__________________ ______________________ _ __________________________ ___ ____________________________ _____ ______________________________ _______ ________________________________ _________ ######_#____#_#####__#####_#####____ __________ # _____#____#_#____#_#_____#____#_____ ____________ # _____#____#_#____#_#_____#____#______ _____________ #####__#____#_#####__#####_#####________ ______________ ___#_#____#_#______#_____###___________ _______________ ___#_#____#_#______#_____#__##___________ ________________ ######___####__#______#####_#____#__________ _________________ __________________________________________ ######_##_____##__ ## ######_#____#_____#####__#####___####___#####___ #_______#_#___#_#__# # # __#____#_____#____#_#____#_#____#_#________ #_______#__#_#__#_# # # __#____#_____#____#_#____#_#____#_#_________ _#####__#___#___#_###### #####__######_____#####__#####__#____#__####_____ ______#_#_______#_# # #_#____#_____#____#_###____#____#______#____ _______#_#_______#_# # #_#____#_____#____#_#__##__#____#______#_____ _######__#_______#_# # ######__#____#_____#####__#____#__####__#####___#__ ____________________ _____________________________________________ ____________________ __##_____##_#####_#_____#####_#####__________ ____________________ __#_#___#_#_#_____#_____#_____#______________ ___________________ __#__#_#__#_#_____#_____#_____#_____________ ___________________ __#___#___#_#####_#_____#####_#####_________ # # # # # # # # # # # # # # ##### ##### ##### ##### _________________ ___________________________________________ ________________ __________________________________________ _______________ _________________________________________ _______________ ________________________________________ _____________ _______________________________________ ____________ _____________________________________ ___________ ____________________________________ _________ ___________________________________ ________ _________________________________ ______ _______________________________ ___ _____________________________ _ __________________________ _______________________ ___________________ _________ /=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\ \\ // || Super Smash Bros. Melee || || Training Mode FAQ || // \\ \=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/=\=/ FAQ WRITTEN BY: THE AMAZING ONE the_amazing_one3000@yahoo.com ############################################################################### # # # Table of Contents # # # ############################################################################### Introduction FAQ Version History SSBM Version Differences About Training Mode Rewards From Training Mode Miscellaneous Things to Know Introduction to Strategies The Red Shell Trick The Strategies Dr.Mario Mario Luigi Bowser Peach Yoshi DK C.Falcon Ganondorf Falco Fox Ness I.Climbers Kirby Samus Zelda/Sheik Link Y.Link Pichu Pikachu Jigglypuff Mewtwo Mr.G&W Marth Roy Beginner Strategies Highest Scores Credits Contacting Me Legal Information ############################################################################### # # # Introduction # # # ############################################################################### Welcome to my FAQ about Training Mode combos. Super Smash Bros. Melee has many different modes for getting high scores: Home Run Contest, Target Test, Event Matches, and much more. But there is a mode for getting high scores that many people overlook: Training Mode. You'll notice that, in the character select screen for Training Mode, you can view the "highest combos" for each character. This FAQ focuses on methods for getting high Training Mode combo scores. Getting high "Max Combos" in Training Mode takes a lot of patience and endurance. How high you score with most strategies depends on how long you can keep the strategy going. If you can keep the strategy going for longer than the best in the world, you could be a World Record holder! If you have the intention of getting high scores in Training Mode combos, you better get ready for a lot of repetitiveness. Make sure you have a lot of free time when you work on high combos- some strategies take hours and hours to max out! You get to the point where you're _relieved_ when you mess up because then you can finally stop doing the strategy =P But at the same time, Training Mode is a lot of fun. People often don't realize that. They think Training Mode is a useless mode that nobody uses. Well, it's not like that at all! ;) Enjoy the FAQ. Happy comboing! ############################################################################### # # # FAQ Version History # # # ############################################################################### 5/31/04 Version 1.0 I just created the FAQ! There are strategies for most of the characters, although there is still lots of room for improvement. 6/04/04 Version 1.1 GameFAQs didn't accept the guide =( so I finished putting all of the character strategies. I also added the "About Training Mode" section and made minor changes to the FAQ in general. 6/05/04 Version 1.2 I went through and made some character strategies more specific, added new strategies, and re-wrote things that weren't clear. I added the "Rewards From Training Mode" section and the "Beginner Strategies" section. 6/27/04 Version 1.25 I added a new Bowser strategy (thanks to PWOPLW) and made some formatting changes. 8/23/04 Version 1.26 I added the "Highest Scores" section. ############################################################################### # # # SSBM Version Differences # # # ############################################################################### There are 4 versions of Super Smash Bros. Melee: 1.0 1.1 1.2 PAL Versions 1.0, 1.1, and 1.2 are the North American versions. PAL is the European and Latin American version. If you bought your game disc in Europe or Latin America, you have the PAL version. If not, here is what you have to do to check if you have version 1.0, 1.1, or 1.2: Look at your SSBM disc, on the shiny side (that is, the side that faces down when you put the disc into the GameCube; the side the GC reads). Look on the inner circle of the disc for small text. You should see the following text: DOL-GALE-0-00 However, instead of 0-00, your game disc may say 0-01 or 0-02. This corresponds to your game version: 0-00 for 1.0, 0-01 for 1.1, and 0-02 for 1.2. There are minor version differences that usually don't affect gameplay. However, these minor changes make quite a difference in Training Mode. Pikachu, Pichu, Link, Young Link, and Ness have an infinite combo that can be done to a character against a wall, but this combo doesn't work very well in versions 1.2 and PAL. Another major difference is the fact that the Red Shell trick (see the "Red Shell Trick" section) freezes versions 1.0 and 1.1, so in those versions it cannot be used. Also, the Ice Climbers Freeze Glitch (see the Ice Climbers section) does not work in PAL. Always check to see if a strategy only works in a certain version only. I will specify if a particular strategy does not work on some versions. ############################################################################### # # # About Training Mode # # # ############################################################################### Training Mode is accessible in the 1Player Mode. On the main menu, click on 1-P Mode, and Training Mode will be the 4th item in the submenu that appears. At this point, you choose your character and who the opponent will be. Choose the character you wish to get high scores with (or train with). You will see your highest combo score on the lower part of the screen. For the opponent, choose who you wish to get high scores on (or train on). Most high scores strategies were designed to be done on a Bowser, but a few are to be done on Fox. After you choose your character and opponent, you choose the stage. Most strategies are done on Hyrule Temple, but there are some exceptions. When you have made your choice, you will be transported to the stage along with the opponent. In training mode, the start button brings up a special menu instead of pausing the game. Again, start DOES NOT pause the game; while the menu is up, everything is still going on. The menu has several options for controlling the training environment. The first is the speed. You can set the speed to 1/4, 1/2, 2/3, 1, 1.5, or 2. Changing the speed is helpful if you are trying to learn the timing of a technique. You could start on 1/4 and work your way up until you can time something at x2 speed. In the high scores strategies, it is helpful because sometimes a a strategy is very hard and it helps to slow down the speed to make it easier. In other cases, a strategy is very easy and you want to speed things up so that you can get a high score quicker. The second option is spawning an item. You can select which item(s) to spawn, then press A on that option to spawn it. You can spawn a maximum of 12 items at any point. This option is useful for training with an item. In getting high scores, it is also useful because some Training Combos strategies require using an item. Third is controlling how many opponents there are. You can put one, two, or three. Unfortunately, all opponents must be the same character, the character that you selected at the beginning. Well, each opponent has his own Consecutive Hits counter, so sometimes if you hit a second or third opponent in a strategy the counter goes back to 1 then back to whatever it was on. This is not a cause for concern; it is simply displaying the counter for whichever opponent you attacked last. In high score strategies, multiple opponents are mostly used to occupy space on a platform, to keep a character from sliding back too far in the middle of a strategy (most characters slide back when using multi-hit moves. This was a precaution by the designers to keep characters from having infinite combos in which you pin an opponent against a wall. However, if the character has no where to slide back to (if other opponents are in the way), then there is, in fact, an infinite combo. Also, if the platform is too short for characters to slide back, it's an infinite combo as well. We take advantage of this in some Training Combos strategies.) Fourth on the menu is controlling what type of AI you will be fighting against. The options are: Stand: The opponent will just stand and do nothing. When you knock him off the stage, he will try to recover. Also, if he lands on his back, he sometimes gets up with an attack. He also sometimes gets up from an edge with an attack. Apart from this, he does not hurt you. Walk: Almost the same as stand. He recovers and gets up in the same ways, but instead of standing around, he walks. Jump: You guessed it. Recovering and getting up is the same, but under normal conditions he just jumps in place. Useful for training aerial attacks or spikes, and also to train juggling. Evade: Boy, this guy's annoying. He runs away from you like the plague. He basically acts like a computer in VS mode when you have a Starman. He's not too hard to catch, but if you want to practice against an opponent who just wants to get away from you, this is the guy to practice against. Attack: If you expected to practice against a fighting opponent, tough luck. Although this guy does attack you, he fights like a level 1 computer. One thing that was lacking in Training Mode is the option to fight against an actually good AI. Although this guy walks, jumps, and attacks, he's still almost as easy to beat up as a Stand computer. Human: This option is very useful. Set the computer on Human, then plug in a controller into the second slot and you will be able to control him. If you really want to practice against a good opponent, you can get one of your friends to play the "computer" for you. In high combo strategies, it's also useful because sometimes it is necessary to manipulate the computer so that he walks right into your combos. When getting high scores, you will always be using Stand or Human. We don't need the computer jumping, evading, or attacking out of our combos in the middle of getting a high score, now, do we? The fifth option is not only useful, but quite fun. You can set the damage of the computer to whatever you want, from 0% to 999%. Every time you bring up the menu, the computer will automatically go to that damage. It's fun to put the computer's damage on 999% and kill him with one move, or you can practice against an opponent on 100% damage and find out ways to go for the kill in real matches. In getting high scores, sometimes some strategies only work if the computer is on a certain damage. In those cases, this option can be used. The sixth option is the camera type. I don't use this one much, and in most cases you won't have to either, getting high scores or just training. Here is what the three camera types mean: Normal: The camera acts like the camera in VS matches. Most of the time, it zooms in or out so that all the characters are on the camera. This is the default. Zoom: In this camera mode, the camera is always zoomed in on your character. You could use this to watch the animations for moves or to admire the great character models of this game, but in general, it's not practical to train with the camera on zoom. Free: When the camera is on Free, it can be controlled by the controller in slot 4. The controls for moving the camera are the same as the ones in camera mode (except for taking pictures, of course): Control Stick up: Zoom in; down: Zoom out D-pad: Tracking (scroll left, right, up, or down) Y: Zoom in X: Zoom out C stick: Rotate the camera Hold A+Control stick: Tracking (like the D-pad) L,R: Lock on to a certain character You'll always be using Normal Camera in the high combos strategies described in this guide. Finally, there are two "buttons" at the bottom of the menu: "Reset" sets all the options back to default and both you and the opponent appear at your original positions. "Finish" exits Training Mode. In addition to the menu, there are a few more things in training mode for you to note: At the top-right, the speed is displayed, as well as the computer type. There are also three counters: Damage: Displays how much damage was done by the most recent attack that hit the opponent. Consecutive Hits: Counts up how many moves you have linked together on the opponent. In getting high scores, this is the counter that concerns us the most. Total Damage: Displays the total damage done by all the moves in the current "combo". ############################################################################### # # # Rewards From Training Mode # # # ############################################################################### There are 3 trophies that you get from Training Mode: Metal Box: Score 10 combo hits or higher with any character Lip's Stick: Score 20 combo hits or higher with any character Bunny Hood: Score 125 combo hits or higher as a total of all characters You should have no problem getting these 3 trophies if you use the strategies found in this FAQ. Using the Red Shell Glitch, all characters can get over 125 combos--and if you get 125 combos with one character, you already earn all 3 of these trophies. If you want to get these trophies the easiest way possible, check out the "Beginner Strategies" section. Apart from those trophies, there are no in-game rewards earned in Training Mode. There's always the reward of knowing that you got a high score, though =) ############################################################################### # # # Miscellaneous Things to Know # # # ############################################################################### - Once you get more than 999 combos, the "Consecutive Hit" counter will remain on 999. However, the game is still counting up, and your record is unaffected. - The maximum number of combos you can have for any character is 32767. This is because the score for any character is stored in a 2 byte variable, which can only store numbers from -32768 to 32767. If your score exceeds 32767, it will be automatically reduced to 32767. - Once you have achieved a score of 32767 combos, the "Consecutive Hit" counter will no longer say 999. Instead, it will say 900 and remain on 900. This is how you know when you have reached the limit. - Remember that you can change the speed in Training Mode. If any of these strategies are too fast for you, feel free to reduce the speed if it makes things easier. - If you press start twice, the CPU's damage will go back to what it is set at. Sometimes, in the middle of strategies, it is necessary to reset the CPU's damage in this way so that the CPU doesn't get too damaged. - To re-center the controller, hold start, X, and Y at the same time for about 1 or 2 seconds. If you re-center the controller while holding the control stick down, the game will think that you are holding up while the control stick is in neutral position. Likewise, if you re-center the controller while holding the control stick to the left, the game will think you are holding right while the control stick is in neutral position. Off-centering the controller is useful for strategies where you have to hold a direction the whole time, such as Ness's down+A combo or Falco's tilt up+A combo. To make it go back to normal, simply re-center the controller again, with the control stick in neutral position. - When you change the speed, you also change the speed that you can go through the menus. For some strategies you have to set the opponent's damage to 400% or higher- what I do to save time is change the speed to x2, then press start, then press start again to re-open the menu. Then go to Damage, and now since the speed is on x2, you can change the opponent's damage twice as quickly as you would normally. It doesn't make a big difference in the long run, considering how long some High Combo strategies take, but it's just something to keep in mind. ############################################################################### # # # Introduction to Strategies # # # ############################################################################### I will say "the opponent" or "the CPU" in describing these strategies, but most were designed to be done on a Bowser. There are 5 different strategies that most characters use, with some variations. They are: ________________________________________________________________________ | | | The Wall Strat | |________________________________________________________________________| In this strategy, the player and the CPU must go to the area of Hyrule Temple that is to the left, and that connects the upper part of the stage with the lower part. It looks like this: ___________________ ,------, _,-' | ___,-````````-,_____| |________________________-' | | | | | | | | | | | | | | | | | | | | | | | GO HERE | | \ |________ | ,,/ \________________________/ \_ _,,/ \_____________________,/ The CPU goes to the left, and the player to the right, facing left. Now the player does an infinite combo move, such as Link's rapid A combo or Ness's tilt down+A combo. The player simply keeps attacking until he messes up or until he reaches the limit. Sometimes, it is necessary to hold a direction with the CPU Player to influence which direction the attacks will hit the CPU. ________________________________________________________________________ | | | The Juggle Strat | |________________________________________________________________________| This strategy is usually done up against a wall to keep the player from sliding, but may be possible on any flat surface. The best place to do this strategy is in the place where the CPU starts in Hyrule Temple, up against the wall to the left. It can also be done on Fourside, on the left part of the center building. Anyway, the player juggles the opponent with a move that sends the CPU upwards, and occasionally presses start twice to reset the CPU's damage. This strategy works best against fast fallers, like Fox or Falco. ________________________________________________________________________ | | | The Wall-Bounce Strat | |________________________________________________________________________| This strategy is done in Hyrule temple. The player KOs the opponent once, and when the CPU comes back, it will land in the right place for this strategy to be executed. The player sets the CPU on a certain damage that varies for each character, then attacks the computer with a move that sends it bouncing against the left wall, then against the right wall, right into the position to be hit again. Occasionally the player must reset the CPU's damage. ________________________________________________________________________ | | | Red Shell Trick/Flipper Trick | |________________________________________________________________________| For characters that cannot do any of those strategies, there are 2 alternatives. One is the Red Shell Trick, described in the next section. The other alternative, for v1.0 and v1.1 players, is the Flipper trick. The Flipper trick is done in Hyrule Temple, in the place where the CPU starts. Get the computer against the wall, then spawn a flipper. Go to the right of the CPU (exactly to the right) and throw the flipper left. If you threw it right, it will do 51 combo hits on its own. Not a lot, but better than nothing... Though I don't mention the Flipper trick in the Character strategies, if you can't score higher than 51 with the strats provided, you can use the Flipper trick. ############################################################################### # # # The Red Shell Trick # # # ############################################################################### The Red Shell Trick is a method of getting between 145 and 280 with any character. It freezes the game in the 1.0 and 1.1 versions, so it can only be used in 1.2 and PAL. Go to Green Greens. The CPU can be any character, but I always use Bowser. Now, break the blocks in such a way that they form a U-shape, like shown below: ______ ______ | | | | | | | | | | | | |______| |______| | | | | | | | | | | | | |______| |______| | |GO | | | | INTO | | | | HERE| | |______|______|______| | | | | | | | | | | | | |______|______|______| Go unto the "U", and have the CPU go in there too. Now, spawn the maximum number of Red Shells. When all the Red Shells are there, attack them (which move to attack with depends on the character). The sound will stop for about a second, and the Consecutive Hit counter will say 145, 277, or possibly other numbers. For characters that can't get more than 145 or 277 by other strategies, this is the best way to go. ############################################################################### # # # The Strategies # # # ############################################################################### This section contains specific strategies for each character. Most of these strategies refer back to strategies in the "Introduction to Strategies" section, so you'll probably want to read that section before reading this one. _______________________________________________________________________ | | | Dr. Mario | |_______________________________________________________________________| Dr. Mario isn't really that good at getting a high combo. For most people, the easiest way to go will be the Red Shell Trick. When you spawn all the Red Shells, hit them with neutral+B. You will get 277 combos this way. Dr. Mario can also use the Wall-Bounce strategy. Spawn a beam sword, put Bowser on 215%, and start hitting him with neutral+A (with the beam sword, of course). Reset the damage every 5 hits. The range of the beam sword is good enough that you won't have to move forward at all. _______________________________________________________________________ | | | Mario | |_______________________________________________________________________| Mario's best strategy to use is the Wall-Bounce strategy. Set Bowser on 175%, and attack him with Mario's A+A+A combo. Reset every 5 times you hit him with it (that is, every 15 combos). If you can't get more than 277 with this strategy, you can always use the Red Shell Trick. Hit the red shells with Fireball for 277 combos. _______________________________________________________________________ | | | Luigi | |_______________________________________________________________________| Luigi, like Dr. Mario, also has a tough time in Combos. The two options are the Red Shell Trick (hitting with Fireball), or the Beam Sword strategy described in Dr. Mario's section: using the Wall-Bounce strategy, put Bowser on 215%, hit him with the Beam Sword's neutral+A, and reset the damage every 5 hits. _______________________________________________________________________ | | | Bowser | |_______________________________________________________________________| Bowser has a super-easy strategy for combos. Go to Hyrule Temple, and put 3 Bowsers in the place where you execute the Wall-Bounce strategy. Put 2 of the Bowsers as much to the left as possible, with you directly to the right of them, facing right. Put the Bowsers on 999%, and set the speed to x2. Now press and hold B to do Fire Breath, at the 3rd Bowser. At first, it may knock the Bowser away. If this happens, you need to walk with that Bowser (by setting him on Human) back into the Fire Breath. Once your Fire Breath is very tiny, it will infinite combo him. You just need to hold B for about 2 hours to max Bowser out. You could even watch TV or something while simply holding B. I tried taping my B button down, but it didn't work very well; maybe you can get that to work though =) It seems that players with versions 1.0 and 1.1 have trouble with this strategy. There's a variation that works in those versions. Thanks to PWOPLW for this strategy: "What you need: Three controllers, some tape (as strong as possible), and some small dense flat object (i used a few dimes). What to do: Choose Bowser for the CPU and go to Hyrule Temple. Set the speed to 2 times. Set the Bowsers to human at 999 damage. Kill player 4 (P4, the one not controlled by a controller). Stand P1 (your Bowser) on the right side of P4 facing right (it doesn't matter what direction P4 is facing). Tape down the B button for P1. Stack a few dimes on the B button (after a while the B button may push up just enough to stop the fire breath, it happened to me at 2xxxx combo, but the dimes will add enough pressure to keep it down). Place the P1 controller in an undisturbed area. Stand P3 on the left side of P4. With P3, start walking slowly to the left. Re-center the control stick in that direction. With P2, stand anywhere right of the wall that P3 is nudging the two Bowsers into. Re-center the P2 controller while holding up left. Hold left and start jumping. Let go of everything so you land on top of P1's fire breath while falling against the wall. This should infinite with out you needing to do anything, so go to bed (~_~) or eat lunch. Breakfast and dinner are not an option! >=D" Again, the above strategy was written by PWOPLW. _______________________________________________________________________ | | | Peach | |_______________________________________________________________________| Peach has a pretty easy way to do the Wall-Bounce strategy. Set Bowser to 400%, and attack him with her A+A combo. Reset damage every 10 times (Every 20 combos). Because Peach doesn't slide back with the use of her A+A combo, you won't need to move forward occasionally. _______________________________________________________________________ | | | Yoshi | |_______________________________________________________________________| Use the Wall-Bounce strategy. Put Bowser's damage on 900% and hit him with neutral+A. Reset every 20 hits. Yoshi was one of the first characters to use this strategy, and it is pretty easy. Every time you use neutral+A, Yoshi will slide back. You'll need to occasionally move forward so you don't get too far back to the point that the strategy won't work. _______________________________________________________________________ | | | Donkey Kong | |_______________________________________________________________________| Donkey Kong has two strategies. They are both the Wall-Bounce strategy. The first one involves spawning a Beam Sword. Set Bowser to 215%, and hit him with the Beam Sword's neutral+A. Reset the damage every 5 times you hit him. Another strategy (that is probably better) uses DK's neutral+A. Put Bowser on 350%. Hit him with DK's neutral+A (the first hit only) and reset the damage every 15 hits. (You can go all the way to 30 hits, but the higher the damage is, the greater the chance is that you'll mess up. It's best to play it safe.) _______________________________________________________________________ | | | C. Falcon | |_______________________________________________________________________| Use the Wall strategy, with C.Falcon's A+A+A... combo. For some reason, the standard Wall strategy location doesn't work with C.Falcon (he keeps falling when you try to use his A+A+A... combo). You have to use the alternate location: go where the CPU starts in Hyrule, and put 2 other Bowsers behind you to keep you from sliding. Have the target Bowser to your left, and attack him toward the wall. You'll have to set the CPU on human and hold down on the control stick occasionally, to keep the combo going. _______________________________________________________________________ | | | Ganondorf | |_______________________________________________________________________| Use the Wall-Bounce strategy. Spawn a Beam Sword and put Bowser on 215%. Hit Bowser with the Beam Sword's neutral+A, resetting the damage every 5 hits. _______________________________________________________________________ | | | Falco | |_______________________________________________________________________| Falco uses the Juggling strategy, and very effectively. I highly recommend setting the speed to 2/3 or 1/2 for this strategy; it makes it a lot easier. Make your opponent Fox, and go to Hyrule Temple. Go over to where Fox starts, and set Fox's damage to 35%. Now re-center the control stick while holding down (so that you can do tilt up+A without having to move the control stick). Start juggling Fox with tilt up+A. Every 3 tilt up+As, reset his damage. _______________________________________________________________________ | | | Fox | |_______________________________________________________________________| You'd think that with Fox's amazing combo-ability, he would be very good at Training Combos. Unfortunately, this is not the case. His infinite combo (against a wall: reflector+small jump+downA+L-cancel+reflector) doesn't work that well, and is too hard to score high with efficiently. He has another wall combo too which is a bit easier: reflector, jump, air dodge down, reflector. However, this is also too hard to score very high with efficiently. In the end, you should use the Red Shell Trick (using reflector to hit the Red Shells) or the Wall strategy with his A+A+A... combo, holding the control stick down occasionally with a second controller. _______________________________________________________________________ | | | Ness | |_______________________________________________________________________| Ness is very easy to get high combos with. One strategy is the Wall strategy, where you use his tilt down+A over and over. This strategy is only efficient in versions 1.0 and 1.1, though, so there is another great strategy (though it takes a little more concentration). Go to Termina: Great Bay, and put Bowser underneath the ceiling thing, on the right-lower platform. Go to the center of that platform. Put Bowser's damage on 100%. Re-center the controller while holding slightly to the right. Now start hitting Bowser with PK fire (you will only need to press B, since you off-centered the controller). Every time you use PK Fire, Ness slides back a little, so let him walk forward a little after each PK Fire. Time the amount that you let Ness walk forward so that he never gets too much off the center of the platform. If Bowser goes too much to the left, or if he goes too much to the right so that the ceiling is no longer over him, the combo won't work. Try to keep Bowser in the area that is both above the platform you are on and below the upper platform. Reset Bowser's damage after every 5 PK Fires. _______________________________________________________________________ | | | Ice Climbers | |_______________________________________________________________________| Many people have 32767 with the Ice Climbers, simply because it is so easy. They have a freeze glitch, which allows you to hit the CPU with any move and the Consecutive Hit counter still goes up. Here's how to do the freeze glitch: Get into a position so that when you roll toward the opponent, you will land on the opponent's other side, in grabbing range. Now roll, and while you are rolling, hold Z. The effect will be that when the roll ends, the CPU-controlled Ice Climber will grab the opponent. When it does, hit the opponent with a forward+B. At this point, the opponent may or may not freeze. It will only work when the CPU-controlled Ice Climber grab-attacks the opponent three times and then throws. You will have to keep trying the glitch until it works; if it is not working, it is simply because the CPU-controlled Ice Climber hasn't done the right thing yet. NOTE: The Ice Climbers Freeze Glitch will NOT work in the PAL version! Once the opponent is frozen, you can hit him with any attack that you wish. The fastest way to rack up combos is to put the speed on x2 and keep hitting him with tilt up+A, but you can do whatever you want. If you happen to freeze him with an ice attack, unfreeze him by throwing a screw attack at him. Just don't throw a Barrel Cannon on him! Since the Freeze Glitch doesn't work in PAL, there is also another strategy for PAL players. This strategy is, admittedly, a lot harder than the IC freeze glitch, but it's still a pretty good strategy. Go to Termina: Great Bay, and put Bowser on the right-lower platform, on the left side. Now re-center the controller while holding slightly down. Dodge down, and while you are dodging, let go of the control stick and hold A. When the dodge finishes, the CPU- controlled Ice Climber will automatically do tilt up+A. In the middle of that, do tilt up+A yourself. Just keep mashing A and the IC will keep doing tilt up+As at different times, and the combo counter will go up. _______________________________________________________________________ | | | Kirby | |_______________________________________________________________________| There is a pretty easy strategy for Kirby that can be maxed out if you have a lot of patience. Go with Kirby to the place where you would do the Wall strategy. Put Bowser on 999%, on the platform above you. Have Bowser grab a metal box. Start doing Kirby's A+A+A... combo, facing RIGHT, and while you are doing it, have Bowser drop down into it. He will be pinned against the wall for a while, and when the Metal Box wears off, he will start bouncing from the left to the right and back. Just keep doing neutral+A, and the combo will keep going. Your record is how long you can keep up the neutral+As. I highly recommend slowing down the speed for this strategy. Keep in mind, though, that even in normal speed, maxing out this strategy would take more than 5 hours! Recently a new strategy has been made that can get 32767 a lot quicker. Steal Bowser's power, Fire Breath. Then go to Hyrule Temple, and put 3 Bowsers in the place where you execute the Wall-Bounce strategy. Put 2 of the Bowsers a little to the right of the very end of the platform, with you directly to the right of them, facing right. Put the Bowsers on 999%, and set the speed to x2. Now press and hold B to do Fire Breath, at the 3rd Bowser. At first, it may knock the Bowser away. If this happens, you need to walk with that Bowser (by setting him on Human) back into the Fire Breath. Once your Fire Breath is very tiny, it will infinite combo him. You just need to hold B for about 2 hours to max out the strategy. However, there is a catch. Since Kirby is so small, you will slide out of range and the strategy will stop working. To keep this from happening, set the Bowsers on human. Now, using the Bowser that is farthest to the left, occasionally nudge the second Bowser to the right. That Bowser will, in turn, nudge Kirby farther right. By using the left-most Bowser, you can keep Kirby from sliding too far left and the strategy to stop working. _______________________________________________________________________ | | | Samus | |_______________________________________________________________________| Samus uses the Wall-Bounce strategy. Spawn a Beam Sword, and use it to hit Bowser with its neutral+A. Set Bowser's damage to 215%, and reset his damage every 5 hits of the Beam Sword. _______________________________________________________________________ | | | Zelda/Sheik | |_______________________________________________________________________| Use the Wall strategy, with Sheik's A+A+A... combo. Like in Fox's and C.Falcon's strategy, set the CPU on human and hold down on the control stick occasionally to keep the combo going. A better strategy was discovered that uses the Juggle strategy. Put Falco as the opponent and put him on 20%, and juggle him with Zelda's up smash. You have to reset the damage every up smash. This is a lot easier if you slow down the speed. Try to reset the damage right as you start using the up smash, so the menu comes up then goes away while Zelda is still executing the up smash. _______________________________________________________________________ | | | Link | |_______________________________________________________________________| Link is one of those characters that can be maxed out. Use the Wall strategy and do his A+A+A... combo (the one where he stabs rapidly with his sword). Just keep hitting him for as long as you can. Unfortunately, in the PAL and 1.2 versions, this combo stops working at around 1400 hits. If you have one of those versions, you can start Bowser with a Cloaking Device in the very beginning to make the combo a little longer. The most possible with this strategy in those versions is 1429. There is currently no higher-scoring strategy. You could also try using a Beam Sword's neutral+A with the Wall-Bounce strategy. Put Bowser on 215%, and reset the damage every 5 hits. However, it's very hard to get even over 1000 with that strategy. If you can get over 1429, though, good job, because no one has done that yet. _______________________________________________________________________ | | | Young Link | |_______________________________________________________________________| Young Link's strategy is the exact same as Link's. Use the Wall strategy and do his A+A+A... combo where he stabs rapidly with his sword. In v1.2 and PAL, it'll stop working at around 1400, so you should start Bowser with a cloaking device so you can score a little higher. The highest gotten in these versions is 1429, though I could only get 1424. There is currently no strategy that has scored higher than 1429 for v1.2 and PAL. You could try using the Wall-Bounce strategy: spawn a Beam Sword, put Bowser on 215%, and hit him with the Beam Sword's neutral+A. Reset the damage every 5 hits. No one has gotten higher than 1429 with that strategy, though. _______________________________________________________________________ | | | Pichu | |_______________________________________________________________________| Pichu's strategy is also capable of being maxed out. Use the Wall strategy, and rapidly hit the opponent with neutral+A. Just do neutral+A over and over, and the Consecutive Hits counter will rise. In the PAL and 1.2 versions, this is a little more complicated. At around 340%, the neutral+A gets too powerful. However, you'll notice that at around 270%, Bowser changes position. It's possible to quickly reset the damage between two neutral+As, although you have to be very fast. This allows you to keep going with the strategy. Note that you will need to start Bowser's damage on 50% for the resetting strategy to work. _______________________________________________________________________ | | | Pikachu | |_______________________________________________________________________| Pikachu's strategy is the exact same as Pichu's. Hit Bowser with A over and over using the Wall strategy. This is an infinite combo in v1.0 and v1.1, but not in v1.2 and PAL. It's possible, once Bowser is at a damage about 300% or higher, to quickly reset the damage between neutral+As. I can only do this when the speed is slower though, which makes the combos go a lot slower. You'll have to start Bowser on 50% for this resetting strategy to work, though. _______________________________________________________________________ | | | Jigglypuff | |_______________________________________________________________________| Jigglypuff uses the Wall-Bounce strategy, and was the first character to use it, too. Set Bowser to 900% and hit him with neutral+A. Reset the damage every 30 hits. _______________________________________________________________________ | | | Mewtwo | |_______________________________________________________________________| Like the Ice Climbers, many people have 32767 on Mewtwo. There are two strategies: one is a freeze glitch, and another is a Juggling strategy. Both are incredibly easy to max out. Mewtwo has a glitch called Soul Breaker, and an extension called Soul Stunner. I think it's best to do it on Onett. Go to the lower red roof (the one you can fall through), and get Bowser there too. Set the CPU number to 2 (that is, make there be two Bowsers). Put the other Bowser on top of the building on the right (so the camera covers the whole stage). Get out a Red Shell and grab it. Both you and Bowser #1 should be on top of the lower red roof. Wait for a car to drive by the road, then drop down (both you and Bowser). Throw the Red Shell. When it is coming back, reflect it with forward+B (Confusion). Reflect it again three more times. Now, reflect it one more time, and immediately after the forward+B, roll to the left. Right after finishing the roll, do forward+B. If you were quick enough, you should do Confusion on Bowser and at the same time the Red Shell will hit. You will bounce up as if you broke your shield, but Bowser will be stuck on to you! This is called the Soul Breaker glitch. You'll notice that the Consecutive Hits counter doesn't count up, so that's not the end of it. Get the second Bowser on to the lower red roof, and do a down throw on him, from the right. The second Bowser will freeze in midair! This is called the Soul Stunner glitch. This time, the counter does go up. If he is not touching the left wall, hit him once with forward+B from the right to move him to the left. Now, face right and press B. You will start charging your Shadow Ball, and slide left all the way to the wall. You'll sit there hitting the Soul Stunned Bowser and the combo counter will keep rising. Put the speed on x2 to make things go faster. Now go do whatever you want; leave the GameCube on and let this strategy max itself! If for some reason you cannot do the Soul Stunner strategy (although it does work on all versions), there is the second strategy. Do the Juggling strategy (against Fox, of course) and juggle him with your charged Shadow Ball. You can reset the damage occasionally. Since the charging Shadow Ball does everything by itself, all you need to do is press start twice occasionally. You can watch TV while pressing start every once in a while, play a Gameboy game, or whatever else you want. Just remember to reset the damage every once in a while. _______________________________________________________________________ | | | Mr. G & W | |_______________________________________________________________________| He is one of the worst Training Mode characters. No one has gotten higher than the Red Shell Trick so far. Hit the Red Shells with forward+B, and depending on what number you get, you could or could not get over 200 combos. You just have to keep doing it until you get a good number. You can also try the Wall-Bounce strategy. Spawn a Beam Sword, and have Bowser be on 215%. Hit him with the Beam Sword's neutral+A, and every 5 hits, reset the damage. Because Mr.G&W lags when he uses items, it's hard to do that strategy with him. _______________________________________________________________________ | | | Marth | |_______________________________________________________________________| Marth uses the Wall-Bounce strategy. Set Bowser to 650%, and hit him with neutral+A. Reset his damage every 20 hits. If it makes it easier for you, you may want to set Bowser's damage higher and reset the damage more often. Another good alternative to the strategy above is to set his damage to 670% and reset the damage every 10 hits. Whatever works best for you. _______________________________________________________________________ | | | Roy | |_______________________________________________________________________| Use the Wall-Bounce strategy. Get a Beam Sword, and set Bowser to 215%. Hit Bowser with the Beam Sword's neutral+A, and reset the damage every 5 hits. A higher-scoring strategy was recently made that uses the Juggle strategy. Use Falco as the opponent, put him on 15%, and juggle him with up smash. Reset the damage every up smash. ############################################################################### # # # Beginner Strategies # # # ############################################################################### This section is here if you just want to get higher than 1 with every character pretty easily. Though I prefer to get higher than 100 with every character, I can understand if you don't have much interest in Training Mode and just want scores that at least show that you did _something_ =P Dr. Mario: Go up to the opponent. Jump, and do an aerial down+A. The most I've gotten is 7 hits. Mario: Hit the opponent with up+B. You should get 9 hits. Luigi: Hit the opponent with a dash attack. The most you can get is 6 hits. Bowser: Go up to the opponent, jump, and hit him with up+B in the air. The most I've gotten is 11 hits. Peach: Go up to the opponent, jump, and hit him with up+B in the air. You can get up to 11 hits. Yoshi: Hit him some to raise his damage, then hit him with a move that sends him upwards. While he is coming down, jump and down+A. The most I've gotten is 15 hits. Donkey Kong: Set the opponent on 35%, jump, and do an up+B. If all hits land, you will get 8 combos. C.Falcon: Set the opponent on 50%. Pin him against a wall and do C.Falcon's A+A+A... combo. I got 12, but you should be able to get at least 10 hits with this strategy. Ganondorf: Set the opponent on 26%. Pin him against a wall and keep doing Ganondorf's neutral+A. If you do it quick enough, it'll rack up a combo. The most I've gotten is 9. Falco: Just pin the opponent against a wall and do Falco's A+A+A... combo. If you did it right, you should get 28 hits, then you would have slid back too far and it will stop working. Fox: Pin the opponent against a wall and do Fox's A+A+A combo. You'll get 24 and then it'll stop working because you would have slid back too far. Ness: Just keep hitting the opponent with forward+B. You'll be able to juggle him for a while like this until he gets on too high a damage. I got 98, but it's probably possible to get higher. Ice Climbers: Go up to the opponent and do tilt up+A. If you can, hit him with tilt up+A again and the combo might go up into the 20s. I got 29 with this strategy. If you only do one tilt up+A you'll get 14 hits. Kirby: Put the opponent on 60%. Pin him against the wall and do the A+A+A... combo. Samus: Just do up+B on the ground. You'll get 12 combos. Zelda: Do Sheik's A+A+A... combo on an opponent pinned against a wall, at 25%. I got 39 hits. Link: Go to Hyrule Temple. Nudge the opponent off of the platform where he starts, to the right. Now go to his right, and do Link's rapid A combo to the left until Link slides too far. You should be able to get 29 hits. Young Link: Go to Hyrule Temple and nudge the opponent to the right until he goes off the platform where he started. Go to his right and hit him with Young Link's rapid A combo until Y.Link slides out of range. The max I got was 24 hits. Pichu: At Hyrule Temple, nudge the opponent to the right off the platform where he starts. Then go to his right and hit him with Pichu's neutral+A over and over until you slide out of range. Pikachu: Go to Hyrule Temple. Get the opponent to go off the platform where he starts, to the right. Then hit him (facing left) with Pikachu's neutral+A repeatedly until you slide back too far. Jigglypuff: Simply jump and do down+A on the opponent. You'll get 8 hits. Mewtwo: Choose Fox for the opponent. Go to Hyrule Temple, then go to the right of Fox, facing right. Press B to start charging your Shadow Ball. Just watch it until the combo messes up. I got 112 hits with this strategy. Mr. G & W: Pin the opponent against a wall and do Mr. G & W's neutral+A repeatedly. You will get 7 combos and then it'll mess up. Marth: Put the opponent at 50%. Pin him against the wall and keep using your neutral+A over and over until the combo messes up. I was able to score 29 with this strategy. Roy: Go up to the opponent and hit him with up+B. You'll get 12 hits. ############################################################################### # # # Highest Scores # # # ############################################################################### These are currently the highest scores achieved in Training Mode, on the GameFAQs.com SSBM message board. It is currently the biggest known Training Mode record list. You can compare your scores to this list, to give you something to shoot for, or if you just want to know what the best scores are. Also, look below it for a scoreboard of GameFAQs Training Mode players. This list was last updated 6/12/04. Record Column: Column 1 = v1.0 & v1.1 Record; Column 2 = v1.2 & PAL Record Holder Column: Column 1 = v1.0 & v1.1 Holder; Column 2 = v1.2 & PAL Holder +------------------------+------------------------+--------------------------+ | Character | Record | Holder | +------------------------+------------------------+--------------------------+ | Dr. Mario | 712 / 1775 | vvKSKvv/Thieumccloud | | Mario | 685 / 2855 | raserucort/Thieumccloud | | Luigi | 839 / 2191 | vvKSKvv/Thieumccloud | | Bowser | 32767 | *See Below* | | Peach | 279 / 1774 | vvKSKvv/Thieumccloud | | Yoshi | 279 / 2796 | vvKSKvv/Thieumccloud | | DK | 373 / 2758 | vvKSKvv/Thieumccloud | | C. Falcon | 4778 / 1024 | vvKSKvv/SN 1989 | | Ganondorf | 1076 / 1117 | vvKSKvv/Thieumccloud | | Falco | 1373 / 877 | The Amazing One/SN 1989 | | Fox | 1343 / 1203 | vvKSKvv/SN 1989 | | Ness | 32767 | *See Below* | | Ice Climbers | 32767 | *See Below* | | Kirby | 32767 | vvKSKvv/Thieumccloud | | Samus | 559 / 1491 | vvKSKvv/Thieumccloud | | Zelda | 1613 / 1740 | vvKSKvv/Thieumccloud | | Link | 32767 / 1429 | *See Below*/SN 1989 | | Y. Link | 32767 / 1429 | *See Below*/SN 1989 | | Pichu | 32767 | *See Below* | | Pikachu | 32767 | *See Below* | | Jigglypuff | 1160 / 1088 | vvKSKvv/Thieumccloud | | Mewtwo | 32767 | *See Below* | | Mr. G&W | 365 / 280 | vvKSKvv/Thieumccloud | | Marth | 1177 / 1963 | vvKSKvv/Thieumccloud | | Roy | 1249 / 1187 | vvKSKvv/Thieumccloud | +------------------------+------------------------+--------------------------+ | | | RECORD TOTAL: 325654 | | | +----------------------------------------------------------------------------+ Average Per Character- 13026.2 Combos Until 350000- 24346 Bowser Record: vvKSKvv,Thiemccloud,Masamuna88 Ness Record: Pie32, Tinister, joppe, raserucort, vvKSKvv, Thieumccloud Ice Climbers Record: Anyone with a "[I]" next to their name Link v1.0/v1.1 Record: Pie32, Tinister, chrisp510, raserucort, Vegunks, vvKSKvv Young Link v1.0/v1.1 Record: Pie32, Tinister, chrisp510, raserucort, Vegunks, vvKSKvv Pichu Record: Pie32, Tinister, Psycchhoo, raserucort, Vegunks, vvKSKvv, Thieumccloud Pikachu Record: Pie32, Tinister, chrisp510, raserucort, Vegunks, vvKSKvv, Thieumccloud Mewtwo Record: Anyone with a "[M]" next to their name IC/M2 Username - Total Score - Game Version - Number of Version Records - Number of Overall Records |----------------------Combo God----------------------| |-----------------------------------------------------| [I][M] vvKSKvv - 313566 - 1.0(?) - 23 - 14 |-----------------Combo 1337z 200000+-----------------| |-----------------------------------------------------| [I][M] Thieumccloud - 257583 - PAL - 20 - 17 [I][M] raserucort - 235441 - 1.0 - 8 - 7 [I][M] Pie32 - 233471 - 1.0 - 7 - 7 [I][M] Tinister - 229369 - 1.0 - 7 - 7 |-------------Combo Masters 150000-199999-------------| |-----------------------------------------------------| [M] Vegunks - 165296 - 1.0(?) - 5 - 5 |--------------Combo Kings 100000-149999--------------| |-----------------------------------------------------| [I][M] SN 1989 - 115xxx - PAL - 9 - 6 |---------------Gold Combos 75000-99999---------------| |-----------------------------------------------------| chrisp510 - 98475 - 1.0 - 3 - 3 [I][M] The Amazing One - 90xxx - 1.2 - 3 - 3 [I][M] IShortyl - 84493 - 1.1(?) - 5 - 2 [I][M] qactuar - 81646 - 1.1 - 3 - 2 [I][M] House of Anchors - 79560 - (?) - 2 - 2 |--------------Silver Combos 50000-74999--------------| |-----------------------------------------------------| [I][M] Videogaming - 70113 - 1.1 - 2 - 2 [I][M] MetalKirby - 69469 - 1.0 - 2 - 2 [M] Masamune88 - 68xxx - PAL - 2 - 2 [I][M] GTM - 66851 - 1.0 - 2 - 2 [M] mewtwo7 - 65880 - 1.0 - 2 - 2 [I][M] Eyes Of Darkness - 65761 - 1.2(?) - 2 - 2 [I][M] DocMario - 65594 - 1.1 - 3 - 2 [M] KirbySSB - 65533 - (?) - 1 - 1 [M] G VOLTT - 62820 - 1.0 - 1 - 1 joppe - 53080 - 1.0 - 1 - 1 |--------------Bronze Combos 25000-49999--------------| |-----------------------------------------------------| [M] Articuno2001 - 43080 - 1.2 - 1 - 1 [M] Ice Mario2003 - 40483 - (?) - 1 - 1 [I] Nicholas Harvey - 37264 - 1.2(?) - 1 - 1 [M] star52789x2 - 32767 - (?) - 1 - 1 |---------------Beginner Combos 0-24999---------------| |-----------------------------------------------------| Mysterious Guy - 24683 - PAL - 0 - 0 lpkdm - 15171 - 1.1(?) - 0 - 0 dj hypnosis - 11635 - PAL - 0 - 0 justinmaclean51 - 1516 - (?) - 0 - 0 Programer2003 - 660 - (?) - 0 - 0 The Ssjarven - 579 - (?) - 0 - 0 strifer - 317 - 1.0 - 1 - 0 r1k - 311 - 1.1 - 1 - 0 dragonmaster555 - 154 - (?) - 0 - 0 |--------------------Unknown Total--------------------| |-----------------------------------------------------| [M] masteragus - (?) - PAL - 1 - 1 This list may contain incorrect data. That is not my fault--I copied the list from the GameFAQs Training Mode topic. Information concerning specific players may be incorrect or incomplete, depending on how much that person posted in that topic. To get on this list, post on the topic at the GameFAQs board with the title of something like this: "Non-Stadium High Scores (post away!!)". Since topics get closed at 500 posts and purge, and new "parts" are made, posting the link to the topic here would be useless since when the topic purges the link would be out-of-date. ############################################################################### # # # Credits # # # ############################################################################### - Me (for writing this FAQ >_>) - Nintendo and HAL (for making such a great game) - Thieumccloud (for being so good at Training Mode =P) - vvKSKvv (for creating Kirby's strategy, and for having the idea of using items in the "Wall-Bounce Strategy") - Pie32 (for starting the whole Training Mode craze, and creating some the first Training Mode strategies) ############################################################################### # # # Contacting Me # # # ############################################################################### If you know something about Training Mode that I don't, feel free to send me an e-mail about it. If I decide that it's worthy to be put in the FAQ, you will be given credit, of course. Try to make the title of the e-mail something that would distinguish it right away as about this FAQ (i.e. "About your Training Mode FAQ..."). I ask that you please make the e-mails legible and refrain from using shorthand typing (such as "u" instead of "you") as much as possible. If you type normally and don't use such lingo, it ensures that we communicate correctly. You can also send me e-mails if you have questions or comments about the FAQ, like if something is not clear to you or you think something should be improved. I will listen to constructive criticism, but not to "your FAQ sux" or something of the sort. If you have general questions about Training Mode, you can e-mail them to me, and I will do my best to answer them. Finally, e-mail me if you see this FAQ on a site that is not listed in the section below, or if you want to host my FAQ on your site. ############################################################################### # # # Legal Information # # # ############################################################################### This FAQ is Copyright 2004 The Amazing One. It may only be displayed on http://www.gamefaqs.com/ http://qwester.supersheep.org/ http://www.cheathappens.com/ And on my own website: http://www.geocities.com/secretagentthomas/ If you find this FAQ anywhere other than these three sites, send me an e-mail to make me aware of it. If you would like to display my FAQ on your site, send an e-mail asking permission. I may or may not allow you to host my FAQ on your site. If I do allow it, you must display the FAQ as it is, with NO changes to the actual content- from the header that says "Super Smash Bros. Melee Training Mode" to the "(c)2004 The Amazing One" at the bottom. If you change the FAQ, I will remove your website from the list of sites that I allow to host my FAQ. The most updated version of my FAQ will always be the one on my own website. If I allow you to host my FAQ, I will try to inform you whenever I update it. ############################################################################### # # # (c)2004 The Amazing One # # # ###############################################################################