Super Smash Bros. Melee/Intermediate Techniques

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, Young Link, Pichu, Fox, and Falco are 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
The name of a certain unorthodox movement technique. It is performed by air dodging toward the ground diagonally (often immediately following a jump) so that one's character will slide along the ground. While wavedashing, most characters move as fast or faster than they would by dashing and is essentially in a standing ground position, meaning they can perform almost any ground attack immediately after a wavedash. Luigi can wavedash the farthest due to his traction, but this technique can be useful to anyone.

Wavedash can be used to dodge enemy attack, maneuver quickly, edge-hog, and more. Characters can use wavedashing to cover what would otherwise be weaknesses in mobility and defense - for example, though Samus' roll is slow and inefficient and her running speed is not very high, Samus' wavedash is fast and sufficiently long, allowing her to compete at a high level.

L cancel
L cancelling is a staple of advanced play. All characters can benefit from it. It involves pressing L, R or Z 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 before hitting the ground; the timing is no more complex than that. Link's aerial down A is a good test move, since the lag reduction is very noticeable.

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-cancelling, it is often the most efficient way of commencing attacks, although by all means is not always the best option available.

Intermediate Techniques
These techniques are fairly easy to learn and implement.

Dash-canceling
You can "cancel" your dash by crouching (down on the joystick). This works well as a fake out tactic or if you don't want to attack with the dash attack. Dash-cancel to get your opponent to shield (in an attempt for a shield-grab) and then dash-grab. It also works for quickly picking up items from then ground and then continuing on running.

Edge/Ledge Hogging
Holding onto the edge of the stage, preventing an opponent from doing the same, as only one player can hold a ledge at a time. The fastest way to do this is to wavedash backwards into the Edge/Ledge hog position.

Advanced Techniques
These techniques take a while to learn and even longer to implement in actual matches. Some rely on glitches within the game.

Chain Throwing
Characters such as Sheik, Marth, Ice Climber, Samus, 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.

Dash-dancing (DD)
A technique that involves quickly tapping the joystick back and forth. When successfully executed, it results in the character rapidly turning around in the opening dash animation. Dash-dancing is used as a fake-out tactic because you can dash in either direction at any time.

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 left 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.

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).

Fast Falling
This really isn't an advanced technique because it falls along the lines with teching (But since that is included, I'll also include this). Basically this is instinct oriented. All you need to do it press down after reaching the peak of your jump and you will fall faster then you would have if you had not pressed anything at all.

"Fox Trot"
With some characters, including Fox, the initial dash animation is faster than actual dashing. You can move faster than usual by initiating a dash (by tapping) then waiting a second then initiating another dash. A further advantage of the fox-trot is that you can stop the dash animation instantly without any turning animation (DDing) at any point in your movement.

Jump-cancelling
Refers to inputting a jump and then cancelling 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-cancelled grab can be used at any time while dashing. Jump cancelling also refers to jumping out of a shield or reflector: "Fox jump-cancelled his shine." Often combined with the first definition of jump-cancelling; 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-cancelled up-B from his shield."

Meteor Recovery
If you jump at the exact moment someone is Meteor Smashing you, you will recover quickly and jump and there will be a little flashy graphic. It only works on spikes deemed official "Meteor Smashes" though.

Meteor Smash
Many characters have a Meteor Smash. This is basically a smash that sends your opponent downward and is designated by the game as a special move. Meteor Smashes, while powerful, can be meteor recovered. The term most people use to refer to an attack that sends your opponent straight or close to straight down, allowing you to get kills at a very low percent if your opponent is off of the edge, is a spike. This is different from a Meteor smash in two ways. First, a Spike cannot be recovered from, so it is much more effective. Second, it is almost always a characters Down-A (unless it is already a Meteor Smash). A good example of the difference is Marth. His Down Ariel is a Spike, and it cannot be recovered from. However he also has a Meteor Smash (On his third B in the Sword Dance press down).

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 nobody seems to be 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 charcter 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 as the move is used multiple times with the exception of Dr. Mario's sex kick, whose neutral-A aerial actually becomes more powerful after the initial extension.

Teching/Wallteching/Techrolling
The name given for instant recovery techniques. When you (any character) are sent flying from an attack, if you hit L or R before hitting the ground or the wall (or ceiling), you will recover instantly. On the ground, you will stand up, on the wall you will stop bouncing around, and hitting the ceiling causes you to stop moving then fall straight down at a normal rate. If you hold to the side as you do it, you will recover in a rolling dodge. If you hold up as you walltech, you can jump off of the wall.

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.

Stealing a life
In a team multiplayer stock game if you lose all your lives, and your team-mate has more than one life left, press the start button to steal one of his lives. This will not work if your team-mate has 1 life.

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.

L-canceling
Normally, when your character is knocked to the ground, there is a recovery time where you must press to get up, or  to perform a rising attack. However, if you press exactly when you hit the ground, you instantly rise to your feet.

Also, in the case of Link's +  air attack, if it is -canceled, the animation of Link pulling his sword out of the ground plays twice as fast, allowing for faster recovery.