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Super Smash Bros. Melee

The Newb Faq From GameFaqs

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mastersword118 Posted at: 21:56 Jun08 2005 Post ID: 197680
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Ok, here is my newb faq from gamefaqs:


From: mastersword118 | Posted: 4/21/2005 6:06:13 PM | Message Detail
Super Smash Bros Melee Newb Faq

Cubedude189 did a great job with his newb faq, and a lot of the stuff in here came from him, I am just redoing it and adding stuff to it now that we can sticky it. So, without any further ado, I will get started.


USEFUL TERMS

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.

Attack- The A button, B button, Z button, and C-stick all make your character do an attack. The B button is for special moves, and the rest control standard attacks (C-stick can only be used in versus modes, and Z button only 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. Neither Donkey Kong nor Peach have aerial down B's.

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 become much more powerful.

Dodge- A quick tap of down on the control stick while shielding will make a character dodge (C-stick works also). Dodge times for each character are different.

Friendly Fire- Another way of saying Team Attack. *You can attack 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, and then tilt the control stick in a direction to hurl them in one of four directions.

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.

Taunt- ^ on the directional pad will yield a taunt. Some characters (Pichu, Captain Falcon) have 2. Fox and Falco can hit , on the d-pad to call their buddies on either of the StarFox stages.

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.

Tilt attack- Holding any one of the four control stick directions, and hitting A. Some tilt attacks can be aimed to the diagonal.

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.

?air- refers to aerial attacks in the four directions and neutral. Replace ? with n, u, a, b, or d to signify which.
From: mastersword118 | Posted: 4/21/2005 6:07:13 PM | Message Detail
ADVANCED TACTICS

Attack Cancel- From the air, many characters can cancel attacks or effects of attacks by doing an attack close to the ground. Some examples:
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. Thanks to SuperDoodleMan for this term
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- Z dropping the bat, followed by an attack that prevents it from flying off the platform, most often a spike attack. Does a lot of damage in a short amount of time. Used to get high scores in Home Run Contest.

Bomb jump- 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. This tactic greatly helps Samus's recovery. Thanks to MaskedMarth for this term.

Camping- A method of delaying a kill, most often 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.

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. In a looser term, a combo is any set of attacks that is difficult to escape from, and may do a lot of damage in a short amount of time.

Crouch-cancelling- 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 cancelling using a character's down-A attack.

C-Sticking- Used to describe the act of using the c-stick to do aerials, smash attacks, and other things in multiplayer mode.

Dash-cancelling- During a run, pressing down will stop the run.

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

Dash-Dashing- Jamming the control stick repeatedly in the same left or right direction, so the character only does the opening animation of the run. For some characters, this will result in a form of movement faster than conventional running. Some people refer to this 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. Thanks to MaskedMarth for this term.

Directional Influence- The trajectory of an-air character can be influenced by a control stick direction. The most helpful uses of this technique are escaping combos and juggles, and for recovery.

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- To stop the upward motion of Mewtwo, Ness, Peach, or Yoshi's second jump with an aerial attack. This can be demonstrated by having Ness do two jumps in short succession, followed by a quick aerial attack. Ness should be VERY low to the ground if you do this quickly enough. Thanks to MaskedSheik for this term. Double Jump cancel is abbreviated "DJC."
From: mastersword118 | Posted: 4/21/2005 6:09:39 PM | Message Detail
Edge-guarding- Using attacks to prevent the enemy from recovering to the stage.

Edge-hogging- A character holding onto an edge will not permit another character to do the same. 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.

Fast-falling- Pressing down while in the air will make your character fall faster than usual. You can fast-fall out of aerial attacks, air dodges, and failed ^B attacks. Young Link, however, is nearly unaffected by this.

Hyper/Power Shielding- Shielding at the exact instant an attack or item hits your character. Will result in a white flash and the attack not hitting. Projectiles will be reflected.

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 does her down tilt. You can keep this up forever. This can be combined with other Ice Climber grab combos, and because of this fact, it is essentially an instant-KO grab combo.

L-cancel- When L, R, or Z is pressed before you hit the ground, you circumvent the normal recovery time after an aerial attack. Link's aerial down-A L-cancelled will result in his pulling the sword out of the ground faster.

Light Shield- Holding L or R lightly, to prevent shield-stab, or to guard against weak attacks. When used by holding the Z button, light shielding is called Z-shielding.

Juggle- Keeping the opponent up in the air, using ground attacks or air attacks that send the opponent on an upwards trajectory.

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.

Meteor Jump- Jumping out of a meteor smash. The key indicator between spikes and meteor smashes is that you cannot meteor jump out of a non-meteor-spike.

Mewtwo's Double Jump boost- With Mewtwo, if you perform an aerial attack at the end of his double jump, he'll get a small extra boost upwards. Thanks to MaskedMarth for this term.

Natural combo- Any combo that is built into the game, such as the variations of Marth and Roy's >B attacks, and also the A, A, A... combo that many characters have.

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

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 than a tip-hit. Thanks to Smashnuke for this term.
From: mastersword118 | Posted: 4/21/2005 6:10:26 PM | Message Detail
Running smash- Dash-cancel, then hit a c-stick direction. You can also grab out of a DC, by hitting Z.

Running smash (alternate)- Only works for up/down smashes. While running, roll to either of these positions, while hitting A. Works best with characters that slide when they stop running.

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. Thanks to SuperDoodleMan for this term

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 knockback the longer it is out. The only exception is Dr. Mario. His sex kick attack actually gets stronger, and has more knockback the longer it is out. Fox and Falco's aerial backwards A is also considered a sex kick.

Shffl'd- This is an acronym meaning "Short-hopped, Fast-falled, L-cancelled." It is basically the most effective way certain aerial attacks can be pulled off, and is a must in competitive play.

Shield dash- Wavedashing out of a shield. Can be followed by anything a regular wavedash can be followed by.

Shield grab- Hitting A or Z while L or R 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. Thanks to NJE789 for this term

Shine- Another name for Fox's reflector. A shine-spike is the term for said reflector used as an edge-guarding tool.

Shine-cancel- Using Falco/Fox's reflector to stop motion when knocked away from the arena.

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 jump- While running or standing, pressing the jump button more lightly than usual will result in a shorter first jump. In adjectival form, short jump becomes short hop or short-hopped.

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

Super-Wavedash- A wavedash done from a jump (best way to explain it is that it is done while falling, not while jumping (as a conventional wavedash is)). Discovered by MarthMasterMD.

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

Tip-hit- Also called a "tipper." Hitting with the tip of the home-run bat. Sends target much farther horizontally than a non-tipper.

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 knockback (the tip). Thanks to MaskedMarth for additional information on this term

Tumble-recover- When a character is in the air from an attack, he/she/it might be spinning around. A tumble-recover is alternating left/right on the control stick while this spinning is going on. This allows stability without wasting a jump.

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.
From: mastersword118 | Posted: 4/21/2005 6:12:35 PM | Message Detail
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 recovery). You can also do it downwards. Thanks to MaskedMarth for this term.

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 it, 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.

Wall-hop- For characters that can wall jump, you wall jump and immediately double jump. You gain more vertical distance this way. Can be done on some ledges. Thanks to MaskedMarth for this term.

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

Wavedance- Wavedashing back and forth.

Wavedash- Air-dodging diagonally toward the ground, as close to the ground as possible, will result in a movement that abuses the games physics by allowing a player to make themself slide across the ground. Most obvious with Luigi, Marth, Roy, Mewtwo, and Ice Climbers. You can turn around more quickly by wavedashing in the opposite direction of your run, then picking up on the momentum.

Waveshine- Fox's reflector followed by a wavedash, can be linked to a grab, smash, or looped until the edge of the stage is met. A prerequisite for Fox's infinite combo.

Wavesmash- A wavedash, then a c-stick direction.


MISCELLANEOUS TERMS

Disjointed 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. 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.

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.
From: mastersword118 | Posted: 4/21/2005 6:13:27 PM | Message Detail
Freezing glitch- 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 (default) throws him/her/it. 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.

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.

High jump glitch- If a character, moving upwards from a manual jump (and maybe a screw ball thrown at them) 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. Also see: Disjointed hitbox.

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. This is easier on teams.

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

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.

Jigglypuff invincibility frames exploit- In training, if the max amount of bob-ombs is set in 1/4 speed as fast as possible, then Jigglypuff does her down-B attack, all the bob-ombs will explode, but Jigglypuff won't be sent flying until after a few moments. Very cool to see.

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

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. May take a few tries to get down.
From: mastersword118 | Posted: 4/21/2005 6:14:04 PM | Message Detail
Peach Bomber stall- Using Peach's forward-B attack over and over again between the buildings of Fourside. This can go on for an unlimited amount of time, if you don't mess up. This is useful on timed stock matches, when you get ahead by a life and want to stall out the clock. Might not work too well against Peach, Link, or Young Link, because they all have projectiles that can be thrown straight down. Also Pikachu/Pichu might give her trouble with their respective B attacks. This tactic is the reason why Fourside is banned in tournaments. Also see: Wallbombing

Phantom Hit- When an attack hits, but it doesn't move the opponent, and does half of the 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)

Priority- What the chances are of an attack taking precedence over another attack if they collide with each other.

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

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

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.

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. Note that this supposedly works only on certain versions of the game (I think 1.0, and 1.1), but try it anyways if you aren't sure.

Sweet Spot- Any part of an attack that does more damage, or has a better effect than other parts of the same attack. Unconditional examples are: Marth (very tip of sword), Roy (large center portion of sword), the home run bat (the very tip), and Mr. G&W (the edge of his body). Conditional ones include: Captain Falcon's aerial forward A, Ness's aerial back A, Zelda's aerial back and forward A's, and the tip of Ness's smash forward A (bat).

Tiers- A ranking of how formidable each character is at the peak of the current metagame.

Tournament legal- Any stage, item, or ruleset that is acceptable in a tournament environment. General rulesets follow this example: 4 stock, with time doubling (or almost doubling) stock, items on low or off, with Maxim Tomato, Heart Container, Hammer, Super/Poison Mushrooms, and Party Ball off. Hyrule Temple, Yoshi's Island 64, and Brinstar Depths, Termina, and Corneria are always off (and can't be chosen, even under slob picks). Team attack is usually on, and no stage can be played twice in the same set. A set is the best two of three, where the loser can either change a character, or choose the next stage. Thanks to David Kirk for this information.

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.

The terms came from http://ee.1asphost.com/thephoenixrealm/ssbmterms.html
From: mastersword118 | Posted: 4/21/2005 6:14:34 PM | Message Detail
WAVEDASHING AND ALL THAT STUFF

Wavedancing - Wavedashing back and forth. Like dashdancing, this allows quick
movement in either direction without your movements being revealed to your opponent.

Wavedashing - Air dodging into the ground at an angle in order to slide forward
quickly. Generally done immediately after jumping. Often abbreviated as WD.

Waveshielding - Holding down the L/R button as you wavedash, so that you slide
forward while shielding. Often used to shield-grab, or advance on attacking
opponents.

Wavesmashing - Wavedashing while smash-attacking. Use the Cstick to smash, as use of the Control Stick will stop the wavedash.

Above terms from Decadent One's Bowser FAQ.
Below explanations from cubedude189?s NewB Faq.

Okay. Wavedashing. Jump and immediately (just as you leave the ground) airdodge at an angle into the ground. If done correctly, your character should slide for a bit in his/her landing position and you'll see white smoke. Try it with Luigi on FD, since he has the lowest traction and, therefore, the most noticeable wavedash. Marth and the Ice Climbers also have good wavedashes. Peach and Zelda have the worst. An easier way to WD is directly out of a crouch, but you won't want to rely on being able to crouch and align yourself every time. I suggest only doing it this way perhaps once, simply to see what it looks like. Wavedashing out of a crouch cancel (crouching while you're hit by a smash attack so that you don't get knocked back) can be useful in some instances though... Anyways, for the crouch->WD, tilt the joystick down and to one side. Hold that there, and hit X/Y and L/R at almost the exact same time. You should WD. Bah. Note that the timing for the airdodge is different for each individual character, based on the number of frames in their jump. Fox, who has a 4 frame jump, can WD by pressing X/Y and L/R at damn near the same time. Luigi has 5 frame jump, I believe, so his is rather easy as well. Ganondorf has a 7 frame jump, and there needs to be a tiny but noticeable pause between the jump and the airdodge. Bowser's 9 frame jump takes some SERIOUS work to WD with. Also know that WDing is not just a substitute for a roll. WDing has its separate uses.

Like I said, Wavedashing has many uses... They are for the most part character-dependent, but some general uses are as follows: wavesmashing, waveshielding, edge-hogging, quicker movement for some characters, linking attacks and combos, and mind games. Wavedashing is almost essential to Samus' and Yoshi's games, due to those crappy rolls that they are cursed with. It is also a big part of Fox's infinite combo (Waveshining - Wavedashing out of a shine. Shine, immediately jump up to cancel it, and wavedash). You can also WD backwards or straight down. Also know that a short hop is not necessary for WDing, because the air dodge cancels the jump, anyways... Sometimes you'll need to shorten the distance of the wavedash depending on the situation. I often have to do this with Luigi. If you place the airdodge a few 60ths of a second later than you normally would, your character will visibly jump and then slide for a shorter distance than a perfect wavedash. It's known as triangle jumping.

Along with his ability to completely charge up and down smashes during the WD. This is usually an advanced Samus' main form of movement. Samus has arguably the best WD as it's fast, not too short, not too long, and dead useful. Yoshi and Samus replace their rolls with a backwards wavedash or a single wavedance. WD backwards as an opponent tries to smash you, and immediately WD forwards and punish them.
From: mastersword118 | Posted: 4/21/2005 6:15:21 PM | Message Detail
Recovery: If you WD as you recover from being knocked away from the stage, you'll get some distance and be able to pass through an edge-guarder. You're not invincible when you WD, but it still works a lot of the time. You can also WD straight from the ledge by pressing down to drop from the ledge and immediately jumping and Airdodging at an angle onto the stage. This can surprise people running up to edgeguard and if you use it to pass through an edgeguarder, an attack that hits backwards will put them off the stage. This won?t work very often, but against lesser experienced players, it?s quite nice to use. Even against experienced players, you can occasionally catch them off guard with it. It?s not something to rely on, just something to throw out there to mix things up.

Wavesmashing: Since you can attack directly out of a wavedash, you have alternatives that you will probably prefer over the standard dash attack. For instance, with Luigi, I prefer an up or down smash to his dash attack. Ergo, WD+Up/Down smash. This way, you get the better attack, and there's pretty much a zero percent chance of you accidentally doing the dash attack. You can also tilt, grab, jump, etc out of a WD, so you have your entire moveset of alternatives.

Waveshielding: When you first learn to WD, you will likely end the dash with the shield up, due to holding the trigger for too long. You will probably want to try and work past this so that it doesn't happen all the time. However, waveshielding will allow you to advance on characters without inhibitions or threat. Decadent's
Bowser, as he says, uses waveshielding against Marth to get close enough to attack without becoming a victim to Marth's range.

Edge-hogging: If you are hanging onto the edge of the stage, no other character can grab onto it. So if a recovering opponent has used all 3 jumps and is hoping to grab the edge and you're already there...they're screwed. If you WD backwards off the edge of the stage, you will automatically hang from the edge. Once you can WD consistently, this is much safer than jumping or SHing backwards off the edge. If you roll from the edge after edge-hogging, you gain a few frames of invincibility, and the ledge is still considered occupied, so this can help evade certain up+b attacks while still causing them to miss the ledge.

Mind games: Simply put, mind games are the game. You want your opponent to do what you want them to. Whether in high-level or just regular play without advanced tactics, you still want your opponent to be tricked into a position where you can attack them. Dash forward, your opponent is probably going to attack, right? You get hit. Dash forward, WD back... your opponent attacked before you WDed back and now suffers from the lag of their failed attack. Punish them. That's a really simple and generic example, but it gets the point across. Mind games. Another one that's really unpredictable is dashdancing. To do this, simply tap the control stick back and forth so that your character does the beginning of the dash animation left and right repeatedly. It's a scary mindgame, as you can do anything out of it, and your opponent will have to be really cautious. Know that a WD out of a dashdance is deadly, unexpected, and immensely useful.
From: mastersword118 | Posted: 4/21/2005 6:15:47 PM | Message Detail
You can do practically anything out of a wavedash. Roll. Tilt. Smash. Jump. Shield. Grab. Wavedash. Short hop. Crouch. It makes for a very helpful part of your game with almost any character, because of its versatility and the many ways improvisation with WDing can lead to mind games and other things. You can also WD upon landing from an aerial attack that finishes in the air. With a floaty character like Luigi whose air attacks finish quickly, this can be dead useful in linking together aerials and juggles.

With some practice, wavedashing becomes second nature. Most who do it, get to the point where they can accomplish it 100% of the time with no problem. I personally use it quite a bit with my 3 mains in many different ways. WDing is not always necessary to your game, as there are some pros that don't WD, however it is very useful. It is also not a glitch, or in any way cheap. It is an aspect of the physics in the game, and is referred to in the actual game as the "super dash technique". It's the most versatile of the advanced techniques and can help ANY character's game. It's not necessary, but it sure as hell isn't useless. It's moving while standing still!

Shine cancel: jumping out of the shine to cancel the lag.

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

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.

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

Bat drop combo: Technique used in HRC to rack up damage quickly. It is performed by dropping the at above the bag, then hitting it with another attack which will cancel the knockback from the bat and keep it on the platform. It can also be used to finish the strat. Ex: BD Rest or BD Judgement 9.

Shuffling (also called Shfflc or shffl'ing)- A short hopped, fastfalled, and L-cancelled aerial. It's often the most efficient way to use an aerial attack.
From: mastersword118 | Posted: 4/21/2005 6:17:28 PM | Message Detail
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 complied from my own collection and the ones that cubedude189 had.

*NOTE: These are not really in order of best to worst, although my favorite link is first*

For videos WITH wavedashing, go here: http://www.ssbm.it/awesomevs.htm



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/

pyh's mmm site-
http://home.comcast.net/~pyh189/

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

elemist-
http://www.angelfire.com/games5/redmonkeydish/hrc.html

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/%7Esantarou/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/

speed demos-
http://www.planetquake.com/sda/other/ssbm.html

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

ssbm world ranking-
http://ssbm.ich.nu/

meh Smile-
http://www.geocities.com/sakuracrcpo/index.html

savr-
http://www.angelfire.com/moon/savrssbmhrc/

gaming elite-
http://www.gaming-elite.de/

conquerron-
http://conquerron.rwven.com/ssbm.html

home run contest-
http://legendaryfox.homelinux.com/pyh189/hrc/

old r1k-
http://r1ksrealm.50megs.com/index.html

Index of /~jacquesh/vids-
http://rondelet-2-82-225-190-161.fbx.proxad.net/~jacquesh/vids/

masamune-
http://2.csx.jp/~masamunehrc/

killerkafu-
http://www.angelfire.com/alt2/kafu/

ranking by sskeeto-
http://www.folderol.net/hrc-records.php

my home page-
http://www.angelfire.com/games5/skati/

flyrunner's page-
http://www.8ung.at/flyfunner/

zell-
http://membres.lycos.fr/zell99/ssbm/

calfoolio's ranking site-
http://www.ocf.berkeley.edu/~henhen/ssbm/

spookisfat-
http://www4.ncsu.edu:8030/~dbkidwel/index3.html
From: jman879 | Posted: 4/21/2005 6:17:58 PM | Message Detail
umm

mods sticky topics not you

i was suppose to get the next newb faq :P

nice job though
---
for~RoySSJGokuNaruto
yay~The moonlight knight
From: mastersword118 | Posted: 4/21/2005 6:18:01 PM | Message Detail
g0ku88-
http://www.geocities.com/g0ku88/index.html

deranged-
http://www.geocities.com/deranged85/ssbm/

hrc guide by sskeeto-
http://www.folderol.net/HRCguide.php

tetsuya-
http://smashdx.gooside.com/kyougimovie.htm

cort <_ http://ee.1asphost.com/ssbm/top5/page.asp

My events video :http://pierrethekiller.free.fr/ssbm/events/videosevents.html
my ssbm videos on : http://pierrethekiller.free.fr


Ok, back to my stuff.
From: mastersword118 | Posted: 4/21/2005 6:22:09 PM | Message Detail
STATISTICS

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


ITEM TIER
(opinion based)
(Not mine either)

.....Top .........

Heart
Maxim Tomato
Starman
Cloaking Device
Food
Super Mushroom
Metal Box
Bunny Hood

.....Upper........

Pok�ball
Bomb-omb
Baseball Bat
Motion Sensor Bomb
Star Rod
Green Shell

....High.......

Egg
Parasol
Super Scope
Ray Gun
Lip stick

...Middle......

Capsule
Mr. Saturn
Flipper
Hammer
Freezie
Fan
Beam Sword

.....Low.........

Barrel
Crate

....Bottom.....

Red Shell
Warp Star
Barrel Cannon
Fire Flower
Mini Mushroom

Credit goes to NeekDNR from the gamefaqs board.

STRATEGIES

Besides the ones you can find in the character faqs, you can go here:
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=516492&topic=20489071
IMO (in my opinion), the better character faqs are:
XiF?s Doctor Mario and Sheik FAQ
Decadent one's Bowser FAQ
pictish freak's Pikachu guide
mookie rah's Roy guide.
crater12's Marth guide.
From: mastersword118 | Posted: 4/21/2005 6:22:53 PM | Message Detail
MARTH AND ROY

Ok, to stop the reoccurrence of a h*ll of a lot Marth and Roy comparison crap, I found one for you. Do not even bother arguing about any of this on the boards because people will get ticked off at you.

From: bwahahahaha | Posted: 3/5/2005 1:01:55 PM | Message Detail
A moves
--------
Neutral A
Marth: 6%
Roy: 5%

Tilt Forward
Marth: 13%
Roy: 10%

Tilt Up
Marth: 12%
Roy: 8%

Tilt Down
Marth: 10%
Roy: 10%

Neutral Air
Marth: 13%
Roy: 11%

Forward Air
Marth: 13%
Roy: 8%

Back Air
Marth: 13%
Roy: 9%

Up Air
Marth: 13%
Roy: 6%

Down Air
Marth: 13%
Roy: 10%

Smash Forward
Marth: 20% uncharged, 27% charged
Roy: 20% uncharged, 27% charged

Smash Up
Marth: 18% uncharged, 24% charged
Roy: 16% uncharged, 22% charged

Smash Down
Marth: 16% uncharged, 21% charged
Roy: 21% uncharged, 28% charged

Who has stronger A moves?
Marth: 9
Roy: 1

B moves
--------
Neutral B
Marth: 7% uncharged, 28% charged
Roy: 6% uncharged, 50% charged

Forward B*
Marth: 4% 5% 10% 14%
Roy: 5% 6% 9% 11%

Up B
Marth: 13%
Roy: 13%

Down B
Marth: 7%
Roy: 1.5x attack countered

Who has stronger B moves?
Marth: 1
Roy: 2
From: mastersword118 | Posted: 4/21/2005 6:23:21 PM | Message Detail
Throws
-------
Forward Throw
Marth: 4%
Roy: 5%

Back Throw
Marth: 4%
Roy: 5%

Up Throw
Marth: 4%
Roy: 5%

Down Throw
Marth: 5%
Roy: 6%

Grab Attack
Marth: 3%
Roy: 3%

Who has stronger throws?
Marth: 0
Roy: 4

Who has stronger moves overall?
Marth: 10
Roy: 7

well there you have it folks, no fanboyism, just pure stats you can get for yourselves in training mode. i hope this helps you make a more informed decision about your character choice.

* - Each number corresponds to ONLY the attack of the Forward B for its position. For example, the third hit of Marth's Forward B does 10%. Also note, this is only using Forward B repeatedly, other variations were not tested, but feel free to check it for yourselves.

Marth also has more knockback, in addition to dealing more damage. Roy has the larger sweet spot, but if you test out their non-sweet spot attacks, Marth still beats Roy out, easily.
The moves Roy wins in are throws, down smash, Flare Blade and counter.

Roy wins in throws by a whopping one percent, and Roy's grabbing and throwing game is actually a disadvantage to him, since Roy can't chain throw and has a worse grab range.
Counter comes out slower, thus making it less useful than Marth's. Not lasting that long isn't an advantage for Roy, since you can time that, but you can't get over the fact that his counter comes out slower.
Flare Blade, which is useless except for maybe edgeguarding, is stronger (albeit slightly, since Flare Blade takes longer to charge up), but it can be blocked, while Marth's Shield Breaker will take off at least 1/3 of your shield uncharged.
Roy's down smash does more damage, but has less knockback, and comes out slower.

And then there's the basic stuff.
We can conclude that:

Marth is stronger than Roy.
Marth is heavier than Roy.
Marth is faster than Roy (in everything but falling speed)
Marth falls slower than Roy (making him harder to juggle)
Marth is heavier than Roy (making him harder to KO horizontally)
Marth can chain throw.
Marth has better grabs.
Marth's sweet spot maybe be better placed (weak attacks near him, strong attacks away to set up some interesting combos)
The attacks that Roy is stronger in are all less useful.
Marth has what is considered to be one of the best spikes in the game (aerial down+A), while Roy's suck.

Of course, no character is TERRIBLE in this game. Each one at least stands a fighting chance (although not much in some cases) against each other.
From: mastersword118 | Posted: 4/21/2005 6:25:54 PM | Message Detail
OTHER HELPFUL STUFF

You cannot increase the stamina in Stamina Mode without an Action Replay (cheating device). The only time you ever could (without cheating) was in the beta version.

There isn?t really a ?strongest? character. Every character has strong attacks, and every character has drawbacks to those strong attacks.

L-canceling speeds up the recovery time from an attack when you hit the ground.

Some good newb characters are Link, Mario, Roy, and Zelda/Sheik.

Wavedashing does not come instantaneously, it takes time and practice, but it is extremely helpful. So do not worry if you aren?t getting great with it quickly.

These characters can wall-jump: Fox, Falco, Young Link, Captain Falcon, Pichu, Mario, Samus, and Sheik. Mario is a special case because he can wall-jump after he does his up-b move.

These are the characters recovery times:
doc 4.2 seconds
mario 4.3 seconds
luigi 6.8 seconds
bowser 2.4 seconds
peach 1.8 seconds
dk 2.7 seconds
falcon 3.4 seconds
ganon 4.1 seconds
falco 2.4 seconds
fox 2.4 seconds
kirby 4.9 seconds
IC 3.1 seconds
ness 6.2 seconds
samus 7.8 seconds
zelda 3.1 seconds
sheik 3.0 seconds
link 2.7 seconds
young link 2.8 seconds
pichu 4.4 seconds
pikachu 4.4 seconds
mewtwo 2.0 seconds
jigglypuff 7.4 seconds
marth 3.3 seconds
roy 3.1 seconds

You can throw an Electrode towards the very end of its ?I-am-slowly-getting-darker? phase> Basically when he/she/it is a flashing brown/black, you can pick he/she/it up just like a normal item and throw he/she/it.

You can bomb-jump with Samus, just like in SSB. Samus?s bomb-jump gives her infinite jumping abilities. Just do this:
Samus' 'Bomb Jump': This technique gives Samus infinite recovery ability from any horizontal position, and it is simple to do. While in the air, perform your mid-air jump to get height. Height is pretty important to the technique. Press Down+B to perform Samus?s bomb move. The second you are able to execute another attack (after the lag from the bomb move has ended), perform the move again. When the first bomb collides with Samus, hold the control stick in the direction of the stage. The second bomb move will suspend Samus in the air long enough for the first bomb to drop onto her. The explosion will propel Samus upwards, and if you are holding a direction, Samus will ?bounce? off the explosion in that direction. You can perform this several times, but remember to save your recovery Screw Attack until you are close to the edge, otherwise you will be unable to continue bomb jumping.

There are 290 trophies in the US versions, and 293 trophies in the JAP versions. You can get the extra three through an AR (action replay).

There are 29 stages and 25 characters. The extra two character slots on the bottom sides are a random character selection. If you hit A with your cursor over one of them, you will be randomly given a character. THEY ARE NOT THERE FOR SECRET CHARACTERS!

There is more than one way to unlock the extra characters; check under the ?codes and secrets? section to see both ways.

When you are hit towards the ground press L or R right when you make contact to roll to a side.

Last but not least, check the ?faqs and guides? section before posting a question on the board.



Well, that?s it, feel free to add on to this or clarify things.
Mastersword118
---
If your hose is old or your pump is weak, stand up close or you'll pee on your feet.
mastersword118 Posted at: 21:58 Jun08 2005 Post ID: 197681
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There you go. 10 million dollars says most of you guys never knew about any of that stuff. AND COPY AND DIE!!!!!!! I MADE THIS. BTW, Nintendoaddict made the first newb faq, cubedude189 made the second, and this is the third.
gamer6592 Posted at: 22:02 Jun08 2005 Post ID: 197683
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Dude. I'm a member at gamefaqs. Are you? If so what's your user name and what boards do you hang out at? I'll talk to you.
So the little worm has come to die.
mastersword118 Posted at: 22:06 Jun08 2005 Post ID: 197686
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The SSBM board. duh. same user name.
mastersword118 Posted at: 22:08 Jun08 2005 Post ID: 197689
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Woah. they automatically star d i e. wow. Cause I posted D i E, and they changed it to ***
Bronco11 Posted at: 22:11 Jun08 2005 Post ID: 197691
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Hey! Was that you who published some of those Pokemon RS Guides too?
( Yes our swear filters are very strong )
TheEmptyPage Posted at: 22:12 Jun08 2005 Post ID: 197692
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this is exactly what was needed ^_^
mastersword118 Posted at: 22:14 Jun08 2005 Post ID: 197693
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No, that was someone else with a similar user name.
Gea Posted at: 22:45 Jun08 2005 Post ID: 197718
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Man, I bet some of their heads explode apon reading this. Excellent work.
mastersword118 Posted at: 22:49 Jun08 2005 Post ID: 197725
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Bah, I justed reposted it here. But yeah, they needed it.
Gea Posted at: 22:51 Jun08 2005 Post ID: 197728
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I know you reposted it. Excellent work was getting their brains to expand.
spontaniouscombuBOOM Posted at: 22:53 Jun08 2005 Post ID: 197732
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o.O you guys act as if the people here are mindless zombies...
..
....
.......
BRAAAAAAAAIIIIINNNSSS!!!!
Gea Posted at: 22:55 Jun08 2005 Post ID: 197733
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Well... yes, they do need alittle information about the game.
TheEmptyPage Posted at: 00:40 Jun09 2005 Post ID: 197844
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yeah, it's not hurting anything.

once they stop falling for

"omg, Mr. Rogers is in this game, do this to unlock him:"

then everythign will be MUCH better..

<_<
TheEmptyPage Posted at: 01:15 Jun09 2005 Post ID: 197870
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bah, to save a topic, anyone who wants to talk smash/spam me

.. ehre's my AIM: PrinceLief

>_< bah, this board is boring, no one posts much late at night =/
Team SuperCheats Posted at: 02:38 Jun09 2005 Post ID: 197922
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You are always welcome to submit your guides to the main part of our site.

Our walkthroughs page for this game is here:
http://www.supercheats.com/gamecube/supersmashbrothersmeleewalkthroughs.htm
Game Guides Galore - http://www.supercheats.com/guides/
Bronco11 Posted at: 07:06 Jun09 2005 Post ID: 197992
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On 08-Jun-2005 mastersword118 said:No, that was someone else with a similar user name.
Ah.
RJ Fighter Posted at: 07:11 Jun09 2005 Post ID: 197994
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HOL SH**! How long did it take you to post that thing?! Geez. I didn't read it all (Since I have everything in SSBM) but, DAMN, that's a lot to type!
Alucard258 Posted at: 07:51 Jun09 2005 Post ID: 198004
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Um, he just copied and pasted it from GameFAQs. And, I suggest you read the whole thing. There is probably alot of stuff in there you never knew.
mastersword118 Posted at: 14:46 Jun09 2005 Post ID: 198520
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Yeah, I posted earlier saying that I copy-pasted it. But the first time I posted it at gamefaqs it was typed by me.
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