Super Smash Bros. Melee/Advanced Techniques

=Character specific movelists=

Zelda [[Image:00%.png]]
=General moves= These moves apply to all (or multiple) characters in the game.

Shield
Press L or R to shield yourself. Your shield will protect you from attacks, but will slowly deteriorate until you stop using it and let it recharge. This deterioration is accelerated when the shield absorbs an attack.

Dodge/Roll
To dodge, tap left or right while shielding. You will roll in the direction you pressed. The speed and distance of this roll corresponds to the character you are using.

Throw
To throw, you can either press Z or press A while shielding. You will grab the opponent, at which point you can tap A to hit the opponent, and tap a direction to throw them in that direction. Don't hold them for too long, or they will escape. Throws are useful as setups for strong attacks, and many characters benefit strongly from "shield grabbing", which is discussed in their movelist.

Air Dodge
Press L or R in the air to air dodge. If you tap a direction will you do it, you will dodge in that direction. After the air dodge, you will be disabled in the same way as after an up + B attack, so make sure there is ground under you.

Shorthop
The shorthop is just what it sounds like: a hop that is shorter than a normal jump. It is performed simply by tapping the jump button very quickly and lightly. This is easier with certain characters, such as Falco, and very difficult with others. It is very useful as it can be used to pump out aerial attacks more efficiently, and is also used in many advanced techniques.

Wall Jump
Not everyone can wall jump. Samus, Captain Falcon, Mario, Sheik and Young Link are some of the characters who can. The wall jump is performed by tapping the stick in the opposite direction of a wall just as you make contact with the wall. You will bounce of the wall. This can be repeated as much as you wish. It can be used as a recovery, or to surprise an enemy with an aerial attack.

Wavedash
This is actually an exploitation of the game's physics rather than an intentionally included move, but it can be useful. The wavedash is performed by jumping and immediately air dodging into the ground at about a 45 degree angle before the player leaves the ground. It takes a lot of practice, and is easier with some characters than others. If performed correctly, you will slide along the ground and leave a small white trail behind you. It is much more noticeable with low-traction characters such as Luigi, so it is reccomended you use him to practice. The wavedash can be used as a dodge, to play mindgames with your opponent, or simply to add more variety to your game. Also, you can wavedash backwards off of a ledge in order to grab the ledge and occupy it so that another character cannot recover. Samus is one character who benefits from wavedashing - her dodge/roll is very slow and inefficient, but she has a good wavedash.

L cancel
L cancelling is a staple of advanced play. All characters can benefit from it. It involves pressing L (R and Z also work) immediately before hitting the ground after executing an aerial attack. This effectively halves the lag time after said attack, and is essential for many advanced techniques. It also gives you a competitive edge over players who do not L cancel. Try to press L as late as you possibly can without hitting the ground, and you'll get the timing down in no time. Link's aerial down A is a good test move, since the lag reduction is very noticeable.

Shorthop Fast Fall L cancel (Shffl)
This is the absolute best way to execute aerial attacks. It may be a bit confusing at first. In involves shorthopping, doing the attack, fastfalling, and L cancelling (hence the name). If you master this technique, you will be a quite fearsome aerial machine.

=How to add a movelist= In the interest of consistency, please use the template that is already being used in the Samus section. Your contribution is greatly appreciated.