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Competitive Melee 101

By blorppppp

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Schedule

Lesson 1

Lesson 3

Lesson 2

Lesson 4

Controls & Techniques

Competitive rules & strategy

Characters (pick your main)

Tournament

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Lesson 1

Controls & Techniques

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Table of contents

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Why Melee?

Gameplay

Competition

Community

  • Blistering speed
  • Precise movement
  • High skill ceiling

  • Local scene
  • Supermajors
  • Slippi online
  • Complex strategy
  • Epic history
  • Tons of resources

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Disclaimer

  • Melee is hard
  • Requires intentional practice
  • No buffer system

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Object of the game

Knock past blastzones

More % = More Knockback

Vertical and horizontal blastzones vary by stage!

Combos are % dependent

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02

Basic Movement

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Controls

  • Focused on gamecube controller
  • Applies to most characters
  • I’ll be covering a huge amount of information and terminology.
  • Don’t expect to memorize everything right away, my goal is to introduce you to concepts and terminology

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Grounded movement

Dashing

Running

Walking

  • Fast burst of speed
  • Can immediately dash back (dash dancing)
  • Can’t tilt or crouch

  • Access to all grounded attack options
  • Can instantly enter dash
  • State entered after dash
  • Can’t dash back quickly anymore
  • Access to grounded options via crouch

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Jumping

Full hop

Short hop

OR

OR

  • Press input normally
  • Press and release FAST (character dependent)

Preferred inputs

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Aerial Movement

Air dodge

Fast fall

Double jump

  • Input while falling

  • Jump while airborne
  • Most characters only have 1 double jump

  • Avoids attacks

OR

+

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Shielding

Light shield

Normal shield

  • Lightly press L or R
  • Depletes slower
  • Covers larger area
  • More pushback
  • Hard press L or R (until it clicks)
  • Can reflect projectiles if timed correctly (powershielding)

OR

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Shielding (continued)

  • Shield depletes when you use it or when you get hit
  • Smaller shields allow you to get hit even while shielding
  • If your shield breaks you’ll be stunned
  • You can angle your shield to avoid getting shield poked

slowly

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Out of shield (OOS) options

Grab

Spot dodge

Roll

Jump

*C-stick buffers rolls & spot dodges

shield

+

shield

+

jump

OR*

shield

+

OR*

shield

+

OR

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Ledge mechanics

Ledge options

Roll

Attack

Jump

Regular getup

Drop

  • Only one character can grab ledge at a time (ledgehogging).
  • Grabbing ledge gives brief invincibility
  • If over 100% you’ll do a slow ledge option (except for letting go)

Toward stage

Away from stage

OR

OR

OR

OR

OR

OR

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03

Attacks

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Grounded attacks

Tilt

Dash attack

Jab

Smash attack

up-tilt, down-tilt, forward-tilt

or u-tilt, d-tilt, f-tilt

up-smash, down-fsmash, forward-smash

or u-smash, d-smash, f-smash

While dashing or running

+

OR

+

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A note on up-tilts

  • You can’t disable tap jump so often you’ll accidentally jump instead of up-tilting
  • There are 2 solutions to this problem:
  • Hold slightly up (orange region on the right)
  • Place the stick in the upright position during lag

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Aerials

Neutral Air (nair)

Control stick in a neutral position

* Characters with a grapple (Link, Young Link, and Samus) will zair instead of nair with z.

OR*

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Aerials

Forward Air (fair)

When facing right

OR

+

OR

  • Aerial in the direction you’re facing
  • C-stick is generally preferred because you can aerial and drift in different directions
  • Z or A are useful for instant aerials

+

Preferred

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Aerials

Back Air (bair)

When facing right

OR

+

OR

  • Aerial in the direction behind you
  • C-stick is generally preferred because you can aerial and drift in different directions
  • Z or A are useful for instant aerials

+

Preferred

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Aerials

Up Air (uair)

OR

+

OR

  • Aerial in the direction behind you
  • C-stick is generally preferred because you can aerial and drift in different directions
  • Z or A are useful for instant aerials

+

Preferred

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Aerials

Down Air (dair)

OR

+

OR

  • Aerial in the direction behind you
  • C-stick is generally preferred because you can aerial and drift in different directions
  • Z or A are useful for instant aerials

+

Preferred

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Grabs

Grab

Pummel

Throw

  • Opponent can mash out of grabs (by spamming inputs). It’s easier to mash out at lower percents.
  • You can grab out of a dash but the animation is usually much slower (more on this later).

shield +

OR

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Specials

  1. Each character has a unique set of specials
  2. Generally up-b is a recovery move
  3. Some specials are much slower or laggier than regular moves so use them sparingly (major exceptions include shine and lasers).

+

OR

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04

Basic Techniques

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Wavedashing & wavelanding

Wavedash

Waveland

  • Allows quick & precise repositioning
  • Move backwards while facing forwards (useful for grabbing ledge)
  • Access to all grounded options
  • Timing varies by character

How to practice:

  1. Start slow then speed up. Try different angles.
  2. If you accidentally jump you’re pressing R/L too fast
  • Airdodge onto a platform or the stage from the air

jump > airdodge toward ground

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Dash dancing

Slow turnaround (bad)

  • Dash back and forth within dash range to avoid slow turnaround
  • Dash distance varies by character so the technique is more useful for some characters than others
  • Useful for quick repositioning and baiting out moves from your opponent

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Directional Influence - DI

Smash DI

(Advanced)

Trajectory DI

  • Alter your trajectory by holding a direction on the control stick during hitstun
  • Helps escape combos and live longer
  • Nudge your character during hitstun
  • Input is beyond the scope of today’s lesson

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Jump cancelling

JC Grab

JC Upsmash

dash grab

* Although technically grab needs to be pressed after jump, in practice you can think about pressing them simultaneously.

jump > grab*

  • Interrupt running animation with a jump to get the fast standing grab animation instead of the slow dash grab animation.

jc grab

  • Upsmash out of a run using jump to cancel run animation
  • Must upsmash FAST before jumpsquat ends

jump > upsmash

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Run cancelling

While running

  • Access all grounded options (jab, tilts, smash attacks, etc) by crouching out of a run

>

grounded action

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Teching

Missed tech

Tech in place

Tech roll forward

Tech roll backward

  • Some attacks will send your character into a knockdown state.
  • You can input a tech 20 frames before landing to escape faster

OR

+

OR

+

OR

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Teching (continued)

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Teching (advanced)

Amsah tech

Wall tech

  • Hug the floor and tech to avoid certain death
  • You can also tech while airborne near a wall to survive some kill moves

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Meteor Canceling

  • Certain moves send the opponent down but are not true spikes. These are called Meteor smashes.
  • If you input a jump or up-b after getting hit by a meteor smash you’ll cancel all downward momentum and recover
  • If you input a jump too early there is a 40 frame lockout window which prevents you from Meteor canceling with jump

OR

jump

+

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Crouch cancelling - CC

With CC

Without CC

  • Crouching dramatically reduces hit stun of moves and prevents knockdown until higher %s allowing you to punish your opponent before their move is finished

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Shield Dropping

The Axe Method

(on a platform)

  • Drop through platforms from a shielded position
  • Often used to counter-attack with quick aerials from a platform
  • Also a good movement option, faster than dropping through a platform normally
  1. dash > shield
  2. Roll stick a quarter circle down to the next gate. From to
  3. (optional) aerial/jump/fast fall

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L-canceling and SHFFLing

L-cancel

SHort hop fast fall L-cancel (SHFFL)

OR

OR

  • Significantly reduces landing lag from aerials
  • Input after an aerial but before landing
  • Probably the most difficult widely used technique. Requires lots of practice
  • Fastest way to perform aerials from the ground

Short hop > aerial > Fast Fall > L-cancel

Short hop > Fast Fall > aerial > L-cancel

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Practice Resources

  • SSBM Tutorials - detailed youtube videos on nearly every smash technique.
  • UnclePunch Training Mode - extremely user friendly mod for practicing both basic and advanced techniques. Highly recommended for new players.
  • Slippi Netplay - Play low latency netplay against random opponents matched near your skill. Takes 5-10 games for it to learn your skill level.
  • Melee Newbie Netplay - Discord for matchmaking with new melee players
  • Blippi.gg - Wide collection of resources
  • Melee Library - Another collection of melee resources

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THANKS!

CREDITS: This presentation template was created by Slidesgo, including icons by Flaticon, and infographics & images by Freepik.