Super Smash Brothers: Melee Discussion
I will only tell you the truth. Anything that isn't true will not be posted. You can always rely on me. Guys, I hope that you never give up; even if someone tells you to do so. Always follow the path you want to take, and reach the end of it with great confidence.
Why am I talking so much? Let's get this going!
The mini-FAQ should be up by next week
Same here, my e-mail shut on me, but I haven't disapeared.
BTW when is the FAQ come? And mainly, COULD SOMEONE EXPLAIN MAKING AN FAQ, I don't get the e-mail bit, why do you need an e-mail???
Anti-Air Attack- Any attack that can be used from the ground or close to the ground to interrupt an aerial attack coming from above. Generally, anti-air attacks become better with platforms. Thanks to Rebel581 for this term.
Attack- The A, B, and Z buttons, along with the C-stick all make your character do an attack. The B button is for special moves, and the rest control standard attacks. The C-stick performs an uncharged smash when used on the ground and performs aerials when used in the air. It can only be used in versus modes. Also, the Z button is only an attack when used in the air. Samus, Link, and Young Link do not do attacks with the Z button, instead they shoot their respective grappling items when in the air.
Attack Cancel- From the air, many characters can cancel attacks or effects of attacks by doing an attack close to the ground. Some examples are:
Peach's Float cancel- Start an aerial attack while floating, and land while still doing the attack. There will be no lag from the attack.
Samus' Missile cancel- The missile (forward-B) will still make a sound, but no projectile will be fired.
Falco's Laser cancel- see above (Except use B attack)
Ness's Foot cancel- see above (Except use aerial down A)
Bat drop- Pressing Z to drop the bat, followed by an attack that prevents it from flying off the platform, most often a spike attack. By doing this you are giving a lot of damage in a short amount of time. This is the technique most commonly used to get high scores in Home Run Contest.
Bomb jump- Samus and Link can both bomb jump, but in different ways. With Samus, if you use a bomb in midair, drop, and use another bomb, you'll bounce into the explosion of the first bomb and bounce again. You can repeat this for as long as you like giving Samus great horizontal recovery. With Link, when he is recovering you have to pull out a bomb, as you use your second jump, then throw it up, Up-B into the bomb, and then use Up-B again after the bomb hits you. The result is one jump but two Up-B’s.
Boomerang Bonus- A bonus in attack power given to Link/Young Link's boomerang. When the boomerang is thrown upward or downward, and it hits an opponent, the attack of the boomerang gets a 10+ boost. It can be thrown upward or downward by holding up or down while Link/Y. Link is broadcasting the attack. (when they are twisting around). Thanks to Shadowthebat for this term.
Camping- Sitting in one spot and not letting the opponent get close enough to attack you. Its a method of delaying a kill, most often used in an effort to stall out a match. Projectiles are usually used to help keep the opponent from landing attacks.
- Every character except Kirby can chain throw. Technically, Kirby can chain-throw with his Down-throw but only if the enemy’s damage is in the mid 200’s. Yoshi can chain-throw with his forward and up throws, but both require extremely good timing.
- Mr. G&W is the only character who is capable of chain throwing with all directions.
Some chains are:
Luigi - Up against fast fallers (wavedashes following DI)
Marth - Forward against...Marth. >.> (this can be done with JC grabs or wavedashing into grabs)
Marth - Up against fast fallers
Ganon - Down throw...
Shiek- Down throw, catch in air, repeat
Marth on Fox - F throw, F throw/B throw, F throw/B throw etc.
Combo- A combo can be either natural or improvisational; a true combo is two or more hits that register a 'Combo' reading in training mode. Basically, though, a combo is any set of attacks that is difficult to escape from, and does a lot of damage in a short amount of time.
Crouch-canceling- Holding down on the control stick when hit by an enemy attack. Up to a certain damage percentage, this will prevent you from being sent flying, though you will slide back. Also, a crouch cancel counter (ccc) is crouch canceling using a character's down-A attack.
C-Sticking- C-sticking is just a name used to describe the act of using the c-stick to do aerials, smash attacks, and other things.
Damage- Each character in a fight has a counter of his own at the bottom of the screen that tallies his health in points, displayed as a percentage. At the lowest percentage (0%) attacks will not send your character very far, and effects like Jigglypuff's sing are easy to shake off. Grabs become harder to get out of at higher damages, and attacks send you much farther.
Dash-canceling- During a run, pressing down will cause you to crouch and therefore stop the run.
Dash-Dancing- Quickly smashing left and right on the control stick, so the character only does the opening animation of the run.
Dash-Dashing- Dash-dancing then dash-canceling over and over again, causing the character to only do the opening animation of the run. For some characters, this is faster than just running. This is also referred to as the Foxtrot.
Dash-jump- Jumping out of a dash, often with a short jump. The character will usually move faster forward in the air than if it were a non-dash-jump. The three characters that don't move any faster either way are Jigglypuff, Bowser, and Zelda.
Desynching: Using an action such as a grab, roll, spot dodge, wavedash etc. to stagger the ICs actions and have them perform different actions/actions independently.
Basically, DI is influencing your flight pattern from an attack inflicted upon you, or any aerial movement. DI is most effective in escaping combo's, and surviving to higher percents. There are many types of DI, I'll go from the worst kind, to the best.
No DI: Just how it sounds, you dont influence your movement at all. Very bad for shine combo's, chaingrabs, staying alive, etc. In very rare cases it will be somewhat useful. Like, not DI'ing so you mind game your chain grabber. DI'ing outwards from characters like marth is bad too, cause it may set up for a tipper. Or even DI'ing may set you up for one depending. But in reality, you dont want to do this DI.
Simple control stick DI: before and during you get hit, you hold a direction and dont let go so you change your flight pattern. This is good for escaping some shine and chain grab combo's, and staying alive in general. But if you want to live to like 160%, this isn’t gonna cut it. There are other, better ways.
Double stick DI: this is extremely interesting, and it astounded me when I first saw it. You can actually DI with both the control stick and the c stick. You can pull off 2 different DI's at once, allowing you to greatly influence your flight trajectory. We were testing it with peach's forward throw. We were able to survive an f throw right near the right edge of Final Destination to about 196% and still live. One certain pair of directions made this (I think it was n up left, and left). But other ones made some pretty weird flight patterns. An up left on control stick and left down on the c stick caused the fox to actually go straight up from the up throw. Very... very interesting.
Anyway, I hope this kind of sheds light on those who kind of consider DI to be unimportant
Disjointed Hitbox- Every character has a hitbox for every attack. Like Mario’s forward smash will hit everybody in a certain area, or in his hitbox. When a hitbox is not attached to the character, such as in Marth/Roy/Link/Young Link's sword attacks and Ness's bat smash, its called a disjointed hitbox. A sword and a leg (such as Captain Falcon's) are going to be affected differently by fire. The character whose knee comes in contact with the fire is going to get hit, but the character with the sword is not, since damage to the weapon (a disjointed hitbox) does not affect the character.
Doctor Mario’s Up-B Cancel: Doctor Mario can actually cancel his Up-B. After you press Up B (Up and to the Right preferably), to cancel it, quickly tap in the opposite control stick direction. If you succeed it will be very noticeable, just keep practicing because this is one of those things that will take time to master. Credit to AlphaZealot from SWF
Double dash attack- Requires a super scope, ray gun, or fire flower, as these items do not have a running attack. Do a dash attack holding one of the items, and while you're doing the attack, hit Z. Your character will attack, then throw the item.
Double Jump cancel- Basically, you can stop the upward motion of Mewtwo, Ness, Peach, or Yoshi's second jump with an aerial attack. For example, if Ness does two jumps in short succession, followed by a quick aerial attack, he should be VERY low to the ground. This is useful for combos and mind games. Double Jump cancel is abbreviated "DJC."
Edge-guarding- Attacking the enemy as he/she is trying to get back onto the stage. This technique is NOT cheap, it is how the game is played.
Edge-hogging- Only one character at a time can hold onto an edge. So if you are on the edge, your opponent can’t be. This is useful in preventing an enemy's recovery. The best way to edge-hog is to either wavedash or short-jump backwards onto the ledge.
Freezing glitches- Ice Climbers: Roll behind the enemy using the L or R shield. Half-way before the roll is over, start holding Z, and the second Climber MUST grab the enemy. Do a forward B in the direction you just rolled from and if it worked, the enemy should be frozen after Nana (second IC) throws him/her/it. This glitch only works on NTSC versions .00 and .01. Mewtwo: Choose Bowser as the opponent in training, and go to the Yoshi's Story stage. Set Bowser on the very left of the right platform, and have Mewtwo stand below him and a little to the right. Get out a red shell, and set the speed to a slower one, throw the shell forward, and keep reflecting it with Mewtwo's forward B. After about 5 reflections, have Bowser drop down right before the sixth. Bowser should now be stuck to Mewtwo.
Friendly Fire- Another way of saying Team Attack. Basically, your attacks damage your teammates too.
Grab/Throw- Every character can grab with Z or L/R + A/Z. Hit A or Z while holding an opponent to do a grab attack. A grab attack is an attack that does little damage. It can only be performed while holding an opponent. You tilt the control stick in a direction to hurl them in one of four directions. You can break out of a grab faster by moving the control stick around quickly.
High jump glitch- If a character, moving upwards from a normal/double/up-b/screw attack jump gets hit by either Mario's or Dr. Mario's cape attack, they will go almost twice as high as normal.
Hitbox- When a character does an attack, the hitbox is what determines how wide a range the attack covers. It's called a hitbox despite not being shaped like a box for most attacks. Some characters have disjointed hitboxes.
Infinite grab- Have 3 characters. One should grab another, and the third should use an infinite natural combo, such as Fox's repeated A, or Mewtwo's B attack (close). The second character should not be able to escape the grab.
Ice Climbers' infinite grab- This technique differs from the infinite grab in that you can do it in a 1-on-1 match. Grab with the main character (default=Popo) and hold down on the control stick as you're doing the grab. Keep hitting the A button, so that Popo does his grab attack, and Nana (the other IC) does her down tilt. If done correctly, the other player should not be able to escape.
Juggle- Keeping the opponent up in the air, using ground attacks or air attacks that send the opponent on an upwards trajectory. Basically, you are continually keeping them from hitting the ground by attacking them repeatedly.
Jump-cancel- Jumping out of a dash; can be linked to a grab or an attack. Also used to describe jumping out of Falco/Fox's reflector to bypass the usual lag after the attack is stopped.
Jump-cancel (alternate meaning)- Jumping out of the shield. Yoshi cannot do this. You can then cancel your jump with an attack, such as an up-B or a smash attack.
Kamikaze G&W- A special glitch that turns Mr. Game and Watch into a weapon of mass KOing. First, you need a Ness that is able to damage G&W, and a G&W that can damage Ness. Have G&W hold the Oil (down-B) attack and have Ness attack him with 3 FULLY charged PK Flashes (B). After G&W has absorbed the attacks, have Ness shield himself and G&W attack with Oil. If done correctly, Ness' shield will break and G&W will fly across the arena at insane speed killing anything he hits. This is a handy trick in team friendly fire matches. Thanks to shadowthebat for this term.
* Updated game trainers and cheats daily
* Get notified when new cheats are added
* Request which games get new trainers
* Priority support with any problem