Super Smash Bros. Melee Strategies for Mario Fans

By Trollish Beastfighter

Table of Contents
Intro
Basic Controls
Advanced Techniques
Mario
Bowser
Peach
Yoshi
Donkey Kong
Luigi
Dr. Mario
Mr. Game&Watch
Items
Mario Course Descriptions
Unlockable Mario Features
Miscellaneous

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Intro

Welcome, visitor, to Lemmy's Land! I'm terribly sorry if you were looking for a complete strategy guide to SSBM, as this site is Mario based, but still, you should learn something interesting from someone who did master every character, and happens to also be a Mario fan.

First, to introduce the game... it, unlike most fighting games, is a two-dimensional plane-based fighter game. What makes this specially two dimensional? Most other fighting games have pathetic jumping functions that don't allow for real dodges, escapes, maneuvers, and that stuff. The courses are BIG here, and you aren't limited to a set boxing ring. No, both you and your opponent can be on opposite sides of the vast terrain. Well, Super Smash Bros. took that claim to fame first, but this game is even more awesome! And not just because of better graphics or because it is a sequel... or maybe that is the reason they added more functions...

I have to say this now. In this guide, forward and backwards are relative to the direction your character is facing.

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The Basic Controls

A: Attack, and when stationary, a weak, quick, normal attack.

Control Stick left/right: Walk, move horizontally
Control Stick SHARPLY left/right: Start running, half of a Smash attack
Control Stick GENTLY up: Positioning oneself for a high attack
Control Stick down: Crouch (used to dodge and for low attacks)
Control Stick SHARPLY up (or either X and Y): Jump

R or L: Shield against attacks (but it can break if overused)

Z or R/L+A: Grab enemy (bypasses shields and counters)

A when grabbing: Attack your captive enemy
Control stick up, down, forward, backward, when grabbing: throw your enemy in corresponding direction (Does damage too! YAY!)

R/L+forward or backwards: Rolling dodge. THIS IS ESSENTIAL FOR EXPERTS! Like me! ^_^ Very handy for getting behind opponents and attacking them, or also nice for bypassing an onslaught of other attacks...
R/L+down: "Matrix-style" Dodge. No, it really isn't that helpful, as it lasts for like a third of a second. Anyhow, this dodge, in case you didn't realize, doesn't move you around like the rolling ones. You dodge on the spot. GOT IT?
R/L when airborne: Air dodge. Exactly what it sounds like. You can use the control stick to dodge and move a bit in any direction, even upwards! Beware, it counts as your third jump, therefore leaving you vulnerable afterwards.

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Now to use a Smash attack, press the control stick SHARPLY in one direction and at the instant you bring it down with an audible tap, press A! You can hold A to charge up.

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IMPORTANT TO THIS GUIDE! Whenever I say TAP, it applies to the control stick being sharply pressed in a direction, and generally the implication is for a Smash attack where you immediately press A after bringing down the control stick. The other instance includes running attacks, where you TAP either left or right, and while you are running, press A. These instead will be displayed as "(running) A". When I say for example "Up-A", be careful not to jump for that coding as I mean to gently have the control stick up, and press A to use a high attack.

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To use special attacks, press B, but before you do so, do or don't choose which direction you want to hold the control stick. Up-B is usually a jumping attack, which is good for recoveries from a horizontal stance or from below the fighting grounds. THIS IS IMPORTANT TO KNOW, because otherwise, without that extra jump, you may not be able to make it back to the course and therefore fall to your doom! Up-B is usually a jumping attack, which is good for horizontal recoveries. THIS IS IMPORTANT TO KNOW! Forward (or backwards depending on your perception), HORIZONTAL-B (called "Forward-B" in this guide) is often an offensive attack on those directly in front of you, and many also aid in jumping slightly. Many, but not all neutral control stick B button attacks are projectile attacks or moves that involve charging. These observations are not as critical as YOU (yes you) experimenting with all your moves to figure out how they work. I will tell you all the moves myself and explain their functions, too. Now, will your strategy be easier to devise?

I am not telling you what the C-Stick does, because it doesn't work the same way in 1-player solo mode as it does in multiplayer, so I hate it. Oh, fine then. In multiplayer, it is a Smash Attack shortcut, and in 1P, it adjusts the camera.

Now I am going to introduce characters and statistics, as I perceive them. This is graded on a scale of 10, with 10 being best and 1 being worst. For size, my opinions go such that smaller characters get higher scores. Weight is graded separately.

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Advanced Techniques

SSBM is such a hugely intricate game, the programmers left some odd functions in the game that can affect your physics in various ways, some of which I'm not sure are intentional. If you go to tournaments, you can expect a lot of these techniques to be abused fully to make characters move that extra inch to the left or right for just about everything. Okay, less rambling and more teaching. Now.

Crouch Cancel: Perhaps the easiest of the advanced commands in the game to use and abuse. The crouch cancel is done by crouching! What does it do? It reduces flinching from taking damage and makes it significantly harder to be knocked around. This works because holding the control stick a certain direction when being hit influences the direction you are knocked around, and when you aim towards the ground, it helps to make you stay on the ground. This is a very nasty technique when your character has a strong Down-A attack. Read up on character Melee Attacks for more information on what are good Down-A attacks, and a word of caution: DO NOT DO THIS NEXT TO A LEDGE. You risk being knocked off the ledge and falling rapidly downwards before you know what is happening. Well, I'm not saying NEVER use this next to a ledge, because G&W for example has an amazing Down-A, but BE VERY CAREFUL. Don't say I didn't warn you.

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Short Hop: Another overlooked but simple technique, and this is much easier to pull off with the X and Y buttons than it is the control stick. Tapping the jump button lightly can make your character make a much shorter jump. This does not apply to double jumps. This is used because normal jumps tend to be way too high to be useful for landing aerial attacks. A lot of the best attacks in the game are aerial attacks, and the key to being good at this game is to strike quickly and mercilessly. It is more of a pain and more predictable to wait out a full jump and attack than it is to get close to the enemy, make a short hop, and strike. A lot of multi-hit Down-A attacks especially work better when used with a short hop.

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L-Cancel: A very practical technique. When you use aerial attacks and land on the ground, there is an afterlag animation that occurs that can range from a fourth of a second to a full second. In most cases, if you press L or R before you hit the ground with an aerial attack (L is preferred by most players so they use the R button to shield and stuff) then the lag time is cut by at least half. This is very noticeable and essential for characters like Bowser, who has a lot of strong but laggy attacks.

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Wavedashing: A VERY TRICKY TECHNIQUE. A wavedash, as it is commonly called, is the result of using an Air Dodge (see basic controls) diagonally towards the ground. You have to be VERY close to landing and then dodge. With perfect timing, you don't hear the character's voice used for dodging. When it is performed correctly, the character slides quickly for an instant across the ground and leaves some smoke animation in the process. Wavedashing is also performed by jumping and air dodging towards the ground diagonally before the jump animation even starts. What is good about wavedashing is instantaneous quick little movements to space yourself accordingly to and from your enemy, and being able to use ANY attack out of wavedashing. There are many times using a running attack is not a good idea, but it is hard not to use it because of the speed you need in order to space yourself from the enemy. Ideally, wavedashing does the spacing for you and allows you to use something like a Smash attack once you're done moving. A much easier way to use wavedashing is to grab ledges quickly, because the technique makes you slide a short distance off a ledge (in this section, I'll explain what you do on ledges). Wavedashing is hard to use effectively at first, but if you have time on your hands, I recommend practicing it until you get the hang of it.

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Okay, so the author said something about ledges, what do I do about them?

When you grab a ledge, you are invincible for a second, which is a long time in a fast-paced game like SSBM.

If you press A or B, you attack upon recovering from the ledge. You have a moment of invincibility here too.  You use a good attack if your character's damage percentage is below 100%, and a mediocre one when it is above 100%.

Press Y or X and you do a recovery jump from the ledge. Another way to jump from a ledge that more easily enables aerial attacks is by pressing down and QUICKLY jumping up the ledge and then using your attack.

Press L or R and you do a rolling dodge up the ledge. A good evasive maneuver with a moment of invincibility!

You can grab ledges on purpose to prevent others from grabbing them as a last hope for survival. While performing any action that is ledge exclusive (the rolling dodge tends to last the longest), the game thinks you are still on the ledge, so that also prevents people from grabbing ledges.

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Oh no! I've been hit/shot/owned and I'm flailing about in the air! What do I do?!

Well, one way to stop flailing about is to jump. Another way is to jiggle the control stick left and right rapidly, so I hear.

You could also hit the floor hard and do the following:

Wait for someone to get close, press A or B, and you'll use an attack as you recover.  This attack is dependent on landing on your face or on your back.

You can also press R or L to stand up.

You can tilt the control stick to roll away.

Better yet, what if you press R or L before you land? You flip to your feet with barely any lag.

You can do the same, but tilt the control stick to do an even faster evasive roll.

You can press L or R when you are about to slam into any surface, even walls, and perform a quick recovery technique. Yes, it so happens to be possible to not ricochet off walls to your doom. It needs more testing on my part, but I hear that if you tilt in the opposite direction of a wall and nail this technique, EVERY character does a wall jump off of it. :O

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Oh wait, what in the world is a wall jump?

What if I called it a wall kick? Like from SM64? A few select characters are able to perform a special jump off of walls when you are in the air next to a wall and TAP the control stick in the opposite direction.The only Mario character who can use this technique in normal situations is Mario, surprisingly. (No, it's true. Doctor Mario and Luigi simply CAN'T DO IT. If you want to know who else does the wall jump, it is not hard to experiment in training mode.) It's an uncommonly used technique at most, but if you happen to be playing as Mario, it's just one more way for him to make a jump. He can make really good use out of it by... let's say, recovering from the pitfalls in the original Mario Bros. courses.

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Mario

Mario is a character who needs little introduction. He's over 20 years old (If you don't believe me, Donkey Kong was released 1981!) and has been sold in more videogames than anyone else, quite seriously. We know him for his versatility in videogames, and you can read more about that in Morton's Timeline of the games. In SSBM, he's nothing short of being one of the most versatile characters in the game, being at least average and a bit more in just about every category. He's the easiest character to get used to not just if you're a beginner, but if you are a seasoned player like me going for the so-called Advanced commands. He has an answer for almost everything. He has few weaknesses, but his troubles lie in the fact he prefers to be a very close-range fighter and has a shortage of true killing moves. This he makes up for with above-average nimbleness and a knack for combos, not to mention his cape, which is one of the best Forward-B moves in the game. If you put your effort into becoming a Mario expert, it is incredibly rewarding.

Size: 5. No comment otherwise
Weight: 5. He really is the norm here.
Speed: 6. He actually is pretty nimble. Decent running speed, a decent wavedash (trust me, many characters have horrible or awkward wavedashes.)
Jump: 6. He isn't bad at all at returning, and actually has advantages with his Cape and Wall Jump. Otherwise, he falls at average speed, and the short hop is actually very hard to do with Mario.

Special Attacks
B: Fireballs. They move slightly slower than Mario's running speed, and do about 6% damage. They are a projectile of average use. They have good range, and they can be used to keep some breathing room, intercept enemy horizontal recovery to the stage, and rack up a little damage.

Forward-B: Cape. Originates from Super Mario World. It does 8%, and turns around enemies and projectiles. YAY! One really annoying but effective way of defeating someone who is trying to jump back to the stage is by hitting them as they use their third jump. This is frowned upon, but it's good strategy as their jump will turn around and take them to their doom. The cape's usefulness only gets better when we discuss Mario's recovery. The cape, from what I hear, is supposed to stop Mario's initial horizontal movement and give him an upward and horizontal boost. Basically, this means if you have quick fingers and are sent flying horizontally, you can stop your sideways demise by using the cape, which INSTANTLY will make you start moving the other direction. The effect is most powerful on the first swing of the cape, but it is very effective used multiple times.

Down-B: Mario Tornado. I believe this move inspired Mario's spin jump in Super Mario Sunshine. This attack has short range, but it is an effective clearout move as it will pull in others immediately in Mario's vicinity and do a maximum of 15% damage. Don't rely on this for jumping back to the stage, but you can fly upwards a bit if you repeatedly tap B while whirling. Beware, if you miss this attack, you will be punished by a competent foe, so use this move sparingly, if at all.

Up-B: Super Jump Punch. This is the true spirit of Mario's jumping ability! You jump and repeatedly hit enemies for up to 15% total. Rely on this one for your third recovery jump back to the stage. If you are really quick at ambushing or intend to keep combos coming up on a flailing airborne enemy, use this move too. Beware of the after-lag of this attack though.

Melee Attacks
(Stationary)A+A+A: Punch, punch, kick combo. Seen from Super Mario 64, it does a total of... I forgot how much damage. It wasn't supposed to be much, though. Maybe up to 10%. It is like other basic attacks, being quick and easy to use. The kick of the combo has good enough knockback to give Mario breathing room, but has a little afterlag, so I'd use this more on medium to severely damaged foes.

Walking+A: Side Kick. Eh? 10% or something? Most of these attacks have good reach. It isn't bad, really, if someone is coming towards you, and it is easier to use than timing Smash attacks, although I admit I find myself timing Smash attacks more often. The only real bad thing about this move is it doesn't really allow any setup for combos, unless we are talking about a highly damaged foe you send off the edge of a stage, and then we intercept his or her recovery.

Up-A: Uppercut. This move is very handy to hit someone above you on a slope (like in the Super Mario World Course or *gulp!* Corneria Great Fox course). It is somewhat weak, but not that bad, doing like 10-12%. Packs nice force behind it, in my opinion. This move can be abused to combo enemies repeatedly, since it sends enemies straight up.

Down-A: Trip Kick. This one is not quite from Mario 64, but keep in mind that you get bonus points for using low attacks a lot. It does the average 10-12% range. This move doesn't have enough knockback to be safe to use, and it has much more nasty afterlag than a lot of Mario's attacks. Use this very rarely if at all.

(running) A: Sliding kick. This is another Mario 64 move. It is very easily overused. This move, although it does 8 damage, is difficult to counter with Mario sliding quickly at a very low level, thus making him harder to hit. The problems lie when the enemy dodges this attack, and since this attack lasts a long time, it leaves Mario vulnerable. If you see another Mario using this attack, one way to deal with it is to wavedash and use a Smash Attack. Now, if you DO connect with this attack, it does have decent setup to jump and use Mario's Backwards Aerial attack.

Aerial Attacks 'n' stuff (the lion's share of most of my strategies)
A: Karate-Style Kick: An attack that you should use as much as possible when your enemy is moderately to heavily damaged. This attack is difficult to counter and the best part is that it can hit enemies all around Mario. This attack does up to 14% if you hit the enemy the moment you unleash the attack, and it has great knockback at that point. It does 10% or so if you don't connect it perfectly, but if the enemy is moderately damaged already, then they should be reeling enough for you to just run up and use another attack on him!

Forward A (Meteor Smash): Hammer Fist: By definition, a Meteor Smash is much stronger than an ordinary aerial attack, and also takes a slight bit of time to unleash. This move does 15% (this time I am very sure). It is powerful, and can kill a barely damaged foe if you throw them off the stage first and intercept their recovery. It will send them pummeling downwards at a fast pace (unless the enemy has good timing and jumps at the right moment, thus canceling the effect). If your timing is good, it is also a good move for jumping into the battle from an angle. Don't overuse it as it is slightly unwieldy, like all Meteor Smashes, and it takes a moment to recover after using it (for Mario). L-canceling this move (see Advanced Techniques) is important to figure out.

Up A: Backflip Kick. This is another Mario 64 move! At least I think it is... This is one of Mario's weaker Aerial attacks, doing about 10-12% damage. It's weak, yes, but it has good upwards reach, so it is good for juggling opponents.

Backwards A: Back kick, duh... 14%, good knockback and reach make this a move that you must use.  Intercepting someone's recovery with this move is brutal, not to mention just knocking people around with it.

Down A: Drill Kick: Up to 12% is possible with perfect timing. Nice for racking up combos if you are really on top of your controller as you are coming down on your enemy. Lots of these moves aren't easily countered, which makes this move a bit more useful, but just know that it packs little force, so be prepared to get out of the way of an angry retaliation.

Throwing Information
Forward: Swing toss. 7% to your foe in a not-so-amazing forward throw. You will tire of this throw unless you are trying to get the Compass Tosser bonus, where you throw enemies in all four possible ways.

Backwards: Bowser-style swing! Spin your enemy in circles and toss 'em backwards! 12%, and this time, you can clear out other enemies surrounding you for minor, but yes! DAMAGE! This is a very strong throw, so if you want maximum results for your throw, use this one more often.

Up: Good for combos that involve jumping? Eh? 9-10%?

Down: If you are quick and use this on relatively undamaged enemies, you may be able to slip in a (downwards) Smash attack. 8% perhaps?

Finally, the Smash attacks! Now do you understand the format?
TAP-Forward+A: Fire Blast. Dude, I thought this was cool! Just be aware it is most effective if you stand two or three paces from your opponent so the explosion connects. That way, I've seen it do maybe up to 22% damage, or something... but surprisingly, it averages doing about 15-18%. Don't put it down quite yet, but believe me, it is considerably weaker if you stand too close. Smash away, since it is cool, and very effective as a whole! Just a note, this move CAN be aimed diagonally by tapping the control stick in the appropriate direction and pressing A. Very tricky to do, but helpful in the right situation.

TAP-Down+A: Breakdance Kick. Now this is more like from Mario 64! Great clearout move, does about, um... 18%, and if your opponent tries to roll directly behind you to dodge, this probably will still hit. What is especially awesome about this move is that is also activates with almost no lag. Ending lag is also unnoticeable.

TAP-Up+A: Head Smash: This is what I call using your head! It is very nice for attacking unsuspecting enemies coming from above to deal a nice average of 18-20%. I think you might be able to hit them too if they are directly before you and more likely if they so happen to be taller, like Bowser. To tell the truth, I rarely get to sneak upwards Smashes in most battles. Note that the uppercut has longer range, too. Trivia about the Upwards Smash: Mario is invincible the moment his head is capable of doing damage to an enemy. Another move that should be used often for killing enemies.

Tips for Mario
In Fourside, the Original Mario Bros. courses, or the Super Mario World course, if you are falling down the narrow pits of those courses, don't forget to use your wall jump by pressing the control stick in the direction opposite the wall you are against. It won't work if you have already exhausted your third jump, and keep in mind that the wall jump is not limited to only those courses.

If you are a real newbie at this game, then don't hesitate to not only choose Mario but... oh great... choose Hyrule Temple. It is the safest course, and it is nearly impossible to die in the lower cavern.

Mario has a lot of trouble dealing with swordsmen, and for a good reason. Most of Mario's attacks are point-blank range. The temporary workaround is to distract your enemy with fireballs, and then use Mario's agility and your quick fingers to your advantage. That doesn't mean you SHOULDN'T use any of the good close range moves I mentioned. You should use those specified moves such as the Downwards Smash since they are fast attacks, and the Downwards Smash in particular has good range. Mario's Forward Smash has a little range, but the problem is that using it means moving Mario outside of his normal fighting range. This is where being good with advanced commands truly pays off.

By all means, do not forget to use the Forward-A and Up-A attacks. They may not be flashy, but their good range and quick startup make them outstanding moves. Another move that should be used is the cape, which is VERY useful. Use the cape in everything, from horizontal recovery, guarding ledges, deflecting projectiles, and playing mindgames with your enemy since it does turn around enemies.

Of course, some of you may want revenge against Donkey Kong and Bowser. Your advantage lies in speed in just about everything. You also jump higher, and your targets are bigger than you (if also heavier). The cape also does wonders considering how the two big guys, especially Bowser, have a number of attacks that have a lot of afterlag if they miss. Never forget that you also have real projectiles and they don't. Once you can hit your enemies above you, Mario has a very speedy Upwards Aerial that will do well to keep the combos coming and coming. To kill them, use an Upwards or Forward smash attack, or because they both have mediocre vertical recovery, you can try to also throw them off the stage and use a meteor smash to end things quickly and take advantage of their huge size.

Oh, you can unlock Doctor Mario by playing as Mario on any difficulty with any number of lives on Adventure/Classic 1P mode if you don't use a Continue.

Oh, and unless you are playing on one stock, or in 1P mode, don't use Mario's taunt. It lasts waaaaay too long, and it makes him a really easy target.

Overall, Mario is the well-rounded character of SSBM. It is easy to adapt to his mechanics, and his balanced style of fighting puts emphasis on one's actual skill at the game. In my opinion, he's a great character to be good at using, and if you're browsing this particular game guide, I don't see why you wouldn't want to use him. =P

Bowser

Mario's arch-nemesis ever since he was born in Yoshi's Island. An outrageous character in many fields. He's made a living of making mischief, which somehow includes constantly kidnapping Princess Peach. He enters the fray in SSBM as a character of extremes. He's huge, heavy, amazingly strong, and equipped with some of the best attacks in the game. In tournaments, he is regarded as undesirable for being an easy target and having a lot of punishable lag in his moves, but that doesn't stop him from being a unique and amazingly fun character to play with.

Size: 1
He is undoubtedly. the biggest character in this game

Weight: 10
I think he is the heaviest... well, anyhow, it is hard to kill him! Geez.

Speed:
Don't expect to outrun people... or in other words make an easy getaway. Actually, I think he's faster than one person, who isn't a Mario character anyway. 2-3. His running speed is actually average. His walking speed is poor though, and there is significant lag in almost everything he does, from rolling, dodging, jumping, etc. He has a pretty lousy wavedash too

Jump: 3
Bowser has lag when doing his first jump, but that makes him really good at doing the short hop. This gives him a fearsome tactic to approach enemies, but only if he has breathing space. He has really good horizontal recovery when we use his third jump, but terrible vertical recovery. His recovery is on the predictable side, although his hard to intercept third jump kinda counters that. But he's simply not the most nimble jumper.

Special Attacks
B: Firebreath. AND NO! I did not use copy-paste from Mario's first special move. The title is self explanatory. It is Bowser's telltale attack. This one appears to be similar to the move from Super Mario Sunshine... if you happen to correlate things the way I do. It hits multiple times doing 5% for each hit on average. You hold down the B button to extend its usage, and in this way, it can really rack up combos and damage in the process. Beware of using it too long, because it weakens in power and range over time. And it takes a while to recharge after an extended exhaling period. So it isn't all that super... but still quite nice when you are frustrated with a fast opponent in front of you. This is easy for beginners to abuse.

Forward-B: Koopa Klaw. I know I might have purposely misspelled it, but who cares? This is an attack that can do two things. It can hit enemies upward with 12% if the claw strikes them. It still packs a punch that way, but not enough really to kill. However, on the other hand, if you manage to time it on an opponent at point blank range, you can bite the opponent consecutively for 5% each at the press of B, and throw him/her forward upwards or backwards for... 6-8%? Still, this one is the killer at high damage percents. I recommend you use the backwards throw more than the forward up one because it sends enemies farther at a more lethal trajectory in my opinion. Expert enemies will almost never fall for this move... unless you are good at ambushing from the air like I am. I know for a fact that it works this way 'cause I can kick the rear out of my friends with it. It is not for beginners to abuse. Okay?

Down-B: Bowser Bomb. Um... Is this Hal's take on Bowser's jumping in Super Mario Bros 3? Either way, it is so darn strong if used on an unsuspecting (or unprepared) opponent. 20-25%. MAYBE 30%. I can't remember well. This move doesn't pack as much punch as the damage it does, however. Not as much of a killer as it is for wearing enemies out. It still is good at killing nonetheless. However, beware of using it excessively. It is not a very hard move to dodge. From what I hear, the Bowser Bomb can be used to grab ledges in a surprising manner, if that means anything to you.

Up-B: Whirling Fortress. Unbelievably, this is one of the best attacks in SSBM. If not in first place, it is definitely a contender for second place in the top contender of amazing moves. First off, this move activates about instantaneously. Second, there is very little that can hurt Bowser while he's using this attack. A lot of attacks clank against this move, and because you can activate this move instantly, you can just go ahead and punish your foe again with it! This move grabs ledges very effectively and also can move laterally on the ground. Putting together these amazing properties is the fact that this move can be used to kill. On the ground, if you hit someone the moment you activate this move, you do almost 20% and hit them with incredible force, usually enough to vertically kill anyone at about 120%. Lightweight characters should be dying at about 70% likewise. This move also racks up damage quickly. If Bowser is in the air, whether he hopped, was hit by an enemy's attack, etc, and he activates this move up in close range, it can rack up to 32%! Basically, this should be used as much as possible. It's your all-round amazing move.

Melee Attacks
(Stationary) A+A: Swipe, swipe combo. It could be referring to Paper Mario... although I probably am stretching things. This does a total of I believe 11-12%. It packs enough punch to keep enemies at a distance, and of course, it gives Bowser a faster move. You'll know that you are at a disadvantage when you realize you have to rely on this move to scratch at your enemies.

Walking+A: Punch. Eh? 10-15% or something. And this move is reliable enough with surprising range and decent punch that it is actually beginner abuseable! This move can be aimed diagonally by holding the control stick in the appropriate direction, and this makes this move great for guarding ledges too.

Up-A: Upward Swat. I admit I'm not using a player's guide to name these moves. This does 12% and when fighting against high-level computers, you should use this as opposed to an upward Smash attack. I'm serious, because otherwise, the computer will anticipate your move and dodge.

Down-A: Umm... Okay, I have no proper name for this. Bowser basically while crouching swipes at enemies twice regardless of how many times you press the button. I believe each swipe does 8-12%. It is somewhat more effective than the punch and the swipe, swipe combo for keeping enemies at bay, especially in places with low ceilings.

(Running) A: Heatbutt. This move almost certainly does only 8%, but packs enough of a punch to usually send the enemy flying upwards, giving you time to get up from falling on your face from this move and to make a getaway. I don't recommend jumping after enemies in this situation considering the aerial moves Bowser has and how I interpret their use. All running attacks are abusable like normal, but be aware of the half-second expended for recovery particularly here. Nasty if your opponent dodges or blocks the attack.

Aerial Attacks 'n' stuff
A: Spinning shell swat. At least it sounds like swatting. This neutrally aligned move does the 12-15% range and is fast enough to be reliable. I honestly don't think this particular move is a killer though.

Forward A: Claw Smash? Does about 15%. This is another great attack. It activates quickly, has great reach, hits in a wide arc in front of Bowser, and sends stuff flying. It becomes nothing short of incredibly devastating when combined with the L-Cancel and Short Hop.

Up A: Delayed upward swat. This move is very strong if it connects. It does about 18% if you can connect it.  It slays floaty characters easily, not to mention it turns other characters into stars easily too. But you need good timing to land this move.

Backwards A: Spike backwards. This move does about 14%. Bowser somehow protrudes his shell backwards to use an attack that is very abusable. Note that If Bowser lands while in the phase of using this attack, he will roll on his back and back up. It takes a half second which is brief, but still exists. If you connect with the back of his shell the moment he sticks it out, you'll hear a certain telltale stab sound instead of a scratch sound, and the move will send people flying far at a low trajectory. A good killing move, and one you should definitely learn to L-Cancel.

Down A: Spiky Piledriver: Did I spell that term from Street Fighter correctly? Timed perfectly, this also very abusable move can do 14% or maybe a bit more... It is particularly strong at the blow when Bowser lands on the ground upside down. It takes a second to recover from landing upside down, but that shouldn't usually be a problem, as this move will usually clear enough space on the ground for your safety. But in the other event... need I explain? Again, you should L-Cancel these moves to minimize those "other events".

Throwing Information
Forward: Head fling. This throw does about 8-10% and weakly propels your enemy forward. Why did I even bother? Note also the time it takes to unleash. An entire second! Not good in battles with more than two competitors.

Backwards: I won't bother naming or looking for the proper name of this one, but Bowser throws the enemy past his shoulder using both hands. More like 10-12%, and this throw is more effective than the former in punch (as in distance propelled, if you didn't know), damage I believe, and is also faster.

Up: Upward grinder. Bowser spins doing 10% to the victim on his spikes before bumping the enemy upward. This move also has ability to clear out enemies if you hadn't guessed. Also great for combos.

Down: Squash (not the vegetable, foo'). Self explanatory. Bowser uses his weight to crush an enemy... but fails to get past the 10% average. This throw takes a second to initiate, but it also affects others nearby. I wouldn't particularly use this throw for attempting to keep your opponent low for sneaking in combos though because of the lag from getting up.

Finally, the Smash attacks!
TAP-Forward+A: Lateral Head Smash. This is one of the strongest attacks in the game of SSBM. Bowser bends back a bit (good thing) and snaps forward, resulting in a skull shattering blow. It takes a second to initiate, but is quite effective and worth trying if you have some room to spare. This move DOES NOT do the most % damage. It packs much, much, much more punch behind it. On average, this move kills in two or three hits. Whoops, it does 25-30%, averaging 28%. Almost forgot that. You'll rarely use this in the heat of combat, but more to intercept recovery and deal with your opponent's screw-ups. =P

TAP-Down+A: Whirling Fortress Redux. Bowser spins in a somewhat similar fashion to his Up-B move, except he can't move laterally. Also, there are fewer action lines in it. If precisely timed at the precise location, I think it can do 25% and pack about as much punch as his Forward Smash. However, this one is very unwieldy, and I tend to only score something like 15% and not pack that final fatal blow when I use this, and that leaves me vulnerable for one second with enemies surrounding me now able to punch me into oblivion.

TAP-Up+A: Anti-Stomp. Why did I call it this? Bowser uses his spiky back to counter anyone attempting to ambush him upon his fat head. It is fast, has good range, and does 20% on average. It is strong, so if you are looking for a "Star Finish" bonus (kill enemy upwards), this may be your move. Beware that experienced computers WILL air dodge this particular move.

Tips for Bowser

Bowser has a very slow windup for using the Home Run Bat. This is not helpful in Melee, but advantageous in Home Run Contest. However, the highest scores in Home Run Contest belong to other characters. 'K?

Bowser's worst nemeses according to my experimentation are Fox and Falco. If I don't say it anywhere else, those two characters are deemed the best in tournaments, and with their high speed and amazing combo potential, mixing with the fact Bowser does a lot of things like recovery slowly, you end up with something incredibly vulnerable. Bowser ain't hot around swordsmen either. This is where abuseable attacks like Up-B and Forward Aerial start becoming your friends. In fact, do keep in mind that despite his lack of mobility, Bowser has better aerial attacks than a LOT of characters, so make sure you have space, and use your aerial attacks appropriately. I repeat, abusing certain moves is highly reccomended. Beware of things like Bowser's short rolling distance and short grab distance. He's got a big shield, so use that (holding L or R lightly helps make the shield a lot bigger), but just watch out and make sure nobody pokes UNDER or OVER his shield and still hits him.

Bowser, not too surprisingly, is good at carrying them crates and barrels. He's relatively fast with them and is strong at throwing them.

And after all these years, you must want to get back at Mario! Of course the Koopa King can hold his own ground! But you must teach him Mario's tricks of the trade. Mario is smaller, and because of that, his aerial attacks are also shorter. Leap at his face and terrorize him with your beauty secrets and a forward swipe at his gut. Beware the Plumber, and especially the Doctor if they use the cape because it may not be easy for you especially to retaliate. Then again, it ain't easy for anyone. If you can get above Mario, and in fact, this goes for fighting with many other characters with Bowser, you are in good shape, and no, not literally good physical shape, but your position is ideal for squishing someone with your great gravitational attraction to planets. Just don't forget to press the A button to aim that gravity at a fighter! If someone is diagonally above and in front of you, an Up or Forward Smash would be quite effective.

Don't put Bowser on Big Blue secret course unless you have amazing skill and confidence. The racetrack beneath you is particularly lethal to Bowser as it takes him longer to jump repeatedly. In case you didn't notice, Bowser makes the most noticeable noise when he lands on the ground or walks. Actually, he is quite silent when he "runs". I don't even know what he does! It looks hilarious! Oh, and the Ice Climber stage is treacherous for almost everyone, ESPECIALLY Bowser. As for courses Bowser specializes in, I have had success on small courses where it is easier to catch opponents. It doesn't matter about the running away factor 'cause Bowser can't run fast anyway! Also, considering Bowser's great strength, you may have advantages on courses where you can basically walk into the death zones, like EarthBound's Onett, original Mario 1 and 2, yeah. Things like that. Try to land a strong blow directing the enemy to the death wall, and you'll have a quick KO. Beware, however, if an enemy Pikachu or Pichu returns the favor with a throw. Zelda and Mewtwo can also be a hassle for the same reasons if you want to attempt this trick, and them tricky ones Falco and Fox pretty much won't fall for it besides the fact they are light, but they have nimble attacks. Swordsmen I don't recommend this either. Bowser is one who has attacks that can send people the distance, but just be careful about it.

It is not exactly a shame to lose every fight you start if you are playing as Bowser. Bowser is a particularly difficult player to use. Those players who master timing his moves, I better keep my distance from them... wait... How can I possibly keep distance from myself? All in all, even if Bowser sorta stinks (no offense to your father, Lemmy; have mercy, please!), he's definitely one of my favorite characters to use. Almost all the characters are unique and interesting in some sort of way. Bowser is the character of extremes, the best at what he's supposed to do and needing life support in areas he needs help in.

To Be Continued...

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