July 2024
Super Smash Bros. Melee
Intro
Wow, where to even begin... Super Smash Bros. Melee, a game for the Nintendo GameCube, was released in 2001. What started as a children’s party game has evolved into a highly competitive, high skill ceiling, and complex game. Even in 2024, twenty-three years later, Melee shows no signs of slowing down; the community and knowledge surrounding it are at an all-time high.
This entry will explore all the aspects that make Melee one of my favorite games of all time. I'll discuss the complexities and unique elements of this twenty-three-year-old game that I still passionately play today.
This entry will explore all the aspects that make Melee one of my favorite games of all time. I'll discuss the complexities and unique elements of this twenty-three-year-old game that I still passionately play today.
History
As mentioned, Melee released in 2001 and is still played today. However, its creator, Nintendo, has been anything but helpful to the community. Recently, Nintendo released an extensive document detailing their “Community Tournament Guidelines.” These guidelines not only target Melee but also smaller, independently run tournaments and communities.
For example, the "Coinbox" tournament, created by Hungrybox in collaboration with Liquid and Coinbase, provided the community with a much-needed weekly online tournament and a significant prize pool. If you know the community, you'll understand that no one plays Melee to get rich.
This online tournament was a refreshing change after a long drought. However, about a year into its run, Nintendo released their “Community Guidelines,” which effectively shut down the tournament. One guideline stated, "Games with online play must use the online gameplay services and/or servers officially provided by Nintendo."
The tournament operated via Slippi, a rollback-netcode platform that transformed the Melee community since its release (which I will discuss in more detail later). Since the tournament didn't use Nintendo's online servers, it had to stop. And, there are no online "official" servers for Melee, and Nintendo’s online services for Smash games are border line terrible.
There are countless instances where it seems like Nintendo is trying to shut down the Melee community. You can look it up; there are many examples. The Melee community runs independently from Nintendo, without asking for endorsements or venue arrangements. Yet, Nintendo always finds a reason to disrupt us. Mang0, a pro player, called Melee players “The cockroaches of E-Sports,” saying that no matter how hard they try to get rid of us, we always come back. It's a fitting comparison if you ask me lol.
If I detailed all the negative things Nintendo has done to the community aside from creating the game, this article would be as long as a dictionary. But to spare my readers, [The few of you] I’ll leave it at that. Now it’s time to talk about the actual game.
For example, the "Coinbox" tournament, created by Hungrybox in collaboration with Liquid and Coinbase, provided the community with a much-needed weekly online tournament and a significant prize pool. If you know the community, you'll understand that no one plays Melee to get rich.
This online tournament was a refreshing change after a long drought. However, about a year into its run, Nintendo released their “Community Guidelines,” which effectively shut down the tournament. One guideline stated, "Games with online play must use the online gameplay services and/or servers officially provided by Nintendo."
The tournament operated via Slippi, a rollback-netcode platform that transformed the Melee community since its release (which I will discuss in more detail later). Since the tournament didn't use Nintendo's online servers, it had to stop. And, there are no online "official" servers for Melee, and Nintendo’s online services for Smash games are border line terrible.
There are countless instances where it seems like Nintendo is trying to shut down the Melee community. You can look it up; there are many examples. The Melee community runs independently from Nintendo, without asking for endorsements or venue arrangements. Yet, Nintendo always finds a reason to disrupt us. Mang0, a pro player, called Melee players “The cockroaches of E-Sports,” saying that no matter how hard they try to get rid of us, we always come back. It's a fitting comparison if you ask me lol.
If I detailed all the negative things Nintendo has done to the community aside from creating the game, this article would be as long as a dictionary. But to spare my readers, [The few of you] I’ll leave it at that. Now it’s time to talk about the actual game.
Characters
Melee has an extensive roster of characters, featuring a variety from the most popular games of its time. It includes characters from The Legend of Zelda, Star Fox, Pokémon, Super Mario Bros, F-Zero, and more. This cast was a significant upgrade from the previous game, Super Smash Bros. for the Nintendo 64, which only had 12 characters.
Like many other players in the community, I play Fox, who is located on the middle row, left side. Fox and Falco are the most popular characters because they are "better." This is due to their move sets, frame data, kill options, and numerous other factors that make them desirable to play.
Many games, like Melee, have unbalanced characters where some are simply better to play. Despite this, players from all levels, casual to pro, often choose characters that might not seem viable in competitive play.
Some notable players who come to mind are Eddy Mexico (Luigi), Amsa (Yoshi), Junebug (DK), Axe (Pikachu), and codeman (Pichu). These are just a few examples, but there are undoubtedly many talented players using a wide range of characters that I am forgetting.
Like many other players in the community, I play Fox, who is located on the middle row, left side. Fox and Falco are the most popular characters because they are "better." This is due to their move sets, frame data, kill options, and numerous other factors that make them desirable to play.
Many games, like Melee, have unbalanced characters where some are simply better to play. Despite this, players from all levels, casual to pro, often choose characters that might not seem viable in competitive play.
Some notable players who come to mind are Eddy Mexico (Luigi), Amsa (Yoshi), Junebug (DK), Axe (Pikachu), and codeman (Pichu). These are just a few examples, but there are undoubtedly many talented players using a wide range of characters that I am forgetting.
This will tie into the next section, but every character has a set amount of moves that they can do. Some better than others, but looking at it from a “party game” perspective, any normal player that plays for the first time would just pick who they think would be fun to play and do the basic moves that are mentioned in the demo.
Melee Party Play *As Nintendo Intended*
Mechanics
The game's speed of play can be greatly increased from what Nintendo intended. I'll talk about this in more detail later in the Tech section (if you're still reading by then [this is a long entry]).
While I am not a professional player, this gives a good understanding of how fast the game can actually be played.
While I am not a professional player, this gives a good understanding of how fast the game can actually be played.
Taking controller inputs up a notch
This is also a great video that is pretty popular on YouTube that shows the inputs and gives a slo-mo breakdown of “How Fast Melee [Is]”. Which is from matches that in 2024, are quite old, so you can imagine how much crazier the game is played nowadays.
Queue Add
Another important mechanic in Melee is ledge hogging, which plays a pivotal role in competitive play. Essentially, after knocking your opponent off stage, you grab the ledge, preventing them from recovering by occupying it. It's a simple concept but, like anything in Melee, it has deeper nuances that I'll discuss in the Tech section.
They changed this mechanic in the newer games. I remember my first time playing Smash Ultimate, the latest game in the series, and when I tried to ledge hog, my opponent swapped places with me upon recovering, pushing me off the ledge. This effectively removed ledge hogging, as now, when your opponent gets close to the ledge, they grab it and push you off. I'm not sure why they removed this feature, but I'm honestly not a huge fan of it.
They changed this mechanic in the newer games. I remember my first time playing Smash Ultimate, the latest game in the series, and when I tried to ledge hog, my opponent swapped places with me upon recovering, pushing me off the ledge. This effectively removed ledge hogging, as now, when your opponent gets close to the ledge, they grab it and push you off. I'm not sure why they removed this feature, but I'm honestly not a huge fan of it.
Great video explaining the ledge in Melee
The general mechanics in Melee are quite simple, but the more complex and in-depth ones will be covered in the Tech section. For now, that's enough about the characters. After all, what is any game full of characters without stages?
Stages
Melee has a great selection of fun stages. But only 6 of them are *legal* stages. Yoshi’s Story, Fountain of Dreams, Pokemon Stadium, Battlefield, Dream Land, and Final Destination.
Similar to characters, some stages in Melee favor certain characters over others. Therefore, in tournament play, selecting a stage is as crucial as choosing your character and understanding your opponent's strengths.
For instance, if you know your opponent struggles on a specific stage, it's advantageous for you to choose it, giving you an edge. This strategy works both ways, as stage selection can significantly influence the outcome of a match. This concept is well illustrated in a graphic from Platteville Smash Bros on Facebook, which outlines the stage selection process effectively.
For instance, if you know your opponent struggles on a specific stage, it's advantageous for you to choose it, giving you an edge. This strategy works both ways, as stage selection can significantly influence the outcome of a match. This concept is well illustrated in a graphic from Platteville Smash Bros on Facebook, which outlines the stage selection process effectively.
Stage Select Breakdown
My personal favorite stages are Battlefield, followed by Yoshi’s Story. They also feature great soundtracks, which is another standout aspect of Melee, but I'll talk about that in the Soundtrack section down below.
Expanding on stages, a player’s playstyle on each stage is just as crucial as their selection. Different stages accommodate various playstyles, potentially giving advantages to players who can: A. Adapt their playstyle to defeat their opponent, B. Utilize the stage's boundaries strategically, or C. Benefit from a stage that aligns with their defensive or offensive approach.
Expanding on stages, a player’s playstyle on each stage is just as crucial as their selection. Different stages accommodate various playstyles, potentially giving advantages to players who can: A. Adapt their playstyle to defeat their opponent, B. Utilize the stage's boundaries strategically, or C. Benefit from a stage that aligns with their defensive or offensive approach.
Playstyle
Another defining aspect of Melee, and many other fighting games, is how players develop iconic playstyles. When discussing Melee, players like Hungrybox, Mew2King, Mang0, and Armada immediately come to mind, each known for their distinct approaches to the game. For example, Mew2King, now retired, aimed for near-perfect gameplay, meticulously studying frame data and optimal strategies. Mang0 is known for his stylish and aggressive play, while Hungrybox adapts his style, becoming incredibly defensive when advantageous, often leveraging invincibility frames by repeatedly grabbing the ledge (a technique detailed later in the Tech section).
My personal playstyle mirrors the aggressive approaches of players like Mang0 or Hax$. Playing as Fox, I favor aggressive moves like Short-hop Nairs or approaching with a Short-hop dairs, followed by shines, and capitalize on knockdowns with up-smashes or tech chases. My strategy varies based on the situation, opponent position, and their percentage, emphasizing adaptability and reading my opponent’s movements.
I'll look into specific approaches and techniques in the Tech section below, using video and input displays to demonstrate how I prefer to play. Beyond gameplay mechanics, Melee offers insight into players through their unique playstyles. Even without player cams or nametags, you can often identify players by their movements and strategies, adding depth and humanizing the competitive scene. This connection between playstyles and controllers is a significant topic in the Melee community, which I'll explore in the next section.
My personal playstyle mirrors the aggressive approaches of players like Mang0 or Hax$. Playing as Fox, I favor aggressive moves like Short-hop Nairs or approaching with a Short-hop dairs, followed by shines, and capitalize on knockdowns with up-smashes or tech chases. My strategy varies based on the situation, opponent position, and their percentage, emphasizing adaptability and reading my opponent’s movements.
I'll look into specific approaches and techniques in the Tech section below, using video and input displays to demonstrate how I prefer to play. Beyond gameplay mechanics, Melee offers insight into players through their unique playstyles. Even without player cams or nametags, you can often identify players by their movements and strategies, adding depth and humanizing the competitive scene. This connection between playstyles and controllers is a significant topic in the Melee community, which I'll explore in the next section.
Controllers
Controllers play a crucial role in all video games, especially in Melee where the traditional stock OEM controller, made by Nintendo and now about 24 years old, is scarce and difficult to find in good condition. This scarcity has prompted the community to innovate and create numerous new controllers for the game. Among the most popular alternatives for a handheld controller are the OEM (original equipment manufacturer) from Nintendo, the Goomwave, and the Phob. However, these controllers are often criticized for their ergonomics, which has resulted in several players developing hand injuries.
One notable case is Hax$, who had to stop using his GameCube controller due to severe hand conditions. In response, he designed his own controller called the Boxx, which revolutionized the traditional GameCube button layout into a flat, keyboard-style design that greatly improved ergonomics and allowed him to continue playing. Other keyboard-style controllers, such as the Smashboxx and Frame 1, have also emerged as alternatives in the community.
One notable case is Hax$, who had to stop using his GameCube controller due to severe hand conditions. In response, he designed his own controller called the Boxx, which revolutionized the traditional GameCube button layout into a flat, keyboard-style design that greatly improved ergonomics and allowed him to continue playing. Other keyboard-style controllers, such as the Smashboxx and Frame 1, have also emerged as alternatives in the community.
The Phob motherboard, released in 2022, was a revolutionary advancement for GameCube controllers. Most controllers traditionally used potentiometers that degrade over time, a phenomenon known as PODE (Potentiometer Oddity Degradation Effect). As potentiometers age, they may report their position less frequently, resulting in missed values. Users of Goomwave and OEM controllers often find themselves needing to replace potentiometers every three months with heavy use due to PODE.
In contrast, the Phob motherboard uses DH1H1 magnets mounted on tiny 3D-printed supports positioned where the potentiometer would be on the control stick. These magnets move with the stickbox, replacing the potentiometer function without degrading over time. The motherboard's sensors allow users to program settings to mitigate controller snapback, as demonstrated in Smashscope's reprogramming diagram provided below.
In contrast, the Phob motherboard uses DH1H1 magnets mounted on tiny 3D-printed supports positioned where the potentiometer would be on the control stick. These magnets move with the stickbox, replacing the potentiometer function without degrading over time. The motherboard's sensors allow users to program settings to mitigate controller snapback, as demonstrated in Smashscope's reprogramming diagram provided below.
Phob GCC Motherboard & Smashscope PODE Visualizer
Tech
Melee is known for its high skill ceiling, making it challenging yet rewarding for new and experienced players alike. With the large amount of resources available today, players can continually learn and improve their skills. Technical skill, or "tech," is mandatory in Melee, with each character offering unique techniques essential for high-level play. As a Fox player, I focus on mastering advanced tech skills and incorporating them into my play.
Fox has a wide array of techniques to master, ranging from basics like Wavedashing and L-Cancelling to more advanced maneuvers like Shine Out of Shield, Frame 1 Aerials, and beyond. To streamline this discussion, I'll highlight some newer techniques I've incorporated into my gameplay, such as Ledgedash turn around up tilt, Shine OOS, Invincible Ledge Dash (Hax Dash), and Shield dropping.
One notable technique I've been working on is the Ledgedash turn around up tilt. This move involves executing a Ledgedash with invincibility frames, quickly turning around, and following up with an up tilt. It's a rapid sequence that quickly transitions opponents from the stage to off-stage, making it invaluable for escaping pressure on the ledge or in corners. Below, I've included an example video showcasing the move in both training and a real match against Peach. In the match, executing the technique quickly allows me to regain stage control with invincibility and land an up tilt that sends Peach off-stage, providing me with a crucial advantage in just a few frames.
Fox has a wide array of techniques to master, ranging from basics like Wavedashing and L-Cancelling to more advanced maneuvers like Shine Out of Shield, Frame 1 Aerials, and beyond. To streamline this discussion, I'll highlight some newer techniques I've incorporated into my gameplay, such as Ledgedash turn around up tilt, Shine OOS, Invincible Ledge Dash (Hax Dash), and Shield dropping.
One notable technique I've been working on is the Ledgedash turn around up tilt. This move involves executing a Ledgedash with invincibility frames, quickly turning around, and following up with an up tilt. It's a rapid sequence that quickly transitions opponents from the stage to off-stage, making it invaluable for escaping pressure on the ledge or in corners. Below, I've included an example video showcasing the move in both training and a real match against Peach. In the match, executing the technique quickly allows me to regain stage control with invincibility and land an up tilt that sends Peach off-stage, providing me with a crucial advantage in just a few frames.
Ledge Dash Turn Around Up Tilt
It's important to note the progress bar at the top of the screen during this maneuver. The blue squares represent the Intangibility Frames granted during a ledge dash, allowing you to be near an opponent without them being able to hit you. This underscores the importance of executing the technique quickly, as these frames are limited yet extremely valuable in high-level play.
In the example below, you can see this technique applied in a real match. Here, I quickly transitioned from being pressured on the ledge to repositioning on stage, forcing Peach into a disadvantaged off-stage position.
In the example below, you can see this technique applied in a real match. Here, I quickly transitioned from being pressured on the ledge to repositioning on stage, forcing Peach into a disadvantaged off-stage position.
Ledge Dash Turn Around Up Tilt - In Game
Shine Out of Shield (Shine OOS) is a crucial tech skill for Fox and Falco players, as they are the only characters with the Shine move. As the name suggests, it involves executing a Shine while in shield. This technique is powerful because it allows you to absorb attacks while in shield and immediately counter with a Shine. For Fox, this bounces opponents away, while for Falco, it sets up potential combos by launching them upwards.
Mastering Shine OOS requires precise timing. You start by holding the shield button (R or L), then initiate the Jumpsquat animation by tilting the analog stick downward, which for Fox takes approximately 3 frames. On the fourth frame (the first available frame after Jumpsquat), input Shine by pressing Down + B.
Achieving consistency with this move is a matter of practice and becoming comfortable with the timing required to crouch and then execute Shine. Shine OOS is invaluable for escaping pressure situations while maintaining defensive capabilities with your shield. But, I still can't get this every time, so I am practicing it for now.
Mastering Shine OOS requires precise timing. You start by holding the shield button (R or L), then initiate the Jumpsquat animation by tilting the analog stick downward, which for Fox takes approximately 3 frames. On the fourth frame (the first available frame after Jumpsquat), input Shine by pressing Down + B.
Achieving consistency with this move is a matter of practice and becoming comfortable with the timing required to crouch and then execute Shine. Shine OOS is invaluable for escaping pressure situations while maintaining defensive capabilities with your shield. But, I still can't get this every time, so I am practicing it for now.
Semi Decent Shine OOS - Bounces Sheik away from me
Ledge dashing is a fundamental yet crucial tech skill in Melee, enabling quick movement from hanging on the ledge to standing on stage in just a few frames. To execute this maneuver, you jump up using X or Y and swiftly wave dash onto the stage. While effective, we can take this skill one step further.
Leffen Ledge Dash Example
When initially grabbing the ledge in Melee, players receive a brief period of invulnerability where they cannot be hit. This invulnerability can be refreshed by dropping down and regrabbing the ledge, with no limit to the amount of times it can be refreshed in a match. To enhance the ledge dash technique, you can combine these two concepts. By quickly refreshing your invulnerability on the ledge and executing a fast ledge dash, you can transition onto the stage while maintaining these invulnerability frames.
This tactic is particularly advantageous when your opponent is positioned near the ledge. It allows you to approach them with invulnerability, gaining the upper hand and creating opportunities for attack. For instance, with Fox, a common method involves using Firefox (Up + B) to ledge stall and refresh invulnerability frames, followed by a quick ledge dash to capitalize on the advantage provided by these frames.
This tactic is particularly advantageous when your opponent is positioned near the ledge. It allows you to approach them with invulnerability, gaining the upper hand and creating opportunities for attack. For instance, with Fox, a common method involves using Firefox (Up + B) to ledge stall and refresh invulnerability frames, followed by a quick ledge dash to capitalize on the advantage provided by these frames.
Falco Ledge Stall (To refresh invincibility)
As mentioned earlier, when grabbing the ledge, you briefly glow white, indicating your invincibility frames. Performing a quick ledge dash can extend this time, allowing you to capitalize on these frames effectively.
Ledge Dash Turn Around Up Tilt
Lastly, Shield dropping is crucial in competitive play, especially when you're on a platform close to your opponent. By entering shield (facing your opponent), adjusting the analog stick slightly, you can drop through the platform while performing a move.
This technique allows you to attack your opponent while descending through a platform, providing numerous opportunities for follow-up attacks or defensive maneuvers.
This technique allows you to attack your opponent while descending through a platform, providing numerous opportunities for follow-up attacks or defensive maneuvers.
Shield Dropping (Pretend the Egg is an Opponent)
All of this only scratches the surface of the possibilities in Melee. For a comprehensive list of all the tech skills you can learn in this game, @STT_PureDrop has created a detailed website with video tutorials covering every technique.
https://melee.guru/characters/marth.html
https://melee.guru/characters/marth.html
Soundtrack
Melee's soundtrack is undeniably amazing, featuring iconic songs that originate from their respective video games. Notable tracks include Battlefield, Fountain of Dreams, Dream Land, and many more. Interestingly, I recently discovered they even did live variations of the soundtrack.
In 2002, the New Japan Philharmonic performed fifteen songs from the game's soundtrack. For more details and to listen to these live recordings, you can check out the SSBWiki article, which also includes my personal favorite, Fountain of Dreams, and Track 5, "Original Medley".
https://www.ssbwiki.com/Smashing...Live!
In 2002, the New Japan Philharmonic performed fifteen songs from the game's soundtrack. For more details and to listen to these live recordings, you can check out the SSBWiki article, which also includes my personal favorite, Fountain of Dreams, and Track 5, "Original Medley".
https://www.ssbwiki.com/Smashing...Live!
Rollback v. Delay Based Netcode
For the longest time, Melee was primarily played via LAN (Local Area Network), meaning players competed in person. This was the standard until online Melee became viable. Initially, online play used a type of netcode known as "Delay Based," where inputs from each player are delayed to synchronize during the match. The variability in delay made consistent gameplay challenging, but it was the only option available for a long period.
Then, Fizzi (https://twitter.com/fizzi36) introduced Project Slippi, revolutionizing online Melee with Rollback Netcode. Unlike Delay Based netcode, Rollback Netcode predicts players' inputs to maintain smooth gameplay, minimizing latency and quickly correcting prediction errors. This innovation significantly reduced lag, allowing Melee players to compete across long distances. The diagram below illustrates how the game processes inputs from each player's computer.
Then, Fizzi (https://twitter.com/fizzi36) introduced Project Slippi, revolutionizing online Melee with Rollback Netcode. Unlike Delay Based netcode, Rollback Netcode predicts players' inputs to maintain smooth gameplay, minimizing latency and quickly correcting prediction errors. This innovation significantly reduced lag, allowing Melee players to compete across long distances. The diagram below illustrates how the game processes inputs from each player's computer.
Rollback Netcode Diagram
Project Slippi has truly transformed the Melee community in significant ways. By introducing Rollback Netcode, it has not only minimized lag during online play but also broadened the horizons for players worldwide. Before Slippi, Melee primarily relied on LAN setups, limiting competitive opportunities to local events. Slippi's adoption of Rollback Netcode allows players to compete with minimal latency, regardless of distance.
Fizzi's work on Project Slippi is widely regarded as one of the most significant advancements in Melee over the past decade, illustrating the transformative power of technology in enhancing gaming experiences and community connectivity.
Fizzi's work on Project Slippi is widely regarded as one of the most significant advancements in Melee over the past decade, illustrating the transformative power of technology in enhancing gaming experiences and community connectivity.
Revival
Expanding on Project Slippi and the work that Fizzi has done, it really is hard to predict how the game would look right now if it weren't for it. Being able to play people online like any other video game has brought an entirely new experience for players and has definitely revived a lot of the community's interest in the game. Anytime you go on a Melee stream, they are usually playing matches on Slippi. I can't even imagine what people would be streaming if Slippi didn't exist, or what people used to stream before Slippi. You would need multiple people at a house playing on LAN to stream any type of content.
The game and community has had its ups and downs, but its great to see such a presence of new and upcoming players getting better and better and pushing the limits of the game. Finding out new Tech Skill or learning a new approach to a matchup. This creates a domino effect and just forces all of the people super dedicated to the game to just continue getting better and someday reach those top spots.
This entry has gotten wayyyyy longer than I anticipated, but it’s safe to say that Melee is a very complicated but beautiful game that Nintendo will probably keep trying to shut down, but they never will.
The game and community has had its ups and downs, but its great to see such a presence of new and upcoming players getting better and better and pushing the limits of the game. Finding out new Tech Skill or learning a new approach to a matchup. This creates a domino effect and just forces all of the people super dedicated to the game to just continue getting better and someday reach those top spots.
This entry has gotten wayyyyy longer than I anticipated, but it’s safe to say that Melee is a very complicated but beautiful game that Nintendo will probably keep trying to shut down, but they never will.