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>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> Link FAQ                                      <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


Super Smash Brothers Melee
Link FAQ
By Kim Nguyen (DaAznSaN) - DaAznSaN@msn.com
Version 5.0
Last Revised: February 6, 2001
This FAQ Copyright 2002 Kim Nguyen


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> 0. Contents                                   <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


0.    Contents
I.    Coming Soon
II.   Introduction
      A. Trophy Excerpts
      B. Timeline
      C. Tunics
III.  Attacks
      A. Ground Attacks
      B. Smash Attacks
      C. Aerial Attacks
      D. Special Attacks
      E. Throw Attacks
      F. Dash Attack
IV.   Battle Strategies
      A. Fallen Angel
      B. Recovery Mastery
      C. A Hunter's Game
      D. Dodge Boomerang?
V.    Item Strategies
      A. Containers
      B. Recovery Items
      C. Performance Items
      D. Battering Items
      E. Shooting Items
      F. Projectile Items
      G. Miscellaneous Item
VI.   Stage Strategies
      A. Infinite Glacier: Icicle Mountain
      B. Mushroom Kingdom: Princess Peach's Castle
      C. DK Island: Kongo Jungle
      D. Termina: Great Bay
      E. Yoshi's Island: Yoshi's Story
      F. Dream Land: Fountain of Dreams
      G. Lylat System: Corneria
VII.  Home-Run Contest
VIII. Target Test
IX.   Copyright
X.    Credits
XI.   Versions
      A. Version 1.0
      B. Version 2.0
      C. Version 3.0
      D. Version 4.0


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> I. Coming Soon                                <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


> Updates
  IV. Battle Strategies
  VI. Stage Strategies
> New
  XX. Combos


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> II. Introduction                              <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


=============== A. Trophy Excerpts 
==========================================

Even in his youth, Link was already becoming the warrior who would carry the 
destiny of Hyrule (and many other lands) on his shoulders.  His epic struggles 
against the forces of darkness are written in legend, and he is bound to the 
Princess Zelda and the archfiend Ganondorf by the awesome power of the 
Triforce.

Burdened with a shield, a heavy sword, and plenty of equipment, Link is not 
a very mobile character. Nevertheless, he's skilled with the blade, and his 
varied supply of missile weapons makes him a powerful fighter. To master Link, 
you must control the pace by balancing your long-range attacks with 
head-to-head swordplay.

Link's Bow, Boomerang, and Bombs all take time to wield, so you may want to 
try drawing them in midair to prevent your foes from attacking you while 
you're vulnerable. The Spin Attack can score consecutive midair hits, and 
the final slash is very powerful. Link's Bombs are his trump card, but he 
can't pull one out if he's carrying another item.


=============== B. Timeline 
=================================================

The Legend of Zelda
Nintendo Entertainment System
July, 1987

Zelda II: The Adventure of Link
Nintendo Entertainment System
December, 1988

The Legend of Zelda: A Link to the Past
Super Nintendo Entertainment System
April, 1992

The Legend of Zelda: Link's Awakening
Game Boy, Game Boy Color
August, 1993 (DX version released December, 1998)

The Legend of Zelda: Ocarina of Time
Nintendo 64
November, 1998

The Legend of Zelda: Majora's Masks
Nintendo 64
October, 2000

The Legend of Zelda: Oracle of Ages
Game Boy Color
May 14, 2001

The Legend of Zelda: Oracle of Seasons
Game Boy Color
May 14, 2001


=============== C. Tunics 
===================================================

Kokiri (green) Tunic
Goron (red) Tunic
Zora (blue) Tunic
GS (black) Tunic
Blue Ring (light blue) Tunic


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
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>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> III. Attacks                                  <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


--------------- Commands 
----------------------------------------------------
A:       A Button
B:       B Button
Z:       Z Button
UP:      Press Up on the Control Stick
FORWARD: Press Forward on the Control Stick 
BACK:    Press Back on the Control Stick 
DOWN:    Press Down on the Control Stick
RAPID:   Press the preceding button rapidly
,:       Press the preceding direction/button, then press the next button
+:       Tap the preceding direction and press the next button simultaneously


--------------- Damage Terms 
------------------------------------------------
Regular: Amount of damage when attack is not charged
Charged: Amount of damage when attack is fully charged
Far:     Amount of damage when done far away from enemy
Close:   Amount of damage when done close to the enemy
Ground:  Damage done from the ground
Air:     Damage done from the air
Smash:   Damage done when Control Stick was smashed as object was shot/thrown
All:     Damage done when all hits connect
N/A:     There is no set damage range


--------------- Note 
--------------------------------------------------------
All damage percentages were tested on Bowser.  Actual damage may differ.


=============== A. Ground Attacks 
===========================================

A:              Slash                 - 5%  (All)
A, A:           Counter Slash         - 8%  (All)
A, A, A:        Stab                  - 14% (All)
A, RAPID        Illusion Stab         - N/A
UP, A:          Half-Moon Swipe       - 9%
FORWARD, A:     Sword Chop            - 13%
DOWN, A:        Grass Cutter          - 11%

With the Master Sword in Link's possession, Link's normal Ground Attacks have 
very good range compared to the other fighters.  The Slash, Counter Slash, 
Stab, and Illusion Stab have a good attack rate.  But the same can't be said 
about Link's UP, FORWARD, and DOWN, A.  The extra range comes at the price 
of a slower attack rate.  This can be fatal in battles with multiple opponents 
as Link will temporarily be left open.  By Rolling out of crowds, Link can 
use his attacks without the worry of being surrounded.  Dodging and Rolling 
are two techniques that should be mastered, no matter who you use.  (Refer 
to the instruction manual to learn how to Dodge and Roll.)

In battles where there is not much concern of being surrounded, the Half-Moon 
Swipe is a very effective juggler.  It is the weakest of Link's three 
directional Ground Attacks but excessive use of this attack can add a lot 
of damage to the opponent early on.

The Sword Chop and Grass Cutter are moves that won't be used too often.  The 
Smash Attack counterparts of these two moves are very similar and can add 
an extra damage percent or two.  The Sword Slice can hit enemies above and 
in front of Link while the Sword Sweep can hit enemies to the left and right 
of Link.  The extra range of these two Smash Attacks are another plus.  One 
of the few times you would use the slightly quicker Sword Chop and Grass Cutter 
is when Link is surrounded, but the Spin Attack may be a better choice.


=============== B. Smash Attacks 
============================================

UP + A:         Triple Sword Swipe    - 15% (Regular, All) / 20% (Charged)
FORWARD + A:    Sword Slice           - 14% (Regular)      / 19% (Charged)
FORWARD + A, A: Double Sword Slice    - 32% (Regular, All) / 37% (Charged)
DOWN + A:       Sword Sweep           - 13% (Regular)      / 17% (Charged)

Link's Smash Attacks are not the most damaging attacks in the game, especially 
compared to the other fighters.  Even when the Smash Attacks are fully charged, 
the damage is only increased by 4-5%.  However, it's the attack range that 
makes these Smash Attacks worth using.  Link's Triple Sword Swipe can damage 
enemies above him and anyone very close to Link's left and right.  The Sword 
Slice can damage enemies that are in front of Link and slightly above him.  
The final Smash Attack, the Sword Sweep, can damage enemies on both sides 
of Link.  It's because of the attack range of Link's Smash Attacks that make 
him such a dangerous fighter.

One thing that makes Link's FORWARD + A unique is that pressing A a second 
time will cause Link to attack with another Sword Slice.  This means that 
Link can launch two Smash Attacks in one fluid motion.  The problem, however, 
is that the first hit will most likely knock the enemy out of Link's attack 
range, causing Link to miss his next slice.  The only time you can hit the 
enemy a second time is when the enemy has little damage or bounces off of 
a wall and falls within your attack range.  Still, the extra swing is just 
as powerful (or more powerful) as the first one and is well worth the effort 
if you can connect with both hits.


=============== C. Aerial Attacks 
===========================================

A:              Hylian Kick           - 9%
UP + A:         Stab-Up               - 16%
FORWARD + A:    Spinning Sword        - 13%
BACK + A:       Double Kick           - 13% (All)
DOWN + A:       Sword Plant           - 22%

The Aerial Attacks of Link consist of some of the most damaging and powerful 
attacks in the entire game.  A Stab-Up and Sword Plant can deal out amazing 
amounts of damage and with enough force to KO moderately damaged enemies.  
The Sword Plant will be the Aerial Attack used most often.  If the attack 
did not knock an enemy away, Link can repeatedly "bounce" on the enemy to 
deal out more damage.  This is most effective against the huge Giga Bowser 
and Master/Crazy Hand.  Although the extra hits will not be as strong as the 
first hit, some damage is better than none.

When the Master Sword is held up high for a Stab-Up, Link can cut through 
most downward attacks.  The long attack range from a Stab-Up either cancels 
out an attack or damages the enemy first.  Not only can it stop an attack, 
it can KO an enemy with high enough damage.  This is the other Aerial Attack 
that you will use a lot.

Link's other Aerial Attacks, unfortunately, are not as strong as the powerful 
Stab-Up and Sword Plant.  Despite the fair amount of damage that the other 
three Aerial Attacks do, none of them are strong enough to KO an enemy.  
Situations will arise where the enemy will neither be above or below you so 
use these moves sparingly.


=============== D. Special Attacks 
==========================================

B:              Bow                   - 1%  (Regular)      / 18% (Charged)
UP + B:         Spin Attack           - 15% (Ground)       / 15% (Air)
FORWARD + B:    Boomerang             - 6%  (Far)          / 16% (Close)
DOWN + B:       Bomb                  - 4%  (Close)        / 6%  (Smash)
                                                           / 11% (Air)

Link's Special Attacks mainly consist of projectiles.  The only 
non-projectile Special Attack that Link has is his Spin Attack.  However, 
it still has an incredible range.  The Spin Attack is one move that you will 
use a lot.  Unlike many other fighters, Link has a Special Attack that can 
actually KO his enemies.  On the ground, Link stands still as he spins his 
sword.  The attack is powerful enough to send anyone within the attack range 
flying.  It is also very quick and can attack both sides of Link.  In midair, 
the Spin Attack can hit an enemy multiple times.  The final swing of the sword 
is very strong and can KO a heavily damaged enemy.

The Bow is Link's most powerful projectile but it must be fully charged to 
do the most damage.  When the Bow is not fully charged, the arrow does not 
fly as far and is very weak.  At times, though, this can be useful.  If an 
enemy is at a lower elevation than Link, you can time the Bow to fire an arrow 
and hit the enemy as the arrow descends.  When it comes to edge-guarding, 
this can be helpful.

The Boomerang and Bomb are not as strong as in the first Super Smash Bros. 
but are still useful depending on the situation.  Against fighters who jump 
a lot, a Boomerang could be tossed as a distraction.  By holding up as you 
throw the Boomerang, you can throw the Boomerang at an upward angle.  The 
enemy has to react to dodge the Boomerang, but as they do, you can jump up 
and intercept the enemy.  Then again, if the enemy was hit by the Boomerang, 
that is just as good!

When there is a crowd of enemies, a Bomb can cause some quick damage.  The 
explosion from the Bomb will only hurt the enemy group so you no longer have 
to worry about being damaged as you did in the original.  Previously, in the 
first Super Smash Bros., the Bomb was also used as an edge-guarding attack.  
With the introduction of the Bow in Melee, the Bomb may not be needed for 
this situation.  The advantage of the Bow is that it can be charged to travel 
an exact distance whereas the Bomb can only be tossed a limited distance.  
The Bomb has little use in One-on-One Matches but vice-versa with multiple 
enemies.


=============== E. Throw Attacks 
============================================

Z               Hookshot              - 0%
Z, A/Z:         Hilt Strike           - 3%
Z, UP:          Sword Launch          - 6%
Z, FORWARD:     Kick Out              - 6%
Z, BACK:        Reverse Kick Out      - 6%
Z, DOWN:        Flying Elbow          - 6%

Throw Attacks are among the most useful attacks that any fighter will have.  
They can setup enemies for combos or simply KO an enemy.  Unfortunately for 
Link, none of his throws are capable of KO'ing an enemy.  All of Link's throws 
have very little power and, as you can see, cause very little damage.  The 
advantage of all of this is that the enemy will be close to Link after Link 
throws the enemy, so combos are very easy to setup.

Link's most useful throw is his Sword Launch.  Simply tossing the enemy above 
you and linking Half-Moon Swipes with Triple Sword Swipes can do a lot of 
damage.  Or, if the enemy is knocked high after the throw, you can jump and 
follow up with an aerial Spin Attack.  Better yet, you can combine the two 
combos to make one long and very damaging combo.  Remember that with multiple 
enemies, you may not have the time to get as many hits on the enemy as you 
want.  Don't be afraid to finish off the combo with a Triple Sword Swip or 
Spin Attack when enemies start to come to you.

The Flying Elbow can be a surprise set-up for the Sword Plant.  This throw 
slams the enemy into ground and bounces the enemy slightly off the ground.  
If you are quick enough, you can do a small jump and come down with an aerial 
Sword Plant.  To make this combo work more often, the enemy should have taken 
a good amount of damage.  The enemy bounces higher off the ground with more 
damage, thus making it easier to hit with the Sword Plant.


=============== F. Dash Attack 
==============================================

DASH + A:       Running Hack          - 12%

Every fighter has one Dash Attack and Link is no exception.  Link's Running 
Hack is a great attack to knock the enemy into the air.  The enemy will most 
likely be knocked slightly behind you, though, so remember to turn around 
if you want to start a combo.  Like the Sword Launch, you can use Half-Moon 
Swipes and Triple Sword Swipes to add some damage and a Spin Attack to end 
the combo.  But, as with any match with multiple opponents, be wary of other 
enemies as they can disrupt your combo.  The Running Hack has a long delay 
time.  Make sure that when you use this attack, you have enough time to recover 
without being hit.


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> IV. Battle Strategies                         <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


=============== A. Fallen Angel 
=============================================

Frequently attack with the Sword Plant.  This move has great priority, high 
power, and strong force.  In battles with multiple enemies, pick off the 
highest damaged enemy and deliver a Sword Plant for easy an KO.  Always make 
sure to come down hard when falling from the sky.  Don't be afraid to abuse 
this attack.  Learn to time this attack so it hits the enemy just as Link 
points the Master Sword downward.  If you perform the Sword Plant to soon, 
enemies will see it coming and avoid the attack.  By properly mastering when 
to use this attack, you can avoid missing and being attacked.


=============== B. Recovery Mastery 
=========================================

Link, despite being improved from the original, still has one of the worse 
triple jumps.  That being said, you must know how to peform the "quadruple 
jump."  There are two variations of the quadruple jump.

The first variation is the one most people are familiar with.  After grabbing 
the stage with the Hookshot, Link can pull himself up.  If Link needs an extra 
height boost, perform a Spin Attack.

The next quadruple jump is a strange one.  In a way, however, it could be 
considered a quintuple jump.  It adds versatility to the jump and defensive 
capability at the same time.  Start off by doing a double jump.  Then hold 
either the L or R Button while pressing the Control Stick in a direction.  
This will cause Link to perform an Aerial Dodge.  While still holding down 
the L/R Button, press the A Button to make Link launch his Hookshot.  Link 
will latch onto the stage if aimed correctly.  Pull Link up and use a Spin 
Attack if needed.

The versatility of this quadruple jump comes from how you can adjust Link's 
positioning with the Aerial Dodge.  If Link is too close to the stage, for 
example, you can direct Link to move avay from the wall before launching the 
Hookshot (for those of you who do not already know, Link cannot grab onto 
the stage if he is too close).  The defensive capability comes from the fact 
that you can also direct Link away from projectiles and other various attacks.  
This tactic can avoid danger and save yourself a stock.


=============== C. A Hunter's Game 
==========================================

Various forms of projectiles give Link a lethal arsenal to hunt with.  When 
you have the time, throw Boomerangs and toss Bombs at your enemy to bait your 
enemy into making a move.  Then react as to what happens.

The first tactic is to grab your enemy when they block.  Most people already 
know this.  After all, it is pretty obvious.  But there is a difference to 
knowing how to do something and doing it correctly.  For example, if you throw 
your Boomerang from across the stage, don't expect to be able to grab your 
enemy before the shield is lowered and they can move again.  Make the most 
of this tactic by using Bombs.

Boomerangs simply bounce off of a shield and enemies can quickly lower it 
before trouble starts brewing.  Bombs (as long as they are not deflected) 
are a better projectile to use since the explosion "clings" onto the shield.  
What I mean by this is that the enemy cannot stop their Block until the 
explosion disappears.  This gives you more time to grab the enemy.

If your enemy decides to Roll from the projectile, then tactics will vary.  
Rolling towards or behind you means a Spin Attack is coming their way.  Quickly 
pull one off to smack them away.  As long as you did not throw your Boomerang, 
you can throw it when the enemy decides to Roll away from you.  After the 
using the Bow and Bomb, immediately smash the Boomerang in their direction.  
Ending a Roll will leave anyone momentarily open.  Take this opportunity and 
make it count.

There are only a couple of methods of how your enemy can turn the momentum 
of the battle around.  The enemy can either deflect your projectiles into 
you or do a standing Dodge.  Being hit with your own projectiles will stun 
you and give your enemy a chance for retaliation.  Having your projectiles 
Dodged will allow the projectile to pass right by with very little delay.  
Catch your enemy off-guard before you commit to being the hunter.


=============== D. Dodge Boomerang? 
=========================================

Against fighters who jump a lot, a Boomerang could be tossed as a distraction.  
By holding up as you throw the Boomerang, you can throw the Boomerang at an 
upward angle.  The enemy has to react to dodge the Boomerang, but as they 
do, you can jump up and intercept the enemy.  Then again, if the enemy was 
hit by the Boomerang, that is just as good!


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> V. Item Strategies                            <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


=============== A. Containers 
===============================================

Barrel
Capsule
Crate
Egg
Party Ball

There isn't much to say about Containers since they are just that, containers.  
Other than the Capsule and Egg, Containers are very heavy and can drastically 
slow down you fighter.  However, they pack a huge punch if you can successfully 
toss a Container at someone (except for the Capsule and Egg).  Containers 
deal out the most damage when it is an explosive.  When thrown, the Containers 
can cause a huge explosion that is as strong as a Bob-omb (this time, the 
Capsule and Egg are included).

The main purpose of the Containers are to hold a variety of Items.  Break 
a Container and out comes one (1), two (2), or three (3) Items.  There is 
still a chance that the Container is an explosive so be careful when breaking 
a Container open as the explosion can hurt you, too.


=============== B. Recovery Items 
===========================================

Food
Heart Containers
Maxim Tomato

There isn't much to say about Recovery Items since they only heal your fighter.  
Heart Containers heal the most damage (100%) so be sure to pick those up before 
any enemies can.  Maxim Tomatoes heal the second most damage (50%).  These 
are not as rare to find as Heart Containers but don't nearly heal as much 
damage.  Still, a Maxim Tomato can heal just enough damage to survive another 
Smash Attack or two.  Food heal the least amount of damage but appear very 
often.  The biggest source of food comes from Party Balls.  Occasionally, 
a banquet of food comes out.  If you can manage to eat all of the food, then 
you can heal a substantial amount of damage.  It won't be as much as a Heart 
Container but every bit helps.  Oh, and remember, Recovery Items can be picked 
up when holding any Item but a Projectile Item.


=============== C. Performance Items 
========================================

Bunny Hood
Cloaking Device
Metal Box
Poison Mushroom
Starman
Super Mushroom

All of the Performance Items, with the exception to the Poison Mushroom, 
should almost always be picked up.  The Starman is useful in any situation 
since it grants you invincibility.  Always try to touch this Item whenever 
it appears.

The other good Performance Items (the only bad one being the Poison Mushroom) 
should be gotten depending on the stage and amount of players.  The Super 
Mushroom is best used against a single opponent on a small stage.  Avoid this 
Item if there are more than one enemy.  Although you are given in increase 
in power and weight, you are also a much larger target.  Beware of enemies 
trying to team up on you as you are a very easy fighter to hit.

The Metal Box and Bunny Hood are sort of like opposites to each other.  On 
non-scrolling stages, the Metal Box is handy since the extra weight makes 
it difficult to be knocked off.  But move into the scrolling stages and the 
extra weight can be used against you.  You constantly need to be jumping to 
stay on-screen, but the weight can shorten your jump and lead to 
self-destructs.  This isn't a major problem, fortunately, since it is rare 
for the weight to affect people this much.  Just keep an eye open for these 
kind of situations.  In the case you are on a scrolling stage, pick up the 
Bunny Hood.  The extra height in your jump will make it much easier to jump 
from platform to platform.  Since the Bunny Hood fixes the problem of the 
Metal Box, it is best to combine both of these Items.  You will have the extra 
weight to avoid being knocked far yet still have the jump boost of the Bunny 
Hood to keep you alive when you do.

No matter what your fighting style is for Link, the Cloaking Device is very 
handy.  The invisibility does not help a lot if you like to fight from a 
distance since the Bow, Boomerang, and Bomb are still visible, but it can 
keep you safe from damage if you enemy plays the same way as you.  It is when 
you play close-combat that the Cloaking Device helps the most.  Free from 
damage, Link can rush into combat with his Master Sword swinging.  Do not 
be afraid to attack with Smash Attacks since even a Level 9 CPU will not be 
able to detect you quick enough (unless you did something to give away your 
location).  Be stealthy and hit fast and hard.


=============== D. Battering Items 
==========================================

Beam Sword
Fan
Hammer
Home-Run Bat
Lip's Stick
Parasol
Star Rod

With Link's Master Sword, is there any point in using Battering Items?  Of 
course!  The Beam Sword, Hammer, and Parasol are extremely effective against 
any enemy.  All three can deal out heavy damage and KO enemies.  The Beam 
Sword gives Link extra attack-range in his attacks, the Hammer gives 
temporary hammer power, and the Parasol offers floatation for returning to 
the stage or slowing your descent to avoid damage.

The Home-Run Bat should be used based on the match.  One-on-One battles are 
tricky to effectively use the power of the Home-Run Bat.  It does not have 
great range and it has a slow attack speed.  Free-For-All and Two-on-Two 
battles is where the Home-Run Bat is handy.  While the enemies are preoccupied, 
take the time to knock one out of the stage.

Lip's Stick can be pretty effective.  It lacks attack range but makes up for 
it in the damage it can do.  Hit an enemy with the Lip's Stick to put a flower 
on their head.  The enemy will begin to take damage at a steady rate.  Keep 
whacking the enemy to keep the flower on their head since it will eventually 
be shaken off.

The Star Rod, despite being a Battering Item, is best used as a Projectile 
Item.  Throw it into an enemy and they will fly at a downward angle.  If the 
enemy has high enough damage, they will travel exceedingly fast into their 
doom.

Fans of the Fan will be happy to know that the Fan has been changed very little 
from the original.  It still has a very quick attack rate and the ability 
to break a shield in just a few swipes.  Against computer enemies, the Fan 
should be avoided.  It does not deal out damage quickly and it rarely ever 
breaks a shield (since the computer enemies rarely use it).  Only against 
human enemies does the Fan become really useful.  Depending on the fighting 
style of your enemy, the Fan can easily punish excessive blockers and 
hit-and-run fighters.  Other than that, there isn't much use.


=============== E. Shooting Items 
===========================================

Fire Flower
Ray Gun
Super Scope

With these Items, Link has one more long-range attack.  If the Bow, Boomerang, 
and Bomb weren't enough, then pick up a Shooting Item.  Of the three, the 
Ray Gun is the best for One-on-One battles.  You will have the time and space 
needed to let you get good shots on your enemy.

Taking on multiple enemies requires an Item that can hit them all.  The best 
Shooting Item for this situation is the Super Scope.  You can either shoot 
a flurry of small laser blasts or charge up for a powerful boom.  In 
Free-For-All and Two-on-Two battles, you can let the other fighters fight 
as you charge up.  Depending on your partner in a Two-on-Two battle, you may 
opt for rapid fire.  Using the rapid fire, the enemies will be held in place.  
This gives your partner plenty of time to use their strongest attacks to deal 
out damage.  Make sure that your partner uses attacks that are quick and can 
cause damage quickly.  You do run on limited ammo so they have to make the 
best of their time.

The Fire Flower has been severely weakened from the original.  It is now much 
easier to escape from the Fire Flower and the damage done to the enemies is 
hardly worth the time and effort of using it.  Leave this Item alone.


=============== F. Projectile Items 
=========================================

Barrel Cannon
Bob-omb
Flipper
Freezie
Green Shell
Motion-Sensor Bomb
Mr. Saturn
Pokeball
Red Shell
Screw Attack

Whenever you see a Projectile Item, pick it up!  Other than Barrel Cannon, 
Mr. Saturn, and Red Shell, Projectile Items have a positive effect.  The 
Pokeball is among the best of any Item.  Getting pokemon like Entei can rack 
up amazing amounts of damage within seconds.  Not only do they deal out damage, 
they hold the enemy still.  Following up with some Falling Stabs while the 
enemy is held still can seriously put the hurt on your enemies.  The Pokeball 
itself can cause damage when thrown into the enemy so make sure you peg them 
in case the pokemon failed to do any damage.

The Bob-omb is a very dangerous Item, not only for the enemy but for you.  
When you get too close to the enemy, the Bob-ombs explosion can blow you away.  
It also begins walking around the platform it is on when left alone.  Touch 
it when it is walking and it will explode, taking you with it.

The Green Shell has a similar effect to the Bob-omb.  It does not blow up 
but it can do a lot of damage with enough force to KO multiple enemies.  When 
the Green Shell is thrown into someone, it will keep traveling through the 
air.  It can hit any additional enemies in the way as well as yourself and 
your partner.  Jumping onto the Green Shell also pushes the shell along the 
ground and hurts anybody in the way.  But wait!  You can also attack the Green 
Shell to make it glide through the ground and air.

Red Shells are the same as the Green Shell but with two differences.  For 
one, the Red Shell is red whereas the Green Shell is green.  Secondly, the 
Red Shell moves back and forth along the platform it is on.  This hurts anyone 
who touches it, including the person who threw it.

Freezies are a fun Item to use.  It is easily broken when it glides along 
the ground so you should pick the Freezie up before anyone attacks it.  Throw 
the Freezie to temporarily freeze an enemy.  If the enemies are close enough, 
it is possible to freeze more than one.  While the enemy is frozen, Link should 
follow up with his Double Smash Slash.  The enemy won't fly away from the 
first hit so it is very simple to hit with both slashes.

There isn't much to say about the Flipper.  Simply throw it and knock the 
enemy into it.  The Flipper acts as a temporary wall.  Use it to keep enemies 
trapped as you attack.  A much better use of the Flipper is to throw it off 
of the stage.  Knock your enemy (or enemies) off the stage and watch as they 
try to return to the stage but fail due to the intefering Flipper.

The Motion Sensor Bomb has similar results to the Bob-omb.  Throw this Item 
into someone to cause a bit of damage.  As long as the Motion Sensor Bomb 
doesn't fall off of the stage, it will stick to the ground.  Knock someone 
into it to cause massive damage and hopefully gain a KO.  Be careful as you 
can be knocked into it yourself.

The Screw Attack can be very useful or very wasteful.  Having the Screw Attack 
with you when you try to return to the stage helps since it increases Link's 
jumping abilities.  Other than that, the Screw Attack has no other useful 
use unless you throw it.  When the holding the Screw Attack and jumping, the 
damage is very little.  Throwing the Screw Attack is much better.  For one, 
it knocks the enemy high up.  This is good for Falling Stabs when the enemy 
is low enough since the enemy will be completely paralyzed to do anything.  
The best time to hit someone with the Screw Attack is when they are returning 
to the stage.  Hitting someone in midair will cut off their double and triple 
jump.  As long as the enemy is not already close to the edge of the stage, 
there is no way for the enemy to snap out of their paralysis.

The other two Projectile Items, the Barrel Cannon and Mr. Saturn, have little 
use.  People enjoy using Mr. Saturn because it is fun to throw around a walking 
head but even they have to admit that it cannot do a whole lot of damage.  
The Barrel Cannon may be effective against the computer enemies since they 
blast themselves out of it as soon as possible.  This may end up in the computer 
enemies being launched a pit or off the stage.  Against human enemies, they 
can (and will) time the launch to be shot in a safe direction.  These two 
Items can be fun to use but does not have much useful effects.


=============== G. Miscellaneous Item 
=======================================

Warp Star

The Warp Star is a difficult Item to put into any particular category.  It 
fits none of the descriptions and thus must be put into the Miscellaneous 
Item, even if it is the only one.  This doesn't mean the Warp Star is bad, 
though.  Of all of the new Items, the Warp Star may be the best one.  Upon 
"picking up" the Warp Star, Link will hop on it and fly high into the sky.  
Then Link will come crashing straight down in a huge bang and knock away any 
nearby enemies (or better yet, KO any nearby enemies).  The Warp Star is used 
only once so make sure you make it count; press LEFT or RIGHT to control where 
you land.

This is one Item that you should try to pick up right away, especially if 
your enemies are heavily damaged.  Against the CPU, there is no hurry since 
the CPU Players will rarely use it.  With Human Players, this is a whole 
different story since anyone who has a bit of experience with the game should 
realize the power of the Warp Star.  If your enemies do get to the Warp Star, 
either run away or Roll at the last second to avoid being hit.  The Warp Star 
is unblockable so this should give you an idea of how strong the Warp Star 
can be.


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> VI. Stage Strategies                          <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


=============== A. Infinite Glacier: Icicle Mountain 
========================

One of the first available scrolling stages is Icicle Mountain.  The screen 
is constantly moving up or down and requires you to keep moving.  Quick jumping 
and falling is needed to avoid being off-screen.  Link's main attack to use 
on this stage is the Spin Attack.  As the screen moves up, Link can jump and 
use the Spin Attack to hit anyone above him.  If Link happens to be above 
the enemy instead, fall through the floor and stab the enemy with a Falling 
Stab.

The sides of the stage has little room to recover.  Get struck by a strong 
attack to the left or right and it is a sure TKO.  Use this to your advantage 
and smash the enemies off the sides.  A ground Spin Attack hits with enough 
force to smack any enemy to the edge.  With lethal timing of your Spin Attack, 
you can easily rack up the KO's.


=============== B. Mushroom Kingdom: Princess Peach's Castle 
================

There are two factors of this stage that can interfere with the fighters.  
The Bullet Bill is (obviously) a bullet that slowly crashes into the castle.  
It explodes when implanted and the explosion can completely annihilate anyone 
unlucky enough to be caught in the blast.  Even at zero percent (0%) damage, 
a fighter can rack up fifty percent (50%) damage and be KO'ed instantly.  
Avoiding the Bullet Bill is a simple task but keeping the enemy trapped near 
it is tougher.  Using Link's projectile weapons can keep enemies in place 
as the bullet explodes.  A barrage of Boomerangs and Bombs work well.  Or, 
you can hit the enemy into the bullet as it explodes.  This requires a bit 
of practice in timing but is much easier when you learn it.

The other stage interference are the various buttons around the stage.  
Standing on one of these buttons will cause blocks and temporary platforms 
to appear.  The blocks hold an item while the platforms are another level 
for you to fight on.  Unlike the Bullet Bill, this stage interference does 
not harm any of the fighters.  It is perfectly safe to step on the button 
and interact with whatever happens.


=============== C. DK Island: Kongo Jungle 
==================================

Kongo Jungle has little stage interference as long as you stay on the main 
platform.  In very few times, an orange Klap Trap will jump from the river 
and attacks anyone in its path.  When this does happen, it does a good amount 
of damage and packs a huge bite.  This randomly happens so there is not much 
anyone can do to use this to their advantage.

Off to the right side of the main platform is a little rock jutting out from 
the waterfall.  By repeatedly using Spin Attacks while on the rock, you can 
keep anyone away.  If you get knocked off, grab onto the edge and attack as 
you pull yourself up.  Then use more Spin Attacks.  With multiple enemies, 
this is a must-use strategy.  In a Free-For-All battle against three Level 
9 computer enemies, I racked up a score of more than plus thirty (+30) Total 
in just ten minutes.

Underneath the main platform is a moving barrel.  It behaves in the same manner 
as the Barrel Cannon except this one does not break apart after a single use.  
Use this to help yourself return to the stage but make sure that the barrel 
is facing the right direction before you do.

Occasionally, a log will stick out of the waterfall to the left and right 
of the main platform.  The log is very thin and should not be used to fight 
on since it will break away.  However, you can grab onto the log to pull 
yourself up and jump back to the main platform.


=============== D. Termina: Great Bay 
=======================================

This is the first of two of Link's home stages.  Battle takes place on a small 
platform with two smaller ones to the left and right.  Then out in the water 
is a giant turtle, made famous from The Legend of Zelda: Majora's Mask.  Link 
is most effectively used when on one of the two smaller platforms.  Once again, 
the Spin Attack is incredibly effective here.  Repeated use of the Spin Attack 
can keep enemies at bay (pun intended).  It is best to use the Spin Attack 
to hit the enemy towards the inside of the stage, not the outside.  The force 
of the Spin Attack can knock an enemy into the upper roof of the main platform 
and bounce straight down for an easy KO.

To the top-right of the platform will be a little balloon-riding elf named 
Tinkle.  You can grab onto the balloon and pull yourself up.  This seems to 
offer no strategic advantage.  It is best to leave Tinkle alone.

The turtle also offers no strategic advantage for Link unless Link needs to 
return to the stage from the right side.  Link can land on the turtle and 
continue his fight against his enemies.  The turtle will dive over time and 
greatly (pun intended) decrease the size of the stage.  Once again, the main 
the two small side platforms are the place to be when playing as Link.


=============== E. Yoshi's Island: Yoshi's Story 
============================

Reminiscent of Dream Land from the original Super Smash Bros. is the fairly 
plain Yoshi's Story.  There is absolutely no dangerous stage interference.  
The only interactive elements are the Shy Guys who drop food and the 
occasional moving cloud on the left and right.  This is one of those stages 
where Link has no particular area to gain an advantage.  You must play with 
your battle skills to win here.  The stage is very small so be wary of team-ups 
in multiple enemy battles.


=============== F. Dream Land: Fountain of Dreams 
===========================

This stage is almost exactly like Yoshi's story.  Remove the Shy Guys and 
the moving cloud to have another plain level.  The main addition to this stage 
is the moving left and right platforms.  Once again, there is no area for 
Link to take advantage of, it takes battle skills to win.


=============== G. Lylat System: Corneria 
===================================

This stage is a remake of Sector Z in the original.  The Great Fox is much 
smaller and the Great Fox will now fire its main lasers.  Anyone hit by the 
lasers will be instantly KO'ed.  Fortunately, you have to be off the left 
side of the stage and leveled with the lower guns to be hit.

Where Link can really excel in One-on-One battles is the lower-right side 
of the Great Fox.  The wall is huge and Link can set-up some viscious combos.  
Make use of Link's Double Smash Slash.  The first hit will bounce your enemy 
off the wall and into position for the next slash.  Remember that you do not 
have to slash the second time right away.  Give your enemy time to land in 
front of you before you attack.

Link should stay on the upper portion of the stage when facing multiple 
enemies.  Getting trapped between the wall on the lower-right with multiple 
enemeies can put the hurt Link.  The upper level has enough room for Link 
to single out enemies and finish them off.  With no platforms to get in the 
way, Link should use a lot of Falling Stabs.  In Yoshi's Story and Fountain 
of Dreams, the enemy can wisely hide under the platforms, safe from Link's 
Falling Stab.  Here, there is nothing for them to hide under.  Link can easily 
rack up the KO's.


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> VII. Home-Run Contest                         <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


--------------- Instructions 
------------------------------------------------
1.  Facing left, quickly grab the Home-Run Bat.
2.  Roll to the Sandbag's right, still facing left.
3.  Do an Overhead Slash.
4.  Wait for the Sandbag to almost touch the ground, then repeat Step 3.
5.  Repeat Step 4.
6.  Turn around and face right.
7.  Repeat Step 4 three (3) more times.
8.  Turn around and face left.
9.  Repeat Step 4 two (2) more times.
10. Turn around and face right.
11. Time your swing and hit the Sandbag while it is in midair.


--------------- Overview 
----------------------------------------------------
First, pick up the Home-Run Bat.  Then, quickly roll to the Sandbag's right 
(you should be facing left).  Do an Overhead Slash three (3) times.  After 
the third Overhead Slash, turn around and face right.  Do another three (3) 
Overhead Slashes.  Turn to the left once more and do two (2) more Overhead 
Slashes.  Turn to the right a final time and hit the Sandbag with a charged 
Home-Run Bat while the Sandbag is in midair.


--------------- Note 
--------------------------------------------------------
After each Overhead Slash, make sure the Sandbag is almost touching the ground 
before you do another Overhead Slash.  Also, depending on how you hit the 
Sandbag, results will vary to either an average of 800 ft. or an average of 
1150 ft.  Hitting the Sandbag when it is above Link will result in a distance 
of about 1150 ft.  If the Sandbag is hit anywhere else, it will only go about 
800 ft.


--------------- Personal Distance 
-------------------------------------------
1175.8 ft.


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> VIII. Target Test                             <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


--------------- Layout 
------------------------------------------------------

                         _F_  6
                        /
                       /
                   2   |5
  |       7    1       |D
  H      -G-    -A-    |-
  | 8     10     |     | |
9 |              |  3 ----E 4 -
                 |
                 |  B       C
                 |  \       /
           ______|_____________


--------------- Instructions 
------------------------------------------------

Start:   Start on Platform A.
1 and 2: Jump and do a Spin Attack (UP + B).
Then:    Land on Platform A.
3:       Drop down and do a Jump Kick (A in the air).
Then:    Land on Platform B.  Jump to platform C.
4 and 5: Jump and do a Spin Attack (UP + B).
Then:    Land on Platform D or E.
6:       Double jump and do a Spin Attack (UP + B).
Then:    Land on Platform F.
7:       Double jump and do a Jump Kick (A in the air).
Then:    Land on Platform G.
8:       Take out a Bomb (DOWN + B) and throw it.
9:       Charge up an arrow and release when Wall H moves up.
10:      Drop through Platform G and do a Jump Kick (A in the air).


--------------- Personal Time 
-----------------------------------------------
14.63 seconds


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> IX. Copyright                                 <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


This FAQ was created by me, Kim Nguyen.  Do not take this FAQ and copy it 
in any way without my permission. If you wish to use my FAQ, send me an e-mail 
at DaAznSaN@msn.com stating what you will use the FAQ for. If you were given 
permission to use my FAQ, you must not change the FAQ in any way and you must 
give me full credit. Thank you for following my guidelines.


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> X. Credits                                    <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


- AdmiralViscen IV
- Bill_Helios
- blueflame
- Kim Nguyen (DaAznSaN)
- KnucklesShadowSonic
- Meganium00
- Nintendo Power
- Shigmiya64 
- The Dark Link
- t 002 Tyrant
- Yellow Comet CO Toyz


>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>> XI. Versions                                  <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>                                               <<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>***********************************************<<<<<<<<<<
<<<<<


=============== A. Version 1.0 
==============================================

> Complete
  - 0.    Contents
  - I.    Coming Soon
  - II.   Introduction
          A. Trophy Excerpts
          B. Timeline
          C. Tunics
  - III.  Attacks
          A. Ground Attacks
          B. Smash Attacks
          C. Aerial Attacks
          D. Special Attacks
          E. Throw Attacks
          F. Dash Attack
  - V.    Item Strategies
          A. Containers
          B. Recovery Items
          C. Performance Items
          G. Miscellaneous Item
  - VII.  Home-Run Contest
  - VIII. Target Test
  - IX.   Copyright
  - X.    Credit
  - XI.   Versions
> Incomplete
  - V.    Item Strategies
          D. Battering Items
          E. Shooting Items
          F. Projectile Items


=============== B. Version 2.0 
==============================================

> Complete
  - V.    Item Strategies
          D. Battering Items
          E. Shooting Items
          F. Projectile Items
> Updates
  - III.  Attacks
          E. Throw Attacks


=============== C. Version 3.0 
==============================================

> Complete
  - VI.   Stage Strategies
          A. Infinite Glacier: Icicle Mountain
          B. Mushroom Kingdom: Princess Peach's Castle
          C. DK Island: Kongo Jungle
          D. Termina: Great Bay
          E. Yoshi's Island: Yoshi's Story
          F. Dream Land: Fountain of Dreams
          G. Lylat System: Corneria


=============== D. Version 4.0 
==============================================

> Complete
  IV.   Battle Strategies
        A. Fallen Angel
        B. Recovery Mastery
        C. A Hunter's Game
        D. Dodge Boomerang?
> Updates
  III.  Attacks
        A. Ground Attacks
        B. Smash Attacks
        C. Aerial Attacks
        E. Throw Attacks
        F. Dash Attack


=============== E. Version 5.0 
==============================================

> Format Update
