Attack– This is pretty self explanatory. An attack is a move that your character does by pressing A, B, or the C-stick, and can also refer to grabs and throws. Here are commonly used attack terminologies:
- (N)(U)(F)(B)(D)air – Since it can be pretty time consuming to type out stuff like “aerial forward-A,” the smash players have developed abbreviations for aerial attacks. Uair means aerial up-A, Nair means aerial neutral-A, etc.
- A(N)(U)(F)(B)(D)A – This is the other commonly used abbreviation for aerials. ANA means aerial neutral-A, ABA means aerial back-A, etc.
- Tilt– A tilt attack is any attack done by pressing the stick in a direction and pressing A. When referring to tilts, players often say “up-tilt,” forward-tilt,” or “down-tilt.”
- Smash– A smash is any attack done by smashing the stick in a direction and pressing A or by pushing the C-stick in a direction in multiplayer. When referring to smashes, players usually say “forward-smash,” “up-smash,” or “down-smash.”
- Special– A special attack is done with the B button. People refer to them as “forward-B,” “up-B,” etc. If they are done in the air, they can be referred to in a similar way as aerials. Aerial forward-B is AFB, aerial down-B is ADB, etc.
- Throws– A throw is performed by grabbing an opponent with Z or L/R + A and then pressing a direction to throw. People refer to them as “forward-throw,” “up-throw,” etc.
- Missile Canceling – If Samus lands while shooting a missile, she will be able to move immediately upon touching the ground.
- Needle Canceling – See above but with Sheik’s needles.
- Laser Canceling – See above but with Fox/Falco’s lasers.
Backwall - Around 50 feet behind the platform in Home Run Contest there is an invisible wall that prevents anything from going past it. This became known as the Backwall.
Bat Drop Combo– This is a technique use in Home Run Contest to build damage very quickly. To do a bat drop combo, drop the bat above the sandbag, then attack it right after it hits. If you use a spike/meteor smash, the bag will gain damage from both the bat and your attack but will remain stationary, meaning you can repeat it over and over to build insane amounts of damage. You can also just use any attack that will keep the sandbag under your control.
Bat Smash– A bat smash is a forward-smash done while holding the Home Run Bat. Bat Smashes have exceptionally high knockback and are often instant KO’s. They all have significant horizontal knockback except for Sheik’s and Captain Falcon’s, who hit upward with the bat smash. Here are the kinds of bat smashes:
- Closehit – Refers to hitting an opponent with the inside of the bat.
- Midhit – Refers to hitting an opponent with the middle of the bat.
- Tipper - Refers to hitting an opponent with the tip of the bat. In terms of knockback, tipper > midhit > closehit
- No-ping hit– If you hit with the handle of the bat, there will be no ping sound and the bag will have a different trajectory. In HRC, a no-ping hit will hit further than a tipper when the bag has at most 147% damage. Ganondorf has no no-ping hit, and with Mario, Dr. Mario, Captain Falcon, Sheik, and DK it is very weak. DK’s closehits and midhits are no-ping hits.
Beam-Canceling– This is different from stuff like Missile Canceling. With Samus, air-dodge upwards and grapple at the same time. The momentum from the air-dodge will fling Samus upwards (also simply called the rising grapple), and if you grappled a wall, she will be in a neutral stance, meaning she can use any attack. This tactic can help Samus’s recovery.
Black Hole Glitch - This is a glitch that causes a massive amount of hitboxes to get stuck on top of each other, and anyone who touches it might get sucked in and take massive damage, hence the name Black Hole.
Bomb-jumping– With Samus, drop a bomb in midair, then drop another one as soon as possible. Samus will bounce off the explosion of the first bomb and gain height, and if you move left or right after this jump and repeat this, Samus’s recovery is greatly enhanced.
BtT – An abbreviation for Break the Targets, a Stadium mini-game in SSBM.
BtT Suicide - This is a contest created by Stadium players to see how fast you can kill yourself in each BtT stage.
Camping – Camping is hiding from your opponent to try to avoid combat or pick off damage with projectiles. In recent times camping has been one of the main evolutions of the Smash metagame, as campers are generally much more patient, and patience is key in Smash.
Caping - Dr. Mario and Mario can use their forward-B attacks to spin the opponent around in midair while recovering, causing the opponent to face the wrong way and miss the ledge. This is called Caping.
Chainthrowing– Chainthrowing is throwing an opponent and grabbing him/her again immediately. If done properly, the opponent won’t be able to escape unless you mess up. Some common chain throws are Sheik’s down-throw on semi-floaty opponents and Marth's up-throw on fastfallers. Chainthrowing is also called chaingrabbing.
Combo– A combo is a consecutive string of attacks used to build damage quickly on your opponent. Usually a combo is only considered a combo if it is inescapable. There are three kinds of combos:
- Natural Combo – This is any combo that is specifically built into the game. Rapid-A attacks and Marth/Roy’s forward-B are natural combos.
- Improvisational Combo– This is just like what it sounds like. An improvisational combo is created by the player and strings together different attacks.
- Infinite Combo - Infinite combos are not necessarily infinite, but a combo is called an infinite combo when it lasts so long that the opponent gains so much damage that almost any strong attack will result in a KO. An example of this is rapid Fox waveshining against a wall. The opponent cannot escape because the wall is in the way and teching isn't an option, but the combo may end if the wall disappears (such as walls on transformations of Pokemon Stadium).
Crouch-Canceling– If you get hit while crouching, knockback is significantly reduced. This is known as crouch-Canceling. Proper use of crouch-Canceling can allow you to survive attacks that would usually KO you.
Crouch-Cancel-Countering– If you crouch-cancel a weak attack or have low enough damage to not get phased when crouch-Canceling, you can immediately attack while the opponent is still lagging from his/her attack. This is known as crouch-cancel-countering and is most commonly performed by hitting the C-stick downwards since it is strong and you are limited while crouching.
C-sticking – This refers to performing smashes and aerials with the C-stick. There are no differences between C-sticking smashes or doing them the regular way, but C-sticking lets you do smashes in certain situations impossible otherwise. For example, if you are shielding, you can jump-cancel the shield and hit the C-stick up at the same to do an up-smash out of your shield. C-sticking does not exist in single-player modes.
Dash-Dancing– During a character’s dash animation, he/she can dash in the opposite direction immediately without skidding. Dash-dancing is repeating this over and over back and forth, and is used in mindgames.
De-synching– A technique with Ice Climbers that takes advantage of certain situations to desynchronize them and control them as 2 separate characters simultaneously.
Directional Influence (DI)– By holding a direction on the analog stick when being struck by an attack, you can influence your flight trajectory. Proper use of DI can reduce knockback and let you survive much longer. It can also break you out of combos. DI reduces knockback the most when it is angled orthogonally to the normal flight trajectory. Here are a couple terms regarding DI:
- Smash DI– Smash DI is beginning the DI during a frame of hitbox lag. This increases the effectiveness of the DI significantly, and if you Smash DI multiple times during hitbox lag, you can increase the DI even further. This is almost impossible to do though, as hitbox lag never lasts more than a few frames except with Samus's full Charge Shot.
- Auto-Smash DI - ASDI is basically just using the C-stick to DI. People call it ASDI because C-stick DI is automatically Smash DI, even if you performed it like regular DI. However, this kind of DI is slightly less effective than regular Smash DI.
Edgehogging– In SSB and SSBM, only one character can grab a ledge at a time. Edgehogging refers to grabbing a ledge to prevent an opponent from grabbing it, and is commonly used when edgeguarding.
Edge-hopping– This is commonly used to quickly get back into combat after grabbing a ledge. To do this, hit downward to drop from the ledge, then immediately mid-air jump. Just about every character can attack out of this or wavedash onto the stage.
Extended Grapple Beam– With Samus, if you press Z rapidly while rotating the D-pad, it might become extended. While the grapple beam is extended, pressing L will make it home and pressing A will make it grab. This was taken out of the PAL version.
Fastfalling– After the peak of a character’s jump, smashing down will make the character fall faster than usual. Delayed fastfalling refers to fastfalling after starting an aerial attack.
Frame– A frame is a single picture during gameplay, and when combined together rapidly they look like movies. The game runs at 60 frames per second, meaning that each second of gameplay is made up of 60 pictures, or frames. Because of this, timers aren’t accurate down to the hundredth of a second. Out of the one hundred decimals, only 60 are used by the game.
Friendly Fire– This is just another way of saying Team Attack. It means that you can hurt your own teammates. In tournament matches, this is just about always turned on.
Float-Canceling– If you do an aerial attack with Peach while floating and land during the animation, the attack will immediately end and there will be no lag. Because of this, Peach players can do well without L-Canceling.
Floating– Peach is unique because she can float in the air for a few seconds. To float, press and hold the jump button while midair jumping. You can also press down while pressing and holding jump or run off an edge while holding jump.
Fortresshogging - This is a Bowser-specific technique. By properly slipping off a ledge with up-B, Bowser can instantly grab the ledge. The easiest way to do this is to roll to the edge, use up-B, then move slightly off the stage, but it is possible without being right next to the ledge if you have good precision. If this is performed on a slope, such as the one on the sides of Yoshi's Story, then Bowser will grab the ledge regardless of Bowser's horizontal velocity.
Herding– A tactic in Cruel Melee. Herding is gathering the wireframes in large groups to attack all at once. Proper use of herding allows you to obtain scores well over 100 KO’s (or even over 1000) in Cruel Melee.
Hitbox– A hitbox is any area in an attack or character where the game registers contact. If an attack’s hitbox contacts a character’s hitbox, the character takes damage from that attack.
HRC – An abbreviation for Home Run Contest, a stadium mini-game in SSBM.
Ice Climbers’ Freeze Glitch– If Popo uses forward-B while Nana throws an opponent (For forward-throw and up-throw, forward-B must be used when Nana’s hammer hits. For down and back-throw, it must be used during the start of the throw.), and opponent may become frozen and will be unable to move. Furthermore, attacks won’t have any knockback on the opponent. You can unfreeze the opponent by grabbing, but if you freeze the opponent with an ice attack, this will no longer work. The only way to unfreeze a frozen opponent encased in ice is to throw a screw attack at him/her.
Immobilization– Right on the edge of most platforms is a built in safe spot that causes CPU controlled opponents to stop moving or behave weirdly. Some characters, such as Ganondorf, can get to this spot by rolling to the edge, but others, such as Marth, must walk and find the exact spot on the edge. For characters with low traction, you can do a walking grab and slide into position. The reason for the existence of this is unknown.
Isaidropping - The Isaidrop is a subtle method of dropping through platforms faster. Rather than just pressing down while on a platform, do a quarter-circle down. This makes you begin to walk just before you fall through the platform, and results in a faster platform drop. This technique was named after the player who first discovered and utilized it - Isai.
Jab - The jab is an informal name for standard A attacks on the ground (just neurtal-A). It's called the jab because it's a quick, weak attack that is often exactly what it's called - a jab.
Juggle – A juggle is a series of attacks used to keep your opponent in the air. Juggles are usually improvisational combos.
Jump-Canceling (JC)– Jumping out of certain situations can reduce lag. Here are main uses of jump-Canceling:
- JC’ing a grab– Dash-grabs are often slower than standing grabs. If you jump right before grabbing, you can do a standing grab out of a dash. The only character who shouldn’t be using this is Samus, as her dash-grab is better than her standing grab.
- JC’ing a reflector (Shine) – Fox/Falco can jump-cancel their down-B attacks, which let them utilize these attacks in combos.
- JC’ing a shield – If you are shielding, you can jump out of it to avoid having to put it down. Yoshi cannot do this.
Knockback – Refers to how far an opponent is sent after being struck by an attack.
Lag (Recovery time)– This refers to how long a character takes to regain mobility after any attack. Lag on aerials can be reduced by L-Canceling or Float-Canceling.
L-Canceling - Pressing L, R, or Z right before hitting the ground during an aerial attack will reduce lag to one half its usual value. This is known as L-Canceling and is essential to high-level play, as it turns the air game into a formidable comboing tool. The L in L-Canceling actually stands for Lag, rather than the button L, so L-Canceling is short for Lag-Canceling.
Light-Shielding– If you lightly press L or R or press and hold Z before being able to grab, a larger and lighter shield will be used. Deflecting an attack with a light shield often makes you slide.
Link’s Superjump– In versions 1.0 and 1.1, Link and Young Link can do a massive jump by catching his boomerang after grabbing onto a wall with his hookshot.
Luigi Ladder– Two Luigi’s can repeatedly up-B eachother (with the weak 1% hit) to go up and up as high as possible. This is mainly considered a stalling tactic, which are banned from tournaments.
Metagame– A metagame refers to how well a character is being played. If the character is being played at its maximum known potential, it is called peak metagame.
Meteor Smash– A Meteor Smash is any attack with downward knockback. They differ from spikes because they can be meteor cancelled. Ganondorf’s aerial down-A is a meteor smash.
Meteor-Canceling– If you jump immediately after being struck with a meteor smash, you can cancel its knockback and regain control. This only works if you are in the air when struck.
MMM - An abbreviation for Multi-Man Melee, a stadium mini-game in SSBM. Each mode can also be abbreviated. 10MM = 10-Man Melee, 100MM = 100-Man Melee, EM = Endless Melee, etc.
Moonwalking - This is a trick that allows a character to turn around while keeping his/her forward momentum, essentially allowing one to do dash jumps in reverse. The best moonwalkers are those who have great horizontal aerial movement. Captain Falcon is a good example of this.
Move Decay– When the same attack is used over and over, each successive blow is weaker than the previous one. This is also called the Stale Move Effect. Here is a list of the effects of move decay, made by Mew2King:
- Hits in a row - % of max power
- 1 - 100%
- 2 - 91%
- 3 - 83%
- 4 - 76%
- 5 - 70%
- 6 - 65%
- 7 - 61%
- 8 - 58%
- 9 - 56%
- 10 or more - 55%
NBA– Refers to playing HRC without any use of the bat. It stands for No Bat Allowed, and has generated some fun competition among hardcore HRC players.
NBD – Same as NBA, but it refers to playing without the use of Bat Drop Combos. It stands for No Bat Drops.
NDC– Stands for No Damage Clear. This bonus is only obtainable by completing Classic, Adventure, or All-Star without taking damage and is worth 300,000 points.
NTSC - Stands for National Television Systems Committee. It is the analog television system used in North America, Japan, the Philippines, Northwest South America, and other small parts of the world. NTSC versions of SSBM run at 60 Hz.
PAL - Stands for Phase Alternating Line. It is the analog television system used by just about any place that doesn't use NTSC, mainly Europe. PAL versions of SSBM run at 50 Hz.
Phantom Hit– This occurs when an attack hitbox hits in tangent with the opponent's hitbox. The opponent will take half the usual damage and not flinch. If you are unsure of what a phantom hit is, switch the language to Japanese mode, go to Home-Run Contest with Ganondorf, and without moving, jump and use Warlock Punch. It will be a phantom hit and deal 15% damage.
Pillaring– This is a Falco technique that involves using jump-cancelled shines and shffl'd aerial down-A attacks in rapid succession to wear down an opponent's shield. Pillaring's meaning is also expanding to refer to his Shine combos, which usually move upwards and downwards.
Pills – A more commonly used term for Dr. Mario’s Megavitamins.
Pill Rushing– With Dr. Mario, you can jump towards your opponent while throwing pills. This puts pressure on the opponent while you approach, making it easier for you to get in there to land attacks.
Pivot Canceling– When dash-dancing, there is a single frame inbetween dashes where you are in a neutral stance. You can do standard attacks while dash-dancing by attacking right on this frame. This is more informally called Pivoting.
Power Shielding– If you shield an attack within a window several frames before the attack hits you, there will be a very quick light flash and both you and your opponent will bounce away from each other. You can Power Shield any attack without your shield breaking, and if you Power Shield a projectile, it will be reflected. Level 9 computers are extremely good at Power Shielding projectiles.
Priority– Refers to an attack’s ability to override another attack. Usually stronger attacks have more priority, but attacks with disjointed hitboxes have even more.
Pseudo-spike - Pseudo-spikes have knockback roughly between 0 and 60 degrees downward. They are called pseudo-spikes because they don't have the vertical impact of a spike but usually achieve the same result - an opponent in a position too awkward to recover from. Jigglypuff's down-smash is an example of a pseudo-spike.
Recovery– This refers to a character’s ability to return to the stage after being knocked off. It is most commonly done by using the midair jump followed by up-B, but there are character-specific techniques to enhance recovery.
SBR – The Smash Back Room. It is a group of elite smashers and community members handpicked on Smash World Forums (smashboards.com), a major hub for international SSB discussion and tournament organization. It is comparable to Nsider’s Sage system. The SBR was formerly called the MBR, which stood for Melee Back Room.
Shield-Dashing - Since shields are jump-cancellable, it is possible to wavedash out of a shield. This is called shield-dashing, though people tend to just lump this into waveshielding and refer to both by the same name.
Shieldgrabbing– As you probably know already, you can grab by pressing L/R+A. If you press A while shielding, you can grab, so if you shield an opponent’s attack and he/she ends up right next to you, you can grab him/her immediately.
Shine – A more commonly used term for Fox/Falco’s down-B move.
Shinespike–Fox’s shine has set knockback diagonally downwards. This means that if you hit an opponent with a shine when he/she is off the stage, usually he/she will be unable to recover. This is known as shinespiking.
Short-hop– If you press and release a jump button before your character finishes the jumping animation (usually 4-7 frames), your character will do a smaller jump than usual. This is essential for keeping your character safe while performing aerial attacks.
Short-hop, Fastfall, L-cancelled Aerials (SHFFL’ing)– SHFFL’ing an aerial is short hopping into it, then fastfalling and L-Canceling it. This is usually the most efficient way to use an aerial, as you can do it quickly without lagging. Since you land and L-cancel the lag associated with the aerial, you can easily follow up with more aerials, grabs, dodges, or ground attacks.
Short-hop Laser/Blaster (SHL/SHB) – This is a technique commonly used by Fox/Falco. Since lasers are cancelable by landing, you can short-hop, use laser, and fastfall to quickly shoot a laser and regain control. With Falco this is most commonly used in rapid succession to keep an opponent pinned down while approaching, and with Fox it is usually used to tack on an extra 2-3% damage occasionally. Falco's is sometimes called SHB, standing for Short-hop Blaster, even though his neutral-B attack is actually called Laser, just like Fox's. Fox and Kirby (if he copies Fox or Falco) can also do Short-hop Double Lasers (SHDL) which is doing a SHL with two lasers and no fastfall.
Smashfest - A Smashfest is a casual / social event featuring Super Smash Bros.. It is a time where players, sometimes from many regions, gather together and play Smash.
Soulbreaker Glitch– This is a nifty glitch. With Mewtwo, use forward-B to reflect a red shell 5 times. On the 6th time, the attack will “break,” and if an opponent’s hitbox is overlapping Mewtwo’s when it happens the opponent will become glued to Mewtwo, unable to move.
Soulstunner Glitch– After performing the Soulbreaker, do a down-throw to leave the foe frozen similar to the Ice Climbers freeze glitch. This is called the Soulstunner.
Spamming – Spamming refers to using the same attack over and over.
Spike– A spike is an attack that hits downwards, but unlike meteor smashes, they can’t be meteor cancelled. Falco’s aerial down-A is a spike.
Stadium - Stadium is a group of 1-player modes in SSBM, including Target Test (informally called Break the Targets), Home-Run Contest, and Multi-Man Melee. The term Stadium is often used to refer to any high score competition, including modes like Classic and Training Mode combos. Someone who plays mostly Stadium, rather than vs. mode, is called a Stadium Player.
Super Wavedash– This isn’t your standard wavedash and technically isn’t even one. If you drop a bomb with Samus and hold either left or right, you can press the opposite direction right before Samus lands to go flying in the direction you last pressed. This requires excellent precision, down to a single frame.
Sweetspot – If an attack has multiple hitboxes, the strongest hitbox is called the sweetspot. An example of this is the inside of Roy’s blade.
Sweetspot (alternate meaning) - Sweetspot can refer to the lowest point of a grabbable ledge that can be grabbed. Sweetspotting the ledge is the act of aiming up-B directly into this spot (not higher or lower), usually resulting in a safe recovery.
Tap Reset - A Tap Reset is the use of a jab to force the opponent into a neutral stance. This is useful because it can prevent the opponent from teching / moving, while at the same time setting up for an attack (usually a grab or Smash).
Taunt-Canceling – Pikachu can roll to exit hit taunt before it is finished. He is the only one who can do this.
Teching– If you come into contact with a surface after you are sent flying or are in your tumbling stance, you can press L or R to quickly recover off of the surface. This is what the Twinkle Toes bonus is all about, and it’s what they mean by “absorbing damage.” Here are variations on teching:
- Wall-teching – Simply put, just teching off a wall
- Tech-rolling – If you press left or right while teching off a floor, you can roll away from the area.
- Wall-tech-jumping– Contrary to popular belief, any character can wall-jump. However, the characters that cannot wall-jump the regular way can only do it this way. To wall-tech-jump, press up while wall-teching. This allows you to quickly regain mobility after getting sent flying into a wall and can often catch opponents by surprise.
- Ledgeteching - This is a special application of teching. If you are struck when you are in contact with the edge of a stage, it is possible to tech on the spot to eliminate knockback, even if that attack happened to be extremely powerful. This is a common counter to many edgeguarding techniques, as it allows one to instantly regain control from the edgeguard attempt and attempt another recovery. In order to edgetech L/R must be pressed around .5 seconds before being struck, and if you aren't contacting the edge it won't work.
Tiers– A list ranking all playable characters in order from strongest to weakest in accordance with peak metagames. Since it is based heavily on statistics from tons of tournament matches, it is believed to be extremely accurate. Tier lists are remade by the SBR as peak metagames evolve.
Tilting – This isn’t the same as a tilt-attack. Most forward-tilts and smashes can be aimed upwards or downward by pressing only slightly up or down.
Tipper (alternate meaning) – With any character with a sweetspot at the tip of the hitbox (Marth, Ness’s forward-smash, etc.), a hit with that spot is called a tipper.
Triangle Jump - This is jumping and air-dodging diagonally down a little bit after you leave the ground. This allows you to jump through attacks unharmed, but due to the uses of wavedashing, which is very similar, this is hardly used effectively anymore.
Tournament - This isn't really an SSB term, as tournaments apply to almost everything competitive, but there are many tournament specific terms and names. Here's a list of those:
- Evolution (Evo) - Evo is an international fighting game tournament that hands out large cash prizes and attracts gamers from all over the world. While usually restricted to traditional fighting games, SSBM was added to the Evo roster for the 2007 season.
- Major League Gaming (MLG) - MLG is a huge competitive video game association that sponsors extremely competitive video game tournaments across the nation. In November and December of 2006, Halo 2 matches from MLG aired on USA network. SSBM was in MLG's "Pro Circuit" from 2004 to 2006. It was dropped for the 2007 season but is continued to be supported by MLG indirectly through fan-run tournaments.
- MELEE-FC - MELEE-FC stands for Misunderstood Enthusiasts Living an Extraordinary Existence - For Cash. It is an annual tournament hosted by the Ship of Fools (a midwest SSBM crew) that attracts players from across the country. MELEE-FC Diamond was the largest SSBM tournament to date. MELEE-FC is often abbreviated FC.
- Tournament Go (TG) - TG was a tournament series in California hosted by Matt Deezie. It is considered the precursor to the modern tournament scene, as the tournaments were huge and featured players that would eventually become today's biggest names in the Smash community, such as Ken, Azen, Isai, and Captain Jack.
- Gauntlet - Gauntlet is a major tournament series mainly located in New York City. It is hosted by DA, one of the oldest SSBM crews.
- Dave's Stupid Rule - A rule that states that no stage may be played twice in a tournament set. It's named after Dave (aka IK_Ghost aka Dav3), a member of DA.
- Advanced Slob Picks - This is a certain counterpicking process. When this rule is in effect the loser of the previous match announces the next stage, then the winner of the previous match chooses his/her character, followed by the loser.
- Crew Battle - A Crew Battle is a cooperative SSBM competition usually featuring two crews of at least four players. In a crew battle, one player from each crew does a 1v1 battle, and the player that wins will face the next player in the opposing crew's lineup with the amount of stocks he/she had remaining. To do this, the player that should have less than the initial amount of stocks will suicide a few before starting the match. In Crew Battles, each crew has a specified amount of stocks allocated evenly to the players. When a crew runs out of stocks / players, that crew is defeated. There can also be tournaments using Crew Battles, but those are rare since they are extremely time consuming.
Versions – There were many released versions of SSBM, each with little tweaks. If you have an NTSC copy (if you live in North America, Japan, or a few sections of South America, you most likely have NTSC), there will be small letters on the bottom of your disc. Find the thing that says DOL-GALE-0-0x (x is a number). If x is 0, you have version 1.0, if it is 1, you have 1.1, and if it’s 2, you have 1.2. If you live anywhere not mentioned before, you have the PAL version. The PAL version runs in 50 Hz, unlike the NTSC version which runs in 60 Hz. Here’s a rundown of version differences:
- Version 1.0– All glitches exist, including one that can overwrite MMM scores. If you play one of the clone characters, lower scores can overwrite higher ones, and if you play a clone then a regular character, the score can duplicate itself on other characters. Also, Bowser can Flame Cancel by landing during the ending animation of the Fire Breath. In HRC, the track ends at 4990.0 ft., and if the bag isn’t already on the track when you strike it with the final attack and it goes over 4556.9 ft., it will say No Distance.
- Version 1.1– This is the same as 1.0 but Bowser can’t Flame Cancel and it is easier to DI out of rapid hit attacks such as Pichu’s forward-smash. Also, the HRC track was changed to 4990 m. long, but the bag can’t land anywhere past 11347.2 ft.
- Version 1.2– Version 1.2 is the same as 1.1, but the MMM glitch was fixed and the Superjump Glitch was removed. Also, the announcer now says “A New Record” in MMM, and many glitches were fixed.
- PAL – All changes in 1.2 are present in PAL, but there are many more changes:
- Marth falls over from Fox's shine in PAL.
- Bowser, Kirby, and Yoshi are heavier in PAL.
- Marth, Fox, and Mario are lighter in PAL.
- Falco's aerial down-A now only spikes for the first half of the animation. The rest sends the opponent slightly up.
- Sheik's aerial up-A isn't as strong in PAL. In addition, it has one less frame of hitbox lag.
- Marth's aerial down-A is Meteor smash, not spike in PAL.
- Fox's down and forward-smashes are less powerful in PAL.
- Yoshi's forward-smash is more powerful in PAL.
- Peach's dash attack is less powerful in PAL.
- Luigi's aerial neutral-A is less powerful in PAL.
- Ganon's aerial down-A was weakened, from 22% in NTSC to 21% in PAL.
- Yoshi's aerial down-A was weakened, from 54% in NTSC to 40% in PAL.
- Fox's aerial forward-A has more range on it's hitbox in PAL.
- DI on Sheik's d-throw has been changed so that it can no longer chain in PAL.
- Fox can tech out of Falcos d-throw in PAL.
- Bowser's down-throw now hits Mr. G&W in PAL.
- Link's super jump glitch was removed in PAL.
- Samus's extended grapple beam was removed in PAL.
- The IC glitch was removed in PAL.
- The Japanese language option was dropped in PAL in favor of Italian, French, Spanish and German. Jigglypuff also sings (Up+B) her name in the language Smash is set to.
- Names can now include upper and lower case letters but no Japanese character set.
- In the English language setting, distances are measured in meters.
- Lag and loading times have been reduced in PAL.
- The 'Special Movie' was removed in PAL.
Wall-jumping– A wall-jump is when your character kicks off a wall to jump without using a midair jump. To perform a wall-jump, get against a vertical wall in midair and press away from the wall. Unlike wall-tech-jumping, the only characters that can wall-jump are Mario, Samus, Young Link, Fox, Sheik, Falco, Pichu, and Captain Falcon.
Wall of Pain– This is a tactic with Jigglypuff that takes advantage of her superb aerial game. By weaving in and out with aerials, mainly aerial back-A, Jigglypuff can play keep away while dealing hits.
Wavedashing- To wavedash, jump and immediately air-dodge into the ground at an angle to slide. This has many excellent uses, including mindgames, mobility, and just showing off technical ability. Here are some variations on wavedashing:
- Ledge Wavedashing - This is a variation on the edge-hop. By air-dodging diagonally into the ground as soon as you go above the ledge after the edge-hop, you can essentially wavedash back onto the stage. This is good for quickly regaining mobility.
- Wavesmashing– If you use a smash attack during a wavedash, you can do it while moving. This is useful for quickly approaching an enemy and attacking at the same time, and is most easily done in conjunction with the C-stick.
- Wavedancing – This is just wavedashing back and forth, and is used the same way as dash-dancing. Most players combine wavedancing and dash-dancing into one combined technique, making them less predictable and giving them more options. Wavedancing as a stand-alone technique is rarely used.
- Waveshining– Since Fox/Falco’s reflectors (shines) are jump-cancellable, it is possible to wavedash out of them. With Fox, waveshines can lead to just about any attack he has, including grabs, his deadly up-smash, or more shines! With Falco, waveshining is only really useful against fastfallers who DI after getting hit by Falco’s shine. Waveshining allows Falco to quickly follow up instead of letting the opponent escape.
- Wavelanding – Wavelanding is air-dodging into the ground when you are falling into it. It's basically a wavedash except you start above the ground rather than on the ground. You can also waveland on platforms as you jump through them, and these wavelands are usually very long.
- Waveshielding– Waveshielding refers to shielding after a wavedash to slide towards an opponent with a shield up or to slide through attacks unharmed.
Yo-yo Glitch - This is a glitch done using Ness's yoyo that can be used to attack or grab with near infinite range or to attach certain single-hitbox attacks to Ness's body. A more in-depth look at the Yo-yo Glitch: http://www.smashwiki.com/wiki/YYG
This post has been edited by Nintendude1189: 02 October 2007 - 11:14 PM
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