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Down the Rabbit Hole

Down the Rabbit Hole

“But I don’t want to go among mad people," Alice remarked.
"Oh, you can’t help that," said the Cat: "we’re all mad here. I’m mad. You’re mad."
"How do you know I’m mad?" said Alice.
"You must be," said the Cat, "or you wouldn't have come here.”


"Have I gone mad?"
"I'm afraid so, but let me tell you something, the best people usually are."

― Lewis Carroll, Alice in Wonderland



The year is 20XX. You're stalking elk through the damp canyon forests around the ruins of Rockefeller Center. You'll wear leather clothes that will last you the rest of your life. You'll climb the wrist-thick kudzu vines that wrap the Sears Tower. And when you look down, you'll see tiny figures pounding corn, laying strips of venison on the empty car pool lane of some abandoned superhighway. When you walk back to your spartan campsite, you'll eat a meal of the spoils of your hunter-gatherer lifestyle. Then you'll sit down with your fellowmen and plug your CRT into the bicycle generator that's been run by that one dude who hurt his arm. You'll play smash bros into the wee hours of the night before settling down in your bed of leaves beneath the clear night sky, above which the gods are playing Project M Gold Version.

― that's Fight Club and Hax for ya




Intro

This guide is inspired by Kadano’s Perfect Marth Class guide, as well as everything ever said by Magus (here with links). This is also intended to be a sequel to the Advanced How To Play video guide.

When I first decided I wanted to get good at smash, I did some research. When I saw how many techniques there were too learn, and by extension how many different situations there were to use them in, I kinda ignored it. I couldn't believe it was possible to master such a diverse range of situations. Coz there wasn't like an overarching right answer for all of them. There were several hundred situations and several hundred techniques that the smasher had to pick from.

I didn't realize that that was actually what it meant to be good at smash - being able to master those several hundred situations and know when to use them. Most people can get by with mastering only the couple dozen fundamental situations, but you can add a lot to your game by including these extra techniques (20XX hype!). I hope this can help you grind tech skill with the goal of learning the footsies it takes to master any situation.


At this time, I also want to mention Drastic Improvement. You should read and follow that guide before you do anything else ever.


There's also these three unbelievably insightful youtube series.

Metagain by Kurtis Trainor:
https://www.youtube.com/user/meleemechanics/feed

Melee Mechanics by Kadano:
https://www.youtube.com/user/sauc3melee/feed

PewPewUniversity:
https://www.youtube.com/channel/UCeYF2Hikh9LhQAZhrcXGNUg/feed


Chair of Contents:
1. The Neutral Game
a. Do Nothing
b. Ground Attacks
c. Grab
d. Walking
e. Dashing
f. Wavedashing
g. Projectile Spamming/Camping
h. Jumping
i. Crouching
j. Shielding
-Mechanics of the Shield
-OoS (Out of Shield) Options​
2. Getting Hit
a. Mechanics of a Hit​
-Defensive Options
b. Directional Influence (DI)
c. Teching & Tech Chasing​
3. Platform Game
4. Ledge Game
5. Offstage Game
6. Frame Data
7. Matchups (MU's)
8. Stages
Appendices

Changelog:
12/8/14:
Created Version 1 (spoiler @ bottom) - currently Version 2 - Version 3 will be revised to integrate project M.
1/16/15:
Added intro.
Added section on Neutral including: Do Nothing, Ground Attacks, Grab, Walking, Dashing, Wavedashing, Camping, Jumping, & Shielding.
Added section on Getting Hit including: Mechanics of a hit, Defensive Options, & techchasing.
Added section on Platform Game including: No-Impact Landing, Shield Drop, and Platform Cancel.
Added Section on Ledge Game including: Invincible Ledgedash.
Added Section on Offstage Game including: Edgeguarding, Recovery, and Air-teching.
1/26/15:
Added powershielding under OoS discussion
Added a section on MU's, with a note about match analyses, a section on Marth's platform techchasing, and a section on Fox's ledgejump intangibility.
Elaborated on Neutral, SHFFL, Float Cancel, & Auto-cancel.
Added Mechanics of a Shield and OoS to the Shield Section.
Added section on frame data.
1/27/15:
Elaborated on Jab Resets, SDI, & Neutral Game.
Elaborated on the Shield section.
Added Forbidden DI to the section on Getting Hit.
Added several matchup tips.
1/28/15:
Elaborated on Neutral, Edge Cancel, SDI, & Crouch Cancel.
Added Fast Falling to the Edge to the section on Getting Hit and the section on Edge Game.
Added several matchup tips.
Made a correction to the getup attacks section.
Updated frame data to include endlag in addition to IASA/duration, and color-coded the most useful info.
Added a section on 20XX.
Added a link for the section on Shield Damage.
Added a video example of SDI'ing out of a jab reset.
Added info about aerial special attacks in the Jump section.
2/20/15
Elaborated on run canceling.
3/2/15
Elaborated on Neutral, Wavedashing, Jumping, Forbidden DI, and MU's.
Added a section on phantom hits.
Added a section on port priority to the MU section.
Added a section on stages.
Added smash/tilt turns to the pivot section.
Added LPS'ing to PS'ing in the shield section.
3/5/15
Added air dodging and free fall.
3/11/15
Added CC grab.
3/16/15
Added shield pressure.

To Do List:
*SHIELD PUSHBACK!
*Find a place for this: http://smashboards.com/threads/detailed-throws-techs-and-getups-frame-data.206469/
*Watch all of these and integrate them.
*Ahh! Thanks pewpewu! https://www.youtube.com/playlist?list=PL0vnsPOq4FD37x4d_yhRfS9yrziqCWGQ4
-(2) Hitsun, etc!
-(3) More platform stuff?!
-(4) Ledge game!
-(5) Offstage game!
-(7) Matchups!
-Index
-Finish Version 2
-Transition to Version 3 (adding PM-relevant stuff)


1. The Neutral Game

The neutral game is how the game starts. Both players are grounded, and thus have all of their grounded options available to them. Neutral game is over when 1 player has a definitive advantage over the other. If your opponent uses a move and you don't, you have the advantage (unless they hit you) because they have no options until their move is done, while you can still react with any of yours.

During Neutral, each player is trying to bait the opponent into doing something unsafe. Each is trying to position themselves to punish that mistake. They do this by weaving in and out of each other's ranges, and are successful at it by having a good knowledge of character's animations.

Critical points are times in neutral when an interaction between the players would result in a potential stock being taken. You can do very well in this game if you can master avoiding your opponent's critical points and maximizing the occurrence of your own, as long as you can take advantage of your critical points. An important option outside of neutral is returning to neutral to avoid an opponent's critical point.

Spacing: Some ppl define it as 'hitting with the absolute tip of your attacks'. The definition I'll go with is 'acting in accordance with your knowledge of both you and your opponent's zones of control'. 'Spaced attacks' refers to throwing out attacks outside of your opponents zone, i.e. safe attacks which your opponent cannot safely punish. This can be an attempt to bait out an unsafe punish.
Zoning is when you matchup strategy takes into account both you and your opponent's zones of control. Just b/c characters have moves that can cover an area does not mean that they can safely cover that area. Zoning depends on attack speed and endlag, hitbox placement, movement attributes and most importantly the opponent's respective attributes.

Mixups: Although there are a lot of options that are ideal framewise, melee is a game where almost nothing is inescapable. Examples of inescapable states of smash are when you're getting wobbled or waveshined, or in Brawl when you get hit by MK's Mach Tornado (although over time, things are discovered to deal with these, like Power Shield Canceling against Mach Tornado). Most of the time, there are distinct punishes that are common knowledge to top level players (ex, teching in place is the least punishable tech option, but it is still punishable; it's just supa hard...).
This is why mixups are an important part of this game, and are in my opinion one of the hardest things about the game. One of the hardest skills in this game is picking up on ppl's habits. Mixups are an attempt to appear habitless. They are also a valuable way of controlling and predicting your opponent's actions. One of the most exaggerated examples of mixups I have ever seen is KirbyKaze vs Nintendude at Apex 2015. KK goes to extreme lengths to completely ignore Nana for game 1. Not only does this psych out Nintendude, but allows KK to add in going after nana as a mixup that nintendude was not ready for during the last stock of that first game. Of course, nintendude probly should've picked up on that fact, and known that KK might be fishing for the fulfillment of his mixup.
Other examples of mixups include recovery mixups. Take Fox for example; when he chooses to UpB, he can go to the ledge or recover high. There is a complex game of mixups b/w the edgeguarder and the edgeguard breaker in this scenario. The edgeguarder can ramen noodle the edge, cover the edge with an attack, or try to cover all the angles above the edge that the fox could use. However, he could also prepare to cover the ledge to convince the fox not to go there, but actually cover recovering high. And over the course of the set, each player will try their best to be inpredictable, or to try to trick their opponent into believing they've finally figured out their habits before turning the tables on them with a mixup.

Mindgames can affect gameplay, but are not necessary. Solid, safe gameplay (i.e. the manipulation of advantage) is always preferable to mindgames that depend on your opponent's ability to deal with them.

a. Do Nothing

This is one of your most important options. One the most important skills in smash is patience. You must combine your knowledge of you and your opponents options, as well as your evaluation of their safety and utility, with your patience. Of course, don't just sit there and get hit, but what you gotta do is freak your opponent into being hasty.

b. Ground Attacks

Hitting attack initiates a jab, and hitting it again continues the jabbing sequence. Hitting attack while dashing performs a dash attack. Hitting attack while walking or while tilting the control stick performs a tilt attack (Utilt, Dtilt, Ftilt). Hitting attack and a direction at the same time (or hitting the c-stick in a direction) performs a smash attack (Usmash, Dsmash, Fsmash). Holding attack allows you to charge it (for the c-stick, you have to hold z to charge).
Note: Some Ftilts and Fsmashes can be tilted up or down.

Phantom Hits: A somewhat mysterious phenomena that happens when you're attack so barely hits that it doesn't fully connect. Phantom hits do zero knockback and half the normal damage. The attacker is exempt from hitlag on a phantom hit, but the defender does experience hitlag (but no hit stun, since there is no knockback). If the hitbox is a lingering one, it is possible to get a solid hit in after the phantom hitlag if your opponent is moving towards you. Phantom hits cannot be ASDI'd.

c. Grab

Z or Shield + A initiates a grab. You can do a dash grab while dashing, but on the whole, dash grabs are laggier than standing grabs.

You can jump cancel a dash into a standing grab, which is generally the best way to do a moving grab. You could also wavedash -> standing grab, but wavedashing has 10 frames of lag).

A pivot grab is simply grabbing on the pivot frame. It is necessary to continue Marth's chain grab on Fox past 18% without getting shined.

Sheik and Fox have noticeable boost grabs (also called Dash Attack Canceled Grabs). By inputting a grab right after initiating a dash attack, you can retain the momentum boost of Sheik and Fox's initial dashes while performing a dash grab (Sheik and Fox are pretty much the only characters whose initial dashes give a boost right at the beginning and transfer it to the boost grab; you can input boost grab with other characters, but it will look exactly like a dash grab).

Some Uthrows are influenced by weight (similarly to how being above 100% slows down your ledge getup options - your character is tired). Thus, throwing a heavier character increases the end lag of a throw, but doesn't delay the hitstun. Thus, Marth may find it hard to safely follow up after Uthrowing Samus, because samus's frame disadvantage is reduced by the amount that her weight increases the throw's endlag.

You can mash out of a grab (easier at lower %s, harder if your opponent pummels). Don't forget to mixup your pummels! Check out this video about knowing where you'll end up after mashing out.

d. Walking

By tilting the control stick left or right, you can walk (at varying speeds depending on the degree of the tilting). Different characters have different relative speeds. You retain all ground options while walking, so characters like Marth with a really fast walk have a significant movement option.

e. Dashing

By jamming the control stick left or right, you enter your initial dash animation. If you hold that direction, you will eventually transition into your running animation. The initial dash can be quickly turned around (in 1 frame), while the running dash has a very laggy turnaround (you should jump out of the running turnaround animation). You can cancel an initial dash or a run with a shield, and you can cancel the run animation with a crouch (but you can't crouch during the initial dash). The only special you can use during the initial dash is sideB, but you can use any special out of a run.

There are actually two kinds of pivots. A smash pivot turns you around frame 1, but a tilt turn takes 5 frames before turning you around (see here, and it's source here).

Dash dancing: By utilizing the speed of the initial dash's turnaround, you can dash back and forth. This is an excellent fake out maneuver. You can weave in and out of your opponent's range, making it difficult for them to judge when it is neutral and when somebody is in danger. They may feel pressured to do something about it, and you can easily change your direction to avoid their response and then turn around and punish them. Marth, Fox, and Falcon all have really fast and far-moving initial dash animations, which gives them very good dash dances.

Pivots: An interesting thing about the 1 frame initial dash turnaround is that you can do any grounded move during that 1 frame. This is most commonly used to Fsmash with Marth out of his dash dance. But if you're really good at pivoting, you can pivot tilts. I feel that this will explode someday before 20XX, and people will get really surprised if you Utilt them out of your dash dance.

Small-Step Fsmash: You can do an Fsmash a few pixels further in front of you by canceling your initial dash within 3 frames with an Fsmash. You can also do this within 3 frames after entering the running animation.

Tree-grabbing: You can grab out of a run by crouching out of your run, dashing again, then pivot grabbing.

Stickywalking: Your dashing and running speed can be subtly adjusted by moving the control stick a little bit back from its max position.

Moonwalking: You can completely reverse your dashing direction by continuing the sticky walk all the way to the opposite direction. You just have to make sure not to cross through the neutral position. Do this by moving your thumb in an oval position (you don't want to move it down coz then you'll crouch out of your dash). Moonwalking looks really weird and can mindgame your opponent. Only some characters can easily moonwalk; most (like Marth) have to initiate it by walking first.

Run-canceling (Teeter Canceling): You can run into an edge without runnin off the edge by letting go of the control stick before getting there. This can allow Sheik to pseudo-extend her dashdance on platforms by run-canceling back and forth on it.
You can also run cancel anywhere by crouching.

Shield Pivots: pivoting into a shield gives you as much time after shielding as you want to initiate the grab, making the frame precision less demanding.

f. Wavedashing

After jumpsquat (see "Jumping"), you can cancel the jump with an air dodge. By air dodging diagonally into the ground, you can slide across the stage. There are 10 frames of landing lag from air dodging into the ground, but after that you can perform any grounded move while sliding. Wavedashing is a very useful tool for micromanaging your spacing, and for faking your opponent out and/or avoiding their approaches. Wavedash length depends on character traction and your control stick angle (thus Luigi, ICs, and M2 have the longest wavedashes). The maximum length wavedash is performed by angling your control stick as close to horizontal as possible (this is why you see top players like mango often doing weird horizontal air dodges - they're going for perfect wavedashes). Wavedash speed (i.e. how long it takes to execute the wavedash) depends on the length of the character's jump squat timing.

Wavedashing also refers to wavelanding, which is doing a diagonal airdodge into the ground from the air. This can be a good movement option or can be used after some SHFF's for extra mobility. But mostly wavelanding is used for landing on platforms.

Triangle dashing is when you let yourself off the ground before air dodging, granting some invincibility.

g. Projectile Spamming/Camping

Some characters have projectiles, and some don't. You can pressure an opponent without projectiles to approach by throwing stuff at them.

You can also stall. Stalling for the sake of stalling is frowned upon. However, if you have the lead, and time is running out, you have no incentive to approach. Just run away and take the win.

Stalling can also be used to wait for the perfect moment to strike. M2K is infamous for this, and a lot of people think he's stalling, but he's actually planning and biding his time.

Characters like Falcon can platform camp effectively by wavelanding on and off of platforms while covering their opponent's approaches. Jigglypuff's aerial supremacy allows her to stall offstage, and her aerial mobility allows her to evade chases. Some characters (notably Sheik and spacies) can stall on the ledge by regrabbing it with special moves to refresh invincibility.

h. Jumping

All characters have a grounded jump and an aerial double jump. Some characters (Puff) have extra aerial jumps (though each successive one gives less vertical height for her). UpB's that can be used for recovery are referred to as third jumps. When a grounded jump is initiated, they enter a jump-squat animation (which has a different length depending on character - it's usually 4 frames) during which they are still grounded. During jumpsquat of a tap-jump (tap as in jumping with the control stick), attack can be used to cancel the jump into a Usmash, and special can be used to cancel the jump into an UpB. A character's grounded jump can be shortened into a short hop by releasing the jump button during jump-squat. A backwards jump (most characters do a back flip) can be inputted by tilting the control stick back during jumpsquat.

Drift (air speed or aerial mobility): While in the air, different characters have a different air speed. Jigglypuff is infamous for having a significantly higher aerial mobility than anyone else. A lot of people erroneously call this DI (but it is entirely unrelated to DI), as in "let go of the ledge, jump, then DI over the stage to do a Dair from the ledge without killing yourself".

Air dodge: You can airdodge by fullpressing a trigger, and can air dodge in a direction by combining the fullpress with an analog stick direction input. After air dodging, you go into freefall.

Freefall: This is a limited character state that happens after any air dodge, most third jumps, and some other special moves. You can still input a fast fall, and you can also grab ledge. Once you land, you will experience a landing animation that goes at different speeds depending on the move that caused the freefall (air dodging always induces 10 frames of landing lag). Special moves with KO potential typically have longer landing lag.

Fast Fall: After the apex of a jump, by pressing down on the control stick you can initiate a fast-fall, which doubles your falling speed.

Aerials: While airborne, pressing attack (a or z) and a direction (or moving the c-stick in a direction) will initiate an aerial (Fair, Bair, Uair, Dair, or Nair). Neutral airs are often a special lingering/decaying hitbox called a sex kick (by the way, Doc's sex kick gets stronger rather than decaying). Characters with grapples can use Z to do a Zair or a wall grapple. Landing while performing an aerial results in landing lag (watch Link Dairing into the ground). An L-cancel can be used to halve the landing lag by pressing a trigger within 7 frames before hitting the ground.
Note: Marth and Roy have unique Bairs in that they turn them around after completion. This allows them to full hop Bair off the ledge -> ledgegrab. If you're fast enough, Marth can even do this out of a SH.

Medium [sic] Hop: If you watch mango practicing drill shines in b/w stocks, his shffls actually look faster than normal, and that's coz they are. Normally, each character's SH time is constant. However, you can make the game calculate gravity for 1 extra frame. The game doesn't calculate gravity on a jump until the 2nd airborne frame. The game always calculates gravity for every frame of an aerial. Thus, if you are frame perfect with your aerial, your SHFFL will be a little faster. If you do this for a full jump, it's essentially a medium hop. This can affect the timing window for doing multiple actions in a short hop (ex, Marth's SH Double Fair/SH Bair -> ledgegrab/waveland is easier if you do it on the 2nd airborne frame rather than the 1st.

Aerial options are on-the-whole inferior to grounded options, which gives a grounded player an advantage over an airborne one (see "Opponent Above You" and other types of advantage). However, there are several techniques that allow the fast execution of aerials, somewhat minimizing their inferiority to grounded moves.

SHFFL (Short Hop Fast Fall L-cancel): All characters can perform quick aerials and integrate them into their ground game by short hopping an aerial, fast falling it, and L-canceling it.
L-canceling is, in my opinion, one of the best things to be good at in smash, coz it demonstrates a fundamental mastery of the game. Many beginners can L-cancel their empty SHFFL's, but only pros can still L-cancel after the timing is changed by using falling aerials, landing on platforms, hitting somebody (and getting hitlag), or hitting a shield (and getting shieldlag).

DJC (Double Jump Cancel): Peach, Yoshi, M2, and Ness have unique double jumps that dip down before rising up higher than most double jumps. Performing an aerial during their double jumps cancels their upwards momentum. Thus, instantly double jumping out of your ground jump and canceling the upwards momentum with an aerial (making sure to L-cancel it) allows these characters to use aerials faster than their SHFFLs. DJC can also be used to combo in interesting ways by halting momentum. Note that these characters have inferior ledge options because their ledge hop is lagged down by the dip.

Float Cancel: Peach has the ability to float (either from the air, or from the ground - a ground float is useful here), and an aerial performed out of a float will induce no aerial landing lag (just the normal 4 frames empty-land lag).

Auto Cancel: Some moves have landing lag that can be skipped if you land during certain frames of the startup and ending lag. Instead of the aerial's land lag, you just get normal empty-land lag. I don't know much about brawl, but I know this was very important for their meta coz they didn't have L-canceling.

Ledge/Edge Cancel (see also):
As far as I can tell, there are 2 types of ledge canceling - teeter canceling, and slide-off canceling. They may both be due to teeter canceling, but I'm not sure about that.
The teeter animation is really interesting b/c it has immediate IASA. Ledge canceling with the teeter animation involves overriding a landing lag animation with the teeter animation. This is done by sliding into or onto an edge of the stage or a platform after landing. All aerials can have their land lag edge canceled, while only some special moves can be edge canceled (Sheik's UpB is normally extremely punishable unless edgecanceled; Falcon's UpB is nice when edge canceled; Spacie SideB's can be edgecanceled - I think on level platforms you have to drop thru just before doing them; Marth's UpB can be edge canceled, but I do know that there are no angles that you can UpB from to edgecancel it if you started out grabbing the ledge; low tiers don't really matter, but I've done it with Zelda & M2's UpB's).
Edge canceling can also happen when you slide off an edge after landing, leaving you in freefall. I am not sure if this is b/c you effectively pass thru the teeter animation or if it is a different mechanic of canceling landing lag by no longer being grounded. This can be used to grab the ledge right after performing an aerial (see also Fast Falling to the Ledge).
An interesting application of edge canceling is that you can edge cancel your tumble animation. This is performed similarly to edge canceling moves, except you are limited to DI movement options rather than your usual aerial mobility options. You can DI in a way that maximizes horizontal movement, but make sure not to overshoot the edge if you want to edge cancel. By the way, if you tech, you will remain grounded and cannot slide off the edge to edge cancel.
Here is a sort-of answer to my question about how the teeter affects the ledge cancel.

Platform Cancel: The mystical (and forbidden) fastest way to do aerials. See "Platform Game" for an explanation.

See here for info on landing lag.

When your opponent is above you is a really good time to use your do-nothing option. The pressure is all on them, b/c there are very few ways to get back down without punishable lag (or a good fake out). If they attack you, most characters are equipped with powerful anti-air attacks that you should be able to use to beat out their attempts. You can also easily dash dance to dodge and punish. The decision to jump into the air in chase is very nuanced, and I haven't mastered when to do that myself. I have found several threads where conversations between Kadano, Magus, Scar, and KirbyKaze (and others) have gone into great depth about what is guaranteed and when you can safely jump in pursuit (ex, Falcon's Dthrow to Knee, etc). Wavelanding can be used to better integrate your aerial and ground games.

When you're the one in the air, there aren't really any safe options. You can try to fake 'em out, getting them to commit to an option that leaves a safe escape for you. Or you can do read their punish and try to air dodge around it. Also, don't forget to UpB into them when they mess up their spacing.

Special moves are extremely varied, but there are some traits that many of them share.
B-Reversal: Many neutral specials can be done in the opposite direction from where you were facing during your flight before hitting B.
Some specials have a built in turn around (Marth/Falcon's UpB's).
Some specials halt or slow vertical or horizontal momentum (Shine slows significantly, Transform & Rest slow moderately, Marth's SideB boost once then slows descent).
Some (namely Marth's SideB) give a once-per-flight recovery boost. Note that you should not use use Marth's first SideB until after your knockback is finished, since it maintains horizontal movement. Thus, you should side B once you have achieved your maximum horizontal movement speed towards the stage. Note also that landing during weird states (like while using Counter) will not refresh your SideB boost. You most do a normal landing to refresh it.
Many UpB specials induce a significant landing lag afterwards; some of these can be ledge canceled (Marth/Falcon/Sheik; also Spacie DownB's).
Some NeutralB's actually cancel lag by landing (lasers, needles, Bowser's firebreath, Samus's smashed bullets); Spacie UpB's also cancel when they hit the ground.
Some specials can be tilted (Rising Pound; the angle of Marth/Roy's UpB's can be changed, Roy's more than Marth's), shortened (Spacie SideB's by pressing B again at different times, Peach's Umbrella can be stopped and started).
There are at least 2 special moves (Falcon/Fox UpB) which can be canceled early on Battlefield, resulting in a "cure" for getting Battlefielded (see here, here, and here).

i. Crouching

While in neutral position, holding down will initiate a crouch. Many characters have smaller hurtboxes while crouching; some (like Puff & Kirby) can completely avoid moves with hitboxes that don't cover the floor (the puffballs can crouch under a lot of grabs, and even Gdorf's DownB).
Crouching gives you access to Dtilt, Dsmash, and crouch canceling.
True "Crouch" Canceling simply means that you receive reduced damage and knockback when hit, but can also give you the ability to retaliate with any ground attack under certain circumstances if hit while at a low percent (see Crouch Canceling under "Getting Hit"). Try this out for an idea of how CC'ing can affect knockback and hitstun. I didn't fiddle very much with it, but the default sample halved hitstun and reduced knockback by about 1/4.
CC Grab: While crouching, inputting a grab will result in a Dtilt. All you have to do is JC grab.

j. Shielding

Shielding is the inherent counter to attacks. However, a shielding character suffers from shieldstun, often giving the offender a frame advantage if spaced well (you can delay your aerials on shield so that they are in shieldstun when you land and would be vulnerable to their retaliation). Your shield also shrinks the longer it is held and the more it is hit. In addition, when you shield, you are restricted to your Out of Shield (OoS) options. Therefore, a grounded player has an advantage over a shielding one.

-Mechanics of the shield:

Shield Pushback:

Shield Damage: Different moves deplete your opponent's shield at different rates. Marth's NeutralB is called Shield Breaker for a reason. Also, Peach can sometimes pull a Mr. Saturn, which does massive shield damage. Puff's Pound is another one that does a lot of shield damage. All other variation is only insignificantly more than default shield damage except these low tiers: Roy's fully charged NeutralB (unlike Marth's, Roy's deals normal shield damage unless FULLY charged), Kirby if he copies Marth/Roy's abilities, DK's SideB (nowhere near Pound's), and GW getting a #3.

Lightshield: Not fully clicking down the trigger (or grabbing with Z and holding it down after the grab, which maximizes your light shield) will initiate a larger and longer lasting shield that also receives a much greater shield pushback than a full shield.

Shieldstun: When a move hits a shield, the shielding character receives stun that prevents OoS options. Hitlag does occur for both characters. A knowledge of frame advantage on shield of various moves is an integral part of top-level footsies.
One tip for, say, Spacie shield pressure is to hit the shield with late aerials so that the shieldstun is as fresh as possible during the time that you grounded and would otherwise be vulnerable to OoS options.

Shield poke: The shield does not necessarily completely cover your hurtbox, especially after it is shrunk from hits or from being held. Shield pressure can reduce it to the point that an attack lands on your hurtbox. Shield tilting can counter this.
I'm not sure if this really applies, but when an attack lands, the hitbox's duration is extended a certain amount, and this may influence shield pokes. I will do more research on whether a hitbox can be used to shieldpoke after it has already struck a shield.

Power Shield:
MD/VA has a strong pool of players that are really good at power shielding (I'm refering to the VGZ crew that attends S@X). One of them goes to my school (lloD). He says he got good at power shielding coz of dance dance revolution and guitar hero and stuff like that. Coz the falco has to SH his lasers at a certain tempo - that's the beat for guitar hero. Then all you have to do is hit the shield button once the laser animation reaches the right spot, just like in guitar hero.
Also, powershielding a hit is something Mango says is very important. Mango even goes so far to say that it is what separates Armada and him from all other smashers. It allows you to avoid situations where you would be limited to OoS options, as well as providing frame advantage, or at least less frame disadvantage. In his match analysis of his set vs Armada @ Evo, Mango is so proud of a point right near the end where Armada power shields his Nair, then he power shields Armada's FC'd Bair, after which Armada reads Mango's jump and gets a moderate punish. They reset to neutral and dance around each other until Armada again power shields a nair and then throws out a Dsmash, which clanks with Mango's Usmash. Then Mango does a scrubby UpB which leads into a winning edgeguard.
There is also a new technique discovered called Light Power Shielding, which expands the capabilities of PS'ing. For example, there are some situations in which Falco's lasers would travel too quickly for the game to register that they were in your power shield window. Another example is that Marth's hurtbox can stay outside of his normal power shield sphere if he power shields out of his crouch, but LPS'ing can cover that b/c it is so big.

I have disparate info about shield duration.
-ssbwiki: Max Shield Health is 60 hp. While held, a normal shield depletes at 8.4 hp/sec. While not held, it regenerates at 4.2 hp/sec (half as fast as the depletion). So a nearly depleted shield will take ~15 seconds (900 frames) to completely restore.
-m2k: Normal shields last 216 frames (3.6 secs), while light shields last 1820 frames (30.3333 secs).
Kadano has posted about Marth's Shield Breaker here. I found the Magus post he was referring to, but I wasn't comfortable posting the link coz it's on what looks like a backup smashboards website, but I'm not sure if it's a safe site or not. You can google 'smashboards magus max shield health' and find it yourself.

Shield Break: When your shield breaks, you get stuck for a long time, and your opponent can do whatever they want (charge a smash, etc). The stun time is less if you're at higher percents. Puff is unique in that she will always die when her shield breaks (unless she hits a ceiling).

-OoS (Out of Shield) options:

Letting go of shield: This is generally not a good idea b/c it's so laggy.
Puff/Peach/Zelda take 14 frames.
Fox/Falco/Sheik/IC/Doc/Pika/Luigi/Mario/DK/Kink/Ness/Pichu/Kirby take 15 frames.
Marth/Falcon/Samus/Gdorf/Roy/M2/GW/Bowser take 16 frames.
Yoshi takes 17 frames.
Note: Some call this shield dropping, but I prefer to reserve that term for dropping thru a platform while shielding.

Spot Dodge (Sidestep): See the frame data section at the bottom for vulnerable/invincible frames.

Rolling: Rolling is not the best option b/c is has so much lag at the end, and is easy to react to. Note that some characters have faster or slower rolls, or have more or less lag on rolling forward or backward. See the frame data section at the bottom for more info.

Shield Grab: You can input a grab while in shield. A smart opponent will space themselves out of range of a shield grab, or just cross you up. However, approaching with a shield, as a mixup, can be a way to snare a safe shield grab.

Jumping OoS:
The ability to jump OoS allows the following actions OoS:
1. Aerials: Some characters have effective OoS SHFFLs. Sheik's Nair OoS is OP, as is Peach's. Spacie aerials are all really strong, as are Puffs. Marth's only good OoS aerial is his Dair. Falcon's only decent one is his Nair (tho Stomp is a'ight).
2. Wavedash: Other than jumpsquat and the 10 frame landlag, this is a good option b/c it grants you mobility and grounded options from your neutral stance.
3. Upsmash/UpB: Jumping OoS with tap jump allows an Usmash or grounded UpB during jumpsquat. A lot of top tier characters have really good Usmashes (Spacies, Sheik), or at least decent ones. Pika also has a really good Usmash. Marth's UpB sweetspot is at the beginning, so that's really good OoS. Mario's UpB can be canceled, so that's great OoS. Bowser's UpB OoS is like the best in the game, but that is literally the only thing about him that isn't utter trash.
4. Rest/Shine OoS: You can cancel the jump after jumpsquat with momentum-canceling special moves. Since both rest and shine are frame 1, these make extremely powerful OoS options.

Shield Drop: This is a powerful OoS option that is discussed in the Platform Game section.

Shield SDI (SSDI, or simply Shield DI): There is a shield mechanic similar to SDI that you can use when hit while shielding, but you can only go left or right. I am only assuming that it applies during hitlag on shield, but I do know that there is something similar to ASDI in that holding left or right moves you a smaller distance during hitstun. You can only SSDI left or right, and you cannot double stick SSDI - slamming the control stick @ 45 degrees gives you less horizontal movement, but doesn't count as being different from a perfectly horizontal SSDI input. You also cannot ASSDI with the C-stick.

See here for frame data on OoS options.

Shield Pressure
Some characters have the tools necessary to pressure a shielded opponent and force them to use an unsafe OoS option or risk getting their shield broken.
Species can do this by alternating late aerials (Dair/Nair/Bair) with shines. By using late aerials, the shield stun prevents the opponent from breaking out with OoS options. This can be continued until the shield breaks or the character is pushed off the stage.
Other characters (Sheik/Marth/etc) can apply pseudo shield pressure, but they don't have frame advantage so much as less frame disadvantage than most characters.
See here for info on space shield pressure.

2. Getting Hit

Inevitably, one player is going to take advantage of a critical point in neutral, you the other will get hit. The attacker must wait for the end lag (or landing lag) of the move used to hit you, but after that they get back all their normal options. When you get hit, you have some control over your character, but it is very different from any other situation in smash.

a. Mechanics of a Hit

Damage: Each move has a standard amount of damage (in percent) dealt. Damage increases knockback. Also, characters at higher percents take longer to mash out of grabs/etc. Ledge getups take longer when you're above 100%. Hoop damage (1% per second spent outside the camera) stops above 150%.

Stale Move Negation is the decay of damage dealt with repeated use of a move. It depends on how often and how recently a move has been used (the game cues the last 9 moves used).

According to Magus, sometimes a difference of 1% can change whether or not you can follow up a move because stun increases as an integer, but its increase rate is multiplied out over a spread of percents, resulting in you skipping between stun integers over wider rangers of percents.

Knockback:
Base Knockback:
Knockback Growth:

Hitstun:
http://smashboards.com/threads/kadano’s-perfect-marth-class—advanced-frame-data-application.337035/page-9

Tumble:

Flinching:

Hitboxes & Hurtboxes:

Priority:

Pushback:

Note: When you are hit, you will almost always be turned to face the direction from which you got hit (except Peach's Dsmash; there may be more).


Defensive Options:
There are two main actions someone in hitstun can take: teching and DI.

b. Directional Influence (DI):

Normal DI: While in hitstun, you can influence your direction by holding the control stick in a direction non-parallel to your trajectory. Holding perpendicular yields the greatest change in DI. Normal DI can be used either to escape combos or to survive.

Combo DI: When you get hit, you can sometimes avoid your opponent's followups with combo DI, which is almost always DOWN AND AWAY. Knowing when to DI and in which direction is a component of matchups, discussed later.

Survival DI: When your opponent hits you off the stage, you can use DI to live longer. If you are hit horizontally in such a way that you would cross the left/right blast zone, you can DI up and possibly use up all the hitstun before leaving the blastzone (if hit up, you can DI towards the nearest corner for the same reason). Even if the attack would not kill you, DI'ing up and towards the stage when sent just a little way off the stage makes it easier to recover and gives you more options to counter your opponent's recovery-breaking.

For both combo and survival DI, sometimes instead of anticipating a combo followup or your looming recovery, you can DI towards a platform and try to tech on it.

(Normal DI, ASDI, and SDI are completely different game mechanics)

Automatic Smash DI (ASDI): On the first frame of hitstun, if you are holding the control stick in a direction, you will move a little bit in that direction. The c-stick outprioritizes the control stick, so you can ASDI and use survival/combo DI at the same time.

Smash DI (SDI): At any point during hitlag, you can move your character a little more than ASDI by smashing the control stick or the c-stick in a direction. You can do this multiple times if you're fast enough, as long as each successive input is not in a direction in the same quarter of the control stick as the last one. The most efficient SDI is when you combine "Double Stick" SDI with "Quarter Circle" SDI. Double Stick DI is when you SDI with both the control stick and the c-stick (for SDI there's no outprioritizing). Quarter Circle SDI is when you move the stick between 2 corners of the stick's range to maximize the frequency of inputs.
SDI is commonly used to escape multi-hitting moves. The most famous one is Fox's Uair. If you SDI hard enuff on the weak first hit, you can avoid the strong 2nd hit. For Uthrow->Uair, you can combo DI the Uthrow behind Fox so he has to run backwards then jump. You can then SDI back towards him and take advantage of his momentum. The first hit of Fox's Uair has 4 frames of hitlag for you to SDI in, with ASDI possible on the first frame of hitstun.
Other moves to SDI out of are Marth's (4 frames hitlag) and Falcon's (5 frames hitlag) Nairs and multi-hitting Dairs like Fox's (4 frames hitlag per hit), Falco's (? frames hitlag - to avoid the shine), Peach's (? frames hitlag), and Puff's (3 frames hitlag per hit).
SDI is an important part of high level play. Many times matches would be over so much faster if a player had not SDI'd away from a drill before the shine, escaping the spacie combo.
See also: Shield DI under OoS.

Strongbad's post on Vectoring was enlightening to me b/c it put into perspective the uniqueness of DI in melee as opposed to other fighting games.
A tech cannot be inputted for 40 frames after a full press of a trigger. If you L-cancel with a light press, you can avoid situations where you might be unable to tech.
"Amsah Tech": The Amsah tech is when you are grounded and are hit by an upwards sending attack and you ASDI down in order to tech. This only works at mid-low %'s. A major example is when you flub a rest with Puff, you can tech a Falcon punch at lower percents. Note that this only works for attacks with an upwards trajectory - you cannot tech if the attack doesn't send you up off the ground.
Named after the European Sheik player, it's when you ASDI down from an upwards-hitting attack to tech on the ground. You can also tech if you get knocked over when crouch canceling. And in PM you can tech tripping on bananas.

Forbidden DI: You cannot SDI up while grounded and hit with an attack that does not send you up. This has to do with the nature of your ECB - you cannot transition from being grounded to being airborne solely based on SDI. In a similar way, you cannot SDI into a wall impact (though you can still wall tech that way).

c. Teching & Tech Chasing:

Teching in place, in terms of invincibility frames and endlag, is by far the best option for the defender. The thing is, a tech chaser can cover both missed-tech and tech-in-place with the same option. Thus, the defender must use mixups to convince the tech chaser that covering 2 options at once is not always their best option.

Some characters have faster or slower tech rolls that are easier to react to (namely Falcon). Teching in place is the best option (i.e. least laggy). However, it can still be read and punished, so mixing up tech options is crucial to escaping tech chases. Tech chasing can be made easier by covering as many options as possible once the tech chaser leaves neutral (ex, Marth's dtilt can cover a tech roll distance from him and the area right behind him due to the interruptibility of his Dtilt, allowing him to pivot grab out of it if they tech behind him). An important mixup option is no tech, which leaves you vulnerable unless you tricked your opponent into not covering it, after which you have options to your getup options.

Getup Options:
-Holding up to get up is the least laggy option, but as said before, can be read. Get up -> shine is a really nice option for spacies, tho.
-Holding left or right will roll you away. This grants the least amount of invincibility.
-Hitting attack does the getup attack, which has the most lag and can be easily shield grabbed. Most getup attacks are double swipes that will hit first on the side where their feet are facing.

Jab Reset:
When knocked down, you may be vulnerable to a jab reset, which is when you are hit with a move that does insignificant knockback.
There are 2 jab reset animations.
You can always use a getup option if fox's shine resets you. You can never get out of a falco laser reset. Peach's jab depends on weight - chars lighter than falco (and falco) can cancel w/ getup option.
Those are all 0 KBG moves. Sheik's jab and/or needle can't be gotten out of until ~40%. Puff's can't be gotten out of until ~100%. Other characters' thresholds are listed here.
You can also use any kind of DI up to try to end your hutstun before landing from the knockdown bounce, which is what triggers the getup animation shenanigans. Watch this video in slow motion for an example.

Crouch Cancel: Crouch canceling isn't as annoying as you think. Crouching only reduces hitstun and launch speed.
What's annoying is that crouching involves the same button inputs as ASDI'ing down. Thus, you can retaliate when hit even if you aren't crouching (ex, if you're in another animation when you're hit).
You can only execute a move from a crouch cancel if the attack has an upwards trajectory, because you need to get hit off the ground and then ASDI down to land, which triggers a landing animation that cancels the hitstun.

Fast Falling to the Edge: When you are hit and then collide with the ground and slide across the ledge, you can live a lot longer by fastfalling to grab the edge just before sliding off.

3. Platform Game

No-Impact Landing (Lagless Landing): When you rise through a platform at the apex of your jump, you can skip the standard (usually 4 frames) empty landing lag. Ganon is able to use this from a ledge hop to get 18 grounded invincibility frames when combined with ECB manipulation. Falco's full hop does it on the top platform of BF.
What I call empty landing lag is also called "heavy" landing. Thus, "light" landing is No-Impact landing.

Platform Cancel: Platform canceling actually involves ECB (Environment Collision Box) manipulation. The ECB determines what animation you do based on environmental interactions. Platform canceling is a forbidden move - the designers tried to keep it out by making the ECB only refresh every ~10 frames, so that if you platform drop -> say, Falcon Uair, you will already sink before the game notices you should have platform canceled. I haven't tested it, but either the ~10 frames gets janked up by hitlag, or hitlag allows you to stay high enough for the ~10 frames.

Shield Drop:
The history of the need for shield dropping has to do with the fact that empty landing on a platform induces a 30 frame wait period before you can do a normal platform drop.
Isai Drop: After the 3rd grounded frame, doing any action will end the 30 frame wait period. Other than shield dropping, the fastest way to do this is by walking forward, then normal dropping on the 1st frame.
'Hardcore' Shield Drop: At the boundary between tilting the control stick down while in shield and spot dodging is a small window where you can trigger a shield drop (a separate technique from releasing your shield). This leaves you actionable frame 1 (as opposed to a normal platform drop that has some lag).
SHAI Drop: There are ways to induce a shield drop without needing to have inhuman control stick finesse. There is a property of the game in that you cannot roll in a direction that you were holding towards on the last frame (ex, you can't roll forward on the first frame of a dash, or if you hold forward while dashing). Another property exploited for the SHAI drop is that at the lower diagonal corners of the control stick, the inputs for rolling, shield dropping, and spot dodging overlap. However, there is a priority to deal with this: roll beats shield drop which beats spot dodge. Therefore, you can force a shield drop by having held the direction you would roll towards on the frame before you put the control stick in the corner of its range. While shielding, you can do this out of a shield tilt, and while dashing, you can shield cancel your dash into a shield drop.
There is one final way to force a shield drop. While dashing, there is a 4 frame buffer window for shield drop, but only a 2 frame window for buffering a spot dodge. Therefore, if you hit down while dashing, wait 2 frames, then hit shield 3 or 4 frames later, you will shield drop.

M2K asserts that the best way to get off a platform is to shield drop or wavedash off. Jumping off will often leave you vulnerable, while the other 2 put you lower and may allow you to get beneath your opponent and have positional advantage over them.

Platform Coverage

Waveland Regrab

4. Ledge Game

Invincible Ledge Dash:

Aerial Interrupts:

5. Offstage Game

. Edgeguarding:

Fastfalling to the ledge:

Edge hog:

PC Drop:

. Recovery/Edgeguard Breaking:

Ledge Tech: Ideally, if you never get hit, you'll never need to learn this. But since there's always someone better than you, this can help you live longer and have more chances to win.

While tumbling, if you hit a trigger within 20 frames of colliding with a surface, you tech. Teching on the ground leads to a tech chase, but teching on a wall allows immediate action OR a wall tech jump by pressing away from the wall.

When recovering to the ledge, you can tech against the ledge when your opponent attacks you by hitting a trigger (usually) just before Up-B'ing. At lower percents, ASDI'ing into the ledge should be enough to get you close enough to tech, but at higher percents, you may need to SDI into the ledge.

I practiced this first as Marth in training mode. Spawn a motion-sensor bomb, roll to the ledge, and set it. Then jump off, making sure not to set it off, Up-B into the ledge, and try to tech.

After you can do that, practice teching during matches. For me it was really hard to get myself to actually do it, b/c I spent time trying to read my opponent's edgeguard. Just hit the button. You'll look so cool after you're able to get it.

I got really good at teching crazy stuff after playing a lot with my training partner, who's got a flashy Lucario (this is in PM). He'd go for a lot of those super-charged aerial Side-B's, and I would DI like hell towards the ledge to get the most ridiculous techs off the bottom of the stage. So now in melee when Marth's Dair me, sometimes I can totally surprise them by teching off like the bottom thingy of BF or something.

If you ledge tech jump with Marth, you need to Bair or Side B immediately or else the jump will send you too far away to recover.

. Wall Jump

. Wall Grapple

. Surviving near the Blast Zones:

Survival DI:

"Air Teching":

Buffer Jump (out of hitstun): http://smashcurriculum.com/2014/09/16/σ-melee-mechanics-tumble-and-jump-buffering/

http://smashboards.com/threads/kadano’s-perfect-marth-class—advanced-frame-data-application.337035/page-9

6. Frame Data

Note: there are different ways of interpreting frame counts (whether you mean to include the final frame as part of the lag or as the first actionable frame). I will try to be consistent with this example: empty landing lag is 4 frames, which means you can input an action on the 4th frame (I think I said that right? Don't kill me if I'm wrong, and again, I'm sorry this is confusing. It's like when ppl say a combo works @ X%, do they mean before or after the hit).
See the link in the Shield Drop section for info on frame notation (Shai's section called "Frame Notation").

Note: IASA (Interruptable As Soon As, also known as Interruptability) is when you can get out of an animation early by inputting something else (ex, after Marth's dash attack, he has a bit of endlag without changing his animation, then he rocks back a little bit for the rest of the lag. You can't avoid the endlag right after the move, but you can interrupt the move after he settles back).

Note: About Buffering, there are 2 kinds of buffering in smash.
1. True Buffering is the way it is in Brawl and most other fighting games, as well as a couple of things in melee. It is when you press a button, and the game cues that input, and executes it as soon as possible. In brawl, this allows players to due things quickly without requiring frame perfect execution. There are a few things in melee that use this kind of buffering: L-canceling has a 7 frame buffer window and teching usually has a 20 frame buffer window).

-To L-cancel, a trigger must be at least light pressed within 7 frames of landing.

-After empty landing on a platform, there are 30 frames during which a normal platform drop-thru cannot be executed (this limit is nulled after any action is taken).

-Empty landing lag (from a jump) is 4 frames for all characters except: Pichu (2), DK/Gdorf (5), and Bowser (6); No-Impact Landings bypass this and occur during unique momentum shifts (ex, apex of jump). SH lasers, Needle Cancels, and Float Cancels are all 4 frames (i.e. normal landing lag). Samus's aerial smash Missile induces 5 frames land lag.

-Wavedashing or landing from an air dodge induces 10 frames land lag.

-To tech, fully press a trigger within 20 frames of impact. You cannot tech within 40 frames of fully pressing a trigger. During hitlag frames except the last 2 frames of hitlag, the tech buffer window is only 1 frame.
-Teching in place takes 26 frames and gives invincibility frames 1-20. That's 6 frames endlag.
-Most tech rolls last 40 frames and are invincible frames 1-20. That's 20 frames endlag.
-Getting knocked down, i.e. missing a ground tech, gives 26 frames lag.
-Getting up from being knocked down takes 30 frames. Most characters are invincible frames 1-23. That's 7 frames endlag. Exceptions: DK (24), Marth/Roy (22), & IC/Peach/Sheik/Zelda (20). DK has normal invincibility if he landed on his back.
-Getup attacks typically last 49 frames, with 2 hits and invincibility frames 1-26. That's 23 frames endlag. They are dependent on both character and whether you landed on your back or belly.
-Most getup rolls last 35 frames and are invincible frames 1-19. That's 16 frames endlag. They are dependent on character, landing position, and direction (forward or backward).
-Wallteching has IASA at frame 6. A walltech jump can be inputted frames 1-4, to be executed on frame 6. Wallteching grants invincibility frames 1-14. Gdorf gets 5 extra invincible frames if he refuses the walljump & IASA (w/out IASA, the animation takes 31 frames for all characters except IC-25 & DK-30). Wall tech jumping has IASA frame 1.
-The animation after teching on a ceiling takes 26 frames except DK/Puff/Kirby (25). Most characters are invincible frames 1-17 except Bowser (1-18), DK (1-15), Falco/Fox/Yoshi (1-14), Link/Marth/Pichu/Pika/Roy/Y.Link (1-13), Samus (1-12), & Falcon/Gdorf (1-11). Peach/Zelda get no invincibility.
-Hitting a ceiling/wall w/out teching grants 15 frames of invincibility.
-See here for character-specific info on reacting to tech rolls.

-Spotdodges have 2 frames startlag (except Bowser-4 & Falcon/Zelda-3).
-Most have 7 frames endlag (except Peach/IC/Ness/Roy/Marth-9, M2-11, Falcon/Gdorf/Zelda/Puff-12, DK-14, Bowser-18, & GW-20).
-Most are invincible frames 2-15 (13 total), except GW (2-12; 10 total) Peach/IC/Ness/Roy/Marth (2-18; 16 total), M2 (2-21), Gdorf (2-20; 18 total), Falcon/Zelda (3-20; 17 total), & Bowser (4-24; 20 total).
-Most last 23 frames except Peach/IC/Ness/Puff/Marth (28), Falcon/Gdorf/Zelda/GW (33), DK/M2 (38), & Bowser (43).

-Rolls have 4 frames startlag (except Yoshi-1 and Puff-2).
-Most (those with fastest rolls of 31 frames) have 12 frames endlag (except Yoshi-1, Samus-14 GW/Puff-16, Link/Y.Link/M2-18, & Bowser-20); the extra lag adds to the total length of the roll, giving Bowser the slowest roll.
-Marth/Roy have 12 endlag backward but 16 endlag forward.
-This gives everyone frames 4-19 (15 total) invincible except Yoshi (1-34), Samus (4-30), and Puff (2-18).
-Marth/Roy are 4-19 forward and 4-23 backward.

-The fastest jabs hit frames 2-3 & last 16 frames (Doc, Mario, Luigi, Peach, Falco, Fox, Sheik, Pichu, & Pika). That's 13 frames endlag.
-IC's jab also lasts 16 frames, but hits 4-7. That's 9 frames endlag.
-Yoshi's (18 total; 13 endlag), Gdorf's (19 total; 14 endlag), & Falcon's (22 total; 17 endlag) hit 3-5.
-Kirby's (16 total; 12 endlag), Samus's (18 total; 14 endlag), & Ness's (20 total; 16 endlag) hit 3-4.
-GW's (16 total; 10 endlag) & Roy's (27 total; 21 endlag) hit 4-6, while Marth's (26 total; 19 endlag) hits 4-7.
-Puff's (18 total; 12 endlag) hits 5-6, while DK's (25 total; 18 endlag) hits 5-7.
-Link/Y.Link's (20 total, unless you try to shield out of the IASA, in which case it's 24/23 respectively; 12 endlag, or 16/17) hit 6-8.
-Bowser's (25 total; 16 endlag) hits 7-9, M2's (30 total; 22 endlag) hits on 8, & Zelda (27 total; 12 endlag) hits on 11, 13, & 15.

-For info on moves that have more varied frames, see this chart.
Note: For most of that chart, I used a different method of calculating the parameters of frames. I hope you can just get my drift coz it would be so much more trouble than I already went thru making it to fix it.

-For info on hitlag and shieldstun from moves, see here.

7. Matchups (MU's)

MU's could literally refer to the matchup chart you can find on ssbwiki. However, I take it to mean the near perfect understanding of each characters movesets, animations, movement, as well as their best options. It means knowing what your opponent should want to do with their character, and knowing what you should want to do with your own character.

Some of the gods (Mango, M2K) have started posting match analyses, and they are a great source of matchup knowledge. I'll try to compile stuff I've learned from them and others here.

Note: Port Priority can influence some matchups. When 2 events happen simultaneously (i.e. on the same frame), the player whose port is closest to P1 out-prioritizes the other.


-as Fox
*Fox can perform several invincible actions from the ledge on the side platforms of YS from the ledgehop.
*Hitting with just the 2nd hit of Uair can prevent people from SDI'ing it.
*The "Wakeup" Shine is shining right after an empty getup, which can be hard to punish. You could also try it right after a spotdodge or roll or whatever.
*Good shield pressure is when you hit with your aerials as late as possible, which lets the shieldstun cover your landing lag before the shine.

-against Fox
*The first hit of Uair has 4 frames of hitlag for you to SDI during. You should also DI the Upthrow behind him, b/c then he'll have to run backwards into his jump in a very precise manner, and you can also take advantage of his momentum towards you to boost the effect of your SDI'ing towards the way he came from.

-as Sheik
*One of Sheik's best tools is Nair OoS (SHFFL'd, of course). Her Nair comes out frame 3 and is super big and starts out as a strong sex kick. Her Usmash OoS is also pretty good.
*Her Bair sweetspot is right above the heel. Her Fair and Ftilt have some disjoint. And finally, comboing with the reverse hit of Bair is the sexiest thing in the world.
*Reverse Needle Cancel (RNC): Since Sheik's NeutralB can be canceled so quickly (a needle store completes in 15 frames), she can make use of the B-turnaround technique to completely turn herself around in the air (Spacies have to jump out of their shine when they turnaround). This can be used to mix up your edgeguarding or approaches (ex, you can jump towards your recovering opponent, RNC, and then either do a rising Bair or grab ledge.
I like to call this technique Needle Storing, to reserve the word cancel.
*Needle Cancel (Needle Land Cancel): Needles have no landing lag, just like lasers, as long as you release them after the apex of your jump and below the height of your full jump. This makes for combos like SH Needle -> grab, etc.
*Needle Store Platform Landing: Just like how Spacies can shine while rising through platforms to land without lag, Sheik can use Needle Storm while rising through a platform to transition to a standing needle store. This is apparently faster than wavelanding. I've found I can do this with diagonal jumps on YS quite consistently.
*Vanish Stalling (Shino Stalling): Sheik can stall on the ledge by dropping down, UpB'ing, then holding down/towards the ledge (making sure to let go of down just before the explosion so you don't fastfall past the ledge). B/c Vanish has its own invincibility, you don't need to be frame perfect to stay invincible. Due to your ECB, if you do the lowest possible Shino Stall (with the explosion happening right at the ledge), you will have more grounded invincibililty if you then do an immediate ledgedash.
*It is possible to turn around Sheik's UpB by slightly reversing the control stick while going straight up. You can also shorten the distance traveled by holding the control stick between all the way up and neutral.
*There are a variety of fancy ways to grab ledge with Sheik. If you run off the ledge while doing an UpB, you can then vanish and reappear on the ledge. You can also SH RNC ledgegrab, or even do the runoff RNC ledgegrab. Here is an analysis of the fastest ways to grab ledge, and here is a video of them.
*When recovering, there are several things you can do to help your recovery:
1. FAIRING DOES NOT BOOST YOUR RECOVERY! This is a myth which I believe started from the Sheik S#!T video guide. You can Fair out weak projectiles, or Fair your opponent if they just sit there and let you.
2. Assuming your opponent grabs ledge, your best option then is to air dodge on stage.
3. Another good option is to ledge cancel your UpB.
4. When you get hit far, you can DI up into the corner and then transform into Zelda and back (I don't suggest using Zelda's Teleport unless it's your last stock, b/c if you do recover, you're gonna be like "dangit, now I'm Zelda"). Transforming slows your decent, giving you time to edgeguard break.
*Since a perfect needle grab on shield can be shield grabbed depending on port priority, you should try your best to get port priority as Sheik.

-against Sheik
*To edge guard Sheik, just grab ledge. Ain't nothing she can do 'bout it. She may try to airdodge on stage, or ledge cancel her UpB. Just make sure you're invincible if she explodes near you by getting up at the right time or refreshing your invincibility right before it.

-as Marth
*When techchasing on platforms with Marth, make sure to use his Uair and/or Fair in such a way that the hitbox covers as many options as possible (I used to just hit with the tip of the Uair, intending to tipper, but that's dumb coz you could easily just cover the whole platform, rather than tippering only in one spot. That would be dumb).
*When wall tech jumping, you need to Bair or SideB immediately or else your momentum will carry you too far away to recover.
*You have 6 frames to jump/waveland/Fair again out of a SH Fair if you Medium Hop it. You have 7 frames if you wait until the 2nd airborne frame. The hitbox is out frames 4-7, so if you're only able to get the back hit of the 2nd Fair, you can go back and calculate your frames, oh boy.
*You have 3 frames to jump/waveland out of a SH Bair if you Medium Hop it. You have 4 frames if you wait until the 2nd airborne frame.
*Having low port priority makes chain grabbing spacies easier coz reasons.
*I've heard PPMD say that Marth should never spotdodge, and in fact he should spend as little of the game in shield as possible. He says you should instead avoid attacks with Marth's dash dance in almost every situation where you would other wise use a shield option.

-against Marth
*The "Marth Killer" is lightshield facing away from the ledge when Marth tries to sweetspot the ledge w/ his UpB. The extended hitbox will hit you, and you can Shield DI off the ledge to grab it out from him. M2K likes to be fancy and do it backwards into a Fair to the face. You can also do this with a full shield, but it takes more intentional SSDI.
*M2K said in his match analysis that Marth's recovery is so linear, that here's all you need to do to edgeguard: Ramen Noodle right before he UpB's, and either roll immediately so you can punish his landlag or wait on the ledge and punish w/ a ledgehopped attack. But don't wait on the ledge and then roll. That's dumb.

-against Puff
*DI down when you get rested to prevent a star KO, so you can punish.
*(as Marth): Charged Shield Breaker is an excellent punish, b/c even if they get their shield up, it's Shield Breaker. And Puff dies when her shield breaks. Also make sure to try to position yourself from center stage to give them less room to DI.

-against Peach
*Turnips are easier to catch midair from above or below than from the side, coz the hitbox is a small dot in the middle, while the turnip's grabbox extends further above and below it.
*Each time a turnip is thrown (not dropped), it's grab box gets bigger.

-as Falcon
*A pro tip I heard from Scar is that you can get more out of your combos if you remember the fast fall in your SHFFL. There is a time and place for full jump aerials, but what you don't want to do is just short hop & L-cancel some Upairs at your opponent. The best thing to do is SHFFL super fast, then have the choice of waiting for your opponent to commit to a defensive option or position yourself better.

8. Stages

Since I wrote the guide linked to in the title of this section, I'll just leave it at that.




Appendices

This can serve as a sort of glossary until I make one myself.


Why CRT's?
Melee is like the only game that needs to be played with CRT's. This is b/c there is a frame delay b/w inputs and visualization when you try to play it on flat screens. It's got something to do with how the flatscreens have to convert the data for the HD stuff.


I have no idea how this relates to smash, but it sounds relevant:

"You cannot deploy non-hostile, non-destructive technical skill – unless you realize basically that you yourself are this whole domain of nature – that’s the real you. You are not in a fight against nature. You’re not here to conquer nature, because there’s nothing to come – it’s all you! So when you use technology, [when] you bulldoze everything in the search, you’re fighting yourself… you’re fighting yourself…"

― Alan Watts
















Extra Junk:
(I'm so ashamed of most of it that I've gone and buried it in a mess of spoilers, teehee).
A listing of the strengths/weaknesses of the cast:
-Fox
*Strengths:
Fast ground speed allows good maneuverability.
Good Dash Dance.
Strong attacks.
Accessible/potent finishers.
Shine combos.
Projectile is good for racking up damage, and works well with his mobility.
*Weaknesses:
Somewhat bad recovery due to high falling speed and linear options.
Susceptible to fast-faller combos (such as Marth's chain throw) due to his light weight and high falling speed.
-Falco
*Strengths:
Excellent projectile.
Excellent comboing.
Powerful attacks.
Good finishers.
*Weaknesses:
Horrendous recovery due to falling speed and short/linear options.
Susceptible to fast-faller combos (such as Marth's chain throw) due to his light weight and high falling speed.
-Sheik
*Strengths:
Moveset is excellent for comboing (especially tilts).
Downthrow is broken (almost always allows followups, easy to tech chase with).
Moveset is excellent for gimping.
*Weaknesses:
Punishable recovery due to high landing lag.
Susceptible to a variety of combos due to weight class.
-Marth
*Strengths:
Ranged moveset allows for excellent stage control.
Moveset is good for comboing.
Moveset is good for gimping.
Excellent Dash Dance.
*Weaknesses:
Poor recovery due to linear options.
Somewhat light weight and somewhat floatiness makes him die somewhat sooner.
The double edge of his range is that the swinging nature of his attacks leaves him vulnerable when misspaced.
"Marth Zone" - at higher percents, he struggles to land/combo into finishers.
-Puff
*Strengths:
Extremely high aerial mobility allows forL
1. Excellent horizontal recovery.
2. Excellent comboing
3. Ability to weave in and out of opponent's zone.
Moveset is effective for comboing.
Strong finishers in WoP/gimping and Rest.
*Weaknesses:
Light weight and floatiness makes her die sooner.
Susceptible to floaty combos.
Low ground mobility due to high traction.
-Peach
*Strengths:
Excellent movement options (DJC, Float, etc).
Float canceling allows fast move execution.
Moveset is effective for comboing and finishing.
*Weaknesses:
Floatiness makes her die sooner.
Susceptible to floaty combos.
-Falcon
*Strengths:
Fast aerial and ground speed.
Good Dash Dance.
Strong/comboable aerials.
Accessible and potent killing options.
Heavy weight and high falling speed makes him last longer.
*Weaknesses:
Bad recovery due to high falling speed, linear options, and high end lag.
Susceptible to fastfaller combos due to high falling speed.
Laggy ground moves.


Here is a listing of techniques that the pros are doing right now in preparation for 20XX:
1. SDI
Watch Mango playing against spacies (like Leffen). You'll notice that he frequently will SDI out of a drill to avoid the shine. This is an important way of returning to neutral.
Watch M2K when he went Falcon against PP's Marth @ Evo. There's a point where he SDI's out of Marth's Nair twice in a row.
2. Power Shielding
M2K is well known for being able to power shield Falco's lasers. However, power shielding non-projectiles is also an important aspect of top level play. Watch Mango fight Armada. The two of them are playing on a completely different level as they avoid situations where one of them would be in shield otherwise.
3. Pivots
Watch the little things that PP does with his Marth. When he edgeguards you, he'll dash backwards into a pivot tipper Fsmash. He'll ramen noodle you with a pivot edgehog. Even though Marth's extremely fast walk will usually suffice, PP is pushing the pace of the game to its limits.
4. Shield Drops
M2K and Armada, as well as Axe, have demonstrated proficiency with this skill which completely changes the positional advantage of being in shield.
5. Edge Canceling
In Axe's 56 second 4 stock of Silentwolf, there was one point where Axe recovered from a hit faster than normal by edge canceling his tumble. The instant actionability of teeter canceling is an extremely useful tool for 20XX.


Here is a wall of text taken out of context from my original draft of this guide, but it has a lot of tips for how to build up your knowledge on your own:
From here, I found Wobbles' The Four Aspects of Melee, which was a huge help in un-learning my old habits of not understanding the flow of battle.

TAI's Marth guide showed me for the first time what it means to have positional advantage. I used to think Marth's Up throw sucked coz I couldn't combo out of it at higher percents.

TLOC's The Mindset of the Noob helped me realize that I wasn't alone in finding it really hard to unlearn noobish habits, and also provided good tips on how to actually get started.

*One really good thing I learned from this vid was the idea of critical points - you should think of a match a series of critical points. A critical point is a moment of interaction b/w you and your opponent in which one of you have the potential to gain a major (as in stock-wise) advantage. To be good at smash bros, all you have to do is play neutral in such a way that minimizes your opponent's critical points and maximizes the occurrence of your critical points - the ones where you can potentially take a stock. This doesn't refer to whether you win a particular match, but it is what makes a great player (as opposed to a successful player who is more lucky than good).
*This ties in with TAI's discussion of "Offensive" and "Defensive" styles being kinda stupid words for your style in smash bros. He says there are times for offense and times for defense, and what you should be worried about are "Proactive" and "Reactive". These active descriptions of style mean that you either try to force your opponent into bad critical points or react to your opponent's attempts to create (not capitalize on - when your opponent is already trying to capitalize on a critical point, you have already failed at avoiding the critical point) one.

From Sethlon's Roy guide, I found Umbreon's Drastic Improvement, both of which exploded my mind. Drastic Improvement is a heavy influence for this guide.

*A major thing that Drastic Improvement taught me was that noobs lack discipline.
!!!NOTE: STOP READING MY GUIDE AND READ DRASTIC IMPROVEMENT!!!
When it asked me to stand up and stretch, I did. And that is what I need to do with this game. I need to stop complaining about things and asking why so-and-so character has so-and-so technique that makes it hard for me to deal with. This is the same thing I talk about in my note for The Mindset of the Noob - it's what Mad-Eye Moody was always talking about: CONSTANT VIGILANCE.
Not just in smash bros, but in my life I was sort of living like: "constant vigilance is so hard, there's no way life really expects that of you". But as I start to get over my angstiness (which is actually still far from being done), I start to realize that success is not about how hard it is - just like how Fox being good has nothing to do with how hard it is to play him - success is about doing what it takes to suceed.
A note about drastic improvement: while I was discussing stuff with my sister, I brought up the part in drastic improvement where he says you have to want to win more than anyone else in the room, and she said that was kind of sick. And like her, I kinda hate that spoiled little brat that screams "I WIN" over and over again in your face, coz he/she obviously values that win more than anyone else in the room.
But what drastic improvement is talking about is that YOU HAVE TO WANT TO BE A WINNER MORE THAN ANYONE ELSE IN THE ROOM. Not necessarily to win this match more than anyone else, but to be prepared to win more than anyone else. (This paragraph was inspired by the movie Little Miss Sunshine).
There is something called the "Planning Fallacy". People tend to estimate their time budgets based on the fastest that they've ever done it, rather than the average or usual time it takes them. From little things like 5 mins to the store (when it's usually 10-15 mins) to big things like getting to work (where ppl like to leave assuming there will be no traffic, so if there is traffic they'll be late) or doing projects. A similar thing happens in smash. For a long time, I was sort of an idealist in my smash style. Instead of trying to pick up on my opponent's habits and punish them for their habits, I would try to figure out which type of option coverage is most ideal in all situations. There are some kinds of interactions where that will work (Marth edgeguarding spacies, for exampe). But most of the time, there is no constant/fundamental right answer. It's up to you to figure that out based on your prior knowledge and the info you're getting from your opponent. The planning fallacy is caused by peer pressure - it's when you're afraid of people knowing just how slow you really are. For smash, you need to accept yourself and not lie to yourself or others. You need to eliminate luck from your strategy and move towards being in control.
In regards to my tech skill being better than my fundamentals, this is how I worked it out. I used to be searching for the perfect options, but suck at executing them. The solution was not in what I was doing, but in who I was. I needed to think more. Now, I can think about how to make the perfect option work. Usually, that means micromanaging your spacing. But when I'm thinking while I play, I'm also able to notice (by observing my opponent's habits) when suboptimal options would probably work. I hope that helps somebody understand this.

Keep up with Smashboards. Make an account. Ask questions. Have discussions/arguments. Help others.
Another noteworthy site is ssbwiki. It has good descriptions of characters, techniques, game physics, and game content. You should understand as much as you can about the game engine, things like what affects knockback, and who the fastest/heaviest/etc'est characters are. (Last I checked, don't use this site: supersmashbros.wikia.com/ - it has had faulty info in the past, and typically I've found it incomplete and of poor quality).

-In melee doubles, you can steal one of your partner's stocks if you run out by hitting start. There are a couple of courtesy rules about this. If your opponent has 2 stocks and they're at high % right now, just leave it unless they want you to be the last leg (or in friendlies by the ultimate d*** and take it while they're getting star KO's. On that note, another courtesy rule is that when you are star KO'd, don't hit start to share stock until after you're all the way dead - otherwise you'll pause and mess up the game. This can be solved by turning pause off.
-In PM, share stock is done with A and B together, so no need to worry about pausing by accident.

. Note: The game recognizes meteor smashes as attacks that send straight down or nearly straight down. A spike is one that sends diagonally down just outside of the game recognizes it as a meteor. By the way, a stage spike is when you hit someone up into the bottom of the stage (and they don't tech), so they bounce off and down to die.

There's also CLASH Tournaments and Melee It On Me. CT has M2K's info dump.
I just use YouTube, but a lot of people stream Smash on twitch.
Several YouTube channels I follow are:
*VGBootCamp - the premier smash tourney streamer, pretty much all you need.
*CLASH Tournaments - another large tourney streamer.
Tourney Locator - streams local tourneys in Texas AND HAS A REALLY GOOD INFO SERIES (TLOC TALKS)
*WindyCitySmash - streams local tourneys in Chicago.
*Versus Gaming - does local tourneys in Florida
*azprojectmelee - I just looked this one up coz I realized I wasn't subscribed to a Midwest locals channel
*There are also a lot of others I don't know about that help with game mechanics, practicing, techs, modding, etc.
Also, watch the Smash Documentary.
Some other mandatory things to do:
*Go to tourneys. Don't worry about losing. On that note, always do friendlies as training, i.e. real sets with stage striking. When 4 ppl wanna play, do teams. All that matters is winning tourney sets. No items, no Free For All, legal stages, etc.
*Get to know the best players. I have about 50 m2k videos downloaded on my computer. I watch a few of them every night before I go to bed.
*Think in terms of frames. There're 60 frames in a second. Over time, you should know things like wavedashing has 10 frames lag, & in melee Sheik, Marth and Peach have the fastest smashes (their Dsmashes), each coming out frame 3.
*No Johns for life. It took a long time for me to get that into my head. NEVER complain about a character/move/stage/etc. Deal with it. Learn from it. You should never complain that 'b/c their character has x, y, and z, I can't just spam moves to win'.

Some final words from me:

Read Machiavelli's The Prince and Sun Tzu's The Art of War.
Machiavelli had 2 important ideas I want to share:
*Fortuna - not like our word 'fortune', meaning chance.
fortuna means that when situations are favorable, take advantage, and when they're not, deal with it - overcome it.
*Virtu - not like our word 'virtue', meaning personal character.
virtu means being able to create favorable situations and avoid unfavorable ones.
No Johns for life has been a thing for a long time.
My personal philosophy about Winners and Losers:
The guy who wins is obviously the winner.
But the guy who loses is only a Loser if he identifies himself as the loser.
You should look back and learn from the mistakes that cost you the match, but you shouldn't embrace the fact that you lost. The outcome only matters for the winner.
The guy who loses can be a Winner if he identifies himself as the potential winner of his next match.
In conclusion, one of the greatest lessons I have learned from smash bros is that when you think, "naw, there's no way that being good means micro-managing complex interactions to that degree", you have in fact discovered whatever it is that you need to master in order to be good at it. And what's cool is that there are so many more lessons to take away from smash.


The very unorganized first draft:
My little story.
First guide bro (I don't exactly feel I'm the most experienced guy to be writing a guide, but I am confident that the links are of top quality, and that the info dump at the bottom will be helpful to all, coz nowhere else have I seen such a compilation of info).
To give you an idea of my qualifications, I just won my first official melee set in a tourney the other day. I timed somebody out for one of the games. I felt bad for doing it. But I won.
When I first decided I wanted to be more than a noob at smash, I decided to go learn all the Advanced Teachniques (ATs), coz that seemed to be what differentiated the good players from the bad players - their ability to do advanced things in game.
What I didn't realize was that ATs come with experience, and though I practiced until I could do crazy things, I didn't know how to practice winning.
I didn't know how to win.
I had the mentality of "if I do this AT at my opponent, and they don't do an AT back, I will win the exchange".
When I didn't win, I just practiced harder. Surely I just wasn't doing the AT right.
Words like 'spacing' and 'fundamentals' and 'mindgames' where thrown at me from more experienced players who wanted me to succeed. And I didn't understand.
A year later, I've started developing some fundamentals. People are starting (still just starting) to recognize me as almost nearly good.
And I've found that the crazy things I used to throw at my opponent were solutions to niche problems that can only be solved in combination with proper spacing, which I lacked.
Some useful links/etc:
Part 1
Fundamental Techniques
(Sorry, I feel kinda bad, but this 1st part I'm just linking you elsewhere, but a lot of other really good guides do that, so it must be a thing?)
FUNDAMENTALS are something that I knew I sucked at, but didn't even know what it was I sucked at, known unknowns and stuff. This is how I define it now:
FUNDAMENTALS - being able to use what you can do to win, as opposed to:
TECH SKILL - being able to make your character do what you intend.
Without fundamentals, tech skill is mostly meaningless. Without tech skill, fundamentals are really hard. I spent a long time with zero fundamentals, so my tech skill was meaningless.
These guides helped me learn fundamentals (along with experience):

From here, I found Wobbles' The Four Aspects of Melee, which was a huge help in un-learning my old habits of not understanding the flow of battle.

TAI's Marth guide showed me for the first time what it means to have positional advantage. I used to think Marth's Up throw sucked coz I couldn't combo out of it at higher percents.

TLOC's The Mindset of the Noob helped me realize that I wasn't alone in finding it really hard to unlearn noobish habits, and also provided good tips on how to actually get started.

*One really good thing I learned from this vid was the idea of critical points - you should think of a match a series of critical points. A critical point is a moment of interaction b/w you and your opponent in which one of you have the potential to gain a major (as in stock-wise) advantage. To be good at smash bros, all you have to do is play neutral in such a way that minimizes your opponent's critical points and maximizes the occurrence of your critical points - the ones where you can potentially take a stock. This doesn't refer to whether you win a particular match, but it is what makes a great player (as opposed to a successful player who is more lucky than good).
*This ties in with TAI's discussion of "Offensive" and "Defensive" styles being kinda stupid words for your style in smash bros. He says there are times for offense and times for defense, and what you should be worried about are "Proactive" and "Reactive". These active descriptions of style mean that you either try to force your opponent into bad critical points or react to your opponent's attempts to create (not capitalize on - when your opponent is already trying to capitalize on a critical point, you have already failed at avoiding the critical point) one.

From Sethlon's Roy guide, I found Umbreon's Drastic Improvement, both of which exploded my mind. Drastic Improvement is a heavy influence for this guide.

*A major thing that Drastic Improvement taught me was that noobs lack discipline.
!!!NOTE: STOP READING MY GUIDE AND READ DRASTIC IMPROVEMENT!!!
When it asked me to stand up and stretch, I did. And that is what I need to do with this game. I need to stop complaining about things and asking why so-and-so character has so-and-so technique that makes it hard for me to deal with. This is the same thing I talk about in my note for The Mindset of the Noob - it's what Mad-Eye Moody was always talking about: CONSTANT VIGILANCE.
Not just in smash bros, but in my life I was sort of living like: "constant vigilance is so hard, there's no way life really expects that of you". But as I start to get over my angstiness (which is actually still far from being done), I start to realize that success is not about how hard it is - just like how Fox being good has nothing to do with how hard it is to play him - success is about doing what it takes to suceed.
A note about drastic improvement: while I was discussing stuff with my sister, I brought up the part in drastic improvement where he says you have to want to win more than anyone else in the room, and she said that was kind of sick. And like her, I kinda hate that spoiled little brat that screams "I WIN" over and over again in your face, coz he/she obviously values that win more than anyone else in the room.
But what drastic improvement is talking about is that YOU HAVE TO WANT TO BE A WINNER MORE THAN ANYONE ELSE IN THE ROOM. Not necessarily to win this match more than anyone else, but to be prepared to win more than anyone else. (This paragraph was inspired by the movie Little Miss Sunshine).
There is something called the "Planning Fallacy". People tend to estimate their time budgets based on the fastest that they've ever done it, rather than the average or usual time it takes them. From little things like 5 mins to the store (when it's usually 10-15 mins) to big things like getting to work (where ppl like to leave assuming there will be no traffic, so if there is traffic they'll be late) or doing projects. A similar thing happens in smash. For a long time, I was sort of an idealist in my smash style. Instead of trying to pick up on my opponent's habits and punish them for their habits, I would try to figure out which type of option coverage is most ideal in all situations. There are some kinds of interactions where that will work (Marth edgeguarding spacies, for exampe). But most of the time, there is no constant/fundamental right answer. It's up to you to figure that out based on your prior knowledge and the info you're getting from your opponent. The planning fallacy is caused by peer pressure - it's when you're afraid of people knowing just how slow you really are. For smash, you need to accept yourself and not lie to yourself or others. You need to eliminate luck from your strategy and move towards being in control.
In regards to my tech skill being better than my fundamentals, this is how I worked it out. I used to be searching for the perfect options, but suck at executing them. The solution was not in what I was doing, but in who I was. I needed to think more. Now, I can think about how to make the perfect option work. Usually, that means micromanaging your spacing. But when I'm thinking while I play, I'm also able to notice (by observing my opponent's habits) when suboptimal options would probably work. I hope that helps somebody understand this.

Keep up with Smashboards. Make an account. Ask questions. Have discussions/arguments. Help others.
Another noteworthy site is ssbwiki. It has good descriptions of characters, techniques, game physics, and game content. You should understand as much as you can about the game engine, things like what affects knockback, and who the fastest/heaviest/etc'est characters are. (Last I checked, don't use this site: supersmashbros.wikia.com/ - it has had faulty info in the past, and typically I've found it incomplete and of poor quality).
List of game mechanics you should read about carefully on ssbwiki:
Spoiler
Toggle Spoiler

. Damage
. Hitstun
-Shieldstun/Shield Advantage
. Knockback
. Hitlag
. Hitboxes/Hurtboxes
-Sweetspot/Sourspot and Tippers
-Disjoint
. Weight
. Falling Speed
. Ledge Options
. Getup Options
. Frames
. Lag
. Projectile Camping/Planking
. Blast zones
. Normal KO, Star KO, Screen KO
. Invincibility and Invulnerability
. Platform Invincibility
. Share Stock
-In melee doubles, you can steal one of your partner's stocks if you run out by hitting start. There are a couple of courtesy rules about this. If your opponent has 2 stocks and they're at high % right now, just leave it unless they want you to be the last leg (or in friendlies by the ultimate d*** and take it while they're getting star KO's. On that note, another courtesy rule is that when you are star KO'd, don't hit start to share stock until after you're all the way dead - otherwise you'll pause and mess up the game. This can be solved by turning pause off.
-In PM, share stock is done with A and B together, so no need to worry about pausing by accident.
. The Options Menu
-Team Attack On
-Rumble Pack
. Hand Warmers
. Tilts vs Smashes & Walk vs Run
-Zair
. Dash (Initial Dash) vs Run (Terminal Dash)
-Foxtrot
. Jump/Dash Cancel
. Standing/Dashing Grab
. Fsmash/Ftilt angling
. Stale Move Negation
. Priority/Trades/Transcendent Priority
. IASA (Interruptable As Soon As - now known as Interruptibility)
. Pushback
. Hoop Damage
. Effects
. Note: The game recognizes meteor smashes as attacks that send straight down or nearly straight down. A spike is one that sends diagonally down just outside of the game recognizes it as a meteor. By the way, a stage spike is when you hit someone up into the bottom of the stage (and they don't tech), so they bounce off and down to die.
. Differences b/w NTSC and PAL
.
There's also CLASH Tournaments and Melee It On Me. CT has M2K's info dump.
I just use YouTube, but a lot of people stream Smash on twitch.
Several YouTube channels I follow are:
*VGBootCamp - the premier smash tourney streamer, pretty much all you need.
*CLASH Tournaments - another large tourney streamer.
Tourney Locator - streams local tourneys in Texas AND HAS A REALLY GOOD INFO SERIES (TLOC TALKS)
*WindyCitySmash - streams local tourneys in Chicago.
*Versus Gaming - does local tourneys in Florida
*azprojectmelee - I just looked this one up coz I realized I wasn't subscribed to a Midwest locals channel
*There are also a lot of others I don't know about that help with game mechanics, practicing, techs, modding, etc.
Also, watch the Smash Documentary.
Some other mandatory things to do:
*Go to tourneys. Don't worry about losing. On that note, always do friendlies as training, i.e. real sets with stage striking. When 4 ppl wanna play, do teams. All that matters is winning tourney sets. No items, no Free For All, legal stages, etc.
*Get to know the best players. I have about 50 m2k videos downloaded on my computer. I watch a few of them every night before I go to bed.
*Think in terms of frames. There're 60 frames in a second. Over time, you should know things like wavedashing has 10 frames lag, & in melee Sheik, Marth and Peach have the fastest smashes (their Dsmashes), each coming out frame 3.
*No Johns for life. It took a long time for me to get that into my head. NEVER complain about a character/move/stage/etc. Deal with it. Learn from it. You should never complain that 'b/c their character has x, y, and z, I can't just spam moves to win'.

Some final words from me:

Read Machiavelli's The Prince and Sun Tzu's The Art of War.
Machiavelli had 2 important ideas I want to share:
*Fortuna - not like our word 'fortune', meaning chance.
fortuna means that when situations are favorable, take advantage, and when they're not, deal with it - overcome it.
*Virtu - not like our word 'virtue', meaning personal character.
virtu means being able to create favorable situations and avoid unfavorable ones.
No Johns for life has been a thing for a long time.
My personal philosophy about Winners and Losers:
The guy who wins is obviously the winner.
But the guy who loses is only a Loser if he identifies himself as the loser.
You should look back and learn from the mistakes that cost you the match, but you shouldn't embrace the fact that you lost. The outcome only matters for the winner.
The guy who loses can be a Winner if he identifies himself as the potential winner of his next match.
In conclusion, one of the greatest lessons I have learned from smash bros is that when you think, "naw, there's no way that being good means micro-managing complex interactions to that degree", you have in fact discovered whatever it is that you need to master in order to be good at it. And what's cool is that there are so many more lessons to take away from smash.
The unfinished original main body:
Part 2
Advanced Techniques Fundamental Techniques
You can do this step while you're doing Part 1
First of all, slave away at all the techniques in the SSBM: Advanced How To Play tutorial video. Underlined/italicized/bolded ones are particularly important. The asterisk'd ones you don't need to worry about until later in the guide (they're good to be able to do, but have niche uses).
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1) ShortHop
2) FastFall
3) L-Cancel
4) SHFFLing
!!!SUPAH SUPAH IMPORTANT!!!
(in my opinion)
5) Wavedashing
*6) Wavelanding
kinda tricky application for spacing/neutral game
*** You should learn to waveland on platforms though ***
7) Shield grabbing
*8) Usmash out of shield
requires an understanding of your/your opp's options
*9) Waveshielding
just a movement option
10) Teching
teching on the ground is very important to be able to do
11) Edge hogging
12) Edge hopping
*13) Edge wavedash
VERY hard but rewarding
14) Dash dancing
15) Dash canceling
*16) Pivot
kinda hard. It can be ideal, but there are good, less risky alternatives
17) JC grab and Usmash
*18) Chain throwing
requires an understanding of matchups
19) Directional Influence
*20) Crouch canceling
requires an understanding of spacing
*21) Wall jumping
a mixup, requires skill at recovery/edgeguard breaking
22) Meteor Canceling
23) Reverse Arial Neutral B
24) Powershield*
VERY hard but rewarding
These are all absolutely necessary for applying any fundamentals. All of these techniques are ones I would actually call Fundamental Techniques. (Hopefully this will become a thing and people will start differentiating them from Advanced Techniques. Another thing I hope gets picked up is the new stage striking where characters are picked and counter-picked first, then the loser picks 3 stages, the winner bans 1, and the loser chooses 1 of the 2 remaining. It's so much faster, and it's okay for me to go on this tangent coz it's 4 am and PSYCH- here's the real part 2:
Part 2
Advanced Techniques
Once you have strong fundamentals, these are some techniques that are extremely difficult to perform and use correctly.
They are not fundamental.
As said at the beginning, there are situations in Smash where the ideal solution (being one of these techniques) will only work with proper spacing. In other words, you have to have known you needed to do it several seconds before it happened.
What I'm trying to say is, if you can't L-cancel 99% of the time, you don't really need to bother with this stuff. But you can still try. I know ppl say multi-tasking is bad, but I read an article once that distinguished between the popular conception of multi-tasking (stressing yourself out too much and taking too many things on yourself) and efficient multi-tasking, which actually means doing as much as you can at the current time towards one goal before moving on to the next and doing as much as you can again.
In regards to the popular definition of multi-tasking, hopefully you have picked up a theme of mine right now (which I am trying to incorporate in my life) - if you are overwhelmed and multi-tasking too much, think about it. What you need to do is get more sleep, eat healthier, and exercise more. I myself have come to a point where there are very few things that I can do to improve:
-play more and against ppl better than me and go to more tourneys
-practice consistency to raise my L-cancel percent from 99% to 100%
(PM 3.5 has L-cancel % for each match at the end, and I think the 20XX hack pack has a thing where you flash red when you miss one)
-SLEEP MORE, GET MORE EXERCISE, EAT HEALTHIER, AND HYDRATE
One thing about me is that I don't own a gaming system. I only ever smash when someone else is playing. Sometimes me and my training partner will stop having sets of 3 and just set the clock to infinite and have like a 30 min tech skill practice together on a big stage. But my point is, time in front of smash is time in front of a screen. To be good at smash, you also need to address the training aspects that occur away from the screen. Eat right, exercise, sleep at least 8 hrs. And the one I find most important is to interact with people. I've heard that looking into another person's face, or 30 mins of exercise does more good for you than any medicine in existence. Remember that smash is a social game. The single player mode is not what makes the game good. I have met so many great people through smash. Make sure that you incorporate that into your quest to be good at smash. A suggestion may be to try playing a board game with your smash friends. Something like Cards Against Humanity, or my favorite Munchkin.
I found a lot of these things from posts by Magus, and Kadano's Perfect Marth Class.
So the way I researched most of this stuff was by 1st checking on ssbwiki. If there's an article for it, that usually answers almost all my questions about it. Maybe I'll youtube it later to see if any famous smashers have anything to say about using it effectively (for example, Zero does a lot of those). If it ain't on ssbwiki, I google it and check if there's a smashboards thread on it. Sometimes you can find where someone started a thread with the OP sharing the knowledge (what smashboards had before guides). But sometimes there's a thread for it, but the answer is halfway down page 47 out of 90. Those are tuff to figure out. I've recently found that the references and citations on ssbwiki can send you straight to a good section of a thread (that was probably written by Magus). If it ain't answered on smashboards, sometimes the gamefaq forums have answers. Otherwise I have to deep search on foreign forums with google translate open in order to answer my questions.
I will try to include an argument for why each of these techniques is not fundamental.
Be prepared: this is going to be pretty much an info dump. I'm including notes that just share things I've found out about the game.
. Ledge Tech/Ledge Tech Jump
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*Niche b/c: Ideally, if you never get hit, you'll never need to learn this. But since there's always someone better than you, this can help you live longer and have more chances to win.
*How to: While tumbling, if you hit a trigger within 20 frames of colliding with a surface, you tech. Teching on the ground leads to a tech chase, but teching on a wall allows immediate action OR a wall tech jump by pressing away from the wall.
When recovering to the ledge, you can tech against the ledge when your opponent attacks you by hitting a trigger (usually) just before Up-B'ing. At lower percents, ASDI'ing into the ledge should be enough to get you close enough to tech, but at higher percents, you may need to SDI into the ledge.
I practiced this first as Marth in training mode. Spawn a motion-sensor bomb, roll to the ledge, and set it. Then jump off, making sure not to set it off, Up-B into the ledge, and try to tech.
After you can do that, practice teching during matches. For me it was really hard to get myself to actually do it, b/c I spent time trying to read my opponent's edgeguard. Just hit the button. You'll look so cool after you're able to get it.
I got really good at teching crazy stuff after playing a lot with my training partner, who's got a flashy Lucario (this is in PM). He'd go for a lot of those super-charged aerial Side-B's, and I would DI like hell towards the ledge to get the most ridiculous techs off the bottom of the stage. So now in melee when Marth's Dair me, sometimes I can get totally surprise them by teching off like the bottom thingy of BF or something.
*Note: I'll speak more about this later when I talk about DI, but the "Amsah Tech" is when you ASDI down from an upwards-hitting attack to tech on the ground. From that same section, you can tech if you get knocked over when crouch canceling. And in PM you can tech tripping/bananas.
*Note: A tech cannot be inputted for 40 frames after a full press of a trigger. If you L-cancel with a light press, you can avoid situations where you might be unable to tech.
*Note: If you ledge tech jump with Marth, you need to Bair or Side B immediately or else the jump will send you too far away to recover.
. Combo, Survival, Automatic, and Smash Directional Influence (DI)
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*Niche b/c: The theory behind when the different kinds can happen is very complicated, and the button inputs are extremely non-innate.
*How to:
-Normal DI
While in hitstun, you can influence your direction by holding the control stick in a direction non-parallel to your trajectory. Holding perpendicular yields the greatest change in DI.
*Combo DI: When you get hit, you can sometimes avoid your opponent's followups with combo DI, which is almost always DOWN AND AWAY. Knowing when to DI and in which direction is a component of matchups, discussed later.
*Survival DI: When your opponent hits you off the stage, you can use DI to live longer. If you are hit horizontally in such a way that you would cross the left/right blast zone, you can DI up and possibly use up all the hitstun before leaving the blastzone (if hit up, you can DI towards the nearest corner for the same reason). Even if the attack would not kill you, DI'ing up and towards the stage when sent just a little way off the stage makes it easier to recover and gives you more options to counter your opponent's recovery-breaking.
For both combo and survival DI, sometimes instead of anticipating a combo followup or your looming recovery, you can DI towards a platform and try to tech on it.
-Automatic Smash DI (ASDI)
On the first frame of hitstun, if you are holding the control stick in a direction, you will move a little bit in that direction. The c-stick outprioritizes the control stick, so you can ASDI and use survival/combo DI at the same time.
-Smash DI (SDI):
At any point during hitlag, you can move your character a little more than ASDI by smashing the control stick or the c-stick in a direction. You can do this multiple times if you're fast enough. The most efficient SDI is when you combine "Double Stick" SDI with "Quarter Circle" SDI. Double Stick DI is when you SDI with both the control stick and the c-stick (for SDI there's no outprioritizing). Quarter Circle SDI is when you move the stick between 2 corners of the stick's range (the hypotenuse of the resultant vector is longer and more quickly created than if you just keep jamming the stick in that direction).
SDI is commonly used to escape multi-hitting moves. The most famous one is Fox's Uair. If you SDI hard enuff on the weak first hit, you can avoid the strong 2nd hit. For Uthrow->Uair, you can combo DI the Uthrow behind Fox so he has to run backwards then jump. You can then SDI back towards him and take advantage of his momentum. Other moves to SDI out of are Marth and Falcon's Nairs and multi-hitting Dairs like Fox's Peach's, and Puff's.
*Note: As said earlier, the Amsah tech is when you are grounded and are hit by an upwards sending attack and you ASDI down in order to tech. This only works at mid-low %'s. A major example is when you flub a rest with Puff, you can tech a Falcon punch at lower percents. Note that this only works for attacks with an upwards trajectory - you cannot tech if the attack doesn't send you up off the ground.
*Note: As said earlier, you may need to use SDI to ledge tech at higher percents.
*Note: Strongbad's post on Vectoring was enlightening to me b/c it put into perspective the uniqueness of DI in melee as opposed to other fighting games.
. Crouch Cancel
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FIND THAT WEBSITE WITH THE VIDEOS
*Niche b/c:
*How to:
. Waveland
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*Niche b/c:
*How to:
Marth SH double Fair/SH Bair ledgegrab.
-Triangle Jump
*Note: The distance of your wavedash depends on the angle at which you tilt the control stick (the farthest wavedash being possible at an angle just below horizontal) and character traction. Characters like Luigi, IC, and M2 have low traction, so have the best wavedashes, while Jigglypuff is a balloon with lots of friction and has a short wavedash. The timing for wavedashing depends on character jump squat (the usually 4 frames after a jump but before leaving the ground). Wavedashes can also be fast or slow - Sheik's is really fast.
*Note: If you're interested in jump squat, it is also the same window for doing an Usmash or Up B OoS or out of a shine. A short hop also happens if you release the jump button before jump squat ends.
. Invincible Ledge Dash
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*Niche b/c: high risk/high reward, but there are only a few situations (based on complicated spacing between you/your opp) where it is the only option.
*How to:
. No-Impact Landing/ECB manipulation
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*Niche b/c:
*How to:
http://www.reddit.com/r/SSBM/comments/2j6jq2/is_there_a_name_for_this_technique/
. Ledgehog (Ramen Noodles/Pivot)
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*Niche b/c:
*How to:
. Isai Drop, SHAI Drop, and Shield Drop
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*Niche b/c:
*How to:
. Jump Canceled Grab (JC Grab) and Boost Grab
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*Niche b/c:
*How to:
*Note: A boost grab is also called a Dash Attack Canceled Upsmash
. Pivots
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*Niche b/c:
*How to:
. Powershield
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*Niche b/c:
*How to:
. L-cancel, Auto-cancel, Ledge-cancel, and Platform Cancel
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*Niche b/c:
*How to:
-Teeter Cancel
Jab Reset
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*Niche b/c:
*How to:
. Shield Poke
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*Niche b/c:
*How to:
. OoS
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*Niche b/c:
*How to: Of course, you have roll and spotdodge (and shielddrop if you're on a platform). Note that there are 14-17 (char dependent - check m2k's info dump) frames of lag if you just let go of your shield, so it is usually not ideal.
-Usmash OoS
-Up B OoS
-SHFFL/WD OoS
-Lightshield
-Shield Tilt
-Shield DI
. Matchups (MU)
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*Niche b/c:
*How to:
-Tiers
-Ditto
-Chain Throw
-Stage Striking
. Tech Chasing
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*Niche b/c: actually kinda fundamental.
*How to:
. Recovery, Edge Guarding/Egeguard Breaking/Edgeguardbreak Breaking
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*Niche b/c: actually kinda fundamental.
*How to:
-Sweetspot
. Mindgames
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*Niche b/c:
*How to:
-Moonwalk
-Stickywalk
. Neutral Game
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*Niche b/c:
*How to:
*Dashdance
. Character-Specific Techs of note
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*Niche b/c:
*How to:
PM Only Techniques:
. DACUS
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*Niche b/c:
*How to:
In PM 3.5, all characters but Diddy, DK, and Kirby were given a Dash Attack Canceled Up Smash with a window of 2 frames.
. Wavebounce
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*Niche b/c: movement option
*How to:
. Reverse Aerial Rush (RAR)
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*Niche b/c:
*How to:
. Glide Toss, Aerial Glide Toss (AGT), Aerial Grab, and Air Dodge Grab
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*Niche b/c:
*How to:
*Note: In melee, Falcon/Mewtwo/Marth can do a grounded GT, and Peach/Falcon can do an AGT.
*Note: In melee you have to press Z to catch a thrown item while you're in the air, while in PM an airdodge will do the trick. And of course on the ground you can always hit attack to grab an item. But in PM you can also wavedash into items to pick 'em up.
. Taunt Canceling
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*Niche b/c:
*How to:
*Note: in melee, the only way I can think of to taunt cancel is by doing it on Randall the Cloud right before he goes back under YS
. Tethers and Edgeguarding Tethers
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*Niche b/c:
*How to:
-Wall Grapple
. Footstool
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*Niche b/c:
*How to:
. PM Character-Specific Techs of note
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*Niche b/c:
*How to:

I have a list of techs that I feel will be all the rage in the years just before 20XX:
Shield drop

I'll try to finish the info dump before winter break is over. Other than that, if anyone more experienced than me finds that anything I've said about the game is blatantly wrong, let me know and I'll be glad to improve from your advice. If anyone is trying to learn from my guide and notices something blatantly bad about the organization, let me know and I'll fix it right up.
Applicable Games
Melee, Project M
Author
dude it's raining
Views
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First release
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