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{{Header Nav|game=Super Smash Bros. Melee}}
{{Header Nav|game=Super Smash Bros. Melee}}


== Movement ==
Super Smash Bros. Melee is a 2d fighter game in essence, yet is much like a platformer, with more movement and jumping than a game such as Street Fighter. Up to 4 people or computers can fight using 25 different Nintendo characters on 29 different stages. S.S.B.M differs from most fighters also in it's damage system.
The control stick is pressure sensitive; the more you tilt it, the faster your character will move.


Smashing the control stick left or right will initiate a dash. It takes more time to turn around while dashing. The only attacks you can do while dashing are an {{gc|A}} dash attack, a {{gc|Z}} dash grab, and the Smash {{gc|Up|Control}} + {{gc|A}}. Additionally, you can cancel the dash by pressing {{gc|Down|Control}}.
S.S.B.M's damage system relies on percentages, which are shown at the bottom of the screen. Attacks raise the damage percentage, which can go to 999%. The higher a character's damage percentage, the farther they fly when hit by an attack. All K.O's in SSBM's normal mode of play are essentially ring outs. When a character flies outside a boundary around the stage (just off the edge of the screen), a splash of light will indicate the knockout. If the character flies off the top of the screen, they will either fall into the distance, or bump against the screen front and fall down. In all cases, it counts as a knockout for the character.


== Crouching ==
Also in play are many [[Super Smash Bros. Melee/Items|Items]], which can be used to augment a character's abilities, or even heal damage in some cases. 


Pressing {{gc|Down|Control}} while on the ground will cause your character to crouch. While crouching, you can do a weak {{gc|A}} attack. If you are attacked while crouching, you will not be sent flying, and will simply slide along the ground. However, if you have high damage, you may slide off the stage in a downward direction, which is hard to recover from.
SSBM is split up into two main sections. The [[Super Smash Bros. Melee/Walkthrough|1P modes]] are structured matches at certain difficulty levels. The multiplayer modes have many match types and options, and can be played with people or the CPU.


== Jumping ==
The "Getting Started" portion of this guide covers basic game play and controls. Later, the items and stages are detailed, as well as some more advanced techniques for higher level play.
Every character can jump by pressing {{gc|X}}, {{gc|Y}}, or {{gc|Up|Control}} once, or twice for a double-jump. While in the air, use {{gc|Left|Control}} or {{gc|Right|Control}} to affect direction. All characters except Yoshi and Jigglypuff also have a third jump in the form of the {{gc|Up|Control}} + {{gc|B}} attack (Ness' {{gc|Up|Control}} + {{gc|B}} attack must be redirected to hit himself in order for it to become a third jump, however).


== Edge recovery ==
{{Continue Nav|game=Super Smash Bros. Melee
If you are close enough to the edge of a stage during a fall falling or jumping, your character will automatically grab it. You can then press {{gc|Up|Control}}, {{gc|X}}, or {{gc|Y}} to jump up, {{gc|A}} to climb up and attack, or {{gc|Down|Control}} to let go. Only one character can hang from an edge at a time; if an enemy is going to grab the edge, grabbing it first will prevent them from catching on and they will fall off. This strategy is known as "edge-hogging."
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== Table of Contents ==
=== [[Super Smash Bros. Melee/Controls|Controls]] ===
Covers controls for the game's basic actions.


==A-button attacks==
=== [[Super Smash Bros. Melee/Items|Battle Items]] ===
Every character has several regular {{gc|A}} button attacks. They are done by pressing {{gc|A}} standing still, while dashing, or by tilting the control stick {{gc|Up|Control}}, {{gc|Down|Control}}, {{gc|Left|Control}}, and {{gc|Right|Control}}. You can also press {{gc|A}} repeatedly for an attack combo.  When your character is dashing, you can press {{gc|A}} to do a special dash attack. Different variations can be done in midair by pressing {{gc|A}} while airborne. Different airborne attacks can be done by moving to control stick {{gc|Up|Control}}, {{gc|Down|Control}}, {{gc|Left|Control}} while pressing {{gc|A}}. Attacks using the control stick tend to strike in that direction. Regular {{gc|A}} attacks tend to be weak, but when used well enough can keep your opponents on their toes.  
Details all the game's items.


== Smash attacks ==
=== [[Super Smash Bros. Melee/Stages|Stages]] ===
Information on all the game's stages, including unlockable stages. Also describes strategies and spawn points.


Smash attacks are powerful ground-based attacks that are useful for both delivering damage and sending opponents flying, although they are slightly difficult to master. How to '''Smash''' is explained in the "Basic Movement" section above. Every character has three smash attacks, done by pressing Smash {{gc|Right|Control}} or Smash {{gc|Left|Control}} + {{gc|A}}, Smash {{gc|Up|Control}} + {{gc|A}} and Smash {{gc|Down|Control}} + {{gc|A}}. You can hold the button and control stick in place during a smash attack to charge it up. It will release itself automatically once it gets fully charged, although you can prematurely release and charging smash attack for weaker results.
=== [[Super Smash Bros. Melee/Intermediate Techniques|Intermediate Techniques]] ===
Techniques that are fairly easy to learn and implement. These techniques are useful for higher level 1P mode games.


While dashing, the Smash {{gc|Up|Control}} + {{gc|A}} move can be performed, and it will stop your dash when you execute it.
=== [[Super Smash Bros. Melee/Advanced Techniques|Advanced Techniques]] ===
 
Strategies often used in high level tournament play. Includes techniques such as the famous "Wavedash" and Directional Influence.
On multiplayer rounds, you can push the {{gc|Neutral|Cstick}} forward, up or down to do automatically non-charged smash attacks. Holding the {{gc|Z}} while doing so will allow the smash attack to charge.
 
== B-button attacks ==
 
Every character has four different {{gc|B}} moves, and most of these are very different, so you'll need to experiment to learn and master them all. To use them, simply press {{gc|B}}, {{gc|Right|Control}} + {{gc|B}}, {{gc|Up|Control}} + {{gc|B}} or {{gc|Down|Control}} + {{gc|B}}. The attacks tend to strike in the direction that the control stick is facing, although how so varies a lot from character to character. Some attacks are different or do not work in midair. {{gc|Up|Control}} + {{gc|B}} attacks can usually be used as a third jump to help you recover after using your second jump, although a few characters do not have this feature. {{gc|B}} Attacks vary a lot in strength, and some aren't even for attacking. For example, Princess Peach's {{gc|B}} (no direction) move is to hold out Toad (from the Super Mario Series) as a shield.
 
==Damage and Recovery==
When an attack hits you, you'll take damage. The damage of every player is displayed at the bottom of the screen. Special [[Super Smash Bros. Melee/Items#Recovery Items|Recovery Items]] can heal you and take away damage. Different attacks inflict more damage than others. The more damage you get, the weaker you become. Weak players can still attack as well as strong players, but will fly back farther when struck. When flung back, try to recover back to the stage by holding the control stick in the direction of the stage and using your double jump and {{gc|Up|Control}} + {{gc|B}} attack strategically in order to make it back. Using your {{gc|Up|Control}} + {{gc|B}} will disable your double jump, so use them in the right order. Failing to recover will result in you falling down the pit and losing a life. Note that if you are weak enough, you may get flung so far you won't even get a chance to recover.
 
== Cliffhanging ==
 
Cliffhanging is very useful when you just barely miss the platform while recovering. When you fall close enough to the edge of most platforms, your character will automatically grab on. When hanging on, your character is safe from most attacks from above, although he is vulnerable to any attacks from below. Your character can hold on for a long but definite amount of time, but will let go if attacked. To climb back up, press {{gc|Right|Control}} or lightly {{gc|Up|Control}} on the control stick, and your character will get back onto the platform. You can press {{gc|A}} or {{gc|B}} while cliffhanging to climb up and automatically do an {{gc|A}} attack. Or you could press {{gc|R}} or {{gc|L}} to come up and do a dodging roll forward. Pressing {{gc|X}}, {{gc|Y}} or Smash {{gc|Up|Control}} will cause your character to climb up in a jump. Pressing {{gc|Down|Control}} on the control stick will cause your character to drop. The execution of these edge recoveries will vary depending on your character's health: If you have less than 100% damage, than the recovery is quick, but if you have more than 100% damage, the recovery is slower. Remember that only one player can hold onto an edge at a time.
 
== Shields ==
 
Any attack can be blocked with a shield which is used by pressing {{gc|L}} or {{gc|R}}. The shield weakens while in use, and when blocking attacks. When it breaks, the character is stunned for a few seconds, which leaves him/her at a disadvantage. When you put the shield away, it will slowly recharge to full strength.
 
Pressing {{gc|L}} or {{gc|R}} lightly will create a very large yet dim shield, which reflects ranged attacks and counters normal attacks. When an opponent's attack is countered, the opponent is stunned momentarily, leaving them open for attack.
 
== Rolls and dodging ==
 
Hold down {{gc|L}} or {{gc|R}} to bring up your shield, then press {{gc|Right|Control}} or {{gc|Left|Control}} while on the ground to perform a roll. While rolling, your character is invincible to attacks, and once you stop rolling your shield returns (but there is a small gap between when you stop rolling and when the shield comes back up).
 
To dodge, press {{gc|L}} or {{gc|R}} and {{gc|Down|Control}}; the character performs a sidestep. Dodging allows the character to avoid all attacks, but there is a small recovery time involved in this maneuver. Air dodging is performed in the air by pressing {{gc|L}} or {{gc|R}} and tapping the control stick the direction in which to move. Air dodging allows the character to shift in the chosen direction, and otherwise has the same effects as ground dodging. However, after air dodging, you can no longer jump. It is also possible to air dodge from the ground by pressing {{gc|L}} or {{gc|R}} and {{gc|Up|Control}}.
 
== Grabbing/Throwing ==
 
To grab someone or something, press {{gc|L}} or {{gc|R}} and {{gc|A}}, or just {{gc|Z}}. When your character seizes another character, they will remain held for about 2 seconds. The opponent can tap {{gc|Left|Control}}, {{gc|Right|Control}} repeatedly to reduce this time. Your character can punch their held opponent by pressing {{gc|A}}. To throw the character, press {{gc|Z}} and move the control stick in the direction you wish to throw them. If you use {{gc|Z}} + {{gc|Down|Control}}, the character will bounce back up off the ground after being thrown down. Naturally, the higher their damage, the farther a character will fly when thrown. Grabbing and throwing are the only attacks that penetrate shields.
 
While dashing, you can press {{gc|Z}} to do a dash grab, which has a slightly longer range than a normal grab, but has a longer cooldown time if you miss the opponent.
 
'''Special Note on [[#Samus|Samus]], [[#Link|Link]], and [[#Young Link|Young Link]]:''' These characters have a grappling hook/beam, allowing them to grab opponents from afar. However, if it takes them a longer time to recover after a failed grab attempt. When used in the air, the hooks and beam damage opponents, and can grab on to the sides of the stage. When hanging onto a wall with the hook/beam, press {{gc|Z}} to receive a small boost jump up.
 
'''Special Note on [[#Donkey Kong|Donkey Kong]]:''' Although most characters can't move while grabbing someone, Donkey Kong can carry other characters on his back and walk around before throwing before throwing the character.
 
== Taunting ==
 
Press {{gc|Up|Dpad}} to taunt. Your character will do a short animation. You cannot attack or defend while taunting. The taunt doesn't do any damage, or cause any effects in game.
 
'''Special Note on [[Super Smash Bros. Melee/Move lists/Luigi|Luigi]]:''' Luigi's taunt is an exception, due to the fact that it actually does do 1% damage if his foot hits your opponent while taunting.
 
== Camera Control ==
 
In single player mode, the {{gc|Neutral|Cstick}} can be used to control the camera with {{gc|Left|Cstick}} and {{gc|Right|Cstick}} to control the automatic camera mode, which includes: Fixed Camera ( views the whole stage ), Closeup ( Follows your character closely ), and Normal (Zooms to see you and your opponents). Pressing {{gc|Up|Cstick}} and {{gc|Down|Cstick}} will zoom the camera in and out in any of the modes.
 
== Pausing ==
 
Pressing {{gc|Start}} will pause the game. While paused, you can tilt the camera around your character with {{gc|Neutral|Control}}. You can zoom in and out with {{gc|X}} and {{gc|Y}}, and switch character focus with {{gc|L}} and {{gc|R}}. If enabled, the game can be ended with a "No Contest" by pressing {{gc|L}} + {{gc|R}} + {{gc|Start}} + {{gc|A}}.
 
 
{{Footer Nav|game=Super Smash Bros. Melee|nextpage=Items}}

Revision as of 02:39, 31 July 2007

Super Smash Bros. Melee is a 2d fighter game in essence, yet is much like a platformer, with more movement and jumping than a game such as Street Fighter. Up to 4 people or computers can fight using 25 different Nintendo characters on 29 different stages. S.S.B.M differs from most fighters also in it's damage system.

S.S.B.M's damage system relies on percentages, which are shown at the bottom of the screen. Attacks raise the damage percentage, which can go to 999%. The higher a character's damage percentage, the farther they fly when hit by an attack. All K.O's in SSBM's normal mode of play are essentially ring outs. When a character flies outside a boundary around the stage (just off the edge of the screen), a splash of light will indicate the knockout. If the character flies off the top of the screen, they will either fall into the distance, or bump against the screen front and fall down. In all cases, it counts as a knockout for the character.

Also in play are many Items, which can be used to augment a character's abilities, or even heal damage in some cases.

SSBM is split up into two main sections. The 1P modes are structured matches at certain difficulty levels. The multiplayer modes have many match types and options, and can be played with people or the CPU.

The "Getting Started" portion of this guide covers basic game play and controls. Later, the items and stages are detailed, as well as some more advanced techniques for higher level play.

Template:Continue Nav

Table of Contents

Controls

Covers controls for the game's basic actions.

Battle Items

Details all the game's items.

Stages

Information on all the game's stages, including unlockable stages. Also describes strategies and spawn points.

Intermediate Techniques

Techniques that are fairly easy to learn and implement. These techniques are useful for higher level 1P mode games.

Advanced Techniques

Strategies often used in high level tournament play. Includes techniques such as the famous "Wavedash" and Directional Influence.