Super Smash Bros. Melee/Advanced Techniques: Difference between revisions

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


=== Wavedashing ===
==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.
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 ====
===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):
A little primer on how to wave-dash. The buttons that are used to perform a wave dash are (in order):
* Jump buttons ({{gc|X}} or {{gc|Y}} or {{gc|Neutral|Control}})
* Jump buttons ({{gc|X}} or {{gc|Y}} or {{gc|Neutral|Control}})
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Press {{gc|X}} or {{gc|Y}} or {{gc|Neutral|Control}} 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 {{gc|R}} or {{gc|L}} (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.
Press {{gc|X}} or {{gc|Y}} or {{gc|Neutral|Control}} 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 {{gc|R}} or {{gc|L}} (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 ====
===Troubleshooting===
 
Here are some things to rectify if you find you are not getting the desired result:
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 shielding instead, you are not jumping correctly.
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===Directional Influence (DI)===
===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.
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 ====
===How to DI===
 
When you can anticipate an attack hitting (and cannot avoid it), press the {{gc|Neutral|Control}} in the direction that you want to fly when the attack hits you. Your trajectory will change accordingly.
When you can anticipate an attack hitting (and cannot avoid it), press the {{gc|Neutral|Control}} in the direction that you want to fly when the attack hits you. Your trajectory will change accordingly.


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Pressing the {{gc|Neutral|Cstick}} in the same direction in ''addition'' to the {{gc|Neutral|Control}} will increase the effect of DI.
Pressing the {{gc|Neutral|Cstick}} in the same direction in ''addition'' to the {{gc|Neutral|Control}} will increase the effect of DI.


==== Applying DI to the game ====
===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.
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.


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===Shorthop Fast Fall L cancel (Shffl)===
===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.
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.


===Chain Throwing===
===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.
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.


=== Spiking ===
==Spiking==
 
Spikes are similiar to [[#Meteor Smashes|Meteor Smashes]], but are not officially marked as such, and thus can't be countered by [[#Meteor Canceling|Meteor Canceling]]. Any attack that sends an opponent straight down is deemed a spike. Fox and Falco's {{gc|Down|Control}}+{{gc|B}} is popular for spiking.
Spikes are similiar to [[#Meteor Smashes|Meteor Smashes]], but are not officially marked as such, and thus can't be countered by [[#Meteor Canceling|Meteor Canceling]]. Any attack that sends an opponent straight down is deemed a spike. Fox and Falco's {{gc|Down|Control}}+{{gc|B}} is popular for spiking.


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===Jump-cancelling===
===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.
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."
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."


===Phantom Hit/No-flinch Attack===
===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.
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)===
===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.
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===
===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.
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.


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==="Sex kick"/Hero kick===
==="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.
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.


===Wallteching===
===Wallteching===
When you are sent flying from an attack, hit {{gc|L}} or {{gc|R}} when you hit the wall and you will stop bouncing. This also works on the ceiling. This can prevent KO's on congested stages, like Onett or Termina Bay.
When you are sent flying from an attack, hit {{gc|L}} or {{gc|R}} when you hit the wall and you will stop bouncing. This also works on the ceiling. This can prevent KO's on congested stages, like Onett or Termina Bay.


===Triangle Jumping===
===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.
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.


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