Super Smash Bros. Melee/Advanced Techniques

These techniques take a while to learn and are hard to implement in actual matches. Some rely on exploits within the game.

Wavedashing
Wavedashing is a technique that typically requires much practice to master. It is performed by air dodging diagonally into the ground and when done correctly, the user's character will slide, crouch momentarily and create a small cloud of dust. A wavedash usually follows a jump immediately - the user's character should never visibly leave the ground. In fact, this use of wavedashing is so prevalent that the term "wavedashing" usually refers to the jump as well as the air dodge and slide. The following sections will deal with wavedashing from a jump, but it is a very useful mid-air tactic as well.

How to wave-dash
A little primer on how to wave-dash. The buttons that are used to perform a wave dash are (in order):
 * Jump buttons ( or or )
 * Control stick ( and )
 * Shield/Dodge buttons ( or )

If this is your first time trying a wave-dash, you might want to go to training mode and slow the frame rate to a speed you find acceptable, as this will help with timing your moves. Also, Luigi is recommended for learning to wave-dash because his is the most noticeable if performed correctly. To wave dash, perform these moves in this order: The time between each move is very small, only a few frames (100 or so milliseconds), so timing is critical.
 * Jump
 * Move
 * Dodge

Press or  or  to jump, and then quickly, jerk the control stick in the direction you wish to go on the ground, downwards, towards the left or right. The direction cannot be upwards, it must be towards the ground, or you might accidentally pull off an air dodge. Then press or  (until they click on the controller). If you have pulled it off correctly, you will notice that you will slide quickly across the stage and kick up some white smoke in your wake. In a sense, you will look like you are dashing across without using your feet, and the white smoke is the wave.

Troubleshooting
Here are some things to rectify if you find you are not getting the desired result:
 * If you are shielding instead, you are not jumping correctly.
 * If you are just jumping, you are pressing or  incorrectly.
 * If you are air dodging instead, you are not moving quick enough. Make sure you are jerking the control stick towards the ground and not upwards.
 * If you are shield dodging instead (you're doing a roll or sidestep dodge), you are pressing or  before you move. You must define your orientation and directional influence before you press  or.

Applying Wavedashing to the game
Note: Only when you are certain you can wavedash without consistently failing should you start to use the move without restriction. Messing up a wave dash in a serious 1 vs. 1 match can mean a certain fall.

Here are a few situations where you can apply wavedashing:
 * Wavedashing can be a quick way to adjust your position relative to the enemy.
 * It is also useful as a dodge when better alternatives do not exist (especially for characters with poor rolls such as Samus or Mr. Game & Watch).
 * It serves as a shield exit, allowing a character to react offensively after shielding an enemy attack.
 * You can also wave dash to evade Samus's grappling hook or Link's hook shot as the speed at which a wave dash is performed is quicker than the speed at which those weapons reach out; though, some wave dashes for certain characters do not dash as far and you will still be caught.

Directional Influence (DI)
Pressing a direction while getting hit to change the trajectory of one's flight. It helps prevent powerful attacks from KO'ing your character. Note - this term does NOT mean simple left/right movement in mid-air - that is a misuse of the term.

How to DI
When you can anticipate an attack hitting (and cannot avoid it), press the in the direction that you want to fly when the attack hits you. Your trajectory will change accordingly.

For instance, pressing when you are attacked from the right will slow your speed going left, while pressing  will cause you to fly farther.

Pressing will shorten your ascent from attacks that push you upward.

Pressing the in the same direction in addition to the  will increase the effect of DI.

Applying DI to the game
The most obvious use of DI is recovery. If an attack sends you flying off the stage, you will have an easier time getting back on if you DI in the direction of the stage.

Increasing your fly distance by applying DI in the direction of the attack can also be helpful at low damage percentages, in order to distance yourself from an opponent or make them overestimate how far they can knock you.

Shorthop Fast Fall L cancel (Shffl)
A term that does not really outline a particular move, but rather a combination of them. Performed by short hopping, using an aerial attack, fast-falling and l-canceling, it is often the most efficient way of commencing attacks, although by all means is not always the best option available.

Chain Throwing
Characters such as Sheik, Marth, Ice Climbers, Samus, Link, and Mario (there are others too) can chain throw. This is just throwing the opponent at a given direction (up for Mario most times, down for Sheik, weird stuff for Ice Climbers and down for Samus) in order to catch them again. The process is then repeated many times, but some characters can escape chain throws at certain (higher) percentages.

Spiking
Spikes are Meteor Smashes, but are not officially marked as such. They can, however, be countered by jumping just as you are hit-however difficult that may be. Any attack that sends an opponent straight down is deemed a spike. Falco's + is popular for spiking.

Double Jump Cancel (DJC)
This can only be done by Ness, Mewtwo, Yoshi, or Peach (kinda). During the second jump you can cancel it with any attack. While you can attack during your jump with all characters, only these two can manipulate the second jump (I.E. You will STOP gaining height). Most characters have to attack on a set path based on the jump (unable to adjust the height), Ness, Mewtwo, and Yoshi can interrupt the jump in order to attack (and DI accordingly).

Jump-canceling
Refers to inputting a jump and then canceling the jump with a grab or upwards ground attack before the character leaves the ground. Its most common application is performing a standing grab while dashing; a jump-canceled grab can be used at any time while dashing. Jump canceling also refers to jumping out of a shield or reflector: "Fox jump-canceled his shine." Often combined with the first definition of jump-canceling; if a character that jumps out of his shield but cancels the jump into an up-B, the act only needs to be described with one use of the term: "Link used a jump-canceled up-B from his shield."

Phantom Hit/No-flinch Attack
A phantom hit occurs when a player hits the enemy at the very tip of the attack window. It causes half the damage the attack would normally cause, but does not knock back or stun the opponent at all.

DA Dash (also called Pivot)
This is a difficult and somewhat new technique (discovered by a member of the Deadly Alliance, a crew that plays in New York). It is not so much a dash as it is a dash-cancel. Performed by changing direction during the initial dash animation and immediately using an attack or other move otherwise applicable from a standing position. That character will stop moving and use that attack or move. An extremely useful tactic comparable or superior to wave-attacking.

Powershielding/Shield Reflecting
If you press the shield button all the way down at the exact instant you are getting hit, you will block the attack without putting up your shield and be able to retaliate immediately. The computer does this frequently. If the attack is a projectile, you will reflect it back at your opponent. It is extremely difficult and not even the top players are able to do it consistently in a match.

Projectile Sliding
When using a ranged grab, such as that of Samus or Link, against an opponent and there is a projectile attack or bomb on the ground between the two characters, the character performing the grab will take damage and the other character will be propelled backwards with significant force. This can cause a KO on certain stages such as Mushroom Kingdom.

"Sex kick"/Hero kick
The name given (By MattDeezie's crew) to the neutral-A (meaning A without a direction) air attack of some characters. It is defined as a kick that sticks out and still hits people even when the foot is no longer moving. Some people use it as a term for all neutral-A aerials, even the non-kicks, but this is incorrect usage. Fox's and Falco's back A's are also considered sex kicks. A sex kick decreases in damage the longer the foot is held out with the exception of Dr. Mario's sex kick, whose neutral-A aerial actually becomes more powerful after the initial extension.

Wallteching
When you are sent flying from an attack, hit or  when you hit the wall and you will stop bouncing. If you are also holding up on the control stick, the character will then also perform a walljump, even if the character cannot normally do so. This also works on the ceiling, though obviously you cannot perform a walljump from teching on the ceiling. This can prevent KO's on congested stages, like Onett or Termina Bay.

Triangle Jumping
Similar to wavedashing, except you dodge after you've actually jumped off the ground. This is very useful against characters like Marth in avoiding the attack (sword) while getting close enough in proximity in order to attack.

Dash Dodging
Simple but effective technique, you simply run straight at the opponent, and do a quick back-dodge away from the opponent. The effect is that you will be running at them, then dodge back just as they unleash an attack, letting you get the upper hand while they are stalled out. WARNING: do not try to dodge toward them, you can only quick-dodge dash cancel the opposite direction you were running!