The Melee Library
Purpose: To compile all information about how to play Super Smash Bros Melee.
@Grim_reaper1355 check out the melee library Google doc it has mad info!— Kevin Nanney (@EG_PPMD) May 29, 2016
Welcome to The Melee Library, the most valuable collection of Melee information and the best place for a player to learn.
For everything related to the code/website, contact Nate.
Recent Updates:November 4, 2016
A thread exploring how Armada's shield pressure could be optimized.
Table of Contents
- How to Search
- Fundamental Concepts, Improvement, and Practicing
- Frame Data and Technical Knowledge
- Character Guides
How to Search
This library includes a lot of information, but you may find that, sometimes, you need to search for an answer. This is especially true for character discussion threads. I will explain some basic search methods to help you find answers. For this Library page, you can use Ctrl+F on your keyboard to search for character strings to find things more quickly than scrolling. For example, to find info about powershielding, you might press ctrl+F then type "powershield" or try "power shield".
This is probably the most important search function to understand since Smashboards can be hard to navigate but contains a vast wealth of information. In the top right corner of each Smashboards page there is a search box. Click in it and a number of options will appear in a drop down menu. The most important ones, in my opinion are “Posted by Member,” “search this thread only,” and “search this forum only.” Those will help you focus your search. Some of these options only appear on specific pages.
Google knows all. If you are having trouble finding stuff on Smashboards or Reddit, you might have some luck with Google. Google’s search engine is a bit stronger than those others'. If not stronger, Google is different and may prioritize different results allowing you to find what you want. When searching with Google, use the ‘site:’ function to get results from specific websites. Typing “site:[website]” will only return results from that URL. Use “site:smashboards.com” or “site:reddit.com/r/ssbm” to refine your search. There are lots of other tips and tricks for searching using google. Here is a good infographic about it by HackCollege.
The SSBWiki has a lot of hidden gold. There is good information on there, and there is wrong or outdated information too. A lot of articles are incomplete. Still, it is worth checking out because it may have some stuff that is “too simple” to be discussed in guides and write-ups.
Fundamental Concepts, Improvement, and Practicing
Narcissa introduces Melee for new players. She discusses wavedashing, l-canceling, SHFFLing, and directional influence.
A list of common jargon used by smashers. The post is pretty old. The info is all good or not used anymore.
NMW explains a stratified way to progress in Melee. Those strata are techskill, punish game, DI, neutral game, and innovation. It provides a general roadmap you can use to look forward on your journey to goddom.
SleepyK tells beginners what they need to learn first. His guide emphasizes tech skill, but provides other good teachings, too.
Teaches basic advanced techniques everyone needs to know.
THE source for having a mindset to improve and how to achieve it.
Alex criticizes Drastic Improvement's teaching methods and provides an alternative.
A playlist of videos covering basic techniques. It is a little redundant compared to the previous sources, but maybe you prefer videos.
List of some basic tech that every beginner should learn how to do, plus some tips for practicing. Most info is redundant with previous beginner sources.
Lucien and HomeMadeWaffles discuss spacing, a fundamental aspect of Melee.
Lucien and HomeMadeWaffles discuss interpreting and predicting the decisions of others. “Everyone sees the same thing; it’s what you take from it.”
Options for following up after someone hits the ground from a tumble.
Zero discusses covering options and following up on platforms.
Similar to KirbyKaze's guide by with more technical information.
A simple video about the essentials of directional influence. Some of the info in this video is slightly wrong for the sake of simplicity and brevity. For a more complete explanation of DI, read this post: The Specifics of Trajectory DI.
A video about the debug menu, which can be accessed in the 20XX Hack Pack. It is a useful way to view hitboxes and test options and situations frame perfectly.
A list of controls available to you in develop mode. Pairs nicely with Gravy’s video above.
Use ASDI down to collide with the ground when hit and avoid followups.
Shielddropping opens a world of options when shielding on platforms.
Phanna explains various ways to drop through platforms including normal platform drop, Isai drop, shield drop, no-impact drop, waveland drop, and PC jump drop. There are better resources on shield dropping elsewhere in this library. Additionally, there is a mistake describing the Isai drop. One does not dash upon landing, but rather, walks.
Another way to drop through platforms.
Mixups in the number of times a player repeats an action before changing to something else.
Albert got pretty good pretty quickly and he wrote about how he practiced.
PPMD explains effective methods to practice by oneself even without 20XX Hack Pack.
THE source for having a mindset to improve and how to achieve it.
Alex criticizes Drastic Improvement's teaching methods and provides an alternative.
People ask questions along the lines of “How Do I Practice Wavedashing?” and I wanted to write a succinct answer.
Another guide about practicing effectively.
Achilles’s revolutionary hack pack makes practicing a breeze.
Achilles how to use the frame counter function in his hack pack to count the number of frames your character is in an animation.
Achilles explains how to use the hitbox freeze repeater function in his hack pack to practice ledge teching. It has numerous other uses as well.
The 20XX Hack Pack opens a world of training possibilities, and Clowsui helps you understand how to navigate that world.
Doing well in Melee is founded on good movement. These drills will have you practice necessary techniques you may not have thought of before.
This shows which moves and movement options can be performed from other options. This is useful for undering the tree of optins available to you in various situations.
A web-app that helps you train your reaction time. 20XX 4.05 tech options are better though.
Your practice partners being worse than you is not an excuse for not getting better or improving slowly.
Create a timeline of button inputs with a sound playing for each one. It is sort of like practicing with a metronome but better.
Improving and Problem Solving
This video is a rant, but is all very informative. SleepyK is mostly targeting people who say they want to be good but do not follow through with it. He also talks about situational analysis starting at 9:53, which is VERY USEFUL and a constructive way to view the game.
NanchoMan uses the 5 Whys and why-because analysis to explain an approach solving problems.
“Playing to learn is a process of analyzing one's play and addressing the problems in it during friendly play.”
An article about Kira, a Sheik main from SoCal. The value in this article is the section about changing habits. Breaking habits can be hard and many people try to do it wrong. This article explains it scientifically and gives advice.
Little England talks about his journey to becoming a good player. He explains various aspects of the game as well as tech.
Forgetting about winning friendlies in order to learn something new, practice a new technique, or experiment with a new tactic.
Santiago calls out some of the reasons you don't git gud.
A guide to navigating the debug menu.
Two people who have struggled with mental barriers discuss how they overcame those barriers.
PPMD improved in a region where there were not many people around and not many good people. Here PPMD discusses how he found motivation to improve and how he learned the game.
SleepyK provides advice on nerves in tournament, written in a hilarious tone.
“These eight success strategies and behaviors are major enhancers that help transform your goals into realities.”
Courage and confidence will help you make and take opportunities.
Modulate between emotional states to better achieve goals in specific situations.
Emotions are a warning sign of something being off-kilter. Learn to deal with this through focused self-awareness allowing you to find the source of that emotion. Then you can work on treating the cause.
This is a book written to address the mental side of performance in sports, specifically tennis. A strange suggestion, but its praises are sung far and wide by smashers who have read it.
“The thesis of this book is that neither mastery nor satisfaction can be found in the playing of any game without giving at least some attention to the relatively neglected skills of the inner game. This is the game that takes place in the mind of the player, and it is played against such obstacles as lapses in concentration, nervousness, self-doubt, and self-condemnation…
The player of the inner game comes to value the art of relaxed concentration above all other skills; he discovers a true basis for self-confidence; and he learns that the secret to winning any game lies in not trying too hard. He aims at the kind of spontaneous performance which occurs only when the mind is calm and seems at one with the body, which finds its own surprising ways to surpass its own limits again and again. Moreover, while overcoming the common hangups of competition, the player of the inner game uncovers a will to win which unlocks all his energy and which is never discouraged by losing.
There is a far more natural and effective process for learning and doing almost anything than most of us realize. It is similar to the process we all use, but soon forgot, as we learned to walk and talk. It uses the so-called unconscious mind and more than the deliberate “self-conscious” mind… This process doesn’t have to be learned; we already know it. All that is needed is to unlearn those habits which interfere with it and then to just let it happen.”
A synopsis of the “be present” mindset, which no one has ever had anything bad to say about.
Wobble’s blog about psychological and theory aspects of competition, Melee, and life.
Buscuits, a psychology grad student who studies mental states while playing video games, shares notes on what she knows about “flow state.” From Wikipedia: “flow, also known as zone, is the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity.”
SleepyK discusses how to approach increasing your understanding of the game, consistency, and maintaining your peak in a constructive way.
Lade discusses accepting what you cannot control, having the wherewithall to recognize when and where things go wrong, believing in yourself, taking responsibility for your failures, giving your opponent credit for their successes, not over-adapting, and knowing that everyone bleeds.
A professional Magic the Gathering player discusses the personality type he named Bruce. Bruce loses on purpose because he needs to lose. “Did you ever know someone who seemed like a born loser? Someone who just couldn't catch a break no matter what they did? Someone who always found a way to end up just short of being the winner? Someone who was cursed with more"bad luck" than anyone who has ever lived? Someone who could always preface his answer to"how'd you do?" with the word"if?"”
MeTrik talks with Zhu and Cactuar about how to manage motivation and have healthy mental habits.
A systematic approach to mindfulness and changing cognitive distortions.
Snips discusses the interactive aspects of Melee, mixups, baits, and pressure.
Game Theory and Abstract Concepts
An analysis of gameplay in neutral based on Rock, Paper, Scissors.
Wobbles explains his theory about four fundamental pillars of Melee: technical skill, mindgames, tactics, and spacing.
A blog about smash by a really smart player. He posts from time to time.
This post covers two very different topics, but both are useful. The first topic is about how different characters utilize different traits and styles better than others. Because of this, one can learn different things from playing and analyzing different characters (e.g. Advance, Attack, Avoid). The second is about approaching and what it means, a more complicated idea than one might first believe.
PPMD discusses approaching more and how to do it effectively. He also talks about why Fox is a good character.
NanchoMan applies game theory to Melee. He also discusses analyzing one’s own play.
He explains footsies in Street Fighter, but it still applies to Melee and the neutral game.
An opponent is staggered if they have reduced options or are feeling nervous. This is a guide about exploiting that.
Omni explains what it means to have a positional advantage and adjusting it.
Cunning Kitsune talks about creating, building, and sustaining control of a match and dictating the flow of the game.
Lunin emphasizes prediction, case constructions, spontaneity, dynamic reactions, patience, unpredictability/conditioning, and emotional control as seven habits of professional smashers.
“What I'd like to analyze here is exactly what it takes to improve, pinpointing the hows and whys of what it takes to ascend to the next level in one's game… There's no checklist you can follow to improving… But what there ARE that we can highlight are the milestones that one must arrive at, and conquer, before moving on to the next phase of improvement.”
“EVERYTHING in smash comes down to observation. EVERYTHING. Did I say that enough? I don't think I did. Once again, EVERYTHING branches from your ability to process as much data as possible visually.”
While it is a Marth guide, the fundamentals section explains a lot about the theory of Melee. Tai once said something along these lines, “I wanted to write a fundamentals guide, but MIOM wanted character guide so I wrote a fundamentals guide in the guise of a Marth guide.”
Wobbles’s blog about psychological and theory aspects of competition, Melee, and life.
An insightful article about navigating the space of suboptimal strategy to counter the particular suboptimal strategy of an opponent. David Sirlin explains it a bit better (or at least in more depth) here.
While personal opinions of Mr. Sirlin vary, his ideas are sound. This series on Playing to Win gives powerful insight on the mind of a winner and explains complicated aspects of how games work fundamentally. The section about Yomi is a must-read.
Sūnzĭ’s Art of War, “for the last two thousand years it remained the most important military treatise in Asia” Interesting read on tactics and competition.
PPMD discusses L-cancelling, balance, and crouch cancelling as some of the reasons Melee may not be the best game.
He compiled a list of a bunch of resources in the fighting game community. Most of this in applicable to Melee as well.
A well timed input can cover two options instead of one, for instance rolling to beat double shine and shine grab.
Overswarm discusses the history and reasoning behind standard tournament rules.
Overswarm explains how stage striking works and why we use it.
A comic explaining and illustrating the concept of dead space. This topic is covered more in depth in the first episode of season two of Zero to Hero by Tafokints.
They explain the importance of adaptation on account of the fact that there is rarely ever a 100% correct option in Melee.
A comment by Apotheosis276 in a r/ssbm discussion thread about this video provides additional insight into Wobbles's lessons. He explains the importance of reaction time in neutral.
Scar wrote several blog posts applying the thinking of Eric Ries's lean startup business model to Melee.
SSBM Tutorials discusses direct attacks, counter attacks, positional attacks, and baits.
What Clowsui views as fundamentals. "The text is based heavily on principles I read/discovered in the Tao of Jeet Kune Do and The Book of Five Rings."
In the context of Brawl, Mew2king explains how to cover options and break down situations.
(Copy pasted text from a dead webpage.) In the context of Brawl, Mew2King emphasizes building your strengths to gain advantages.
KirbyKaze discusses positioning in teams, building off of Umbreon's article.
NMW covers teams positioning, top-tiers' strengths and weaknesses, popular teams compositions, common strategies, and common mistakes.
In UmbreonMow's Drastic Improvement guide, he has a section on teams. He discusses utilizing a 2 vs 1 vs 1 strategy and categorizing opponents as conservative or aggressive to help define your in game choices.
More teams theory.
A VERY advanced guide to teams.
How they work.
In this guide I will go down into the specifics of your options as a TO, and help to provide you a framework for running a successful tournament.
“Problems that newer players consistently have. The list isn't comprehensive, but if you've been playing for < 2 years, odds are you have at least a couple of these habits.”
Similar to NMW’s list of noob habits.
A series of podcasts that are interviews with top players. Each player has three podcasts that cover questions from the community, match review by the player, and advice about the player’s main.
A collection of the names of a bunch of combo videos for all characters. These are all pretty old so many probably cannot be found. Watch and learn combo trees.
Mahie is slightly wrong. It only works for Marth, Roy, and Samus because their shields are programmed weird. It kinda works for characters with low crouches like Sheik, Jigglypuff, and Kirby but not to the same level of effect.
A searchable database of match videos. You can filter by character, player, stage, event, caster, and match type. Useful for match analysis.
Some people hold their controller differently to make things easier. This is a discussion about the advantages and disadvantages of different styles. It is in the context of Peach, but the information is easily generalized to other characters. Here are two videos showing claw grip. 1, 2. Pay attention to both the left and right hands.
Hugs analyzes his match versus Leffen at Press Start. He talks a lot about mixups and conditioning.
Most events use this rule set. Use it to check the legality of whatever.
A handy picture to reference for standard tournament settings and neutral spawn points in singles and doubles.
Keep your hands healthy!
TauKhan explains how to get a reverse hit from a move, e.g. grab ledge then reverse knee edgeguard with Captain Falcon.
A pretty self explanatory gif of the specific times of Randall the Cloud’s movement. Here is an explanatory post that accompanied the gif.
This is a playlist of interviews conducted on Tafokints’s 12 hour stream geared towards improvement. He interviews several community members asking about how they got gud, their roads to prominence, and advice.
HugS highlights having a routine and focusing on performance over results as important strategies to play consistently.
I want to share some tips both for how to play your best in tournament and how to get the most out of attending a tournament.
First recording of weird shield mechanics before the Invisible Ceiling Glitch was fully understood.
A collection of threads with gifs and explanations of unique and vital tech for all characters.
Kira explains the procedure for choosing character, ports, and stages in tournament.
You can set up your character to jump in the wrong direction.
JazzDynamite asked top players “Given a hypothetical player of top 5-6 skill, which characters could they use to win a tournament like The Big House 5? Assuming they put all of their time/effort into that character?
They used an eye tracker to figure out where people look when they play Street Fighter. Players often ask, “Where should I be looking?” and this gives you an eye-dea of what experienced players do. The tracker follows the player playing Elena. Notice that the eye focuses in the center during neutral gameplay, and focuses on Ken when waiting for reactions.
Explanation in the video description.
It’s harder than usual.
Grab ledge quickly with most characters on Fountain of Dreams.
A weird little tech that some characters can do.
Useful for learning how to recognize different tech options in order to react quickly.
You can tech twice with one digital L/R input.
A website that shows gifs for various techniques. It also has a page for locating local Facebook groups.
Tafokints discusses the advantages and disadvantages of maining two characters.
PPMD discusses L-cancelling, balance, and crouch cancelling as some of the reasons Melee may not be the best game.
Contains detailed information on alternative setups to a standard CRT.
Some CRT TVs do lag.
Explains input lag.
Stabby uses a high speed camera to empirically determine input lag on concsole and discovers a frustrating result from crappy polling.
Players with fewer stocks can escape grabs more easily. Similar info by Magus.
Links to various Discord channels of Smash related things.
Cause and solutions for springy controllers.
Use shield ASDI and knockback to slide off platforms in shield and quickly retaliate.
Reduce your knockback velocity by 5% by pressing L/R right before you are hit.
Frame Data and Technical Knowledge
An amazing compilation of frame data gathered without using any kind of special tools or AR. It mainly focuses on ranking each character’s options such as frames of jump squat, roll distance, shield size, jump height, etc.
Explains DI (Directional Influence), SDI (Smash DI), ASDI (automatic SDI), and more.
An album of images that show what analog stick inputs will do what in different action states.
Gravy explains how to control the aerial drift out of a jump in what he calls an analog jump.
A program for reading character files. Allows you to look up data directly from the game files on each character, their moves, and their animations.
Excel spreadsheet that can be used to calculate the effect of hitting people with moves. Useful in conjunction with MasterHand.
List of every character’s common out of shield options and how many frames each option takes. Used well with StrongBad’s shieldstun calculator.
About all the possible angles one can get with the analog stick.
An collection of data about how fast characters can move on the ground. Also includes the size of stages.
Fly Amanita discusses how inattentiveness to frame refreshing can cause one to mess up despite correctly timing a stream of inputs.
It is a bit of minutiae, but knowing may make a difference.
Graph illustrating characters' gravities and max fall speeds.
Various frame gurus answer questions. Lots of great posts by StrongBad, Kadano, Schmooblidon, Magus, and more. Great for searching.
Questions about lots of things get answered. Lots of Magus posts. Great for searching.
A guide on how to DSDI tech by Witchking and with help from Magus I believe. This technique is also sometimes called Amsah teching.
A list of stun data for most characters’ moves. Though, there is nothing you can cannot calculate with just Kadano’s augmented spreadsheet of move data found on his thread.
Similar to Schmooblidon’s Ground Movement Analysis, but this has explanation and discusses application a bit.
A guide for calculating frame advantage on shield.
Your ECB is different depending on how you grabbed the ledge.
Schmooblidon breaks down how one can manipulate environmental collision boxes (ECBs) to land quickly on platforms. He explains no impact lands, aerial interrupts, platform cancels, and platform warps. Additionly, here is a list of every move that can be platform canceled.
I website with awesome interactive heat maps of character hitboxes, informational gifs and videos, a visual knockback calculator, and more.
The programming of the game makes it particularly hard to dash backwards.
Lots of info about the mechanics of the invisible ceiling glitch.
Peach, Marth, and Roy can also activate the invisible ceiling glitch with their counters.
A spreadsheet outlining the maximum possible advantage for each character’s aerials. Nothing that cannot be calculated with StrongBad’s knockback calculator spreadsheet.
A bunch of old frame data collected by SuperDoodleMan.
This explains what happens when you’re hit by a move but already in knockback from another move.
Use this to test at what percents certain moves will break crouch cancel and ASDI down.
It’s not quite linear.
For missed tech inputs.
Knockback does not quite scale linearly with charge frames.
Code for changing hitbox display to remove graphic effects that obscure hitboxes.
Reflected projectiles take the stale move queue of the opponent's equivalent move.
He introduces technical terms to be able to talk about other technical things.
This thread is a goldmine of information. Not only is it technical analysis, but it also applies that analysis to actually playing the game. There is lots of good information in there for every character main. A lot of it is about Marth. Some other general info includes turn animation info on smash turns and tilt turns, rebound and clanking, grab breaks, shield drops, light powershield, control stick input maps, grounded actionable ledge intangibility, environmental collision box explanation, shield SDI, Z-powershield, shy guy DI, Fountain of Dreams platform heights, a hitbox spreadsheet, and much much more.
I made this section because I had a lot of links for Marth and Peach. As I have stumbled across links for other characters, I have developed their sections. If a character is not included, it is because I would only be linking the stickied threads on Smashboards. Check out Smashboards’ character discussions to start research if you do not see your character here. If you have any suggestioned links, I would love to hear them.
Coming soon*: Goku
Lots of questions and answers about Falcon. May give you a place to start. Use the search function.
Has info on stage picks, matchups, training regimen, and FAQs.
Playlist. Learn what the Florida Falcons think about how other people play Captain Falcon.
Gravy and Gahtzu explain utilizing analog jump and aerial drift with Falcon, as well as tech chasing.
Percents to help followups on Sheik.
The fastest way for Captain Falcon to grab the ledge in many situations.
Some Captain Falcon minutiae. Dash attack wall jump, pivot wall jump, sticky walking, quick ways to get to ledge, SH nair data, crouching in run boost run, dsmash on platforms, run b cancel and vududashing, rising falcon punches, and Mango's stomp spacing.
Movement is Captain Falcon’s best, and most fundamental tool. Optimizing your control of it is important.
A video that covers training your Captain Falcon's combo game, defensive game, and control by yourself.
Wizzrobe discusses shield pressure, ledge options, approach options, combos on Marth, combos on Sheik, tech chasing, the Fox match up, stages Captain Falcon likes especially versus Jigglypuff, punishing Jigglypuff, the Falco match up, and random Q&A.
A thread similar to Kadano’s thread but for Falcon.
A tutorial/compilation exemplifying great Falcon edgeguarding tactics.
A playlist of videos showing how to practice Captain Falcon.
Lots of frame data on Doctor Mario (and some of the other Mario Bros).
Collection of old information about Doctor Mario. Chaingrab info by Magus, move discussion, Doc in teams, matchups, and edgeguarding.
Video showing various Doctor Mario techniques.
Wacky tricks with Doc's up-b cancel.
Collection of nearly every DK video.
An old guide talking about the uses of DK's throws.
A very simple introductory guide to DK. It covers the uses of his moves and also cargo uthrow combos.
DK matchups discussion.
A playlist of a few videos demonstrating Falco techniques including laser, mobililty, combo, and recovery tricks.
Lots of great discussion with input by PPMD himself!
A video showcasing options Falco can perform intangibly from a ledgedash.
A document outlining Squid’s thought processes in solving problems as Falco.
Shooting low lasers off the stage to edgeguard spacie side-b’s.
A single set of inputs that will yield a double shine grab or a Westballz shine depending on how fast you execute.
Mango describes how lasers exert pressure on your opponent and the kinds of mixups they create.
How much intangibility you can expect from Falco's ledgedash given certain jump and airdodge timings and ledgegrab setups.
Some old Falco discussion.
Old matchup info. Still some useful stuff.
It is old, but maybe you will find some nuggets.
Old school tutorial video.
An extremely in-depth guide to everything Fox.
A video demonstrating and explaining essential Fox tech.
An analysis of the Fox vs Samus matchup. It touches on a lot of different fundamental ideas about spacing and option coverage that most players/characters could learn to apply to their game.
A playlist of videos showing Lucky’s favorite Fox techniques.
Some Fox minutiae.
Compares the fastest ways for Fox to grab the ledge from far away.
Fox can shorten his side-b at different lengths. This is how you do them.
A video showcasing Fox’s options he can perform intangibly from a ledgedash.
An additional ledge option for Fox on Yoshi's story and Battlefied: no impact land with a laser.
A work in progress post listing important tech skill to learn as Fox. Most of the items have links explaining the tech. For the rest, you can probably find in the Melee Library.
Useful for learning to tech chase.
List of techskill to practice and learn as Fox.
SFAT discusses his approach to the Fox vs Pikachu matchup, one he is known for doing quite well in.
Shine, jump, edge cancel advanced tech.
Mostly silly shine tech.
A Q&A thread. Search it and become enlightened.
I did not know techchasing with Ganondorf was a thing, but I suppose it is and now you can learn about it
Some old advice on matchups.
What percents Ganondorf’s moves will knock down Fox, Falco, and Captain Falcon
An Ice Climbers guide.
With input from Wobbles
Discusses how to do the infinite properly, how hard is wobbling, the psychology behind wobbling, stuff that leads into grabs, lag-less set ups, should wobbling be banned?
Peef answers questions about Nana's throw and pummel tendencies, how DI affects throw combos, which quick grab combos kill faster, and when Blizzard will freeze the opponent.
Frame perfect wobble with blizzard instead of ftilt or dtilt.
Ice Climbers can do crazy shield pressure utilizing desyncs.
A video showcasing Ice Climbers’ options they can perform intangibly from a ledgedash.
A series of videos about Ice Climbers. Includes hand-offs, wobbling, basic desyncs, advanced desyncs, shieldstun desyncs, and probably more since the writing of this.
A massive collection of information and quotes from respectable players about Ice Climber strategies.
Very precise inputs can make both Ice Climbers perform different attacks at the same time.
Old video of useful desyncs.
An alternative to regular wobbling.
An old video of random little Ice Climbers tricks.
A playlist of not only basic Ice Climber tech tutorials but also some obscure stuff that is really interesting.
An explanation of the "gravitational pull" of the main Ice Climber on the backup climber.
General guide to beating ICs.
A blog where Alex shares ideas and knowledge about Jigglypuff.
Thread on SmashBoards discussing aggressive play with Jigglypuff.
Video of various kill moves being DSDI’d as Jigglypuff to survive. The percents in the video are the limiting cases. Some of these moves are stale when used on Jigglypuff so the percentages may be slightly higher than with a fully un-stale move.
A compilation video of every one of Hungrybox’s rests. Study for rest setups.
A video showcasing Jigglypuff’s options she can perform intangibly from a ledgedash.
Combo options versus Fox at 0%.
A beginner level Jigglypuff guide.
Your generic stickied character guide. Try searching the thread, too.
Old thread about how to play Jigglypuff. Some info might still be relevant.
Grabbing the ledge in tricky ways using Puff's up-b.
Unconventional rest setups.
Community discussion, involving Saus, on how to make Link as good as he can be.
Gravy weighs in on 20XX techchasing with Luigi. Here is a Smashboards thread with the same content, but with discussion by real Luigi players.
An analysis of gameplay in neutral based on Rock, Paper, Scissors.
A collection of matchup guides and discussions about matchups. 2010-2014
A introduction to Luigi for beginners.
People keep asking questions about these moves and misfire, so they made a thread with clarifying information.
A really old (2006), but in depth, guide about Luigi. Good for beginners.
How best to mash to get the most distance from the tornado.
Good discussion in the comments too.
Utilizing Luigi’s unique movement.
Luigi starts with his down-b charged on certain stages against certain characters.
Control your momentum out of wavedashes better using dashes and pivots.
Pictures of the coverage of Mario’s edgeguard options.
He found some applications for the landing hitbox of Mario’s dair.
A compilation of smart things said by good Marth players. Includes general Marth tips and theory, as well as matchup notes. Most info is pre-2014.
These guides are pretty simple. In his words, “They're mainly aimed at players who struggle with a matchup and need a good starting point.” This also includes a very detailed flowchart to chaingrab Fox to death on FD (this was probably written for PAL Fox, but most of it still applies).
Compilation of information from various Marth players. None of it is tested so some info may be inaccurate. It is a place to start. I have found Beat’s chaingrab flowchart above to be pretty effective even in NTSC.
A guide on how to play Marth. This guide is unique from the rest in its emphasis on explaining the fundamentals. Even players who do not play Marth could learn a lot from this guide. Tai also discusses each of Marth’s moves and how they are useful, or not. At the end, he gives a few matchup tips.
Neighborhood P discusses the Marth vs. Sheik matchup.
Kadano applies intensive frame data analysis to optimize Marth play. Most of the information is indexed in the main post, but the second post, below the indexing, also includes more information that is not indexed.
Includes gifs of all of Marth’s moves showing hitboxes and hurtboxes. Also lists frame data on each move.
Crimson Blur lists 21 things Marth players should practice.
A video demonstrating and explaining essential Marth tech.
A series of videos demonstrating various techniques and their applications.
A video explaining how to pivot with Marth and some applications.
Ken talks about how to play Marth.
Ken talks some more about how to play Marth.
A very old video about how to play Marth.
A compilation video of Mew2king edgeguarding with Marth. I suggest putting on your favorite music or Pandora station and watching these attentively. Get a feel for how Mew2king edgeguards. You can also learn a lot using situational analysis by creating flowcharts of the options Mew2king has and the opponent has and then analyzing the options they choose to do in each situation.
The Moon talks about movement with Marth and general tips.
Gfycat of invincible haxdash with Marth. Use the frame advance options to see inputs and breakdown. Kadano also includes a breakdown in his Perfect Marth Class thread.
Playlist of videos created by Ippo about things you can practice on your own. Mostly Marth, but there are some other characters in there, too.
A simple flowchart that covers most of Fox’s recovery options in most situations.
A video showcasing Marth’s options he can perform intangibly from a ledgedash.
A little bit of jank for techchasing Sheik.
A huge long thread of people talking about Marth. Use the search function to find what you want. Most of the good stuff has been compiled in Mookie Rah’s google doc.
A simple flowchart to chaingrabbing Fox and Falco. This flowchart is not perfect but should get you most of the way against most spacie players.
Tafokints teaches Marth to Van.
MacD introduces you to the essentials of Peach.
A beginner’s guide to practicing Peach.
A wonderful starting place for anyone learning Peach.
Quetzalcoatl adds some more info about how turnips work.
Lots of information about floating and how to use it.
VaNz discusses Peach’s matchups, giving some dos and don’ts. It is an outdated source, but much of the information and tactics are still good. If not, they provide a good starting point to begin approaching the matchups. Search the thread too for additional information.
Shows gifs of all of Peach’s moves displaying hitboxes and hurtboxes. Also lists frame data on each move including frame advantage on shield.
Data on various aspects of Peach. Turnip, throws, moves, chaingrabs.
An analysis of Peach’s mixup game on shield.
Fun tricks when you pull a Bob-omb.
Neat movement trick.
Peach has an intangible ledgestall on battlefield.
Peach can use her double jump land to act quickly out of a run. Minimally 7 frames.
How to squeeze the most out of the RNG aspects of Peach.
DoH explains his tactic for fighting Falco: powershield everything!
The table shows, for each throw, the initial X and Y velocity vectors, the magnitude of those vectors added [speed (speed/0.6)], and launch angle.
Contains info on the chaingrab on fastfallers, escaping dthrow knee, when nair causes more knockback than fair, turnip interaction with Fox/Falco's up-b, Peach's shield pressure, reaction tech chasing off uthrow, how staleness affects the end of Peach's chaingrabs, escaping Marth's fthrow regrab, uair aerial interrupt combo, sweetspot up-b, dthrow and uthrow followups, dash attack, dash jump nair to end chaingrabs, air to ground turnip throw mechanics, Samus jab shield pressure, glide tossing, move staling, parasol fall rates, up-B out of shield, parasol flick combo, how to escape Fox's uthrow uair, and more.
Percent data on causing jab resets with jab, dair, and z-dropped turnips.
Peach bomber does a lot of shield damage. For comparison, Marth's shield breaker uncharged does 31.78 shield health damage. Peach smash bomber does 19.88. Max shield health is 60. So this should break shields when the opponent has about 1/3 of their shield left. Stitch face does about 21.5. Mr. Saturn does about 32.
Throw turnips farther by throwing them backward.
Wacky tilt bomber combos.
Peach's bomber has strange properties that allow it to clang with moves in the air.
A directory of Armada Peach combos on fastfallers.
Similar to double jump no impact land.
Press and hold X/Y early to float instantly after leaving platform.
A thread exploring how Armada's shield pressure could be optimized.
A discussion thread. Search and learn.
Collection of informative things said by top level Pikachu players.
N64 writes about his thoughts on matchups. Lots of old info with a few updates for modern meta.
Pikachu’s uair has lots of weird hitboxes. This is how they work.
Up to date match up information by the best Pikachu player in the world. At the time of posting this, only Fox was complete.
Pikachu's and Pichu's up-b cancels all knockback momentum on the 14th frame.
A large collection of various posts about matchups.
General Samus discussion.
Samus can do some wonky physics stuff with her down special.
A video showcasing Samus’s options she can perform intangibly from a ledgedash. It does not show her options after an aerial interrupt from the ledge which grants more intangibility for her than ledgedash.
An old outline by Phanna describing Samus’s ledge game.
Index thread of discussions on Samus. Lots of old information but some may still be applicable.
Buffer dthrow with cstick to covert off of extender grabs on platforms.
An old guide with fundamentals of missile usage.
A compilation video of Mew2king edgeguarding with Sheik. I suggest putting on your favorite music or Pandora station and watching these attentively. Get a feel for how Mew2king edgeguards. You can also learn a lot using situational analysis by creating flowcharts of the options Mew2king has and the opponent has and then analyzing the options they choose to do in each situation.
Has lots of stuff in it. It has some matchup guides, character specific frame data, and the thread can probably be searched for answers to questions.
He means bad for Marth. It is more of a 200 level course.
Includes gifs of all of Sheik’s moves showing hitboxes and hurtboxes. Also lists frame data on each move.
“Links to useful threads.”
A Series of videos where Tafokints teaches Sheik to Atrioc. “You may know the techniques, but you may not know how to use them.” There is lots of good fundamental or generalizable information in there, too.
What area Sheik can cover out of shield and how fast.
A video showcasing Sheik’s options she can perform intangibly from a ledgedash.
Essential Sheik tech skill to know.
An old Yoshi guide with information that is still relevant. There is also a breakdown of game a few essential mechanics. He calls parrying supershielding.
Shows gifs of all of Yoshi’s moves displaying hitboxes and hurtboxes. Also lists frame data on each move.
A thread of useful Yoshi frame data and other information like combo options.
A great thread to search for common questions and answers by the great Yoshi players.
Yoshi’s shield is weird and different.
Playlist of videos by aMSa demonstrating various weird Yoshi things.
“A series of four Street Fighter style trial videos, to be used by new Yoshi players as a learning tool. The videos focus on different elements of Yoshi tech skill.”
"This is a collection of all knowledge that could be be useful in competitive Young Link play."