Super Smash Bros. Melee - GC/Walkthrough

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Contents

Basic Controls

Attack/Pick Up Item 
A
Special Attack 
B
Jump 
X, Y, or Up (Control Stick)
Double Jump 
X, Y, or Up while airborne
Grab 
Z
Shield 
L or R
Zoom/Smash 
C stick
Drop Item 
L or R + A
Taunt 
Up (D-Pad)
Fall Through Floor 
Down (Control Stick)

Game Terms

Smash: Refers to quickly flicking the analog stick in any given direction in conjunction with a simultaneous press of the A button. The longer the A button is held, the more powerful the smash move. The same effect in non-single player modes can be achieved by pushing the C-stick in the direction you want to smash, but it cannot be charged.

Bowser

Bowser
Bowser

Overview

Bowser, who first appeared as the central villain in the original Super Mario Bros. on the NES, is a large fighter with powerful attacks that can shave off huge chunks of percentage from an opponent's life with just a few well-placed blows. His brute strength is countered, however, by slow mobility (he's the slowest character in the game) and a lethargic recovery time.

Special Notes

  • Bowser is playable from the start of the game.
  • Bowser CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Fire Breath (10%, damage increases as button is held longer) 
B
Koopa Klaw (10%) 
Right/Left + B
Koopa Jaw (1-2% per hit) 
Right/Left + B (repeatedly)
Whirling Fortress (13%) 
Up + B
Bowser Bomb (21%) 
Down + B
Punch (5%) 
A
Punch Combo (4-5% per hit) 
A (repeatedly)
Horn Charge (8%) 
A (while running)
Uppercut (13%) 
Up + A
Stumble (12%) 
Right/Left + A
Claw Swipe (13%) 
Down + A
Hop Smash (25%) 
Up + A (Smash)
Headbutt Smash (32%) 
Right/Left + A (Smash)
Shell Spin (27%) 
Down + A (Smash)
Air Spin (13%) 
A (in the air)
Roundhouse Punch (17%) 
Up + A (in the air)
Back Attack (13%) 
Left + A (in the air)
Flying Slash (11%) 
Right + A (in the air)
Upside Down Shell (10%) 
Down + A (in the air)
Headbutt (2-3% per hit)
Grab opponent and hit A
Forward Throw (10%) 
Grab opponent and hit Right
Backward Throw (10%) 
Grab opponent and hit Left
Smother (12%) 
Grab opponent and hit Down
Blender (9%) 
Grab opponent and hit Up

Captain Falcon

Captain Falcon
Captain Falcon

Overview

Captain Falcon made his debut in the futuristic racer F-Zero for the SNES, and appropriately is the second fastest character in the game, bested in speed only by Fox. He is a well-rounded character that escapes juggles easily with his speed and hits hard with his attacks, but will take practice to master, as his moves can sometimes be slow to execute.

Special Notes

  • Captain Falcon is playable from the start of the game.
  • Captain Falcon has the ability to Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Falcon Punch (25%) 
B
Raptor Boost (7%) 
Right/Left + B
Falcon Dive (15%) 
Up + B (use control stick for direction)
Falcon Kick (15%) 
Down + B (repeatedly)
Jab (2%) 
A
Punch/Kick Combo (11%) 
A, A, A
Mach Punch (1-2% per hit) 
A (repeatedly)
Turbo Charge (10%) 
A (while running)
Oil Kick (13%) 
Up + A
Round Kick (11%) 
Right/Left + A
Sprawl Kick (12%) 
Down + A
Dual Edge (27%) 
Up + A (Smash)
Back Knuckle Smash (27%) 
Right/Left + A (Smash)
Front/Back Kick Smash (24%) 
Down + A (Smash)
Rotary Kick (12%) 
A or Z (in the air)
Overhead Kick (12%) 
Up + A (in the air)
Reverse Knuckle (14%) 
Left + A (in the air)
Knee Strike (18%) 
Right + A (in the air) NOTE: An opponent will only be hit for about 5% damage if this attack is started several feet away, as opposed to performing it directly next to an opponent for the full 18% damage.
Stampede Down (16%) 
Down + A (in the air)
Grab Knee Attack (2-3% per hit) 
Grab opponent, then hit A
Rising Throw (7%) 
Grab opponent, then hit Up
Body Slam Throw (9%) 
Grab opponent, then hit Right
Strike Throw (9%) 
Grab opponent, then hit Left
Head Crash (7%) 
Grab opponent, then hit Down

Donkey Kong

Donkey Kong
Donkey Kong

Overview

Donkey Kong starred as the villain in his eponymous title all the way back in 1981, chucking barrels at a future-Mario character named Jumpan (Jumpman). DK, like Bowser, is very strong, but very slow. Even worse, he lacks a vertical recovery move, making falling into pits all the more dangerous.

Special Notes

  • Donkey Kong is playable from the start of the game.
  • Donkey Kong CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Giant Punch (30%) 
B (hold to charge)
Headbutt (7%) 
Right/Left + B
Spinning Kong (8%) 
Up + B (use control stick for direction)
Hand Slap (11%) 
Down + B (repeatedly)
Punch (4%) 
A
Punch/Hook Combo (4-5% per hit) 
A (repeatedly)
Running Kick (11%) 
A (while running)
Upper Swat (9%) 
Up + A
Backhand Slap (9%) 
Right/Left + A
Hand Swipe (7%) 
Down + A
Two-Handed Clap (24%) 
Up + A (Smash)
Two-Handed Slap (25%) 
Right/Left + A (Smash)
Two-Handed Slam (19%) 
Down + A (Smash)
Spin Attack (14%) 
A (in the air)
Flying Headbutt (12%) 
Up + A (in the air)
Backwards Kick (11%) 
Left + A (in the air)
Overhead Slam (16%) 
Right + A (in the air)
Flying Stomp (15%) 
Down + A (in the air)
Carry (N/A)
Grab opponent, then hit Right
Gorilla Slap (2-3% per hit) 
Grab opponent, then hit A
Upward Throw (9%) 
Grab opponent, then hit Up
Forward Throw (7%) 
Carry opponent, then hit A + Right
Backward Throw (8%) 
Grab opponent, then hit Left
Downward Slam (7%) 
Grab opponent, then hit Down

Dr. Mario

Dr. Mario
Dr. Mario

Overview

One of Mario's many incarnations, the good doctor made his first appearance on the NES's Dr. Mario and is an unlockable secret fighter in Super Smash Bros. Melee. His skills are very balanced, and he moves fairly quickly, too (though not as fast as regular Mario), making him a good choice for first-time players.

Special Notes

  • To unlock Dr. Mario, you must accomplish one of two different feats: finish Classic Mode with Mario, or beat Adventure Mode without dying on any difficulty level.
  • Dr. Mario CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Megavitamins (8%) 
B
Super Sheet (12%) 
Right/Left + B
Super Jump Punch (13%) 
Up + B
Dr. Tornado (10%) 
Down + B (repeatedly)
Punch (4%) 
A
Punch/Kick Combo (7%) 
A (repeatedly)
Slide Kick (8%) 
A (while running)
Uppercut (14%) 
Up + A
Medium Kick (7%) 
Right/Left + A
Low Kick (9%) 
Down + A
Headbutt Smash (21%) 
Up + A (Smash)
Meteor Smash (25%) 
Right/Left + A (Smash)
Spin Smash (24%) 
Down + A (Smash)
Bicycle Kick (10%) 
Up + A (in the air)
Backwards Kick (10%) 
Left + A (in the air)
Star Punch (14%) 
Right + A (in the air)
Downward Tornado Spin (3%) 
Down + A (in the air)
Flying Attack (8%) 
A or Z (in the air)
Grab Attack (2-3% per hit) 
Grab opponent, then hit A
Upward Throw (8%) 
Grab opponent, then hit Up
Forward Spin Throw (9%) 
Grab opponent, then hit Right
Backward Spin Throw (12%) 
Grab opponent, then hit Left
Slam Throw (6%) 
Grab opponent, then hit Down

Falco

Falco
Falco

Overview

Formerly second banana in the Cornerian Air Fleet to squad leader Fox on the SNES's Star Fox, Falco finally comes into his own here with fast moves and arguably the best projectile attack in the game, his Blaster. Whiles his moves are generally similar to Fox's, his jump is higher and his reach is longer, but his recovery time is very slow, and he falls like a brick, though this could be an advantage in certain situations.

Special Notes

  • Unlock Falco by beating the 100-Man Melee or clearing 300 Vs. matches.
  • Falco has the ability to Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Blaster (3%) 
B
Falco Phantasm (7%) 
Right/Left + B
Fire Bird (16%) 
Up + B
Reflector (8%) 
Down + B
Punch (4%) 
A
Rapid Kick (2-3% per hit) 
A (repeatedly)
Flip Kick (8%) 
Up + A
Leaping Kick (6%) 
A (while running)
Falco Whip (8%) 
Right/Left + A
Bird Sweep (13%) 
Down + A
Tail & Leg (19%) 
Up + A (Smash)
Roundhouse Smash (23%) 
Right/Left + A (Smash)
Ground Kick (21%) 
Down + A (Smash)
Falco Kick (12%) 
A or Z (in the air)
Falco Flip (13%) 
Up + A (in the air)
Reverse Spin Kick (9%) 
Left + A (in the air)
Cyclone Kick (8%) 
Right + A (in the air)
Air Drill (8%) 
Down + A (in the air)
Grab Attack (2-3% per hit) 
Grab opponent, then hit A
Elbow Smash (7%) 
Grab opponent, then hit Right
Skeet Blaster (7%) 
Grab opponent, then hit Left
Star Blaster (7%) 
Grab opponent, then hit Up
Floor Blaster (4%) 
Grab opponent, then hit Down

Fox

Fox
Fox

Overview

Like Falco, Fox made his debut in the polygonal SNES shooter Star Fox, and here he's the fastest character in the game. His attacks aren't particularly strong, but if you have the capability of controlling such a speedy combatant, you can land several blows without a counterattack on sheer agility alone.

Special Notes

  • Fox is playable from the start of the game.
  • Fox has the ability to Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Blaster (3%) 
B
Fox Illusion (7%) 
Right/Left + B
Fire Fox (11%) 
Up + B
Reflector (5%) 
Down + B
Punch (4%) 
A
Leaping Kick (7%) 
A (while running)
Rapid Kick (2-3% per hit) 
A (repeatedly)
Flip Kick (9%) 
Up + A
Fox Whip (9%) 
Right/Left + A
Fox Tail (10%) 
Down + A
Tail & Leg (24%) 
Up + A (Smash)
Leg Shot (20%) 
Right/Left + A (Smash)
Ground Kick (20%) 
Down + A (Smash)
Fox Kick (8%) 
A (in the air)
Midair Attack Up (4% per hit) 
Up + A (in the air)
Midair Attack Back (8%) 
Left + A (in the air)
Midair Attack Front (8%) 
Right + A (in the air)
Midair Attack Down (2% per hit) 
Down + A (in the air)
Grab Attack (2-3% per hit) 
Grab opponent, then hit A
Smash Elbow (7%) 
Grab opponent, then hit Right
Close-Range Blaster H (7%) 
Grab opponent, then hit Left
Close-Range Blaster V (7%) 
Grab opponent, then hit Up
Close-Range Blaster Down (4%) 
Grab opponent, then hit Down

Ganondorf

Ganondorf
Ganondorf

Overview

Ganondorf replaced longtime Zelda agitator Ganon as Link's nefarious nemesis in the Nintendo 64's The Legend of Zelda: Ocarina of Time. He is one of the heaviest fighters in the game, and as such can be expected to move slow and hit hard. His immense weight makes him difficult to knock off the screen, however, something to think about for players who are tired of having their lightweight fighters booted out of the match when their percentage gets anywhere near 100.

Special Notes

  • Unlock Ganondorf by completing Event Match 29.
  • Ganondorf CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Warlock Punch (30%) 
B
Gerudo Dragon (17%) 
Right/Left + B
Dark Dive (13%) 
Up + B (use control stick for direction)
Wizard's Foot (15%) 
Down + B
Punch (7%) 
A
High Dragon Kick (27%) 
Up + A
Shoulder Charge (14%) 
A (while running)
Strong Kick (13%) 
Right/Left + A
Leg Sweep (12%) 
Down + A
High Smash Kick (29%) 
Up + A (Smash)
Smash Charge (30%) 
Right/Left + A (Smash)
Flash Roundhouse Kick (28%) 
Down + A (Smash)
Flying Kick (12%) 
A (in the air)
Flip Kick (12%) 
Up + A (in the air)
Backwards Punch (11%) 
Left + A (in the air)
Roundhouse Punch (11%) 
Right + A (in the air)
Spark Stomp (22%) 
Down + A (in the air)
Grab Kick Attack (2-3% per hit) 
Grab opponent, then hit A
Upper Punch Throw (3%) 
Grab opponent, then hit Up
Forward Punch Throw (7%) 
Grab opponent, then hit Right
Backwards Kick Throw (9%) 
Grab opponent, then hit Left
Downward Slam Throw (7%) 
Grab opponent, then hit Down

Ice Climbers

Ice Climbers
Ice Climbers

Overview

After popping onto the arcade scene in 1984's Ice Climber, the Ice Climbers Bobo and Nana team up in Super Smash Bros. Melee as difficult but rewarding characters to master. You control one Ice Climber while the CPU controls the other, and you can use this to your advantage in several ways. If both Ice Climbers are attacking in the same place, you will deal double the damage, and if your player-controlled Climber gets sent flying, the CPU-controlled Climber will continue attacking opponents until you join up with them again. The downside to this arrangement, however, is that if one of your Climbers gets knocked off the screen, your remaining Climber won't be able to use any team moves.

Special Notes

  • Ice Climbers are playable at the start of the game.
  • Ice Climbers CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move. Also note that the percentages below reflect damage dealt when both Ice Climbers participate in the attack; percentages will be noticably smaller when only one Climber is present.

Ice Shot (8%) 
B
Squall Hammer (4%) 
Right/Left + B
Belay (16%) 
Up + B (requires Nana)
Blizzard (13%) 
Down + B
Hammer Swing (4%) 
A
Hammer Combo (2-4% per hit) 
A (repeatedly)
Hammer Spin (15%) 
Up + A
Reverse Hammer Swing (23%) 
Right/Left + A
Hammer Sweep (9%) 
Down + A
Hammer Uppercut (27%) 
Up + A (Smash)
Hammer Hit (36%) 
Right/Left + A (Smash)
Hammer Roundhouse (31%) 
Down + A (Smash)
Hammer Twirl (8%) 
A (in the air)
High Hammer (17%) 
Up + A (in the air)
Backwards Air Hammer (12%) 
Left + A (in the air)
Air Hammer Hit (21%) 
Right + A (in the air)
Pogo Hammer (18%) 
Down + A (in the air)
Double Blizzard (20%) 
Down + B (in the air)
Shoulder Charge (17%) 
Right/Left + A (while running)
Headbutt (2-3% per hit) 
Grab opponent, then hit A
Homerun Hammer (5%) 
Grab opponent, then hit Right
Backwards Toss (11%) 
Grab opponent, then hit Left
Downward Throw (6%) 
Grab opponent, then hit Down

Jigglypuff

Jigglypuff
Jigglypuff

Overview

Jigglypuff's origins date back to the first Pokemon game released for the Game Boy, and her reputation precedes her: lightweight and weak (she can be smashed out of a stage at just 60% damage). But those prone to falling down pits or self-destructing would do well to take advantage of Jigglypuff's ability to perform multiple jumps and learn her powerful Rest move, which can send opponents flying off the screen at even very low percentages.

Special Notes

  • Unlock Jigglypuff by finishing Adventure or Classic Mode with any character, or play 50 Vs. matches.
  • Jigglypuff CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Rollout (10%) 
B
Pound (13%) 
Right/Left + B
Sing (N/A) 
Up + B
Rest (28%) 
Down + B
Left Jab (4%) 
A
Left/Right Combo (3-4% per hit) 
A, A
Running Headbutt (12%) 
A (while running)
Rear Kick (14%) 
Up + A
Rolling Kick (10%) 
Right/Left + A
Trip (10%) 
Down + A
Headbutt Smash (16%) 
Up + A (Smash)
Lunge Kick (23%) 
Right/Left + A (Smash)
Jiggly Split (16%) 
Down + A (Smash)
Jiggly Kick (9%) 
A (in the air)
Mow Down (13%) 
Up + A (in the air)
Spinning Back Kick (11%) 
Left + A (in the air)
Drop Kick (12%) 
Right + A (in the air)
Spinning Kick (2-3% per hit) 
Down + A (in the air)
Grab Slap (2-3% per hit) 
Grab opponent, then hit A
Puff Launch (11%) 
Grab opponent, then hit up
Bumper Throw (12%) 
Grab opponent, then hit Right
Back Buster (10%) 
Grab opponent, then hit Left
Grinder (7%) 
Grab opponent, then hit Down

Kirby

Kirby
Kirby

Overview

A survivor from the black-and-white days of the Game Boy, Kirby is a pink blob of cuteness that can float around the battle arenas, light as a feather. His main abilities aren't even his own; instead he "borrows" them from opponents by swallowing them and learning their B-button attack. Without learning other characters' attacks, Kirby has poor short-range skills and no projectiles to speak of.

Special Notes

  • Kirby is playable from the start of the game.
  • Kirby CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Swallow (N/A) 
B
Spit (10%) 
A (after swallowing enemy)
Copy Ability (7%) 
B (after swallowing enemy)
Hammer Hit (23%) 
Right/Left + B
Hammer Spin (15%) 
Right/Left + B (in the air)
Final Cutter (15%) 
Up + B
Stone (18%) 
Down + B
Punch (2%) 
A
Right/Left Combo (3%) 
A, A
Vulcan Jab (1-2% per hit) 
A (repeatedly)
Burning Charge (8%) 
A (while running)
Kirby Tail (6%) 
Up + A
Spinning Kick (11%) 
Right/Left + A
Low Kick (10%) 
Down + A
Air Cutter (20%) 
Up + A (Smash)
Smash Kick (20%) 
Right/Left + A (Smash)
Propeller Kick (19%) 
Down + A (Smash)
Tinkle Star (8%) 
A (in the air)
Triple Attack (15%) 
Up + A (in the air)
Drop Kick (9%) 
Left + A (in the air)
Kirby Spiral (10%) 
Right + A (in the air)
Screw Driver (4-5% per hit) 
Down + A (in the air)
Grab Attack (2-3% per hit) 
Grab opponent, then hit A
Upper Throw (10%) 
Grab opponent, then hit Up
Power Bomb (7%) 
Grab opponent, then hit Right
Brain Buster (8%) 
Grab opponent, then hit Left
Stomping (7%) 
Grab opponent, then hit Down

Link

Link
Link

Overview

Link has spent two decades saving Princess Zelda and the Kingdom of Hyrule, and this pent up aggression can be harnessed in the melee with his long reach and array of projectile attacks. He's not the most mobile fighter in the game, but a combination of his sword, bow, boomerang, hookshot, and bombs give him both short-, medium-, and long-range capabilities no other competitor has.

Special Notes

  • Link is playable from the start of the game.
  • Link CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Bow (4% Close-Range, 18% Long-Range) 
B (hold for distance)
Boomerang (11% Close-Range, 3% Long-Range) 
Right/Left + B (aim up/down)
Spin Attack (15%) 
Up + B
Bomb (10%) 
Down + B (Down + B to throw)
Sword Slash (5%) 
A
Super Jab (3-4%) 
A (repeatedly)
Air Swipe (9%) 
Up + A
Chop (14%) 
Right/Left + A
Low Slash (11%) 
Down + A
Charging Stab (11%) 
Right/Left + A (while running)
Triple Upper Combo (20%) 
Up + A (Smash)
Strong Chop (17%) 
Right/Left + A (Smash)
Low Slash Combo (17%) 
Down + A (Smash)
High Sword (16%) 
Up + A (in the air)
Double Roundhouse Kick (7%) 
Left + A (in the air)
Whirlwind Slash (13%) 
Right + A (in the air)
Downward Stab (22%) 
Down + A (in the air)
Flying Kick (7%) 
A (in the air)
Hookshot Grab (N/A) 
L + A or R + A or Z
Hookshot Hit (6%) 
Z (in the air)
Grab Attack (2-3% per hit) 
Grab opponent, then hit A
Forward Kick Throw (6%) 
Grab opponent, then hit Right
Backward Kick Throw (5%) 
Grab opponent, then hit Left
Downward Throw (6%) 
Grab opponent, then hit Down

Luigi

Luigi
Luigi

Overview

Luigi has always been overshadowed by his more famous brother, Mario, with some game developers going so far as to not even include him in some of the Super Mario games. In Super Smash Bros. Melee, though, Luigi has a few stronger attacks than Mario, and he jumps higher. The downside to these boons is the fact that Luigi's traction is a tad on the slippery side, meaning you'll have to take some time to adjust to timing of his jumps and dashes.

Special Notes

  • To unlock Luigi, start Adventure Mode and play through the first level. When you reach the flagpole at the end of the level, time your jump over it so that there is a "2" in your timer's seconds, such as 32 or 24. Complete Adventure Mode and you'll have to fight him after the credits; defeat him to add him to your ranks.
  • Luigi CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Fireball (6%) 
B
Green Missile (9%) 
Right/Left + B
Super Jump Punch (25%) 
Up + B NOTE: An opponent will only be hit for about 1% damage if this attack is started several feet away, as opposed to performing it directly next to an opponent for the full 25% damage.
Luigi Cyclone (9%) 
Down + B (repeatedly)
Punch (3%) 
A
Punch/Kick Combo (2-3% per hit) 
A (repeatedly)
Flurry Attack (6%) 
A (while running)
Uppercut (15%) 
Up + A
Medium Kick (10%) 
Right/Left + A
Low Kick (9%) 
Down + A
Headbutt Smash (18%) 
Up + A (Smash)
Karate Smash (17%) 
Right/Left + A (Smash)
Spin Smash (23%) 
Down + A (Smash)
Bicycle Kick (13%) 
Up + A (in the air)
Backwards Kick (13%) 
Left + A (in the air)
Star Chop (12%) 
Right + A (in the air)
Downward Kick (16%) 
Down + A (in the air)
Flying Attack (6%) 
A or Z (in the air)
Grab Attack (2-3% per hit) 
Grab opponent, then hit A
Upward Throw (7%) 
Grab opponent, then hit Up
Forward Spin Throw (8%) 
Grab opponent, then hit Right
Backward Spin Throw (10%) 
Grab opponent, then hit Left
Slam Throw (6%) 
Grab opponent, then hit Down

Mario

Mario
Mario

Overview

Nintendo's ubiquitous mascot, the red-capped Mario has been hurtling over barrels and stomping Goombas since 1981, and his fighting style largely mimics those antics. As the most balanced fighter in Super Smash Bros. Melee, Mario has no great strengths or weaknesses, but he does boast several useful aerial attacks, making an air game ideal for anyone using him.

Special Notes

  • Mario is playable from the start of the game.
  • Mario has the ability to Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Fireball (6%) 
B
Cape (8%) 
Right/Left + B
Super Jump Punch (14%) 
Up + B
Mario Tornado (7%) 
Down + B (repeatedly)
Punch (3%) 
A
Punch/Kick Combo (2-3% per hit) 
A (repeatedly)
Slide Kick (7%) 
A (while running)
Uppercut (8%) 
Up + A
Medium Kick (9%) 
Right/Left + A
Low Kick (8%) 
Down + A
Headbutt Smash (20%) 
Up + A (Smash)
Meteor Smash (25%) 
Right/Left + A (Smash)
Spin Smash (21%) 
Down + A (Smash)
Mario Kick (8%) 
A (in the air)
Bicycle Kick (11%) 
Up + A (in the air)
Drop Kick (11%) 
Left + A (in the air)
Meteor Punch (15%) 
Right + A (in the air)
Drill Kick (7%) 
Down + A (in the air)
Flying Attack (7%) 
A or Z (in the air)
Grab Attack (2-3% per hit) 
Grab opponent, then hit A
Upward Throw (8%) 
Grab opponent, then hit Up
Airplane Throw (7%) 
Grab opponent, then hit Right
Giant Swing Throw (12%) 
Grab opponent, then hit Left
Slam Throw (6%) 
Grab opponent, then hit Down

Marth

Marth
Marth

Overview

Marth was one of the protagonists of the original Fire Emblem game on the Japanese Famicom, and until now has never seen the light of day of a U.S. release. Marth is a strong fighter with considerable weight and excellent range and speed, and his Dancing Blade attacks can be strung together for multiple combos, but he also lacks a projectile attack, and can have problems knocking other players off the screen when he's in the higher damage percentages. His advantages far outweigh his disadvantages, though, if you take the time to master him.

Special Notes

  • Unlock Marth by using all fourteen originally playable characters in Vs. matchs (or any other regular match), or by playing more than 400 Vs. matches.
  • Marth CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move. The "sweet spot" on Marth's sword is located near the tip of the blade; attacks that make contact with opponents here will cause higher percentages of damages than those landed near the hilt.

Shield Breaker (7% Uncharged, 28% Fully Charged) 
B
Dancing Blade (11%) 
Right/Left + B (up to four times)
Dolphin Slash (13%) 
Up + B
Counter (damage depends upon the attack being countered) 
Down + B
Slash (4%) 
A
Falchion Slash Combo (6%) 
A, A
Leg Slash (11%) 
A (while running)
Upper Slash (9%) 
Up + A
Sharp Edge (8%) 
Right/Left + A
Low Stab (9%) 
Down + A
Winning (10%) 
Thrust Up + A (Smash)
Dragon Slayer (19%) 
Right/Left + A (Smash)
Whirlwind Blade (15%) 
Down + A (Smash)
Twin Slash (4%) 
A or Z (in the air)
Luna Slash (13%) 
Up + A (in the air)
About Face (10%) 
Left + A (in the air)
Aerial Swipe (10%) 
Right + A (in the air)
Half Moon (11%) 
Down + A (in the air)
Knee Attack (2-3% per hit) 
Grab opponent, then hit A
Emblem Toss (4%) 
Grab opponent, then hit Up
Bounce (4%) 
Grab opponent, then hit Right
Throw Away (4%) 
Grab opponent, then hit Left
Slam (5%) 
Grab opponent, then hit Down

Mewtwo

Mewtwo
Mewtwo

Overview

The result of a gene-splicing experiment, Mewtwo has special powers no other fighter in Super Smash Bros. Melee possesses. Its psychic powers allow it to attack opponents without even having to touch them, but its movements are tough to control, as it can only float around while airborne.

Special Notes

  • Unlock Mewtwo by racking up over twenty hours of Combined Vs. Play Time. Mewtwo can also be unlocked by playing 700 Vs. matches to face him/her in one-on-one combat; defeat him/her to add Mewtwo to your ranks.
  • Mewtwo CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Shadow Ball (3% Uncharged, 25% Fully Charged) 
B
Confusion (9%) 
Right/Left + B
Teleport (N/A) 
Up + B
Disable (1%) 
Down + B
Dark Flash (6%) 
A
Dark Flame (6%) 
A (repeatedly)
Dark Torch (9%) 
A (while running)
Tail Flip (8%) 
Up + A
Tail Whip (8%) 
Right/Left + A
High Tail Whip (4%) 
Diagonal Up + A
Tail Whirl (9%) 
Down + A
Low Tail Whip (10%) 
Diagonal Down + A
Galaxy Force (13%) 
Up + A (Smash)
Shadow Blast (16%) 
Right/Left + A (Smash)
Shadow Bomb (20%) 
Down + A (Smash)
Spark Field (7%) 
A (in the air)
Somersault Kick (11%) 
Up + A (in the air)
Tail Hit (11%) 
Left + A (in the air)
Shadow Slash (13%) 
Right + A (in the air)
Meteor Kick (14%) 
Down + A (in the air)
Psychic Hold (N/A) 
L + A or R + A or Z
Dark Shock (2-3% per hit) 
Grab opponent, then hit A
Psychic Whirlwind (12%) 
Grab opponent, then hit Up
Shadow Cannon (9%) 
Grab opponent, then hit Right
Telekinesis (10%) 
Grab opponent, then hit Left
Tail Slam (11%) 
Grab opponent, then hit Down

Mr. Game & Watch

Mr. Game & Watch
Mr. Game & Watch

Overview

Throughout the 80s, Nintendo released several handheld liquid crystal games known as the Game & Watch series, and Mr. Game & Watch was the silhouetted hero of many of its earlier iterations. Though slow and hard to maneuver at times, Mr. Game & Watch has some bizarre yet powerful attacks at his command, particularly his Judgment special move, but it should be noted that only Smash Bros. experts should attempt to make use of him.

Special Notes

  • Unlock Mr. Game & Watch in one of two ways: play more than 1,000 Vs. Matches, or complete Target Test, Adventure, or Classic Mode with all of the other 24 characters.
  • Mr. Game & Watch CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Chef (4% if hit by each sausage, 9% if opponent touches pan) 
B
Judgment 1 (1% to opponents, 12% to self) 
Right/Left + B
Judgment 2 (5%) 
Right/Left + B
Judgment 3 (4%) 
Right/Left + B
Judgment 4 (10%) 
Right/Left + B
Judgment 5 (15% and stuns opponent) 
Right/Left + B
Judgment 6 (10% and sets opponent on fire) 
Right/Left + B
Judgment 7 (equivalent to Chef move) 
Right/Left + B
Judgment 8 (8% and sends opponents over 50% damage flying) 
Right/Left + B
Judgment 9 (25% and knocks opponent off the screen) 
Right/Left + B
Fire (6%) 
Up + B (use control stick for direction)
Oil Panic (damage depends upon type and # of projectiles collected) 
Down + B
Bug Spray (3%) 
A
Headcharge (9%) 
A (while running)
Chef Pan (8%) 
B (when close to opponent)
Flagman (9%) 
Up + A
Chair (9%) 
Right/Left + A
Manhole (12%) 
Down + A
Diver's Headbutt (24%) 
Up + A (Smash)
Match Attack (24%) 
Right/Left + A (Smash)
Double Judgment (13%) 
Down + A (Smash)
Parachute (16%) 
A (in the air)
Spitball (6%) 
Up + A (in the air)
Turtle Attack (7%) 
Left + A (in the air)
Shoe Box (6%) 
Right + A (in the air)
Lower Key (13%) 
Down + A (in the air)
Bell Grab Attack (2-3% per hit) 
Grab opponent, then hit A
Upward Juggle Throw (8%) 
Grab opponent, then hit Up
Forward Juggle Throw (8%) 
Grab opponent, then hit Right
Backward Juggle Throw (8%) 
Grab opponent, then hit Left
Downward Juggle Throw (8%) 
Grab opponent, then hit Down

Ness

Ness
Ness

Overview

Ness began the 1994 cult classic RPG Earthbound a normal boy in a quaint little town and ended it by defeating the alien invader Giygas with overwhelming psychic powers and some rock candy. A difficult but rewarding character to master, Ness doesn't hit hard but jumps high, and his PSI powers are tough for opponents to counter.

Special Notes

  • Ness is playable from the start of the game.
  • Ness CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

PK Flash (11%) 
B
PK Fire (15%) 
Right/Left + B
PK Thunder (8%) 
Up + B
PSI Magnet (N/A) 
Down + B (repeatedly)
PK Thunder Missile (8%) 
Up + B, then circle it around you
Hook (3%) 
A
Hook/Straight/Kick (2-3% per hit) 
A, A, A
PK Push (12%) 
A (while running)
Toss (7%) 
Up + A
Short Kick (11%) 
Right/Left + A
Crouching Kick (3%) 
Down + A
Shuttle Loop (7%) 
Up + A (Smash)
Bat Swing (30%) 
Right/Left + A (Smash)
Yo-Yo (9%) 
Down + A (Smash)
Ness Spin (11%) 
A or Z (in the air)
Jumping Headbutt (13%) 
Up + A (in the air)
PK Drop (16%) 
Left + A (in the air)
Flying PK (13%) 
Right + A (in the air)
Needle Kick (12%) 
Down + A (in the air)
Headbutt Grab (2-3% per hit) 
Grab opponent, then hit A
Cowboy PK Throw (10%) 
Grab opponent, then hit Up
PK Throw (11%) 
Grab opponent, then hit Right
Reverse PK Throw (11%) 
Grab opponent, then hit Left
Rapid PK Fire (8%) 
Grab opponent, then hit Down

Peach

Peach
Peach

Overview

As the longtime impetus for Mario's myriad quests across the Mushroom Kingdom, the oft-kidnapped Princess Peach finally proves she has the guts (and the moves) to show she's no pushover. Peach boasts several powerful attacks and several weak ones, with few middle-ground maneuvers. As she did in Super Mario Bros. 2 for the NES, Peach can use her dress to levitate, which can be helpful for getting back onto the arena after being knocked off, though she is quite vulernable while doing so.

Special Notes

  • Peach is playable from the start of the game.
  • Peach CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Toad (damage depends on the attack being countered) 
B
Peach Bomber (16%) 
Right/Left + B
Peach Parasol (5%) 
Up + B
Vegetable (8%) 
Down + B (throw with A or Down + B) NOTE: The vegetables with "sad faces" cause 36% damage. Peach can also pull up Mr. Saturn, bombs, and beamswords.
Slap (3%) 
A Standard punch attack
Double Slap (2-3% per hit) 
A (repeatedly)
Running Push (12%) 
A (while running)
Head Slam (12%) 
Up + A
High Kick (11%) 
Right/Left + A
Low Slap (12%) 
Down + A
Pirouette (10%) 
Up + A (Smash)
Club/Racket/Bat Hit (23%) 
Right/Left + A (Smash)
Spin Smash (36%) 
Down + A (Smash)
Peach Spin (9%) 
A (in the air)
Flying Kick (11%) 
Up + A (in the air)
Back Attack (14%) 
Left + A (in the air)
Flying Slap (14%) 
Right + A (in the air)
Flying Quad Kick (2-3% per hit) 
Down + A (in the air)
Heel Kick (2-3% per hit) 
Grab opponent, then hit A
Forward Slap Throw (10%) 
Grab opponent, then hit Right
Backward Bump Throw (11%) 
Grab opponent, then hit Left
Upward Throw Attack (8%) 
Grab opponent, then hit Up
Banzai Drop (7%) 
Grab opponent, then hit Down

Pichu

Pichu
Pichu

Overview

Pichu, yet another Pokemon veteran in this game, is similar to Pikachu in many ways, with a few exceptions. Pichu moves faster than Pikachu and is harder to hit, but it can be damaged by its own electrical attacks, and thrown quite easily by other players. Pichu is one of the "experts-only" characters of Smash Bros.," and takes quite a bit of practice to become a formidable fighter.

Special Notes

  • Pichu can be unlocked in one of three ways. Either finish Event Match 37, beat Classic Mode with Mewtwo, or fight in 200 Vs. matches.
  • Pichu has the ability to Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Thunder Jolt (10% to opponent, 1% to Pichu) 
B
Skull Bash (4% Uncharged/39% Fully Charged to Opponent, 1% to Pichu) 
Right/Left + B
Agility (1-4% to Pichu) 
Up + B
Thunder (25% to opponent, 3% to Pichu) 
Down + B
Headbutt (2%) 
A
Running Headbutt (8%) 
A (while running)
Tail Hit (6%) 
Up + A
Pichu Kick (8%) 
Right/Left + A
Tail Sweep (7%) 
Down + A
Headbutt Smash (21%) 
Up + A (Smash)
Thundershock (20% to opponent, 2% to Pichu) 
Right/Left + A (Smash)
Dynamo Spin (17%) 
Down + A (Smash)
Thunderball (10% to opponent, 1% to Pichu) 
B (in the air)
Roll Kick (12%) 
A or Z (in the air)
Tail Chop (4%) 
Up + A (in the air)
Backwards Spin (9%) 
Left + A (in the air)
Electric Drill (2-3% per hit to opponent, 4% to Pichu) 
Right + A (in the air)
Electric Screw (12% to opponent, 2% to Pichu) 
Down + A (in the air)
Electric Shock (2-3% per hit to opponent, 1% to Pichu) 
Grab opponent, then hit A
Electric Skull (9%) 
Grab opponent, then hit Up
Electrocution (9% to opponent, 1% to Pichu) 
Grab opponent, then hit Right
Submission (8%) 
Grab opponent, then hit Left
Electric Slam (10%) 
Grab opponent, then hit Down

Pikachu

Pikachu
Pikachu

Overview

Although slower than Pichu, longtime Pokemon favorite Pikachu is still one of the fastest characters in the game, sharing many of the same fighting tactics of his younger, more nimble self. Unlike Pichu, however, Pikachu can't harm himself with his own electrical attack, making him slightly less dangerous to use for beginners.

Special Notes

  • Pikachu is playable from the start of the game.
  • Pikachu CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Thunder Jolt (10%) 
B
Skull Bash (4%) 
Right/Left + B
Quick Attack (3%) 
Up + B
Thunder (17%) 
Down + B
Headbutt (2%) 
A
Running Headbutt (8%) 
A (while running)
Tail Hit (7%) 
Up + A
Double Kick (8%) 
Right/Left + A
Tail Sweep (7%) 
Down + A
Somersault Smash (24%) 
Up + A (Smash)
Thundershock (28%) 
Right/Left + A (Smash)
Electric Spin (18%) 
Down + A (Smash)
Thunderball (10%) 
B (in the air)
Roll Kick (12%) 
A or Z (in the air)
Tail Chop (4%) 
Up + A (in the air)
Backwards Spin (12%) 
Left + A (in the air)
Electric Drill (2-3% per hit) 
Right + A (in the air)
Electric Screw (9%) 
Down + A (in the air)
Electric Shock (2-3% per hit) 
Grab opponent, then hit A
Electric Skull (10%) 
Grab opponent, then hit Up
Electrocution (9%) 
Grab opponent, then hit Right
Submission (9%) 
Grab opponent, then hit Left
Electric Slam (10%) 
Grab opponent, then hit Down

Roy

Roy
Roy

Overview

Like Marth, Roy hails from the realm of the Fire Emblem series, weilding a sword and boasting powerful attacks he was never able to perform in his original game. Though slower than Marth, Roy's attacks are stronger, and his Flare Blade skill can instantly KO an opponent if fully charged. His strengths lie in ground fighting, as he lacks a projectile attack.

Special Notes

  • Unlock Roy by beating Classic Mode with Marth without using a Continue, or by playing more than 900 Vs. matches.
  • Roy CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move. The "sweet spot" on Roy's sword is located near the hilt; attacks that make contact here will cause higher percentages of damage than those landed near the tip of the blade.

Flare Blade (6% Uncharged & 45% Fully Charged to opponent, 10% damage to self if fully charged) 
B (hold to charge)
Double-Edge Dance (4-5 per hit) 
Right/Left + B (up to four times)
Blazer (7%) 
Up + B
Counter (damage depends on the attack being countered) 
Down + B
Slash (5%) 
A
Slash Combo (9%) 
A, A
Raid Chop (12%) 
A (while running)
Upper Slash (8%) 
Up + A
Sharp Edge (9%) 
Right/Left + A
Low Stab (10%) 
Down + A
Flame Sword (22%) 
Up + A (Smash)
Dragon Slayer (27%) 
Right/Left + A (Smash)
Whirlwind Blade (28%) 
Down + A (Smash)
Double Slash (8%) 
A or Z (in the air)
Luna Slash (6%) 
Up + A (in the air)
About Face (9%) 
Left + A (in the air)
Aerial Swipe (8%) 
Right + A (in the air)
Half Moon (9%) 
Down + A (in the air)
Knee Attack (2-3% per hit) 
Grab opponent, then hit A
Emblem Toss (5%) 
Grab opponent, then hit Up
Bounce (5%) 
Grab opponent, then hit Right
Throw Away (5%) 
Grab opponent, then hit Left
Slam (6%)
Grab opponent, then hit Down

Samus

Samus
Samus

Overview

The star of the Metroid series, Samus Aran is an easy character to pick up for beginners, but in the hands of a Smash Bros. pro, she's dangerous. Her Screw Attack move will leave your opponents reeling, and her Homing Missiles can nail an unsuspecting fighter dead-on from across the arena. A very good all-around fighter.

Special Notes

  • Samus is playable from the start of the game.
  • Samus has the ability to Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Charge Shot (25%) 
B
Homing Missile (12%) 
Right/Left + B
Power Missile (12%) 
Right/Left + B (Smash)
Screw Attack (12%) 
Up + B
Bomb (7%) 
Down + B
Punch (3%) 
A
Shoulder Charge (13%) 
A (while running)
Punch/Chop Combo (4-5% per hit) 
A (repeatedly)
Downward Heel Kick (13%) 
Up + A
Middle Kick (10%) 
Right/Left + A
Low Sweep (14%) 
Down + A
Flame Arc (29%) 
Up + A (Smash)
Super Jab (18%) 
Right/Left + A (Smash)
Super Low Sweep (21%) 
Down + A (Smash)
Upward Drill Kick (10%) 
Up + A (in the air)
Reverse Roundhouse (10%) 
Left + A (in the air)
Flame Thrower (15%) 
Right + A (in the air)
Low Shove (16%) 
Down + A (in the air)
Grappling Hit (4%) 
Z (in the air)
Grab Punch (2-3% per hit) 
Grab opponent, then hit A
Forward Throw (9%) 
Grab opponent, then hit Right
Backward Throw (8%) 
Grab opponent, then hit Left
Downward Throw (6%) 
Grab opponent, then hit Down

Sheik

Sheik
Sheik

Overview

Sheik is actually The Legend of Zelda's Princess Zelda in disguise, and as such, you can switch between Sheik or Zelda on the fly mid-battle. Both have very distinct fighting styles, though it can definitely be said of Sheik that hers is based on speed. Sheik doesn't have a lot of power behind these attacks though, so players must use her acrobatics to land blows while deftly dodging the inevitable counterattacks.

Special Notes

  • Sheik is playable from the start of the game (by selecting Zelda).
  • Sheik has the ability to Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Needle Storm (3%) 
B
Chain (16%) 
Right/Left + B (hold)
Vanish (12%) 
Up + B
Transform into Zelda (N/A) 
Down + B
Single Chop (4%) 
A
Double Chop (7%) 
A, A
Lightning Chops (2-3% per hit) 
A (repeatedly)
High Leg (11%) 
Up + A
High Wheel Kick (7%) 
Right/Left + A
Round Sweep (8%) 
Down + A
Swan's Flight (10%) 
A (while running)
Razor Wing (16%) 
Up + A (Smash)
Double Snake (19%) 
Right/Left + A (Smash)
Spinarooni (17%) 
Down + A (Smash)
Flying Kick (14%) 
A or Z (in the air)
Upwards Drill (12%) 
Up + A (in the air)
Flying Swallow (8%) 
Left + A (in the air)
Flying Slash (13%) 
Right + A (in the air)
Butcher Bird (11%) 
Down + A (in the air)
Forearm Attack (2-3% per hit) 
Grab opponent, then hit A
Standing Crane (8%) 
Grab opponent, then hit Up
Slam Throw (8%) 
Grab opponent, then hit Right
Backward Kick Throw (7%) 
Grab opponent, then hit Left
Guillotine (8%) 
Grab opponent, then hit Down

Yoshi

Yoshi
Yoshi

Overview

As he was in the original Super Smash Bros., Yoshi is a powerful character with several moves many longtime fans consider cheap. He has the ability to swallow an opponent and spit them out, or defecate them in egg form, and his Yoshi Bomb attack can smash those below him with brute force. He's practically invincible while airborne, too, but you should be careful taking him off the ground too much, as he lacks a "rescue" third jump move.

Special Notes

  • Yoshi is playable from the start of the game.
  • Yoshi CANNOT Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Egg Lay (7%) 
B
Egg Roll (10%) 
Right/Left + B
Egg Throw (10%) 
Up + B (use control stick for direction)
Yoshi Bomb (14%) 
Down + B (repeatedly)
Kick (3%) 
A
Double Kick (2-3% per hit) 
A (repeatedly)
Running Headbutt (9%) 
A (while running)
Tail Swipe (10%) 
Up + A
360 Spin (10%) 
Down + A
High Headbutt (19%) 
Up + A (Smash)
Head Smash (21%) 
Right/Left + A (Smash)
Double Tail Whip (19%) 
Down + A (Smash)
Midair Kick (10%) 
A or Z (in the air)
Flip (13%) 
Up + A (in the air)
Tail Flurry (12%) 
Left + A (in the air)
Headbutt Flip (17%) 
Right + A (in the air)
Foot Flurry Attack (11%) 
Down + A (in the air)
Swallow (6%) 
L + A or R + A or Z
Chew (2-3% per hit) 
Grab opponent, then hit A
Upward Spit (5%) 
Grab opponent, then hit Up
Forward Spit (6%) 
Grab opponent, then hit Right
Backward Spit (5%) 
Grab opponent, then hit Left
Downward Bounce (4%) 
Grab opponent, then hit Down

Young Link

Young Link
Young Link

Overview

First playable in The Legend of Zelda: Ocarina of Time, this younger version of Hyrule's famous Link is a smaller, faster, slightly weaker version of the real thing. This decrease in strength is offset by Young Link's powerful projectiles, which you'll need, since his reach is nowhere near as long as adult Link's.

Special Notes

  • Unlock Young Link by finishing Adventure or Classic Mode with 10 characters (two of which have to be Link and Zelda/Sheik), or fight in 500 Vs. matches.
  • Young Link has the ability to Wall Jump.

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Fire Bow (8% Uncharged, 13% Fully Charged) 
B (hold for distance)
Boomerang (16%) 
Right/Left + B (aim up/down)
Spin Attack (13%) 
Up + B
Bomb (8%) 
Down + B (Down + B to throw)
Sword Slash (3%) 
A
Super Jab (2-3% per hit) 
A (repeatedly)
Air Swipe (8%) 
Up + A
Chop (12%) 
Right/Left + A
Low Slash (10%) 
Down + A
Charging Stab (11%) 
A (while running)
Triple Upper Combo (16%) 
Up + A (Smash)
Strong Chop (13%) 
Right/Left + A (Smash)
Low Slash Combo (17%) 
Down + A (Smash)
High Sword (13%) 
Up + A (in the air)
Double Roundhouse Kick (13%) 
Left + A (in the air)
Whirlwind Slash (12%) 
Right + A (in the air)
Downward Stab (17%) 
Down + A (in the air) NOTE: An opponent will only be hit for about 13% damage if this attack is started one or two seconds before making contact, as opposed to performing it directly before making contact with an opponent.
Flying Kick (7%) 
A (in the air)
Hookshot Grab (N/A) 
L + A or R + A or Z
Hookshot Hit (5%) 
Z (in the air)
Grab Attack (2-3%) 
Grab opponent, then hit A
Forward Kick Throw (6%) 
Grab opponent, then hit Right
Backward Kick Throw (6%) 
Grab opponent, then hit Left
Downward Throw (6%) 
Grab opponent, then hit Down

Zelda

Zelda
Zelda

Overview

Zelda is actually two playable characters in one; you can swap between her and her alter ego, Sheik, simply by pressing Down + B in battle, and vice versa. Zelda is much slower than Sheik, but her attacks are more powerful, and unlike Sheik, she can knock back several opponents at once with relative ease using her Nayru's Love ability.

Special Notes

  • Zelda is playable from the start of the game.
  • Zelda CANNOT Wall Jump (though her alter ego Sheik can).

Move List

NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.

Nayru's Love (10%) 
B
Din's Fire (7%) 
Right/Left + B (move control stick up or down)
Farore's Wind (4%) 
Up + B (move control stick left or right)
Transform into Sheik (N/A) 
Down + B
Vanish L (3%) 
Up + B (then move control stick left or right)
Short Flash (5%) 
A
Quick Palm (13%) 
A (while running)
Barricader (11%) 
Up + A
Magical Cutter (13%) 
Right/Left + A
High Magical Cutter (11%) 
Diagonal Up/Right + A
Leg Sweep (7%) 
Down + A
Low Magical Cutter (11%) 
Diagonal Down/Right + A
Power Steer (20%) 
Up + A (Smash) (direct with control stick)
Shining Palm (22%) 
Right/Left + A (Smash)
Compass Turn (13%) 
Down + A (Smash)
Zelda Spin (8%) 
A or Z (in the air)
Blast (13%) 
Up + A (in the air)
Lightning Kick Back (10%) 
Left + A (in the air)
Lightning Kick Forward (13%) 
Right + A (in the air) NOTE: An opponent will only be hit for about 7% damage if this attack is started several feet away, as opposed to performing it directly next to an opponent.
Meteor Heel (8%)
Down + A (in the air)
Magical Hold (N/A) 
L + A or R + A or Z
Hex (2-3% per hit) 
Grab opponent, then hit A
Force Top Throw (11%) 
Grab opponent, then hit Up
Force Throw (12%) 
Grab opponent, then hit Right
Force Back Throw (11%) 
Grab opponent, then hit Left
Plasma Beat (9%) 
Grab opponent, then hit Down
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