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ArcVyse

PostPosted: Tue Jan 16, 2007 4:08 pm
‘The Nadir of Melee’
A Quick Reference Guide to Advanced SSBM Tactics

The Unofficial Super Smash Bros. Melee guide ‘The Nadir of Melee’ is a copyright ArcVyse on gaiaonline.com. This guide may only appear on the websites www.gaiaonline.com, and www.smashboards.com and may only be reproduced onto any other website with the permission of the author.

That being said, if you contact me by PM’ing me on smashboards.com, there’s very little reason for me to not allow you to use this guide.

If you are viewing this guide from another website, then email me at the same address, and flame the dumbass copy cats for not removing this section =D

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~ Introduction ~

Hi, I’m ArcVyse , also known as vyse on Smashboards.com.

And I’m assuming that you, the person reading this, is either interested in becoming a better SSBM player, or you’re somebody who already knows this stuff like me and am merely interested in what I have to say. Either way, everyone is welcome to read what I have written, and either take from it if you belong to the former, or comment on it as an effective guide if you’re apart of the latter group.


~ A Message to the Newbies ~

This guide is designed to be a quick and easy learning tool for those of you who want simply to know what to do to play a better standard of Super Smash Bros. Melee, and how to do it.

It will be divided up into levels of difficulty for you all to read, and is designed for the reader to be able to logically understand what I’m trying to explain (hopefully).

If I am using terms that are alien to you, they are most likely supposed to be until you read about it later in the guide. Give the guide a read through, then re-read it, so that you may better understand each section.

~ Contents ~

1: Beginner Level Tactics
- Shielding
- Dodge Roll
- C-Sticking
- Side Stepping
- Air Dodge
- Fast Falling
- Short hop
- A attacks
2: Amateur Level Tactics
- Directional Influence (DI)
- Grabbing and Jump-cancelled grabbing
- L-Cancelling
- Ground Teching
- Crouch Cancelling and Crouch Cancel Countering
- Dash Cancelling
- Chain Throwing
- Edge Guarding
- Dash Dancing
- Shuffl’ing
- Wavedashing
3: Expert Level Tactics
- Wave Shielding
- Wave Landing
- Tech Chasing
- Wall Teching
- Smash DI and Automatic Smash DI
4: SuperDoodleMan Level Tactics
- Power Shielding

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~ Beginner Level Tactics ~

These are basic SSBM fundamentals, understanding them is one thing, but using them properly is key to winning in SSBM. Being able to exploit all of the options available to you is paramount, and as such it is important to know when and where to use these basic tactics.
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- Shielding
- How to do it
To do it simply press either of the shoulder buttons. Holding Z will cause your character to perform a grab, and if your character fails to grab an enemy, your character will perform a light shield. Holding Z during another character animation whilst on the ground (Or even the air) will see your character perform a light shield at the end of the animation. Holding L or R lightly will also create a light shield.

The tested theory behind light shielding is that performing a light shield will better protect your character from attacks by creating a larger shield. This reduces the chance of ‘shield stab’ which is when your opponent manages to attack you through the shield. The down side of lightshielding is that your character will lose traction and be pushed as they are hit. The opposite of this is apparent with ‘hardshielding’ or normal shielding

- How to use it effectively

Simple really, learn to shield when appropriate, which is obviously when your opponent attacks you. The best thing to do when shielding is to wait for your opponent to attack your shield, and once they are hit by the after lag of missing you and hitting your shield, shield grab them into a throw combo!

If your opponent is the kind of player that attacks all the time, not using the shield or grabbing, then simply shield to shield grab. In the early days on the road to smash greatness, it works a charm, trust me.

---

- Dodge roll
- How to do it
Simple, shield and then press left and right on the controller. Dodge rolling forward will have your character turn around in the process, whereas rolling backwards will have them retain their current facing. You can also dodgeroll by holding shield and using the c-stick. The advantage of this is that C-stick rolling can be ‘buffed’ which for rolling means that by simply holding the stick in any direction whilst holding L or R (Or Z) your character will roll on the soonest possible frame, repeatedly.

To see this, simply hold shield and hold the c-stick in a direction, your character will repeatedly roll in that direction.

- How to use it effectively

Kind of a no-brainer really, dodge roll away from attacks, awesome right? Not really. It’s a great defensive tactic in the early days of smash, but as you learn to wavedash, dashdance and waveshield, dodge rolling will become redundant, basically you won’t need it.

One last tip, don’t dodge roll towards your opponent unless you have to, if they do a down smash, or an attack with lasting frames, you’re going to get hit as you end the dodge roll.

So always dodge roll AWAY from the opponent.

One last tip: If you are either Samus or Bowser, learn not to dodge roll, you’re better off crouch cancelling.

---

- C-sticking
- How to do it
See that big yellow stick on your controller? You flick it, and your character will perform an action, a smash attack in the corresponding direction if you’re grounded, an aerial if you’re in the air, and it can be buffed for the purposes of rolling and side stepping. It is also a must for crouch cancel countering.

- A word of advice
C-sticking is NOT a n00b tactic, people who call it a n00b tactic are the n00bs. The C-stick is a means with which a player can accelerate their response to a number of given situations, and accelerates their own offensive manoeuvres. It is a staple tactic in every professional level player (Except maybe Isai, since he is used to DI’ing with the control stick)

- How to use it effectively
Get in the habit of using it for nearly everything you can possibly do with it. This includes smash attacks, aerials, and as you become better, to take advantage of automatic smash DI. At the very least, implement it into your aerial game, this is so your movement stick is free to move your character through the air otherwise known as Directional influence (‘DI’). This allows you to do forward aerials whilst moving backwards and vice-versa.

This is a VERY important area of smash, that is, mastery of the c-stick. Make sure you learn to use and accept the c-stick, as the two staple SSBM techniques ‘Wavedashing’ and ‘Shuffl’ing’ require you to use the c-stick in one form or another to use them effectively. (Although this depends on how you use wavedashing, but is certainly recommended for Shuffl’ing)

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- Side stepping
- How to do it
Shield, then press down with either the directional stick or the C-stick. Side stepping will make your character invulnerable to attacks for a split second. Side stepping can be ‘buffed’ meaning that by simply holding down the c-stick, your character will repeatedly side step as quickly as the game mechanics will let you.

- How to use it effectively
This is when we start exploring a major part of SSBM play called ‘Mindgames’. Put simply, Mindgames are a method of predicting what your opponent does and countering it, or going one step further and leading your opponent to perform an action and countering it. You know you have good Mindgames when playing against other smashers becomes less about predicting them, and more about manipulating them.

For example, an opponent could dash attack your shield, and you shield grab it, which is fine. But what if you side stepped the dash attack instead, and punished their mistake by giving them a forward smash to the face.

If you time the side step correctly, it is a faster alternative to shield grabbing, which also gives you more options as to how to react after neutralising their offence.

---

- Air Dodge
- How to do it
Hit L or R whilst in the air, and you’ll enter a state similar to side stepping, during which you are invincible. If you hold a direction with the directional stick whilst you air dodge, you’ll air dodge in that direction.

- How to use it effectively
Use it to dodge attacks whilst in the air. That’s the best use for it, put simply. Technically, the best use for air dodging is for wavedashing, but that’s another technique on its own. After air dodging, make a note of fast falling by hitting down, as you are completely helpless after you airdodge.

There is also a technique called ‘Triangle jumping’ in which you short hop and air dodge past enemy attacks towards the ground, so that you’ll land right in front of them, while they are recovering from an attack. This technique is rarely used anymore, I use it sometimes with Peach to mix things up a bit, but it isn’t a terribly helpful technique by today’s standards.

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- Fast Falling
- How to do it
Simply hit down on the directional stick whilst you’re descending through the air. Your character’s falling speed will increase dramatically.

- How to use it effectively
As long as you don’t need to be airborne, you’re almost always better off on the ground, and chances are, you’ll want to be back on the ground quickly. Make a note of the fact that you can’t fast fall while your character is moving up into the air, but rather, once they have reached the top of their jump/aerial movement. Once all upward movement has ceased, you can begin the fast fall.

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- Short Hop
- How to do it
You must press and release the jump button QUICKLY. In doing so, your character’s first jump will be considerably smaller than normal. Short hopping is easier with some characters and a lot harder with others.

- How to use it effectively
Short hopping is best used for making aerial attacks against characters on the ground. This will be further explained in the section dedicated to ‘Short Hopped, fast fallen, l-cancelled’ (Shuffl’d) attacks.

It is also an effective mind game tool. But only against someone with an advanced skill mindset, so this too will be explained later.

---

- A attacks
- How to do it
When I refer to ‘A attacks’ I refer to all attacks that aren’t B attacks. This includes attacks possible through the use of the C-stick. How to do it you ask? You know well how to do them, and don’t lie to me either =D.

- How to use it effectively
Once you reach an advanced level of play, you’ll find yourself mixing in tilts and even the neutral A attack. Sure, smash attacks are the most damaging, but you’ll find yourself relying on tilts more and more as time passes.

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~ Amateur Level Tactics ~

These represent core techniques and skills used by advanced level players, if you have had no previous experience or knowledge of the competitive or professional SSBM scenes, then these are techniques that you will either seldom use to their full advantage, or not even know about at all.
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- Directional Influence (DI)
- How to do it
‘DI’ it refers to is your movement in the air using the directional stick. Holding the stick left whilst in the air will have you drift left and vice-versa.

- How to use it effectively
DI is simple in concept, but is at the same time, essential to your game, and an incredibly difficult skill to master, as it is one that encompasses both your own technical skill and Mindgames. There are three major uses for DI.

For instance, take the famous ‘G-reg combo’. This is a combo only possible with Captain Falcon. First you must grab the opponent, then either Down throw or up throw the opponent, and finish it with a forward air (His aerial knee attack).

Where being able read your opponent’s DI and control your own DI becomes important in when you execute the throw. You must watch to see if your opponent decides to DI to the left, or to the right, at which point you must jump with Falcon and DI towards the opponent whilst also timing the forward air.

This is also where being able to use the directional stick and C-stick in tandem becomes important. As being able to DI backwards and doing a forward air at the same time is a near impossible task. (For most humans)

The above example exemplifies the importance of both using correct DI during a combo, and using correct DI when attempting to escape a combo.

There are other uses of DI, and recently the rise of ‘Smash DI’ has become synonymous with good smash players. Smash DI will be explained further, later in the guide.

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- Grabbing and Jump-cancelled grabbing
- How to do it

There are a number of ways to grab. Holding a shield, and then hitting A or Z will see your character ‘shield grab’. Pressing Z will have your character use their standing grab when standing still, or dash grab while dashing. Finally, there is an unorthodox method of grabbing called ‘Jump-cancelled’ grabbing. It involves jumping and then grabbing before your character leaves the ground, meaning that you have to press your jump button and Z at nearly the same time. The advantage of this is that you can effectively dash, and then do a standing grab by jump-cancelling it.

- How to use it effectively
It’s all about that one important aspect of smash ‘Mindgames’. In the early days, just knowing how to dash grab is a great advantage if you use it to combo. The rule of thumb really, is if your opponent is shielding, grab them instead!

Grabbing and Mindgames go hand in hand, you could try throwing off your opponent by short hopping to make it look like you’re going to come at them with an aerial. Because they think you are going to do an aerial attack, they’ll shield, so instead of doing an attack in the air, you could simply land and grab them!

Learn to jump-cancel grab as well, because standing grabs are much faster, with less lag, it is to your advantage to substitute jump-cancelled grabbing in place of dash grabbing, as there are few character’s that don’t benefit from this practice.

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- L-cancelling
- How to do it
Basically when you hit the ground whilst in the middle of doing an aerial attack, your character suffers ‘Lag’ which is the animation of the character returning to it’s standing position. However, you can cut this lag in half or even more by hitting L or R (Preferably L – hence the name) when your character hits the ground and the little dust clouds appear.
(Quoted from my other smash guide)

- How to use it effectively
As much as you can basically. There are few to no situations in which your character won’t benefit from L-cancelling. When you learn to Shuffl’ attacks, it will increase your playing speed 4 fold or more.

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- Ground Teching
- How to do it
When you get flung through the air by an attack, if you hit L or R when you make contact with the ground, you’ll do what is known as a ‘tech’ which will have your character recover very quickly after hitting the ground. By hitting left or right when you ground tech, your character will ‘tech roll’ which means your character will roll in the corresponding direction very quickly once they make contact with the ground.

- How to use it effectively
Basically, you should always be using it, the only time you shouldn’t is when players start ‘tech chasing’ or following you to where you tech roll/tech off the ground, to hit you again. In that case, you should employ your own Mindgames to counter-act them, such as choosing not to tech on purpose.

---

- Crouch Cancelling and Crouch Cancel Countering
- How to do it
The theory is that if you are crouching, and are on a relatively low percent of damage, your character will receive no knock back stun from attacks. Essentially, you are able to react as soon as you are hit. This is what crouch cancelling is, negating the knock back caused by an enemy’s attack by crouching.

Crouch cancel countering is what you do once you crouch cancel the opponent’s attack. Because you can immediately react once you crouch cancel an attack, you can attack the opponent in any form you want (Provided that it’s fast enough to hit them before they can react again).

- How to use it effectively
Again, Mindgames are key, so I’ll use an example. You are playing Samus, and are currently on 20% damage. Marth dash attacks you while you are crouching, which doesn’t so much as phase Samus, so while Marth is recovering from the lag, you forward smash Marth.

Crouch cancelling is most effective when you are playing a relatively heavy character, and when your opponent uses a weak attack, like the dash attack. Be mindful of not using it too much, crouch cancelling won’t stop a dash grab.

---

- Dash Cancelling

- How to do it
Whilst dashing, simply hold down, and your character will end its dash and assume a crouched position.

- How to use it effectively
It can have many uses, for example, you could dash, cancel it, and use the c-stick to do a forward smash, essentially a running forward smash. Dash cancelling will allow you to dash and stop wherever and however you need to, so it’s up to you.

Once you learn to wavedash, you’ll find yourself using this ability less and less.

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- Chain throwing
- How to do it
Obviously chain throwing falls under the ‘grabbing’ section but I felt it needed its own section. Chain Throwing is as follows. A) Grab opponent, B) Throw opponent, C) Follow opponent’s DI and grab again D) Repeat steps B, C and D until opponent is able to escape the chain throw.

Basically, you are throwing the opponent, and grabbing them again repeatedly.

- How to use it effectively
Usually the throw of choice is your up throw, and usually this only effective against characters that fall fast. A prime example is Marth chain throwing Falco, where Marth can chain the up throw on Falco from somewhere close to 0 to 50% or more.

There are exceptions to the Up throw method. Sometimes floaty characters will be susceptible if you choose to forward throw them or even down throw.

The most important aspect is the opponent’s DI and your ability to read and predict it as they try to escape your grab combo. You have to be able to follow their DI to continually grab them, and to do this quick enough, it is often necessary to Jump-cancel your grabs.

---

- Edge guarding
- How to do it
To edge guard is to prevent the opponent from recovering onto the stage after being hit off, using all means at your disposal. This includes attacking with projectiles, jumping off the stage to attack them in mid-air and then recovering, waiting at the edge to attack them as they come back, and edge hogging.

- How to use it effectively
Play to your character’s strengths. Jigglypuff is extremely adept at fighting off the stage because of its ability to jump five times and its enormous capacity for DI. On the other hand, Marth can be incredibly adept at waiting at the edge to attack them because of his Forward Smash, Down tilt and charge B attacks.

Edge hogging is an ability open to everyone. There are two important factors that make edge hogging possible. One is that only one character may hold any one ledge at any one time, and the second is that for a second or two after you’ve grabbed the edge, you become invincible, and you also become invincible as you are climbing back onto the stage.

For example, Falco could be beginning to recover with his up B, so you wait for the last moment, then you have your character short hop backwards onto the ledge. Falco tries to grab the ledge, but can’t because you are already holding it, and the damage from Falco’s Up B doesn’t damage you because for that second or two you are invincible.

Another example, Falco is beginning to recover with his up B, you are already on the ledge. You wait for the very last possible moment, which is when you hit L or R to roll back onto the stage. Even though you clearly aren’t holding the ledge anymore, the game registers that you still are while you roll back on, and so Falco falls to his doom. Even if Falco had made contact with you as you rolled back on, you were invincible anyway.

---

- Dash dancing
- How to do it
The easiest way to explain it is for you to be doing it as you read this.
Pick a character like Captain Falcon, go to Final Destination (Or a stage with room), and flick the directional stick back and forth really quickly. Falcon will appear to be dashing back and forward on the spot really quickly.

The opening animation of a dash can be cancelled by beginning a dash in the other direction, meaning that you would not gain this instant turn around after you’ve finished the opening animation and are running in a direction.

Flick the directional stick in one direction (Left or right). You will see that Falcon takes a big step and then stops, this is the opening animation of a dash. To be able to dash dance, you merely have to stop holding the stick in the direction you are dashing, before the opening animation of a dash ends, and then flick it back in the other direction.

- How to use it effectively
It is an important tool for Mindgames. For example, you could begin a dash at an opponent, who could be waiting to forward smash you, so just as you’re in range, you could dash dance back away from them, leaving them to hit nothing, and then you could dash dance towards them again to attack or grab.

This technique is most effective with character’s that have long opening dash animations. It’s more effective with a character like Captain Falcon, than say a character like Pichu.

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- Shuffl’
- How to do it
Shuffl’ is an acronym for ‘Short Hop, Fast Fall, L-cancel’. It is the fastest possible way of performing an aerial attack and returning to a standing position on the same surface you began the short hop from. Generally you will short hop, then begin an aerial attack either before or after fast falling (Before is the case in most instances) then after the fast fall, you will L-cancel the lag from the attack.

- How to use it effectively
Being able to perform aerial attacks low to the ground in this manner opens up a whole new range of attacking strategies. I recall playing a Young Link Ditto match (Both players use the same character, hence ‘Ditto’) and for the last two stock I dominated by simply shuffl’ing Link’s neutral aerial attack as quickly and as much as possible.

I used Y. Link’s neutral aerial (Or Sex kick as it’s nicknamed) very aggressively in that match, however you could also shuffl’ attacks in other situations. You could use it to attack whilst short hopping backwards, as a defensive retreat, or you could do it from the shield, as you are able to jump out of the shield.

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- Wavedash
- How to do it

This is a long and hard technique to explain how to do, so I’m going to be lazy and quote my first guide:

Wavedashing is an abstract form of movement possible in SSBM through the abuse of the game’s physics, so it isn’t a glitch, and therefore isn’t banned from tournament play.

Basically it involves the following steps to execute a wavedash.

1. You jump
2. You airdodge, using DI to make yourself dodge into the ground, preferably at a 30 degree angle

The end result of this action is that you will slide along the ground for a certain distance, retaining your current facing.

All the while you may perform any action whatsoever – This being the reason why it is an extremely useful skill to have.

However, you must perform the two actions EXTREMELY FAST.

The value of EXTRMELY fast differs between characters. Extra speed is required when doing it with a fast jumper like Fox. However slower (But still fast) timing is needed to wavedash with characters like Link and especially Bowser, as your character must actually leave the ground before you can airdodge into it.

Therefore characters with a longer animation for the leaving of the ground require slower (Yet still very fast) timing.

Also the distance granted by a wavedash is varied by their ability to slide.

This is my advice to you, start with Luigi. His ability to slide is greater than any other character, and he is therefore the best wavedasher.

Now go into a vs. Human match (So your opponent isn’t disturbing you while you wavedash – you could do it in training mode as well I suppose) on Final Destination (Or any flat stage)

Now here’s what I want you to do.

1. Use X to jump and R to airdodge – get your fingers in a position that will allow you to press them consecutively 1/10th of a second after each other, although you needn’t change the whole way you hold the controller, you may need to reposition your right thumb and index fingers.
2. Use your left thumb to hold the directional stick to either the Diagonal left or Diagonal right, your character should now be crouching.
3. Press X then R EXTREMELY FAST, did it work? If it did and the little green man slid across the ground, congratulations, if not, then you just joined the 95% of people who didn’t get it on their first try

All I can say is keep trying until you get it – If worse comes to worse and you’re ready to throw something large and damaging at the screen, restrain yourself, go into training mode and set it to 2/3 speed and try.

Once you manage to do it a few times, you should practice doing it consecutively.

A good way to describe wavedashing consecutively is this.
Instead of pressing X and R like this:

X R X R X R X R X R X R X R

It should be more like this:

XR XR XR XR XR XR XR XR

If that makes sense =D

I implore you to practice it, do it until your wrist hurts, do it until you get to a point where you don’t need to start by holding diagonal down before pressing X and R.

You need to get to a point where during any time during play you can go

X – diagonal down left/right + Airdodge
Continuously

~ End Quote ~

- How to use it effectively
It is one of the most effective mindgame tools you have. You can use it in much the same manner as dash dancing, you can use it to slide off the edge backwards and grab the ledge, which can be a faster practice than short hopping backwards onto the ledge. Once you learn to wavedash, you’ll be able to find out for yourself, the best ways in which to use it. There are a few sections a little further on in this guide explaining more variations of wavedashing which are especially effective.

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~ Expert Level Tactics ~

Once you have broken into the mainstream of technical skill as far as tournament level technique goes, you’ll want to more than anything, to simply improve your Mindgames. However, in time you’ll want to add more skills to your repertoire, and the skills below are the kinds of techniques you’ll want to learn once you reach this level.
---

- Wave shielding
- How to do it
All characters except for Yoshi, have the ability to jump out of their shields, try it. Take a character (Bar Yoshi) hold shield and then jump. Your character’s shield will immediately end and you’ll jump. When you wavedash, you first must jump, and this means that you can wavedash out of your shield, or wave shield.

Basically you just hold shield with the shoulder button you don’t use to wavedash, and then wavedash with the other shoulder button.

- How to use it effectively
In close quarters, it may stop your opponent from grabbing you if you find yourself with your back to them. You could wave shield past them so that they are the one with their back to you, and you could shield grab them instead. Wave shielding is good for close quarters scuffles and defensive retreats and approaches.
---

- Wave Landing
- How to do it
Jump, then just as you’re about to hit the ground, air dodge at an angle towards the ground, as if you were wavedashing. Your character should slide along the ground as though you were wavedashing. The difference here is that your character will slide slightly further than what is normally possible if done correctly. (I need someone to confirm this for me though)

- How to use it effectively
As is the common trend with higher level skills in SSBM, wave landing represents another mindgame tool at your disposal. You could dash at your opponent, short hop as though you were going to shuffl’ an attack, but wave land, sliding backwards instead, then as they instinctively react, you can read this and wavedash back in for an attack or grab.
---

- Tech Chasing
- How to do it
I could just tell you to watch ‘All dis ***** do is grab’ by Drephen, but I’m not going to. Tech chasing is purely driven by Mindgames, or as G-regulate once put it ‘A manipulation of the opponent’.

In 95% of cases, this has to do with players predicting how the opponent will recover after hitting the ground from an attack by you, and then following their method of recovering, and attacking or grabbing them while they’re vulnerable.

- How to use it effectively
There’s no specific way to use this ability, if you are using this ability, then you are using it effectively. The best results come from being able to read an opponent that tech’s off of the ground and tech rolls.

Eg: Falcon down throws Peach, Peach tech rolls towards Falcon, Falcon dash dances, and then uses his down aerial attack as Peach tech rolls.

It’s just like that though, my favourite tech chase is down throwing with Falco and chasing them as they roll away to grab them again.
---

- Wall Teching
- How to do it
Arguably the hardest form of teching. When hit by an attack, if you are in contact with a wall, if you hit L or R, you will perform a ‘Wall Tech’ which will see your character’s current movement stop, and have that character simply fall downward. If you are holding a direction when you wall tech, your character will wall jump instead, even character’s incapable of wall jumps will wall jump in this case as well.

- How to use it effectively
The prime example is when recovering against an opponent who is edge guarding from the edge. If you go to grab the ledge, and they attempt to attack and stop you, you can wall tech, to stop yourself from being hit away completely. Instead, you will downward instead of receiving huge knockback, giving you a chance to recover again.

For example, as Falco, you could be trying to grab the ledge with Falco’s up B, but Peach attempts to hit you away with her Down smash. You could then wall tech at the moment you come into contact with the attack and try again.

Smash DI will also help you if you DI towards the wall upon being hit.

- Smash DI and Automatic Smash DI
- How to do it
Smash Directional Influence or Smash DI or SDI is a method of DI obviously. When you are hit, you can directly influence how you travel through the air with the directional stick, that much you should already know. If you ‘smash’ any direction when you are hit however, your DI will be maximised in that direction immediately, instead of gradually as is the case when you normally DI. Instead of gradually drifting to the left after being up smashed, you will shoot in that direction as much as the game will allow.

Automatic smash DI, or ASDI, is a method of c-stick buffing this technique. By holding the C-stick in any direction, your character will automatically Smash DI, removing the need for precise timing when SDI’ing.

- How to use it effectively
There are a multitude of uses. To aid in wall teching, escaping combos, escaping chain throws and escaping certain death from attacks like Marth’s Forward smash to name a few.

~ SuperDoodleMan Level Tactics ~

This group of abilities includes techniques so difficult to master, it is inhuman to think that there may be able to perform these unbelievable techniques. Hence the name ‘SuperDoodleMan’ level Tactics. SuperDoodleMan is infamous for the videos he’s created using Action Replay, and showing what is possible in SSBM, but is sadly out of our reach because of our own limitations as humans.

So far there is only one technique though, so don’t feel too bad =D
---

- Power Shielding
- How to do it.
Simple in theory, impossibly difficult in practice. If you can shield at the exact instant an attack would hit you, you will perform a power shield. It will put you at a huge advantage as your shield will instantly disappear, leaving you free to react instantly, whilst your opponent recovers from their attack’s lag. If you power shield a projectile, you will be able to reflect it just like Fox or Falco’s reflector.

- How to use it effectively
All the time, the moment somebody can master power shielding, is the moment technical skill becomes more important than Mindgames.

To be honest, this is a technique you are better off not investing any amount of time into learning, unless you’re superman.

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~ After word ~

Deciding to write this guide was the easy part, but physically typing this thing in my 3x3-metre bedroom in the middle of the Australian summer was the hard part. I’m finished now though, and I’m glad.

I look forward to what the viewing public has to say. I implore you to comment on and criticise this, my second SSBM guide.

And thanks for reading.  
PostPosted: Sat Feb 03, 2007 8:40 am
This was a great help, and i intend to use what i have learned alot. Thanks for coming up with a good guide for all the crazyest techneques.  

harvy9687


Ryusuke Mitsurugi

PostPosted: Sat Feb 03, 2007 9:02 am
harvy9687
This was a great help, and i intend to use what i have learned alot. Thanks for coming up with a good guide for all the crazyest techneques.


I so agree. Makes me wanna play right now.  
PostPosted: Wed Apr 04, 2007 10:22 pm
i never knew it was called "teching", but i do it all the time...

and i never knew you could tech the wall, i have to practice that.  

faukthesystem


Chaotic_Crisis

PostPosted: Tue Jul 24, 2007 7:47 am
my firend uses powersheilding on projectiles ive become okay at it myself but i stil have mastered shuffling or l-canceling for that matter  
PostPosted: Tue Sep 18, 2007 9:25 pm
Very informative guide. mrgreen  

MONKIE LAD


D i v i n i t y

Tipsy Prophet

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PostPosted: Sat Dec 29, 2007 5:53 pm
Just wanted to say.. The ADVANCED HOW TO PLAY SMASH Video on Youtube and this guide really helped me like half a year ago but I dunno why I never posted xD I enjoy Smash at a whole nother level now x]  
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