
1999 · HAL Laboratory · fighting · Nintendo
Why this one is in the canon, and how to start it well.
The cheat-device culture around Smash centered on character unlocks, not invincibility or stage skips. GameShark releases delivered instant-unlock codes for the four hidden fighters (Ness, Captain Falcon, Jigglypuff, Luigi) and bonus stages, letting players skip the arcade-ladder grind. Action Replay and GameShark forums lit up with experimentation—giant-mode toggles, permanent metal/invisible states, stage-select expansion—because the party-game DNA made absurdist mods more appealing than raw advantage. The “unlock all characters” code became one of the most-requested cheat-device entries of the era, proof that Smash’s roster-discovery loop was both its greatest hook and its most impatient friction point for players who wanted Fox vs. Pikachu on Hyrule Castle right now.
Pick Mario or Kirby for your first match. Mario’s balanced moveset (↓+A for down-tilt, ↑+B for Super Jump Punch) teaches fundamentals; Kirby’s multiple jumps and ↓+B Stone drop forgive positioning mistakes. Avoid Fox or Pikachu until you understand recovery.
Learn the damage-percentage system immediately. Your % counter rises as you take hits—higher % means you fly farther when struck. At 0% you barely flinch; at 100%+ a strong smash attack sends you off-screen. You’re never “low on health”—you’re knocked out by leaving the blast zone.
Practice recovering to the stage. Jump off the edge deliberately, then use your ↑+B move (every character has one) to snap back to the ledge. Most KOs happen because players don’t know their character’s recovery range. Grab the ledge with the control stick—you get brief invincibility.
Unlock the four hidden characters fast. Beat 1P Mode with the starter eight to unlock Luigi, Ness, Captain Falcon, and Jigglypuff (one unlock per clear, any difficulty). This expands your roster from 8 to 12 before you invest serious time.
Use Training Mode to test smash attacks. Hold A while tilting the stick (↑, →, ↓) to charge devastating launchers. The C-buttons perform the same smash attacks as stick+A—find which input you prefer before building muscle memory.
Turn items OFF in the Options menu for pure fighting. Items (Poké Balls, hammers, motion-sensor bombs) dominate casual play but obscure spacing and combo fundamentals. Toggle them back on once you understand neutral game.
Play VS Mode on Hyrule Castle or Dream Land first. These stages have flat main platforms and simple layouts. Avoid Sector Z and Saffron City until you’re comfortable—their hazards and scale punish new players learning recovery angles.
Shield-grab punishes everything. Hold Z to shield, tap A while holding Z to grab straight out of block. Most aerials and laggy ground moves leave opponents close enough for a free throw — Fox and Pikachu especially benefit from the grab-to-upthrow-to-aerial chain.
DI (Directional Influence) is invisible but mandatory. Hold the stick perpendicular to the knockback angle during hitstun to shift your trajectory. Against horizontal kills, hold up; against vertical kills, hold left or right. The difference between dying at 90% and surviving to 130% lives in your DI stick discipline.
Short-hop aerials dominate neutral. Tap jump (don’t hold) for a half-height hop, input an aerial immediately. Kirby’s short-hop down-air, Pikachu’s neutral-air, and Fox’s neutral-air become safe poke tools — full-hop aerials leave you airborne too long and get shield-grabbed.
Edge-hogging ends stocks for free. Grab ledge before your opponent recovers and they die — no ledge-trump mechanic exists in 64. Run off, fast-fall, jump back and up-B to snap ledge with invincibility frames active. Tether recoveries (Link, Samus) are especially vulnerable.
Z-canceling cuts aerial landing lag in half. Press Z 11 frames or fewer before landing during any aerial to cancel the recovery animation. Without it, your aerials are unsafe on hit; with it, you can down-air into jab or grab before the opponent can act. Tournament players Z-cancel every aerial by default.
Platforms extend combos past what seems possible. Upthrow-to-up-air chains on Dream Land’s lower platforms let Fox and Pikachu carry opponents from 0% to 70%+ without interruption. Learn platform tech-chase coverage — most characters can react to missed techs with a regrab.
Jab-reset forces grounded opponents to stand. If someone misses a tech (fails to press L/R on landing), a single jab forces them into standing animation, vulnerable to charged smash attacks. Ness and Falcon can convert any missed tech into a guaranteed KO above 80%.
The walls players actually hit, and the way through each.
Master Hand (1P Mode Final Boss)
Master Hand walls new players hard. The tells are subtle, the hitboxes are huge, and panic rolling burns your stock. Stay grounded in the center third of Final Destination. When Hand winds up for the finger-gun or drill, short-hop aerial into it — you land a clean hit during the recovery frames. Kirby and Pikachu excel here because their up-B moves let them recover from missed punishes without burning a jump. Don’t chase the Hand when it retreats to the back plane; wait for it to commit. On Normal difficulty, 12–15 clean hits ends the fight. On Very Hard, double that and accept you’ll trade damage.
Unlocking the Hidden Characters (Ness, Captain Falcon, Jigglypuff, Luigi)
The unlock conditions are opaque and the game never tells you you’re close. Ness: clear 1P Mode on Normal with any character and use three continues or fewer. Captain Falcon: finish 1P Mode in under 20 minutes — skip bonus stages entirely and SD through Break the Targets if you’re slow. Jigglypuff: unlock all other characters first, then complete 1P Mode as any character. Luigi: complete Break the Targets with all eight default characters. The Falcon unlock is the most common failure point; players waste 90 seconds on Target Test when a 12-minute clear is the real threshold.
Board the Platforms (Bonus Stage 1)
Samus, Donkey Kong, and Link routinely time out here because their vertical mobility is poor and the platform spawns are randomized. If you’re playing a heavy: pick one platform height and camp it. Let the timer tick to 20 seconds, then scramble for the remaining platforms — the game awards partial credit. For Samus specifically, charge a Charge Shot on the lowest platform, then use the recoil from firing upward to gain height. Cheap, effective, saves a double-jump.
Hyrule Castle (Tornado Hazard)
The tornado in the center pit is a stock-eater. It launches at random intervals and the windbox pulls you in before the visual appears. Never recover low here. If you’re launched toward the pit, DI away and recover high to the left or right castle turrets. Characters with tether recoveries (Link, Samus) should aim for the upper ledge every time — the tornado can’t reach it.
15 of 664 verified codes, free to read. The rest are in the Code Vault.
81131410 000081131410 000181131404 000081131404 000281131404 000181131438 000081131438 000180192FA1 0001801938C8 00018125E17E 000081267F1E 00008126DE76 00008126B4D6 00008126D806 000081262D4E 00008126AEAE 0000GameShark Labs · SharkVault Founding Membership
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Smash 64 is the only fighting game in the super smash Bros series
wusstunes @ combo barker 2026 (@wusstunes.bsky.social)
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