Super Smash Bros 64/Melee/Brawl Group
Super Smash Bros 64/Melee/Brawl Group
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Here is some TIPS the SUPER SMASH ELITE DO NOT WANT YOU TO KNOW!

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Basic Strat:

Triple Jump: Jump twice with X and Y then press (Up+B) You will triple jump, this is crucial for recovering from serious smashes. Ness and yoshi cannot do this though

Power Hit: (A + Smash Forward)
Every character has the ability to make stronger attacks. By smashing the control stick forward while pressing the A button, your character will do a considerably stronger attack. You can also hold this move, and charge it up for an even more powerful move.

Throwing Items: (Z + direction)
Some items use ammo, and once you're out, the weapon is useless. However, they make excellent projectiles. When your SuperScope or Ray Gun don't have any shots left, use the Z button with a direction to throw the weapon at your opponents.

Evasive Roll : (R + Forward)
This is a very effective strategy for turning the table on your opponents. While facing an attacking player, hit R and forward, and your character will perform a roll, and get behind your attacker. This presents and excellent opportunity to smash your opponent in the back. Practive until this becomes second nature.

Evasive Dodge : (R + Down)
If you know that you're on a collision course with an attacking player or flying object, you can sidestep the attack. When you press R and down, your character will drop a bit, and flash. This allows objects to pass right by you, without you getting hit.

Edge Attack: When clinging to an edge press B, you will quickly leap and attack your opponent, this is highly useful when you are pushed to the edge

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Advanced MOVES:


Power Shield: If you haven't already noticed, the L and R buttons on the GCN controller are analog. Normally when you need to shield, your first instinct is probably to jam on the button as fast as you can. However, with a bit of practice, you can make use of Power Shielding in situations where you'd normally block regularly.
Simply press the L or R button lightly. If you press it enough, but not too much, you'll notice your shield will be enormous in size and will disintegrate itself rather slowly instead of quickly. This is very useful as you can shield for longer periods of time and be completely covered by the shield longer, but the disadvantage is that it gets destroyed more quickly by attacks.
Note: Be careful when you rest your fingers on the L and R buttons. You may inadvertently start pressing either of those buttons lightly, causing you to shield at inopportune times.

Meteor Smash: A Meteor Smash, simply put, is any attack that sends the opponent downward as opposed to upward or to the side. For the majority of the characters, a Meteor Smash is an aerial down+A attack, but not always. Some characters' Meteor Smashes aren't even aerial attacks.
The most dreaded use of a Meteor Smash is to approach an opponent who's over a pitfall and smash them downwards to their death. If the opponent has enough damage, they won't even have a chance to recover!

Quick Recovery: When you're getting smacked around by a ruthless opponent, often you won't even have a chance to get back up after falling down before getting pummeled some more. Making use of a simple trick, however, you can get up the instant you fall down. After you're attacked and sent flying, if you hit the L or R button as you hit the ground, your character will be cat-like - they'll always land on their feet.

Grapple Recovery: Samus, Link, and Young Link all have grab (Z) attacks that can help them recover in a stylish, albeit tricky, way. When you're jumping back onto the arena as any of the aforementioned fighters, hit the Z button as you're facing the ledge, causing them to shoot their grapple hook/beam into it. They'll fall for a bit, but the Hookshot/Grapple Beam will hold them up. Hit Z to reel yourself up after.

Wall Jump: Captain Falcon, Samus, and Young Link are so nimble that they literally bounce off the walls! With any of those fighters, jump up to a wall, and as soon as you get near it, tap the Control Stick in the opposite direction. Your character will bounce off the wall ala Super Mario 64. If you fall into a tight pitfall, such as those found in Fourside, this is a very effective recovery move as it can be done an unlimited amount of times.

Waveslide: A very odd move has been discovered in SSBM and has been nicknamed the "Waveslide". With any character, hit the X or Y button to jump, but before your feet leave the ground, quickly do a midair dodge, angled downward (Shield and tilt the Control Stick down and to the side). Your fighter will sort of slide along the ground for a bit. Yes, there are practical uses for this, such as moving across the UFO on Fourside and psyching out an opponent who's about to rush you.

Counter: The counter move is a difficult one to pull off. Basically, the second an attack or projectile hits you, press L or R. Rather than put up a shield, you character will just cross their arms over their face, and a white flash comes from the contact point. This cancels the opponent’s attack, but unlike a regular shield, you don’t lag as you put your shield down, meaning if you can successfully counter, you’re free to start attacking straight away. There isn’t really an easy way to train yourself to use this move, your best bet would be to go to training mode and have a friend throw items at you. When you are successfully able to counter projectiles, move on to blocking attacks. It’s tough to do on unpredictable human opponents, but when you do pull it off, it works wonders. For those of you wondering, yes, the computer is very good at countering, and does it all the time.

*Air Moves:
A-button aerial attacks, combined with a direction: Nair, Fair, Dair, Bair and Uair. These are simply shortened versions of Neutral air (Nair), Forward Air (Fair), Downward Air (Dair), Backward Air (Bair), and Upward Air (Uair). You’ll find that a lot of people who talk about SSBM shorten these terms down. The terms, obviously, refer to the 5 different aerial moves available to all characters.

L Cancel : This is a great way to reduce lag from airborne attacks. To see this move at its best, select Link. Jump into the air, and perform his Dair (Downward Aerial). Just watch how long it takes Link to pull his sword from the ground. Now, jump again, and perform his Dair. But this time, as Link hits the ground, hit L or R. Link’s sword-pulling animation will be at double-speed. This can be used for any aerial move that produces lag when you hit the ground. It’s essential for fast-paced matches.

The 'Shffl': Shffl. Short-hop, fast fall, L-Cancel. To perform this, tap X or Y quickly, and your character should do a hop that barely leaves the ground. Now, at the peak of the hop, press down to make your character fall faster. Finally, L-Cancel when you hit the ground to reduce any lag. The first question is, ‘Why Shffl?’ The answer is, by shuffling, you can perform your aerials, even when you have barely left the ground. For characters like Sheik, who’s Fair is godly, shhfling is a god-send. It is also a lot less predictable than a running attack, or throwing an item from a distance. If you ever hear a term like ‘Shffl’d Fair’, then the process would be Short hop, Forward A, Fast Fall, L Cancel. ‘Shffl’ is just the general term.

WaveDash: To WaveDash, jump, but before you have visibly left the ground, air dodge diagonally into the ground and your character will slide along it, leaving a trail of smoke. If you are not sure if you are WaveDashing correctly, do it with Luigi, as he has the best and most obvious WaveDash.

Chances are, when you first learn how to WaveDash, you’ll think ‘Useless.’ But its not. At least, not when you can perform it fluently. Practice on Final Destination, until you can successfully WaveDash from one side of the stage to the other, quickly and fluently. It is also possible to WaveDash backwards, by doing the air dodge backwards rather than forwards. Learn how to do that fluently too. Now the WaveDash comes into its own. WaveDash backwards and forwards on the spot to keep your opponent guessing, then at an opportune moment, WaveDash towards them and strike. WaveDash up to an opponent, then just when you get within their reach, WaveDash back, then forward again then strike while they are still suffering lag from their attack. Use it as a get-away tactic. In some cases WaveDashing is a better choice of movement than a regular run. In short, the WaveDash owns!

Quick Ledge Grab: This is a use for the backwards WaveDash, but I think it needs to be discussed separately. First you need to know edge-hogging. Basically, two people cannot hold onto the ledge at the same time. If you have knocked your opponent far out, and their only hope is to grab the ledge, edge-hog them and they just won’t grab on, and will fall to their death. You may have realized that, when you grab an edge, you are invincible for a short period of time. Usually, you would grab onto the edge while you opponent is far away, so you have plenty of time to jump down to the ledge. This creates a problem when facing someone like Bowser, whose recovery move is damaging the whole time. If your half-second of invincibility has run out when Bowser reaches the edge, his Whirling Fortress will knock you off, and he will grab the ledge. So we need to grab the ledge at the last moment to make use of the invincibility. We can’t jump down to the ledge, as that leaves us open and is too slow. So here is what you do. Stand slightly away from the edge, facing away from the edge as well. WaveDash backwards. As your character slides backwards, they should go off the edge at a downward angle, grabbing it almost instantaneously. Nothing feels better than snatching a ledge when your opponent’s only hope was to grab onto it. Try it out someday, you’ll love it.

Teching: Teching is the name given to the move, where you press left or right when you get knocked into the ground. If you press left or right when you hit the ground, you’ll do a huge roll left or right, which is great for dodging an attack when someone hoped to knock you back up.

Crouch Canceling : A simple technique, CCing is crouching when you get hit. Even if you have around 100% damage, if you crouch before a smash attack hits you, instead of flying off-screen, you will instead be smashed into the ground. It’s great for when you know you are going to get hit by a strong attack, but can’t dodge it outright.

Priority: Priority is how high ‘ranked’ an attack is. A high-priority attack will cancel and go through a low priority one, while equal priority attacks will cancel each other out. By using high-priority attacks, you have a better chance of damaging an opponent should your attacks collide. Keep in mind though, that if you keep using only high-priority attacks, you will become predictable. Don’t base your attack patterns off priority, but keep it in mind when an opponent has one or two high-damage high-priority attacks in his or her arsenal.

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CHARACTER SPECIFIC TECHNIQUES
These are special abilities available to certain characters only.

Dr. Mario's 'Pill Rush': Dr. Mario’s pills provide a great, hard to avoid barrier. It is simple enough to do, just jump, launch a pill, L-Cancel your landing and launch another pill. The two pills are very hard to avoid, as the most obvious escape from one pill is blocked by the other.

Bowser's 'Whirling Dodge': Any Bowser player will tell you that Bowser’s roll is useless. He goes little distance, barely worth the time it takes to do the roll. There is a way around this. While standing on the ground, press Up+B. Bowser will perform his ‘Whirling Fortress’ recovery technique. If you press left or right on the control stick while performing the attack, Bowser will slide in that direction. Not only does this attack give Bowser more distance than a roll, and leaves him open for less time, but it also does damage!

Samus' 'Bomb Jump': This technique gives Samus infinite recovery ability from any horizontal position, and it is simple to do. While in the air, perform your mid-air jump to get height. Height is pretty important to the technique. Press Down+B to perform Samus’s bomb move. The second you are able to execute another attack (after the lag from the bomb move has ended), perform the move again. When the first bomb collides with Samus, hold the control stick in the direction of the stage. The second bomb move will suspend Samus in the air long enough for the first bomb to drop onto her. The explosion will propel Samus upwards, and if you are holding a direction, Samus will ‘bounce’ off the explosion in that direction. You can perform this several times, but remember to save your recovery Screw Attack until you are close to the edge, otherwise you will be unable to continue bomb jumping.

A good way to practice this technique is to go to final destination. Perform Samus’s two jumps straight upwards from the edge of the stage. Now start bomb jumping away from the stage. Keep bomb jumping until Samus is seen through the magnifying glass (It should take around two bomb jumps). Now, perform another two bomb jumps to return to the screen, then finish with a screw attack to return to the stage. When you can do that consistently, you have perfected her bomb jump.

Link's 'Bomb Jump': Ah, for the simple ways of Samus’s bomb jump. Link’s is harder to pull of and less effective, but it gives Link his best possible chance for recovering from being thrown far out.

To perform the move, when Link is smashed out, pull out a bomb. Use your mid-air jump to get as close to the stage as possible. While you are falling (not at the height of your jump), throw the bomb upwards. Now, perform Link’s Up+B spin attack. When you perform the move, direct it first in the direction Link is facing. When you feel the time is right, change the attack’s direction so Link spins back into the bomb. The explosion will count as Link being hit, and will therefore give him the ability to perform another Up+B. If you are still confused, take this example: You are smashed off the right side of the stage. You perform your mid-air jump towards the stage (to the left). Now, you throw your bomb upwards. You perform your Up+B, and direct it towards the stage (left). Usually around the mid-way point of the spin attack (the timing may vary depending on the bomb’s position), direct the spin attack back, away from the stage, into the path of the bomb. It should hit you and explode, allowing you to perform another Up+B. When mastered, you can congratulate yourself on having learnt Link’s most effective method of long-range recovery.

Jigglypuff;s 'Wall-of-Pain' : Jiggs’ Wall of Pain revolves around the high priority of Jigglypuff’s attack, as well as her air-speed. WoP is Jiggly’s Fair, Bairs and Forward-B moves, combined with jumps. WoP doesn’t have a set pattern, it is just a lot of Jigglypuff’s high-priority air attacks used one after the other to create a ‘wall’ of attack that is difficult to hit through. Mix up your fairs, bairs, etc if you want to use WoP effectively. Basically, all you have to do is use Jigglypuff’s high-priority aerials to smack an opponent before they get a chance to smack you.

Luigi's Uppercut: Any noob will tell you that luigi's (Up+B) attack is useless, they think it's because it's like marior's but it is secretly one of the most powerful moves in the game. You have to be right next to them to execute this move, if they are, a far more powerful attack will make them fly high, usually a KO results
Blogs: Sowwie
Bands: None o_0

Replies
Lol nice guides, thanks
Bands: Daft Punk, Deep Purple, ATB, THE PRODIGY, Red Hot Chily Peppers, Metallica, etc.

Thanks!
Bands: Focus, choice

You can't L-cancel special moves....such as pills.
Bands: Linkin Park, Breaking Benjamin, Red Hot Chili Peppers, Green Day, Skillet



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