You need an Action Replay or a way to load the Action Replay dol on the Wii.
Then put in the 6 player debug menu code.
If you want more info, you need to check what version of the game you have.
Edit: here.
[collapse=If you have SSBM NTSC V1.0]
Code:
6-Player Debug Menu - Short Version (donny2112)
DC18-H909-BFGB3
5MBW-XH02-HEA88
DF6M-CM56-5DFEN
XWKH-KP1E-PM9N9
KH2Z-FYVW-9GX62
[/collapse]
[collapse=If you have SSBM NTSC V1.1]
Code:
6-Player Debug Melee
B0B7-DFPZ-JXU2C
UJZC-P4T7-BE2C8
4CVZ-Z72C-Y9KPT
HA0B-9T4K-B6T9X
4GMT-1UY3-K3ARA
V0PP-FJT9-BGMJ1
NV6F-J84A-DGR1X
K3NW-KV2B-A5T3G
XRP0-73AB-GWHVP
8M2J-8JJE-NZ87Y
U9KG-QUUF-TV6AJ
TZDK-U92A-MHWC4
RHKY-YE87-UY9HZ
RCM6-V8G2-Q7Y9Y
2PDE-VXZM-1AEM1
7TU7-U77F-26E52
FYVK-MTDA-D9WEF
80YF-0VW1-EKRRK
X5FB-YJ0Q-2WW2B
8R8W-3BVX-B4ADK
F60M-CN58-N1PQT
CT9B-K3EX-JWV8Y
[/collapse]
[collapse=If you have SSBM NTSC V1.2]
Code:
6-Player Debug Melee
3PDT-9QAN-WQD7B
FGHB-VGKG-4UYHN
M4EJ-D9FZ-N0QF2
CA7W-33QH-2YBTN
39ZG-R2N0-GVYKH
TVRB-QAFG-CWAYJ
R5GP-ZKPM-ET70Q
DQYF-ZMBD-TEG68
RAU2-V3QR-Z6KRH
W07K-3VC8-TG4BJ
EQGT-8UBP-GJVU1
PCHW-7BZ5-W796P
4J70-ZWKW-8A3EC
HYYW-U36B-12YE5
AN6F-FH6P-KYCF4
YM68-1NCZ-CU2UN
3J66-2JWB-7G8ZE
058T-3Q62-YJCZX
9XK9-ZFJN-85BHK
RGM2-69TH-KJ80U
Q6CZ-H78U-MR8J1
Q5FP-96GN-BHFT1
CGCU-PRR4-21P0U
63VU-8WB2-ZFUG9
EURR-UXUJ-1VKYA
RJPX-EXCD-F7U7Y
[/collapse]
[collapse=If you have SSBM PAL]
Code:
6-player Debug Menu(Link)
0728-V3UE-GJR0X
G5HV-WFZU-EEBCB
8QYZ-3JF5-N81JP
2NHJ-ZNME-A0HUA
41KJ-MAH8-JQBQ7
[/collapse]
[collapse=READ ME BEFORE USING ANY OF THE ABOVE CODE]
With this code, you can play a melee match with six fighters. (Still only 1-4 humans, but now you can play 4 humans and 2 computers all at once.) Note: this only works for matches started from the debug menu.
With this code, player 5 gets the same settings as player 3, and player 6 gets the same settings as player 4 (but see below for how this can be changed). This includes everything like size, offense/defense ratio, damage, flags (if you use the stamina debug menu code), and, most importantly, cpu level.
The only settings that are not copied are the "Char" setting and the "kind" setting. Player 5 gets its character from the "ALL_CHAR" setting under the char menu, and player 6 gets its character from the "Publicity" setting on the root of the debug menu. Both players 5 & 6 get their "kind" from the "ALL_KIND" entry on the kind select menu.
The IK Debug Flag now controls which characters get copied where. It defaults to 1, and if you leave it at 1 this code works as above. When you change it to 0, though, things get different:
When IK Debug flag is 1: (this is how it normally is)
-Player 1 gets data from player 1
-Player 2 gets data from player 2
-Player 3 gets data from player 3
-Player 4 gets data from player 4
-Player 5 gets data from player 3, char from ALL_CHAR, kind from ALL_KIND
-Player 6 gets data from player 4, char from Publicity, kind from ALL_KIND
When IK Debug flag is 0:
-Player 1 gets data from player 1
-Player 2 gets data from player 2
-Player 3 gets data from player 1, char from ALL_CHAR, kind from ALL_KIND
-Player 4 gets data from player 2, char from Publicity, kind from ALL_KIND
-Player 5 gets data from player 3
-Player 6 gets data from player 4
Basically it lets you set values for 5 and 6 directly, in case you want to do a match of 4 humans against 2 computers and you want to be able to make the computers really big or really strong or something. It's sort of confusing, but worth it for the added flexibility.
QUOTE FROM ARC
[/collapse]