The original all-star showdownSuper Smash Bros. 64GUIDES

Characters

12 fighters · 8 starters and 4 unlockables. Select a picture to view it full size.

Mario

Mario

Starter

Super Mario

Donkey Kong

Donkey Kong

Starter

Donkey Kong

Link

Link

Starter

The Legend of Zelda

Samus

Samus

Starter

Metroid

Yoshi

Yoshi

Starter

Yoshi

Kirby

Kirby

Starter

Kirby

Fox

Fox

Starter

Star Fox

Pikachu

Pikachu

Starter

Pokémon

Luigi

Luigi

Unlockable

Super Mario

Captain Falcon

Captain Falcon

Unlockable

F-Zero

Ness

Ness

Unlockable

EarthBound

Jigglypuff

Jigglypuff

Unlockable

Pokémon

Original Nintendo 64 artwork · © Nintendo / HAL Laboratory and respective rights holders.

Mario: a balanced first comparison

Use Fire Ball to explore distance and ordinary attacks to learn close range. Super Jump Punch gives you a clear recovery action to practise; establish a dependable route back before pursuing opponents offstage.

Donkey Kong: power with a commitment

Giant Punch gives Donkey Kong a recognizable heavy attack. Make space to prepare it and learn when an opening is actually long enough. Compare this deliberate rhythm with a smaller, quicker fighter.

Link: sword range and projectiles

Link combines sword attacks with Boomerang and Bomb options. Practise controlling a useful distance, then returning safely with Spin Attack. Avoid treating the full arena as equally comfortable fighting space.

Samus: prepare the next shot

Charge Shot invites you to use a quiet moment productively. Fire when the line is clear, and practise Screw Attack recovery separately. A stored attack works best alongside a route and a landing plan.

Yoshi: eggs and an unusual jump

Egg
Egg.

Egg Lay, Egg Throw and Yoshi Bomb give familiar character actions different fighting roles. Spend extra practice on his jump and return route rather than assuming his up-special behaves like a conventional rising recovery.

Kirby: experiment in the air

Kirby’s multiple jumps make air movement an approachable practice goal. Inhale adds another way to interact with a rival. Learn how long you can remain airborne while still keeping a safe landing available.

Fox: movement around the Blaster

Fox’s Blaster gives him an action at distance, while quick movement lets you choose when to close in. Practise Fire Fox recovery deliberately; speed during ordinary movement does not remove the need to aim a return.

Pikachu: electricity and recovery

Thunder Jolt provides a projectile to compare with close attacks. Quick Attack requires its own recovery practice, so test where it carries you before relying on it near the edge. Learn that movement alongside ordinary landings.

Luigi: a separate movement lesson

Luigi is an unlockable Mario-series fighter, but a familiar outline is not a reason to assume identical timing. Compare his jump, attacks and recovery in Training, then choose a simple exchange that feels dependable.

Captain Falcon: plan the approach

This unlockable F-Zero representative invites a more direct close-range approach. Start by learning where an ordinary attack reaches and how to recover after a miss. A spectacular attack should follow a clear opening.

Ness: learn the return before the pursuit

Ness is an unlockable EarthBound representative with distinctive special actions. Set aside a Training session for his recovery before taking risks near an edge. Understanding that route makes the rest of his toolkit easier to explore.

Jigglypuff: control the landing

The unlockable Pokémon has a very different rhythm from the starting roster’s heavier fighters. Practise aerial movement and a predictable landing, then learn which close attack you can use without losing your position.

References

Covered edition: Original Super Smash Bros. for Nintendo 64 (1999). Controls use the N64 controller; regional balance differences and later sequels are outside this introductory guide.