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(l(Kakashi)l)

PostPosted: Mon Sep 26, 2005 9:31 am


Air Dodge- L or R in the air results in an air dodge. Until a character lands after an air dodge, he cannot do any attacks or jump, like after most recovery attacks. You can also influence the direction of an air dodge with the control stick. Air dodges can be used as an ?extra jump? for characters without a good up-b (Yoshi, Jigglypuff, etc)

Anti-Air Attack- Any attack that can be used from the ground or close to the ground to interrupt an aerial attack coming from above. Generally, anti-air attacks become better with platforms. Thanks to Rebel581 for this term.

Attack- The A, B, and Z buttons, along with the C-stick all make your character do an attack. The B button is for special moves, and the rest control standard attacks. The C-stick performs an uncharged smash when used on the ground and performs aerials when used in the air. It can only be used in versus modes. Also, the Z button is only an attack when used in the air. Samus, Link, and Young Link do not do attacks with the Z button, instead they shoot their respective grappling items when in the air.

Attack Cancel- From the air, many characters can cancel attacks or effects of attacks by doing an attack close to the ground. Some examples are:
Peach's Float cancel- Start an aerial attack while floating, and land while still doing the attack. There will be no lag from the attack.
Samus' Missile cancel- The missile (forward-B) will still make a sound, but no projectile will be fired.
Falco's Laser cancel- see above (Except use B attack)
Ness's Foot cancel- see above (Except use aerial down A)

Bat drop- Pressing Z to drop the bat, followed by an attack that prevents it from flying off the platform, most often a spike attack. By doing this you are giving a lot of damage in a short amount of time. This is the technique most commonly used to get high scores in Home Run Contest.

Bomb jump- Samus and Link can both bomb jump, but in different ways. With Samus, if you use a bomb in midair, drop, and use another bomb, you'll bounce into the explosion of the first bomb and bounce again. You can repeat this for as long as you like giving Samus great horizontal recovery. With Link, when he is recovering you have to pull out a bomb, as you use your second jump, then throw it up, Up-B into the bomb, and then use Up-B again after the bomb hits you. The result is one jump but two Up-B?s.

Boomerang Bonus- A bonus in attack power given to Link/Young Link's boomerang. When the boomerang is thrown upward or downward, and it hits an opponent, the attack of the boomerang gets a 10+ boost. It can be thrown upward or downward by holding up or down while Link/Y. Link is broadcasting the attack. (when they are twisting around). Thanks to Shadowthebat for this term.

Camping- Sitting in one spot and not letting the opponent get close enough to attack you. Its a method of delaying a kill, most often used in an effort to stall out a match. Projectiles are usually used to help keep the opponent from landing attacks.

Chain-throw- Continually throwing another character in such a manner as to prevent them from landing. They can?t escape during the chain, allowing you to continue to rack up damage. Eventually, the characters damage will be so high that the throw sends them out of your reach. And for a little more about chain-throws:
- Every character except Kirby can chain throw. Technically, Kirby can chain-throw with his Down-throw but only if the enemy?s damage is in the mid 200?s. Yoshi can chain-throw with his forward and up throws, but both require extremely good timing.
- Mr. G&W is the only character who is capable of chain throwing with all directions.
Some chains are:
Luigi - Up against fast fallers (wavedashes following DI)
Marth - Forward against...Marth. >.> (this can be done with JC grabs or wavedashing into grabs)
Marth - Up against fast fallers
Ganon - Down throw...

Shiek- Down throw, catch in air, repeat

Marth on Fox - F throw, F throw/B throw, F throw/B throw etc.

Combo- A combo can be either natural or improvisational; a true combo is two or more hits that register a 'Combo' reading in training mode. Basically, though, a combo is any set of attacks that is difficult to escape from, and does a lot of damage in a short amount of time.

Crouch-canceling- Holding down on the control stick when hit by an enemy attack. Up to a certain damage percentage, this will prevent you from being sent flying, though you will slide back. Also, a crouch cancel counter (ccc) is crouch canceling using a character's down-A attack.

C-Sticking- C-sticking is just a name used to describe the act of using the c-stick to do aerials, smash attacks, and other things.

Damage- Each character in a fight has a counter of his own at the bottom of the screen that tallies his health in points, displayed as a percentage. At the lowest percentage (0%) attacks will not send your character very far, and effects like Jigglypuff's sing are easy to shake off. Grabs become harder to get out of at higher damages, and attacks send you much farther.

Dash-canceling- During a run, pressing down will cause you to crouch and therefore stop the run.

Dash-Dancing- Quickly smashing left and right on the control stick, so the character only does the opening animation of the run.

Dash-Dashing- Dash-dancing then dash-canceling over and over again, causing the character to only do the opening animation of the run. For some characters, this is faster than just running. This is also referred to as the Foxtrot.

Dash-jump- Jumping out of a dash, often with a short jump. The character will usually move faster forward in the air than if it were a non-dash-jump. The three characters that don't move any faster either way are Jigglypuff, Bowser, and Zelda.

Desynching: Using an action such as a grab, roll, spot dodge, wavedash etc. to stagger the ICs actions and have them perform different actions/actions independently.

Directional Influence- A lot of people under-estimate DI. To solve that problem, we have XiF:

Basically, DI is influencing your flight pattern from an attack inflicted upon you, or any aerial movement. DI is most effective in escaping combo's, and surviving to higher percents. There are many types of DI, I'll go from the worst kind, to the best.

No DI: Just how it sounds, you dont influence your movement at all. Very bad for shine combo's, chaingrabs, staying alive, etc. In very rare cases it will be somewhat useful. Like, not DI'ing so you mind game your chain grabber. DI'ing outwards from characters like marth is bad too, cause it may set up for a tipper. Or even DI'ing may set you up for one depending. But in reality, you dont want to do this DI.

Simple control stick DI: before and during you get hit, you hold a direction and dont let go so you change your flight pattern. This is good for escaping some shine and chain grab combo's, and staying alive in general. But if you want to live to like 160%, this isn?t gonna cut it. There are other, better ways.

Double stick DI: this is extremely interesting, and it astounded me when I first saw it. You can actually DI with both the control stick and the c stick. You can pull off 2 different DI's at once, allowing you to greatly influence your flight trajectory. We were testing it with peach's forward throw. We were able to survive an f throw right near the right edge of Final Destination to about 196% and still live. One certain pair of directions made this (I think it was n up left, and left). But other ones made some pretty weird flight patterns. An up left on control stick and left down on the c stick caused the fox to actually go straight up from the up throw. Very... very interesting.

Anyway, I hope this kind of sheds light on those who kind of consider DI to be unimportant


Disjointed Hitbox- Every character has a hitbox for every attack. Like Mario?s forward smash will hit everybody in a certain area, or in his hitbox. When a hitbox is not attached to the character, such as in Marth/Roy/Link/Young Link's sword attacks and Ness's bat smash, its called a disjointed hitbox. A sword and a leg (such as Captain Falcon's) are going to be affected differently by fire. The character whose knee comes in contact with the fire is going to get hit, but the character with the sword is not, since damage to the weapon (a disjointed hitbox) does not affect the character.

Doctor Mario?s Up-B Cancel: Doctor Mario can actually cancel his Up-B. After you press Up B (Up and to the Right preferably), to cancel it, quickly tap in the opposite control stick direction. If you succeed it will be very noticeable, just keep practicing because this is one of those things that will take time to master. Credit to AlphaZealot from SWF

Double dash attack- Requires a super scope, ray gun, or fire flower, as these items do not have a running attack. Do a dash attack holding one of the items, and while you're doing the attack, hit Z. Your character will attack, then throw the item.

Double Jump cancel- Basically, you can stop the upward motion of Mewtwo, Ness, Peach, or Yoshi's second jump with an aerial attack. For example, if Ness does two jumps in short succession, followed by a quick aerial attack, he should be VERY low to the ground. This is useful for combos and mind games. Double Jump cancel is abbreviated "DJC."

Edge-guarding- Attacking the enemy as he/she is trying to get back onto the stage. This technique is NOT cheap, it is how the game is played.

Edge-hogging- Only one character at a time can hold onto an edge. So if you are on the edge, your opponent can?t be. This is useful in preventing an enemy's recovery. The best way to edge-hog is to either wavedash or short-jump backwards onto the ledge.

Edge-hop- A jump quickly following a press of down from an edge-hang will let characters do a short edge-hop. Most, if not all characters can do attacks out of this.

Extended Grappling Beam (Samus)- Hit Z. Keep pressing Z, and at the same time, alternate up and down on the d-pad a few times. The grappling beam should now go much farther, and if you hold L while using it, you can target the nearest player to you. To grab, press A when the tip of the beam is over an opponent.

Fast-falling- Pressing down while in the air will make your character fall faster than usual. You can fast-fall any time you are falling

Fox's infinite combo- Short hop drill kick L-cancelled into a waveshine (reflector (down-B), then wavedash out of it), followed by a short hop drill kick, L-cancelled into a waveshine, etc., etc.. Very hard to do, even on the slower speeds of training mode without considerable practice.

Fox Zone- Certain spots in an arena where a character is able to fall through. Not likely, but known to happen. Happens the most to Fox on Pokefloats, hence the name Fox Zone. Thanks to Shadowthebat for that term.

Freezing glitches- Ice Climbers: Roll behind the enemy using the L or R shield. Half-way before the roll is over, start holding Z, and the second Climber MUST grab the enemy. Do a forward B in the direction you just rolled from and if it worked, the enemy should be frozen after Nana (second IC) throws him/her/it. This glitch only works on NTSC versions .00 and .01. Mewtwo: Choose Bowser as the opponent in training, and go to the Yoshi's Story stage. Set Bowser on the very left of the right platform, and have Mewtwo stand below him and a little to the right. Get out a red shell, and set the speed to a slower one, throw the shell forward, and keep reflecting it with Mewtwo's forward B. After about 5 reflections, have Bowser drop down right before the sixth. Bowser should now be stuck to Mewtwo.

Friendly Fire- Another way of saying Team Attack. Basically, your attacks damage your teammates too.

Grab/Throw- Every character can grab with Z or L/R + A/Z. Hit A or Z while holding an opponent to do a grab attack. A grab attack is an attack that does little damage. It can only be performed while holding an opponent. You tilt the control stick in a direction to hurl them in one of four directions. You can break out of a grab faster by moving the control stick around quickly.

High jump glitch- If a character, moving upwards from a normal/double/up-b/screw attack jump gets hit by either Mario's or Dr. Mario's cape attack, they will go almost twice as high as normal.

Hitbox- When a character does an attack, the hitbox is what determines how wide a range the attack covers. It's called a hitbox despite not being shaped like a box for most attacks. Some characters have disjointed hitboxes.

Infinite grab- Have 3 characters. One should grab another, and the third should use an infinite natural combo, such as Fox's repeated A, or Mewtwo's B attack (close). The second character should not be able to escape the grab.

Ice Climbers' infinite grab- This technique differs from the infinite grab in that you can do it in a 1-on-1 match. Grab with the main character (default=Popo) and hold down on the control stick as you're doing the grab. Keep hitting the A button, so that Popo does his grab attack, and Nana (the other IC) does her down tilt. If done correctly, the other player should not be able to escape.

Juggle- Keeping the opponent up in the air, using ground attacks or air attacks that send the opponent on an upwards trajectory. Basically, you are continually keeping them from hitting the ground by attacking them repeatedly.

Jump-cancel- Jumping out of a dash; can be linked to a grab or an attack. Also used to describe jumping out of Falco/Fox's reflector to bypass the usual lag after the attack is stopped.

Jump-cancel (alternate meaning)- Jumping out of the shield. Yoshi cannot do this. You can then cancel your jump with an attack, such as an up-B or a smash attack.

Kamikaze G&W- A special glitch that turns Mr. Game and Watch into a weapon of mass KOing. First, you need a Ness that is able to damage G&W, and a G&W that can damage Ness. Have G&W hold the Oil (down-B) attack and have Ness attack him with 3 FULLY charged PK Flashes (B). After G&W has absorbed the attacks, have Ness shield himself and G&W attack with Oil. If done correctly, Ness' shield will break and G&W will fly across the arena at insane speed killing anything he hits. This is a handy trick in team friendly fire matches. Thanks to shadowthebat for this term.

Knock back- Refers to how far a character is sent after being hit by an attack.

L-cancel- When L, R, or Z is pressed before you hit the ground, the normal recovery time after an aerial attack is decreased. For example, Link's aerial down-A L-cancelled will result in his pulling the sword out of the ground faster. Keep in mind that L-canceling doesn?t get rid of the lag, it just reduces it. L-canceling plays a key part in shffling and most combos.

Lag (also called recovery time) - When a character executes an attack, there is a certain amount of time after the attack is over in which that the character cannot move. This is called lag time. Moves that are "laggy" carry an large amount of lag time. Some examples are Ganondorf's ground forward-B when it misses, and Link's aerial down-A not L-cancelled. Related term: L-cancel

Light Shield- Holding L or R lightly brings up a bigger but weaker shield. It prevents shield-stabbing and is great for guarding against weak attacks. When used by holding the Z button, light shielding is called Z-shielding (the only difference is the name).

Luigi Ladder- Two Luigi's can do their up-B attacks against each other indefinitely, but they must not hit with the fire part of it. This will keep them in the air, and moving upwards.

Meteor Smash/ Meteor Spike- A meteor is a spike that can be meteor-cancelled

Meteor Cancel- Jumping out of a meteor. You are frozen for one second after a meteor spike, but if you double jump or up-b immediately after that first second you can cancel the meteor smash. Meteor canceling is also known as a meteor jump.

Mewtwo's Double Jump boost- With Mewtwo, if you perform an aerial attack at the end of his double/second jump, he'll get an extra boost upwards.

Missile canceling- shooting off one of Samus' missiles as you're about to land to cancel lag.

Mr. Game&Watch/Corneria glitch- Mr. G&W can do his up-B through the neck of the Great Fox. Double jump, then do up-B when his head is pressing against the ceiling above the guns. The CPU seems to do it whenever he is down there too.

Natural combo- Any combo that is built into the game, such as the variations of Marth and Roy's over-B attacks and also the a-a-a-a-etc combo that most characters have.

Needle Canceling- Same as Missile canceling but with Sheik's Needles.

Ness's bat reflector- If you hit a projectile with the tip of Ness's bat or right behind Ness, it will be reflected.

No-ping hit- Hitting with the handle of a home-run bat, so that it does not make the distinctive "ping" sound. Sends the target a higher trajectory than a tip-hit. Thanks to Smashnuke for this term.

Phantom Hit- This occurs when an attack hits but it doesn't move the opponent and only does half of the normal amount of damage. A sure-fire way to do this is to go to Ganondorf's Japanese HRC, do a full jump, and hit B. (Even though this is sorta common knowledge, credit to snex for the example)

Power Shielding- Shielding at the exact instant an attack or item hits your character. This will result in a white flash and the attack not hitting you or weakening the shield. This causes projectiles to be reflected. FYI (For Your Information), no human can power shield at the same consistency that Lvl. 9 CPU?s can. They power shield 90% of the time, and no human will ever get close to that.

Priority- What the chances are of an attack taking precedence over another attack if they collide with each other. Priority is generally based on hitboxes, spacing, and timing. Thanks to Rebel581 for help

PSI Spaming- Used in team battles with friendly fire set to "On". When a player using Ness spams PSI magnet and a team mate attacks with projectile attacks to recover Ness' strenghth. Most effective with the Super Scope or Mewtwo's Shadow Ball. Thanks to shadowthebat for this term.

Roy Zone- Different from phantom hits in that the attack doesn't even do damage, though it hits. Named for the character it affects most, Roy.

Running smash- Running, then dash-canceling, followed by attacking (usually using the c-stick). You can also perform an up smash and a down smash without dash-canceling.

Quick Float (Peach only)- Tap down on the control stick while moving upwards in a jump. You will stop at that height and begin floating. You can do this with your first or second jump. You can also hold down before jumping for the same effect at ground level. This technique is very useful when performing aerial attacks.

Samus?s Super Wave Dash- First, you need to drop a bomb. Then hold the opposite direction of where you want to go, and then smash the direction you want to go as soon as you touch the ground. If you don't immediately let go of the control stick it won't work. Example- you want to go left, so you press down-b and then hold right. Just as you touch the ground, press left, and immediately let go. If you want to go right, press down-b and then hold left. Just as you touch the ground, press right and immediately let go. The term is abbreviated SWD. Thanks to Darknut2627 for the definition.

Sex Kick- This term refers to any neutral aerial A kick that does damage after the actual movement of the foot is over. The attack gets weaker and has less knock back the longer it is out. The only exception is Dr. Mario. His sex kick attack actually gets stronger, and has more knock back the longer it is out. Fox and Falco's aerial backwards A is also considered a sex kick.

Shffl- Shffl is an acronym that stands for Short-hopped Fast-falled, L-cancelled. It is the most effective way to use aerial attacks, and is a must in competitive play. It is pronounced shuffle.
For a vid/explanation go to: http://www.freewebs.com/tobiasxk/screwshffls.html

Shield grab- Hitting A or Z while shielding.

Shield shifting- Using the control stick to angle the shield to prevent shield-stab, or provide extra protection in a given direction.

Shield-stab- Attacking a shielded opponent where the shield's leaving a part of the character vulnerable, allowing them to bypass the shield's defense. This gets easier to do as your opponents shield gets smaller.

Shine- Another name for Fox's reflector (down-b).

Shine-spike- The term for spiking someone using Fox?s reflector. Because Fox?s reflector sends people down, it is a very useful way of edge-guarding.

Shine-cancel- Using Falco/Fox's reflector to stop motion when knocked away from the arena. Another definition would be jumping out of the shine to cancel the lag.

Short Hop Laser- With Fox or Falco, short jumping followed by a laser and a fastfall is considered a Short Hop Laser, or SHL. If the B button is pressed fast enough, Fox can do a Double Short Hop Laser, or DSHL.

Short hop- While running or standing, pressing the jump button more lightly than usual will result in a shorter first jump. Also you can press up on the control stick quickly.

Smash charging- After initiating a smash attack, you can hold A to hold the attack, thus increasing it in power. It is automatically released after a set amount of time, if not manually released.

Spamming- Continuously and persistently using the same attack. Usually used in reference to projectile attacks.

Spike- Any attack that sends an enemy at an acute downward angle (less than 45 degrees away from straight down). Most spikes are a character?s aerial down a (ADA), but not all. Many, but not all spike attacks are considered meteor smashes.

Spot dodge- Also known as side-stepping, spot dodging is pressing down while shielding to dodge/side-step an attack. You can also use the C-stick to spot dodge.

Stale Move Effect- When any move is used over and over again, the power of that move will gradually go down. It can be brought to normal strength by using other moves and/or you dying. Named for the bonus category of the same name. Thanks to Shadowthebat for this term.

Startup- How long an attack takes to start. Attacks with high startup time include Falcon Punch (C. Falcon's B) and Ganondorf's Warlock Punch (B) / Volcano Kick (tilt up-A). Attacks with low startup time include Fox/Falco's reflector (down-B), Mewtwo's aerial forward-A, and Mr. Game&Watch's up-B. Startup time is basically the opposite of lag time.

Stun- When a character is hit, there is a certain amount of time in which the player can do nothing. If a character is hit during stun, it's considered a combo.

Super Jump- Catching Link's or Young Link's boomerang while hanging from a hookshot (See wall-grapple) will result in a very high jump.

Sweet Spot- Any part of an attack that does more damage, or has a better effect than other parts of the same attack. For example, if Marth hits someone with the very tip of his sword, it will do more damage and send them back farther.

Swing-Jumping- A late double jump cancel, used to create more vertical distance for characters with the ability to DJC.

Taunt- Press up on the directional pad and your character will taunt. Pichu and Captain Falcon have 2. Fox and Falco each have a special taunt that can be performed once-per-match and only on Corneria and Venom. You must press up on the D-pad for exactly one frame (1/60 of a second). If you are having trouble with that you can try repeatedly pressing left and right on the d-pad. Basically, all that happens is the Starfox team appears and makes some random comments or fires at the enemy.

Teching- When you are tumbling in the air after being hit, you can press L, R, or Z near the ground or a wall/ceiling, with or without a direction, to recover faster than usual. Holding left or right on a ground tech will result in a roll in the direction. Also, you can move the control stick left and right quickly to recover from the ?tumbling? effect. You will then be falling normally, as if you had just jumped up, and will be able to perform attacks.

Tiers- A ranking of how formidable each character is at the peak of the current metagame. Metagame is the current highest level of play.
Tilt attack- Holding any one of the four control stick directions, and hitting A. Some left/right tilt attacks can be aimed diagonally. Note: This is different than an uncharged smash. IT IS A COMPLETELY DIFFERENT ATTACK.

Tipper- Hitting with the tip of the home-run bat. Sends target much farther horizontally than a non-tipper. In addition to the meaning mentioned above, "tipper" is used as another name for hitting with the optimal range of any of Marth's attacks, said range being any range where there is distinct damage and knock back (the tip). Thanks to MaskedMarth for additional information on this term

Tournament legal- Any stage, item, or rule set that is acceptable in a tournament environment. General rule sets follow this example: 4 stock, with time doubling (or almost doubling) stock, items on off. Hyrule Temple, Yoshi's Island 64, and Brinstar Depths, Infinite Mountain, Big Blue, and Termina are always off (and can't be chosen, even under slob picks). Slob pick (which is what most tournaments go by) allows the loser to pick both stage and character. First, the loser announces his stage choice. Then the winner picks a character and finally the loser picks a character. Team attack is usually on, and no stage can be played twice in the same set. A set is the best two of three. The tier list is based on the best game play possible (the metagame) with these rules.

Turret Fighting- Tactic that is used by mainly projectile characters in which the player spams his/her weapon to its fullest, while staying in the same spot. Falco, Samus, Fox, and Shiek users are known for this annoying tactic, and can be very effective when in the hands of an expert. Thanks to xxxxThe_GoaTxxxx for this term.

Turtle Glitch (Game and Watch only)- Break a breakable block with the turtle (back A aerial attack) right as you land on it and as the attack is ending. The turtle will stay in his hand until you use back air or neutral air (maybe other moves). If Game and Watch dies with the turtle in his hand, he will come back with it still attached, only now it will never go away for the rest of the match. Thanks to SuperDoodleMan for this term.

Upward Pound- A tactic with Jigglypuff where you use Pound, and then quickly press up so Jigglypuff pounds in a more upward direction. This helps vertical recovery (Pound and then jump gains more vertical distance) and horizontal recovery (consecutive upward Pounds give Jigglypuff infinite horizontal and if done perfectly vertical recovery). You can also do it downwards.

Vertkill- Jumping and spiking at the same time, usually by a character already in the air. Some useful ones are Captain Falcon's, Ganondorf's, Marth's down aerial.

Wallbombing- Using the Peach Bomber attack (forward+B) as a smash attack makes Peach pop up a little bit, allowing her to use it repeatedly without losing height. If kept up for long enough, this can be used to stall out time matches. Discovered by RyokoYaksa.

Wall-climbing- After an Mario hits a wall with up-B, he can wall jump. This can be continued until the wall ends.

Wall-grapple- With Link, Young Link, or Samus, hit Z in the air and near a wall (facing the wall of course) to latch onto it. Hit A while hanging, or after the initial latching to climb the grappling device. Can only be used once per time in the air (you have to land before you can use it again), but you can use the character's ^B after using a wall-grapple. What most players will do is air-dodge upwards and then hit Z, immediately followed by pressing A/Z again to launch them upwards. And to finish it all you do an up-b.

Wall-jump- Hitting the opposite direction when your character is near a wall, and not tumbling. Works only with Mario*, Samus, Young Link, Fox, Sheik, Falco, Pichu, and Captain Falcon. If any character not listed here seemed to have wall-jumped, you probably just witnessed him teching. Mario is a special case because he can wall-jump after his up-b.

Wall of Pain- Jigglypuff strategy that is focused on its superb aerial ability, and in particular, its aerial back A.

?air- refers to aerial attacks in the four directions and neutral. Replace ? with n (neutral), u (up), f (forward), b (back), or d (down) to signify which.

And here ends the terms section.

WAVEDASHING

Wavedashing is so special its gets a section all to itself. Funny thing is, all I?m going to do is direct you to another site that has an in-depth essay on Wavedashing and maybe post a list or two.

http://www.freewebs.com/tobiasxk/wavedashing.html

Every character?s wavedash goes a different length. It all depends on how much traction they have. The characters are in order from longest to shortest wavedash here:


Luigi


Ice Climbers


Mewtwo


Marth


Yoshi


Roy


Dr. Mario / Mario / Mr. Game & Watch


Samus


Ness


Fox


Bowser
Falco
Young Link
Ganondorf
DK
Pikachu / Sheik
Captain Falcon / Kirby
Pichu
Jigglypuff
Link
Peach / Zelda


TIERS

Rather than explaining this myself, I?m going to give you a link to another site that has an in-depth essay on tiers. I will, however, show you the current tier list and add one more bit of info.




http://www.freewebs.com/xiffer/tiers.html




The tier list is based on the best level of play currently known to be possible, also known as the current metagame. The tier list is not, however, based off FFA (Free For All) play. If you go look up the term Tournament Legal, those are the rules that the tier list is based off of.




Top

Sheik
Fox
Marth

Upper
Peach














From: NintendoAddict7 | Posted: 7/24/2005 4:20:15 PM | Message Detail
Falco
C. Falcon
Samus

High
Jigglypuff
Dr. Mario
Ganondorf
Mario
Ice Climbers

Mid
Luigi
Link
Roy
DK
Pikachu
Zelda

Low
Ness
Young Link
Yoshi
Kirby
Mr. Game & Watch
Bowser

Bottom
Mewtwo
Pichu






VIDEOS

EVERYBODY asks about videos. Where can I find this, where can I see that. Blah Blah Blah. So, to solve that problem, here is a huge video section with links. The list has changed since last time. Do not be fooled. Gaming Freak went through and checked EVERY SINGLE LINK to make sure that they work. In addition, if you can?t find what you are looking for here, check DC++. If you don?t know what DC++ is, well, there?s a section for it too later on.





Advanced Tactics


Last time the link we had for the advanced tactics video was dead, so I created a new one with two different videos (neither of which are mine, btw):


http://www.angelfire.com/alt2/mastersword118/index.html





Stadium Videos:

GamePro 88?s really good videos for every character twice.
http://members.lycos.co.uk/begandinterbtt/

sasabe-
http://www.angelfire.com/rock3/ssbmbtt/

marth1-
http://www.angelfire.com/ab7/marth1hrc/

r1k's site-
http://www.angelfire.com/games5/r1k/

skywalker-
http://www.angelfire.com/alt2/skywalker/

history of hrc by sskeeto-
http://www.folderol.net/HRChistory.php

ummm-
http://www.ngy.1st.ne.jp/~santarou/cgi-bin/DXtt2/DXtt.cgi?GAME=1000

nismojoe-
http://www.nismojoe.com/ssbm.htm

nismojoe more-
http://www.nismojoe.com/games/

lpkdm-
http://www.beyondthefield.ssbm.org/

dark09-
http://www.angelfire.com/alt2/dark09/

icemario-
http://www.angelfire.com/ak5/icemario/

shippou-
http://killerkafu7.airmode.de/shippou.html

AOB-
http://www.angelfire.com/alt/aob/hrc.html

djhypnosis-
http://www.angelfire.com/games5/djhypnosis/

shdwrptr-
http://www.angelfire.com/magic2/shdw/

bmanzzs-
http://www.angelfire.com/alt2/bmanzzs/

pmac-
http://www.angelfire.com/ultra/pmac/

thedan11-
http://www.angelfire.com/games5/thedan11/

pierrethekiller site-
http://pierrethekiller.free.fr/

BtT/MMM WRs *outdated*-
http://speeddemosarchive.com/ssbm.html

http://speeddemosarchive.com/ssbm.html

AR codes:
arcentral.net

Extra Sites:
http://hp742.hp.infoseek.co.jp/smadx/play/movie.html
http://www.angelfire.com/games5/ssbm/
http://membres.lycos.fr/catanaturels/Images/Foudre/smashcube/videos/target/
http://dreamcubebits.infoliens.com/index_uk.htm
http://www.angelfire.com/alt2/chronohrc/index.html
http://www.nintendo.no/forum/viewtopic.php?id=1592
http://www.freewebs.com/xiffer/index.htm
http://members.aol.com/oovideogamegodoo/myhomepage/profile.html
http://ssbm.detstar.com/
Vs. Vids:
http://page.freett.com/sumasaikou/movie.html
http://ssbm.captainjack.jp/index2.html
http://www.ssbm.it/awesomevs.htm

DBR combo/music vids:

http://www.ssbm.it/musicvids/The_Hylian_Nightmare.wmv

http://www.ssbm.it/musicvids/ShinedBlind.wmv

http://www.ssbm.it/musicvids/Death_From_Above.wmv

http://www.ssbm.it/musicvids/Overdose.wmv

http://www.ssbm.it/musicvids/Pure_Nastyness.wmv

Other Combo Vids

http://www.ssbm.it/musicvids/All_Wessed_Up.wmv

HRC World Rankings site by SSkeeto:

http://www.folderol.net/hrc-records.php

STATISTICS

For how many frames and other random technical stuff, go to Mew2King?s website.
http://members.aol.com/oovideogamegodoo/myhomepage/profile.html

I will, however, post a list or two (from the above website), because many people ask about these things. And remember that 1 frame is 1/60 of a second.

Every character jumps at a slightly different speed. Here is a list of jumping speeds:

4 frames - Fox / Ice Climbers / Kirby / Pichu / Pikachu / Samus / Sheik

5 frames - Captain Falcon / Dr. Mario / Luigi / Mario / Marth / Mr. Game & Watch / Ness / Young Link

6 frames - DK / Falco / Jigglypuff / Mewtwo / Peach / Roy / Yoshi

7 frames - Ganondorf / Link / Zelda  
PostPosted: Mon Sep 26, 2005 12:27 pm


stare funny, I spelled competetive wrong...

(l(Kakashi)l)


Phantom_Renegade

PostPosted: Mon Sep 26, 2005 5:14 pm


did u copy this from smashboards.com
PostPosted: Mon Sep 26, 2005 6:26 pm


why should this be stickied?

felix45


(l(Kakashi)l)

PostPosted: Tue Sep 27, 2005 8:12 am


I got it from GameFaqs.com, and I guess they copied from smashboards. I think it should be stickied so other people can view advanced techniques and other stuff.
PostPosted: Wed Oct 05, 2005 11:09 pm


It doesn't need to be stickied, considering that the forum isn't as fast as most others.

This will stay on the first page for a good while, and you just have to bumo it once in a while to bring it back up.

Yeah, and thanks a heap for asking "please" when your requested this to be stickied. neutral

Shiroi Tsu
Captain

Reply
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