Advanced Tactics and Terminology
 Air Dodge
Press L or R while in the air to air dodge. Air dodges can be aimed with the control stick, and each character's air dodge range varies. Jigglypuff has one of the most notably good air dodges.
 Barrel Hogging
Similar to edge-hogging in that only one character can occupy the barrel at Kongo Jungle and Kongo Jungle 64 at a time. Get in the barrel so your opponent cannot.
 Catching Airborne Items
To catch an item that is in the air (whether it has been thrown at you or has just appeared and is falling to earth), jump up to it and tap Z as it falls by you. If someone throws an item at you while you are on the ground, press A just as it hits you to catch it.
This is when a character performs a throw, and grabs the opponent again before they have time to recover. Sheik�s down-throw is a perfect example of this, where the opponent bounces back up right into Sheik�s face and is prime to be grabbed again. Once characters reach higher percentages they begin to bounce too far to be chain-grabbed, so it is best to attempt this technique on fresh enemies.
A (somewhat organized) group of people who play smash together. One notable crew is DBR.
 Dash Attack Cancel
If you press Z before your dash attack executes, it is canceled into a dash grab. This is helpful as a fake out with some characters, as their dash attacks make noise that may cause an opponent to react differently.
 Dash Dancing
Dashing, then dashing the other way before the initial dash animation ends (this can be looped as many times as you please). You can also vary the timing. This is a situational technique at best, but can serve well when put to good use.
While running, press the Z button and your character will perform a dashgrab. Dashgrabbing gives your grab more range, but also more lag, so use it wisely.
Normally, the Ice Climbers will perform attacks in unison, but desyncing allows the to to perform different actions at the same time. There are numerous ways to do this, the most basic of which are to spot dodge or roll while holding B or Down B, or the C-stick.
 Directional Influence (DI) (1)
Holding a direction while airborne controls your flightpath. Use this to fall to safety.
 Directional Influence (DI) (2)
Hitting a direction on the control stick when struck by an attack alters your trajectory to be more like the selected direction. A key point in survival at high damage.
 Eddie Spike
Spiking with Ganondorf's Up Air.
Most stages in the game have ledges that can be grabbed on to by a falling character. However, there is only enough room on each ledge for one character, so when your opponent is trying to recover, jump down onto the ledge yourself. This makes it impossible for your opponent to grab the ledge as well, so unless they can make it back onto the stage they have no way to recover.
It should be noted that if you get hit by your opponent's up+B, you will be knocked off the ledge and your opponent will grab it instead. To avoid this, grab onto the ledge at the last possible moment. This gives you a brief period of invincibility, making it impossible for your opponent to knock you off. Alternately, roll from the ledge by tapping the c-stick towards the stage or pressing L or R. This allows for you to be safe, while the game still has the edge hogged for a moment.
 Extended Grapple Beam
With Samus, throw out the grapple beam and push Up-down-up-down in the D-pad. If done correctly, the beam will become extended and posses a homing function. Hold L to home. In this mode, you must press A when it contacts a foe to grab them. The extended grapple remains until you die. Note that the extended grapple obeys the same laws as normal grabbing, so it cannot grab someone out of the air.
While falling (or at the very peak of your jump), tap down on the control stick to make your character fall faster than usual. This is useful for quickly landing again after short-hopping, or for making it to the ground before your opponent has a chance to catch you and juggle you. If you want to be tricky and throw off an opponents timing, you can alter the speed of your fall several times during the drop making it hard for your opponent to connect with aerial attacks.
 Float Canceling
With Peach, attack while floating, then land while performing the attack to remove the regular lag for the attack for the attack and replace it with her landing lag (4 frames). Do not rely on this for all attacks, but it is still a very useful option. If you are floating, you can attack even if you are holding a throwing item.
If you've been killed in a situation you could have done little to nothing about, you've just been gimped. IE, a shine spike kill at 7%.
 Instant Float
With Peach, jump with the X or Y buttons, the tap down on the control stick when at the desired hight to float there.
 Interuptable as soon As (IASA)
Several attacks have a point where they can be canceled prior to when the animation fully ends. This is the concept of IASA. Marth's down tilt is a great example of this, as you can cancel it as he is withdrawing the sword rather than having to wait for the rest of it. This is why you can poke multiple times quickly.
 Jump Cancel (JC)
Jumping to cancel the lag or effect of another action. Jump cancels can be performed to stop dashes, shields (Yoshi cannot do this), etc.
Jump canceling allows for one to perform an Up-smash or Up-B out of a dash or shield immediately, as long as you enter the command before leaving the ground (for up smash and ground-based up-bs).
Jump canceling allows one to perform a standing grab out of a dash as well by hitting jump, then Z (or R/L + A) before the jump leaves the ground.
Fox and Falco can jump cancel their reflectors as well, which can lead into numerous things. (Fox can do this on frame 4, Falco on frame 5).
When you use an aerial attack, and you hit the ground before the attack is finished, you will notice a lot of lag (a good example is Link�s down+A sword-plant move). To cut this lag time in half, press L (or R) right before your character hits the ground. You will notice they are able to move and attack again quicker than if you had not L-Cancelled. Some attacks have such short lag anyway that L-Canceling allows you to attack again almost instantaneously.
 Marth and Roy Reverse Up-B
Hitting Up-b with an angle that is slightly backwards to the direction you are facing will perform this. That much can be done with any character. However, sweetspotting Roy (The first hit only) or Marth's reverse up-b (which is almost automatic, just be standing right next to the foe, as if you'd be sweetspotting Luigi-s Up-b) results in notably high knockback.
 Meteor Smash
Many characters have an attack that sends an opponent at a downward angle at relatively high speed. These Meteor Smashes register as a bonus in the game if one KOs with them. However, Meteor Smashes can be canceled by using a double jump or up-b, so they are not the most reliable killers.
Examples of these include: Mario's Forward Air, Captain Falcon's Down Air, Link's Down Tilt, the third slash of Roy or Marth's forward-b (aimed up for Roy, down for Marth), and many others.
 Mojo Retainer
Anything you do to keep your fighting pace between stock. This can include random shffls and other various techs.
 No John's
A john is an excuse that the losing (or sometimes even winning or observing) party makes about the outcome of a game. IE "I was tired" or "I've been playing bad all day." Remember, no john's, son.
 Rising Pound
With Jigglypuff, hit side b for the Pound attack, then quickly rotate the control stick topwise to do a Rising Pound. This allows Jigglypuff a nearly infinite amount of horizontal recovery. Banned as a stall tactic in tournaments (you can still use it for short times and recovery).
 Rolling, Sidestepping (Also Spot Dodge)
While shielding, you have access to two basic defensive maneuvers: rolling and sidestepping. To sidestep, press down on the control stick and your character will lean back, out of the way of oncoming attacks. This is useful when you expect your opponent to grab (or use any other close-range move that lags), because you can dodge the attack without moving away from the enemy and quickly retaliate before they are able to move again. Rolling is used when you want to escape, and put some distance between yourself and an opponent. Tap left or right while shielding to roll.
 SHFFLC (Also SHFFL, Shuffle)
The combination of Short Hop, Fast Fall, and L-cancel is the fastest way to execute aerial attacks without leaving oneself open. Follow this up with a Jab (a) or another fast attack to punish/prevent shield-grabbing. Fox and Falco, in theory, can never be shield-grabbed out of the air, as they can follow with their reflector afterward, and then repeat.
Shield-grabbing is the term used when you press A while shielding to immediately grab an opponent. This is an extremely effective technique, because whenever you shield a close-range attack your opponent is almost always open to be grabbed.
Shielding comes in two varieties, the heavy shield (used by pressing L or R all the way down) and the light shield (used by holding L or R lightly, or by pressing Z). The differences in the shields are easily recognizable. The hard shield sticks very close to a character�s body and can absorb heavy damage from attacks without being broken. The light shield covers a very large area around a character�s body and degenerates very slowly when held, but is more easily penetrated by enemy attacks.
The only advantage the light shield has in battle is its superior coverage. Whereas the heavy shield is smaller and leaves parts of the body exposed, the light shield very rarely fails to protect every inch of your character. However since its resistance to attack is much smaller, it should only be used occasionally. The heavy shield is the overall safer option.
The affectionate name given to Fox and Falco's reflectors.
 Shine Spike
Fox's shine sends foes at a downward angle when it physically strikes them. Shine Spiking is Spiking a foe with Fox's shine. This can result in ridiculously low percentage kills.
Falco can Shine Spike Yoshi's double jump.
 Short Hop Laser (SHL)
An extremely valuable asset to Falco. Short hop, fire a laser, then fast fall. This cuts the lag time on the end of the laser, and allows for Falco to move during it as well by short hopping one way or the other. This is one of the simplest and most effective approaches in the game, as it effectively pins down the opponent if they or their shield are struck. Thus, this leads into and continues combos well.
Fox can perform this as well, but it is more difficult and less fruitful, as his laser does not stun. He can also do a Short Hop Double Laser (SHDL).
 Short hop, back air, wavedash (SHBAWD)
Mario and Doctor Mario can short hop, perform a back air, then waveland. This is mostly useful for mobility.
 Short Illusion
With Fox or Falco, press the B button right before they zip off for their side b. This will result in a much shorter distance covered. This is useful for sweetspotting ledges.
Each character can perform a short-hop, which is exactly what its name says it is: a gentle hop off the ground, as opposed to a character�s full jump. Short hopping is a useful form of movement, because it allows you to quickly and easily escape from a dangerous position without jumping so high in the air that you set yourself up to be juggled. You can also use short-hopping to execute aerial attacks at ground level, making them more useful than before.
 Space Animals
Fox and Falco.
Some characters, such as Link or Pikachu, have moves that are very easy to spam (use repeatedly and almost exclusively). The downside to spamming attacks is that the more you use a certain move, the less powerful it becomes unless you use other moves as well. Avoid repeating a single move so that you can preserve its power.
A spike is identical to a meteor smash in nearly all respects save for one key factor: It cannot be Meteor Canceled. Marth and Falco's Down Airs both do this (Marth's is a Meteor Smash in the PAL version of the game, however). The term spike is generally used interchangeably despite this difference.
 Super Wavedash
With Samus, drop a bomb, hold left or right, then slam the control stick the opposite direction on the exact frame of touchdown to Super Wavedash that direction. While this is not technically a Wavedash, this is its most common name (others being Bombslide and Boost Ball).
 Sweetspot (1)
Any point or part of an attack that deals more damage and has a greater effect than another (usually larger and longer) part. Some are conditional, while others always hold true.
Examples of sweetspots:
The tip of Marth's sword.
The hilt of Young Link's sword when doing his down air.
All parts of Roy's sword save the tip.
The edge of Mr. Game & Watch's body.
The first frame of the Ice Climbers's Forward Air (Meteors).
 Sweetspot (2)
Landing on a ledge in such a manner that you can't get hit by a foe due to invincibility frames and being out of reach. Must land directly on a ledge.
 Tail Spike
Spiking with Pikachu's Up Air.
 Tier List
The list of characters in order from theoretical best to worst. This is the breakdown of how characters perform when compared to each other. The American Tier List is primarily based on tournament performance, while the Japanese Tier List is based on potential.
 Wavedash (WD)
This is the act of sliding along the ground, which is performed by doing a diagonally downward air dodge into the ground immediately after your character's feet leave the ground for a jump. The distance is dependent on the the tilt of the control stick. Use the X or Y button to jump for this, as it is unnecessarily difficult otherwise. This can serve many purposes, but one usually needs to attend smashfests and tournaments to discover its utility and to use it fully to their advantage.
Similar to a wavedash, but out of the air. Air dodge diagonally into the ground at the last possible moment to waveland. Like wavedashing, the distance in dependent on the tilt of the control stick during the air dodge.
 Wobbles Infinite
The Ice Climbers have the ability to infinitely hit their opponent with no chance of escape. After a grab, alternate Popo jabs and Nana forward or down tilts. If timed perfectly, this can go on as long as you please. Named after Wobbles The Phoenix, an Ice Climber player known most for using it.
Related ThreadsAdvanced Tactics - last post by @ May 2, 2008
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