Razor Leaf, I'd guess) that act
			like a continual ray gun.

Electrode		The round, half-red, half-white thing. It'll start
			trembling, then blow up. Anyone nearby goes BANG and
			goes flying, fast. It has a high blast radius. 

Use Pokemon well. Electrode's a killer, Charmander, Porygon and Venusaur deal
high damage, Chansey can heal. 

1P Mode: VS Pikachu (7th Stage)

Run to the far right, and 50% of the time the computer will fail at jumping,
then Agility right off the stage. Pacifist, anyone?

Competition:	Allowed

		Not banned. I know, weird. There's just nothing unfair, as you
		would have to be an idiot or unlucky to be hit by Pokemon, and
		the moving plats rarely act evil by raising up as you recover.
		Note that Ness has a disadvantage so huge on this map that
		asking for a change (if you play Ness) is perfectly fine. For
		those wondering, if a Ness is left without his second jump
		inbetween two buildings, he cannot recover by himself (his PK
		Thunder will hit a building).

------------------------------------------------------------------------------

Mushroom Kingdom (secret stage)

------------------------------------------------------------------------------

From:			Mario Bros. (NES)

How to Unlock:		Beat 1P mode with all 8 starter characters and then
			play on every stage at least once in VS mode.


	PW	      XXXX				  Key

	 X			  	   PW		  [-]	= Pipe
	[-]		      PW	_______		  PW	= Pow Block
________|I|_     PW			|_____|		  V	= Drop Plat
____________|  _______      	________		  X	= Pirahna
	       |_____|      	|______|	 X		  Plant
				     	        [-]	  XXXX	= Spawn Zone
________________________   _V_  _V_   __________|I|______
			| |___||___| |
			|	     |
			|	     |
	    	      =[-]	     |
			|	     |

Difficulty: 	9/10
Features:	Warp Pipes
		POW Blocks
		Dropping Platforms
		Pirahna Plants
		Constricted Roof-Floor Area (to the left)

Despised by a great many people (for many well founded reasons), this stage is
a very unique stage that manages to be nostalgic and strategically sound at
the same time. With Mario Bros. reminiscent scenery and a range of playing
fields in one, this stage is a hard one to master. Notice the Warp Pipes that
signify a Mario game. Pressing down (crouching) will cause you to warp to one
of the other pipes. The lowest pipe that is on a wall cannot be entered, only
exited. The two vertical pipes also can have Pirahna Plants coming out of them
(like in the Mario games), which can damage you. A sufficiently powerful hit
(Falcon Punch, etc) can knock them away. Next, note the two yellow platforms
in the center. Stand on one, will you? Yeah, it begins falling. It restores
itself after a while though (both of them). Not really an obstacle. Now, the
most useful feature: the POW blocks. These blue blocks periodically appear 
above one of the above marked areas. Hitting them will basically initiate an
all-ground version of Donkey Kong's Down-B, shooting enemies upwards. If the
enemy is in the air, they're safe. Finally, the constricted space in the left
of the stage can be juggle abused. Be careful. It is a fairly large stage, and
you should make the most of it. 

Competition:	Banned

		Banned, primarily because you can spam the pipes to really
		annoy people, and because some consider the POW block broken.
		I am among them, because it's more or less taking a powerful
		Up Smash to the face. 

------------------------------------------------------------------------------

Metal Mario's House

------------------------------------------------------------------------------

From: 			Super Mario 64 (N64)

How to unlock:		Gameshark Codes or bust

						   Key

	    XXXX				   '=' 	= Hilly Platform 
	  ________				  XXXX  = Spawn Zone
	 |________|


    __		      __
    \ =______________= /
     ------------------

Difficulty:	4/10
Features:	Very small size
		Slightly hilly platform

Surprisingly small, Metal Mario's House is only accessible in 1P Mode and 
with Gameshark Codes. I will have the relevant PJ64 codes with the next update
(not sure about Mupen). This isn't really preferred in serious competition as
the stage is really freaking small. Pika in particular has too many ways to
destroy you on this stage, and DK's throws are insanely strong.

1P Mode: VS Metal Mario (8th Stage)

The simple way to beat him: spam drills like mad until you've accumulated 100%
or more. He will now actively follow you. From here, wait near an ledge and
throw him off when he gets near. If a powerful item appears, it will have a
huge effect on him compared to your attacks. Bob-ombs in particular are very
dangerous. You can also chain-throw MM easily with certain characters. Note
that MM has a shocking recovery as he is the fastest faller in-game.

Competition:	Usually Banned/Unused

		It's too small for anything but casuals/friendly matches.

------------------------------------------------------------------------------

Battlefield

------------------------------------------------------------------------------

From:			Super Smash Bros. (N64)

Unlock:			Gameshark Codes, bro


              XXXX				Key
	     _______
	     \_____/
        _______	  _______			XXXX	= Spawn Zone
        \_____/   \_____/
	      
      ____________________
      \			 /
       \________________/

Difficulty:	7/10
Features:	Very, very small size
		Edges that prevent ledge-DI

It's very small and you can't ledge DI to save yourself from edgeguards. The
platforms are smaller and closer together than they are on Dreamland, which is
easily preferable. I'm not really a fan.

1P Mode: VS Fighting Polygon Team (9th Stage)

This is gay. Camp at an edge, watch out for enemies dropping through platforms
with aerials, and B-Throw away. It's the only way I've managed to go through
on Very Hard without losing a life. The fact that a convenient Onix spawned
for me helped as well. Definitely the hardest 1P Mode Stage.

Competition:	Banned

		No Ledge DI and very, very small size make it quite unsuitable
		for competitive matches.

------------------------------------------------------------------------------

Final Destination

------------------------------------------------------------------------------

From:			Super Smash Bros. (N64)

Unlock:			Gameshark Codes...

						Key
							
						XXXX 	= Spawn Zone
             XXXX



 _______________________________

Difficulty:	10/10
Features:	Constant desynch when used online

I put this in purely for completion's sake. It's a flat platform with little
space on either side. Fox would be hellish to fight here (if it could go an
entire match without desynch). You won't play a full match here online, it'll
either glitch up or desynch.

1P Mode: VS Master Hand

Easiest opponent in the game - 100% predictable, shielding stops everything,
projectiles are horridly easy to dodge, and he doesn't even flinch. Drills can
and will destroy the poor glove.

Competition:	Unusable

		Fox would be incredibly annoying to fight (SHDL much?) here,
		but the main issue is our inability to play on it without the
		game system crashing.

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

   ~~~~~~~~~~~~~~~
8: Gameplay Videos						fromthepros
   ~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

This is the best way to learn - watching videos by the pros. A vast majority
of these will be Isai's. He's just that good. A lot of videos will be older
ones, but I'll try to put in newer ones too. Isai is only one player, so for
every character barring Link and Pika, I've put in at least one other decent
player.

A friend helped compile this list. He's more competent than me anyway, so it
should be better for whoever's reading this.

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

http://www.youtube.com/watch?v=0J2QA5-A31o (Akamario)

A lot of recovery mistakes, but the thing to watch is his application. Notable
are the D-Air > U-Air short hops, as well as the double U-Air short hop. Both
of these lead into grabs, remember that. It shows how to escape combos and get
back on stage using unorthodox Up-Bs. Also shows good edgeguarding. Last combo
of the match is a very short and sweet one.

http://www.youtube.com/watch?v=PB6eNRG2gw8 (Akamario)

Good D-Air, U-Air, good fireball usage (2:20 is awesome), great edgeguarding,
timing in general, and an epic fight overall. Sima is a fantastic Ness. There
is a brilliant U-Air chain later on, and interesting application of the weaker
F-Air.

http://www.youtube.com/watch?v=_swWGqH-HNY (Isai)

One way traffic for the first stock. This shows how combo-prone Falcon is. It
also shows the only time you should ever use Up-B offensively - after double
jumped U-Airs. Down-B is used to dodge a Falcon D-Air (though it might not
have hit anyway). Mario's good recovery is blended with edgeguarding, note
that.

http://www.youtube.com/watch?v=wawMo-__Vhg (Isai)

Some nice U-Air chaining, plus it's against an awesome Falcon. Note that Isai
doesn't always attack when he's on the edge - sometimes he just lets himself
hang. The threat of being edgeguarded is sometimes as powerful as edgeguarding
itself, as seen where Isai simply moves close to Tatuman and Tatuman recovers
in the wrong direction. Also a fun fireball trick at 1:21 (rebound anyone?).

http://www.youtube.com/watch?v=kx7XHmS9XWg (Isai)

Start about 40 seconds in. Shows some U-Air > U-Smash kills, drills > grabs,
nice wall usage, plenty of SH D-Air to U-Air.

------------------------------------------------------------------------------
DK
------------------------------------------------------------------------------

http://www.youtube.com/watch?v=HQJdydikEnU (Morgen)

Ridiculously good DK. Techchases, edgeguarding, grab release and uses of
F-Throw are all superb. The fact that he's against a competent Pikachu makes
it even better. Up-B is used very well. 1:28 is fantastic edgeguarding.

http://www.youtube.com/watch?v=5BwkaAGEpyk (Morgen)

Cancelled U-Air > D-Air. F-Throw platform chains. F-Throw to Up-B. Good use
of N-Air, better use of F-Air. 

http://www.youtube.com/watch?v=s2kpV5YcDqU (Isai)

Basic F-Throw > F-Air/Up-B combos. Very good to use, especially on maps like
this one or Congo Jungle. Note the first KO is a throw followed by a F-Air,
then simply Isai's threatening presence. He's that good, people. Also of note
are Up-B edgeguards. This vid also proves DK sure as hell isn't slow.

http://www.youtube.com/watch?v=NlLdx0aWpn4 (Amasawa/Isai)

Two fantastically fast and fluent DKs here. Probably the best DK ditto ever
recorded. This has the works: Up-B edgeguards, good grab use, jumping F-Throw
combos, brilliant wall use, great application of U-Air, Down-B techchasing,
platform shenanigans, D-Air > U-Smash, etc. A must watch for budding DKs.
Amasawa is probably the best DK out there (next to Isai, I suppose).

http://www.youtube.com/watch?v=e_1W0ThSbNE (Amasawa)

Pretty brilliant play by Amasawa the whole way through. The thing that the 
other videos lack is the hard but rewarding combo at 2:30. Brilliant stuff.

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

http://www.youtube.com/watch?v=aQamKMpml48 (Isai)

Good projectile use, including pivot Boomerang, taking out bombs in SHs, and
a very fun boomerang edgeguard. Other things include good N-Air/U-Air juggles,
good use of SH D-Air, wall use, good edgeguarding and the most important thing
of all: continual, unpredictable movement.

http://www.youtube.com/watch?v=HstjmRUyPvA (Isai)

How much does F-Air rape against DK? Lots. The bonus is the good DK player.
Lots of good aerial use, and awesome projectile use, as always.

http://www.youtube.com/watch?v=drdtL9admys (Isai)

Projectile ownage. One very notable thing is the awesome DI Isai does near the
very beginning. Also note that Falcon's U-Air chains are basically impossible
to avoid, even with the ridiculous DI.

http://www.youtube.com/watch?v=e_1W0ThSbNE (Isai)

1:45 is what you're after. This is the only time I've ever seen the bomb
recovery do more than force a ledgehog. It's worth learning...I think...

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

http://www.youtube.com/watch?v=-L08PfUfruc (Isai)

Defensive Samus. Despite what you might think, Isai manages to dominate. Good
use of...everything, I suppose. F-Air and D-Air are especially good, and Isai
uses Neut B with aplomb.

http://www.youtube.com/watch?v=84ZvcyRp-CI (Isai)

Plenty of escapable, but good combos laid out by Samus. Okay, not combos, but
Isai wins in the end due to these chains of damage stacking. Up-B is used a
lot. If you use a little prediction, you can see why it would be used. D-Air
edgeguards are thrown around a lot, and they work.

http://www.youtube.com/watch?v=K8-3hFuusGg (Zantetsu)

Overall, a solid Samus. Highlights include good D-Air use, good Up-B use and
an Up-B shield-break (even though nothing came of it).

http://www.youtube.com/watch?v=RYvOr0shx0E (Isai)

Very interesting match, 1:55 is a very nice little KO, with Neut B used to
change direction when recovering. 2:29 is the most awesome Samus moment ever.
As usual, aerials are used extraordinarily well. B moves are also used quite
appropriately. Great prediction from 3:30 onwards. 

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

http://www.youtube.com/watch?v=cPRh1maGnMc (Prince)

Yoshi outplays Pika in pretty much every way, but loses because Pika is Pika.
Good DJC F-Air/N-Air/B-Air, decent edgeguarding, interesting combos and best
of all, very good parrying. No D-Air, which is odd.

http://www.youtube.com/watch?v=XtqfPFRjQfs (Sossi)

Successful egg edgeguards, good parrying, use of 2nd jump invincibility, good
DJC, plus D-Air, which was missing in the above vid. Again, Yoshi loses. But
this time it's because Isai is Isai.

http://www.youtube.com/watch?v=WiB_YorfXb0 (Sossi)

Wall use, a shield break, more parries, good U-Smashing, good play in general.
Pretty extraordinary Yoshi play, and a good one to learn from. Gets Isai down
to 1 stock, which is pretty damn good.

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

http://www.youtube.com/watch?v=A4X-RBsfCdA (Isai)

Kirby as he should be played: good edgeguarding, F-Smash only when necessary,
no U-Tilt camping and creative recovery, as far as Kirby's recovery can be
labelled creative. There's a shield break that makes Pika fly off the screen
at 3:18, only he doesn't. The sound plays though. That's how awesome Isai is.
This vid shows everything Kirby should be doing, but not everything Kirby can
do...

http://www.youtube.com/watch?v=puxJEIClKAk (KrazyKirby)

The potential of F-Smash and U-Tilt are shown here. KrazyKirby isn't as campy
as a good majority of online players, and his spacing and approach is also
very good. Also, his opponent has an awesome name, because Rurouni Kenshin is
awesome.

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

http://www.youtube.com/watch?v=tfm0rz_GRMg (Sensei)
http://www.youtube.com/watch?v=47dJ-U3nol4 (Sensei)

His Fox is awe-inspiring. He uses lasers and his reflector with ridiculous
precision. There's a reason why Isai chooses to play this guy. Isai still wins
in the end, but anyone could learn a thing or two from this laser enthusiast.
Two matches in one, because these are my vote for the best use of B moves in
the history of Smash.

http://www.youtube.com/watch?v=Ri8lo3b8Oyk (Isai)

The first stock embodies Fox's combo game. D-Air, U-Tilt, D-Tilt, U-Air and
even a laser for stun are thrown in. The only things missing are jabs and
a Ness on the receiving end (because, you know, I hate Ness). Good edgeguards
and a bit of fox-in-the-box is shown. Brilliant DI at 2:28, a good jab>U-Smash
at 2:40 and basic good play by both parties.

http://www.youtube.com/watch?v=mSX8Auc1NCs (Isai)

Fast, frenetic play, with doable combos. U-Smash is used very well. A very
solid video, a good one to learn off.

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

http://www.youtube.com/watch?v=ouUooMEHqig (Isai)

The most brilliant Pikachu vid ever made. This is because Isai loses one stock
due to bad recovery, then takes off four of Kurtis's stocks without taking any
damage at all. Includes staples like U-Tilt use, ledgehop edgeguards, how to
use grabs, aerial combos and plain ownage.

http://www.youtube.com/watch?v=sRmCRt8Qk3E (Isai, Johnny)

Isai displays a brilliant aerial combo in the first stock, taking no damage
while beating Johnny down. This is followed by exemplary edgeguarding (since
it is against another Pika). Johnny also displays decent use of tilts and 
throws. A double F-Throw, SH U-Airs, use of D-Air and F-Smash to edgeguard and
B-Throw's astonishing KB are all displayed.

http://www.youtube.com/watch?v=wagRnubW1jA (Isai, Johnny)

Far fairer. Good wall use, good edgeguards, good U-Smash use, and Isai loses.
In short, Johnny's a freaking good player, so don't judge him by the previous
vid. Agility is used to dodge attacks quite well. 

http://www.youtube.com/watch?v=wGZcsehscTY (Isai)

Mainly for the laughs. This is how comprehensively owned Falcons (and to a
certain extent, DKs) are when facing good Pikas. Only 1 and a half minutes,
all because Falcon is made to be comboed. Exemplary Pika play in general.
U-Air and N-Air abound. F-Tilt is used quite well at 1:17.

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

http://www.youtube.com/watch?v=ry7UNDGZS1Y (Isai)

Very good use of U-Air, Up-B and aerials. Note at 3:09 where he uses Neut B to
change the direction he was facing. This shows that Luigi doesn't need to use
0-deaths every time: SH U-Airs at about 50% are a setup for a kill. Tigerbombz
is also an excellent Link.

http://www.youtube.com/watch?v=lexLRdYAMfQ (Isai)

Grab cancel at 1:05, pretty interesting. Aside from that, it's basic Isai 
ownage. Fastfall U-Airs, flamboyant Up-Bs and good wall use are all included.
Have fun.

http://www.youtube.com/watch?v=Muc2EvHMcdQ (Lawrencelot)

Lots of tornado use, which I love. It's my signature with Luigi. Of course,
Lawrencelot shows a high level of competence in comboing and edgeguarding (I
suppose it is Falcon), which is definitely a plus. The often neglected F-Air
to U-Air is used a few times. The Up-B edgeguard is neglected, it turns an
enemy around, which means Link and Samus are screwed over (two of Luigi's more
common adversaries - low tier fights). 

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

http://www.youtube.com/watch?v=HEec8yifjDw (Isai)

Generic 0-death combos, plus Falcon's better edgeguards. These include D-Air,
B-Air and U-Tilt, which fails twice, unfortunately. Also shows some basic Fox
stuff, including a flat surface combo.

http://www.youtube.com/watch?v=QV1XQHi5j8o (SuPeRbOoMfAn)

When a vid is 1 and a half minutes long, you know Falcon's in it. Boom beats
the ever loving crap out of thegreginator, who I'm sure is quite good in his
own right. Plenty of good comboing, lots of opportunities used, nice F-Air >
U-Air > Up-B action off the ledge.

http://www.youtube.com/watch?v=3-pDsK2k9DY (SuPeRbOoMfAn)

Good generic combos, very good watching. Also note that Isai loses. On a more
serious note, see how Boom turns to continue an U-Air chain, 

http://www.youtube.com/watch?v=u9dW-n8KsLk (Isai, 358)

A death in the first 20 seconds. Two deaths in the first 40 seconds. You get
the idea. Includes several 0-deaths (as expected of a Falcon ditto), a Falcon
Punch edgeguard, and some approach tactics. The most notable thing is a few
repeated D-Airs, Mario bros style. This is recoverable for the attacker, as
shown here.

http://www.youtube.com/watch?v=sMpsd8Lt9hs (Isai)

0:12 shows some very nice DI out of a drill. The whole match is just showing
that Jiggs is hard to combo, and that B-Air works wonders. Note the shield
break KO and the fact that Isai doesn't use U-Smash or F-Throw - KB is too
great to really combo Jiggs.

http://www.youtube.com/watch?v=Yu_moia-oVI (Isai...who else?)

Isai nails 4 Falcon Punches, including one where he kills by knocking a guy
into an Electrode. Hapless saps never know what's coming. Nifty double spikes
and super awesome Up-B kills. If there were tricks like these in Isai's 
arsenal for every character, everyone would lose.

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

http://www.youtube.com/watch?v=2J3i9gFKz48 (Isai)

The most technically perfect Ness I found, though in my opinion not the most
creative. DJC is used with exceptional timing and skill. His techchasing is
very good, and there is a bit of full-hop fastfall D-Air, which is a very nice
approach against most characters (despite Kirby being one of the characters
you shouldn't do this to). Shield break at 1:28, if anyone wants to see good
use of DJC. The duration of D-Air is used well at 2:09.

http://www.youtube.com/watch?v=o8eKrDIAySQ (Sima)

My vote for best Ness. DJC is used with distinction, there is a DJCed F-Air
combo in the first 20 seconds, and a shield-break > PK Thunder Charge at about
1:10. Kickass. Seriously, even if this description is shorter, this guy is
quite likely a more entertaining Ness than Isai.

http://www.youtube.com/watch?v=PB6eNRG2gw8 (Sima)

A follow-on to the above video. This is also in Mario's section: Akamario is
pretty freaking awesome. I can't say much here, just watch the epic battle.

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

http://www.youtube.com/watch?v=aD9SGxu0cXk (Isai)

Brilliant use of spacing, sometimes just outside Ness's considerable hitboxes.
Rest is thrown out a bit, as are U-Air, D-Air and N-Air, all of which are put
to great use. I can't emulate it myself, so explanations might be hard. Just
watch it for aerial awesomeness. Note that Isai doesn't do the standard one
jump one pound recovery (then again, he isn't knocked off at all). It's best
to get high up as Jiggs, unless you're facing Pika. This makes it harder for
them to immediately KO you, and also gives you a chance to get a D-Air in.

http://www.youtube.com/watch?v=2ReDiNdM2Qc (Isai)

The dominance of D-Air and U-Tilt are displayed here. Note at 1:25 how Isai
aims his Rest so it would KO off the closer side, rather than sending his foe
the other way. 2:00 shows why N-Air is an awesome aerial attack.

http://www.youtube.com/watch?v=gUOt_RhwiGc (Darth Fox)

Overall good Jiggs. Very nice comboing, deviating from the linear D-Air U-Tilt
standard. 1:38 again reinforces my support of N-Air. Even more interesting, he
tries to use the teleport AT. 2:38 is the more noticeable point. The Ness
could use some work, but Zantetsu is a decent player, so Darth's victory was
very valid.

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
9: Items (or Why Items Suck In Competitive Play)		brokenz
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

This is pretty much a party game, so there's usually a way to make the game a
basic 'bash them with whatever you can find' game. And that method is items.
Items can tip the scales if you know how to use them, and are generally banned
in all competitive play, because each and every one of them is cheap and can
cause total unbalance. Let's go over them, and why items shouldn't be used in
competition.

------------------------------------------------------------------------------
Melee Items
------------------------------------------------------------------------------

All the Melee weapons. These include the Beam Sword, the HomeRun Bat, the Fan,
the Hammer, the Fire Flower and the Star Rod.

---
Beam Sword	Simply put, this powers up several of your moves to standards
---		where they are super powerful. These moves are the A-combo, 
		the F-Tilt, the F-Smash and the dash attack. The A-combo 
*Read This*	becomes a powerful one hit attack, the F-Tilt is a slash not
*One First*	unlike Link's F-Smash (power is almost the same), the F-Smash
		becomes unique (and extremely powerful) and the dash becomes
Star Wars?	a slide attack with a massive disjointed hitbox. In other 
		words, you become a faster version of Link in some aspects.
		The disjointed dash attack and the F-Tilt make it quite broken
		indeed. Also, if you throw the Beam Sword, it's an unusually
		powerful projectile.

---
HomeRun Bat	Well...the F-Smash with this is an instant one hit kill. So...
---		yeah. It's basically a semi-nerfed Beam Sword with a boosted
Earthbound	F-Smash and a HEAVILY boosted throw attack. Throwing this can
		full-on KO DK at 50%. 

---
Fan		As well as having a seriously weird KB trajectory, the Fan
---		will instantly break shields with a F-Smash. Throws and other
Original	attacks do nothing. Actually, this weapon is so useless it
		may as well be banned. It's just a super nerfed Beam Sword
		with shield-breaking qualities. Which may be handy against
		stallers, I guess.

---
Hammer		The Hammer turns you into a juggernaut with only one jump.
---		It's 30% if you're hit, and extreme KB too. However, you can
Donkey Kong	be hit (by things like Kirby's Down-B or invincible foes).
(Jumpman)	And if you're off the edge, you die. However, in the vast
		majority of cases, you can get at least one kill if you use
		this thing properly.

---
Fire Flower	If you trap someone against a wall (in HYRULE, PERHAPS), 
---		then it's an instant 170% or so. It also gets to be a very
Mario Bros.	dangerous projectile (with fire effects, yay). I don't think
		you can DI out of the flames. Somebody check that.

---
Star Rod	I played with this thing online on an items match once, and
---		man it is outrageously annoying. It's like having a gun that
Kirby		that fires Samus's Charge Shot at moderate charge. Not only
		that, it also gives you all the benefits of the Beam Sword
		and the ability to fire those cannon shots with a F-Tilt OR
		F-Smash. There are 20 projectiles in it. Luckily you can't
		fire this thing in mid-air.

------------------------------------------------------------------------------
Projectile Items
------------------------------------------------------------------------------

All the Projectile Items. These include the Motion Sensor (MS) Bomb, the Bob-
Omb, the Bumper, the Green Shell, the Red Shell, the Pokeball and the RayGun.
The Capsule and the Egg will also be put in, just because I say so. Crates and
barrels too. Link's Bomb will not be included, because it is a generic move. 

---
MS Bomb		The Motion Sensor Bomb is one that I would like to see in the
---		competitive scene on occasion, as it affords a sense of skill
Goldeneye 007	and strategy. You basically throw it and it sticks to any
		surface it comes in contact with. This includes walls. Anyone
		who comes near the bomb will more or less be hurled straight
		out of the stadium if their damage meter is 50 or above. An
		interesting concept, but it can still cause imbalance. I guess
		they come from another N64 game, Goldeneye.

---
Bob-Omb		A superpowered version of Link's Bomb. Throwing it is more or
---		less an instant KO to anyone above 30%. If you leave it lying
Mario Bros.	there it'll get up and walk around, eventually exploding. 
		Needless to say, touching it in this state is more or less
		instant death as well. You can hold it for as long as you want
		without it exploding, but getting hit with a strong enough
		attack can cause it to go off. An obvious game breaker.

---
Bumper		In my opinion, the most underrated item in SSB64. Newbies will
---		look at it and see a dodgy item that has high knockback. It is
Original	much, much more. Throwing it near a ledge stops sweetspotting
		and recovery. Throwing it at an enemy from above is a spike.
		Throwing it in general causes very high knockback. This is not
		to be overlooked - at its best, it's a ranged spike. At it's 
		worst it's a frustration.

---
Green Shell	Pfft. This can cause damage, but it isn't exactly awesome. It
---		is a frustration to get hit by, because you go flying, but it
Mario Bros.	can be dodged fairly easily. Still, it's a supreme edgeguard,
		and because of that, can wreck offstage enemies at very low
		percent. 

---
Red Shell	It's a Green Shell, but with an upgrade. If it's thrown onto a
---		platform, it'll zoom left and right on that platform for a
Mario Bros.	while, hitting anyone and anything on the platform. It's an
		automatic edgeguard, if anyone cares. Otherwise, a Green Shell
		coloured red.

---
Pokeball	Gah. This is going to be long. The Pokeball is a powerful
---		weapon by itself. Hitting a foe causes knockback and basic
Pokemon		damage. However, a Pokemon soon emerges. Let's have a list of
		the Pokemon.

Charizard	Charizard appears and blows fire with Flamethrower. One side,
		then the other. Not game breaking, but it does make an area 
		hazardous to go into. Charizard itself does damage too. The
		fire has surprising knockback.

Blastoise	Blastoise appears and starts shooting Hydro Pumps forward. It
		can seriously injure you if you're in front of it. Blastoise
		itself hurts you if you touch it. The Hydro Pumps have a
		very nifty Sideswiping ability.

Beedrill	Beedrill appears, zooms off, then appears with a cohort of
		like-minded insects, all using Fury Attack. They rush across
		the screen and damage any in their way. Pretty frustrating.
		Enemies hit get flung straight up.

Clefairy	Clefairy comes out and uses Mimic on one of the other Pokemon.
		Can be annoying or hilarious (GIANT CLEFAIRY! CLEFAIRY SWARM!).
		Actually, it's probably Metronome, but it's restricted. 

Meowth		Meowth appears and uses Pay Day to strike a large area around
		it. Can deal heavy vacuuming damage. The thrower can take 
		advantage of this too easily, making it very broken. Youtube
		antd and watch his Fox Reflector combo with this. Nasty.

Onix		Onix appears and flies upwards, before unleashing a fairly
		randomised Rock Slide from above. Deals fair damage, but has
		little knockback, as far as I have seen. Onix itself has fair
		KB and damage.

Koffing		Koffing comes out and fills the area with Smog. Nearby foes
		take fairly heavy damage, and get trapped. Unfair chances to
		KO come from this. Can probably be DI-ed out of.

Goldeen		Goldeen flops out and uses Splash. No damage or anything.

Hitmonlee	Hitmonlee comes out screaming, then does a Hi Jump Kick in the
		general direction of the nearest foe. Heavy damage and KB if
		you're hit, but it's easy enough to dodge. Enemies are flung
		straight up.

Starmie		Starmie comes out, tracks an enemy for a bit, then unleashes
		a relentless Swift. Not too big a deal.

Snorlax		Sucks to be whoever didn't throw this. Snorlax leaps up, then
		falls down in the FOREGROUND with a Body Slam, pretty much 
		hitting and annihilating the whole arena. 

Mew		Mew comes out and floats away. I hear that being next to Mew
		can cause damage, but whatever. It's too rare to make much
		impact anyway.

---
Capsule		The Capsule usually holds one item inside. On occasion (12.5%
---		chance, I heard), the Capsule has Bob-Omb-like power when
Original	it hits something.

---
Egg		A white, egg-shaped version of the Capsule. Given out by 
---		Chansey when it's summoned.
Pokemon
---
Crate		A big wooden box. It holds 1-3 items, or is explosive fun.
---		You're immobile while carrying unless you're playing DK.
Original	It can be busted open with a strong attack (or a few hits).

---
Barrel		A wooden barrel. Throwing it will make it roll, and it will
---		keep rolling until it hits a wall. You can break it open with
Original	a strong attack. Again, you're immobile while carrying, unless
		(again) you're playing DK.

------------------------------------------------------------------------------
Other Items
------------------------------------------------------------------------------

Anything not in the above two categories. These include the Maxim Tomato, the
Heart Container and the Starman.

---
Maxim Tomato	These instantly restore 50% health. You can see why it can be
---		considered broken. 50% makes a lot of difference. Any damage
Kirby		dealt during the period where the damage meter rewinds is 
		negated, though KB is the same as if no health had been
		restored at all.

---
Heart		Does the same thing as the Maxim Tomato, only with 100%. This
Container	is obviously broken. Any damage dealth during the period where
---		the damage meter rewinds is negated, though KB is the same as
Legend of	if no health had been restored at all.
Zelda
---
Starman		Gives a short period of invincibility. This does not prevent
---		suicide attempts, but nothing at all can touch you, not even
Mario Bros.	someone in the same invincible state.

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

    ~~~~~~~~~~~~~~~~~~~
10: Gameplay Strategies						beready
    ~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

Don't let the title daunt you. This is more a basic strategy section, not even
character specific, though references will be made. Let's begin.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Tactical Play							goodchoices

------------------------------------------------------------------------------
------------------------------------------------------------------------------

This is a section that needed to be put in. It is a vague art to define this
term, so I'll stick to giving advice rather than rock-solid definitions. Now,
BACK TO ADVENTURE!

------------------------------------------------------------------------------
Windows
------------------------------------------------------------------------------

Before you ask, this refers to windows of opportunity. You see, every move has
what you might call a shelf-life of usefulness. This falls within a percentile
of damage. If you've ever played an RTS like Age of Mythology or a strategy
game like DoTA, you'll know what I mean. Most moves and units have their time
to shine, when there is little to counter them. This is the base for my little
section here: that moves all have a period where their potential shines.

I'll refer to these windows as Low-P, Mid-P and Hi-P. The ideal aim of the
game is to finish a foe before they reach Hi-P, which means using moves that
are most effective at Mid-P to set up a finisher. I'll give some examples of
these moves.

Low-P - 0% - 50%
	Any move that involves damaging a foe efficiently shines here. 
	Examples include Mario's Fireball, Kirby's D-Air and Samus's F-Air.

	You do NOT attempt to use Mid-P moves here. Moves like Pika's U-Air
	or Jiggs' F-Air have little to no effect at this level.

Mid-P - 50% - 120%
	Any move that needs a little bit of KB to work best. Examples include
	Captain Falcon's U-Air, Samus's D-Air and Pikachu's U-Air.

	Mid-P is diverse. You can stack more damage in preparation for a Hi-P
	hit, or you can attempt to KO through repulsion and edgeguarding.

Hi-P  - 120+%
	High power moves that can KO are at their best here, though one hopes
	not to get here at all, unless it is through extensive comboing. That
	said, when up against a cunning foe, stacking damage and landing a 
	power hit may be a good idea. Examples of good Hi-P moves include most
	smashes, power aerials and spikes. 

	DON'T bother stacking damage with Low-P moves. Everything you do here
	should be a KO attempt or a leadup to a KO attempt. This in itself 
	stacks damage.

You'll notice more or less every 0-death combo done on a flat surface will
start with a drill. This is to build damage and setup Mid-P moves. One popular
move is Fox's D-Air. With a few SHed D-Airs, some tilts thrown in, and a bit
of damage stacking via N-A prods or U-Airs, Fox is ready to KO with U-Smash.
This all happens before Fox's foe reaches 100%, which is great.

------------------------------------------------------------------------------

Each percentile has a generalised KO formula. I'll go over them roughly.

Low-P kills are very rare. They either result from bad technical skill, luck 
or a specialised situation, eg. DK vs. Jiggs with a charged Giant Punch. The
other method is through good edgeguarding. 

Mid-P kills exist, but the most common type in high-level play is the finisher
resulting from a combo setup. By this I mean that the foe who has reached Mid-
P is already in a position to be KOed easily. Edgeguarding is again a key 
factor in gaining these kills. Ledgehogs are a notable method.

Hi-P kills are flat out obvious. Power hits are the way to go. Being able to
land a Hi-P kill at will is also the trademark of a good player. 

------------------------------------------------------------------------------
Positioning
------------------------------------------------------------------------------

This is a vital part of getting KOs. The map is only so big, so you want to be
as close to the edge as possible when attempting a KO. This is where moves
such as Pika's U-Air and Falcon's U-Air shine - they take the enemy closer and
closer to the blast lines. Of course, not every move is this convenient. As 
such, you have to think on the fly, and try to get a good position from which
you can garner a quick KO.

---
Pivots
---
Pivots are vital in positioning. If you have your back to an edge and the foe
is right in front of you, chances are a Pivot F-Smash/Grab is enough to get
the KO.

---
Spacing
---
Spacing is vital in preventing foes from manipulating you too easily. Running
in blindly gives the foe a much easier time predicting your movements. Space
well, and be aggressive when you need to be. This can just mean stepping a
few pixels out of a foe's potential attack range.

---
Baiting
---

Basically, this is just luring the enemy to your position by forcing them to
come or risk being helpless to projectile spam. It cannot be done by all
characters. Those that can do it may not even be able to do it well, though
some excel. The best baiters include Fox, Mario and Link, through use of the
Laser, Fireball and Boomerang/Bomb respectively.

---
Repulsion
---
Repulsion serves a dual purpose - it allows you to get closer to an edge, and
it lets you pursue. It's obvious how this comes into positioning - it lets you
manipulate a foe's position.

---
Pursuit
---
Of course, if the enemy is next to an edge while you're in the middle of the
stage, you won't be in anywhere near as good a position as you were before. 
Chasing a foe when necessary is another vital part in positioning. 

The key idea here is to control your opponent through good positioning. If you
can do this, getting KOs will become much easier. 

------------------------------------------------------------------------------
Character Matchups
------------------------------------------------------------------------------

This section is now just a cover for the thread that spawned the tier list.

http://www.smashboards.com/showthread.pp?t-241670

If you have questions about a matchup, read through this thread. It may be a
bit tedious, but you'll learn along the way.

I'm not repeating matchups. If you're looking for a particular matchup, scan
the section of the character higher in the tier list. The tier list is:

Pika
Fox
Kirby
Falcon
Mario
Yoshi
DK
Ness
Jigglypuff
Luigi
Link
Samus

All dittoes are '='. That's pretty obvious.

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

Pikachu > Fox
Pikachu > Kirby
Pikachu > Falcon
Pikachu > Mario
Pikachu > Yoshi
Pikachu > DK
Pikachu >> Ness
Pikachu > Jiggs
Pikachu >> Luigi
Pikachu >> Link
Pikachu >> Samus

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

Fox = Kirby
Fox = Falcon
Fox > Mario
Fox > Yoshi
Fox > DK
Fox > Ness
Fox >> Jigglypuff
Fox >> Luigi
Fox >> Link

Fox >> Samus

---
Kirby
---

Kirby > Falcon
Kirby = Mario
Kirby > Yoshi
Kirby > DK
Kirby > Ness
Kirby > Jigglypuff
Kirby > Luigi
Kirby > Link
Kirby > Samus

---
Falcon
---

Falcon = Mario
Falcon > Yoshi
Falcon > DK
Falcon > Ness
Falcon = Jigglypuff
Falcon > Luigi
Falcon > Link
Falcon > Samus

---
Mario
---

Mario = Yoshi
Mario > DK
Mario > Ness
Mario > Jigglypuff
Mario > Luigi
Mario > Link
Mario > Samus

---
Yoshi
---

Yoshi > DK
Yoshi = Ness
Yoshi = Jigglypuff
Yoshi = Luigi
Yoshi > Link
Yoshi > Samus

---
DK
---

DK > Ness
DK > Jigglypuff
DK = Luigi
DK = Link
DK > Samus

---
Ness
---

Ness < Jigglypuff
Ness > Luigi
Ness > Link
Ness > Samus

---
Jigglypuff
---

Jiggs < Luigi
Jiggs = Link
Jiggs = Samus

---
Luigi
---

Luigi < Link
Luigi > Samus

---
Link
---

Link > Samus

------------------------------------------------------------------------------
Timing Aerials
------------------------------------------------------------------------------

A somewhat neglected topic, this is the section dealing with using aerials at
the right time. I'll start by pointing out how diverse this topic is. There
are three states in your jump: Rising, Stasis and Falling. They refer to the
beginning, middle and closing of your basic jump. Basically, you need to know
where you'll go after you use the aerial. Lets go over some examples.

Mario's U-Air

Mario's U-Air is a great juggle. However, in its prime it has only a slight
amount of knockback with fairly small range. So, to maximise efficiency, you
have to use it while Rising. Alternatively, you should use it as you're about
to hit the ground so you can keep the enemy in hitstun.

Luigi's D-Air

Lets assume you wish to edgeguard with this by repeatedly using it. When would
you initiate it? When Falling, of course. You'd only get a single hit when
Rising, would you not?

DK's D-Air

You wish to edgeguard a recovering Fox with D-Air. When would you use the move
to have the best effect? It would be as you reach the peak of your jump/SH, 
when the move's duration would extend into falling. Too late and you could
plummet and be KOed. Too early and the duration peeters out. 

So you see, if you intend to follow the enemy up after an upwards hit, use the
move while Rising. If you intend to follow them down, use it while Falling.
Specifically using a move during Stasis is rarely planned, but must be adapted
to as the situation demands it. 

------------------------------------------------------------------------------
------------------------------------------------------------------------------

KOs								fatality!

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Easily the most important aspect of the game: getting KOs. So, how to do this?
There are two ways of getting KOed. The first, and by far the more common, is
an enemy-directed KO. The other is a SD, or suicide. This usually happens by
accident when edgeguarding, and you haplessly fall because your opponent beat
you to the ledge. The first type of KO is infinitely preferable. So, let's 
talk about the best ways to KO. Or, just the one way that isn't obvious. Low
percentage KOs.

------------------------------------------------------------------------------
Low Percentage Kills
------------------------------------------------------------------------------
These are quite important. All characters have some way to do this, so you 
can't complain that I've left anything out. LPKs are exactly what they refer
to - KOs when the enemy hasn't taken much damage*. Let's look at some ways to
do this. 

*Refers to 40% - 50% or so

---
Spikes
---
Ugh...this section is going to take a while...

The most simple low percentage kill - the spike. Everybody except Pikachu and
Link have some form of a spike. My definition is 'An attack that sends foes
plummeting downwards'. Most D-Airs do this, except Pikachu and Link's. But,
you'll notice some D-Airs are far better than others at the spiking aspect.
Namely, DK's, Samus's, CF's and Ness's. These will be referred to as Impact 
Spikes. Add to that list DK and Yoshi's F-Air, Kirby's Up-B and Mario's
Down-B. These spikes send the enemy HURTLING down, as opposed to the moderated
whack provided by all other spikes. Kirby's D-Air is an exception, as it has
exceptional spiking capabilities. Alright. First, a list of spikes, which
have been separated into Vacuum and Impact categories.
---
Vacuum
---
Mario's D-Air 				(V)
Yoshi's D-Air 				(V)
Kirby's D-Air 				(V) (No, it's not an Impact Spike.)
Fox's D-Air   				(V)
Luigi's D-Air 				(V)
Jigglypuff's D-Air 			(V)
---
Impact
---
**(Mario's Down-B)**
DK's F-Air
DK's D-Air
Samus's D-Air
Yoshi's F-Air
**(Kirby's Up-B)**
**(Kirby's F-Throw (suicidal)**
Fox's Down-B (more on this later)
Falcon's D-Air
Ness's D-Air

NOTE: Despite Kirby's spike having similar effect to an Impact spike, the
speed after impact between his and, say, Ness's is totally different. So it is
an exceptional spike (probably the best in game, as it has the best duration
and even drill effect), but it isn't an Impact Spike.

As you can see, there are a LOT of spikes in this game. Those marked with a 
(V) have a vacuum effect, which will be discussed later. Those marked with 
asterisks and brackets are non-regular Impact Spikes. Spikes are commonly
used in basic combos. For example, Yoshi's Up-Tilt combined with a F-Air, or
Captain Falcon's Up-Smash combined with a D-Air. Short hopping with an Impact
Spike is a common edgeguard. 

---
Low Trajectory Hits
---
These are the jumble of moves that hit enemies away at a lower than normal,
getting them below stage level at low percentages. These are good setups for
spiking. Only Ness lacks one, but does he need one? Well, it would definitely
help, but no, he doesn't. All D-Tilts are LTHs, bar those of Link, Fox, Ness
and Jigglypuff's. However, Link, Fox and Jigglypuff's LTHs (and Yoshi's) are
far more useful, because they come as D-Smashes.

---
Reflector Spike
---
The Fox-only move that gets its own section. It's already been explained, but
I'll copy and paste it here.

Fox releases a portable reflection device, nicknamed the Shine. This serves to
reflect all projectiles thrown at it, and can be held for as long as needed.
Fox is stationary whilst using it. If it is initiated in close vicinity to an
opponent, then the opponent is flung away as it opens. It has a set amount of
knockback. It slows falling speed if used in midair. If you touch the ground
while using this, it cancels out. 

Did you read that last bit? SET AMOUNT OF KNOCKBACK. That means it's just as
effective at 0% as it is at 500%. So? That means it must have pretty dodgy
knockback, or Fox would be used by everyone. True, the knockback isn't exactly
prime, but it's not called a spike for nothing. When the enemy is flung into
the air (not impacting on ground), then are stunned for a second or two, so
they plummet for a bit. Repeatedly used, it is an effective and annoying move.
If you nail it JUST RIGHT, the enemy goes down, earning it the 'spike' part of
its name. Also, a definite bonus in edgeguarding, the Shine instantly cancels
rapid downwards movement, allowing you to jump back up easier.

---
Low Percentage Edgeguarding
---
Anyway, edgeguarding is what you should do after the enemy's been whacked off
the edge - you guard the edge and prevent return. What can you actually do to
edgeguard? Every character is different. So...let's go through the characters.
Just kidding. I promised not to do that. If you're disappointed, you can just
read through the character's individual seciton. 

Edgeguarding is very situational. If the risk isn't particularly high, you can
jump off and go for repulsion. If your chosen character isn't a good jumper,
you should go for a grounded smash-based edgeguard. Even if your character is
a good jumper, a grounded edgeguard is often the best choice. Forward smashes
generally work well, because they tend to have hitboxes that work well and 
sufficient power and range to hit them away before they get back on. D-Tilts
are also very useful, due to the lower trajectory. Down Smashes have lower 
hitboxes, and are strong enough to repel. Projectiles can cancel jumps, which
hinders movement.

------------------------------------------------------------------------------
In basic summary...

(1: Get the enemy to the edge via grabs, smashes, etc.
(2: Low Trajectory Hit OR (2: Impact Spike
(3: Edgeguard

Every character has their own techniques. Learn them yourself.

------------------------------------------------------------------------------

---
Super Hits
---

Super Hits are pretty self-explanatory. These are attacks with knockback so
great that they can full-on KO from about 50%. There aren't many, but the few
that exist are well worth using. They generally suffer from either lag, short 
duration, a lack of speed or a bad hitbox. They aren't particularly easy to
abuse, but opportunities do present themselves. They're all specials.

DK's N-B 		(Giant Punch)
Pikachu's Down-B	(Thunder Aura)
Luigi's Up-B		(Super Fire Jump Punch)
Captain Falcon's N-B	(Falcon Punch)
Ness's Up-B		(PK Thunder (Charge))
Jigglypuff's Down-B	(Rest)

* If they can get Jigglypuff past the small edge on the right of Hyrule (from
a beginning position as 2P) they're a Super Hit. Luigi's Up-B is the exception
(but who's arguing?).

** Pika's Thunder Aura has a very shallow knockback gradient. This means that
the amount of knockback doesn't increase very much. It's still worth using as
an impromptu edgeguard in friendlies.

*** Ness's PK Thunder 2/Charge isn't very useful for attacking. Trust me on
this - it's too slow.

Like I said, there are combos, but you'd be better off with the standard way
of damaging and finishing.

The final method of Low Percent Killing is...

---
Escort Kills
---

Doable only by a select few, escort kills are where you take the enemy nearer
and nearer to the screen edge until you can whack them to oblivion near the
blast lines. The most famous one is probably Pikachu's U-Air frenzy from the
stage straight to the edge of the screen. Other ones include Captain Falcon's
rising combo (U-Smash, F-Throw, U-Air and Up-B are the players), the Mario
Bros' repeated D-Air vacuum spike, DK's F-Throw > repulsion move and Yoshi and
Ness's DJC combos, of which there are many. As you can see, all of the blast
lines have accompanying escort kills.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Combos and Damage Building					dontgethit

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Just a note: This does not go over every combo in the game, or even the most
well-known combos. I will use some examples, but this just teaches you the 
attacks that form good combos.

What must a combo have? Simply put, it must give the enemy no time to get out
of said combo, and get at least 2 hits. You can further refine the definition
with stuff on DI and juggles, but that's the basic gist. However, 0-death
combos are absurd and hard to do unless you've practised them without pause.
As such, you can call the imperfect combos (that enemies can break out of) 
'damage builders'. Building damage is the basis of general KOs. A number of
combos will take to the air, as you cannot shield or dodge roll in midair.

Here are some useful moves for combos and damage building.

------------------------------------------------------------------------------
Aerials
------------------------------------------------------------------------------
There are many types of aerials. However, there are some which follow the same
principle as several others of the same type. For instance, the mid-air back-
flip that is shared by many characters as a U-Air. Or the downwards vacuuming
attack that many characters possess as a D-Air. This will go over how those
moves slot into combos. 

---
Backflip U-Airs
---
Possessed by: Mario, Luigi, Captain Falcon

This move is one that can be used repeatedly for a great juggle effect. If you
calculate jumps and KB, followed by any strong aerial finisher, it can be a
killer from 0%, depending on how good you are. If there are platforms you
nearby that can let you repeat the combo (eg. Dream Land and Hyrule middle),
you can be even more devastating. Note that you have to perform a Jump Aerial
to really succeed with the final vacuum effect. This way you rise with the
opponent. The idea is to keep the enemy in the air with hitstun applied.

---
Multi-hitting F-Airs
---
Possessed by: Samus, Kirby, Pikachu, Captain Falcon

For Samus and Pika, if these are used as a jump aerial, your momentum takes 
you right next to the enemy. For Kirby and Falcon, you can land and start a
combo from there. Either way, you facilitate combos. A single hit from these
combos is often enough to provide the opening you desire. Hitting the ground
as you use these (with the enemy on the ground) is another good combo method.
Basically, these set up for another power hit. Kirby and Pika's ones can be
DIed easily, so it shouldn't ever be spammed.

---
Multi-hitting D-Airs
---
Possessed by: Mario, Yoshi, Fox, Kirby, Luigi, Jigglypuff

This ranks up as the most aggravating way to score damage. The D-Air by itself
will hit hard (15-30%), and with a Z-Cancel, it goes straight into another
ground based move. Oddly enough, every character possessing one of these has a
perfect juggle continuation in U-Tilt or U-Air. Luigi and Jigglypuff can go 
straight into various specials. These vacuum enemies and can allow you to hit
with moves that are hard to hit with (Rest, Reflector, Mario Tornado). Once
you get online, you'll find these aren't quite as useful, as most online
players know how to DI out. 

---
Impact D-Airs
---
Possessed by: DK, Samus, Yoshi, Kirby, Captain Falcon, Ness

"Huh?", you say. How are these combo attacks? Well, perform one on a standing
enemy with moderate damage. The enemy is subject to hitstun and gentle rising.
For the record, being just above the ground is the worst place to be - more or
less every attack can hit you. As such, this move puts you there. You can go
into an aerial juggle, smack the enemy offstage, or go your own way.

------------------------------------------------------------------------------
U-Tilts
------------------------------------------------------------------------------
U-Tilts come in a couple of flavours. The most fun one is the low-KB juggler,
which will be explained first. U-Tilts, or Up Tilts, are essential to playing
most characters, either as damage rackers or serious attacks. 

---
Weak Juggle U-Tilts
---
Possessed by: Link, Yoshi, Kirby, Fox, Pikachu, Ness, Jigglypuff

As long as the enemy doesn't hit the ground, you can juggle them and use the
hitstun to keep them juggled. The best type of U-Tilt, you can launch into an
aerial attack right after you finish with the one-move juggle. As long as you
keep the number of hits below 5, you won't be called a spammer. More than 5
generally loses the combo opportunity anyway. These setup for aerial attacks.
Yoshi's has fixed KB, and Ness's has a very shallow KB gradient.

---
Strong Juggle U-Tilts
---
Possessed by: Mario, Luigi

The slightly less useful type of juggle, it has the same hitstun, but greater
distance. This means more distance travelled, which is more time used, which
equals a chance to fight back. In other words, this is not a one-move juggle.
It's a combo starter. Mario and Luigi get some use at moderate damage levels
to start an U-Air chain.

---
Power U-Tilts
---
Possessed by: DK, Samus, Captain Falcon

For DK, it's a huge, arched slap. It has impressive presence, but awful lag
in general. For Falcon and Samus, this is an arcing high kick with a huge
hitbox. Usable, but both Samus and CF generally have better things to do when
an enemy ventures into the hitbox zone. It can be surprising, and the hitbox
IS rather large. Not really a combo move, though Samus and CF's can hit twice.

------------------------------------------------------------------------------
Grabs
------------------------------------------------------------------------------
Grabs create openings and/or situations. Depending on the throw you choose,
you will have an opening to use any other move you want, unless the enemy is
at an extraordinary percentage.

------------------------------------------------------------------------------
Finishers
------------------------------------------------------------------------------
Combos must end with a loud POW sound, or at least a moderately pitched BANG.
There are dozens of finishers all up, each character having several. I'll go
over some of the common ground, then rank up each character's best finisher.
Note that Finishers don't have to be tacked onto a combo (obviously). Don't
let enemies get to high percentages - the longer they survive, the more chance
they have to hurt you. Finishing is essential. 

---
F-Smash
---
You can't go wrong with a hefty F-Smash. Every character has a powerful attack
in their F-Smash, but some are harder to use than others, eg. DK or Ness. In
fact, some characters rely on their F-Smash to get them through a battle,
eg. Samus. In short, the most basic of finishers. It's not easy to find combos
that end with F-Smash, but they do exist.

---
U-Smash
---
Most U-Smashes are high-powered, but have limited hitboxes. Link, Samus, CF
and Ness are the exceptions, with multi-hitters/large range damagers/combo 
moves instead. Back on track, these will kill quite well if you can manouever
foes into the right position. Some U-Smashes are essential finishers to the
character, like Fox or Mario's devastating U-Smashes. 

---
Power Aerials
---
If you play a character with a strong aerial (eg. Falcon's B-Air, Jiggs' U-Air
or Pika's B-Air), those moves are exceptional finishers. Versatile, usable 
almost anywhere, and powerful enough to send enemies right off the screen. In
fact, they're probably the best all-around finisher.

---
Throws
---
Throws are some of the best killers around, unless you're Link or Samus or
Yoshi. Or Kirby, since his throws won't kill until the damage becomes huge.
These attacks have absolutely mad KB, which is why they were majorly nerfed in
the move to Melee. Back Throws in particular are absurd. If you're unsure of
what a Throw is, it's also referred to as a Grab attack. Most throws have mad
KB, come out very fast, or at least pave the way for a combo.

---
Spikes
---
See Spikes section above.

---
Unique Finishers
---
Examples include Samus's Charge Shot, Fox's Reflector, Luigi's Fire Jump Punch
and Jigglypuff's Rest.

------------------------------------------------------------------------------
Techniques you must master
------------------------------------------------------------------------------

There won't be an explanation on these techniques. They're in the Techniques
section. You'll have to master these before you can really start comboing.

* Z-Cancels
* Fast Fall
* Short Hops
* Jump Aerials
* Fast Fall Aerials
* Non-Fast Fall D-Airs
* Non-Jump U-Airs
* Short Hop Aerials

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Directional Influence						stickabuse

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Use this link for all your DI needs.

http://www.smashboards.com/showthread.php?t=80947

A quick summary:

During the period of hitstun (where you are unable to execute commands as the
opponent is hitting you), you have some power of movement. How you use this
movement is up to you. The physics in this game can be used to your advantage
if you DI properly. Alternatively, you can just DI out of an enemy's way (eg.
DI behind an opponent as they drill you so they cannot grab you right away).

There are two major types of DI: Smash and Slide (2x DI).

Smash DI is simple. Jab your control stick in one direction rapidly. It is 
best to do this with the palm. This is effective for basic drills, but it is
overall inferior to the other type of DI.

Slide DI is more effective because you are inputting multiple DI commands,
which is why it is sometimes called 2x DI. Basically, slide the control stick
(again with your palm) in the general direction you wish to DI. It is far more
complex than that, so read up in the above link. It is similar to a Hadouken
movement, if you play Street Fighter.

Only attacks with impact can be DIed. That means grabs aren't DI-able.

Some common uses of DI include:

* Surviving otherwise killer hits in the tent or near a wall (hitting a wall
  drastically reduces your speed and absorbs some of the knockback you take).

* DI-ing into a ledge so you have another chance at recovering (DI-ing into 
  the ledge prevents you from flying right out of the screen).

* DI-ing away from drills, which would be incredibly abusable otherwise. Some
  drills can easily lead to your death (Jiggs/Mario/Luigi D-Air, Mario Down-B)
  if not DI-ed.

* DI-ing away from predicted hitboxes (eg. DI-ing down when Falcon U-Airs you
  so he cannot simply fall with you and U-Air again).

* DI can be used to enhance Link's Bomb Recovery. It's still pitiful though.

DI isn't that simple though. You can counter DI to an extent, especially if
the combo you intend to use is easily stopped with DI. This countermeasure is
generally called DI Following.

Following DI is a must if you intend to use drill-heavy combos. Once you play
the game enough (against DI-ing foes, of course), you'll be able to predict 
where they will DI. Thus, you can compensate by moving into a position where
you can continue to attack. The most obvious example is with drills. Some of
the cast (Mario, Kirby, Fox, Luigi, Jiggs) can use drills extremely well, but
good opponents will DI behind or away from you while you drill. Thus, you 
should learn to follow DI. This is easiest with Jiggs and Luigi.

Following DI isn't limited only to drills. The aforementioned example of using
DI to escape a Falcon U-Air combo can be circumvented by briefly fastfalling.
This is a less obvious method of following DI.

------------------------------------------------------------------------------

Some frequently asked questions about DI:

Q: What is DI?
-
A: DI is Directional Influence, a way to move your character while they're
   being hit (during hitstun). This can potentially save you from finishers
   or help you escape drills.

Q: How is it going to help me?
-
A: If, for example, you're being comboed by Fox in the tent area on the side
   of Hyrule, you can stop the finishing U-Smash from KOing you by forcing 
   your character into a wall. Cruel, but effective. 

Q: Is it a glitch?
-
A: It is most definitely not a glitch. The US version, which came out after
   the Japanese version, had noticeably greater DI. In addition, the odd
   frameskips that come with drills are possibly another way that DI has been
   made easier in the US version (the frameskip isn't in the Jap version). 

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Recovery Tactics and Sweetspotting the Edge			umustrecover

------------------------------------------------------------------------------
------------------------------------------------------------------------------

After you get knocked off, YOU MUST RECOVER. They've given every character a
method of modifying their recovery using special moves in order to increase
the distance recovered or to increase the chance of getting back on. Note that
these moves are not restricted only to your Up-B moves. For instance, Mario's
Tornado (Down-B), if performed correctly, can give notable vertical distance,
as well as a bit of horizontal movement. Yoshi's Ground Pound (Down-B) is an
excellent aid in sweetspotting (from a height). Captain Falcon's Falcon Punch
gives you slight vertical and horizontal movement if angled upwards. 

Mario: (Down-B)	Button mashing B during the Tornado gives upwards movement.
		Off-ledge edgeguarders can be spiked and KOed with this.
       (Up-B)	Super Coin Jump gives nice vertical and horizontal recovery.
		Fairly consistent attack frames can repel edgeguards.
       (N-B)	Extra damage and deterrent to edgeguarders

Mario has excellent vertical recovery ability and decent horizontal recovery.

DK:    (Up-B)	Spinning Kong can move left and right during the animation.

DK's vertical recovery is pretty bad, but horizontal is quite good.

Link:  (Down-B) Having a bomb explode in your hand gives you another Up-B.
		Alternatively, falling into dropped bombs gives distance.
       (Up-B)	Fairly weak recovery, but the attack aspect deters opponents.

Link has pretty bad recovery, and bomb tactics aren't quite reliable.

Samus: (Down-B) Repeated use in midair gives excellent horizontal recovery.
       (Up-B)   Basic recovery with constant attacking frames.
       (F-Air)  Deterrent to edgeguarders. For distance, Down-B is preferable.

Pretty mediocre vertical recovery but excellent horizontal recovery.

Yoshi: (Down-B) Can be used to fall and sweetspot from up high.
       (N-B)	Can take enemies with you if you're about to die.
       (Up-B)	Can be used for Egg Cancelling
       (Jump)   Invincibility frames can completely ignore non-throw moves

Very high 2nd jump, easy enough to recover (assuming good use of 2nd jump).

Kirby: (F-Air)  Adds horizontal momentum, deters off-ledge edgeguarders.
       (Down-B) Gives invulnerability when falling from heights.
       (N-B)	Can incapacitate and possibly KO edgeguarders.
		Can KO if Kirby turns and spits while the enemy is swallowed.
       (Up-B)   Quick, good recovery that could even spike enemies. (<- Hard)
		Easy to sweetspot the ledge with.

Extraordinary vertical and excellent horizontal recovery. Simple to edgeguard.

Fox:   (Down-B) Stops falling, reflects projectiles
       (Up-B)	Basic, directable recovery with chance of hitting enemies.
		Easy to sweetspot with.

Okay horizontal and vertical recovery. Fairly easy to edgeguard.

Pika:  (Down-B) Getting hit by Thunder gives floatiness and damages enemies.
       (Up-B)	Excellent redirectable double recovery.
		Very easy to sweetspot, can be used to stall.

Good horizontal and vertical recovery, quite simple to manuever past foes.

Luigi  (Down-B)	Button mashing B during the Tornado gives upwards movement.
		It can also stop off-ledge edgeguarders, and possibly KO.
       (Up-B)	Super Fire Jump gives moderate recovery.
		Doesn't really hurt edgeguarders if sourspotted.

Great vertical, mediocre horizontal. If done right, you could KO foes.

C.F    (N-B)	Falcon Punch can be angled upwards for slight recovery.
       (Up-B)	Falcon Dive is a main recovery and can KO edgeguarders.
		If an opponent falls victim to this, it can be used again.
       (Down-B)	Speeds recovery from heights and is generally unexpected.

Pretty average in horizontal and vertical recovery. Can KO unexpectedly.

Ness   (Down-B)	Slows momentum and stops falling, mindgame play.
		Absorbs projectiles thrown at you (except Link's Boomerang)
       (Up-B)	Gives extraordinary directional recovery, can KO foes.
		Can sweetspot ledges if the user is skilled enough.

Great recovery both ways, but easy to take out if not sweetspotted.

Puff   (N-B)	Can be repeated for good horizontal recovery.
		Can be angled for horizontal and vertical recovery.
		Can be used to stall while near the edge.

Dodgy vertical, exceptional horizontal. Easy to stall, too. 

There are many ways to recover, and the primary idea in recovering is not 
simply to get back to the stage, but also to prevent yourself from being hit
straight back off. How to do this? One method is sweetspotting the edge.

You may have heard of 'sweetspotting the edge' and wondered what it meant. 
Perhaps you just read a few of the above descriptions and saw the phrase.
Sweetspotting the ledge is the simple act of grabbing onto the ledge while 
recovering, rather than going straight onto the platforms. This is not to be
confused with sweetspotting attacks, which means hitting with the optimum
hitbox. Why would you do this? Let's go over the groundwork. 

Major recovery moves (Up-Bs) have the frustrating side effect of causing you
to go into a mode called Helplessness. During this mode you are helpless (of
course), and the only things you can do are slightly modify your falling 
trajectory and go into fast-fall. When you land you'll receive a punishing
amount of landing lag, which cannot be Z-cancelled (Z-cancelling counts as an
air-based move, and you are unable to use such moves in Helplessness). Why is
this so dangerous? As you land, you are liable to be smashed straight back off
by anyone waiting for you. If you're thinking ahead, you can see the vicious
circle forming. So, how to get back on? 

There are two major ways. One is to hit any potential edgeguarders with your 
recovery to temporarily incapacitate them. This is preferable, but hard to do,
because they'll be on the defensive as well. Some characters simply cannot do
this, because their recoveries aren't suited. The second safe method is to 
sweetspot the ledge and work from there. When you first latch on, you get a 
few invincibility frames, which guarantees your safety from diligent guarders.

Note: Grabbing the ledge obviously cancels the Helplessness, as you may have
already guessed from this explanation.

The act of hanging from the ledge gives you many possibilities. 

Do nothing:	You hang on, awaiting orders.
Hold Up/Fwd:	You clamber back on swiftly.
Press A or B:	You climb on and launch a quick, weak attack as you do so.
Press Z:	You roll onto the platform and get a little distance inwards.
Hold Back:	You let go of the ledge and go into a falling state.
Hold Down:	You fast-fall down from the ledge.

Of these choices, the most useful one is to hold Back on the control stick. 
When you do so, you'll be slightly below the ledge with your second jump and
further recovery all ready for reuse. Of course, having your second jump also
means you can simply hop straight back on and attack any waiting foes with an
aerial. This is expected in competitive play, so perhaps you want to stall a
little. You can obviously just stay put and hang. You can hang for as long as
you want, but this soon takes away your invincibility frames and opens you up
to sideswipes or smashes. That said, holding Down is useful in ledgestalling,
where you drop and jump right back up in order to keep invincibility frames on
the ledge and perhaps confuse waiting foes. Unless there's a big opportunity,
you won't be seeing much of the ledge attack, even though you get even more
invincibility frames during the attack. Rolling from the ledge by pressing Z
is another possible choice, but will likely work only once or twice, because
enemies learn to expect it after said number of times. Finally, holding Up on
the control stick will quickly boost you up. There are no catches to this, but
if you're willing to risk getting hit for a little extra speed, it may be 
worth it. Obviously, all these choices are better than being smashed right
back off by a waiting adversary.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~~~~~~~~
Fastfalling						      goingdown
~~~~~~~~~~~

------------------------------------------------------------------------------
------------------------------------------------------------------------------

An extraordinarily important tactic, fast falling is the simple act of falling
much faster than normal. To do it, jab down when falling. So how is this so
important? I'll go over some of the more practical applications of this very
useful technique.

---
Recovery
---
When you're up high, just floating down can be an issue, due to the dangerous
edgeguarders waiting for you. Fast falling makes you harder to hit, and lets
you sweetspot faster. Alternatively, if you're just plain falling in helpless
mode, fastfalling will get you back on the ground fast. It's vital that you
learn to fastfall-tech, otherwise you can be in a bit of trouble.

---
Speed
---
Smash Bros is a fast game. There's no way around it. You have to react, chase
and attack with speed. As such, fast falling is the way to go. Fast falling
while attacking is an effective aerial approach. Getting close to an enemy 
from a height is easier done with a fast fall. Chasing an enemy off a ledge
generally requires fast fall if you want to get there before they can react.
Some spikers fast fall down to ensure a KO.

---
Compensation of your Second Jump
---
You'll notice you can change your first jump's height (short hop, normal hop,
basic jump). However, you can't modify your second jump, so to avoid jumping
over airborne foes, a quick fastfall followed by a jump will correct this and
allow combo continuation (or just repulsion). 

---
Edgehogging
---
Pretty simple. When you judge you're about to grab a ledge if you fall right
down, fastfall. 

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~
Frames of Defence					      srslydontgethit
~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Frames of defence are animation frames in which you are invulnerable to KB,
damage or both. I've divided them into two types: Type 1, where you can't take
damage/can't be knocked back, and Type 2, where you can neither be KBed or
damaged. That has further been divided into hittable/non-hittable. Also, there
is a section with a list of moves that have constant attacking frames, which
are not strictly defensive, but also offensive. After all, the best defence is
a good offence.

The tests were performed with a standard sexkick (Link's). 

------------------------------------------------------------------------------
Type 1						Invulnerable to damage OR KB
------------------------------------------------------------------------------
Invulnerable to KB, Vulnerable to damage
------------------------------------------------------------------------------

- Yoshi's second jump 	(Note: is KBed by many smashes, powerful specials)
- Being in Yoshi's Egg	(Cannot move in said state)
- Being in Hyrule's tornadoes

Not many, are there? They're all fairly hard to apply: Yoshi's second jump is
used only by Yoshi, Yoshi's Egg Lay is uncontrolled by the user and still
disallows movement. When somebody's in a whirlwind on Hyrule, you should aim
to intercept them, not damage them.

------------------------------------------------------------------------------
Invulnerable to damage, Vulnerable to KB
------------------------------------------------------------------------------

- Shielding		(Dampens KB considerably)

The big one. Shielding is undoubtedly the most-used Type 1 frame, primarily
because it's easy to use, and everyone possesses the means to use it. 

------------------------------------------------------------------------------
Type 2						Invulnerable to damage AND KB
------------------------------------------------------------------------------
Hittable
------------------------------------------------------------------------------

- Starman		(Items only)
- Kirby's Stone		(Still grabbable)
- Fox Fire		(Fox's Up-B's beginning frames in JAP ONLY)
- Yoshi's Powershield	(Yoshi only, but useful)

Starman is items only, whereas Kirby's Stone leaves you vulnerable to grabs.
This type won't be seeing much use. Yoshi's powershield is using the first few
frames of his shield to block an opponent's attack. 

------------------------------------------------------------------------------
Unhittable
------------------------------------------------------------------------------

This is the big one. *mesighs*

- Dodge Rolling
- Teching
- Tech Rolling
- Rising Attacks
- Tired Rising Attacks
- Rolling from ground
- Rising from ground
- Grabbing onto a ledge
- Rising from a ledge
- Attacking from a ledge
- Tired attacks from a ledge
- Rolling from a ledge
- Tired Rolling from a ledge
- Upon Grabbing			(The first frame or two)
- Samus's Bomb			(Samus's Down-B, First frame or two)
- Pikachu's Agility		(Upon initiation of a segment of Pika's Up-B)
- Jigglypuff's Rest		(The first frame or two or Jiggs's Down-B)
- The time after you spawn	(Short, plus opponents usually run away)
- Being in the Rocketbarrel	(On Congo Jungle)
- Warp Pipe Transition		(On Mushroom Kingdom)

Obviously, this one will see the most use. Dodge Rolls, Techs and ledge-based
frames are most common, whereas the character specials depend on how often the
user chooses to use them. The grab-related one is hard to use, primarily since
it's very short and requires foresight. Stage based ones are rather different
in application. The Warp Pipe is, admittedly, usable, but the Rocketbarrel's
invulnerability is nigh-inapplicable, because people will be aiming to get you
as you rise.

------------------------------------------------------------------------------
Constant Attacking Frames
------------------------------------------------------------------------------

These moves will not give you any invincibility, but will make you much harder
to hit if used right, because there are constant attacking frames in a fixed
direction, sometimes with large range. Most of these have long or infinite
attack duration. Sorry about the long, boring list. Feel free to argue whether
or not they have constant attacking frames. You can cancel moves with these if
you so wish (projectiles mainly).

------------------------------------------------------------------------------
- Infinite A combos	(Hard to implement and low damage)
- Multi-hit aerials	(eg. Mario's D-Air, Samus's U-Air, Pika's F-Air)
- Sexkicks		(All N-Airs but DK's, DK's B-Air, Link's D-Air)
------------------------------------------------------------------------------
- DK's U-Tilt
- DK's D-Smash
- Link's U-Tilt
- Link's U-Smash
- Falcon's U-Tilt
- Samus's U-Smash
- Kirby's F-Smash
- Kirby's D-Smash
- Fox's F-Smash
- Pikachu's F-Smash
- Luigi's Dash Attack 	<- lol
- Falcon's U-Tilt
- Ness's U-Smash
- Ness's D-Smash
- Jiggs's F-Smash
------------------------------------------------------------------------------
- Mario's Up-B
- Mario's Down-B
- DK's Up-B
- DK's Down-B		(Works against grounded foes only)
- Link's Up-B
- Samus's Up-B
- Yoshi's Down-B
- Kirby's Up-B
- Kirby's Down-B	(while falling)
- Fox's Up-B
- Pikachu's Down-B	(Assuming the thunderbolt hits you)
- Luigi's Down-B
- Falcon's Up-B		(Acts as a grab, basic homing)
- Falcon's Down-B
- Ness's Up-B		(When used as recovery (search PK Thunder Charge))
- Jiggs's N-B
- Jiggs's Up-B		(Grounded foes are made helpless)
------------------------------------------------------------------------------
- Using the Hammer	(items only)

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~
Human/Computer Comparison					manvmachine
~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
------------------------------------------------------------------------------

OMG, I CAN BEAT A LV9 COMP WITHOUT LOSING LIVES LOL! This means absolutely zip
to a good player. For all we know, you just spammed U-Tilt with Pikachu and
Thunder Spiked them away. Anyone can do that. There are quite a few extremely
obvious differences between computers and humans. Let's go over a few.

Computers have insane timing and sweetspot with (obviously) inhuman ability.
However, that's the extent of their skill. Their cons FAR outweigh their pros,
and shouldn't be relied on as a measure of skill. They will use unsuitable
moves in situations where other moves could be relied upon. They rarely use
any advanced techniques. They taunt when they could be continuing a combo or
edgeguarding. They will not attempt to repel off-the-edge edgeguard attempts,
will not use anything other than their second jump and their Up-B move when 
recovering, and cannot use said moves flexibly (they will jump and use them as
soon as they calculate they will get back on the stage. If this is impossible,
they will sweetspot the ledge precisely). 

If you stand a certain distance from them, they will dodge roll like idiots or
repeat a single move, usually grab or smash attacks. They will commonly repeat
moves that are very rarely used in competition, such as Ness's PK Fire or PSI 
Magnet, Fox's Fox Fire (as an attack), or Yoshi's Egg Lay. If interrupted in 
the middle of a recovery, they will not re-attempt to make it back on. If you
are a fair way away, or right below them, they will jump around aimlessly or 
wander stupidly for a while. They rarely Z-Cancel aerials, and hardly ever 
Tech landings unless you are quite far away. They never use the combos humans
will, rarely employ useful moves like DJCing, and do stupid character specific
things like directing Ness's PK Thunder recovery right into walls, staying in
Kirby's Rock form for the entire duration, and not using Pikachu's Agility in
any non-compass point (North, South, East, West) direction. In addition, they
button mash at the highest possible rate, breaking out of DK's grab, Yoshi's
Egg Lay and Jigglypuff's Sing without any hassle.

Correction: Comp Pikachus will very occasionally use a non-compass direction
when they can sweetspot by doing so, or if they have no other choice.

Humans, on the other hand, have one thing that will forever make them more
difficult to beat than AI bots. Unpredictability. Whether it's in edgeguarding
or combo linking, returning to the stage or use of the environment, it is the
edge humans have over bots, and more importantly, over each other. Only humans
can use Samus's bomb technique to recover. Only humans can redirect Ness' PK
Thunder charge. Only humans will use Mario or Luigi's Tornado to gain vertical
height. As such, you cannot possibly hope to use tactics specifically for use
against computers in online play, unless the tactics literally prevent the
opponent from reacting.

------------------------------------------------------------------------------

Just to demonstrate my mastery against computers, here's my guide to beating
Lv9s without losing a life.

1) Camp at an edge
2) Shield grab the noob computer
3) Throw off the edge
4) Predict their recovery
5) Edgeguard as necessary, but keep getting them off the edge
6) Repeat

Uh huh. No 'To beat Samus with Luigi, you must *blah blah blah*'. You can't
lose with my strategy if you have any common sense. This is how useless comps
really are in the world of competitive smashing. 

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Common Play Styles						lcurve

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Though everyone is unique in their choice moves and strategies, you'll usually
find a couple of categories which you can post people into. A few will be put
down here. 

I'm sure I'll be criticized for my strong generalisation, but you should know,
this is by no means a perfect art. You could think of it as my personalised
learning curve, with some more generalisation. I've gone through most of these
stages, and am right now trying to learn anticipation techniques. 

Oh, and this is obviously on Kaillera, not console. Only pros, bored teenagers
and kids at parties play this on console nowadays :\

Rarely do noobs play on Kaillera. Getting outmatched by anyone on Kaillera 
will tell them they have to practise. Which is why I start from where I do.

---
The Newbie
---
Perpetual use of B moves and running away on occasion. These guys aren't too
common on Kaillera, but occasionally appear. Easier to beat than most AIs,
primarily because AIs are more diverse and have better timing.

Mains:	Kirby, Link, Captain Falcon, Mario

---
The Uninitiated
---
Anyone who has just found out about online play and tends to use powerful one-
hit attacks. They rarely strategize at a deep level, and their thinking tends
to run along the lines of repeating effective moves. Moves such as Kirby's
F-Smash and Yoshi's Down-B are moves these people tend to abuse, because they
are fast, hard to counter, and have KO capability. Sometimes even experts have
trouble dodging somebody who has perfected the art of smashing one way, then
the other. They do throw in other moves, if only to avoid being called cheap.

Mains:	Kirby, Captain Falcon

---
The Coward
---
These people watched Red Cliff and now believe that running away to get people
into a trap is an awesome strategy. Long story short, it fails miserably, more
so because these kids don't know how to Pivot Smash or do much from running
except a dash attack. They can occasionally pull out a combo, but this is very
rare. They don't even use Fox's lasers while running (and believe me, almost
all of these guys use Fox or Falcon).

Mains: 	Fox, Falcon

---
The Constant
---
The people in this category have gotten deeper into this game's mindset, maybe
having watched a couple combo videos or discovered a cool looking combo in a
practice bout. As such, they will try anything to get this combo down against
an opponent. This makes them supremely predictable, but if they are good at
said combo, they can still pose a threat. Combos I've run into include Pika's
'U-Tilt > U-Smash > Thunder Spike', Jigglypuff's 'D-Air > U-Tilt > Rest', and
the very prominent 'U-Smash > U-Air > Up-B' from Captain Falcon.

Mains:	Jigglypuff, Captain Falcon, Fox

---
The Overcautious
---
These people are the ones who stand a way away, waiting for you to come near
so they can shield-grab you. They are so fond of shield-grabbing that they 
will very commonly try dodge rolling behind you in an attempt to grab you. 
There will be precious few ways to damage them without the use of grabs, since
they are nearly always on the defence. Winning against said players requires
liberal use of grabs. They generally have some way to edgeguard you after the
grab, which is a prime opening to KO. Though this is a strategy, it's quite
boring for both parties, so if you're reading this and use such a method, I
implore you to try being a little more proactive in your attacking game.

Mains:	Kirby, Ness

---
The Cocky
---
After succeeding in a basic Falcon combo in practice mode, these guys think
they're the best in the world. They'll play you, challenge you to pick their
character, lose miserably, and then complain about their controller jamming.
Alternatively, they'll pretend to desync at the last life, then ragequit. You
can bet your future superannuation that they're in a dark room trying to drink
the memory of losing away. 

Mains:	Yoshi, 'because Isai doesn't use him, so I'm the best Yoshi'

No seriously, this guy actually said that to me once. It was funny.

---
The Tier Queer
---
They will rigidly adhere to the tier list. If you suggest they ditto you in a
Link match, they'll call you a nub and respond by picking Pika. If you then
proceed to win said match, they'll say that 'they weren't trying' and that 
you would never beat them in a no holds barred match. Ignore these douches, 
they actually think the tier list has power over competitive smashers, and
will flame you for saying otherwise. It's the other way around, people - the
tier list is created BY smashers. Worst of all, they use the old tier list.

Mains:	Pika, Fox, Kirby, Ness, Link/Samus 'to prove they play for fun'

Alright, enough of the personality inspection. Lets go on, and mention only
skill in these descriptions.

---
The Liberal
---
These players have a basic grasp of situations. They know how to flush their
foes out of hiding and how to force opponents into certain positions, as well
as how to take advantage of said situations. Sometimes, instead of following
the tried-and-true methods of a character, they'll diversify themselves and
throw in techniques that manage to be unique and effective. Believe me, there
are plenty of such people out there. 

Mains:	Mario, Link, Samus

---
The Oracle
---
Someone who's watched enough Youtube videos to get a basic idea of what will
happen in generic situations. They take this knowledge and implement it, using
exceptional prediction skills and timing. They generally have a fair measure
of actual skill. Oddly enough, beginners tend to rampage all over these guys,
as I realised while playing in the beginner's shoes. I used to run into a lot
of these people, but now they've either stopped playing or gotten better. 

Mains:	Jigglypuff, Most other characters

---
The Veteran
---
These people have the fluency that can only come with a lot of practice. They
manage to pull opportunities from nowhere, and have solid prediction skills.
Though not perfect technically, they make up for it with unpredictability. In
addition to being aware of a majority of common combos and techniques, they
have a measure of unique ingenuity which is evident in their playing style.
They are very tough to play against, especially as they can generally use more
than one character proficiently, which only makes them more unpredictable.
This is the level where you really get into the game, where you can play hard
in a battle of wits and dexterity. I hope more people can get to this level.

Mains:	Everyone

---
The Technician
---
Someone whose technical skill is almost faultless. They can pull off short hop
aerials with careless ease, sweetspot ledges without trying, and time attacks
with machine-like precision. This is a pre-requisite for becoming a pro Smash
player. Though their skill is excellent, these players can sometimes be very
generic in how they play. If you're creative enough, you can create openings
against such players, but there is no guarantee you can win against this kind
of practiced skill.

Mains:	Everyone, but usually someone like Fox or Yoshi

---
The Player
---
Somebody who plays for enjoyment through competition. The most fun type of
person to play, as it lets you match wits while still retaining the 'fun' vibe
about you. They disregard tiers, try environment-based combos, and purposely
stray from moves that would KO in order to extend a match. 

Mains:	Whoever they feel like playing

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    ~~~~~~~~~~
11: Techniques							letsbpro
    ~~~~~~~~~~

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Let's get this straight. Techniques are not combos. They are not 0-death moves
that kick ass and are awesome (though some can aid in that). They are skills
you need to learn (or at least keep in mind) to advance your game. Some are
fairly obvious, others more technical, thus the name: Techniques. Seriously,
even if you already know this stuff, maybe read it again to get a nice, warm
reminder. The internet community calls these things Advanced Techniques, or
just ATs for short. 

A small note here:

Wavedashes, Sidestepping, Air Dodges, Meteor Attacks, Meteor Cancelling, 
SHFLLing, Grapple Recoveries and Footstool Jumps are all non-existent in 64.

L-cancelling is called Z-cancelling here, though it really should still be
L-cancel (for Lag Cancel). 

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~~~~~~~~~~~~~~~~~~~~~
Unspecific Techniques						everyonein
~~~~~~~~~~~~~~~~~~~~~

Performable by multiple characters, these are the unspecific techniques! Here
they come :O!

I've roughly ordered them from most usable/important to most situational.

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Z-Cancel		Alright, just in case anyone's been reading the ENTIRE
			GUIDE without understanding the Z-Cancel, here's the
			explanation. The Z-Cancel is basically the prevention
			of a landing animation caused by hitting the ground
			in the middle of an aerial. Some aerials have really
			long landing lag, such as Fox's U-Air or Pika's D-Air.
			Because of this, you cannot afford to let that lag
			happen if you want to go comboing. As such, press Z
			the instant before you hit the ground to cancel that
			animation completely, leaving you free to do anything
			you wish from a standing position.

Fast Fall		Simple beyond simple. Hold the control stick down when
			in mid-air to fall extra fast. Useful in conjunction
			with a Z-Cancel or just to wreck an enemy's prediction
			of your next actions. 

Teching			Also called 'Quick Recovery' by me. Hit Z as you're
			falling from the sky (tumbling) and you're about to
			hit the ground. You'll flip up. In some cases, it may
			not be prudent to do this, as opponents will ALWAYS
			anticipate it at a higher level, and thus take you
			out after forced hesitation. If you hold a direction
			after hitting Z, you'll dodge roll in that direction.

Power Jump		A lowered double jump where height is sacrificed for
			speed. Bash a C-button twice, jab up and press a C-
			button, or press a C-button and jab up. It's obviously
			easier on the keyboard, where you can just jump twice.
			Ness and Yoshi using this is a little harder, because
			their second jumps are more laggy to begin. However,
			it can be the base for their Double Jump Cancel.

Pivot			The Pivot is quite simple. Every character has an
			initial dash animation, during which they will usually
			take larger steps than during a normal running state.
			If you jam the stick in the opposite direction, you
			can immediately change direction. If you use a F-Smash
			as you Pivot (press A as you reverse the stick), you
			turn around and use the smash immediately. Fun.

Dashdance		A fairly simple technique, but when used correctly, it
			can seriously damage an enemy. As the character's 
			initial dash animation occurs, jam the other direction
			and your character will immediately turn and begin to
			dash in the other direction. Repeat, and you'll be able
			to go in either direction at a moment's notice, which
			is very effective and useful. Most obvious with Captain
			Falcon (he kicks up dustclouds, even when in space).

Button Sliding		Very useful. The act of sliding your finger from any
			button to another. Once practiced, it's useful for 
			things like Fox's Short Hop Double Laser, DJCing and
			Jump Aerials. It's considerably more painful (though
			my source assures me it's doable) on keyboard.

Short Hop Aerial	Immediate use of an aerial as you jump. This usually
			involves button sliding, which for me is very hard, as
			I'm not naturally dexterous with N64 controllers. This
			is the only way to perform some character techniques,
			including Mario's D-Air>U-Air and Fox's fun Short Hop
			Double Laser.

Directional Influence	http://www.smashboards.com/showthread.php?t=80947

			DI for short. I can't explain it particularly well. It
			involves using your midair influence to change the
			trajectory in which you fly. There are a couple kinds
			of DI.

			http://www.smashboards.com/showthread.php?t=80947 is an
			excellent thread owned by ant-d, a prominent SSB player
			who has tool-assisted videos on Youtube.

Techchase		Basically the act of predicting and attacking an enemy
			who techs in one direction or the other. The name comes
			from the way you run right past them (assuming they roll
			away from you). You can always jump backwards and get 
			them with an aerial if they roll past you.

Pivot Jump		If you want to approach an enemy with a B-Air (Link,
			Pika, CF, etc), but you're facing the enemy, you can
			Pivot Jump, which is just jumping as you Pivot around.

Fast Fall Aerial	A simple matter of fast falling and using an aerial as
			you do so. This works a lot, trust me. It catches foes
			off guard and opens opportunities easily. Easiest with
			N-Air and D-Air, but using others works too.

Jump Aerial		A simple but often overlooked technique, the jump
			aerial is simply using an aerial as you jump, so the
			move gets upwards momentum. This means that after the
			move is completed, you will be close enough to go on
			with the attack. It's also useful as a basic aerial,
			since it's fast and easier to calculate than a more
			delayed aerial. 

Shield Grab		Predictable enemies will get owned by this technique.
			While holding a shield, press A to use a grab. This
			is easier while in the shield than pressing R is. 
			In addition, you're defended until you grab. Snatch
			type grabs are obviously more suitable.

Edgehogging		When next to an edge, face away and jump up. Move
			towards the edge, then when you judge that falling
			down will net you an edge grab, fast fall down. With
			timing, this can prevent enemies from getting back on.
			The invicibility frames gotten from grabbing the edge
			prevent any damage to you. Obviously, you can do this
			after coming back from pursuing, too. From the edge,
			you can either short hop or jump and fast fall.

Pivot Slide Ledgehog	Run at a ledge, then pivot at the last moment. If done
			right, your momentum will carry you off, but you'll be
			falling in a position to grab the ledge. I know for
			sure that Fox can do it, and I assume Luigi can, due
			to his sliding ability.

Edge Cancel		This is where you hit the very edge of a platform and
			the 'sliding off' animation cancels anything else that
			was happening. A notable application is use of Link's
			aerial Spin Attack with this technique.

Edgejumping		This is the safest recovery option for characters who
			have a decent second jump. While on the ledge, hold
			back (or down) to release the ledge and go into an 
			aerial state where you have a jump. Be warned, getting
			hit during the jump means you're stuck with only your
			recovery move for support. The point behind this is
			that you can attack an enemy or engage in ledge-based
			mindgames. It's much better to jump and attack when
			the enemy is up top and ready to shield-grab you.
			Note that certain characters cannot do this well, due
			to a poor or laggy second jump.

Baiting			Spamming a projectile to force enemies to come closer.
			This is a mindgame in itself.

Reflex Aerial		If you're shielding and the enemy repels you off a
			ledge, you go into basic falling status. If you have
			good enough reflexes you can immediately throw out an
			aerial as you get blown off. I think this is also
			known as a Drop Counter in Melee, but I'm not sure.

Drop Aerial		As you drop through a floor, you can immediately use
			an aerial. Useful for aerials with a high hitbox, such
			as most U-Airs.

Shield Poking		I'm not sure if that name is right. This is the use of
			a very low move (or a higher move) to hit an enemy who
			is inside their shield. This is unexpected, but can be
			easily countered by using a Low Shield (see below).

Low Shield		Holding Down while shielding. This lowers your shield,
			preventing Shield Poking from below. 

Prodding		The continual use of a low-KB attack to stack damage
			while stunning a foe. The most common move is the first
			hit of your A combo. You usually attack, walk forward,
			attack, walk forward again, etc. Fox is known for this,
			but other characters, including Samus and Mario, can
			pull this off to a degree.

Running Smash		This actually refers to the Up Smash. Basically, as
			you're running, immediately jam the control stick up
			and press A. You'll go straight into your Up-Smash,
			without having to stop. Much easier on the keyboard.
			Of course, some characters get more use from this than
			others, like Fox or Captain Falcon. Note that it works
			with Up-B moves as well, though I don't see too much
			use from that aspect (maybe Luigi/Link).

Spike Rebound		If you Impact Spike an enemy straight into the ground
			while they've got their feet planted on the ground, 
			they'll go into the air in a stunned state. In short,
			you'll have an obvious opening to damage. Only Impact
			Spikes can do this, but if you do pull it off, you'll
			find that a KO opportunity may present itself.

Reflex Tech		If you get hit away with high momentum and come in
			contact with any ground, teching towards the direction
			you came from will greatly lessen the knockback, and in
			most cases allow you to recover. You'll still slide a
			fair distance, sometimes off the stage altogether.

Shield Up-Cancel	While holding a shield, you can perform an Up Smash or
			Up-B to cancel out of the shield. This is a counter to
			combos, and is fairly unexpected, especially when the
			move itself would be hard to pull off (eg. Samus or
			CF's Up-B).

Edgejump Edgeguard	Pretty simple. While edgehogging and you calculate the
			enemy will make it up onto the actual platform, edge 
			jump AWAY from the ledge and aerial the enemy away.
			This can be done as a showboating routine too. 

Ledge B-Cancel		Some characters can let go of a ledge, use a B-move,
			then grab the ledge again. This is done by jumping
			slightly above the ledge, using the move, then falling
			back to grab the ledge. The shorter the time spent
			above the edge, the harder it is to counter. DJCing
			is best. Yoshi gets the most use out of this.
			B-moves that can be used like this include:

			DK's N-B	(requires cancelling with Z, staller)
			Yoshi's N-B	(Useful anti-edgeguard, KO) 
			Yoshi's Up-B	(Useful repulsion of edgeguarder)
			Yoshi's Down-B  (Interesting, but impractical)
			Ness's Up-B	(Fairly impractical)
			Ness's Down-B	(Possibly useful)

Angle Hit		You can angle any side attacks to hit more upwards or
			downwards. To do this, angle the control stick to a
			diagonal while using the attack, rather than simply
			sticking it out. This has little use, but I put it
			here anyway. Some moves gain new attributes when
			angled, but mainly the hitbox change matters most.

Combo Cancel-Grab	Applies to Mario, Pika, Luigi and Ness only. During
			their first N-A attack, press R to cancel into a grab
			from the attack. You retain the stun (and basic damage
			of course) from the attack, and it's almost foolproof.
			The problem is using it on the go. If you do get a
			chance, it's worth trying. 

Edgeskipping		Edgeskipping is a continued edgehog. While latched 
			onto the edge, tap down, then immediately jump. You'll
			grab back on. The reasoning behind this is that you
			lose your invicibility frames quite quickly, and as
			such, you'll want more, especially when faced with
			a dangerous edgeguarder a few feet away. Not really
			applicable against humans, but it's here.

Teleport		Only Jigglypuff and Samus (and Fox, apparently) can do
			this. It involves reaching a full dash, starting the
			turn-around animation, then jumping. For some reason,
			the character in question will shoot forward a bit. I
			have yet to see any frequent use of this by anybody
			not called Isai or Prince, and even less in an actual
			serious game (as opposed to combo vid/friendly game).

Taunt Cancelling	Run to an edge, but don't fall off. Taunt as you reach
			the very edge. You should hear the sound, but you do
			not get the animation. This is a must for Falcon mains
			and Ness mains (Show me ya Show me ya Show me ya...).

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Character Specific Techniques					1forall
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These techniques were created with a few ingredients. Practice, repetition and
most importantly, common sense. You start to notice things about moves once 
you use them enough. How to apply them is a matter of thinking.

Some are taken from SmashWiki, others, while similar, were thought up or seen
by me whilst playing on Kaillera. These aren't combos, they're TECHNIQUES.

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If you have your own techniques (NOT COMBOS, TECHNIQUES) to put here, email me
and give them a name and description. You'll get credited, of course. If it's
just plain dumb (eg. spamming of a move) or a combo, it won't be put up.

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Mario/Luigi							plumbing

(They're similar enough for me to put them together)

NOTE: Luigi cannot perform a Tornado Spike.

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Angled Coin Jump	you can change the trajectory of your Up-B. Using it
			without moving the stick to the left/right will give
			you the most vertical distance. Holding left/right can
			make you move in a more diagonal trajectory. 

Tornado Spike		Catch someone in the tornado, mash B like a demon, and
			with luck you've got a spike attack. Technically, you
			need to hit them with your feet. Very difficult, you
			need to have a feel for Mario's rising speed.

Tornado Recovery	Use the tornado to move vertically AND horizontally
			through use of mad button mashing. Angle the control
			stick and bash B for all you're worth. You get slight
			vertical momentum. Basic in competitive play. 

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DK								goape

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Giant Punch Cancel	While you're charging your Giant Punch, it's almost
			like you're shielding. Press Z to cancel out, and (if
			you're on the ground) jab left/right to dodge in that
			direction. You can't dodge in midair. This can be used
			to change the direction you're facing when recovering.
			Fully charged punches can also be used to change 
			direction, but you have to cancel the animation almost
			immediately.

Spinning Kong Guard	Use DK's Up-B as a guard of sorts. Projectiles and the
			like get countered nicely by this. It's a good time to
			approach enemies too. Don't abuse it too much, enemies
			know how to move as well.

Spinning Kong Guard+	Use Spinning Kong to edgeguard. You need to time it so
			you can hit the enemy away slightly and come back. It
			works on any percentage, due to Spinning Kong's basic
			mechanics.

Infinite Grab Trap	Cheap as hell. Use DK's Forward Throw move, but DON'T
			THROW. The enemy will break out eventually. Now grab
			again and repeat. Damage keeps going higher and higher
			until you think a KO is in order. Down Smash! Some
			characters break out easily. Taken from SmashWiki.

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Link								yaaah

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Bombs Away!		Simply put, it's overuse of the bomb. The bomb is the
			most versatile character projectile in-game, because
			it can be thrown up, down, hard or just plain normally
			(each with their own control stick tilt). The next few
			parts are things you can do with the bomb.

Bomber Run		Jump over an enemy and throw the bomb straight down. 
AA Bomb			Throw it directly upwards.
Interceptor		Throw it to intercept an enemy. Fun fun fun.

Bomb Recovery		This is Link's recovery extension. Extremely hard to
			do, and only worthwhile at 100+%, when the bomb can
			do some KB. Pull out a bomb in midair (DON'T FASTFALL)
			and slowly drop it under you (keep holding down if
			you're on keyboard), then attack the bomb using a
			B-Air. You'll explode yourself a distance. It requires
			heavy DI for any real effect, as you actually turn
			away from the edge after being hit.

Shield Bomb		A glitchy little move that's pretty cool and somewhat
			unexpected. If you've held a bomb long enough, it will
			start glowing. If you shield during the explosion, the
			explosion will hurt nearby enemies, but you will stay
			safe behind the shield. This reminds me of the glitch
			from Majora's Mask where holding your shield while
			using the Bomb Mask to BLOW UP YOUR OWN FACE prevented
			any damage. Seriously, wouldn't that raise the pain?

Boomerang Arc		Press B to initiate the boomerang throw. Now during 
			the throw hold up or down. The boomerang will arc up
			or down accordingly. You can make it bounce if you 
			throw down into the floor.

Sword Ride		Use the D-Air, move to the enemy (from above) and then
			predict the direction they'll go in. Provided they're
			at a low enough %, you can get them twice before Link
			gets off his sword. Just hold that direction and aim
			to hit them twice. 

Spin Attack Slide	You've probably noticed that if you run off a ledge
			into midair, you'll go into a falling state. However,
			what if you were to use an attack as you ran off? You
			can't do this with A attacks, as there are no A moves
			that can be used both in the air and on the ground.
			However, B moves are quite different. Link's Up-B in
			particular has two different states - standing and
			falling. Standing has a huge hitbox, while falling has
			less lag at the end. If you slide off a platform and
			use the Spin Attack ASAP, you'll get a second or so of
			the ground-based hitbox (the superior one) and then
			fall as if you finished the spin in midair. This has a
			surprising number of applications, actually. It's a
			repulsion at any stage of the battle, a less-risky all
			round KO at higher percentages, and even a defensive
			move.

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Samus								trixoftrade

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Turnabout Cannon	Good god, I love Gyakuten Saiban. Anyway, firing your
			Charge Shot while in midair can change the direction
			you face. Neither of Samus's other B-moves can turn
			you around, so if you feel you can sweetspot, by all
			means use this. Note it propels you slightly in the
			other direction, which could be bad.

Bomb Recovery		Not that difficult, but also necessary to be a good
			Samus player. When recovering, you'll notice how Samus
			gets virtually no horizontal recovery. Spam your Bomb
			whilst falling and tilt towards the stage - you'll get
			a fair amount of horizontal distance.

Bomb Interruption	Man, this thing is useful. Use the bomb and disrupt
			any air-related combo (and most ground ones too). Just
			remember, get out of the way while you're bombing, 
			since moves like Link's U-Tilt can still get you.

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Yoshi								tongueart

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Pound Disruption	Use Ground Pound to break through a combo or a juggle.
			Note that people with good timing can break through
			with certain moves. The idea is that the float before
			the fall screws with the opponent's timing. If the foe
			can anticipate it, you could be screwed, as Down-B
			removes your second jump.

The Double Jump Cancel	This is a difficult technique to master, because no
			other character (aside from Ness) relies on it. Just
			perform an aerial while you're in your double jump
			animation (the bit where Yoshi concentrates audibly).
			Sound simple? It is. What about putting it to use in
			a game? Uh-oh. If you play Ness and are thinking about
			picking up Yoshi, know this. Yoshi cannot DJC like
			Ness. He has to get some distance off the ground or
			the DJC will cancel into the floor immediately. This
			is due to Yoshi's delayed jump.

Egg Trap		Yoshi's B move is relatively simple to use. It's an
			extended grab, which puts enemies into semi-helpless
			mode. In short, they're stuck in an egg. Now's your
			chance to pile on the damage. This is also the best
			chance to stack some damage. They can move while
			freshly laid (in the air), but on the ground, they're
			forced to button mash their way out. Lv9 CPUs will
			be able to button mash out, so a smash is a better
			idea if you happen to be playing a lv9.

Egg Aim			Remember in Yoshi's Story how you had a crosshair to
			fire eggs with? No crosshair here, but you can still
			can still aim using the Control Stick. It's like Link
			throwing his boomerang - during the windup animation
			(for Yoshi, it can be extended by holding B), direct
			the control stick in whichever direction you wish to
			throw in.

Super Fast Fall		Use Ground Pound and you'll fall faster than anything
			in the game, except maybe Kirby's Rock. It saves you
			the falling time. Use it creatively, maybe use it to
			grab a ledge?

Parry			Yoshi's shield can be used like a power-shield from
			SSBM. If they throw up the shield in the first few
			frames of an enemy's attack, they can completely
			evade damage and KB, and proceed to take advantage of
			the animation lag now experienced by an opponent. A
			fairly vital part of Yoshi's defensive game, though he
			can do without.

DJC Counter		Yoshi's second jump has some nice invincibility-to-KB
			frames. Once you learn to DJC, you can time your 2nd
			jump to coincide with the opponent's attack. Let the
			invincibility frames soak up the KB (you do take the
			damage) and immediately hit the opponent with, say, a
			F-Air or N-Air.

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Fox								firinmylazor

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Laser Bypass		As far as I know, Fox's laser is in a priority chart
			of its own. In other words, it bypasses all other
			projectiles and still has knockback. However, it won't
			cancel other attacks out, so keep that in mind. You
			can jump-laser to approach: short hops work wonders.
			From what I've seen. Fox's Reflector can reflect it,
			but that is only relevant if you play another Fox.

Short Hop Double Laser	Such a frustrating attack to master. Fox's Short Hop
			is the smallest one in-game, and you can see the good
			side of approaching with a projectile. However, if
			you're fast enough, you can get TWO projectiles going
			at your foe. Button Sliding is very useful here if 
			you're on an N64 controller, while it's just reflexes
			on a keyboard. Try shooting two lasers quickly, at the
			zenith (peak) of Fox's jump first before trying to
			master this technique. IMHO, it isn't quite as useful
			as a single laser because 1) the first laser probably
			won't hit a non-DK enemy, and 2) it hurts the hands.

Jump Triple Laser	Don't know how useful this really is. It's a longer
			version of the SHDL, which involves firing three laser
			shots in one full jump. It's the same idea, just slide
			and fire two shots at the top of Fox's jump, then mash
			and hope the last shot fires before you land. The 
			third shot usually travels at ground level, if you
			think that matters.

Reflector Attack	People call this the 'Shine'. It's not in any Starfox
			games, but is probably based on what the ship looks
			like during a barrel roll or evasive manouevre. Not
			only does it bounce back projectiles, but it can also
			be used as an attack. Here's the deal - unlike other
			attacks, the Reflector has a set KB. This means that
			its KB at 0% is the same as at 500%. In other words,
			used right, this can get enemies off the edge and dead 
			while at low percentage. However, it's hell to get
			perfect. I'm not actually sure about this description,
			but it'll do for now.

Reflector Spike		There's no easy way to master this. It's practice and
			more practice. If you get the enemy from above with
			the Reflector they go whooshing away to hell. Point in
			case, you can spike people to death with this. Since
			Fox has no other impact spikes and few death moves, 
			this is invaluable to any good Fox player (which is 
			why I can never get the hang of him).

Reflector Cancel	I always hated doing this. I really, truly did. There
			is a way to use the Reflector on the ground without
			all that pesky lag. And that is the Shine Cancel. In
			SSB64, the Reflector will cancel out as you hit the
			ground. If you short hop and IMMEDIATELY use the 
			Reflector, you will have a frame or so of Reflector
			attack and an immediate cancel through hitting the
			ground. 

Shine Ledgehog		Dash off an edge, immediately use your Reflector, then
			turn around and fast fall. This is faster than turning
			and SHing off backwards if you're dashing to ledgehog.
			Surprisingly worthwhile learning. Fox's sliding 
			ledgehog is faster, but the shine can be useful.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Kirby								hiii

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Swallow			Hold B to suck. Like in any Kirby game, you gain the
			foe's techniques. This requires no skill whatsoever,
			but it can be very useful, especially if you're up
			against Captain Falcon, DK or Samus. Note it's only
			the Neutral B move that is copied.

Bye Bye Powerup		How do you get rid of a powerup (short of dying and
			coming back)? It's puzzled people for ages. Well, I
			can help. Press L. Wait, what? That's...the taunt? The
			taunt gets rid of the powerup? Yep, that's right.

Rock Shield		The Rock is a shield against aerials and other similar
			attacks. Don't ever use it to block smashes, instead
			use your dodge roll. Why? well, the Rock doesn't stop
			grabs, which in this game are tremendously powerful.
			Note that the windup time means that the only possible
			time to use this is straight after falling. I've yet
			to see good use of this from standing position.

Rock Jump		After going back to being Kirby (from being the rock),
			he can keep jumping. It's just sort of useful, that's
			all. After using the rock to fast-fall, after actually
			attacking, etc. Just a little observation, that's all.
			You can use the Rock again if you so wish.

Final Cutter Shockwave	You notice how Final Cutter gives a shockwave? You can
			use it as a dodgy projectile. A very, very dodgy
			projectile. It has little damage and has the worst
			windup lag of any projectile...but it's still a
			projectile. Note how you can move in the air? 

Kirbycide V1		As you return to the stage, make sure you have no 
			B-move powerups or anything. Now suck the enemy in. 
			Fall, Kirby, fall! Bye bye Kirby (and foe). You can
			level the scores with this.

Kirbycide V1.5		Perform V1, then as you fall, press A to spit out the
			enemy. Unless the stage is Hyrule, Saffron or any 
			stage with a solid edge, the enemy is now underneath 
			the stage, and officially screwed (unless they're Pika
			or Kirby or Ness or a very devious Falcon).

Kirbycide V2		Get someone off the edge and perform a perfect Final
			Cutter. You drop, they drop. Isn't it fun? I like it
			too. And since you won't be hitting ground, no shock
			wave to knock enemies out of there!

Kirbycide V2.5		This involves getting people off the edge (just off
	 		the edge), then using Final Cutter. If done right, you
			land just on the edge, and they're sent plummetting 
			straight down. Isn't spiking fun?

Kirbycide V3		Grab somebody normally when you're next to the edge
			(tested: facing either direction is fine). Now just
			hold forward on the stick (keep holding it) to...
			guess what? Yep. Plummet down really really fast. 
			Kirby sure has a lot of suicide techniques. Just a
			note, Kirby dies before the opponent, they might
			recover? (edit: tested, it has hitstun :3)

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Pikachu								ichooseyou

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Thunder Spike		I use this whenever relevant. It's quite humiliating
			and very effective (I daresay super effective?). Just
			launch an enemy, either with U-Tilt or Up-Smash. Jump
			in whichever direction they're rising towards and use
			Thunder! With luck they'll fly upwards and get KOed. 
			It takes practice, but you'll get a natural feel for
			it eventually. Even if the enemy wasn't launched by
			you (another player, Tornado on Hyrule, Acid on Zebes)
			you can still Thunder Spike them.

Double Agility		This is why Pikachu's recovery is spectacular. He has
			a double recovery: twice the recovery of say, Fox or
			Samus, and best of all, it's almost instantaneous. It
			can easily be used for mindgames or movement across
			the stage too. Basically, all you have to do is jab
			another direction after the initial agility jump.

Agility Hurdle		That's what I call it, so that's the name in this FAQ.
			It's not hard to use, not at all. However, it is very
			effective in confusing enemies. Just use Agility from
			standing, go one direction and then the other. People
			will wonder (1: why you're doing it and (2: how they
			can get forward and smack you senseless. For some
			reason, whenever I pull this off and use F-Smash, it
			connects. Good luck using it, it's fun.

Double Vert Agility	The true 'double recovery'. It takes a lot of practice
			but is actually pretty dumb. It's very possible on a
			N64, but when using the keyboard you need (literally)
			impossibly quick reflexes. You have to perform an Up-B
			and follow by tilting the control stick to an angle
			where it is registered by the computer, but not acted
			upon explicitly. Basically, you have to make the 
			computer redo the default command. You cannot simply
			tilt it back up. Hypothetically, you could do this on
			PJ64 by activating Agility, going into controller 
			config, modding the Control Stick sensitivity to a
			certain degree, then unpausing and holding the Control
			Stick. Needless to say, impossible to constantly use
			online without an actual controller. Since you have to
			be dangerously close to a blast line in order to use
			it, this isn't useful in the sense that it would make
			everyone start maining Pika. 

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Captain Falcon							~yes!!!

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Double Grapple Dive	Get an enemy with your Falcon Dive (Up-B), then Up-B
			again. This has a myriad of uses - interception of an
			unlucky edgeguarder, mob killing, even a low percent
			combo. To intercept, just activate the move early -
			watch out for double jumps. To edgeguard, jump off,
			fast-fall, dive and blow them away, then dive back on
			the stage. Low percent combos involve a bit of hard
			fast-falling, but it's doable.

Falcon Angle Punch	Start up your Falcon Punch, then direct the control
			stick up or down, depending on which way you wish to
			move. Why you would go downwards is a mystery, but
			anyway...going upwards is a slight recovery aid. Very
			slight, but still there. 

Bouncing Falcon Punch	This is a very, very easy noob killer, and it requires
			minimal skill. All you need to do is do a F-Throw (the
			bounce one), jump with the enemy, then release the
			Falcon Punch as you fly. Only works at medium damage,
			since high damage sends enemies flying high.

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Ness								pkthundar

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------------------------------------------------------------------------------

NOTE: Though I believe myself to be competent with Ness, the plain truth is
that I'm most certainly not. I never bothered using him much, most people I
play with are too good to fall to my mediocre skills.

PK Thunder Charge	Wondered exactly how PK Thunder is a recovery? Here's
			the answer. Direct the thunder ball into yourself and
			you'll shoot forward at crazy speed, hitting all foes
			dumb enough to get in the way straight out of the park
			(and then some). However, the ending lag (and worse,
			the windup lag) are so bad this should never be used 
			as a proper offensive tool. Recovery only. Obviously,
			you have to aim the thunder ball properly. Arc the
			ball around and under to get vertical recovery. Make a
			smaller arc if you want a slightly downwards tract.
			Also note that you have to curve the ball ASAP, since
			after the hover effect of launching the thunder ball,
			Ness will fall at a greater speed than the actual PK
			Thunder ball, so you can't hit him at all.

PK Fire Stun		This is a relatively simple, but effective technique.
			Use PK Fire, get the enemy stunned by the repeating 
			flames, then rush forward and grab or start comboing.
			Ness has to be close enough to hit anyway, so running
			in and getting them hurt shouldn't be hard. The fire
			won't hurt you.

The Double Jump Cancel	This is a difficult technique to master, because no
			other character (aside from Yoshi) relies on it. Just
			perform an aerial while you're in your double jump
			animation (the bit where Ness is being very floaty).
			Sound simple? It is. Ness has it easier, because two
			of his aerials (U-Air and D-Air) don't appear to 
			require any Z-Cancelling.

Home Run!		I don't even watch baseball...anyway, this is use of
			Ness's F-Smash to reflect projectiles. You need to
			time it perfectly. The bat hitting the projectile 
			will make the projectile reflect backwards with more
			power, like Fox's Reflector. 

DJC Quick Aerial	This is tricky on the N64, less so on the keyboard.
			What you have to do is jump twice in rapid succession
			and immediately use an aerial. On the N64, you have
			use the C-buttons well. Personally, I double-tap the
			Down-C button (thank you Mario Kart) and slide down
			to A, but this isn't set in stone. On the keyboard,
			you only have to tap up twice, then use an aerial.
			The preferred aerials are probably U-Air and D-Air.
			Yoshi cannot do this quite as well due to the way his
			second jump is executed.

Crazy Feet Infinite	This is as much of an infinite as any other 'normal'
			infinite, but only if done rapidly enough. Hold Down
			and tap A like crazy. Hard to pull out, more a nooby
			move, but it is fun. This won't actually cause KB, 
			which is why it isn't a move for the higher echelons.

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Jigglypuff							bloons

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If I was no good with Ness then I'm pathetic with Puff. I'll cover only the
very basics, there's probably forums where you can learn advanced stuff.

Pound Recovery		Puff has no recovery, right? Well, that floatiness she
			has comes in handy to recover - this gives the best
			horizontal movement in the game. While flying, use 
			Pound (N-B) and hold up. You'll gain a very slight 
			amount of vertical distance. Follow up with a jump,
			then with another rising Pound. Repeat for a very long
			recovery.

Sing Infinite		The best infinite ever. Sing, wait a second or two,
			then Sing again. This is no joke. Great for doubles
			matches.

Slap Juggle		Basic use of Jigglypuff's jumps and U-Air to juggle 
			enemies. Easily started with a F-Throw. You can fast-
			fall and jump again to make it a sort of infinite -
			I've once been juggled unpleasantly like that, in the
			end I was Rested off >_<

Spiral Rest		D-Air > Rest. Not that hard to comprehend, sorta hard
			to pull off well. The enemy has to be slightly off the
			ground so the last smack won't knock him too far, and
			the changeover must be instant. If done right you can
			get a nice kill from this. You can throw in some quick
			juggles, etc before using Rest. Prepare for punishment
			if you miss.

I seriously have no idea about Jigglypuff techniques, sorry.

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    ~~~~~~~~~~~~~~
12: SSB Psychology						mentalblank
    ~~~~~~~~~~~~~~

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Psychology is very briefly defined as the study of one's behaviour and mental
processes and how they are affected by your various states of mind and outside
factors, such as physical and environmental conditions. Applying a subject
studied intensively at college and university levels to something as trivial
as a videogame seems like a fairly strange idea, but it is extremely easy to
analyse, and even easier to apply to a game. Unconscious use of psychology can
form the basis of your prediction skills, which will soon lead to mindgames.

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Game Psychology
------------------------------------------------------------------------------
Game Psychology is precisely that. Psychology relating to the game. When the
game is concerned, people generally think of one thing: Winning. In any sport
or game, you will always aim to win, even if you do not expect to. Unless you
consciously attempt to lose or are clueless about the game, you will always
aim to win. This is a given. What's the most basic game psychology of SSB?
Simple. Get KOs while avoiding being KOed. This is the concept of winning the
game. Damage, proximity to edge, etc are all sideshows compared to this. In
the end, anything you do can be linked to either wanting to get a KO or trying
to avoid getting KOed.

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Prediction
------------------------------------------------------------------------------
Once you've played the game enough to find options a character can take, you
can start guessing what the opponent will do when in a certain situation. You
will never be right 100% of the time, but as long as you can outwit someone by
getting where they're going before they themselves get there, you can start
playing at a higher level. Here's a basic guide to prediction.

------------------------------------------------------------------------------
(1: Know your enemy

You have to know what the enemy (or enemy's character) uses most, the effects
of such, and any follow-through that might be done. For instance, Yoshi's most
useful approach is a DJCed aerial, probably D-Air or N-Air. D-Air will suck
you up and possibly setup a shield-break, while N-Air just creates knockback.
Because the chance of shield-break is there, you can't hold the shield for
fear of D-Air. As such, you can just dodge roll behind them. This is the first
(and most basic) aspect of proper mindgaming.

------------------------------------------------------------------------------
(2: Know how your enemy reacts to prediction

At higher levels, the game boils down to prediction and counter-prediction.
This is past the level where it's about skill: this is now a battle of the
mind (see the Mindgames section not far below). Whoever predicts better (or
reacts to enemy prediction better) will win. Let's take that situation from
before. As you dodge roll past the attacking Yoshi, they stop moving forward
and immediately DJC on the spot, having predicted your roll and now trying to
get you with a B-Air. As you roll, what do you do? You want to end the cycle,
that's what. As such, continue the shield from your dodge roll and shield-
grab them. And if they expect that, they can turn around in their DJC and use
their Neutral B to get past your shield and start the mindgames anew.

Of course, you'll be thinking a lot faster than this, so it's just a matter of
experience and reflexes.

------------------------------------------------------------------------------
(3: Learn from experience

The old saying goes: You trick me once, shame on you. You trick me twice, then
shame on me. In short, learn to predict what the enemy is partial to doing. If
they instinctively roll away from you when knocked down, run with them and get
them. If they get you because you leap up from a ledge ASAP, stall a little.

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~~~~~~~~~
Mindgames							inyourhead
~~~~~~~~~
------------------------------------------------------------------------------

I know I'll get a lot of flaming for my mindgame section. I won't accept any
refutes until you explain in detail (with backup examples and references) why
and how my arguments are flawed. Also, PLEASE read it first, rather than just
sending an email telling me mindgames don't exist. I know there are a fair few
holes in my argument, but there are enough points to cover those holes. The
examples used may be unlikely and hard to implement, but are realistic enough
to be considered examples. Alright, let's step into the foggy, unknown world
of concise mindgame definitions and the reasoning behind them. 

------------------------------------------------------------------------------

The Merriam-Webster Dictionary defines a mindgames as 'A psychological tactic
used to manipulate or intimidate.' Is this a good definition? Below are some
of the more concise definitions, or explanations of things I believe fit into
the category of 'mindgame'.

First of all, mindgames are totally distinct from technical skill. They are
psychological games, not contests of skill. This is undisputable, as the word
itself is derived from 'mind' and 'game', suggesting a contest of the mind.
You can dispute the description of your definition by suggesting 'mindgame' is
unsuited to what you believe mindgames are, but you cannot dispute the purest
meaning of the word, contained within the word itself.

Here's a broad starter. 'Using mindgames is the ability to know and predict
the opponents' moves.' In SSB, this is often the case. However, with this 
definition, mindgames are broken down into basic prediction. I partially 
disagree with this basic definition, and believe that mindgames also involve
knowing what to do AGAINST your opponent's moves. For instance, you find an 
enemy Jigglypuff's favourite approach is a simple dash attack. You stand your
ground and take the dash with your shield, then shield-grab them. This is not
yet mindgaming: it is prediction and use of prediction to counter.

Another varied elaboration on mindgames is: 'Doing something different from 
what your enemy believes you are going to do.' You rush at them with Fox. In
prior rushes, you went for a SHed aerial attack. They shield to prevent this,
and you grab them instead of aerialling them. Basic unpredictability.

Another source informs: A mindgame is any intentional manipulation of the
opponent, usually to lead them into traps or condition the opponent to do
certain things. You pressure the opponent to approach by spamming projectiles,
then counter them as they come close with a good smash attack. The important
word here is *intentional*, or else it's luck, not a mindgame.

Alternatively, people argue that mindgames are a generalisation of intelligent
play, and have no concise definition, or at least none that can appropriately
be worded. What is intelligent play? It is very different to technical play, 
where you merely use character skill to overwhelm enemies. This is proven by
the fact that mindgames can be used to con pro players. It is distinct from
prediction, which is defined by heavy experience. Intelligent play does not
require a lot of prediction or extreme technical skill. Instead, I believe it
is the use of situation to turn the game in your favour. This is the reason
why prodigies can completely overturn established champions in games like 
chess, despite lack of classical skill and any experience. 

Situations lead to choices, and good choices lead to victory. For instance,
the enemy goes to spike your recovering Falcon from above using Ness's D-Air.
You then use your Up-B early when you would normally never reach the stage.
The Up-B connects and allows you to recover unmolested, and you even get a 
chance to reverse the situation. This does not seem like much of a mindgame,
but has connections. After all, even life relies on making good choices.

Mindgames have another medium from which they work: Adaptation. Adapting to
your opponent's method-of-play, the stage you are playing on or the character
matchup. Adapting is different to prediction in that you change your behaviour
on the spot. The method in which you adapt spawns chance for mindgames. Ness 
is notoriously easy to KO through off-ledge edgeguarding. You leap off and try
to repel them. The opponent will try and space themselves away from the ledge
so it takes longer for you to reach them. However, if you jump right back onto
the stage, you can score a KO from a ground-based edgeguard or a edgehog. They
predicted you would come at them and adapted to that. You then adapted to the
change in recovery and took them out from the stage rather than jumping out 
and risking getting hit and KOed by the recovery.

So, in summary...

[1] Mindgames are prediction.
[2] Mindgames are being unpredictable.
[3] Mindgames are intentional manipulation.

These three definitions have a basis of experience. You need to be experienced
to predict and be unpredictable. Manipulation requires prediction.

[4] Mindgames are intelligent play.
[5] Mindgames involve adaptation.

These definitions are broader, harder-to-define statements. Intelligent play,
in my opinion, is use of the situation (this includes who you are playing, 
what they are about to do, what character they are using and environmental
factors) to change the game in your favour. In short, adapting so you can get
a KO, which is the other statement.

******************************************************************************
In conclusion:

Mindgames are intentional manipulation of the enemy that involves countering
prediction with unpredictability USING prediction, adaptation and use of
intelligent play. 
******************************************************************************

Does this definition hold true? If not, which definition does holds true? I
believe all of them have some truth. However, there are some fundamentals for
mindgames. First, experience. Without any experience, you cannot predict well
or perform mindgames. Second, knowledge and experience of the character. This
is fundamental to actually pulling off the actions you intend to do. Third, an
open mind. This allows adapting and quick thinking, and is apart from my other
fundamentals, if only because it cannot be practised.

Here is what I believe is the best explanation of experience-based mindgaming
from a very experienced and established Melee player/Smashboards member. It
has been modified, and since it is on a public forum, is free for use.

"Mindgames do not equate to experience. Experience is knowing what options 
work and when they work. Mindgames are knowing what options work in a given
situation and choosing between the options. Purely having experience without
mindgames is like being a robot choosing the 'best' option every time, and
becoming predictable and punishable for it. Experience has no conscious 
thinking involved, you just do what you find usually works in that situation.
Mindgames involve a lot of conscious thinking, such as changing what you would
normally do in order to trick someone who think you're going to do something
else (if it's broken, fix it). Experience is not a fixed constant. It changes.
The force that changes it is mindgames. According to the above arguments, if
a person lacks mindgames, he ALSO must lack experience, since experience is
the basis and provides the options for mindgames."

Experience breeds mindgames, that's the idea. Mindgames spring from experience
and also change experience. This is game adaptation, adapting to any obstacles
and bypassing them in a non-regular way (as compared to your regular way).

Finally, we come to the segment where we discuss whether mindgames even exist.
I firmly believe they do, for a multitude of reasons. Before you read this, go
up and read again my 5 summary statements, because I'll be referring them to
prove my point. Here are some realistic scenarios to help my argument.

You're Ness. Your enemy is Fox. They rush at you from above with a D-Air. You
catch their aerial on your shield, proceeding to grab and throw them.

Pretty simple. This satisfies [1] and [2]. But it isn't a mindgame.

You're Captain Falcon. An enemy has repeatedly SHed you with Yoshi's D-Air as
an approach. He runs at you from a distance. He aims the same approach at you.
You run back and Pivot Smash him as he lands.

This satisfies [1], [2] and [5]. That seems quite good. It's starting to look
like a mindgame. But what about the other points? Let's continue. 

You're Link. Your enemy is Luigi. This Luigi, when knocked off, always tries
to sweetspot the ledge. As such, you predict this and ledgehog. As soon as
this happens, they jump and attempt to make it back onto solid ground, but as
he tries this, you ledgejump and use D-Air. They go right into your D-Air and
fly away to plummet to their death.

All have been satisfied. You've predicted they'll sweetspot, so you ledgehog,
satisfying [1] and [2]. They react as you thought they would, and you adapt by
jumping up and countering. This satisfies [3] and [5]. you chose D-Air rather
than another move, which is the best choice in this situation (most useful
hitbox, greatest chance to hit, good enough power). [4] has been satisfied.

And with that small demonstration of manipulation, I conclude the long-winded
speech about the existence of mindgames. Yes, they do exist. No, this is not
groundshaking proof. But I hope it's enough for those fanatical 'no'-men out
there to think a little before typing "U SUCK MINDGAMES ARNT REAL GO GET A
LIFE HOMO". And on that happy note, I leave you to ponder.

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    ~~~~~~~~~~~~~~~
13: Tips and Tricks						inoob
    ~~~~~~~~~~~~~~~

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A good place for smash beginners to start, or old players to brush up a bit.
Read the tricks below to get an idea of how the game should be played. These
aren't tips for high level, but more for beginners looking to stop spamming
buttons. Still, everyone can benefit.

-----
The 'Karate Kid' Concepts
-----

If you've ever seen the movie Karate Kid, you'll remember that the kid in
question was taught defence before offense. This is a key thing to remember -
if you can't defend and survive, you won't have a chance to attack. Learn to
use the Z button, it is an extremely important asset. Don't spam dodge rolls
though - you will get punished very, very badly.

The other concept is the use of seemingly simple tasks to perform awesome
sequences. You see, you need to know the basics before you can do the hard
stuff. How about the concept of 'walking'? You can run easy as pie, but how
about walking? It's quite important in spacing. Try jumping twice in rapid
succession. Does it seem pointless? Wrong. Speed is better than height in some
cases, learn and remember it. 

Oh, and the last concept...cheating is bad. Mr Miyagi says no. So don't do it,
or risk a silently angry Asian man staring you down. 

-----
Learn the Character
-----

If you don't do this you'll be a noob forever. Even if you don't intend to use
the character, knowing their moves and play style can help when you're against
the character. So what's DK's best ground action? Oh right, grabs. What's the
prime threat when against a grounded Kirby? F-Smash. This applies to almost
any game, really, whether it's a FPS, RTS or even an interactive novel.

-----
Variety
-----
If you lack in variety, your game will be dull. Play somebody who does nothing
but spam, say, Pikachu's Thunder, Yoshi's Ground Pound or Kirby's Rock. Ugh.
Make sure you throw in aerials, grabs, tilts, smashes and specials, and MIX
THEM UP. This not only makes it interesting, but raises your game superbly.

-----
Adapt
-----
Learn how the foe plays. Are they better in the air? Do they enjoy camping and
waiting for opportunities? Do they use projectiles well? Learn and counter. If
they spam a certain Jigglypuff combo, learn to dodge it.

-----
Keep Moving...Mostly...
-----
Always try to move around when not attacking. It's called perpetual movement,
and is part of the game's rhythm. This way it's exceptionally hard to hit you,
even more so if you're unpredictable. The only pauses should be combo aids. If
the opponent is standing still, you may also stand still, provided you are a
fair distance away from them. However, if you're in their vicinity, keep on
the move, unless you're preparing to time an attack.

-----
Move Choice
-----
They gave you a boatload of moves for a reason. They all have some use, it's
just that some are harder to use than others. Use them all well.

-----
Damage vs. KO attempts
-----

In SSB64 10% or so makes virtually no difference. The only characters likely
to reach 200% without dying are DK and Yoshi, and only since they're so heavy
and can generally recover. Most kills occur at 80-120%. 

-----
Look for Opportunities
-----

You're about to use DK's infinite grab trap. However, it's designed for foes
at 0%, yet the foe is already at 130%. This is obviously a bad move. You must
always be on the lookout for chances to KO. 

-----
Purposes
-----

What is the purpose of this attack? Well, say, Mario's Fireball isn't a killer
attack, is it? Link's Forward Smash isn't a juggle move, is it? Use each move
properly. Pikachu's U-Tilt is a juggle, Fox's Down B is a utility and Falcon's
B set are all killers when done right. Etcetera, etcetera. 

------------------------------------------------------------------------------
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~
Advanced Tips and Tricks					coolm
~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
------------------------------------------------------------------------------

This is a bunch of stuff that you might not know, but is good to have in mind.

* Fastfall Z-Cancels have a landing duration twice as long as a Z-Cancel from
  a standard falling rate.

* Many characters are able to ledgehog simply by running at a ledge, pivoting,
  and letting the momentum take them off backwards. Easiest with Falcon and
  Luigi, but doable with most characters.

* Grabs can go through dodge rolls with the proper timing.

* Taunt Cancels can be used to ensure you do not fall off edges. 

* You cannot drop through platforms while running. To solve this problem, use
  your shield while running. When you lower the shield, you'll be standing,
  and can drop quickly. You can also use moves right afterwards.

* If an opponent fails their tech, you have a short window in which they can
  be grabbed. Once they're lying prone, the window is gone. 

---
Mario
---

* Mario's Taunt can be cancelled by pressing Z as he shrinks. You will go into
  a shielding state.

* Mario's Taunt actually increases his size, rendering his larger self liable
  to damage. He will take the knockback as if he were standing.

* If you are hit as soon as you begin using Mario Tornado, you can use it 
  again for recovery - as long as you aren't hit after the first spin (or so),
  you can still button mash to move up.

---
DK
---

* DK's Down-B links straight into a full hop Giant Punch if you only tap B
  once.

* You can cancel DK's fully charged Giant Punch by pressing Z as he winds his
  arm.

* The first few frames of DK's Giant Punch charging animation do not cause him
  to charge at all, so rapid cancelling/re-charging isn't very efficient.

* DK's Giant Punch and B-Air go straight through Hyrule's green house.

* F-Throw > jump throw > jump Giant Punch is a kill on a Jiggs with 10-20%.

* DK's taunt lets him dodge attack to his head. I think it uses the ducking 
  model as a basis. 

---
Link
---

* If Link performs a platform dropped D-Air and hits just as he falls, the
  bounce effect will propel him back onto the platform.

* After throwing the Boomerang and jumping over its return trajectory, you can
  actually see when it comes back to you, as the camera will follow your
  projectile's path momentarily, then will return to focus on the fighters.

* Link's D-Air can only hit twice, no matter how many foes there are.

* If you are shielding when a held bomb explodes, you will not take damage,
  while nearby foes will.

* Link has one of the slowest jumping animations, resulting in larger windows
  for U-Smash/Up-B. Link users beware - you may end up doing full-hop U-Airs
  instead of U-Smashes with other characters.

---
Samus
---

* Samus loses her second jump if she uses her Bomb.

* Samus's aerial Up-B is an instant shield-break (if the entire move connects
  when initiated in the air).

* Samus has a strange ledge-grab mechanic - she can be clearly below the edge
  and still grab it neatly. Learn to use this well.

* Certain characters can dodge Samus's charge shot quite neatly. Standing 
  directly next to her when she shoots an uncharged shot can allow thinner
  characters to dodge attacks. Kirby can duck under Charge Shots.

---
Yoshi
---

* The second jump can be used to guard against an attack. This guard can be
  followed up immediately with an aerial like N-Air. Good Yoshis will predict
  opponents' attacks and use this guard productively.

* Yoshi's second jump sends him down slightly before it sends him up. Thus,
  DJCs have to be timed, rather than spammed.

* Yoshi's Down-B gives him very slight vertical distance.

* Yoshi can grab the edge out of his Up-B or Down-B animations.

* Yoshi has the slowest initial dash of all characters - it's actually slower
  than his standard run (also unique to him, if I recall correctly).

* Yoshi's recovery is exceptional as long as you don't attack during the jump
  animation. Attacking leaves you susceptible to knockback.

---
Kirby
---

* If Kirby is hit as he pulls his Final Cutter out, he will be able to use his
  remaining second jumps. If he is hit during the rise/fall of the attack, he
  loses all the jumps he has remaining to him. 

* Kirby can duck under ranged grabs, most projectiles and even some snatch
  type grabs (eg. Falcon's).

* Kirby's F-Throw actually takes you off the screen and sends you down. This
  means you can land on higher platforms. This can result in earlier KOs for
  Kirby's otherwise poor F-Throw.

* Kirby can use a short-hop-triple-laser if he has Fox's Laser.

* Kirby can shimmy left and right while holding someone in his mouth if you
  rapidly smash the stick in the relevant direction.

* Kirby's D-Air, if not Z-Cancelled, will knock enemies away from you.

---
Fox
---

* Shining again after a shine cancel can often take attackers off-guard.

* B-Air has a nifty forwards hitbox you can use instead of F-Air.

* Hitting with U-Air while moving away from the opponent provides a light hit
  with decent hitstun. It is a decent combo facilitator at all damage levels.

---
Pikachu
---

* Agility (Up-B) is great for escaping combos, especially juggle ones where
  the opponent expects you to fall.

* Pikachu can use U-Air twice in the standard short hop, which is more useful
  than you'd think.

* Not only that, but U-Air doesn't require Z-Cancelling. In fact, if you're
  fastfalling with U-Air, you shouldn't Z-Cancel - the amount of lag actually
  increases.

---
Luigi
---

* Luigi's weak Up-B turns opponents around. This is an interesting edgeguard
  against characters whose recoveries can't turn them around automatically.

* Luigi's Down-B tornado can hit shields twice in the same move.

* Luigi's D-Tilt is much, much faster than Mario's, and is actually effective
  as a pseudo-infinite against walls.

* Luigi is incredibly floaty. This results in easier pivot ledgehogs, shield
  dashes and taunt cancels (though he gets no sound).

---
Captain Falcon
---

* Aerial Falcon Kick can have two hits - one from Falcon himself, and another
  from landing while in the kick.

* If Falcon is in the skidding animation from grounded Falcon Kick as he goes
  off a ledge, he will slide off in the animation and fall at a slightly 
  faster rate for a while.

* Falcon's grab and F-Smash can miss certain characters when they duck.

* Falcon's Up-B homes in on opponents in the general vicinity. Even those who
  are behind you.

* Hitting an opponent with your U-Air as Falcon completes his flip will send
  enemies sideways with force. This is a handy move to use from a mid-high
  damage F-Throw.

---
Ness
---

* If you angle Ness's PK Thunder Charge at just above 45 degrees downwards,
  you will end up going upwards after hitting the wall. This is an intriguing
  physics mechanic.

* You can dodge right through the string of Ness's D-Smash yo-yo. 

* Ness's Up-B and Down-B can be cancelled into a ledge-grab if you are close
  enough.

* Ness's F-Smash reflects projectiles venomously.

* Perfect DJCing forward (and I mean TAS perfect) is faster than plain running
  across a flat platform.

---
Jigglypuff
---

* Jigglypuff's D-Air, if not cancelled, knock enemies just above the ground.
  This is useful for linking into U-Tilt or grabs.

* Teleports end with a jump, and thus jump-cancelled moves (Up-Smash and Up-B)
  can be used from it. This results in your flying forward on the ground while
  performing the move. Singslides in particular can be dangerous.

* If Jiggs is hit by Fox's Reflector at ground level after using one jump, she
  cannot recover if she is edgehogged.

* Pound cannot be cancelled into a ledgegrab. This means using it in the edge-
  grab zone will result in Jiggs falling below the edge.

* Rest has some invincibility frames at the beginning. 

* Jiggs has the fastest horizontal aerial movement in the game. 

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
14: Other Stuff That Wouldn't Fit In				rejectd
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

~~~~~~~~~~~~~
Kaillera Help							netbattler
~~~~~~~~~~~~~

------------------------------------------------------------------------------

I love MMBN. Too bad it's not sold freely in Australia. Anyway, this is a very
dedicated guide to helping people with Kaillera, both the web and P2P versions
(P2P = person to person, I've heard a lot of people ask that >_<). There won't
be any addressing of common problems, because that section is just a PageDown
or three away.

To set up Kaillera, you'll first need a Kaillera client and a netplay-enabled
emulator. In the case of N64 emulators, the emulator will have a -k at the
end, eg. Project64k or Mupen64k. K stands for Kaillera. The difference between
these and the normal emulators is the presence of the Netplay menu function.
Also note that these netplay emulators are not all-purpose. If you merely want
an emulator to play on, get the latest ordinary release. Despite the fact that
I rarely use Mupen, I'll add the quirks of Mupen64k too. They're pretty much
the same, but with different menu options.

------------------------------------------------------------------------------
Project64k
------------------------------------------------------------------------------

After downloading and extracting the emulator, place all your ROMs into a 
suitable folder (perhaps in the PJ64k folder itself, or in a Games folder).
In PJ64k, go to File > Choose ROM Directory. Choose your ROM Directory (where
you put the ROMs). Now a list should appear. More detailed ROMs (eg. Banjo
Tooie, Donkey Kong 64) will be unplayable in Kaillera, due to the high CPU
requirement (which must be supported by multiple computers over fairly distant
connections). Enter Kaillera through the File > Start Netplay option. 

 _________________________
|  _  _  _  _  _   Tabs   |		1 = All Servers (Master List)
|_/1\/2\/3\/4\/5\_________|		2 = Recent (Recently accessed Servers)
|			  |		3 = Favourites (Obsolete in PJ64k)
|	Contents	  |		4 = Waiting Games (From all servers)
|			  |		5 = Options (Personal Options)
|			  |		6 = Connect (Connect command)
|_________________________|		7 = Refresh List (Reobtain List)
|Username	 Con. Type|		8 = Enter IP (Manual connect)
|	    6  7  8  9  10|		9 = About (Kaillera specifics)
|_________________________|	       10 = Cancel (Exit)


If it's your first time, you'll likely come to a Master Server list. You may
or may not wish to use the list, depending on where you are. It's best to find
a server close to you, then use the Enter IP function. Note that being able to
access Kaillera does not mean you can connect. Often a firewall blocks access,
or you are completely offline. 

Once you join a server, make note of the Connection Types displayed in the
detail box.

 __________________________
| Chat Box          |Detail|		The Chat Box displays server notices
|                   | Box  |		and chat from other players. You can
|                   |      |		chat by using the input bar at the
|___________________|      |		bottom of the chat box. 
|___________________|______|
|Waiting Games	| Owner|Cap|		The Detail Box has usernames, pings
|Playing Games  | Owner|Cap|		and Connection Types of all online
|			   |		players. Unfortunately, there is no
|__________________________|		way to tell AFK from alert.
|Create Game   Join  Cancel|
|__________________________|		Cap stands for Game Capacity.

You can create any game in your ROM Directory. Join obviously joins a waiting
game (you have to highlight it). Cancel exits the server. 

------------------------------------------------------------------------------
Mupen64k
------------------------------------------------------------------------------

Again, after downloading and extracting the emulator, set a ROM directory and
apply it. Mupen64k has the advantage of 'New' Kaillera, which is a jazzed up
update. I haven't used it much myself. Note that Netplay comes under the
Utilities section in the topbar. Old Kaillera is the one used by Project64k,
while Kaillera is the newer one, which is probably more used by Mupen users.
I'll add more on it when I start using it more.

Mupen also has a handy record function. It also runs faster and plays more
games successfully (among them the Japanese Smash Bros and Goldeneye). It has
a heftier effect on your internet's speed, so if anyone else is using the
connection, it could have a greater effect. Otherwise the application is 
almost the same.

------------------------------------------------------------------------------

~~~~~~~~~~~~
P2P Kaillera							nolagplease
~~~~~~~~~~~~

------------------------------------------------------------------------------

What is P2P Kaillera? It's a different Kaillera client that allows a direct
connection between two computers, rather than having the use of servers, which
is the public Kaillera system. It's useful for long-distance games, or to play
when you're in a SSB64 deadzone. Basically, if someone has your IP address
(which you can easily give to them), they can join your game, and you can play
with virtually no lag. That's the other big benefit - virtually zero lag.

------------------------------------------------------------------------------
Setting it Up
------------------------------------------------------------------------------

Download the P2P client (Google it, I forgot the link), and put it in a copy
of your Project64k folder. They should be two exact copies, but with a modded
'kailleraclient.dll'. Your ROM directories, etc should all still be the same.

Now, if you want to host, you can't just throw out a game like on public
Kaillera. There are some things you have to do first. Firstly, put Project64k
(all of them) onto your firewall's exception list. This allows it free rein
with your internet connection. Chances are you've already done this, but if
you haven't, do it now. 

Secondly, if you have a router, you need to forward a port. I believe it is
port 27886, but you may want to check that. Any tutorial will tell you the
right one. I don't use a router myself, so I'm a bit vague on this part. This
just allows a peer to peer connection. Google 'port forwarding' if you need
help, because sadly, I cannot give it to you.

Third, you'll want a number of contacts who are willing to play SSB64 and are
near or above your level. This is for the sake of competition, because in all
honesty, I would not bother setting up P2P just to face a noob who spams grabs
all day. In reality, you only need one other willing participant, but a number
is preferable, since it means more chance of having an opponent.

After this, enter Kaillera as per normal. The client looks totally different.
You can host a game, or connect to one. Either way, once you're in the actual
game prep room, you have to check the 'ready' box to begin. The host can find
out his IP, kick other players or force frameskip, making the game even easier
to smooth out. Aside from this, it is SSB64 as per normal. Enjoy.

Mupen64k is more suited to P2P than PJ64k. However, I don't use it too much,
as recording (one of the main advantages of PJ64k here) is not really my thing
as far as gaming goes. Setting it up is exactly the same as setting up PJ64k,
only you use your Mupen64k folder as the template.

------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~
Keyboard or Controller?						controlfreak
~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------

This is a section that mainly focuses on the limitations of the keyboard when
compared to the original N64 controller. 

First, the pros of both.

Controller

* Able to do everything with practice
* Uses a real control stick
* Easier to learn short hops and DJC
* More comfortable (?)
* The way it was designed to be played

Keyboard

* Crazy DI abilities
* Easier on the hands

As you can see, the controller is more original and better in general. This is
also my own opinion. Now let us consider the cons.

Controller

* Troublesome to acquire and connect to a computer-run emulator
* May be unsuited to N64 games (PS3/PS2/Xbox360 controllers are used)
* Difficult to use without practice

Keyboard

* Requires a lot of practice to acquire some skills
* Cannot 'walk' on simple command
* Cannot tilt on simple command
* Has only 8 directions for the control stick
* For PJ64k 0.13, has only one sensitivity for the control stick - full jab
* Difficult to get used to
* Cannot perform B-Airs without moving backwards


Personally, I believe that controllers are much, much better if you can find
them. I use a keyboard myself, and can perform more or less everything I can
on a keyboard that I can on my N64 (excepting those mentioned above). However,
it's far better to use a controller. Trust me.

------------------------------------------------------------------------------

~~~~~~~~~~~~~
Keyboard Tips							keyset
~~~~~~~~~~~~~

------------------------------------------------------------------------------

Here are some aids to controller users. You do not need any custom keys to
play the game with skill. My keys are:

Control Stick:	Arrow Keys
A button:	X
B button:	C
Z button:	Z
R button:	S
L button:	A
Start:		Enter
C-down:		Spacebar

This is exactly the default set with modified C buttons. It works quite well.

---
Short Hops
---

It's quite simple, really. Just assign a C button (I use spacebar) and lightly
tap it. May require some practice.

---
Tilts
---

If you hold a directional button and press A while holding it, you will tilt.
However, if you press both at the same time, you'll smash. While this makes
smashing more accessible, it's harder to tilt. Here are some shortcuts to
tilting.

---
All Tilts
---

During another animation, hold the direction you wish to tilt and don't let go
of it until you're standing. Then press A to tilt. Useful for drills > tilts,
etc. Works with every tilt.

---
F-Tilt and Walking
---

Press Down and Forward immediately after. Now let go of the down button. You
will walk forward. Press A to F-Tilt.

---
D-Tilt
---

On solid ground, holding Down for half a second and pressing A will make you
D-Tilt.

Try and remember your own combos. This way you can put tilts in.

Another thing is using U-Airs without jumping. This can be remedied with some
practise and good timing.

---
U-Airs without jumping
---

Pressing Up and A at precisely the same moment will result in a non-jumped 
U-Air attack. Useful in short hops.

If you have the Up key held while jumping (with a C button), pressing A will
let you U-Air without jumping. This applies when you jump and want to use it -
keep the button held and press A when you need the attack.

If you want to short hop with an U-Air from the ground, pressing your short
hop C button, immediately pressing Up as your character moves to jump, then
pressing A will give you this effect. This is trickier than the other ways.

---
D-Airs without falling
---

If you just hold Down before you actually begin to fall, you won't fastfall
and will be able to use D-Airs repeatedly (useful for Mario Bros, Samus and
Ness).

Alternatively, press Down and A at precisely the same time whilst falling.

---
DI
---

Because of the emulator's Control Stick mechanics, simply tapping your control
stick button will register as a full-on stab, giving extraordinary DI. Best
advantage of keyboarding.

---
DJC
---

You can get great DJC if you're fast enough with Ness. Pressing your Up button
followed by your C button will set you up for your DJC. Use your aerial at
this point, and Z-cancel if it isn't U-Air or D-Air. Yoshi's DJC needs timing
before he can use an aerial, because his jump is different.

---
Dashdancing and Pivots
---

Easy beyond belief on a keyboard. Just alternate Left and Right quickly to
dashdance. Press A as you press Left/Right to Pivot Smash in that direction.
If you don't want a smash, just lightly tap the direction in which you want to
end your dashdance.

---
Button Mashing
---

Pound all your buttons, including the Control Stick. This is registered as 
exceptionally fast button mashing, and gets you out of certain states fast.
Keyboards/systems that prevent more than 4 buttons being pressed may prevent
this from being as effective as it could be.

------------------------------------------------------------------------------

~~~~~~~~~~~~~~~
The Glitch List							bugged
~~~~~~~~~~~~~~~

------------------------------------------------------------------------------

So far I know of five glitches to do with SSB64 and use of Kaillera. Here they
are, and the solutions to them.

---
Black Dust
---
If your driver/graphics card isn't up to scratch, all the dust (from landing,
smashing an enemy away, dashing) will appear black. While very cool, it is
still a glitch, and can affect play. To get rid of this, you have to update
your driver (search the internet) or replace your graphics card (find more
professional advice on this). Also, some people may have black dust as a
texture, so if you're not the host, ask before you panic.

---
Randomised Gravity
---
Occasionally you'll find that after hitting somebody in a direction, they'll
continue to fly in that direction at an abnormal speed. This applies to any
direction, up and down included. As far as I know, this is caused by trying to
use save states, cheats or configuration from between while the game is still
loading (during the 25%, 50%, etc phase) to when the FPS comes up at the 
borrom right. Just reset and you'll be fine. Only on PJ64k 1.4 or PJ64 1.6.

---
Control Malfunction
---
Sometimes controls won't be working ingame for one or more people. I haven't
fixed a definite cause, but it appears to relate to Vista's firewall. Using a
different emulator (Mupen64k/PJ64k) solved the problem for me. If anyone has a
definite cause and/or solution, please email me with it. 

---
Lag Entity
---
If you attempt to enter another server whilst already logged into one, you
will force PJ64k to close. If you log back into that server, you'll be listed
twice. Any waiting games, etc that you opened will still be there. This goes
away after a while, presumably when the server refreshes itself and checks for
ping timeouts. You can still play games, but your computer may suffer lag, and
the server may boot you accidentally.

---
Desynch
---
Yes, it's in this section. Desynch is caused by either of the players dropping
packets, and by this lagging out of sync. You can tell it's happened if your
opponent stops responding (menu screen), starts performing random, ineffective
attacks (in-game) or SDs, attacking as they fall (in-game). A simple test is
to walk right up to somebody you believe has desynched. They won't attempt to
defend or attack. Alternatively, ask them to taunt once in the chat system.
Only active players can taunt a single time consistently.


------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bad Habits to Have in SSB64					coldturkey
~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------

There are a number of habits you must shake if you truly want to be a high
level player. Here are a few of them, ranging from low to high. Low level just
means low level players tend to do these habits. High means high level players
continue these habits, and so on.

------------------------------------------------------------------------------
Low
------------------------------------------------------------------------------

* Reliance on items

Items are game-breaking. True high-level players will never resort to items to
win a match (excluding Link's bomb, of course). 

* Camping

Camping is fine, unless you constantly do so. Or, to put it another way, you
never approach. These is an awfully boring (and disabling) habit of play.

* Reliance on B-Moves

This is the most common one, if you ask me. You just have to accept that many
B attacks aren't even part of the character's high-level game, and that other
attacks take priority of use at least 80% of the time. 

* Spamming

Spamming is an awful habit to have. This is because it's so hard to shake. If
and when one is accused of spamming, the spammer will merely reply that it is
their strategy, and that there's no problem with it. There's a very major and
obvious problem to both sides. Let's break it down. If you're spamming a very
powerful move (eg. Kirby's F-Smash), it's very hard to anticipate and counter.
It's boring for both parties. However, after the initial shock, it will be
EXCEPTIONALLY EASY to counter. A simple shield will counter Kirby's F-Smash,
and you can work from there (most shield-grabs, Up-B for Samus/Link, and Yoshi
...well, Yoshi doesn't like Kirby. He could parry, I guess.

------------------------------------------------------------------------------
Medium
------------------------------------------------------------------------------

* "Strategic" Continuous Running Away

There's nothing strategic about it. SSB64 is a close-and-personal game, and
there is absolutely no reason to disengage and flee, unless you are changing
battlefields (one side of the stage to another). It's just not useful, nor is
it needed. Even if you spam projectiles as you flee, you will lose eventually,
because you aren't really attacking. If you run and immediately turn to attack
(luring them) it's fine. I'm talking about continuous fleeing.

* Continual use of the Ledge Rise attack

Simply put, the Ledge Rise attack (pressing an attack button while hanging) is
not a good idea. The enemy can move back, pivot and smash you back off with 
exceptional ease.

* Attempted spamming of a single combo

This is a bad place to be - trying to recreate an awesome looking combo, and
ignoring all other methods to KO. I once played a Jigglypuff with bad timing,
and I (as DK) got to over 300% before he actually landed a Rest (I'm referring
to the D-Air > Rest combo of Jigglypuff's). He didn't realise almost any other
attack would have KOed me, and continued to use D-Air. Just kill them already,
for heaven's sake.

* Grab spamming

The hardest barrier to overcome. Grabs are comparatively overpowered in this
game - they bypass shields, come out very fast, lead into combos, deal good
damage, and can KO easily before three digit damage. However, all good players
understand that, while effective at times, grab spamming very predictable and
punishable. To really get to higher levels of comboing, you need to put grabs
aside. You'll soon realise you can't chain moves or KO well with grabs alone
and have to combo more to beat those more experienced players.

* Reliance on dodge rolls

Simply put, dodge rolls are a very weak defence. If you watch the pros play,
you'll notice they nearly never dodge roll, and for good reason. There is just
too much potential for being punished if you dodge roll predictably. This is
where the entire concept of techchasing comes from. Learn when and where to
dodge roll, and your game will lift tremendously.

------------------------------------------------------------------------------
High
------------------------------------------------------------------------------

* Teching when you don't have to

If there is the possibility you can cancel your falling state (with a jump,
Z-cancelled aerial, B move, etc) before you hit the ground, do so. Teching too
much is the equivalent of dodge rolling too much. 

* Blinking

This is when you miss a dodge roll and instead blink with your shield. You
have to practise getting dodge rolls every time, or you could pay for it.

* Winking

This is where you mash the Z-button while attempting a Z-Cancel. This is very
important: TIME THE Z-CANCEL. Otherwise you'll waste time winking, which is
almost as bad as the lag. 

* Phases

When you've forgotten and remembered a useful move in the heat of battle (eg.
Fox's Reflector or Yoshi's Egg Throw), you may suddenly want to use it a lot.
Don't. These moves are forgotten for a reason: they're only useful in certain
situations. If you've never used a move consistently, don't start abusing it
in the middle of a skirmish. This applies to techniques too.

* Charging Relentlessly

Don't continually run at an enemy, because you'll be punished, especially if
they're prepared. You have less options while running than when standing, and
your opponent will be doing the latter if you just keep charging. 

* Taking the Obvious Choice and becoming Predictable

Here's where it starts getting debatable. The Obvious Choice is the bane of
many efforts. It's what would have the best effect on your foe, but is also
easily the most predictable thing to do. For instance, when you grab onto an
edge, you instinctively ledgejump up. In your haste, you are countered by the
waiting opponent. Sometimes you have to vary your game, so you don't get too
predictable. 

------------------------------------------------------------------------------

~~~~~~~~~~~~~~~
Reference Lists
~~~~~~~~~~~~~~~

------------------------------------------------------------------------------

These are just classification lists of common move types. 

------------------------------------------------------------------------------
Grabs
------------------------------------------------------------------------------
Grabs, by definition, are moves that bypass shields and force the victim into
a state where they cannot escape, are forced out of with a throw, or must
escape through means of button mashing.
------------------------------------------------------------------------------

Character grabs done by tapping R on the ground
Yoshi's Neutral B
Kirby's Neutral B
Captain Falcon's Up B
The Hyrule Tornadoes

------------------------------------------------------------------------------
Spikes
------------------------------------------------------------------------------
Spikes, by definition, are attacks that send the enemy down at more than a 45
degree angle, or have the capability to do so. As long as the trajectory is
downwards, it is classified as a spike. Strength of trajectory is irrelevant.
------------------------------------------------------------------------------

Mario's D-Air
Mario's Down B 	(if an enemy is hit with a side or bottom part of the hitbox)
DK's F-Air
DK's D-Air
Samus's D-Air
Yoshi's F-Air
Yoshi's D-Air
Kirby's D-Air
Kirby's Up B 	(the latter half, when Kirby comes down)
Kirby's F-Throw	(Not strictly a spike, but has downwards 'KB'. Suicidal.)
Fox's D-Air
Fox's Down B
Luigi's D-Air
Captain Falcon's D-Air
Ness's D-Air
Jigglypuff's D-Air
Being hit by a Bumper from above

------------------------------------------------------------------------------
Low Trajectory Hits
------------------------------------------------------------------------------
LTHs, by definition, are moves that have a trajectory equal to or lower than 
10 degrees to the upper, but not lower than 45 degrees on the downwards plane.
In short, they have a lower trajectory than is normal for most moves.
------------------------------------------------------------------------------

Mario's D-Tilt
DK's D-Tilt
Link's D-Smash (on the outer part of the blade)
Samus's D-Tilt
Yoshi's D-Smash
Yoshi's D-Tilt
Kirby's D-Tilt
Fox's D-Smash
Pikachu's D-Tilt
Luigi's D-Tilt
Captain Falcon's D-Tilt
Captain Falcon's U-Air
Jigglypuff's D-Smash

------------------------------------------------------------------------------

~~~~~~~~~~~
Retexturing							arthouse
~~~~~~~~~~~

------------------------------------------------------------------------------

Retexturing your SSB64 is something many people wonder about. Can you get 
a more realistic Donkey Kong? Can you make Samus's Charge Shot better looking?
There are a lot of questions, and a lot of answers. Being someone who's tried
all the solutions, here's the way I found easiest. This is for Project 64 1.6,
because all the plugins are ready-made for it. I know you can use 1.7, but
that's not readily available without paying. Don't ask me about it.

Note that retextured SSB can work on PJ64k, but it's gonna be really, really
slow. 

First, a list of the things you'll need.

* Project64 1.6
* Texture Pack (downloadable, don't ask me where)
* The SSB64 ROM (of course)
* Mudlord's Rice Video Plugin Build (downloadable, or I can email it to you)
* BMG.dll (downloadable by Googling)

Your Project64 folder should have several folders in it, including one called
Plugin. Extract Mudlord's Rice Video Plugin into that folder. Now create a
folder called:

hires_texture

This is very important. Now extract your Texture Pack (it should be a folder
called "SMASH BROTHERS", if it isn't start again) into hires_texture. Finally,
put BMG.dll into your main PJ64 folder (the one with the execution file). Now
enter Project 64. Go into Options > Settings, and change the Video (graphics)
plugin into Mudlord's Rice Video Build. Press OK. Go into Options > Configure
Graphics Plugin. Select the Texture Filter tab, then tick the box marked:

[] Load high detail textures if available

Once you've done this, click OK again and run SSB64. If done right, a black
screen with a white loading message should appear, and filenames should speed
across the screen. If this happens, congratulations! You got yourself a SSB64
with custom textures! Remember not to use any save states when textures are
applied, because it will force you to reload all the textures (which is very
time-consuming). Gameplay is fairly unchanged, as are character models. The
things that change usually include:

* Menu Screens
* Text
* Character Pictures (at select screen)
* Graphic Detail
* Graphic Resolution (how clear the graphics are)
* Character textures (eyes, symbols, etc)
* 1P Mode pictures

Totally optional, but still fun to play around with. Happy texturing!

------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Japanese/English Differences					konnichiwa
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------

According to my net-browsing friend, most of these were taken off a Gamespot
post by Isai himself. According to him, it's a public forum, so this basic
reproduction is allowed. Hopefully.

This was rewritten from the original copy by this same friend, who didn't want
to be publicly named (God knows why). This is directly copy-and-pasted with a
few changes (grammar, capital letters, Down Aerial to D-Air, etc) and comments
[in square brackets]. Then it was cut down to fit 79 character formatting. 

Mr. Anonymous Friend has also tested this all. He owns a Japanese copy from 
Japan (he moved to Australia), which is one of the reasons I asked him to do
this in the first place. In addition, he's almost fluent in Japanese, though
he assures me the menu layout has barely changed. I'll get the link to the
post from him soon.

I love copypasting stuff, I really do. I like his use of '=' too, so I'll keep
it in there :D. I added the margins, by the way.

==============================================================================
In the Japanese Version:
==============================================================================
---
Mario
 
He is shorter (By a noticeable amount) and has a slightly lower Up B recovery.
His fireball has better stun but has less damage [Cool]. It also goes further.
He has a shorter Dodge Roll. [Meh. He's shorter.]
---
DK 

No real moveset changes.
---
Link 

A lot of upgrades in (J). Or a lot of nerfing in (U), if you want it that way.
His Up-Tilt, Up-Smash and D-Air are stronger (by 5%, 2% and 2% respectively).
His jumps and Up B get more vertical distance. [...]
His boomerang goes even further.
His bomb is unflinching [!] until enemies hit 100% and does more damage.
His Up-B and F-Air do slightly more in combos. [Apparently better finishers.]
N-Air has downwards influence and is slightly weaker in terms of KB.
B-Air comes out faster and has downwards influence and more power on 2nd kick.
---
Samus

When standing next to tall characters and facing them, U-Smash only hits with
one flame, as opposed to two in that situation in (U). [Does it matter much?]
---
Yoshi

Higher initial jump.
Has better horizontal influence in the air.
Down Smash is marginally weaker (1%).
---
Kirby

F-Throw acts like Jiggs's B-Throw. [AWESOME.]
Up-B is even higher. [Wow. That's really high.]
D-Smash, U-Smash and U-Air are stronger (by 2% for all three).
Down-B is stronger by 2%. 			[Uh-huh.]
Dodge Roll is longer.
---
Fox

D-Tilt is weaker (by 2%).
Up-B has invincibility to start with [!!!] and has a lot more horizontal KB.
Laser is weaker but has more KB. [...alright...]
D-Smash has an upwards trajectory. [Seriously...what the hell?]
Reflected projectiles do different amounts of damage. [Logical.]
Reflector has better spike capabilities and pushes away faster. [Cool.]
---
Pikachu

N-B goes further. [...I hate nerfing...]
F-Smash has a shorter hitbox. [That feels better.]
Dash-A has less KB.
---
Luigi

Higher jumps but lower Up B. [HIGHER JUMPS? Wow.]
Weaker fireball that goes further with more stun. [They clone good :\]
Up-B sends enemies higher and more to the side. [Who noticed this?]
Shorter Dodge Roll.
Throws are reversed in damage and KB (F-Throw weaker in damage/KB now). 
---					[That's the way it should be...]
Captain Falcon

Slower in running speed. [What the bleeping hell?]
Higher jumps and Up B recovery. [Hm. Link and CF have recovery issues, huh?]
F-Tilt is stronger by 1%. [Uh...okay.]
---
Ness

Less lag after PK Thunder Charge recovery landing. [Useful, I guess.]
PK Thunder Charge has longer hitbox and is 5% stronger. [Cool.]
U-Tilt has less KB but is 1% stronger. [Yay for spam.]
U-Air and Smash Attacks all stronger by 2%. [Not bad, I guess.]
PK Fire is weaker by about 9%. [Aw.]
---
Jigglypuff

Down-B is weaker by 6%. [Eh. Who really cares about that?]
D-Smash has a shorter hitbox. [Gah. I love her D-Smash.]

==============================================================================

There is less DI in general, and attack stun for the attacker is reduced.

Many multi-hitters, such as Pikachu's F-Air and Jigglypuff's D-Air do not have
the frame-by-frame slow of the (U) version.

Physical hits now have cartoony *BIFF* and *WHACK* sounds.

Edit by me: Jigglypuff has a completely different sound set too, owing to the
fact that her name is Purin (and the announcer pronounces it 'Pooreen').

==============================================================================

NOTE: This section was completely rewritten, as he didn't bother with capital
letters in his description. I changed Slide Turn to Sliding Turn, but it's not
like there's an official name. Is there?

Also, several characters can do the Sliding Turn technique, which is basically
an extended slide from a dash animation in the opposite direction. To do it, I
believe you have to go into a full dash, then try to turn. As soon as the 
turning animation starts, release the Control Stick. You should slide really
fast in one direction. That's how I (he) got it with Jigglypuff and Fox.

Needless to say, the Sliding Turn is a Japan-SSB only feature.

Characters who can use it: Donkey Kong, Yoshi, Fox, Kirby and Jigglypuff. 


------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~
Melee/64 Differences						oldschool
~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------

It's surprising how many people believe Melee is the original. Once they find
out 64 exists, they start to play it, and often give up. For those battlers
who are actually considering playing this (and this may be more widespread
than I believe, owing to the fact that Melee isn't online-compatible), here's
a rudimentary list of what major differences there are in the game. I won't
cover every little detail, like whose moves have changed or what characters
have been added, because there are way too many of those. I won't cover the
obvious differences, like graphics and menu layout changes. 1P Mode changes,
the Trophy system, after-battle bonuses and other non-multiplayer related
stuff will be left out.

------------------------------------------------------------------------------

All of these describe 64 in relation to Melee. 

* Side-B (or Smash-B) moves don't exist
* Ability to turn and use Neutral B moves in the opposite direction
* Damage is greater in general
* Lack of Power Shielding
* Lack of Sidestepping
* Lack of Aerial Dodge
* No Wavedashing
* No Smash charging (every Smash is as if C-sticked)
* Z-Cancels are more noticeable
* Recovery methods are very different
* Edgerolling instantly vacates the edge
* SHFFLing is fairly ineffective
* Knockback is much, MUCH greater in general
* Juggles are more pronounced
* Comboing, especially wall-based combos, are far easier
* Throws are extraordinarily powerful
* There are only two throws, Forward and Backwards
* There is no 'Meteor Smash' category, only Spikes
* Everyone has a sexkick (DK's B-Air)
* Slower in general
* TIERS DON'T MATTER ANYWHERE NEAR AS MUCH

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

    ~~~~
15: FAQs							nojoke
    ~~~~

FAQ stands for Frequently Asked Question, by the way. The following will be a
list of common problems put into question form and actual questions that have
been asked while on the server, in real life or over a messenger program. Yes,
I shamelessly recruited random friends to play on Kaillera, giving them as 
little help as possible so they would ask questions.

------------------------------------------------------------------------------
******************************************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
******************************************************************************
------------------------------------------------------------------------------

Setup Questions							gettinthere

------------------------------------------------------------------------------

Q:	My emulator doesn't have the netplay option! What gives?
-
A:	Chances are you're using an emulator without this function, such as
	Project 64. You have to download a N64 emulator with the -k suffix,
	like Project 64k or Mupen 64k.
---

Q:	Where do I find ROMs?
-
A:	I can tell you, but that would be breaking all sorts of laws ~_^.
	Go dump your own.
---

Q:	I can't join games in Kaillera! What's up?
-
A:	You probably haven't had the ROMs input into the default directory 
	yet. To solve this, on the main emulator window (before entering
	Kaillera), go to File > Choose ROM Directory. A list of your ROMs
	should come up after you select the directory where they're stored,
	and you'll be able to play.

	Alternatively, emulators cannot support cross-play, so Project 64k
	won't be able to play with Mupen 64k, and vice versa. 
---

Q:	I can't create games in Kaillera? What gives?!
-
A:	See the first paragraph of the above question.
---

Q:	My ROMs aren't showing up! Why is this?
-
A:	Chances are it's in an unusable format. A common one is the RAR file,
	which is used by many sites to make the download smaller. You have to
	extract the files using various programs, such as WinRAR. Acceptable
	files include .z64, .v64, .N64, .rom and .zip files, among others.

	Another problem is Bad ROMs. Occasionally you'll find a ROM that just
	doesn't work, even if you've unzipped it. The emulator will tell you
	this if you try to run the Bad ROM.
---

Q:	Incompatible versions? But the game is Super Smash Brothers, right?
-
A:	There are multiple ROM versions, based on country and language. If you
	can see an (E) after the ROM name, you have the European version. If
	there's a (U), it's the American (USA) version. If there's a (J) and
	the name is Dairantou Smash Brothers (or something like that), it's
	a Japanese ROM. The one most used is Super Smash Bros.(U)(!). There
	are many small differences between the Japanese and English versions.
	There's a post somewhere on the internet which has been transcribed
	into this FAQ, courtesy of a friend of mine.
---

Q:	What's 'Ping'?
-
A:	Ping is a measure of distance between you and the host server. The
	higher your ping is, the slower the match will be. Some servers will
	only slow players with high pings, causing your button input to have
	a very noticeable delay. Simply put, the lower the total ping (of all
	players), the faster the game will run, and the smaller the chance of
	desynch will be. 
---

Q:	How do I lower ping? Why is mine 300 or so?
-
A:	The easiest way is to change your connection type around. Different
	computers react differently to different settings. Mine, for example,
	works best with an 'Excellent' setting, while my brother's laptop is
	best off with a 'Good' setting. However, this may not solve your
	problems, as your opponent can't change. Alternatively, close all
	background programs. If you're running a downloading agent, a full-
	screen game, or some other program with internet connection, your ping
	will rise drastically. If your activity is too high, Netplay will
	immediately cease, and cannot be reopened until you close those
	programs. Of course, you could physically move closer to the server in
	question...
---

Q:	I want to connect to a specific server, but it's not on the list!
-
A:	Find that server's IP address (either through the internet or through
	whoever gave you the server name), and use the IP Address function in
	Kaillera. The server lists tend to be unreliable at best for finding
	the optimal server for you.
---

Q:	The Server List isn't working! What's up?
-
A:	If it is completely unavailable, then the master list is probably down
	(or you're just disconnected from the internet completely). If it's
	taking too long to load, but not displaying error messages, it's just
	very slow. Be patient.
---

Q:	How do I P2P?
-
A:	You need a different Kaillera client. I think there was a combined
	client floating around some time ago, but I lost the link. I put a new
	section about it up in the guide, have a look at that.

------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~
In Game Questions						whatsjump
~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------

Q:	Why don't I have all the characters? I have them all on PJ64.
-
A:	Netplay sometimes disables all cheats upon opening. All you have to do
	is re-enable the characters (and Mushroom Kingdom) using the Cheats
	function. Select 'Have All Characters' and 'Have Mushroom Kingdom'.
	These two together will give you Item Switch as well. 
---

Q:	Why don't most people play with items?
-
A:	In competitive play, items are generally banned for a simple reason.
	They unbalance the game. Put it like this. You're 160% damage with 1
	life left, whereas they're at the same 1 life, but with no damage.
	OMIGODZ HAMMER! You got the Hammer! Boom. Yep. You can win, even if
	you had no right to win. 
---

Q:	Do save states do anything in Kaillera?
-
A:	Nope. And yeah, I got around to checking it.
---

Q:	Can you hack the emulator?
-
A:	Yes, through the Cheats function. If you do this for any reason other
	than getting all characters/Mushroom Kingdom/novelty stages, you may
	as well quit right away, as no-one will want to play against Metal
	Mario with no damage hacks on. Mupen 64k lacks this function at the
	moment.
---

Q:	Why don't my cheats work?
-
A:	Perhaps you've inputted them incorrectly, or haven't inputted them at
	all. Alternatively, certain servers require you to deselect and re-
	select cheats after you've started up the emulator.
---

Q:	How do I wavedash/air dodge/sidestep/use Fox's secret taunt?
-
A:	You don't.
---

Q:	I can't short hop! Why?
-
A:	On the emulator, the up button (which is the default) cannot be used
	to consistently short hop. as it automatically stabs the stick in the
	relevant direction.  The solution is to set one of the C buttons as
	an easy-to-access key, eg. Space, and tap the key very lightly. Do it
	right and you'll be able to short hop. This may take practice.
---

Q:	I can use an U-Air without jumping! Why?
-
A:	There are two methods to do this. The first, easier method is to hold
	the up button after you jump and work from there. This won't work on
	any jump after your first jump (for Kirby/Puff). The other method, and
	the method that Puff and Kirby can use, is to press Up and A at the
	exact same time. This is annoying and takes practice, but you won't be
	able to use non-jumped U-Airs in a short hop without it.

	From the ground, you have a third, more consistent way. What you have
	to do is press these keys in extremely rapid succession:

	C-button > Up button > A button

	This way can be done quite easily with a bit of practice (then again,
	I play piano, so it might be easier for me). However, I find this the
	best way of the three I've given from the ground. When falling you 
	have to use one of the other two.
---

Q:	I can't use tilts! I keep using smash attacks! Help me!
-
A:	During any attack animation, hold the preferred tilt's direction (Up
	for U-Tilt, Left/Right for F-Tilt, etc), and keep holding it. Press
	your A button and you'll use a tilt. Unfortunately, it's nigh on 
	impossible to use a tilt from a standing position without a USB
	controller plugged in.

	Edit: see below for F-Tilt
---

Q:	How do I walk? I keep running!
-
A:	I didn't have an answer until I received this in an email from a guy
	called Martin. He says:

	'I noticed your guide has no instruction on walking from a stand. If
	you crouch then move forward quickly, you'll walk.'

	This information was learnt from a Smashboards post, according to him,
	so if that was your post, thank you.

	I've taken this further to F-Tilting from a stand. Do the above, then
	press A. You'll F-Tilt. Nice. 
---

Q: 	What is DI?
-
A: 	DI is Directional Influence, a way to move your character while they
	are being hit (during hitstun). This can potentially save you from
	finishers or help you escape drills.
---

Q: 	How is DI going to help me?
-
A: 	If, for example, you're being comboed by Fox in the tent area on the
	side of Hyrule, you can stop the finishing U-Smash from KOing you by
	forcing your character into a wall. Cruel, but effective. 
---

Q: 	Is DI a glitch?
-
A: 	It is most definitely not a glitch. The US version, which came out
	after the Japanese version, had noticeably greater DI. In addition,
	the odd frameskips that come with drills are possibly another way that
	DI has been made easier in the US version (the frameskip isn't in the
	Jap version). 
---

Q:	How do I change character costumes?
-
A:	Use your C-buttons. It's really that simple. If you're playing on a
	laptop, I suggest you reconfigure your buttons to your liking, and to
	keep one for your short hop button.
---

Q:	How do I get Metal Mario/Beta Stage/Race To The Finish/etc?
-
A:	I haven't got the cheat codes, but the internet does. Search what
	you're after in Google with the tag 'Gameshark Codes' and it'll
	generally come up. Then just enter the codes in PJ64k.
---

Q:	What's the Rape Tent?
-
A:	This subject comes up a lot in forums, etc. It's the sheltered area on
	the right side of Hyrule, which facilitates comboing. It's called the
	Rape Tent because lots of violent beatups occur there, and people seem
	to enjoy camping in it (hence the 'Tent'). Also called the Fight Club.

------------------------------------------------------------------------------

~~~~~~~~~~~~~~~
Other Questions							saywhat
~~~~~~~~~~~~~~~

------------------------------------------------------------------------------

Q:	What else can I play on Kaillera?
-
A:	Any game that corresponds to a Kaillera-enabled emulator. There are a
	lot of these out there, including Kawaks Netplay and MAME net builds.
	I see a lot of Street Fighter, Marvel vs. Capcom and King of Fighters
	on various servers. Other N64 games are fine, of course.
---

Q:	What are the most popular games on Kaillera?
-
A:	This depends on the server, but in general, Street Fighter, KoF and
	fighter games of that sort are probably most popular. N64 games take
	up a surprisingly small percentage of the total games played. 
---

Q:	What's the best way to get better at games?
-
A:	Practice. And I don't mean against CPUs, I mean against humans. CPUs
	are there for you to raise morale against. Watching videos helps.
---

Q:	What's your favourite combo?
-
A:	Probably Captain Falcon's U-Air chains > D-Air. It's very flashy,
	awesome, and best of all, easily doable.
---

Q:	SSB64 seems boring. What's the most awesome thing you've ever done?
-
A:	Well...one time I was vsing a noob. To psych him out, I dittoed him
	every time. He picked Kirby, and I picked Kirby. So I got him to his 
	last life, and I thought, what the hell, I feel good (I was on 5 lives
	with almost no damage). I jumped out as he recovered, swallowed him 
	and spat him out. Then I floated up, my back to the stage. I used
	Final Cutter, and it caught him as I was going down. He got spiked, I
	landed on the stage. Awesome.
---

Q:	Who's the best character?
-
A:	There is no answer I can really give you. I can divide it into some
	categories if you wish. Best noob char is easily Kirby, good, easy
	recovery, powerful moves, 'fun' to play, etc. Best char in terms of
	potential is probably Pika, maybe Ness or Fox. Best combo character,
	either Falcon or Fox. This changes from person to person. I regard my
	best technical character as Link, due to my strengths in placement and
	projectile play. However, my best character is Pikachu, because he is
	a better character in terms of recovery, speed, combo links etc. My
	friend Andrew excels with Yoshi, he can 0-death very well. Note that
	I didn't mention Yoshi in any other category. It's a personal thing.
	Maybe you can't combo but have brilliant timing. Samus would be a good
	choice for you. Analyse yourself and choose.
---

Q:	What's the metagame of SSB64 like?
-
A:	This question has no direct answer. Truly good players can do
	0-death combos, meaning that metagaming is just mindgaming + good
	technical skill. In lower levels, it's all about outplaying your
	opponent. Mindgames are key in all levels of play. Also, I realise
	that metagaming involves selective use of characters (like the 
	metagame of competitive Pokemon, where Suicune owns, say, Luvdisc).
	In SSB64, this is very limited. If you're good enough with a 'bad'
	character, beating any other character should be cake, whereas it's
	not likely you'll beat a Suicune with a Luvdisc. If you can't do this,
	you're just not good enough with that character, or you're simply
	playing someone much, much better than you. 

------------------------------------------------------------------------------
------------------------------------------------------------------------------

Update History

Includes before submission, to help me note what I changed when. This is
unbelievably helpful, shows me a lot I need to know.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

V -1
The idea has started, and I did up to Samus in movesets. They read awfully
badly though, so I'm redoing them with more technical information soon. Also,
Update History has been started :D. 

V0.1
Character movelists done up to Kirby. Subject to change at any time. 

V0.2
Title and introductory bits done. I really dislike having to type so many
move descriptions, and I'm still procrastinating on the testing. I'm thinking
of adding a section with all the technical terms, but that can wait until the
bulk of the FAQ is finished.

V0.3
I added the technical terms bit, more or less because I felt it needed it. 
Basic explanations of moves and generalised classifications redone, since I
felt like they needed it. Testing up to Yoshi complete. Tier List put in, just
because I say so.

V0.4
Added the cool Table of Contents and the sorta witty search tags. Did the
title (yeah, I know) and more importantly, the strategy section's KO, combo,
spacing and human/comp comparison. Whew. Techniques up and running.

V0.41
Another proofread. Changed the whole spacing section to become Aggressive
Spacing, because much of it could be shortened to 'run away and go projectile
spam'. Will do a proper spacing section in the future. Changed many search
tags, which were common and could be found outside their intentional uses. 

V0.5
Fixed up a cool looking stage section with ASCII. 1P Mode is also included, as
it means I offer everything standard guides do :P Waiting on a GOOD friend's 
Jap/Eng comparison. Added (sigh) a basic items section.

V0.55
Added angled attacks. Meh. Went on EGX and scoured for some FAQs in chatrooms.
Didn't work out too well, but I got some :D Added Tips and Tricks, for kicks.
Hey, that rhymes ^_^ Redid Contents with spaced out subsections. Reduced the
1P section. Seriously, it's not that hard to beat comps. 

V0.6
Added the very comprehensive recovery section, but still needing a second
opinion on it. Got the Jap/Eng comparison, gratz to anonymous friend whose
name I am forbidden to mention on pain of virus email spam. Subdivided the
Technques section into Unspecific and Character Specific, then wrote out the
whole Unspecific section. 

0.6x
Remembered I had a database to lean on - Kaillera players - and asked one of
the more technically excellent ones for help. He obliged (ty Blackshadow) and
this guide is officially going to not suck! If GameFAQs rejects it I think 
that I'll go commit suicide somewhere :\ Or just improve it, either way.

0.65
As I write this, I'm eating a muffin bar. I love muffin bars. Anyway, more
FAQ collecting through recruiting RL people to play Kaillera. Aren't I evil?
Realised I forgot to add containers (Crates, etc) and recovery items in the
Items section. But I didn't do anything about it, since I had no time :\

0.7
Added the containers/recovery items. Also added Running Smash, Cancel Grab,
Spinning Kong Guard+, Bombs Away, DJC (to Yoshi), Double Vert Agility (How
could I forget this) and Spiral Rest to Techniques. Common Play Styles added.
Noted that if the guide grew at this rate (8KB already since 0.65, which was
yesterday) then I wouldn't have enough numbers before 1.0.

0.75
Cut out a LOT of nooby stuff I wrote way back. Seriously, that stuff wasn't
something you'd need to think to work out. Corrected mistakes concerning Fox's
Reflector, Ness's PK Thunder, Falcon's Falcon Punch and Jigglypuff's Rest.

O.75x

Minor changes, including how Saffron Chanseys can throw out eggs, some techs I
forgot (Shield Slide, Pivot and Dashdance), adding some Hints and Tips that
just didn't fit anywhere else, changed a bit in the Jap/Eng difference that I
previously did not understand. Basically, I corrected some trivial things that
nobody, not even me, cares about (well, maybe the techs).

0.8

Fixed up the Frames of Defence section, added Contacting. A bit more, and the
guide'll be fit for submission! Still got to revamp a lot of the early move
descriptions, plus add more to the psych section. 

0.81

Internet down due to ridiculous heatwave (40 Celsius average for two weeks...)
severing phonelines, so no Kaillera. Just more notes on moves, techniques and
some corrections, plus addition of different trajectories.

0.81x

As the internet comes back up, my preferred Kaillera server goes down. How 
joyful. Added 'Best Moves' section to show which moves are more frequently
used by high-level players, and to give newbies an understanding about how B
moves are usually not ranked among the most commonly used moves. Glitch List
added.

0.85

Updates made to the LPK, Comboing sections. 360KB, yay :D

0.9

All but done, still need to touch up some move descriptions. Everything's in
place, just the double check left.

1.0

It's finally done. Now all I have to do is submit it. Good luck to me :D
Still very subject to change as I delve deeper into the metagame. 

1.1

All important DI section is underway. It's a very important part of survival.
Minor damage corrections, more detailed analysis of understated moves, and a
section on fastfalling, which I neglected for some reason. Some changes to
move descriptions, a couple grammar corrections, added Neoseeker to list of
sites allowed to post this...yeah, that's about it.

1.11

Got rid of 'Perfect Flame Arc' and changed damage figures on said move. Basic
statistics for running speed, horizontal movement, jump heights and weights
put on. To do: short hop heights, falling speed. I've decided to go through
phases where I only use one character. To start with, my favourite character
at the moment: Link. Expect to see updates on him. 

1.2

Link's Spin Attack, F-Air and D-Smash have undergone renovation. Most of his
other moves have taken some change as well, but nobody would notice that aside
from me. Added another way to perform U-Airs without jumping. Moved the Update
History to the bottom.

1.21

Descriptions on several moves updated to match my more recent experiences
with them. Got an email concerning the metagame. Since I'm not at such a high
level, I cannot give you the lowdown on the metagame. I can only assume that
it involves using a lot of mindgames to setup 0-death combos, which is what
Isai appears to do most of the time. This game is about both player skill and
mental skill, unlike games such as Pokemon, which are generic and don't need
practice/perfection of techniques. As such, unless you're somebody like Isai,
Tigerbombz, Fireblaster etc (which I highly doubt, as you're reading a guide
like this), you should focus on player skill first, instead of concerning 
yourself with this so-called metagame. Metagame question added to FAQ, btw.

1.22

Tactics section underway. Complete enough for initial re-submission. Minor 
fixes to Finishers, added Quick Links and another glitch, plus Phoenix Wright
trilogy to Awesome Videogames section. I don't care if it's shameless, Phoenix
Wright is awesome. Almost 400KB. 

1.3

Somehow managed to forget I was halfway through writing a Tier Arguments 
section. Fixed that up. 

1.31

Consolidated Tier Arguments, added Keyboard v Controller, more arbitrary
updates for your viewing pleasure. Added 'How to Walk with a Keyboard'. Which
reminds me, I have 3 people who contributed, and haven't thanked any of them
yet. 

1.32

Basic updates as my views change. With so much happening, I've postponed the
character revisions until now. New target: Mario.

1.33

Mario updated. Next is DK.

1.33x

This guide is becoming more and more specific. I believe I've covered all the
general stuff, so the character revisions will all be more circumstantial.
Made the move compendium more concise for veterans returning to the game.
All the way down to Kirby. Christ, I hate Kirby's moves. They're so boring.
Also considering making vids, now that I have a grasp of Mupen's recording.

1.337

Major revisions, but I simply couldn't skip this number. Yeah, I'm sad. A very
revised version of my Tier list has been added, with basis included and a 
quantitative (that means numerical) rating system added. Please comment by
firing an email across. All concise battle-usage notes added to the (now) very
formidable move compendium, excepting Ness and Jiggs. 

1.4

Funked up all my major section titles. Ness and Jiggs done - though I am very
displeased with the quality of those notes. I will come back to redo them. But
for now, this guide is more or less complete (except the DI section, which I
don't really need yet due to the very good link I have :D). Removed Aggressive
Spacing, made it into Baiting, and filed it in the Tactical Play section.
Another email from that Martin guy telling me about teleporting Foxes. Fun.
Exams coming up, so no significant updates for a while. Nearly 500KB.

1.5

Added Kaillera P2P section, now that my client is working again.

1.6

Little video archive added.

1.7

Likely one of my last updates. Unless something tremendous comes up (eg. A new
Link technique boosts his recovery tenfold), you won't see any massive updates
from here on in. Due to the new progress at Smashboards, the tier list section
has been updated. A lot. 

I've sort of backed down from maining everyone. Now I'm limiting myself to 
Link, with everyone else as secondaries. Visit the Link discussion board/guide
at Smashboards if you want to contact me easily. Please feel free to email or
message me at Smashboards if you want something. If you're Australian and want
to get into the SSB64 online scene, I can definitely help you there.

1.COOLM

Updated the DI and Best Moves section with my current beliefs. Added some 
people to thank in the Thanks section, primarily because I'm just that coolm.

Come hang with us on Desiree's Server, we're pretty coolm.

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    ~~~~~~~~~~~~~~~
16: Contact Details						nospam
    ~~~~~~~~~~~~~~~

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Email:			[email protected]
	     (my MSN is the same, but please don't add me unless you're
		  serious about this game and live in Australia)

Please add SSB64 into the email topic. Otherwise you may not get a reply.

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Topics I encourage you to email me with help about:

P2P Kaillera
Any move uses that I may have overlooked
Any move attributes that I may have overlooked
Any techniques that can be widely used
FAQs, so I can add to the FAQ section
Additions to the Jap/Eng and Melee/64 difference sections
Grammatical errors
Content errors

I will respond to questions about combos. Though this guide lacks a really
comprehensive combo guide, I still know enough to give basic character combos.
However, don't expect me to add any of your combos into the guide.

You will be thanked in the section below if your contribution is worthwhile.

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Topics I do NOT want you to email me about:

Flaming about mindgames
Flaming about any particular section
Flaming in general
Abuse about how my guide sucks
Any comments or strategies you didn't think twice about before sending
'Awesome' game-breaking stuff (Spikes are not game breakers, for instance)
Any non-SSB64 related stuff

If the question is REALLY stupid, you'll be made into an example of what NOT
to send me.

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About Me and Awesome Videogames
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I don't care if this seems selfish, it is my guide :O

As was stated before, my name is A. Yang. I live in Australia and enjoy a wide
variety of games. Though not professional in any way, I play at a fairly high
level for leisure and have completed a number of perfectionist runs through
various games because I was bored. If you care, my favourite games of all time
(in order) are:

*****************************************

Sam and Max: Hit the Road			
Monkey Island 2: LeChuck's Revenge
Maniac Mansion: Day of the Tentacle
Phoenix Wright - Ace Attorney (series)

*****************************************

PLAY THEM! PLAY THEM NOW! Gyakuten Saiban Forever!

I'm in high school, which goes to show that you don't have to be in prep
school to enjoy kiddy games. Eh, I'm probably still a little kid at heart.

If you like SSB-style fighters, try D.O.N Arena for the PS2, or the Shounen
Jump Superstars/Ultimate Stars games for the DS. All three are in Japanese,
but are very fun, moreso if you like the mainstream manga (Naruto, One Piece,
Dragonball, Shaman King, etc).

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On a final note, I'd like to thank the following people.

The inhabitants of Desiree's Server - I haven't known you guys for very long,
and I doubt I'll ever meet you outside of Desiree's, but you've really, really
been great, and I thank you for it. Especially as my username insinuates that
I am either racist, an Asiatic supremist, or both (just for the record, I am
neither, and abhor real, illogical racism in any form). So, individual thanks
are in order. In no particular order...

1der - Probably the best player not named Kuromatsu at the moment. Excellent
Fox with proper combos, interesting shine/recovery tactics and a good, coolm
mindset. Plays other characters with gimmick tactics and still manages to win
handily: person who is the most fun to get owned by. Also sucks at Pokemon...

James - All thanks for hosting the new Desiree's Server. Give me mod kthxbai
But in all seriousness, thanks for your contribution. Also a good Ness (or at
least more interesting than most Nesses)

ciaza - Meh.

Isaac - He's cooler than ciaza. Come on more often, man.

Rom - My Pokemon Stadium buddy :) Also fun to play. You're cooler than ciaza
by a long shot. Solid all-around player. I can't remember who he mains, if he
mains anybody.

Dsc - The other Link on the server. Also the guy who made me realise how much
I ABHOR Link dittos. Also, say cool beans one more time and I will get you
banned somehow. The only guy not cooler than ciaza.

Dark - Hi :) He's a cool guy.

nishy - Coolest guy I've never met.

Blackshadow - for showing me how awesome DK is, and introducing me to the real
world of mindgames. And of course, for beating me enough times to make me see
how nooby I was before (and still am). This guy is crazy technically, nailing
all those moves I fail at with the utmost ease. AND he prefers keyboard. I 
wish him well in the Melee scene (I doubt he'll ever read this lol).

Kuromatsu - a very innovative player, and the most awesome Fox I've seen 
(aside from Youtube pros, I guess). He showed me the awesomeness that is Link,
and I'll never go back to thinking the Tier List is right. Tiers FTL. Also for
showing me Hamachi. I'll have to learn more later.

Sweet Revenge - Yeah, you aren't on as often, but you were great to play with
and against, and always a good sport. You say you're the same level as me, but
I still reckon you're a couple cuts above. And also his brother Jono, who I 
didn't really play 1v1, but was still pretty fun to play against/with in 3P/4P
matches. Best Yoshi I know, nailing 0-death combos with ease.

Taane - Play for fun. Great motto, and I wish I was less competitive. Too bad
you don't play seriously anymore, you could be really good when you tried.
Self proclaimed best player in New Zealand, but please don't quote me on it.

Adult Link - My bad, I forgot you in the first round of thanks. Hurry back
man, we need more good players on Desiree's!

Judas - Judas is the coolest guy on the server and if anyone argues with this
fact they are dead wrong and should never voice their opinions in public again
because those opinions will also be dead wrong. He's also the first 'good'
player I ever played...man that was a long time ago...

B-Rad - Also not on as often, but he's the classic example of amateur-turned-
pro. Keep on slugging man, you'll get there. I think he plays SSBB now. Also,
since you keep asking me about this guide, you keep me thinking about new
sections. Thanks. Also for online AOM. 

Aaron - Introducing me to retexturing. Awesome stuff man. 

Desiree - Owner of the first decent Aus server. Still an admin, IIRC.

Everyone I've played - Crabbie, Kronos, and anyone else who I've played. As
for those people who go on servers specifically to play another person, USE
P2P. FOR GOD'S SAKE.

Non-SSB players of Desiree's - You make the server more lively :D

Blue Yoshi - He's a cool guy. Another keyboard player too. REPRESENT. (But not
really because he'd prefer controller)

People on Galaxy64 not listed - Mmhm. Come to Australia.

Anonymous Friend - Thanks for the Jap-Eng thing. If this thanks doesn't sedate
you, tough luck. Also a mad Jiggs player. I used to think Rest restored a bit
of health, but then he showed me the light. 

All those friends who I recruited for Kaillera - Sorry :3 You provided me with
a lot of FAQs though, thanks :D

SpartanJoe - Question on the metagame, which led to subsequent detailing of 
this so-called metagame. Thanks for the reminder.

Redo442 - Correction in two of Ness's damage figures

Martin - Don't know his full name, but he emailed me with how to walk from a
standing position. Thanks. He also tipped me off on how Fox can perform the
'Teleport' AT as well through a TAS video. 

***************************
your contributions here :D
***************************

Kaillera Staff - Need I say it? They helped bring SSB64 back from the dead.

Project64k Staff - Just as responsible for the revival of SSB64. Good on ya!

Mupen64k Staff - Recording is fun. Thanks for the alternate emulator.

Whoever maintains Youtube - Distractions are fun :D 

Smashboards in general - Interesting to read, especially as I don't have a Wii
to play Brawl on. Plus it's a nice database of techniques and stuff.

SmashWiki patrons - Doublechecks on my damage figures, plus interesting trivia
and stuff too.

Nintendo - For the Nintendo 64, the best console ever, as well as this great
game, which will entertain me for...well, a fairly long time. 

HAL Labs - For creating this game and POKEMON SNAP, WHICH IS AWESOME AND MUST
BE PLAYED BY MORE PEOPLE HAHA *shamelessadvert*. 

ScummVM staff - How else would I ever play the classic Point'n'Clicks without
the legendary awesomeness that is ScummVM. Thank you.

Capcom - There's just so much I have to thank them for. Megaman Battle Network
and Starforce, the original Megaman games, Megaman X (Yeah, I like Megaman) 
and the stellar trio of Phoenix Wright. Oh, and Apollo Justice (*sigh*). There
is a lot more, but I won't go on. 

Telltale Games - Sam & Max, Seasons 1 and 2. You made me laugh and force me to
go on with my work. I cannot believe they aren't more popular. Seriously, go
and buy them now.

CJayC - GameFAQs. Whatever would I do without you? Well, a lot, but you save
me so much time you may as well be the reason I find time to learn. Thanks
to CJayC for maintaining what will forever be the most well-rounded FAQ/Guide
site that exists. Also thanks to everyone who contributes.

Me - Writing is a passion, but it was still tiring :3

You - Every person who reads this sentence is awesome. 

This was a collaborative effort, people. Let's keep the vibe going. We're all
in this together, right?

I can be found on Smashboards, with the username cheeseball341. PM me with any
questions. I encourage any Oz smashers to join the Smash scene online.

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Copyright A.Yang 2008-2009

Sites allowed to use this guide:

GameFAQs
Neoseeker
Super Cheats

This guide should be available for free. It is a public resource and may be
downloaded for personal use. Do not copy, reproduce, translate or otherwise
claim this guide as your own. This guide is free to the public, and absolutely
no monetary profit should be made from its download or distribution. If you're
paying for this guide, then I'm flattered, but you can get it for free from
GameFAQs (or any other sites I add to this list). 

Super Smash Brothers (C) is copyrighted by Nintendo and HAL Labs.
All characters, stages and items are copyright Nintendo or their respective
creators. I do not own any of the content in this game. Obviously.

Remember, videogaming can be hazardous to your health. Attempt to rest or have
a break at regular intervals.

Peace out.