Super Smash Bros. Melee: Difference between revisions

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{{2 Column Flex|flip=yes|flex1=3|flex2=7
[[Image:Ssssbmtnk9.jpg|frame|right|Main Menu from SSBM]]
|content1=
{{Infobox Game
| gamename    = Super Smash Bros. Melee
| abbreviation = SSBM
| image        = SSBM-cover.jpg
| version      = NTSC Version 1.02
| developer    = HAL Laboratory, Intelligent Systems
| publisher    = Nintendo
| system      = Nintendo GameCube
| netcode2    = Rollback via [https://slippi.gg Slippi]
| resources    = [https://blippi.gg Blippi.gg]
| resources2  = [http://www.meleelibrary.com/ Melee Library]
| resources3  = [https://melee.cookbook.gg/ Melee Cookbook]
| resources4  = [https://ikneedata.com/calculator Melee Calculator]
| resources5  = [https://github.com/BroccoliRaab/meleedb BroccoliRaab's ''Melee'' Database]
| resources6  = [[Template:SSBM NavboxLinks|See Links for more]]
| community   = [https://smashcords.com/melee SSBM Discord List]
| community2    = [https://reddit.com/r/SSBM /r/SSBM on Reddit]
| community3    = [https://smashboards.com/forums/melee-discussion.12/ SSBM on SmashBoards]
| community4    = [https://calendar.google.com/calendar/u/0/embed?src=4k5refm631gogeoa8kacsb0ifs@group.calendar.google.com&ctz=America/New_York Netplay Event Calendar]
| community5    = [https://meleemajors.com/ Melee Majors Calendar]
}}
|content2=
[[File:SSBM_Logo.png|center|300px]]


Super Smash Bros. Melee is the 2nd game (the first being Super Smash Bros.) in Nintendo's fighting game series, Super Smash Bros. Released in 2001 (2002 PAL), the series features characters and elements from all over the Nintendo universe. It is interesting in that it has no plot, which is unusual for fighting games. The more significant and obvious differentiating factor is that you cannot win through depleting a life-bar (and, to a lesser extent, the presence of spawning items and weapons). Victory is only possible through ring-out. Another interesting facet is the team battles, allowing teams of two to compete against each other. There is a sequel planned entitled Super Smash Bros. Brawl.
{{FP Box|header=Introduction
|content=
'''Super Smash Bros. Melee''' is the second game in Nintendo's [[Super Smash Bros. Series|Super Smash Bros. Series]].  


This game features 25 characters, of which 13 are new.
Released in 2001 (2002 in Europe and Australasia), the series features characters and elements from all over the Nintendo universe. It includes all playable characters from the first game, and also adds characters from their same franchises and even additional franchises such as Fire Emblem.  alongside new stages and gameplay modes.  


== Notation ==
One of the most significant and differentiating factors that Melee brings to the fighting game genre is the unorthodox win conditions; instead of depleting a life-bar, dealing damage rather raises a knockback gauge against the opponent, that then helps enable victory via ring-outs. Another interesting facet is the team battles, allowing teams of two to compete against each other, and the presence of spawning items and weapons (that are usually turned off in competitive play).
=== Joystick Notation ===


*F - Forward - Push stick forward/towards the opponent. (X-axis)
The sequel [[Super Smash Bros. Brawl]] was released on March 9, 2008.
*B - Backward/Back - Push stick backward/away from the opponent. (X-axis)
}}
*U - Up - Push stick upwards. (Y-axis)
*D - Down - Push stick downwards. (Y-axis)
*N - Neutral - Leave the stick in the default position.


=== "A" Attack Notation ===
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We're just getting started here, and we'll need a lot of help filling in the basics. Head to [[User:Narr/sandbox/Sandbag]] and [[Help:Editing]] to get up to speed with editing if you're new to it.


All of the following are "performed" using the "A" button on the GCN controller.
Currently, our main goal is filling in pages with AttackData templates to meet the layout standards of Sandbag above and Marth's page. We also need writers who can create good starting point move descriptions, and people to do manual frame/move data entry. If you have a special area of interest however, feel free to try and pursue it.


*Air [air] - Aerial move. Used in conjunction with any of the Joystick notation to signify a direction for the stick.
Before adding frame data, it's good practice to check it with frame advance instead of blindly copying it off a site like meleeframedata.
''e.g. Fair''
}}
*Tilt [-tilt] - Tilt Move. Used in conjunction with any of the Joystick notation to signify a direction for the stick. This direction on the stick must be lightly pushed, or a smash attack will come out instead.
''e.g. F-tilt''
*Smash [-smash] - Smash move. Used in conjunction with any of the Joystick notation to signify a direction for the stick.
''e.g. F-smash''


=== "B" Attack Notation ===
{{Smash Melee}}
 
}}
All of the following are "performed" using the "B" button on the GCN controller.
[[Category: Super Smash Bros. Melee]]
 
*Across (Sometimes Over, >) - Forwards or backwards inclination on the joystick.
''e.g. B-Across or Across-B''
*U/D (Sometimes Up/Down respectively) - Up or downwards inclination on the joystick.
 
=== Miscellaneous Notation ===
 
*CC - Crouch Cancel - Hold Down - Reduce the recovery time after being hit by a move.
*DI - Directional Influence - Tilt the joystick appropriately - Change your trajectory after being given a velocity (Only works perpendicular to the direction of motion)
*L-Cancel - Press L (or R) from six frames before to the exact frame when you touch the ground during an aerial attack - Reduces the amount of recovery time when landing in half.
*WD - Wavedash - Aerial Dodge into the ground at an angle that is not perpendicular to the surface - Slide along the ground whilst stil being able to input commands.
*DD - Dash Dance - Rapidly change the motion of your dash during the initial dash animation (left/right). Allows you to quickly be able to move towards an area.
*DJC - Double Jump Cancel - Perform an attack during the second jump. - For some characters it stops their jump.
*FF - Fast-falling - Holding down whilst FALLING - Reach the ground faster than you would normally.
*FC - Float canceling - While floating with Peach, do an aerial, then land - Reduces landing lag even more then L-canceling.
*IASA - Interruptible as soon as - The frames before the move can be interrupted.
*SH - Short hopping - Lightly pressing one of the jump buttons - Jump less high than you would normally. (approx. 1/2 height)
*SHFFLC (Sometimes SHFFL or Shuffle) - Short Hop, Fast Fall, L-Cancel.
*SHB/SHL - Short Hop Laser/Blaster - Short Hop, B, Fast Fall.
*SHDL - Short Hop Double Laser - Short Hop, B, B, Fast Fall. (Can only be done with fox)
*WoP - Wall of Pain - Repeated high priority aerial moves. (Usually associated with Jigglypuff)
 
== Game Mechanics ==
=== "Smash" Attacks ===
You can charge a smash attack by performing the commands required for a Smash, and holding those commands down. Upon release, a more powerful version of the attack is released.
 
''e.g. F-Smash (Hold Forward and A)''
 
The charged versions of smash attacks are very rarely used, as they inherently telegraph themselves and are thus, easily avoided.
 
=== Double Jumping ===
After you have jumped, it is possible to jump again (For some characters this can be repeated beyond a second jump). You can change your direction very easily using double jumping.
 
=== Shielding ===
By pressing either R/L, you can bring up a shield that covers your entire body (for most characters). This will cover you irrespective of the section that an attack is aimed.
 
The shield is analogue, so the strength with with the button is pressed corresponds to the strength of the shield. The shield takes longer than you might expect to appear and disappear. You can spot dodge, roll, or even Up B out of a shield instantly. You can also grab by pressing "A" as well.
 
=== Spot Dodging ===
By simultaneously pressing R/L and Down, your character will "Spot Dodge". That is, literally dodge any move whilst standing. (This is of course provided that the move is not longer than the dodge state frames)
 
=== Aerial Dodging ===
By simultaneously pressing R/L and any of the 8 directions, your character will "Aerial Dodge". That is, literally dodge in that direction out of the way of any move whilst in the air. (This is of course provided that the move is not longer than the dodge state frames). This is far more risky than a spot dodge, as the resulting state it puts you in prevents you from attacking or performing any other move until you touch the ground again. (There are exceptions)
 
=== Rolling ===
By simultaneously pressing R/L and Left/Right, your character will "Roll". This is an evasive manoeuvre that places you away from you initial position, this can be punished easily if used excessively, as it has fairly large recovery time.
=== "Up B"ing ===
The majority of characters can utilise their Up B move the gain height. Unlike other moves you can grab the edge through the move, and the move (for most characters) is predominantly used purely for recovering to the ledge.
 
=== Ledge Grabbing ===
By arriving at a position on level or just below the edge, your character will grab onto the ledge. This provides him with a few frames of invincibility. From this position he has a number of options available to him.
 
Ledge Grabbing is frequently used by an attacker to prevent the recovering defender from grabbing onto edge, because only one person can ever occupy the space at one time.
 
== Tiers ==
 
===NTSC List===
 
<b>Top Tier:</b>
 
:Fox<br>
:Falco<br>
 
<b>High Tier:</b>
 
:Sheik<br>
:Marth<br>
:Peach<br>
 
<b>Middle Tier:</b>
 
:Captain Falcon<br>
:Ice Climbers<br>
:Samus<br>
:Doctor Mario<br>
:Jigglypuff<br>
:Mario<br>
:Ganondorf<br>
 
<b>Low Tier:</b>
 
:Link<br>
:Luigi<br>
:Donkey Kong<br>
:Roy<br>
:Young Link<br>
:Pikachu<br>
 
<b>Bottom Tier:</b>
 
:Yoshi<br>
:Zelda<br>
:Mr. Game and Watch<br>
:Ness<br>
:Bowser<br>
:Kirby<br>
:Pichu<br>
:Mewtwo<br>
 
~SBR's latest tier list taken from smashboards.com
 
===PAL List===
 
<b>Top Tier:</b>
 
:Sheik<br>
:Falco<br>
:Fox<br>
:Marth<br>
:Peach<br>
 
<b>High Tier:</b>
:Captain Falcon<br>
:Ice Climbers<br>
:Samus<br>
:Jigglypuff<br>
:Dr. Mario<br>
:Ganondorf<br>
:Mario<br>
 
<b>Middle Tier:</b>
:Luigi<br>
:Link<br>
:Yoshi<br>
:Roy<br>
:Donkey Kong<br>
:Pikachu<br>
 
<b>Low Tier:</b>
:Young Link<br>
:Mr. Game

Latest revision as of 14:16, 6 September 2022

Super Smash Bros. Melee
(SSBM)
SSBM-cover.jpg
Version

NTSC Version 1.02

Developers

HAL Laboratory, Intelligent Systems

Publishers

Nintendo

Systems

Nintendo GameCube

Online Play Rollback via Slippi
Player Resources

Blippi.gg

Melee Library
Melee Cookbook
Melee Calculator
BroccoliRaab's Melee Database
See Links for more
Community Channels

SSBM Discord List

/r/SSBM on Reddit
SSBM on SmashBoards
Netplay Event Calendar
Melee Majors Calendar
SSBM Logo.png
Introduction

Super Smash Bros. Melee is the second game in Nintendo's Super Smash Bros. Series.

Released in 2001 (2002 in Europe and Australasia), the series features characters and elements from all over the Nintendo universe. It includes all playable characters from the first game, and also adds characters from their same franchises and even additional franchises such as Fire Emblem. alongside new stages and gameplay modes.

One of the most significant and differentiating factors that Melee brings to the fighting game genre is the unorthodox win conditions; instead of depleting a life-bar, dealing damage rather raises a knockback gauge against the opponent, that then helps enable victory via ring-outs. Another interesting facet is the team battles, allowing teams of two to compete against each other, and the presence of spawning items and weapons (that are usually turned off in competitive play).

The sequel Super Smash Bros. Brawl was released on March 9, 2008.

Roadmap

We're just getting started here, and we'll need a lot of help filling in the basics. Head to User:Narr/sandbox/Sandbag and Help:Editing to get up to speed with editing if you're new to it.

Currently, our main goal is filling in pages with AttackData templates to meet the layout standards of Sandbag above and Marth's page. We also need writers who can create good starting point move descriptions, and people to do manual frame/move data entry. If you have a special area of interest however, feel free to try and pursue it.

Before adding frame data, it's good practice to check it with frame advance instead of blindly copying it off a site like meleeframedata.

Game Navigation

General
Controls & Notation
HUD
Game Mechanics
FAQ
Universal Strategy
Netplay
Glossary
Links
Metagame
Stages
Tiers
Controller Meta
Archived Information
Gecko Codes
Disc Files
Characters
Dr. Mario
Mario
Luigi
Bowser
Peach
Yoshi
Donkey Kong
Captain Falcon
Ganondorf
Falco
Fox
Ness
Ice Climbers
Kirby
Samus
Zelda
Sheik
Link
Young Link
Pichu
Pikachu
Jigglypuff
Mewtwo
Mr. Game and Watch
Marth
Roy
Non-Playable Characters
Male Wireframe
Female Wireframe
Master Hand
Crazy Hand
Giga Bowser
Sandbag