Super Smash Bros. Walkthrough :
This walkthrough for Super Smash Bros. [Nintendo64] has been posted at 29 Mar 2010 by bernarld and is called "Competitive Strategy FAQ". If walkthrough is usable don't forgot thumbs up bernarld and share this with your freinds. And most important we have 14 other walkthroughs for Super Smash Bros., read them all!
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bernarld |
Walkthrough - Competitive Strategy FAQ
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Super Smash Brothers - Competitive Strategy/Online FAQ
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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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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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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 ( 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
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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.
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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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Down Smash - (Super) Breakdance Kick 12% 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
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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
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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
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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
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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
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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
------------------------------------------------------------------------------
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~
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 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 b |
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