                          EndoNintendo's
                 Mario Character Guide (Version 1.5)
                      Super Smash Bros. Melee
                         Nintendo Gamecube

=======================================================================
                           Modium@aol.com
                 http://endonintendo.master-ball.com
                 ^Latest version can be found here^
   This file is copyright (c)2001 EndoNintendo. All rights reserved.
=======================================================================


-=-=-=-=-=-=-=-=-=-= 
-=-= What's New =-=-
-=-=-=-=-=-=-=-=-=-= 

Version 1.5 (12/20/10)-
Stopped playing long enough to add Classic Mode walkthrough and Break The
Targets walkthrough. Submitted to GameFAQs again tonight, and updated
site.
Changed name to Mario Character Guide. Sounds better than Mario FAQ.

Version 1.3 (12/18/01)-
I apologize for the rushed release of the FAQ, I didn't even take time to
add an update for 1.2, the release version.
Added the Adventure Mode section, at Concept(latex@brainleak.net)'s
suggestion. Added the Recovery Kick and the Mid-air moves to the strategy
section.

Version 1.1 (12/12/01)-
Worked more on FAQ, and fixed the formatting to make it into a .txt file.
Hoping to have it finished by tonight.

Version 1.0 (12/10/01)-
Started FAQ.

-=-=-=-=-=-=-=-=-=-= 
-=-=-=- Intro -=-=-=
-=-=-=-=-=-=-=-=-=-= 

Mario is Nintendo's main mascot, and in Super Smash Bros. Melee, he's a very 
strong fighter as well. Mario is a great recommendation as a starting character, 
due to his ease to master. However, most people don't notice some of the little 
touches you can use to make Mario a formidable foe against the other, more 
"advanced" characters in SSBM.

This is not meant to be any kind of all-encompassing guide to everything in 
the world, just a guide for effectively using Mario and exploiting his strengths.
If I missed anything important, feel free to let me know: Modium@aol.com, if 
you're willing to be polite. Also, feel free to submit your own strategies and 
tips for using Mario.

-=-=-=-=-=-=-=-=-=-= 
-=-=- Move List -=-=
-=-=-=-=-=-=-=-=-=-=
NOTE: The move list for Mario taken from Devin Morgan's(devin_morgan@netzero.net)
Super Smash Bros Melee FAQ. Full document can be located here:
http://db.gamefaqs.com/console/gamecube/file/super_smash_bros_melee_b.txt

A: Punch (press repeatedly to do punch-punch-kick combo)

Up, A: Uppercut

Down, A: Sweep kick

Forward, A: Straight kick

Up + A: Downward punch

Down + A: Spinning sweep kick

Forward + A: Fire punch

Dash + A: Slide kick

Jump, then A: Jump kick

Jump, then Up + A: Backwards spin kick

Jump, then Down + A: Diagonal spinning kick

Jump, then Back + A: Hind kick

Jump, then Forward + A: Downward punch

B: Fireball (can be done in the air)

Up + B: Jumping uppercut (can be done in the air)

Down + B: Tornado punch (can be done in the air)

Forward + B: Cape spin (can deflect projectiles; can be used in the air)



Note: All of Mario's B moves can be used in the air as well.


-=-=-=-=-=-=-=-=-=-= 
-=-=-= Strategy =-=-
-=-=-=-=-=-=-=-=-=-= 

Like I stated, Mario is a great beginner's character. He's well-balanced, his 
attacks are all easy enough to pull off, and there's no real skill required 
to hold your own with Mario. However, if you take the time to practice with 
Mario and learn to exploit his moves, you could be a pretty forbidable foe 
to take down.

Jumping
-Jumping is what Mario is famous for, and for good reason. In SSBM, he can 
jump pretty high, but most importantly, he jumps very fast. It's important 
to jump around alot while playing Mario, because it makes you harder to target
with powerful moves, and also will let you move quickly away from enemies to 
make them take the offensive. The only downside to jumping around alot is if 
you get hit hard, you'll fly further. You have to be careful when you jump, 
and if you get thrown off of the edge of the level, always try to grab the 
legde instead of landing near it. Usually, smart opponents will be waiting 
to knock you back off before you even land.

Up+B - Jumping uppercut
-This is one of the most important moves to use while playing Mario. It makes 
a great starting move when pulling off a juggle combo. Jumping uppercut will 
knock the opponent high in the air, and then normal attacks will allow you to 
get a few extra hits in, before a nice hard Smash move. The Jumping uppercut 
is also useful against weak foes (i.e. the (insert character) Teams in 
Classic Mode) and other weaker opponents, as it will sometimes force an 
opponent offscreen, or at least off of the edge of the stage, and will 
inflict a nice percentage of damage as well.

Smash attacks
-Smash attacks are arguably the most important moves in SSBM, as they allow 
you to win matches by knocking your opponent offscreen. Smash moves are tricky
to pull off, and it's recommended you practice to familiarize yourself with 
how to pull off Smash moves before trying anything too risky. Mario's Smash 
moves are, just like all the rest of his attacks, powerful enough. Not overly 
stong, but not wimpy either. You should try not to use Smash moves too often 
when your opponent has a low damage percentage, just stick to normal attacks 
and specials. When your opponent charges at you, or is in the air, about to 
land near you, give them a good Smash attack, and hopefully you'll land it, 
catching them off guard. This is why it's best to hold off on the Smash moves
until your opponent is pretty hurt, it lets you play a bit of a mind game with
them. They'll pretty much forget their percentage, and just charge at you, 
leaving them open for you to use a well-timed Smash move.

Side+B - Cape Spin
-If you see a projectile headed your way, don't bother using your shield to 
block it, use Mario's Cape Spin to send it back to your opponent. You'll be 
able to catch them off guard with their own projectile, and then you can feel 
free to move right in and attack with your own preference of moves and 
attacks, or you can keep on defense, waiting for them to get close enough to 
attack. Either way, the Cape Spin is an overlooked move of Mario's that will 
definitely come in handy.

A (on ground) - Recovery Kick
-When you land on your back, this is a great way to surprise opponents waiting
to ambush you. When you land, instead of jumping up, just wait till your
opponent comes near, and press A and to the left or right, and you'll swing
your legs around and nail your opponent. This is a good way to set up a combo
right after taking a bad hit.

A (in the air) - Mid-air Moves
-In the middle of a jump, or after you've gone flying, you can use the A button
to really deck an opponent who gets too close. Up+A will kick above you, which
will usually send the opponent flying high up in the air, and set them up for
a combo when they get close to the ground. Just pressing A in mid air will kick
to whichever side you're facing. This one packs quite a punch and will usually
send your opponent flying a decent length away if you score a dead hit. Side+A
will make Mario throw an extra-hand punch, which takes a while to execute, 
which will make it hard to get the timing down. This move isn't as good as the 
mid-air kicks, and I'd recommend sticking with the kicks more often.

B - Fireball
-Mario's lone long-range move, this can come in handy when battling an 
opponent who likes to be defensive. While it won't break through their shield,
it can whittle away at it, until your opponent is forced to let off the shield 
before they get stunned. Mario's Fireball can also be used to lure an opponent
closer to you if they're playing hard to get, while inflicting a tiny bit 
of damage as well.

Down+B - Tornado Punch
-This is a useful move for when an opponent gets very close to you, and you 
want to shake them off. It can be used in the air, but it's best used on the 
ground, because it's pretty tough to control while jumping. If you can hit 
your opponent just right, you can send them flying upwards a little bit, and 
then you can add some normal attacks or a Smash move afterwards. Not the 
best move, but it can be pretty useful.

Normal attacks
-Now here's an easy way to raise somebody's damage percentage. Mario's normal
attacks are extremely quick and easy to execute, so it's often a good idea to
throw in a normal attack here and there, after pulling off a special move. 
Also, you can use Mario's normal attacks in combination with his Smash moves 
to defeat some opponents pretty quickly. Just keep moving, and bust out some 
normal attacks, then quickly jump away to whittle them down, and then smash 
them off the edge when their guard is down. Don't overlook the normal attacks,
they can turn the tide of a battle in the right hands.

Throws
-Mario's got some pretty nice throws as well. At high percentages, Mario's 
high throw (Hit Z, then Up on the analog stick) can hurl an opponent straight
up into the air, sometimes even defeating them. Throws are useful when an 
opponent gets close to you, and you want to send them away without leaving 
yourself vulnerable with a Smash move.

Items
-Using items should always be a part of your SSBM strategy no matter who 
you choose to be. Pokeballs are usually always a great item, so you should
get those quickly and throw them. Not only will the Pokemon that come out of 
it cause damage, but if you score a hit with the Pokeball itself, your opponent
will be sent flying. A couple other items that are useful with Mario are the
Beam Sword, Star Rod, and the Bunny Hood from Majora's Mask. They'll speed
you up and make you jump even higher. Just be careful, it's easy to lose your 
bearings when you're not used to going that fast.

-=-=-=-=-=-=-=-=-=-= 
-=-=-= Classic =-=-=
-=-=-=-=-=-=-=-=-=-=

Level 1 - Mario Vs. 1 Normal Character
-The opponent here will be random, and won't pose any threat, no matter the
difficulty. Just wail on them, and after a while, Smash them away.

Level 2 - Mario & 1 Ally Vs. 2 Normal Characters
-Here you'll have an ally, usually the character you just defeated. Try to
concentrate on one enemy, while you're ally handles the other one. If you
finish yours off first, be a sport and help out with the other enemy.

Level 3 - Break the Targets
-See the "Break the Targets" section below.

Level 4 - Mario Vs. 1 Normal Character
-Same strategy as the first level, just use your best moves and take your
opponent out.

Level 5 - Mario & 2 Allies Vs. Giant Character
-This one's usually easy, considering your opponent will be outnumbered 3-1.
Just wail away on him with your 2 allies, and Smash him once his percentage
is in the late 100's.

Level 6 - Snag The Trophies!
-You don't have to get any trophies, but it's a nice bonus if you're a 
collector.  Just run in the direction the tropies drop from, and hit them
towards the center. You can easily get one trophy here, and getting all 3
isn't too hard either.

Level 7 - Mario Vs. 1 Normal Character
-Same strategy as Levels 1 and 4 applies here. Just take out your enemy
in a one-on-one match. This one will usually be a tad harder than the first
two, but still shouldn't pose much of a threat.

Level 8 - Mario Vs. Team of 10
-The thing to remember here is that your opponents are very weak. You can
knock them off the screen with just a single Smash move, or using Mario's
Up+B move. Just be cheap and use Smash moves and Up+B and they'll do down
very easily.

Level 9 - Race to the Finish
-The quickest way to finish this level is just to go into any one of the
doors. If you want to get more coins to use in the Trophy lottery, just
learn the layout of the level and try to make it as far as you can before
time runs out.

Level 10 - Mario Vs. Metal Character
-This one's not too hard either. Use Mario's general quickness to jump 
around and avoid your opponent, and once you get their damage over 100%,
get very close to the edge, and Smash them off of the side as hard as you
can.

Level 11 - Master Hand
-He's not too tough to take on. You should be able to get in 1 or 2 normal 
attacks before he attempts to attack you. After he does an attack, just avoid
it using the tips below, and get him a couple more times before he gets his
next attack off.
Note: You have to damage him to get his HP down to zero, as opposed to
knocking him off the edge. In Very Easy, he has 150 HP, and in normal he has 
300 HP.

Here are most of his attacks. I may have missed a couple here, I'll add them
in soon enough.

Blasting off like a rocket: Stay away, and when he moves into the foreground
towards you, jump as high as you can and get hangtime.

Backs up, off the Edge of the arena: Jump around alot, and try to avoid him.
He'll try to snatch you up. If he does, jump around and jam on the analog
stick to break free quicker.

Flies into the air, turns into a fist and punches into the foreground: Jump
as high as you can again. This one's easier to avoid.

Moves a little to the left, turns into a fist and hangs above your head:
Just jump to the side when he starts to come down and you'll avoid it.

Moves to the right: He'll sweep across the arena, just jump and avoid it.

Lowers: He'll sweep across the arena with his fingers, just jump and avoid
him when he gets close.

Raises: He'll shoot lasers from his fingers. When you see him start, quickly
move to the right of his fingers, under his wrist, and nail him from below.

=-=-=-=-=-=-=-=-=-=-=-=
=- Break the Targets -=
=-=-=-=-=-=-=-=-=-=-=-=

First off, punch the target on your platform, to the right of you.

Next, jump to the right, and on your way down, punch the target on the left.

Jump up, and punch the target to the right of the one you just punched.

See the two pillars supporting the platform you're on (the lowest one)? Stand
between them, but on top of the platoform they support. Shoot a fireball to
the left of you to hit that target, and turn to the right to hit the one below
you, to the right.

Get close to the right side of the platform, then do a double jump to the
right, as high as you can. At the height of your jump, do your Up+B move
towards the left, and you should hit the target in the little alcove. Just
make sure to land back on the platform.

Get on top of the shortest platform (2nd one from the top). Dash from the
right side, and jump off the left. Do a triple jump (using Up+B) and you
should land on one of the falling platforms. Just do a double jump, and you'll
land on the next platform. Do this until you're high enough to land on the
highest platform to the left, with the target. Land there, and break the target.

Get on a platform, and jump a little below the tiny opening leading to the 
target on the left. Hug the wall for a little, and when you're just below the
opening, do your second jump in the air, to the left, and you should be in the
opening. Break the target to your left.

Ride a platform down, almost to the bottom. Jump off and land on the platoform
to the left of the target to your left. Break the target with a fireball.

Jump onto one of the falling platforms, and ride it down. Wait until you're 
almost in the water, and then, do a double jump to the right with as much 
hangtime as you can manage. Do your triple jump (Up+B) right to the left of the
target, towards the right, and you'll hit it.

-=-=-=-=-=-=-=-=-=-= 
-=-=- Adventure -=-=
-=-=-=-=-=-=-=-=-=-=

Level 1 - Mushroom Kingdom
-All said, this level is really easy. On very easy, it's a joke, and on normal, 
it's a slightly less-funny joke. You should just jump over all the enemies, or
just land on top of some of them if they get in your way. After a few moments, 
you'll stumble upon Toad running around frantically, and some Yoshis will come
down from the sky, three at a time. They can easily be taken out with smash 
moves, or your Up+B attack, one hit for each of them will take them out. After
that, just continue on through the koopas and goombas, keeping an eye out for
trophies. You'll come to the end of the level in a matter of seconds.
Note: (SPOILER) If you finish the level with a 2 in the seconds digit of the 
timer (XX:X2:XX) you'll fight Luigi in the next battle, instead of Mario. The
same strategy below applies for each.

-Ater finishing the level, you'll have to take on Peach and Mario at the same 
time. This isn't too tough of a fight, just don't let them gang up on you. Keep 
attacking one in an attempt to isolate them, and then try to Smash them off the
edge while they're recovering. Taking them out seperately will ensure you an easy
victory, because on higher difficulties, they'll really start to gang up on you.

Level 2 - Kongo Jungle
-Your first match in Kongo Jungle will be against two tiny DK's. They're not too
hard, and the only problem you should have is hitting them because they're so low
to the ground. Up+B, Down+B and normal attacks are very effective here. Just 
Smash them as they start to hover around 100%, and they should go flying.

-The antithesis of your last battle, this one will be against a Giant DK. He's
even stronger than a normal DK, but he shouldn't be any trouble. You can feel free
to Smash him once he gets over about 80%. This won't usually take him out
immediately, but it will send him flying, and give you some time to set up another
attack while he's recovering. One thing to watch out for is his Up+B move, which
he'll use as his third jump. Don't stand too close to the edge waiting to nail
him again, or he'll end up hitting you pretty good with it.

Level 3 - Underground Maze
-The Underground Maze is tricky to navigate, because it is a Maze, after all. 
Basically, you'll run around in tunnels from the central "hub" with the water
at the bottom and the ReDeads trudging around. Every so often you'll come along
a large open room, with some platforms in it. Each of these large rooms will have
the Master Sword in the center, except for one randomly-selected room. Once you 
find the room with the Triforce instead of the Master Sword, the level will be
complete. You should always enter the large rooms by jumping as soon as you enter
the room, and then executing your double jump, while checking below you for the
Master Sword or Triforce. If you see the Master Sword, use Up+B to use your 
triple-jump, and if you did it right, you should completely pass the room by. If
you don't pass the room by, you'll have to take on Link. He's pretty easy, just
use normal attacks, and mix it up with the occasional Up+B move, just be quick.
Once you've gotten him over about 50%, feel free to Smash him and he should go
down. Just keep looking for the room with the Triforce.

-Next, you'll be taking on Princess Zelda in Hyrule Castle. She's not too hard,
but Hyrule Castle is a large level, so it may take you a while to beat her. Just
chase her around, raising her percentage with your attacks of choice, and using
items on her, and she should go down with a good Smash or item-toss once she's 
over 100%.

Level 4 - Brinstar
-Samus can be hard here, but you just have to keep up with her. She's very 
quick, and has a large variety of different attacks. The Items will be your
friends in this battle, as you should throw stuff at her whenever you can, due
to Mario's lack of a good long-range attack. Pokeballs also work great here, 
just like everywhere else. Just be persistant and she'll go down before long.

-Here's a good exercize in platform-jumping. Just keep jumping up the platforms
and try as hard as you can not to miss any. One thing you should keep in mind
is that Mario's triple jump (UP+B) doesn't send him straight up, but it will 
place you a little bit in the direction you're facing when you do the jump.
So, if you double-jump and you're almost at a platform, don't do the Up+B move
directly underneath the platform, do it from the direction opposite you're 
facing. i.e. if you're facing right, do the Up+B from a little to the left
of the platform. It sounds confusing, but you'll pick it up, if you haven't
already.

Level 5 - Green Greens
-One Kirby, very easy here. Just keep nailing him until you've done a decent
amount of damage, and then just Smash him away. Look out for the bomb blocks
on the left and right sides of the level as well.

-Okay, here's a team of Kirbys. This one isn't any harder than the first match 
here, just use the same strategy as the Yoshi Team in Level 1. Up+B or Smash 
attacks will take out a Kirby in most situations with 0%, so just let them have
it as soon as they fall from the sky. Once again, avoid the bomb blocks.

-Okay, Giant Kirby. Still pretty easy, just keep wailing on him, and avoid
directly attacking him (he is Giant after all) and he should go down with a 
good Smashing at around 100-150%.

Level 6 - Corneria
-You'll have to fight Fox here, and he'll be tough if you're not used to
fighting him. He's the fastest character in the game, and he'll exploit that on
every difficulty level. You'll want to just keep up with him here, and get a good
hit in here or there. If you can get a juggle going, wait until he's about to
land, and give him a good Smash or Up+B or Down+B. If this doesn't finish him
off soon, keep trying it.

-After defeating Fox, he'll get some backup. You'll fight him again, but this 
time, Airwings will fly through the level and start blasting into the air. Just
try to stay low during this fight, the right side of the level works great. When 
you see the Ships start shooting, try to knock Fox upwards, so he'll get caught
in the blasts. Yes, they're dumb enough to keep shooting Fox, and that will be
your biggest advantage in this fight. Exploit it, and he'll go down fast.
Note: (SPOILER) Randomly, I've seen this match be up against Falco, instead
of Fox. He's a clone though, so the same strategy applies.

Level 7 Pokemon Stadium
-Not hard at all here, just Smash or Up+B the 12 incoming Pokemon as soon as 
they land, and nail them with the Pokeballs that rain down. They'll go down
extremely fast.

Level 8 - F-Zero Grand Prix
-Okay, in this one you'll have to race along the F-Zero track, while a race
is going on. Just keep running, and right before the crafts come speeding by,
you'll hear a beeping noise, that's your cue to find shelter.
At the start, Smash the control stick to the right to run as fast as you can, 
and don't stop till you hear the beeping noise. There will be a platform above
a small ledge. Hop up on the platform until the cars pass, then run again until
you hear the beeping noise again. There should be a platform right in front of
you, so hop up on there 'till it's safe, then hit the ground running again. 
After a few seconds of running, the track will end, and there will be a 
floating platform in front of you. Leap onto it, keep running, leap onto the 
next platform, then you'll see a ramp, and at the same time, you'll hear the 
beeping. Hop over the ramp, and onto the next platform. If you're quick enough,
you'll be safe. Wait until the coast clears, hop onto the next tiny platform,
then onto the edge of a track from there, and SMASH that stick to run as fast
as your short plumber legs will carry you. If you were quick enough, you'll
make it to the end of the Level in time. Take a breather, you've earned it.

-You'll be taking on Captain Falcon here, and he's tough due to his speed AND
power. Just him him with the attacks you feel most comfortable with (I'd
recommend Up+B and normal attacks) and stay away from the edges. After you
wear him down, juggle him into the air, then Smash him as he lands. 

Level 9 - Onett
-Three Nesses, not too hard here. On Easier difficulties, they'll go down
with a good Smashing. On tougher difficulties, just wear them down and 
Smash away. be sure to avoid the cars below, and stay in their faces as
much as you can.
Note: One cheap trick that usually works for me is I take a Mr. Saturn that
falls from the sky, and chuck it at Ness at almost point-blank range, and
then pick it back up and throw it again and again until I knock him high 
enough into the air, then have a Smash attack waiting when he comes down.
Yes, I know it's cheap, but it's also effective, and very fun. 8)

Level 10 - Icicle Mountain 
-I hate hate hate this level, mainly because you can't see the enemies on
platforms above you until after you get hit. Just keep triple-jumping up
the center of the level, from platform to platform, and trying to avoid the
enemies the best you can (seeing as how you can't see them until it's too
late). Within a few moments, the level will start scrolling upwards very
quickly, just keep triple-jumping as fast as you can, and try to ignore 
everything else. In a little while, the screen will slow down and you'll 
encounter 2 pairs of Ice Climbers. This is pretty unfair, seeing as how it's
4-on-1, but they're pretty weak. Plus, the level is very small, horizontally,
so hitting one with a good Smash attack will send them flying. FYI, the ones
in the dark coats are the Male Ice Climbers, and they're the ones you have
to knock out to win. Once you knock out a Male, the Female counterpart should
go down along with him. Just use those Smash attacks to send them towards the
sides of the level.

Level 11 - Battlefield
-Here you'll take on 15 Wire Frames, 4 at a time. The same "Team" strategy
applies here as in the Pokemon, Yoshi, and Kirbys battle, although the
Wire Frames are slightly tougher to take down. Just use your Smash attacks
and Up+B and they'll all go down quickly.

-Family reunion time, sort of. You'll be fighting Metal Mario and Metal
Luigi here. They're not tough, but they do move rather quickly and like to
gang up on you. Just nail them with normal attacks and Smashes, and then 
juggle them with specials and more normal attacks once they're up there.
Once again, try to separate them as well, it'll make the battle that much
easier on you. Once you get their damage percentage up there, just let them
have a nice Smash attack, and they should sink like cinderblocks.

Level 12 - Final Destination
-Ah, tradition. You've got to fight Bowser here, one on one. He isn't hard
at all, especially for the final enemy here. Just use his slowness to your
advantage, and jump around alot, and keep decking him when you get a chance.
Items also can be of help here too (the irony of breathing fire at Bowser..).
After he's up to around 150%, start trying to Smash him, and he should go 
flying pretty easily. Now sit back, grab a drink and watch the credits, fly
by. You've earned it.

-=-=-=-=-=-=-=-=-=-= 
-=-=-= Notes =-=-=-=
-=-=-=-=-=-=-=-=-=-=

Like I stated, this is not meant to be any kind of all-encompassing FAQ, just
a simple guide for anyone looking for tips on how to use Mario. I'm not the 
best SSBM player in the world, so if you have any tips that should be in this
FAQ that I overlooked, write to me (modium@aol.com) and let me know, and I'll 
gladly include your tip and give you credit for it. If you have any criticism
(intelligent critiicsm-only, please), send that to me too. This is my first 
FAQ, so I'm trying to do my best on it. Thanks to everyone for reading this,
I hope it helped some.

Special thanks to Concept(latex@brainleak.com) for helping out with some of
content and the layout, and for proofreading most of it for me.

Special thanks to Devin Morgan(devin_morgan@netzero.net) for making a great
SSBM FAQ and providing a Move List for Mario, which I used in this Guide.
The full version of his FAQ can be found here:
http://db.gamefaqs.com/console/gamecube/file/super_smash_bros_melee_b.txt

-=-=-=-=-=-=-=-=-=-= 
-=-= Legal Stuff =-=
-=-=-=-=-=-=-=-=-=-=

All information in this FAQ is copyright (c)2001 EndoNintendo. If you want to
use this FAQ on your site, write to me and ask permission first. It it for
personal and private use only. The only sites that have permission to use this
FAQ so far are as follows:

EndoNintendo (http://endonintendo.master-ball.com)
GameFAQs (www.gamefaqs.com)

If you find this FAQ at anywhere else, contact me as soon as possible. If you 
use any information whatsoever from this FAQ, please give me full credit. Do
not alter information in any way. The most recent version of this FAQ can be
found at http://endonintendo.master-ball.com

Super Smash Bros. Melee Copyright 2001 Nintendo/HAL Laboratory, Inc.

Characters Copyright Nintendo/HAL Laboratory, Inc./Creatures Inc./GAME FREAK inc./
APE inc.
