Uploaded July 2017 | Updated September 2026, 2 weeks ago
Jigglypuff combos in "Super Smash Bros." for the Nintendo 64.
These combos were done without the use of platforms, wall bouncing, stage hazards, items, and directional influence (DI).
These combos were done in a stage called Mushroom Kingdom. Results may vary, depending on what stage is played.
These combos were done specifically on Mario. There are other combos that Jigglypuff can do on different characters.
NOTE: Grabbing wrongfully resets the combo number to 0. Disregard that.
----------
Up smash combos:
0% to 96% ~ 0:10
- Down aerial, up tilt x2 (front), down aerial, up smash
0% to 105% ~ 0:23
- Down aerial (without lag canceling), up tilt x5 (behind), down aerial, up smash
0% to 127% (or lower) ~ 0:38
- Down aerial, up tilt (front), down aerial, up tilt (behind), down aerial, up smash
----------
Down special combos:
0% to 83% ~ 0:52
- Back aerial (with lag canceling), up tilt x6 (behind), down special
0% to 84% ~ 1:01
- Down aerial, up tilt x4 (behind), down special
0% to 85%, #1 ~ 1:11
- Down aerial (with lag canceling), forward throw, up aerial, foward aerial x2, down special
0% to 85%, #2 ~ 1:22
- Forward aerial (with lag canceling), forward throw, up aerial, forward aerial x2, down special
0% to 99% ~ 1:32
- Down aerial, up tilt (front), down aerial, up tilt (behind), down special
0% to 107% ~ 1:42
- Down aerial, up tilt x2 (front), down aerial, up tilt (behind), down special
0% to 116% ~ 1:55
- Down aerial (without lag canceling), up tilt x5 (behind), down aerial, up tilt (behind), down special
0% to 138% (or lower) ~ 2:11
- Down aerial, up tilt (front), down aerial, up tilt (behind), down aerial, up tilt (behind), down special
----------
Note that Jigglypuff's down aerial can be escaped by using DI. To play safe, use either back aerial or neutral aerial after a set of up tilts. Grabbing after a set of up tilts is also an option. Grabbing after down aerial also works.
To view the playlist of the combos, click on this link:
youtube.com/playlist?list=PL8H4noaCcU1gu2zswYU8WhJ2gUZHeOeaK
Jigglypuff combos in "Super Smash Bros." for the Nintendo 64.
These combos were done without the use of platforms, wall bouncing, stage hazards, items, and directional influence (DI).
These combos were done in a stage called Mushroom Kingdom. Results may vary, depending on what stage is played.
These combos were done specifically on Mario. There are other combos that Jigglypuff can do on different characters.
NOTE: Grabbing wrongfully resets the combo number to 0. Disregard that.
----------
Up smash combos:
0% to 96% ~ 0:10
- Down aerial, up tilt x2 (front), down aerial, up smash
0% to 105% ~ 0:23
- Down aerial (without lag canceling), up tilt x5 (behind), down aerial, up smash
0% to 127% (or lower) ~ 0:38
- Down aerial, up tilt (front), down aerial, up tilt (behind), down aerial, up smash
----------
Down special combos:
0% to 83% ~ 0:52
- Back aerial (with lag canceling), up tilt x6 (behind), down special
0% to 84% ~ 1:01
- Down aerial, up tilt x4 (behind), down special
0% to 85%, #1 ~ 1:11
- Down aerial (with lag canceling), forward throw, up aerial, foward aerial x2, down special
0% to 85%, #2 ~ 1:22
- Forward aerial (with lag canceling), forward throw, up aerial, forward aerial x2, down special
0% to 99% ~ 1:32
- Down aerial, up tilt (front), down aerial, up tilt (behind), down special
0% to 107% ~ 1:42
- Down aerial, up tilt x2 (front), down aerial, up tilt (behind), down special
0% to 116% ~ 1:55
- Down aerial (without lag canceling), up tilt x5 (behind), down aerial, up tilt (behind), down special
0% to 138% (or lower) ~ 2:11
- Down aerial, up tilt (front), down aerial, up tilt (behind), down aerial, up tilt (behind), down special
----------
Note that Jigglypuff's down aerial can be escaped by using DI. To play safe, use either back aerial or neutral aerial after a set of up tilts. Grabbing after a set of up tilts is also an option. Grabbing after down aerial also works.
To view the playlist of the combos, click on this link:
youtube.com/playlist?list=PL8H4noaCcU1gu2zswYU8WhJ2gUZHeOeaK
![Parasite Eve - Game Over [Fails]
Ways to get a game over in Parasite Eve for the PlayStation.
- Dying in battle ~ 0:00
- Taking too long on the roof ~ 0:18
- Using the phone at the wrong time ~ 1:19
- Taking the wrong path during the chase ~ 1:41, 2:14
- Failing to increase boiler pressure ~ 2:36, 3:04
- Taking too long during the boiler destruction sequence ~ 3:13, 4:20
FUN FACT 1: When you hear the jet approaching, you have 34 seconds to escape before it crashes.
FUN FACT 2: When the boiler pressure is increased, you have a set timer for each room; 35 seconds in that room, about 30 seconds in the room after that, just under 21 seconds in the room after that, about 13 seconds in the room after that, and about 7 seconds in the final room. Parasite Eve - Game Over [Fails]](https://i.ytimg.com/vi/wxAG0ttn6S8/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Candys Dance Studio 6 [101%]
My 101% speedrun tutorial of Candys Dance Studio 6 in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Candys Dance Studio 6:
In the GBA version, playing Candys dancing mini-game (as well as getting Perfect rating [1 Hit allowed]) is required to get 101%.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Candys Dance Studio 6 [101%]](https://i.ytimg.com/vi/x0QL5wes2Fw/mqdefault.jpg)
![Mega Man 3 [FC] - Needle Man Stage Boss
A guide/walkthrough of the battle against Needle Man in Mega Man 3 for the Famicom.
No damage taken, hence there being only 1 unit of energy left.
This battle is purely based on reaction. Needle Man is fast and random. However, there is a strategy that can make this battle a bit easier.
Long horizontal jump strategy:
When Needle Man is against the wall or very close to it, its best to keep your distance from him and get as close to the wall as possible (not too close). Use the background to determine where to be at. Slide towards the wall just in case if Needle Man does a long horizontal jump from against (or very close to) the wall. Every time Needle Man does a long horizontal jump, he automatically does a vertical jump at any height and throws Needle Cannons. This actually increases your chances of avoiding his Needle Cannons at that area, as seen in this video. But theres also a chance hell do a vertical jump at any height against (or very close to) the wall. So make sure you arent too close to the wall if he does it, because avoiding his Needle Cannons at that area can be very hard. His long horizontal jump also makes him a bit more predictable, despite being fast and random.
For everything else, its just pure reaction. The low vertical jump Needle Man does before throwing his Needle Cannons is the most dangerous, so thats why I slide under the last 2 after jumping over the first 2 whenever he does that. This is to reduce the risk of getting smacked by the last one. The high vertical jump isnt too much of a problem. But even then, you still have to watch out for his melee attack afterwards. If you arent comfortable with this strategy, then by all means, use another strategy. Just keep the long horizontal jump strategy in mind.
For the horizontal jumps, there are 4 types that Needle Man can do along with doing his melee attack:
- Jump in place (slide back out immediately if that happens).
- Short horizontal jump (slide underneath, then run a bit further).
- Middle horizontal jump (slide underneath).
- Long horizontal jump (automatic vertical jump at any height).
For the vertical jumps, there are 2 types that Needle Man can do along with throwing his Needle Cannons:
- Low vertical jump (slide under the last 2 Needle Cannons after jumping over the first 2).
- High vertical jump (sliding isnt required).
You can think of it as a revenge strategy if you want, but I wanted to point out the strategy that can possibly be helpful for certain challenges. Mega Man 3 [FC] - Needle Man Stage Boss](https://i.ytimg.com/vi/x6FXhsY-qX4/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Crankys Cabin 2 [101%]
My 101% speedrun tutorial of Crankys Cabin 2 in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Crankys Cabin 2:
In the GBA version, speaking to Cranky in every world is required to get 101%.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Crankys Cabin 2 [101%]](https://i.ytimg.com/vi/xmC8f0dUSBw/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Funkys Fishing 4 [101%]
My 101% speedrun tutorial of Funkys Fishing 4 in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Crab patterns:
After the story cutscene, the crab pattern starts. It depends on how fast or slow the levels are cleared along with text skipping. The more one speedruns this category, the more the speedrunner will see some fishing patterns. Regardless, the RNG is still involved in them. In a casual playthrough, it can be random whether the crab shows up or not.
Funkys Fishing 4:
If the crab didnt appear in the previous mini-game, then theres a chance it will appear in this one. Since theres no way to speed this up, this can be the best time to catch the crab.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Funkys Fishing 4 [101%]](https://i.ytimg.com/vi/yOPuFmGTYbE/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Orang-utan Gang [101%]
My 101% speedrun tutorial of Orang-utan Gang in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Level starting:
Use the vine below to determine when to cartwheel.
Klaptrap:
Normally, in the SFC version, rolling/cartwheeling behind a Klaptrap results in taking a hit. But in the GBA version, rolling/cartwheeling behind a Klaptrap results in that enemy getting defeated.
After Klaptrap:
Be sure to cartwheel immediately afterwards.
Letter O approaching:
Cartwheeling over an abyss and jumping up fully while getting the letter O is faster.
Expresso the Ostrich:
Expresso is a bit slower in the GBA version than he was in the SFC version. The gliding physics are different from the SFC version, but he is still quite useful. He is required to go into Bonus Room #1, as well as getting a picture along the way. While approaching Bonus Room #2, Expresso is dismounted.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Orang-utan Gang [101%]](https://i.ytimg.com/vi/y_tBMb7JWXo/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Croctopus Chase [101%]
My 101% speedrun tutorial of Croctopus Chase in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Swimming physics:
The swimming physics are different from the SFC version. In the GBA version, just holding Left or Right on the D-Pad isnt enough to go fast. The run/roll/cartwheel button has to be used too. And even then, swimming horizontally is slower in this version. Also, swimming up is way different from the SFC version. In the GBA version, Donkey and Diddy can swim up way faster, even when holding Down on the D-Pad.
Picture in narrow tunnel between two Barrel Cannons:
The screen-scrolling trick is done to delay the spawning of the 2nd Croctopus in order to get the picture faster.
Enguarde the Swordfish:
Enguarde is useful for most of the level. The physics are different from the SFC version, but he is still useful. In the GBA version, its actually faster to get Enguarde. In the SNES version, Enguarde would be skipped.
Last Croctopus section:
After triggering the last Croctopus, be very careful not to go up too soon, as that would result in getting caught in the left wall.
Be sure to go to Candy and Cranky after this level.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Croctopus Chase [101%]](https://i.ytimg.com/vi/ye5Mm6q1Rkw/mqdefault.jpg)
![Tomb Raider: The Last Revelation [PS] - Cambodia FMV
Cambodia FMV of Tomb Raider: The Last Revelation for the PlayStation. Tomb Raider: The Last Revelation [PS] - Cambodia FMV](https://i.ytimg.com/vi/yhGxFVCSoNs/mqdefault.jpg)