
2001 · HAL Laboratory · fighting · Nintendo
Why this one is in the canon, and how to start it well.

The cheat-device scene for Melee centered on Action Replay and CodeBreaker rather than GameShark (Interact’s GCN support was limited), with players hunting unlock shortcuts for the full 25-character roster, stage toggles, and debug-mode cameras for combo-video production. But Melee’s real “cheat culture” lives in its community-developed mods: 20XX Tournament Edition, UnclePunch Training Mode, and Project M (later Project+) became essential training tools and competitive variants, distributed via memory-card exploits and softmodded consoles. The game’s frame-data obsessives, TAS creators, and combo-video auteurs built a knowledge base rivaling any traditional fighting game—SmashBoards, Melee Library, and SSBM Tutorials became the canon, and “reading the frame data” became as fundamental as reading your opponent.
Pick Fox, Marth, or Kirby for your first matches. Fox and Marth dominate competitive play but demand execution; Kirby’s multiple jumps and forgiving recovery let you learn stage boundaries and edgeguarding without drowning yourself.
Clear Classic Mode on Normal with your starter. You’ll unlock hidden fighters (Jigglypuff after 50 VS matches or one Classic clear) and internalize the damage-percentage system—higher % means farther knockback, not depleting health.
Learn short-hop aerials now. Tap jump and release within 3 frames to short-hop; press A in the air for an aerial. Short-hop neutral-air and forward-air are your primary neutral tools in every matchup.
Disable items in VS Mode options (or set to Very Low) if you want fundamentals practice. Tournament standard is no items; casual 4-player free-for-alls with items on High is how most players experienced Melee in 2001—both modes are valid.
Master directional influence (DI) during hitstun. Hold the stick perpendicular to the knockback angle (usually up-and-away) while being hit to survive longer. This is the single most important defensive technique and applies to every character.
Unlock all characters before committing to one. Play 1,000 VS matches (tedious), or clear specific single-player modes: Marth (Classic or Adventure with any character), Falco (100-Man Melee), Ganondorf (Event 29). GameFAQs has the full unlock tree.
Spend 20 minutes in Training Mode testing your character’s kill moves at 80%, 100%, and 120% on a standing opponent. Knowing which smash attack, aerial, or special reliably KOs at tournament-relevant percents beats memorizing combo trees you can’t execute yet.
L-canceling cuts aerial landing lag in half. Press L or R the instant before you land after any aerial—character flashes white if you nailed it. Tournament players treat this as table stakes; most casual players finish the game without knowing it exists.
Directional Influence (DI) changes your knockback trajectory. Hold the stick perpendicular to the direction you’re flying when you take the hit—launched horizontally, hold up; launched upward, angle toward a side blast zone. Survival DI is the difference between dying at 80% and living to 130%.
Fast-falling speeds your descent and opens combo routes. Tap down at the peak of a full hop or short hop—you drop noticeably faster. Spacies (Fox/Falco/Falcon) use this constantly; floaty characters like Peach and Jigglypuff gain less but still benefit.
Short hops require a light tap of X or Y. Release the jump button within 3–4 frames to stay low—critical for aerial pressure and combo extensions. Each character has a different short-hop height; practice mode is your friend here.
Grab the ledge facing backward for invincibility refresh. Drop from ledge, double-jump back and grab again—you get fresh invincibility frames. Spacies and Sheik can ledge-stall indefinitely this way; tournament rulesets sometimes restrict planking but casual play rarely enforces it.
C-stick aerials preserve momentum. Using the C-stick for aerials (vs. A + direction) keeps your horizontal drift intact—essential for spacing back-airs while retreating or forward-airs while advancing.
Crouch-canceling reduces hitstun at low percents. Hold down when you anticipate a weak hit—you take the damage but suffer minimal knockback, letting you retaliate immediately. Stops working around 40–60% depending on the move.
The walls players actually hit, and the way through each.
Unlocking All Characters (Classic/Adventure Grind)
The full 26-character roster requires specific unlock conditions the game never tells you. Jigglypuff appears after 50 VS matches or clearing Classic/Adventure with any character. Marth and Roy need 10 and 15 VS matches respectively, or single Classic runs with specific starters. The brute-force method is 1000 VS matches (any rules, any length) to force all remaining characters — hours of controller-taped idling. Targeted Classic runs are faster: Falco unlocks after 100-Man Melee or Classic with Fox, Dr. Mario after Classic with Mario, Young Link after Classic/Adventure with 10 characters. Ganondorf requires Event 29 completion. Mewtwo is time-gated: 20 hours of VS play or 5 hours with all four controller ports active (idle matches count). cite
Event 51: The Showdown (Giga Bowser, Mewtwo, Ganondorf)
The final event is a 3-on-1 stamina match where one hit ends your stock. The AI reads DI and punishes lag. Marth and Fox are standard picks for speed and disjoint. Stay mobile, never commit to smash attacks, abuse invincibility frames from ledge grabs. Giga Bowser’s up-B has massive hitboxes but long startup — bait it, roll behind, grab. Mewtwo dies fastest; focus him first with dash-attack chains near edges. Ganondorf’s Warlock Punch has a tell; spot-dodge and counter immediately. Items spawn frequently — beam swords and home-run bats trivialize stamina. Turn items on, grab bat, win.
Break the Targets: Fast-Faller Characters (Fox, Falco, Captain Falcon)
These characters have Target Test layouts designed around wavedashing and platform cancels — techniques the tutorial never mentions. Fox’s Stage 2 target behind the starting platform requires a short-hop back-air or wavedash off the edge. Falco’s upper-left cluster needs a full-hop Firebird at a specific angle. Captain Falcon’s requires Raptor Boost momentum. Without advanced tech, sub-10-second times are inaccessible. Focus on All-Star mode unlocks instead; Target Test completion isn’t required for 100%.
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mr game and watch victory super smash bros melee ost
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