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 character's shield will protect you from attacks, but will slowly deteriorate until you stop using it and let it recharge. This deterioration is accelerated each time the shield absorbs an attack. The lighter you hold the L or R button, the larger your shield is, the slower your sheild deteriorates, and the more recoil you will receive from a hit. You can Hold Z to put up as big a shield as possible, but first you must do your throwing animation.

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

Sidestep
Sometimes known as a spot dodge. Sidestep by tapping down while shielding. Your character will dodge to the side and momentarily be free from harm.

Throw
To throw, you can either press Z or press A while shielding. Your character will grab the enemy, at which point you can tap A to hit the opponent or tap any direction to throw him or her in that direction. Don't hold your enemy too long or he or she will escape your grasp. Throws are useful as setups for strong attacks, combos or even grabs. Grabbing is also an especially useful technique because it can be performed from the shield without any additional lag - this is known as shield grabbing.

Air Dodge
Press L or R in the air to air dodge. If you are holding a direction on the control stick when you press L or R, your character will dodge in that direction. After the air dodge, your character will be disabled in the same way as after an up + B attack, so it's best not to air dodge unless there is solid ground beneath your character. Link, Young Link and Samus can exit their air dodges with their grapple, but they, too, are helpless after the air dodge is already executed and they are disabled as well.

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
The wavedash is performed by air dodging into the ground at an angle, often immediately after a jump. If the wavedash is executed correctly, the player will slide along the ground and leave a small white trail behind. This sliding is most noticeable with low-traction characters such as Luigi; many players learning to wavedash will use Luigi for practice.

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.

=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.