Welcome to the Compendium of SSBM Knowledge! This faq will cover just about everything you want to know about SSBM. I just finished updating the whole faq at Gamefaqs, and am now posting it here.
TERMS
Everybody always asking, ?What does _____ mean?? Well, you should never ask that knowing that there is this huge list with exactly 99 terms here. And this time, it?s all in alphabetical order.
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.
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.
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.
Anyway, I hope this kind of sheds light on those who kind of consider DI to be unimportant
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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 Cancel ? You can cancel the landing animation of an aerial or certain B moves by landing near/on the edge. The result will be either the tottering animation or you sliding off an edge, completely canceling the lag. Thanks to SuperDoodleMan for this term.
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. The glitch only works on NTSC versions
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 with this term.
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' Missile Fake- The missile (forward-B) will still make a sound, but no projectile will be fired. This occurs when you missile-cancel late.
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. Also, you can search DC++ for a vid called Samus' SWD (or variations of that name). The vid has a step-by-step walkthrough.
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- For this term Warrior of Zarona sent me his essay on shuffling.
For those who don't know, shffl stands for the following:
sh = short hop = Tap your jump button and release before your character leaves the ground. S/he will only hop at a quarter to half of his/her normal jump.
ff = fast fall = Smash down on your control stick at the peak of a character's jump. Forces your character to fall faster to the ground.
l = l-cancel = Press L/R when landing from an aerial attack using the A button. Tremendously reduces lag from a character's landing animation.
Pronounced "shuffle."
First of all, shffl attacks are the quickest and the most efficient way of attacking your enemy. In a simple way of explaining how shffl attacks work, it allows a character to use aerial attacks as if they were on the ground. But one would ask, why not just use ground attacks?
Because ground attacks are limited, usually laggier, and forces you to stand still while using them, as opposed to shffl attacks, where you can control and move in the direction you want to attack, and L-cancel drastically lets your character move faster after each attack. The only exception you have for a ground attack is a dash attack, and even then, it's inferior to a shffl attack in that you have to deal with the lag at the end of the attack. It's also easily counterable.
As for the shffl itself, what makes it so effective? Let's take it apart piece by piece here.
First, what you want to do is a short hop, which helps you use your aerial attack at a range where you can still make contact against your opponent on the ground.
Your attack comes next. Your options are basically all the aerial attacks that you can use: N-air, F-Air, B-air, U-Air, and D-air. Each of the first letters correspond to the direction of your attack, with N being neutral. Generally, you'd want to use your attack right when you hop off the ground, but sometimes, it's situational. If I hop and I find myself initially out of range, I keep moving forward and attack when I reach my opponent, skipping the fastfall all together. Anyway, let's not complicate things: learn to attack right from the short hop.
Then you'd want to fast fall when you're at the peak or while you're descending. The point of the fast fall is so you can land on the ground as quickly as you can, which is where L-cancel comes in. Try practicing this in conjunction with the short hop, first without attacks, and then with.
Finally, the L-cancel. The easiest way to tell the difference whether or not you're doing it right is with Link's D-Air. Without L-cancel, Link usually takes a painful long time to take his sword out of the ground. With it, you'll see the quickened pace. In competitive/advanced play, when you learn what you want to do next and instinctly train yourself to use that action after you L-cancel, you'll realize how much of a difference it'll make on your gameplay when you do or don't L-cancel.
For example, if you're using Fox and plan to shine after L-canceling, you'll find that not being able to L-cancel leaves you open for a few good frames, long enough for someone to grab you or jump out of the way before you can use the shine.
So what do we get without any of these components? Without a short hop, you won't be able to attack with your aerials close to the ground. Without a fast fall, you'll find yourself hanging in the air longer then you want to. Without an L-cancel, you'll find that you're not moving as quickly as you should be, and the few frames that it takes for the animation to end could cost you the match.
Practice with characters that are easier to short hop with. Bowser and Ganondorf normally make good choices. Use N-air, F-air, and B-air first. Next, try attempting a D-air and then the U-air, which are normally the more difficult to use out of the 5 aerial attacks. If you want, you can learn to shffl your attacks using the C-stick. I've been using C-Stick up to use a shffl U-air with Fox, but quite recently, I'm getting better at using it with just the control stick.
Eventually, you'll want to move on step by step to characters that are more difficult to short hop with, like Link or Mario. Then move on to Fox and Falco. Etc. etc.
Also, study each character and realize that shffl attacks aren't useful for every single character out there, or that there can be some exceptions. For example, rarely do I see a Peach use a shffl attack since she has better otions, but Fox uses it quite constantly. A Samus player normally wouldn't shffl unless it was out of a bomb jump. Some players don't fast fall Captain Falcon's N-air in a shffl to allow both kicks to hit. Learn these things about every individual character.
As you study more, you can start learning about hit boxes and priority. Hopefully, you, as a player who might be pursuing a higher level of play, will be able to understand these concepts and be able to practice shffling. Good luck, smasher, and practice as hard as you can.
On a related topic, there is a flash vid here that gives some examples of shffling.
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 horizontal recovery (consecutive upward Pounds give Jigglypuff extremely good horizontal recovery, though no 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 (or gaining height, for that matter). If kept up for long enough, this can be used to stall out time matches.
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- The use of aerials while weaving in and out of your opponent's attack range to create a literal "wall" of priority. Can be used with other characters such as Kirby with his bair. WoP mostly refers to the use of Jigglypuff's aerials (with the exception for dair). This is most easily done by using the c-stick to use the desired aerial attack and using the joystick to weave in and out of your opponent's attack range. Thanks to Rebel581 for helping me with this term.
?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
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/
SuperDoodleMan?s frame info site:
www.angelfire.com/games5/superdoodleman
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/
BtT/MMM WRs *outdated*-
http://speeddemosarchive.com/ssbm.html
kila-
http://www.angelfire.com/alt2/kila/
meh
-
http://www.geocities.com/sakuracrcpo/index.html
savr-
http://www.angelfire.com/moon/savrssbmhrc/
gaming elite-
http://www.gaming-elite.de/
old r1k-
http://r1ksrealm.50megs.com/index.html
masamune-
http://2.csx.jp/~masamunehrc/
ranking by sskeeto-
http://www.folderol.net/hrc-records.php
my home page-
http://www.angelfire.com/games5/skati/
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
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 B can charge up to 39% damage.
Pikachu's d-smash is electric.
Pikachu's u-smash involves flipping his tail and is quite powerful; Pichu just headbutts and it ain't so good.
Pikachu's thunder sends foes upward in the direction opposite they came from; Pichu's sends them skyward.
Pichu hurts himself with all his B attacks (his down B will only hurt him if the thunder bolt actually makes contact with him), his forward smash, his d-air and f-air, his grab attack, and his forward throw.
Pichu ducks lower than Pikachu, obviously.
Pikachu falls faster and they both have the same terminal velocity.
Pikachu is slightly faster than Pichu.
Pichu is lighter than Pikachu.
Pichu is smaller, obviously.
Pichu can walljump.
Pichu's roll is longer than Pikachu's.
Pikachu's wavedash is longer than Pichu's.
Pichu's forward B goes longer fully charged.
Both Pikachu and Pichu have an excellent recovery with their forward B and up B moves. Pikachu probably has an edge over Pichu because Pikachu's Up-B is better.
Both Pikachu and Pichu's taunts can be shielded out of early.
Pikachu's attacks, unless otherwise noted, are stronger than Pichu's.
Pikachu is slightly, (almost nonexistently) faster while running.
Pikachu's dsmash is a drill while Pichu's is a single hit. Both do the same damage.
Pikachu's f/bsmash have longer range than Pichu's.
Pikachu's usmash is a full body twirl which focuses ahead of him, barely affecting those behind him. Pichu's is a headsmash which affects enemies on both sides equally.
Pichu's left/right+B attack shoots him much farther than Pikachu's, but takes just as much longer to charge.
All throws are identical.
Both taunts can be cancelled by any attack or their shield a few frames before they normally would. You can't just walk/run/jump out of them, though.
Pichu has two variations of taunt, depending on whether he's facing left or right.
Pichu damages himself with b moves, d-air, f-air, f-smash, grab attacks and f-throw.
Pichu's skullbash can be charged longer and ends up with greater knockback.
Pikachu's up smash has more knockback, but has a more precise hitbox. Pikachu must hit in front of himself. Pichu's body becomes the overall hitbox for the attack.
Pikachu's forward smash has more range, and starts with low knockback building to high as damage increases as normal. Pichu's is a multiple hit, with high initial knockback in the last hit.
Pikachu's d-smash is multiple hit, and launches the opponent. Pichu's is a single hit and sends the opponent horizontally, and in the opposite direction of that which Pichu is facing.
Pikachu has significantly more lag on his aerials than Pichu, all of them.
Pikachu's quick attack is faster than Pichu's agility.
Quick attack and agility have different spacing.
Pikachu has more lag on landing from quick attack (in both the case of doing the attack directly into the ground, or after falling onto the ground once the attack ends).
Pikachu's thunder has few hits to it than Pichu's, but each does more damage and has greater knockback. Pikachu's thunder will travel past him in the air should the thunder not connect with him, but Pichu's fails to go a certain distance below Pichu.
And.. um.. for the record, Pichu flies higher when his shield breaks.
Thanks to lord ichmael, bobfungus, pictish freak, and Fett II for this list. And there may be some repeats, but that?s because 4 different people gave me lists.
Neutrals
---
A
Pikachu: 1-2
Pichu: 1-2
Tie
Dash attack
Pikachu: 4-8
Pichu: 4-8
Tie
---
Pikachu: 0
Pichu: 0
Tie
---
Tilts
---
Forward Tilt
Pikachu: 4-8
Pichu: 4-8
Tie
Up tilt
Pikachu: 3-7
Pichu: 3-6
Pikachu wins
Down Tilt
Pikachu: 3-7
Pichu: 3-7
Tie
---
Pikachu: 1
Pichu: 0
Pikcahu wins
---
Smash attacks
---
Forward Smash
Pikachu: 10-28
Pichu: 1-20
Pikcahu Wins
Up Smash
Pikachu: 3-25
Pichu: 8-21
Pikachu Wins
Down Smash
Pikachu: 2-18
Pichu: 7-17
Pikachu Wins
---
Pikachu: 3
Pichu: 0
---
Aerials
---
N-air
Pikachu: 4-12
Pichu: 4-12
Tie
F-air
Pikachu: 1-7
Pichu: 1-7
Tie
B-air
Pikachu: 4-12
Pichu: 4-9
Pikachu WIns
U-air
Pikachu: 2-4
Pichu: 2-4
Tie
D-air
Pikachu: 2-15
Pichu: 2-15
Tie
---
Pikachu: 1
Pichu: 0
Pikachu wins
---
Throws
----
F-throw
Pikachu: 5-9
Pichu: 1-5
Pikachu wins
B- Throw
Pikachu: 4-9
Pichu: 4-9
Tie
Up throw
Pikachu: 5-10
Pichu: 2-10
Pikachu wins
Down throw
Pikachu: 5-10
Pichu: 2-10
Pikachu wins
---
Pikachu: 3
Pichu: 0
Pikachu wins
---
Specials
---
Thunderjolt (B)
Pikachu: 3-7
Pichu: 3-7
Tie
Skull Bash (Forward B)
Pikachu: 2-29
Pichu: 2-39
Pichu Wins
Quick attack/Agility (Up B)
Pikachu: 1-3
Pichu: 0
Pikachu wins
Thunder (Down B)
Pikachu: 10-27
Pichu: 4-24
Pikachu wins
---
Pikachu: 2
Pichu: 1
Pikachu wins
---
Total
Pikachu: 5
Pichu: 0
Thanks to 7Nitro7Blazer7 for this list
CHARACTER DAMAGE LISTS
These are the damage lists of characters who aren?t clones.
D.K ----------------------------------------
A 2-4%
A (Second) 3-6%
Dash A 6-11%
F-Tilt 5-10%
Up Tilt 4-11%
D-Tilt 3-7%
F-Smash 11-28%
Up smash 10-24%
Down Smash 8-21%
Aerial A 5-12%
Aerial Forward A 8-16%
Aerial Back A 4-13%
Aerial Up A 7-14%
Aerial Down A 7-16%
Forward Throw 4-8%
Back Throw 6-11%
Up Throw 4-9%
Down Throw 3-7%
B 3-30%
Forward B 2-5%
Up B 1-33%
Down B 6-11% (Per Hit)
Ice Climbers ----------------------------------
A 1-3%
A (Second) 2-7%
Dash A 4-17%
F-Tilt 4-15%
Up Tilt 3-21%
D-Tilt 2-9%
F-Smash 7-36%
Up Smash 6-28%
Down Smash 7-31%
Aerial A 4-15%
Aerial Forward A 5-19%
Aerial Back A 6-22%
Aerial Up A 3-17%
Aerial Down A 4-17%
Forward Throw 2-5%
Back Throw 3-7%
Up Throw 2-5%
Down Throw 3-6%
B 2-25%
Forward B 1-40%
Up B 8-16%
Down B 1-28%
Bowser -----------------------------
A 2-5%
A (Second) 3-6%
Dash A 6-11%
F-Tilt 6-14%
Up Tilt 7-13%
D-Tilt 5-22%
F-Smash 13-32%
Up Smash 6-27%
Down Smash 1-27%
Aerial A 7-13
Aerial Forward A 7-14%
Aerial Back A 4-13%
Aerial Up A 9-17%
Aerial Down A 1-15%
Forward Throw 5-10%
Back Throw 5-10%
Up Throw 1-9%
Down Throw 6-12%
B 1-3% (continuous)
Forward B 1-23%
Up B 1-17%
Down B 4-21%
Jigglypuff ----------------------------------
A 1-2%
A (Second) 1-2%
Dash A 6-12%
F- Tilt 5-10%
Up Tilt 4-9%
D-Tilt 5-10%
F-Smash 7-23%
Up Smash 7-19%
Down Smash 6-16%
Aerial A 4-12%
Aerial Forward A 3-12%
Aerial Back A 6-12%
Aerial Up A 6-12%
Aerial Down A 1-14%
Forward Throw 3-12%
Backward Throw 5-10%
Up Throw 1-8%
Down Throw 1-8%
B 5-18%
Forward B 7-13%
Up B 0%
Down B 15-28%
Kirby -----------------------
A 1-3%
A (Second) 1-3%
A (Rapid) 1-3%
Dash A 2-8%
F-Tilt 6-11%
Up Tilt - 3-8%
D-Tilt 5-10%
F-Smash 7-20%
Up Smash 6-20%
Down Smash 5-20%
Aerial A 3-10%
Aerial Forward A 1-5%
Aerial Back A 5-14%
Aerial Up A 8-15%
Aerial Down A 1-3%
Forward Throw 4-8%
Back Throw 4-8%
Up Throw 5-10%
Down Throw 4-7%
B 4-8%
Forward B 8-23%
Up B 4-8%
Down B 9-18%
Mewtwo --------------------------
A 3-6%
A (Rapid) 1-2%
Dash A 3-9%
F-Tilt 2-10%
Up Tilt 2-10%
D-Tilt 2-9%
F-Smash 6-27%
Up Smash 1-20%
Down Smash 8-20%
Aerial A 1-16%
Aerial Forward A 7-14%
Aerial Back A 4-13%
Aerial Up A 5-12%
Aerial Down A 7-16%
Forward Throw 1-8%
Back Throw 6-11%
Up Throw 6-17%
Down Throw 2-11%
B 2-25%
Forward B 5-10%
Up B 0%
Down B 0-1%
Mr. Game and Watch ~~~~~~~~~~~~~~~~~~
A 1-3%
A (Rapid) 1-3%
Dash A 4-9%
F-Tilt 5-10%
Up Tilt 4-9%
D-Tilt 4-12%
F-Smash 2-24%
Up Smash 9-24%
Down Smash 5-21%
Aerial A 8-16%
Aerial Forward A 3-16%
Aerial Back A 1-18%
Aerial Up A 3-15%
Aerial Down A 3-14%
Forward/Back/Up/Down Throws 4-8%
B 2-9%
Forward B 1-32%
Up B 3-6%
Down B 1.5 x the total % of the attacks absorbed
(Thank you to wavedasher75 for this information)
Ness ~~~~
A 1-3%
A (Second) 1-2%
A (Third) 2-4%
Dash A 2-12%
F-Tilt 6-11%
Up Tilt 3-7%
D-Tilt 1-3%
F-Smash 9-32%
Up Smah 3-22%
Down Smash 3-25%
Aerial A 4-11%
Aerial Forward A 1-15%
Aerial Back A 5-16%
Aerial Up A 7-13%
Aerial Down A 6-12%
Forward Throw 6-11%
Backward Throw 6-11%
Up Throw 5-10%
Down Throw 1-8%
B 6-36%
Forward B 1-15%
Up B 0-8%
Up B (Launching himself) 22% (Thank you to wavedasher75 for this information)
Down B 0%
Peach ~~~~~
A 1-3%
A (Second) 1-2%
Dash A 3-12%
F-Tilt 3-13%
Up Tilt 6-12%
D-Tilt 6-12%
F-Smash:
Frying Pan 17-23%
Tennis Racket 12-16%
Golf Club 13-17%
(Thanks again to wavedasher75 for this)
Down Smash 6-19%
Aerial A 4-14%
Aerial Forward A 8-15%
Aerial Back A 5-14%
Aerial Up A 7-14%
Aerial Down A 1-11%
Forward Throw 1-10%
Back Throw 6-11%
Up Throw 4-9%
Down Throw 3-7%
B 3-19%
Forward B 8-28%
Up B 1-12%
Down B:
Normal 6%
Circle eyes 6%
Line eyes 6%
Carrot eyes 6%
Eyebrow eyes 6%
Wink 10%
Dot eyes 16%
Stitch face 34%
(Peach can also pull out a bomb-omb, beam sword or Mr. Saturn)
Samus ~~~~~
A 1-3%
A (Second) 3-7%
Dash A 4-13%
F-Tilt 4-11%
Up Tilt 6-13%
D-Tilt 7-14%
F-Smash 7-20%
Up Smash 2-29%
Down Smash 8-21%
Aerial A 5-14%
Aerial Forward A 2-23%
Aerial Back A 5-14%
Aerial Up A 1-10%
Aerial Down A 8-16%
Forward Throw 4-9%
Back Throw 4-8%
Up Throw 3-7%
Down Throw 3-6%
B 1-25%
Forward B 2-12%
Up B 1-12%
Down B 2-7%
Yoshi ~~~~~
A 2-3%
A (second) 2-3%
Dash A 4-9%
F-Tilt 6-12%
Up Tilt 5-10%
D-Tilt 5-10%
F-Smash 8-21%
Up Smash 7-19%
Down smash 6-19%
Aerial A 5-10%
Aerial Forward A 4-7%
Aerial Back A 3-12%
Aerial Up A 7-13%
Aerial Down A 2-40%
Forward Throw 2-4%
Back Throw 3-6%
Up Throw 2-5%
Down Throw 3-6%
B 3-7%
Forward B 5-11%
Up B 5-12%
Down B 1-16%
Zelda ~~~~~
A 1-5%
Dash A 3-13%
F-Tilt 6-13%
Up Tilt 6-11
D-Tilt 3-7
F-Smash 1-22%
Up Smash 1-20%
Down Smash 6-15%
Aerial A 1-13%
Aerial Forward A 5-20%
Aerial Back A 5-20%
Aerial Up A 7-13%
Aerial Down A 4-8%
Forward Throw 6-12%
Back Throw 6-11%
Up Throw 6-11%
Down Throw 1-9%
B 1-8%
Forward B 4-13%
Up B 2-4%
Down B 0%
Sheik ~~~~~
A 2-4%
A (Second) 2-3%
A (Rapid) 1%
Dash A 3-10%
F-Tilt 3-7%
Up Tilt 2-11%
D-Tilt 4-8%
F-Smash 3-19%
Up Smash 7-23%
Down Smash 4-14%
Aerial A 7-13%
Aerial Forward A 7-13%
Aerial Back A 3-14%
Aerial Up A 4-12
Aerial Down A 6-11%
Forward Throw 1-8%
BAck Throw 1-7%
Up Throw 1-8%
Down Throw 1-8%
B 1-18%
Forward B 2-5%
Up B 6-12%
Down B 0%
Thanks to Stampcollector for all of these damage lists.
VERSIONS
This game currently has 4 different versions, 3 NTSC and PAL. Your game?s version number is on the backside of the disk. It?s difficult to read. On one of the inner rings, there is some text that says 0.xx You have either 0.00, 0.01, or 0.02. The newest version is PAL, and doesn?t have the numbers on the bottom. The differences between the NTSC and PAL versions are:
Marth falls over from Fox's shine in PAL.
Bowser, Kirby and Yoshi are heavier in PAL.
Marth, Fox and Mario are lighter in PAL.
Falco's dair now only spikes for the first half of the animation. The rest sends them slightly up.
Sheik's uair isn't as strong in PAL.
Marth's dair is Meteor smash, not spike in PAL.
Fox's down and forward smash are less powerful in PAL.
Yoshi's forward smash is more powerful in PAL.
Peach's dash attack is less powerful in PAL.
Luigi's nair is less powerful in PAL.
Ganon's dair was weakened, from 22% in NTSC to 21% in PAL.
Yoshi's dair was weakened, from 44% in NTSC to 36% in PAL.
DI on Sheik's dthrow has been changed so that it can no longer chain in PAL.
Fox can tech out of Falcos dthrow in PAL.
Bowser's dthrow now hits Mr. Gn'W in PAL.
Link's super jump glitch was removed in PAL.
Samus's extended grapple beam was removed in PAL.
The IC glitch was removed in PAL.
The Japanese language option was dropped in PAL in favor of Italian, French, Spanish and German. Jigglypuff also sings (Up+B) her name in the language Smash is set to.
Names can now include upper and lower case letters but no Japanese character set.
In the English language setting, distances are measured in meters.
Lag and loading times have been reduced in PAL.
The 'Special Movie' was removed in PAL.
^^^ That list is from SWF and MrSilver, meaning that I take no credit for it.
The differences between the three NTSC versions are mostly minor changes such as increasing the length of HRC track and removing some glitches.
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
If you are looking for strategies or anything, check the character faqs. Some of the better character faqs are:
CunningKitsune's Fox FAQ
ssbmon396's falco guide
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.
SMASH VIDEOS AND DC++
For the best smash videos and basically any file having to do with SSBM, get DC++. DC++ is a FREE file-sharing program; you can download it from dcplusplus.sourceforge.net/
If you don?t know how to use it read the mini-faq they have here:
http://www.smashboards.com/showthread.php?t=49443
If you don?t really care and you just want to go to the hub, well, here?s the hub?s address:
smash.servegame.com
ZELDA AND SHEIK
*~*~*~SPOILERS if you haven?t beaten Legend of Zelda: Ocarina of Time~*~*~*
Every once in a while someone will come along and ask if Sheik is a boy or a girl. Slightly more often, people will post and refer to Sheik as a boy. Most people however, know that Sheik = Zelda = Girl. You can figure this out in many different ways. Way #1: Zelda is a playable character in SSBM. As Zelda, you can transform to Sheik. As Sheik, you can transform to Zelda. The logical conclusion is that Zelda and Sheik are the same person, and therefore are both girls. But not everybody can draw simple conclusions; to further clarify this point, we will move on to Way #2: The N64 Legend of Zelda games. The one I?m going to focus on was called The Ocarina of Time (the other was called Majora?s Mask.) They were both released at the same time and have similar story lines. Anyway, in OoT there is a mysterious person who helps you along throughout your quest. This person is Sheik. The other characters in the game refer to Sheik as a he. Towards the end of the game before you come up against Ganondorf, you head to the Temple of Time and run into Sheik again. Here is an exact quote from the game. Zelda: ?I passed myself off as a Sheikah and hoped that you would return. I waited for seven years...? The point of all this is that Sheik is a girl and that Zelda and Sheik are the same person.
OTHER HELPFUL/RANDOM STUFF
Whatever you do, do NOT create a topic that has ANYTHING to do with the following:
A Marth/Roy comparison
Sonic and Tails
Any kind of ?create a character?
SSBR (Super Smash Bros Revolution) <------ There is a separate board for the SSBR.
A ?Sign here if you beat ______?
A ?_____ is really cheap?
For a list of tricks and glitches, go here: http://smashboards.com/showthread.php?t=50079
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.
People get extremely annoyed and very agitated by topics like that. It?s in your own best interest not to make a topic like that. If for some stupid idiotic reason you do feel compelled to create one of those topics, keep in mind that you will probably be flamed by the entire board.
There isn?t really a ?strongest? character. Every character has strong attacks, and every character has drawbacks to those strong attacks.
Peach can pull several different types of turnips out of the ground. In addition, she can sometimes get a Beam Sword, a Mr. Saturn, and a Bomb-omb. Here is a list of the damages each turnip does:
Each turnip does 2% more if you use a smash throw.
Normal 'u'- 6%
Circle eyes o.o - 6%
Line eyes -.- - 6%
Carrot eyes ^.^ - 6%
Eyebrow eyes ~.~ - 6%
Wink *_ ' - 10%
Dot eyes ?_? - 16%
Stitch face =_= - 34%
Thanks to SoyWamp and Wavedasher75 for getting this list put together.
L-canceling speeds up the recovery time from an attack when you hit the ground. It doesn?t get rid of it, it just speeds it up.
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.
Marth?s taunt and victory poses translated:
Taunt
Says: "Minna, miteite kure!"
Translated: "Everyone, look at me!"
Victory Poses
Says: "Konkai wa boku no kachi da ne?"
Translated: "Doesn't it seem I am the victor?"
Says: "Kyou mo ikinobiru koto ga dekita."
Translated: "Today, I have survived."
Says: "Boku wa makeru wake-ni wa ikanainda!"
Translated: "There's no way I can lose."
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.
You can throw an Electrode towards the very end of its ?I-am-slowly-getting-darker? phase. Basically when it?s a flashing brown/black, you can pick it up just like a normal item and throw 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). AR is like the gameshark for the gamecube. It?s a cheating device.
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.
If you haven?t watched the How To Play video and you are new to the game, go watch it now.
A frame is equal to 1/60 of a second. So 60 frames = 1 second
You can get out of the first part of Y. Link?s target test by wall-kicking.
If you are having trouble beating event 51, try this strategy:
--- Use Jigglypuff --- Use rest (down-b) on Giga Bowser (two should do the trick). For rest to work you have to be touching G.B. As for Ganondorf, simply float off the stage so that Ganon would try to use his Up + B, and end up suiciding. Remember that Jigglypuff doesn?t have an up-b jump, but she can airdodge. As for Mewtwo, well, just beat the crap outta him, or wait for some decent items to appear and use them to beat the crap outta him.
Dr. Mario, Luigi, and Mario all have a down-b tornado that can be used it recovery. Normally, if you used the attack in the air you would go down, but if you repeatedly smash the B button you will travel upwards. Only thing is, you have to hit B EXTREMELY fast for it to work.
With an AR (Action Replay), you can make Ganondorf hold his sword.
A Nintendo Event is a Nintendo-sponsored event that allows you to unlock something in a game. In the case of SSBM, it unlocked two secret trophies, Samus Unmasked, and Mario riding on Yoshi. The event was only available in Japan. You can, however, unlock those two trophies with an AR.
Last but not least, check the ?faqs and guides? and the ?codes and secrets? sections BEFORE posting a question on the board. Chances are it has already been answered.
CREDITS
I decided to make this section to give credit to people that helped me create this faq. For starters we have NintendoAddict7, the guy who made the original NewB faq. Cubedude189 made the second one, FYI. Now to give credit to people who helped me with this particular newb faq. BTW, the list is in no particular order.
Tobias XelKythe ? Provided some tips on what to add and listed some chain throws.
XiF ? Provided the DI information
Shadowthebat ? Helped with a lot of terms
StampCollector ? Provided some chain throws, helped with some terms, and gave me all of the non-clone damage lists
Darknut2627 ? Provided the definition of Samus?s SWD
7Nitro7Blazer7 ? Helped to clarify a term or two, helped with the Link/Young Link comparison, and gave me all of the damage lists with the exception of the Marth/Roy one.
SoyWamp ? Worked with Wavedasher75 to create the turnip damage list
Wavedasher75 ? Worked with SoyWamp to create the turnip damage list, came up with most of the clone comparisons
iamthemovie2 ? Helped with the Dr Mario/Luigi/Mario clone comparison
Auchae ? Helped with the Link/Young Link comparison
Rebel581 ? Added a term and clarified another
lord ichmael ? Added on to a lot of the clone comparison lists
Fett II ? Helped with the Pichu/Pikachu comparison list
pictish freak ? Helped with the Pichu/Pikachu comparison list
superdoodleman ? corrected a few mistakes and gave me a link to his site
Gaming Freak - Cleared all of the dead links out of the link list. And believe me, that wasn't easy.
Warrior of Zarona - sent me his shffling essay to replace the cruddy definition I had
Well that?s it! Kudos to anyone who actually read the whole thing. Feel free to add anything that wasn?t there or to ask any questions you may have.