Compendium of SSBM Knowledge 2.0! (READ THIS FIRST)
Short Hop Laser/Blaster- With Fox or Falco, short jumping followed by a laser and a fastfall is considered a Short Hop Laser, or SHL (sometimes Short Hop Blaster, or SHB). Doing this greatly reduces the lag on the laser. If the B button is pressed soon enough, Fox can do a Short Hop Double Laser, or SHDL. "Falco's approach revolves around his SHL, while Fox's is mainly used to tack on damage to too-slow or inagressive foes."
Shorthopped wavedashed- short hop, execute an attack, then waveland. http://www.freewebs.com/tobiasxk/screwshffls.html
Slip-off- See ledge-cancel.Spamming- Continuously and persistently using the same attack. Often looked down upon, sometimes sardonically, by the Smash community. Often used in reference to projectile attacks. "Doc's pill spam is annoyingly hard for some characters to get through, so you should be patient when confronted with such a player."
Spike- Any attack that sends an enemy at a downward angle in the air (usually less than 45 degrees away from straight down). Many spikes are a character's aerial down-A. Many spike attacks are meteor smashes, although it is generally best to use the two as distinct sets. See meteor smash. "The so-called 'Ken Combo' consists of multiple f-airs into a d-air spike."
Spot dodge- Also known as side-stepping, spot dodging is pressing down while shielding to dodge/side-step an attack. You can also press down on the C-stick to spot dodge. Lag, startup, and duration vary by character. "Wes is famous for his tactic of alternating Samus' neutral-A and spot dodge very rapidly to confuse the opponent."
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), Ganondorf's neutral-A, and Jigglypuff's Rest. See also lag. "Sheik's u-smash has excellent knockback, but its startup holds it back from being a very effective KO move."
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. This glitch works only in NTSC version 1.0. Other characters have glitches that cause abnormally high jumps as well, including Samus and Pikachu. "The super jump can lead to some weird glitches in itself, like getting stuck to the ceiling or throwing people through the floor."
Super Wave Dash- An extremely long wavedash executable by Samus. Essentially what needs to be done is to press both horizontal directions very quickly when Samus is in her Morph Ball mode after a Bomb and near the ground. This requires single-frame reaction/luck. The term is abbreviated SWD. Thanks to Darknut2627 for the definition. Refer to http://www.smashboards.com/showthread.php?t=55424 for the full, in-depth insanity. "He can SWD pretty reliably, and uses it for everything; approaches, combos, edgehogging, you name it. Unfortunately, his mindgames aren't much."
Sweetspot- 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 him or her back farther. Sweetspotting also describes the act of putting as little of your character above the ledge as possible during a recovery while still grabbing it, as a countermeasure against certain edgeguards. See Tipper. "The sweetspot of most of Mewtwo's tail attacks lies near the middle of his tail."
Taunt- Press up on the directional pad and your character will taunt the opponent. This is a purely graphical effect, except as Luigi, who can hit the opponent with his taunt, and Mario, whose taunt enlarges his hitbox. Pichu has two taunts; which occurs depends on which direction Pichu is facing. Fox and Falco each have a special taunt that can be performed once-per-match and only on Corneria and Venom, respectively. 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. "Getting Tauntspiked by Luigi is one of the most embarrassing things that can happen to a smasher."
Tech- 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. You will then be falling normally, as if you had just jumped up, and will be able to perform attacks. If you hold up on the control stick while teching off a wall, your character will jump off the wall, similar to a walljump. This is sometimes called the techjump. Techchasing refers to a tactic wherein a player will attempt to predict where their opponent will tech or roll and follow them there with an attack or grab. "He missed techs consistently, and as Marth, it wasn't that hard to punish him."
Tilt attack- Holding any one of the four control stick directions, and hitting A. Some left/right tilt attacks can be aimed diagonally. Called the "strong attack" in-game. "Sheik's tilts are all excellent for comboing, and set up into her f-air well."
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. See no-ping hit, sweet spot. "The sandbag was at record damage, but somehow I got a no-ping hit instead of an aerial tipper."
Triangle jumping- A tactic wherein you jump, then air dodge diagonally into the ground. Very similar to wavedashing, except that the air dodge occurs after the character leaves the ground, rather than before. See the section below on wavedashing. "Triangle jumping looks kind of weird and can be used to psych out the opponent at times."
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- the coin jump sound is made, but Dr. Mario will stay on the ground, just keep practicing because this is one of those things that will take time to master. 1-frame reaction time is required, though. Credit to AlphaZealot from SWF “I’d never seen anyone use the up-b cancel to edgeguard before he did.”
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. Repeated Upward Pounds can be used to recover or stall, but using them to stall is banned in most tournaments. You can also do it downwards. "Apparently my opponent thought using the Upward Pound to recover was banned, and wouldn't believe me until I fetched the tournament coordinator. What a scrub."
Wallbombing- Using the Peach Bomber attack (forward+B) as a smash attack makes Peach pop up a little bit with just a little lag, allowing her to use it repeatedly to gain height. If kept up for long enough, this can be used to stall out time matches, though using it to stall is banned. "It's legal to wallbomb to recover, but I've never seen anyone do it in a tournament. Why is that?"
Wall-grapple- With Link, Young Link, or Samus, hit R/L+A or 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. "Using their grapples and walljumps, Samus and Young Link can recover from the very bottom of Fountain of Dreams, off the small pillar."
Wall-jump- Hitting the opposite direction when your character is near a wall, and not tumbling, will cause them to jump off the wall upwards and away from it. 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 tech-jumping (see teching). Mario is a special case because he can wall-jump after his up-b. See also tech. "Nearly all characters who can walljump use it in their BtT strategies, just because of how flexible and acrobatic it is."
Wall of Pain- The use of aerials while weaving in and out of your opponent's attack range to create a "wall" of priority. It almost always refers to the use of Jigglypuff's aerials, particularly the b-air. 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. Can be used with other characters such as Kirby with his b-air. Abbreviated as WoP. "He WoPed for about a minute, then floated towards me and rested. I got lucky, since I had no idea that was coming, but I had Countered right before that anyway."
Wallshining- Fox can perform his infinite combo against a wall to make it easier. See Fox's infinite combo.
Walltech- See tech.
Wavedash- See the section below on wavedashing.
Waveland- If a character in the air does a downward diagonal airdodge while near the ground, they will slide along it in a manner similar to the wavedash. "Wavelands aren't used much in combos, but they help with spacing and movement."
WaveX- Doing action X while wavedashing. One example is the wavesmash. "Marth's grab game is only helped by his long wavedash; his wavegrabs are fast and often hard to see coming."
Wobbling- An infinite hold by the Ice Climbers. 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 D-tilt. If done correctly, the other player should not be able to escape. Recently named for the first player to do it reliably in a tournament, Wobbles the Phoenix. “After Wobbles won Evo South 2007 mainly through wobbling, a bit of controversy arose over whether the tactic was “broken”- however, wobbling has not yet begun to dominate the competitive scene, so the answer is probably no.”
Yo-yo glitch- A glitch wherein Ness sets a hitbox on the ground that allows him to hit opponents with attacks that would not normally hit them, as well as do many other weird things. Popularized by Simna ibn Sind. “Yo-yo glitches aren’t always helpful in 1 vs. 1 matches, but in teams they can be deadly.” See http://www.smashboards.com/showthread.php?t=48717
?-air, ?-tilt, ?-smash, ?-throw, etc.- refers to aerial A attacks, tilts, smashes, throws, and sometimes other actions in the four directions and neutral (for aerials). Replace ? with n (neutral), u (up), f (forward), b (back), or d (down) to signify which. n-air = neutral aerial A, f-tilt = forward tilt, etc. A?A is also used less commonly as an abbreviation for Aerial ? A; it's usually used in Home Run Contest strategies.
n-stock- If you have x stocks remaining when you defeat your opponent, it’s known as an x-stock. 4-stocks are considered the ultimate beating in tournament matches, as each player only starts with 4 lives. See also JV n-stock. “I had to face Azen in the first round, and I got 4-stocked twice.”
bd = bat drop
BtT = Break the Targets
BYOC = Bring your own controller
CC = Crouch-cancel
---CCC = Crouch-cancel counter
CF = Captain Falcon
DA = Deadly Alliance (a crew)
DD = dashdance
DED = double-edge dance (Roy’s forward B)
dj = double jump OR dash jump
DJC = Double Jump Cancel
ff = fastfall
G&W = (Mr.) Game and Watch
HRC = Home-Run Contest
IC = Ice Climbers
jcj = jump, catch, jump
jjc = jump, jump, catch
M2 = Mewtwo
mm = money match
MMM = Multi-Man Melee
---10MM = 10-Man Melee
---100MM = 100-Man Melee
---3MM = 3-Minute Melee
---15MM = 15-Minute Melee
OV = old version (NTSC 1.00)
NBA = No Bat Allowed
NBD = No Bat Drops
NV = new version (NTSC 1.01, 1.02)
sh = short hop
---shdf = short hop double f-air (usu. refers to Marth)
---shffl = short hop, fastfall, l-cancel
---shwd = short hopped-wavedash
sj = single jump
SWD = super wavedash
---SDWD = super duper wavedash
SWF = Smash World Forums
VR = video record
wd = wavedash
wj = walljump
WR = world record
YL = Young Link
YYG = yo-yo glitch
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 post a list. The term “wavedash” was originally coined for a similar tactic in Tekken.
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:
Dr. Mario / Mario / Mr. Game & Watch
Pikachu / Sheik
Captain Falcon / Kirby
Peach / Zelda
The SHFFL (rarely, SHFFLC; sometimes incorrectly called "shuffle") is also quite special. For this term Warrior of Zarona sent me (mastersword) his essay on shffling.
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 = fastfall = 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.
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, ycz6 note: Actually, you can wavedash into them, but he's making a point 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 corresponds 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 fastfall when you're at the peak or while you're descending. The point of the fastfall is so you can land on the ground as quickly as you can, which is where the 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 instinctively 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 fastfall, 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 options, 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 fastfall 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.
Doraki's SWF thread contains a lot of good information, and explains all of the below in more detail: http://smashboards.com/showthread.php?t=60218
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 combos, 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 don’t 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 don’t want to do this DI.
Simple control stick DI: before and during you get hit, you hold a direction and don’t let go so you change your flight pattern. This is good for escaping some shine and chain grab combos, and staying alive in general. But if you want to live to like 160%, this isn’t going to cut it. There are other, better ways.
Double stick DI: this is extremely interesting, and it astounded me when I first saw it. You can actually DI with both the control stick and the c stick. You can pull off 2 different DI's at once, allowing you to greatly influence your flight trajectory. We were testing it with peach's F-throw. We were able to survive an f throw right near the right edge of Final Destination to about 196% and still live. One certain pair of directions made this (I think it was n up left, and left). But other ones made some pretty weird flight patterns. An up left on control stick and left down on the c stick caused the fox to actually go straight up from the U-throw. Very... very interesting.
Anyway, I hope this kind of sheds light on those who kind of consider DI to be unimportant.
Recent research has revealed another type.
Smash DI: Each attack has a certain hitstun period. Those of Samus's B and Peach's f-throw are notably long. During these periods, the effects of DI are greatly magnified: any directional presses during these periods have very noticeable effects on the trajectory of the hit character. For example, for his video Perfect Control SuperDoodleMan was able, as Mario, to take a fully-charged Charge Shot from Samus and fly towards her.
TOURNAMENT LEGAL SETTINGS
General rule sets follow most of these rules:
Banned stages vary, but often include Hyrule Temple, Yoshi's Island 64, and Brinstar Depths, Infinite Mountain, Big Blue, and Termina, which are always off (and can't be chosen, even under slob picks). Stages set on random also vary, but often include Final Destination, Battlefield, Dreamland, Fountain of Dreams, and Pokemon Stadium. These stages often vary between 1 vs. 1 and 2 vs. 2 matches at the same tournament. See this picture made by phanna for a helpful visual reference:
Before the match, each side may "strike" one stage, making that stage unplayable for the duration of the set.
The "slob pick" method of choosing stages is usually used in tournaments. The first stage is chosen from the set of random stages, unless both sides agree on a stage.
After the first match, the loser picks the stage by the following method. First, the loser announces his stage choice. Then the winner picks character(s) and then the loser picks character(s).
Team attack is on, and no stage can be played twice in the same set. The tier list is based on these rules, and these only, with rational human players.
Under no other circumstances should it be applied.
Note, though, that this may be outdated.
For questions or more in-depth strats, check out the SWF character-specific forum of your choice: http://smashboards.com/forumdisplay.php?64
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. (ycz6 edit: Of course, this happened about two years ago. So you know what? I did it again. Hurray for me. I deleted most anyway.) 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.
First of all: www.youtube.com
If you just search for what you want, you'll probably find it. But if you don't want to:
Advanced How to Play:
This series of videos, made primarily by Wak, is one of the most helpful out there for learning some of the more advanced tactics of SSBM:
Part 1: http://www.youtube.com/watch?v=4n4s5yB7ZkE
Part 2: http://www.youtube.com/watch?v=xiZLs2doK8E
Part 3: http://www.youtube.com/watch?v=PFmGIOcWdsM
This SWF thread:
contains a comprehensive list of nearly every combo video out there.
This thread contains links to several useful sites. Also, it's made by me, ycz6:
A fairly up-to-date compilation of video records:
GamePro88’s Target Test Tutorial videos:
BtT/MMM WRs *outdated*-
tatsuya?- includes "acrobatic" HRC-
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:
If you don’t really care and you just want to go to the hub, well, here’s the hub’s address:
(ycz6 note: As with anything on the Internet, be careful. Don't do anything stupid.)
Smash World Forums, the hub of nearly all smash activity and information-
Site of David Sirlin, a well known fighting game enthusiast-
Reading, at the least, his Playing to Win series is highly recommended.
SuperDoodleMan’s frame info site-
Mew2King's old, ludicrously in-depth list of various stats-
For a list of tricks and glitches, go here:
Home Run Contest rankings by sskeeto-
Home Run Contest guide by sskeeto-
For how many frames and other random technical stuff, go to Mew2King’s website or SuperDoodleMan's site, both above.
I will, however, post a few of the more important lists, because many people ask about or reference these things. And remember that 1 frame is 1/60 of a second.
Every character jumps at a slightly different speed. Here is a list of jumping speeds:
4 frames - Fox / Ice Climbers / Kirby / Pichu / Pikachu / Samus / Sheik
5 frames - Captain Falcon / Dr. Mario / Luigi / Mario / Marth / Mr. Game & Watch / Ness / Young Link
6 frames - DK / Falco / Jigglypuff / Mewtwo / Peach / Roy / Yoshi
7 frames - Ganondorf / Link / Zelda
9 frames – Bowser
Max falling speed: This list shows the maximum falling speed of each character, after they have used their fastfall. (Characters grouped together have the same falling speed, but different acceleration)
2) Captain Falcon
4-5) Roy > DK
7-9) Sheik > Link = Young Link
12-14) Bowser > Pichu = Pikachu
16-18) Dr. Mario = Mario = Mr. Game and Watch
19-21) Ice Climbers > Kirby > Luigi
22-23) Mewtwo > Peach
24-25) Zelda > Samus
Weight - measures how far characters get knocked HORIZONTALLY in the NTSC versions 1.00, 1.01, and 1.02 of SSBM. This list was assembled using the Mushroom Kingdom 2 weight scale.
--- 117 --- (1) Bowser
--- 114 --- (2) DK
--- 110 --- (3) Samus
--- 109 --- (4) Ganondorf
--- 108 --- (5) Yoshi
--- 104 --- (6-7) Captain Falcon / Link
--- 100 --- (8-10) Dr. Mario / Luigi / Mario
--- 94 --- (11) Ness
--- 90 --- (12-14) Peach / Sheik / Zelda
--- 88 --- (15) Ice Climbers
--- 87 --- (16) Marth
--- 85 --- (17-19) Mewtwo / Roy / Young Link
--- 80 --- (20-21) Falco / Pikachu
--- 75 --- (22) Fox
--- 70 --- (23) Kirby
--- 60 --- (24-25) Jigglypuff / Mr. Game & Watch
--- 55 --- (26) Pichu
PAL version weight
--- 118 --- (1) Bowser
--- 114 --- (2) DK
--- 111 --- (3) Yoshi
--- 110 --- (4) Samus
--- 109 --- (5) Ganondorf
--- 104 --- (6-7) Captain Falcon / Link
--- 100 --- (8-9) Dr. Mario / Luigi
--- 98 --- (10) Mario
--- 94 --- (11) Ness
--- 90 --- (12-14) Peach / Sheik / Zelda
--- 88 --- (15) Ice Climbers
--- 85 --- (16-19) Marth / Roy / Young Link / Mewtwo
--- 80 --- (20-21) Falco / Pikachu
--- 74 --- (22) Kirby
--- 73 --- (23) Fox
--- 60 --- (24-25) Jigglypuff / Mr. Game & Watch
--- 55 --- (26) Pichu