Comprehensive Guide to 10-Man Melee! - Last update: 12/20/08

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11:54 PM Aug 16 2008 2008
Nintendude1189
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Comprehensive Guide to 10-Man Melee!
Comprehensive Guide to 10-Man Melee


Table of
Contents
I. Introduction
II. The formula for a good 10-Man Melee time...
III. Advanced Techniques
IV. Character Strategies
V. World Records
VI. Special Thanks / Credits


I. Introduction

10-Man Melee is the easiest of the Multi-Man Melee modes and it isn't even required that you play it to obtain anything. It is basically a toned down version of 100-Man Melee where the object is to KO 10 wireframes as fast as possible. Anyone can go in and use random attacks to easily complete 10-Man Melee, but that won't result in any decent scores.

10-Man Melee is an exceptionally deep Stadium mode in Super Smash Bros. Melee. The difficulties of the top strategies generally do not compare to those of Home Run Contest and Break the Targets, but that isn't the point of 10-Man Melee. This mode isn't really about getting one completion of an exceptionally difficult strategy. Rather, it is about perfection and getting the best times with each strategy. That is why I'm not listing tons of strategies for each character. Since completion is usually not difficult, I will focus on the top strategies and how to get the best times with them.

Since 10-Man Melee strategies vary with difficulty, I've given each a rough difficulty rating. This should give you an idea of which strategies to attempt. The order of difficulty, in increasing order, is Easy, Intermediate, Advanced, Expert. Furthermore, just about every strategy comes with a video. This should help people who must see a strategy to replicate it, in addition to giving you an idea of positioning and such.

II. The formula for a good 10-Man Melee time...

1. Frame respawn patterns
There is a predetermined way that the frames will respawn depending on the given situation. Because of this, it is important to recognize which frames actually have an impact on your final score. These frames are frames 2, 5, and 10, but to understand why you need to work backwards. Frame 10 is obvious. The faster you kill frame 10, the faster you complete it, right? Well, what triggers the spawning of frame 10? The answer is frame 5. Therefore, if you kill frame 5 faster, frame 10 spawns faster. So what triggers the spawning of frame 5? Frame 2! Therefore, each strategy is designed to KO frames 2, 5, and 10 as soon as possible. The only other frame that may affect your strategy is frame 3, which affects the place that frame 5 spawns. The use of frame 3 varies from strategy to strategy. Frames 6-9 have absolutely no impact on your score, but it is usually helpful to get rid of them as fast as possible so they can't attack you.

Here is an in-depth look at respawn patterns, by r1k:

INITIAL SETTING. CAN BE KILLED IN ANY ORDER
frame 1: (M) corner
frame 2: (F) bottom
frame 3: (M) right

frame 4: (F) (same position as frame 1)
frame 5: (M) (same position as frame 2)

frame 6: (F) (same position as frame 3)
frame 7: (M) (left platform) [emerges 0.10 after frame 6)
frame 8: (F) (same position as frame 4)
frame 9: (M) (top platform.)
frame 10: (F) (same position as frame 5)

If frames 4 and 5 are killed at the exact same time, frames 9 and 10 are reversed (frame 10 will emerge on the top platform)

And although I have not tested it, I believe if frames 2 and 3 die at the same time, 6 and 7 will be reversed.

As you can see, the frames alternate in gender and have a relatively easy spawning pattern until things begin to die at the same time. The reason why the old Zelda strat is so bad is because as you can see, no frame appears on the left platform until frame 7. And we are killing that frame 5th, by that time 2 other frames have already emerged.

2. Attack power
This may seem obvious - The stronger the attack is, the faster they die and the faster your time. However, it is not so simple. The wireframes in 10-Man Melee react very strangely to the attacks in SSBM. You would expect something like Roy's forward-smash to be one of the stronger attacks, but that is not the case. In 10-Man Melee, Roy's forward-smash, as well as other powerhouses like Falcon Punch, are overpowered by Zelda's up-B attack. This may seem baffling at first, but that is just the way it works. In order to do well in 10-Man Melee, you must take note on which attacks KO frames the fastest. Each strategy is designed to use 10-Man Melee's strongest attacks on frames 2, 5, and 10. Just to show you how weird this is, here's a list of each character's most powerful attack in 10-Man Melee that is actually useful. The reason I say actually useful is because sometimes the strongest attack is not useable. For example, Kirby's best attack is spitting an opponent at another, but that obviously cannot be used effectively in 10-Man Melee.

Dr. Mario - Up-B
Mario - Up-B
Luigi - Up-B ‘ping' hit
Bowser - Forward-B throw / klaw strike
Peach - Up-B
Yoshi - Up-tilt
Donkey Kong - Down-B second strike
Captain Falcon - Forward-B
Ganondorf - The back kick of the down-smash
Falco - Down-B
Fox - Down-B
Ness - Up-smash up-swing
Ice Climbers - Neutral-B hammer
Kirby - Up-B up-slash
Samus Up-B
Sheik - Up-B
Link - Up-smash third strike
Young Link - Aerial Spin Attack
Pichu - Aerial up-A
Pikachu - Aerial up-A
Jigglypuff - Up-throw
Mewtwo - Sweetspot up-tilt
Mr. Game & Watch - Aerial back-A
Marth - Non-sweetspot up-smash
Roy - Up-B

III. Advanced Techniques / Terminology

SSBM is home to tons of advanced moves that are mentioned nowhere in the manual. Only a few are useful in 10-Man Melee though. Here are a few important ones to know:

L-canceling - Pressing L, R, or Z right before hitting the ground during an aerial attack will reduce lag to one half its usual value.

Wavedashing - To wavedash, airdodge into the ground or a platform to slide and land more quickly.

Fastfalling - After the peak of a character's jump, smashing down will make the character fall faster than usual.

Short-hop - If you press and release a jump button before your character finishes the jumping animation (usually 4-7 frames), your character will do a smaller jump than usual.

Additionally, here's some terminology that I will be using throughout this guide:

Frame - This is an abbreviation of Wireframe, your opponents in Multi-Man Melee. Alternatively, a frame is each individual screen as the game is being played. SSBM runs at 60 frames per second, so in one second you are seeing 60 screens put together to look like a motion picture. Also, the fact that there are 60 frames means that 40 decimals are skipped over, and are therefore impossible to obtain.

[Frame Location] - I will constantly refer to frames as their position. For example, if I say "right" I am referring to a frame that emerged on the right platform. If I say "corner" I am referring to the frame that emerges in the left corner, high above the left platform.

IV. Character Strategies

Over the years, we have developed a few specific formulas for strategies. Here is an in-depth look at the formations, written by r1k and edited by myself:

Type 1: bottom, right, corner, bottom, right

> aka the Mario strat. Generally the easiest format. Used by 10 characters (Mario, Dr Mario, Roy, Samus, Pichu, Pikachu, Link, Mewtwo, Falco, and Ice Climbers)

Type 2: bottom, corner, right, bottom, corner

> Similar to type 1 strats, used by Peach and GW.

Type 3: corner, bottom, right, corner, left
> This format is obseleted, and the last character that needed it was Zelda. However, it's also possibly one of the easiest strat formats, and pretty much any character can use it if the WR strat is too hard for you. See the Zelda 7.25 video to see how this format looks.

Type 4: corner, bottom, right, corner, bottom

> A more efficient version of type 3 strats, but requires a little speed to pull off. Used by 3 characters (Falcon, Jiggly, and DK).

Type 5: right, [bottom & corner], [corner & left]

> Quite possibly the hardest strat format in existence. Used by five characters (Ganondorf, Ness, Bowser, Marth, Kirby). If one of these strats is too difficult, a type 3 strat should be tried for the character for a slightly slower but easier to achieve record.

Type 6: corner, right, bottom, corner, right

> Fox, Yoshi, and Young Link can do this strategy. Generally one of the more difficult strats to perform.

Type 7: right, bottom, corner, right, bottom
> Once used by Ice Climbers and Marth, now is used by Luigi alone. This format is pretty much a specialty format, not many characters can make good use of it.

Type 8: right, bottom, corner, bottom, right
> The only character to use this format is Link.

In order to make learning strategies easier for less experienced players, I've included a video of as many strategies as possible. Just be aware that the videos are only meant to demonstrate the strategy, not the best time. Most of the time the video is within a few frames of the best time though.

Also, be aware that the strategies are not set in stone. As long as you KO frames 2, 5, and 10 properly, and frame 10 dies last, there is no need to worry if there are slight mishaps. For example, with the Zelda 7.25 strategy you can get hit out of your up-tilt and then up-B all five remaining frames. With Ness sometimes frame 7 doesn't come up until the end and you KO him in the final down-smash. Sometimes you may find it easier to leave certain ending frames alone until the very end, so just keep this in mind.

Dr. Mario

[
Easy] - Type 1
Best Known Time: 6.75
Video by ‘Ravenyte'

Start to the right of the bottom wireframe facing left.

1-2. Jump and Up-B to the right, hitting the bottom frame and the right platform frame. Land on the right platform.
3-5. Run off the platform and up-B to the right. Do this as soon as the bottom frame becomes vulnerable.
6-10. Walk to the far left edge of the right platform and face right. Jump and Up-B left aimed as far left as possible as soon as the frame on the right platform becomes vulnerable.

This is a simpler version of the 6.62 strategy but it is also slower. The last 5 might be a little harder though, since they aren't positioned in the same way.

[
Easy] - Type 1
Best Known Time: 6.62
Video by 'Ravenyte'

Start to the right of the bottom wireframe facing left.

1-2. Jump and Up-B to the right, hitting the bottom frame and the right platform frame. Land on the right platform.
3. As soon as you can, face left, short hop left, and air back-A killing the wireframe on the right side.
4-5. Before you land and as soon as the bottom frame gets vulnerable, Up-B hitting the bottom frame and the right platform frame. Land on the platform.
6-10. Walk to the far left edge of the right platform and face right. Jump and Up-B left aimed as far left as possible as soon as the frame on the right platform becomes vulnerable.

The only frame that gives people trouble is frame 3, but I've found a way to hit it very consistently. After the first up-B, hold left. As soon as you turn around, immediately short hop, while still holding left, and back-A. Then, fastfall and up-B frames 4-5. Other than that, this strategy is not particularly hard to complete, but it is extremely difficult to get a good time with it. The part where people lose time is the last up-B. If you can't seem to break 6.80, try waiting a split second after frame 10 spawns before jumping and using up-B. I find that this allows the frames to get slightly closer together, which can actually make a big difference.

Another thing to note is that for the best times, in the beginning you should start the up-B before the frame finishes emerging. This results in the first frames being hit for 1% and 2%.

[
Advanced] - Type 1
Best Known Time: 6.55
Video by ‘Ravenyte'

Start to the right of the bottom wireframe facing left.

1-2. Jump and Up-B to the right, hitting the bottom frame and the right platform frame. Land on the right platform.
3. As soon as you can, face left and up-tilt the incoming frame.
4-5. Before you land and as soon as the bottom frame gets vulnerable, Up-B hitting the bottom frame and the right platform frame. Land on the platform.
6-10. Dash off the left side of the platform, jump, and up-B to the right starting from to the right of the left platform, hitting all 5 frames. Alternatively you can go to the bottom, jump into the proper spot, then up-B.

This strat is a new-age version of the classic Doc strat. The end is much harder but the only thing particularly difficult is getting a decent score. You basically want to be as far right as possible while still hitting the left frame, and as far up as possible while still hitting the bottom frame. If frame 3 is giving you trouble, you can use a short-hop aerial back-A as in the 6.62 strategy.

It is common to hit all the frames at the end but end up with a mediocre score. This happens when you get a crap hit on the final frame, which often results from using the final up-B too late or simply being in the wrong position.

As with the easier strategy, you should use the first up-B before the bottom frame finishes spawning.

Mario

Mario is disadvantaged in versions SSBM versions 1.2 and PAL. This is because he can't angle his up-B as far to the side. The best scores possible in these versions are around 3-4 frames lower than in other versions.

[
Easy] - Type 1
Best Known Time: 6.62
Video by 'Taka'

Start to the right of the bottom wireframe facing left.

1-2. Up-B to the right, hitting the bottom frame and the right platform frame. Land on the right platform, run left, and land on the bottom where you began. The corner frame should follow you down.
3-5. Up-B to the right once the frame at the bottom respawns. You should hit the 2 at the bottom, and the frame on the right platform. Land on the right platform.
6-10. Roll left on the platform and take an extremely tiny step right. Up-B left aimed as far left as possible as soon as the frame on the right platform gets vulnerable.

Like with the old Dr. Mario strategy, this strategy is easy to complete but hard to get a good time with. In order to go as fast as possible, you must use the second up-B very slightly before frame 3 spawns. If done correctly, it should spawn on top of the up-B. By doing this, you get to frames 4 and 5 very slightly faster. You can tell if you did this correctly if the smoke trails create this pattern: \|/. Other than that, make sure you don't jump even the slightest bit before using each up-B, and be as far to the right as possible before using the first up-B.

[Advanced] - Type 1
Best Known Time: 6.55
[Video Unavailable]

Start to the right of the bottom wireframe facing left.

1-2. Up-B to the right, hitting the bottom frame and the right platform frame.
3. As soon as you can, wavedash left and up-tilt the frame coming from above. You should hit it with the very end of the attack's duration.
4-5. Quickly dash off to the left and up-B to the right, hitting the bottom and right frames.
6-10. During the landing lag from the the upB, begin holding left so that you start walking left as soon as possible. When you walk off the platform, fall about halfway down, then rejump, and once Mario is slightly above and to the left of the bottom frame, upB to the right.

I tried to include as much timing elements as possible to illustrate how to make the final upB easier and get Mario and the frames in the right positions, but even so, the last upB still isn't easy. Even if all frames are hit, you need to make sure that the top and right frames are not hit with the last frame of the attack, for that will result in a particularly weak kill, at least 0.20 slower than a normal hit. If you find yourself missing the top frame, try up-Bing slightly less to the right.

[
Intermediate] - Type 1
Best Known Time: 6.52
Video by Dr.Mお

Start to the right of the bottom wireframe facing left.

1-2. Up-B to the right, hitting the bottom frame and the right platform frame.
3. As soon as you can, wavedash left and up-tilt the frame coming from above. You should hit it with the very end of the attack's duration.
4-5. Quickly dash off to the left and up-B to the right, hitting the bottom and right frames.
6-10. Roll left on the platform and take an extremely tiny step right. Up-B left aimed as far left as possible as soon as the frame on the right platform gets vulnerable.

This strategy is all about speed. It takes a lot of precision to hit frame 3 with up-tilt yet still get to frame 4 without losing any time. At the end, a common problem is the bottom frame won't get hit. I have no tips for getting this to work, and it is probably luck. However, if you use the up-B a tiny bit late, you improve your chances significantly. As with the other Mario strategies, be as far to the right as possible before the first up-B.

Luigi

[
Intermediate] - Type 7
Best Known Time: 7.62
Video by ‘Ravenyte'

Jump onto the right platform facing right.

1-3. Down-B to the left, falling off the platform, hitting the frame on the right platform first and then the bottom and top left.
4-5. Jump back over the right platform and Down-B left, falling again, hitting the right frame and then the bottom.
6-7. Tilt Up-A the two frames which come from the left.
8-10. Double jump, reaching the top platform but not over it, and Down-B moving right and left to hit the top frame first and then the right and bottom frames.

This one is pretty straightforward. Just make sure you get to frame 5 ASAP with that second down-B.

[
Expert] - Type 7
Best Known Time: 7.36
Video by Dr.Mお

Jump onto the right platform facing right.

1-3. Down-B to the left, falling off the platform, hitting the frame on the right platform first and then the bottom and top left.
4-5. Jump back over the right platform and Down-B left, falling again, hitting the right frame and then the bottom.
6. Walk a little bit right, then tilt Up-A the top left frame as it falls down to you.
7-9. Grab the left frame, and then do an up-throw, hitting the one on the right platform, and then flying onto the one on the top platform. All should die.
10. As soon as the bottom frame is vulnerable, Up-B it while on the ground. You should hear the sweet spot 'ping' sound.

This strategy is a pain to complete. The only actual hard part is the end though. In order for the thrown frame to KO both frames 8 and 9, you must be standing in the perfect spot and the frame must DI to the left. Whether or not he does that is pure luck, unfortunately. To make things worse, there are MANY places where you can lose precious frames on this strategy. With both down-B's, you must try to be as far left as possible when the left frame (frames 1 and 4) are hit. This allows you to get to frames 2 and 5 faster. Also, frame 5 must be hit with the final hit of the down-B, or else it will die too slowly. At the end, you have to be careful not to jump before the up-B. If you jump even the slightest bit, you will do a weaker no-ping flaming up-B, which is slightly slower. The other problem with strategy is getting frames 8 and 9 to die fast enough. Sometimes the up-throw connects, but the frames don't DI correctly and they die after frame 10. In order to get the fastest possible times, frame 10 must die last.

Bowser

[Easy] - Type 3
Best Known Time: 7.40
Video by 'Ravenyte'

Jump onto the left platform and face left.

1. Jump or double jump backwards and air Up-A hitting the top left frame. L-Cancel landing on the left edge of the top platform.
2-3. Tilt up-A hitting both frames at the same time.
4. Small jump and air Forward-A the corner frame. Land on the left platform
5. Dash attack left, making sure to kill the frame as soon as possible.
6. Up-B on the platform to kill the frame that emerged from the bottom and had jumped up. Stay on the platform.
7-10. The top left frame should do a down-A on you. Dash-A right after recovering to hit all 4 frames at once.

This is definitely much easier than the top Bowser strategies. Getting 7.40 with it will require perfection though.

[Expert] - Type 3
Best Known Time: 7.35
Video by 'Ravenyte'

Jump onto the left platform and face left.

1. Jump or double jump backwards and air Up-A hitting the top left frame. L-Cancel landing on the left edge of the top platform.
2-3. Tilt up-A hitting both frames at the same time.
4. Small jump and air Forward-A the top left frame.
5-6. Dash attack right. Kill #5 with the start of the attack, and the attack will continue and hit #6, which jumps up from the bottom.
7-10. Drop below the platform, then rejump left, landing near the left edge of the platform, but still facing right. The top left frame will drop next to you. Grab her with Forward-B, and push right on the control stick to do a forward-throw with the Koopa Klaw. Time it so that you will hit #10 as soon as it becomes vulnerable, and also get the other frames around you.

This strategy is insanely difficult. Frames 1-6 are pretty straightforward, but that forward-B at the end is nasty! There really aren't any tips for me to give here. Just make sure you land as far left as possible at the end, and keep on trying it over and over until you don't get hit!

[
Expert] - Type 5
Best Known Time: 7.16
Video by ‘Sin'

Get under the right platform facing right.

1-3. When the frames spawn, jump and use aerial up-A. Drift to the left.
4-5. Double jump to the top platform and wait for the left and top-left frames to spawn. Short-hop and forward-B the frames, making sure you don't grab them.
6-7. Jump backwards and use aerial forward-A on the frames that are there. L-cancel. Alternatively, use up-B and move to the middle of the top platform.
8-10. Wait for the frames to spawn and dash-A to the left.

This is a really tough strategy. Like in most other strategies with this formation, 6-7 cause most of the problems. If you get hit off the platform and can't jump back, then restart. If you get frame 6 but frame 7 doesn't come up, it is still possible to get a good time. Sometimes it will come up when you do the dash-A and get KO'd with 8-10. However, most of the time frame 7 won't come up at all, meaning you can't complete the strategy. You just need to keep restarting until it does. The end is tricky too. The frame on the left must spawn last, and if it does (meaning you KO'd frames 4-5 correctly), all you need is good timing and positioning.

Peach


Peach is disadvantaged in versions 1.2 and PAL. For some reason her up-B doesn't KO frames as quickly, resulting in slightly worse scores.

[Advanced] - Type 2
Best Known Time: 6.87
Video by ‘Nintendude1189'

Pull out a turnip and turn around.

1-2. Jump and drop the turnip onto the bottom frame. Drift left a little and Up-B, hitting the top left frame. The one hit by the turnip will be knocked into the up-B. Land on the top platform.
3. Tilt Forward-A the frame.
4-5. Fall through and Up-B left, killing the bottom and top left frames.
6. If you didn't land on top, fastfall and down-smash frame 6. If you landed on top, dash off fastfall aerial neutral-A.
7 -10.
Small jump right when the bottom one moves and Up-B left to get the last 4.

This is one of the harder sub-7 10-Man Melee strategies, but this is also very difficult to get a good time with. In the beginning, make sure frame 1 gets stuck in your up-B right when you hit frame 2. If it dies too late, you can't kill frame 5 quickly. At the end, try to be kind of far to the left before you kill frame 6. This makes frames 8 and 9 come closer to the left before you KO them, increasing the chances of getting a good score.

Unfortunately there aren't really any easier Peach strategies that are used. Usually if you mess up at the end, you can quickly regain control and up-B again to kill the last frames and get something like 7.50.

[
Expert] - Type 2
Best Known Time: 6.67
Video by 'Ravenyte'

Turn around and face left. Pull a turnip if you wish.

1-2. Jump and up-B when the bottom frame emerges. Land on the top platform.
3. If you pulled a turnip at the start, forward-B the frame. If not, walk forward and tilt forward-A the frame.
4-5. Fall through (or drift to the center) and up-B left, killing the bottom and top left frames.
6-10. Pull a turnip if necessary and wait for the frame on the left to jump above you. Drop down and rejump while dropping the turnip on the bottom frame. Drift to the left with your jump and up-b to the left, killing all five frames.

This is an extremely difficult strategy due to the ending. You must time your turnip drop precisely or else the bottom frame won't get sent into your up-B. It's also extremely difficult to hit every frame there. You will often get hit by one of the frames on top or miss the corner frame altogether.

There is debate about whether or not using a turnip drop in the beginning (like in the 6.87 strat) is actually faster. We used to think it was faster until Ravenyte set the world record of 6.67 without a turnip. However, the PAL record held by nox uses a turnip and I have seen potential 6.67 runs using a turnip drop in the beginning. It is possible that when optimized, both openings are just as fast.
Last edited by Nintendude1189, 11:12 AM on Dec 20, 2008
#2
11:55 PM Aug 16 2008 2008
Nintendude1189
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Joined: Mar 2007
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Yoshi

[Intermediate] - Type 3
Best Known Time: 7.26
Video by ‘Ravenyte'

Jump onto the right platform, close to the left edge facing left.

1. Throw an egg at the top left frame.
2-3. Tilt Down-A as soon as you can, hitting both the bottom frame and the right frame. The bottom one dies left, and the right one dies right.
4-6. Jump onto the top platform and face left. Down-B, hitting the top left frame, and then the left frame. The stars from the attack should also hit the bottom frame after it jumps up.
7-8. Face right, jump, and lightly throw an egg on the top platform, hitting two frames that are there.
9-10. Fall back to the platform, and tilt Up-A as soon as the left platform frame is vulnerable. The attack should also hit the top left frame who dropped down.

The only hard part of this strategy is the end, since it is difficult to get all of the frames hit by your attacks. I don't really have any tips for this one except to get consistent at the beginning so you can attempt the ending more often.

[Intermediate] - Type 3
Best Known Time: 7.25
Video by 'Ravenyte'

Jump onto the right platform, close to the left edge facing left.

1. Throw an egg at the top left frame.
2-3. Tilt Down-A as soon as you can, hitting both the bottom frame and the right frame. The bottom one dies left, and the right one dies right.
4. Run off the platform, double jump towards the left platform and lightly throw an egg at the top left frame. Land on the left platform.
5. Tilt Up-A the frame that spawns on the left platform.
6. Immediately tilt Forward-A the frame which jumps up from the bottom.
7-8. Face right, jump, and lightly throw an egg on the top platform, hitting two frames that are there.
9-10. Fall back to the platform, and tilt Up-A as soon as the left platform frame is vulnerable. The attack should also hit the top left frame who dropped down.

This is a little harder than the 7.26 strategy but slightly faster.

[Expert] - Type 4
Best Known Time: 7.18
Video by 'Ravenyte'

Jump onto the right platform, close to the left edge facing left.

1. Throw an egg at the top left frame.
2-3. Tilt Down-A as soon as you can, hitting both the bottom frame and the right frame. The bottom one dies left, and the right one dies right.
4. Run off the platform and jump straight up when you go over the middle of the platform. Throw an egg at the top-left frame.
5. Up-tilt frame 5 as soon as it spawns.
6-7. Face right and throw a medium charged egg straight up (hold just slightly to the left of vertical). It will land on frames 6 and 7.
8-9. Before frames 6 and 7 are hit, throw another egg to the top-left, killing the top and top-left frames.
10. Up-tilt frame 10.

Since this strategy requires some very precise egg throws, it can be pretty difficult. Once you master the proper angles it shouldn't be hard to complete the strategy often.

[
Advanced] - Type 6
Best Known Time: 6.78
Video by ‘Ravenyte'


1. Turn around, jump to the right, and before you land shoot an egg to the corner frame.
2. Turn around and tilt up-A as soon as possible.
3. Turn around and tilt up-A again to hit the frame that jumped from the bottom.
4. Without moving, shoot an egg to the corner frame as it respawns.
5. Tilt up-A as soon as possible.
6-7. Walk a little to the left of the middle of the platform you are on and shoot an egg so it hits the corner and top frames. You should get hit by the bottom frame as soon as you shoot the egg.
8-10. Tilt up-A as soon as the frame on the right platform spawns, hitting the other two as well.

This strategy is pretty tough. For the first two eggs, position the control stick so it is slightly left of straight up. At the end, you need to time the egg so you don't shoot it too early but you don't get hit by the bottom frame before the egg comes out. You basically just need to experiment to get the timing down. Also, shoot this egg with the control stick straight up. What happens a lot is that the bottom frame doesn't land on the platform or the left frame doesn't come down to you. The former isn't really an issue since it should jump back up, but it makes it harder. To solve these problems, try stepping a little more to the right before shooting the egg. My personal modification of this strategy is to walk far to the right, then back to the left as you shoot the egg. Try this if you are having trouble.

Donkey Kong

[Intermediate] - Type 3
Best Known Time: 7.57
Video by ‘Ravenyte'

Jump onto the left platform, facing right.

1. Double jump and air Up-A the top left frame. Land on the top platform.
2-3. Up-A smash, hitting both frames simultaneously.
4. Dash off the left side of the platform and jump up-A. Land on the left platform.
5. Dash-A left, killing the frame on the left platform just as it gets vulnerable.
6. Tilt up-A to hit the frame that jumps up from the bottom.
7-8.
Tilt up-A to hit 2 more frames.
9-10. Up-B, hitting the last two with the very beginning of the attack.

Pretty straightforward. Once you get the hang of 10-Man Melee, this should not be difficult to complete. Just keep trying until you don't get hit.

[Advanced] - Type 3
Best Known Time: 7.45
Video by 'Ravenyte'

Jump onto the left platform, facing right.

1. Double jump and air Up-A the top left frame. Land on the top platform.
2-3. Up-A smash, hitting both frames simultaneously.
4. Dash off the left side of the platform and jump up-A. Land on the left platform.
5. Dash-A left, killing the frame on the left platform just as it gets vulnerable.
6. Tilt up-A to hit the frame that jumps up from the bottom.
7-10. Wait a bit, and the top left frame will hit you with air Down-A. Dash attack right after recovering from it to hit the left platform frame as it gets vulnerable and the other 3.

The tough part here is the end. What usually happens is one of the frames does not get hit by your dash-A for some reason, but enough repetition should land you a few completions. I find that you should be walking towards the left as frame 7 hits you with aerial down-A. This brings him further to the right, which makes him get hit by the dash-A more often.

[
Expert] - Type 4
Best Known Time: 7.26
Video by ‘nox'

Jump onto the left side of the top platform facing left.

1. Short hop and use aerial up-A on the top-left frame.
2-3. After landing back where you began, dash right then quickly dash left and use dash-A on the frames that jumped at you.
4. Short-hop to the left and use aerial up-A. Fastfall as soon as possible and land on the bottom.
5. Dash-A right as soon as possible, killing frame 5.
6-7. Turn around and grab frame 6. Up-throw it hitting the frame on top.
8-10. Down-B, killing both frames.

This is one evil strategy. Since DK is so big, it is very difficult to fastfall to the bottom quickly without landing on the top or side platforms. The ending is extremely annoying since DK gets hit a lot. Unfortunately, you just have to get lucky. For the best times, you must use your down-B early enough so that the bottom frame emerges on the 2<sup>nd</sup> hit. This is slightly faster than hitting every frame with the first hit.

Captain Falcon

[Intermediate] - Type 3
Best Known Time: 7.46
Video by 'Taka'

Jump onto the left platform, facing left.

1. Double jump backwards and air Neutral-A the top left frame. Land on the top platform.
2-3. Forward-B right, hitting both frames.
4. Jump left and air Neutral-A the top left frame, killing it with the second hit of the attack. Land on the left platform.
5. Forward-B left, killing the left platform frame as it emerges.
6. Forward-B right, killing the frame that jumps up from the bottom.
7-10. Wait a bit, and then walk right to dodge the top left frame's Down-A attack. Forward-B left to kill all the frames.

Just like with DK, the hard part is killing the last batch. Since forward-B moves Captain Falcon very slightly to the side, use this movement to help you avoid frame 7's aerial down-A. The problem is getting the top frame to drop down into your forward-B, so you just need to repeat enough times until he cooperates for you.

[
Advanced] - Type 4
Best Known Time: 7.36
Video by ‘nox'

Jump onto the left platform, facing left.

1. Double jump backwards and air Neutral-A the top left frame, making sure it dies off the top. Land on the top platform.
2-3. Forward-B right, hitting both frames.
4. Dash off the left side of the top platform and immediately jump and use aerial neutral-A. Fastfall as soon as possible while still hitting frame 4 and drift to the right. You can also just jump and use neutral-A while drifting right.
5. Forward-B right as soon as possible, killing frame 5. If you get hit then you were too slow in the previous step.
6-8. Walk right and the right frame should drop to your left. Turn around, grab frame 6, and up-throw it. He should hit frames 7 (the one to your left) and frame 8 (the one on top).
9-10. Forward-B to the left, killing both frames that are there.

The annoying part is getting to frame 5 fast enough. It is best if frame 1 dies off the top with the second hit of the neutral-A, but that is somewhat rare. If this happens, frame 4 spawns faster and you can get to frame 5 faster. If frame 1 dies slowly, it is still possible to complete the method but you won't really be able to get any better than 7.45. Besides going fast enough at frames 4-5, the hard part is the throw. Try to time the throw so frame 6 flies into frame 8 as soon as it spawns.

Ganondorf

[Intermediate] - Type 3
Best Known Time: 7.65
Video by ‘Ravenyte'

Double jump onto the top platform. Face left.

1. Small jump and air Neutral-A the top left frame, hitting with the second kick.
2-3. Forward-B left, killing 2 frames.
4. Jump and air Forward-A to kill the top left frame.
5. Land on the left platform. Do an up-A smash on the frame there.
6. Forward-B right to hit the frame that jumps up from the bottom.
7-10.
Let the top-left frame come down and hit you, then immediately forward-B to the left killing all 4 frames.

This is essentially the same as the old Captain Falcon strategy except you use up-smash on frame 5. Just keep trying until you don't get hit.

[Intermediate] - Type 3
Best Known Time: 7.58
Video by ‘Ravenyte'

Double jump onto the top platform. Face left.

1. Small jump and air Neutral-A the top left frame, hitting with the second kick.
2-3. Forward-B left, killing 2 frames.
4. Jump and air Forward-A to kill the top left frame.
5. Land on the left platform. Do a Down-A smash and kill the left platform frame with the back kick.
6. Forward-B right to hit the frame that jumps up from the bottom.
7-8.
Up-A smash to hit the top left frame and another one that is on the top platform.
9-10. Down-A smash with the first hit knocking away the one which dropped down from the top platform, and the second kick killing the left platform frame.

This is very similar to the Captain Falcon 7.46 strategy, but down-smash is used to KO some of the frames. There isn't really anything special about this strategy that I need to point out except to keep trying until you don't get hit.

[
Advanced] - Type 5
Best Known Time: 7.33
Video by 'Sin'

Jump onto the right platform and roll left. Take a small step to the right.

1-3. Down-A smash, hitting the right platform frame with the first part of the attack, then the other 2 with the back part of the attack.
4-5. Jump onto the top platform. Stand close to the left edge but not on it, and face right. Down-A smash and hit the two left-side frames with the back kick.
6-7. Tap-A the 2 frames that leap towards you.
8-10. Position yourself about 2/5ths of the way from the left to the right. Face right. Down-A smash once more, and catch all 3 frames with the back kick.

They key to completing this strategy is frames 4-5. You must time the down-smash so that frames 4 and 5 die at the exact same time. This will make frame 8 spawn as a female. If frame 8 (top-left frame) does not spawn as a female wireframe, the strategy will be impossible to complete. The best way to time the down-smash is to use it a little later than you usually would. Make sure both frames are hit around the same time by that attack.

Falco

[Intermediate] - Type 3
Best Known Time: 7.45
Video by ‘Ravenyte'

Jump to the left platform.

1. Jump and Down-B killing the top left frame.
2-3. Jump right out of the Reflector and Down-B the two frames above the top platform.
4. Small jump left off of the platform and Down-B the top left frame.
5. Before landing, Down-B the frame that emerges on the left platform.
6. Land and tilt Up-A to kill the frame that jumps up from the bottom.
7-8.
Tilt up-A to get 2 more frames.
9-10. Down-B the last two frames as the one on the left platform gets vulnerable.

There isn't really anything to say about this one. Just make sure you are good at jump-canceling shines.

[Advanced] - Type 1
Best Known Time: 7.10
Video by 'Ravenyte'

Be to the left of the bottom frame facing left.

1-2. Up-B at about a 25 degree angle to the right, hitting the bottom platform frame and the right platform frame. Land on the right platform.
3-5. As soon as you recover, do a running small jump left and fastfall. Before landing on the bottom, Up-B at about the same angle as the first one to hit the frames.
6-10. Double jump to about the top left corner of where the right platform frame appears, and do an Up-B left at nearly the same angle to knock out all 5.

This is one of the harder 10-Man Melee strategies to get a good time with in my opinion. There aren't really any tricks to doing well with it except to get the up-B angles down. Also, make sure you don't jump before the first up-B. If you angle it correctly you will land on the top platform almost instantly after the up-B is finished.

[Easy] - Type 7
Best Known Time: 7.05
Video by ‘Crono'


1-3. From the start, walk underneath the right platform, then jump above the right platform and use up-B, aiming it down-left, taking out the right frame, bottom frame, and corner frame.
4-5. Land in the middle, then dash right and jump, using up-B aimed down-left once you are above the right platform, taking out right and bottom frames.
6. Face left and up-tilt corner when it falls down to you.
7-8. As soon as the attack ends, face left and grab left frame when it comes down to you, then back throw her, she will fly to the right and kill the right platform frame.
9. Down-B bottom frame
10. Shine cancel (jump out of the down-B) and down-B the top frame.

This is a new Falco strategy that pretty much obseletes the slower ones, as it is easier and much faster. Jumping before using down-B on 9 may give you a little extra height allowing you to down-B 10 faster, if you are fast enough.

[
Expert] - Type 1
Best Known Time: 6.77
Video by 'nox'

Be under the right side of the left platform.

1-2. Jump and quickly up-B to the right. You must be high enough to hit through the side platform but low enough to not land on them.
3-5. As soon as you recover, run to left and use down-B on frame 3. Jump or wave-dash out of the shine and up-B up-right, killing the bottom and right frames.
6-10. Jump to the top platform. When the bottom frame emerges, drop through and use down-B on her, then jump out of the down-B, drift right, and down-B all four frames.

This is one of the extremely difficult new-age strategies. The beginning is annoying because frame 3 must not jump. If he does then your positioning was incorrect. Another way to do this part of the strategy is just up-B to the right at a low angle, but the problems with frame 3 still exist. At the end you have to be lucky to hit all four frames with the shine's tiny hitbox. Additionally, you need to be lucky enough to not get hit.

Fox

[Easy] - Type 3
Best Known Time: 7.25
Video by ‘Ravenyte'

Walk under the right side of the left platform.

1-3. Jump and Forward-B to the right to kill all 3 frames at once. Land on the right platform and Forward-B back to the left platform (that doesn't kill any frames).
4-5. Jump and Down-B the two frames over the left platform. Make sure they die on the left. Alternatively, dash off the left side of the platform and jump. Use up-B to the up-right to hit frames 4-5.
6. Jump out of the reflector over the top platform. Before landing, Down-B the male that's there.
7. A female frame should hit you. Tilt Up-A her after recovering from the attack. Then stand in the middle of the top platform.
8-10. Jump and Forward-B to the left to kill the 3 remaining frames.

This is a great alternate to the other nasty Fox strategies, but it is also much slower. Like with Falco, make sure you can jump-cancel reflectors consistently.

[
Expert] - Type 6
Best Known Time: 7.03
Video by 'Ravenyte'

Jump to the left platform.

1-2. Double jump up and Forward-B right, killing both the top left frame and the frame on the right platform after it jumps up. Land on the right platform
3. Forward-B left to kill the bottom frame as it jumps up. Land on the left platform.
4-5. Jump and Forward-B right, killing both the top left frame and the frame on the right platform. Land on the bottom.
6-7. Dash jump left, forward-B left, killing the bottom frame and the left frame. Land on the left platform.
8-10. Jump and Forward-B right, hitting the top left, top, and right frames.

This strategy is pretty much just as difficult as the 6.92 strategy, and for exactly the same reasons. One thing to keep in mind is that Fox's forward-B doesn't have as much lag as you probably think it does, so don't hesitate to move along quickly. Also, you can take your time on using the last forward-B to ensure that you are far enough to the right. You can still get times in the 7.1x range if you take your time.

[
Expert] - Type 6
Best Known Time: 6.92
Video by 'Dr. Mお'

Jump to the left platform.

1-2. Double jump up and up-B right, killing both the top left frame and the frame on the right platform after it jumps up. Land on the right platform
3. Forward-B left to kill the bottom frame as it jumps up. Land on the left platform.
4-5. Jump right and Forward-B right, killing both the top left frame and the frame on the right platform. Land on the bottom.
6-7. Dash jump left, forward-B left, killing the bottom frame and the left frame. Land on the left platform.
8-10. Jump and Forward-B right, hitting the top left, top, and right frames.

Ravenyte was brilliant and realized that up-B for the first two frames is faster than using forward-B, resulting in sub-7 times for Fox. The 3<sup>rd</sup> and final forward-Bs are the most difficult ones. For the 3<sup>rd</sup> one, you must jump fast enough that the corner frame drifts a little to the right or else you will miss one of the frames. If you do not land on the bottom, you can dash left and use forward-B for the next step. At the end, you have to be far enough to the right so that the final frame does not attack you, but also far enough to the left so that the corner frame gets hit. You also have to hope that she does not hit you.

Ness

[Intermediate] - Type 3
Best Known Time: 7.77
Video by ‘Ravenyte'

1. As soon as possible, jump over the right platform and Up-B, moving the spark to hit the top platform frame.
2-3. As soon as you recover, tilt Up-A the two frames.
4. Run off the right platform and double jump and air Up-A to hit the top left frame. Land on the left platform.
5. Up-B to kill the left platform frame.
6-8. Wait a bit, then Up-A smash to kill 3 more frames.
9-10. Up-A smash the final 2 frames, making sure it kills the beginning of the attack.

This was the original good sub-8 Ness strategy. The only hard part is the end, but with some repetition, completion should not be difficult.

[Advanced] - Type 5
Best Known Time: 7.53
Video by ‘Ravenyte'

Jump onto the right platform, roll right, and take a step forward.

1-3. A split second after the right frame becomes vulnerable, Dash attack left. It should kill the right frame off the top and the end of the attack should kill the other 2 off the top.
4-5. Jump onto the top platform and walk near the left edge and face right. Up-A smash and hit the two frames over the left platform with the back of the yo-yo.
6. Tilt Up-A the female that's near you.
7. Wait for the male to jump above the platform, then tilt Up-A him.
8-10. Face right and Up-A smash the final 3.
This is the easier version of the 7.46 strategy. The only annoying part is frame 7, which usually either hits you or doesn't even come up.

[Advanced] - Type 6
Best Known Time: 7.53
Video by ‘Ravenyte'

1. As soon as possible, jump over the right platform and Up-B, moving the spark to hit the top platform frame.
2-3. As soon as you recover, tilt Up-A the two frames.
4. Shoot another Up-B at the top left frame.
5-6. Face right and Up-A smash, hitting the female right platform frame with the beginning of the yo-yo, and it should swing back and hit a male frame that is jumping up from the bottom.
7-9. Run off the right platform and air Up-A 3 frames over the top platform. Land on the top platform.
10. Run right and Up-A smash hitting the head of the right platform frame with the start of the yo-yo.

This is a good alternate if you can't get the dash-A in the other strategies to work. The annoying part is frames 7-10. Make sure you move quickly and hit frames 7-9 all at once.

[Expert] - Type 5
Best Known Time: 7.46
Video by 'nox'

Jump onto the right platform, roll right, and take a step forward.
1-3. A split second after the right frame becomes vulnerable, dash-A left. It should kill the right frame off the top and the end of the attack should kill the other 2 off the top.
4-5. Jump onto the top platform and walk near the left edge and face right. Up-A smash and hit the two frames over the left platform with the back of the yo-yo.
6-7. Tilt up-A the two frames that come to you.
8-10. Face left and down-A smash the final 3. The back of the attack will hit the top frame and it will come forward to kill the remaining two.

AKA "the impossible Ness strategy." Some of the top players have gotten to the point where this strategy is no longer impossible and can be completed at least once an hour, but almost everyone else continues to be stumped by this strategy. The problem is the down-smash just never really works out. The top frame never gets hit by it, and when it does, you find you missed one of the other frames. Either that or you just fail and get hit all over the place. Ravenyte and nox have come up with a procedure to somehow increase the odds of getting a successful down-smash. After the up-smash on 4-5, hold up-right. If you get hit by frame 6, you probably won't fall off the platform and can hopefully use a single up-tilt for frames 6-7. After that, walk a little to the right, then walk back to the left, charge the down-smash very briefly, and release it. If frame 7 didn't come up before, then hopefully it'll get hit by the back swing of the down-smash. Once again, I'd like to reiterate that we have no idea why using the down-smash this way makes it work more often.
Last edited by Nintendude1189, 10:24 AM on Dec 20, 2008
#3
11:56 PM Aug 16 2008 2008
Nintendude1189
Multi-Man King
Joined: Mar 2007
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Ice Climbers

[Intermediate] - Type 3
Best Known Time: 7.53
Video by 'Ravenyte'

Jump onto the left platform facing right.

1. Double jump up and air Back-A the top left frame.
2-3. Before landing, neutral-B the 2 frames over the top platform. Be sure to hit them with the hammer part of the attack.
4. Jump backwards and air Back-A the top left frame.
5. Before landing on the left platform and Neutral-B the frame on the left platform. Be sure to hit with the hammer.
6-7. The ice shot will freeze the bottom frame and knock it up. Grab it when it gets in range, and then throw it up. It should hit the top left frame also as she emerges.
8-10. Neutral-B the final 3 frames, remembering to hit with the hammer.

The only hard part about this strategy is the final Ice Shot. You will need to keep trying until all frames are hit by the hammer and not the ice.

[Advanced] - Type 7
Best Known Time: 7.36
Video by 'Stelzig'

Jump onto the right platform. Roll left and hold up-A during the roll. Don't release A.
1. When the left frame spawns, release Nana's up-smash.
2-3. Immediately forward-smash to the left with Popo (Nana should still be up-smashing) to kill both frames.
4. Take a step right, grab (you won't grab anything), and hold B before the grab is over. If you did this correctly, Nana will do Ice Shot (hit with hammer), killing frame 4 and Popo will still be mobile.
5. Right when Nana releases the Ice Shot, dash off the platform and Ice Shot frame 5. Make sure only the hammer hits.
6-7. Wait for both frames to come down next to you and grab both of them simultaneously (each Ice Climber grabs one frame).
8-9. Throw backwards with Popo and upwards with Nana. All frames should get KO'd.
10. Immediately after Popo's back-throw, turn around and use Ice Shot (hammer). The other frames should still be flying if you went fast enough.

This is one of the cooler 10-Man Melee strategies and the original one to utilize desynchs. It would help to have a grasp of Ice Climbers, but if you don't, follow my instructions carefully and it shouldn't be a problem. The difficult part is the grab and throws. Nana throws in a random direction each time, so if she doesn't do an up-throw, restart. Also, a good time is only obtained if frames 6-9 die before frame 10. If the frames do not get hit correctly or DI the wrong way, this won't happen and you will probably get somewhere in the 7.50 range.

[Advanced] - Type 5
Best Known Time: 7.33
Video by ‘Sin'

Jump onto the right platform. Roll left and hold up-A during the roll. Don't release A.

1. When the left frame spawns, release Nana's up-smash. (You can also do forward-smash by holding forward-A during the roll)
2-3. Immediately dash off the side of the platform and Ice Shot, making sure to hit with the hammer.
4-5. Jump to the left side of the top platform and up-smash when the corner and left frames spawn.
6-7. Down-smash the two frames that come up to you.
8-10. Up-smash all three remaining frames.

The hard part here is the end. Just like with most other strategies that use this formation, frames 6-7 don't like to cooperate. Just keep trying until you are able to KO them without a problem. The rest is all in the timing.

[Expert] - Type 1
Best Known Time: 6.88
Video by 'Ravenyte'

Turn around.
1-2. Desynch an Ice Shot on frame 1 and dash-jump right and Ice Shot the right frame.
3-5. As soon as you can, dash off the left side of the platform and fastfall Ice Shot frame 3. Input an Ice Shot for Nana to kill frame 4 and dash-jump right Ice Shot frame 5.
6-10. As soon as you can, dash off the left side of the platform and fall to the bottom with an aerial without L-canceling. During this lag, input a charge up-smash for Nana. Without letting go of A, jump to the right, and up-B. Nana will release the up-smash on three frames then come join you in up-Bing the right and top frames.

This strategy is the result of over one year of collaboration between top 10-Man Melee players. It is a true masterpiece, and unfortunately, it is also one of the most difficult strategies ever created. It helps if you know how to desynch the Ice Climbers but if not I can teach you what you need to know for this strategy. To begin, grab or spot-dodge and hold B before it ends to have Nana shoot an Ice Shot without Popo doing anything. If you don't KO frame 2 and come back fast enough, Nana will try to jump up to you, messing up the run. After using Ice Shot on frame 3, make sure you press B before Popo can move again to make only Nana use Ice Shot on frame 4. Once again, get frame 5 and come back quickly. At the end, hold up-A during the lag from your aerial AFTER Nana lands to have her charge an up-smash. When you jump to the right for the up-B, she will automatically release it even though you don't let go of A.

If you are having trouble getting back to the center fast enough after frames 2 and 5, make sure you are using the neutral-B fast enough. You should land while using it resulting in some sort of weird lag cancel. At the end, Nana will be jumping to you while you are returning, but what you want to do is delay your landing as much as possible so you can input her up-smash while still lagging from the aerial.

In order to get a good time with this strategy you must have the right frame at the end either jump into your up-B or have its head spawn on it. Otherwise you will hit the top frame very late due to a loss of momentum and/or hitlag from the attack.

There is an alternate ending, known as "Sin's strat," can get at least 6.99. At the end, double jump straight up and up-B to the right. The right frame will jump into it and is the last frame hit. It is a little easier to get good times with this method.

Kirby

[Easy] - Type 3
Best Known Time: 7.62
Video by ‘Ravenyte'

Jump onto the left edge of the top platform and face right.

1. Tilt Up-A the top left frame.
2-3. Tilt Up-A the other two frames.
4. Run off the top platform and then double jump and air Up-A the top left frame.
5-6. Before landing, Up-B the left frame to the right, and then you should land on the land platform. The shoot-out should kill the bottom frame that jumps up.
7-10. Jump and the top left frame should try to spike you. Fastfall to dodge it, then Up-B to hit the last 4 frames.

Nothing difficult here. You may need to try a few times to not get hit at the end.

[Advanced] - Type 3
Best Known Time: 7.52
Video by 'Ravenyte'

Jump onto the left platform facing left.

1. Double jump and air Up-A the top left frame.
2-3. Up-B the two other frames to the right. Land on the left edge of the top platform.
4. Tilt Up-A the top left frame.
5-6. Platform dive and Up-B right, hitting the left frame with the start of the attack. Land on the left platform and the shoot-out should hit the frame that jumps up from the bottom.
7-10. Jump and the top left frame should try to use aerial down-A on you. Fastfall to dodge it, then Up-B to hit the last 4 frames.

The key to this strategy is frame 1. You need to get it to fly straight up and not to the side, which just requires some experimenting with the aerial up-A. When frame 1 dies straight up, frame 4 spawns faster. This means you can kill it faster and get to frame 5 before it spawns.

[
Advanced] - Type 5
Best Known Time: 7.23
Video by ‘Stelzig'

Jump onto the left side of the right platform and face left.

1-3. Jump and up-B all 3 frames, land on top.
4-5. Up-B the two frames on the left
6-7.
Tilt up-A the frames that jump at you.
8-10. Jump into the top center frame and up-B all 3 frames.

This Kirby strategy marked the barrier of all characters (except Sheik) sub-7.50 being broken. In the beginning, you may need to wait a quarter-second after the frames spawn before using up-B. For 4-5, it helps to jump slightly before using up-B. This tricks the other frames into coming to you. Also, try to KO 4-5 at exactly the same time. This makes the top frame spawn as #10 and be female, which makes it faster. The end is somewhat difficult, but with some practice you will get the timing down.

Samus

A version difference in Samus makes up-B hits in versions 1.2 and PAL a little different. It is easier to get strong hits in these versions, but other versions of the game are capable of the same scores.

[Intermediate] - Type 1
Best Known Time: 6.62
Video by 'nox'


1-2. Wait a bit at the start, then drop a bomb with Down-B. Move a bit to the right. Up-B aimed right. The bomb should have knocked the bottom frame into your Up-B attack.
3-5.Land on the right platform. Run left off of it and a frame should follow you down. When the bottom frame becomes vulnerable, Up-B aimed right to kill the two on the bottom and the one on the right.
6. As soon as you recover, smash shoot a missile left to kill the left platform frame.
7-10. Walk near the left edge of the right platform. Up-B left to kill the final four.

Once you get good at the beginning, this strategy is not too bad. Just make sure you use all up-B attacks on the ground. If you leave the ground even the slightest bit, your time will be significantly worse. The end may require many tries since the bottom frame will hit you often. The only annoying part about this strategy is getting a good time. Getting 6.70-6.90 is not too bad, but anything under is really tough. The key is the up-B hits. Make sure as many frames as possible take 0% damage when they are hit. That will make you go much faster.

Zelda

[
Easy] - Type 3
Best Known Time: 7.45
Video by ‘Ravenyte'

Jump to the left edge of the top platform.

1. Jump and aerial neutral-A the top-left frame.
2-3. Tilt Up-A the other 2 frames that jump towards you.
4. Jump and air Neutral-A the top left frame. Fastfall and land on the left platform.
5. Up-B the frame as it gets vulnerable, and aim it downward to go below the platform.
6-X. Jump and air Neutral-A to kill some of the frames on the left platform. This number will vary.
(X+1)-10. Up-B the remaining frames.

This is very straightforward. Just keep trying until no frames mess you up at the end.

[Intermediate] - Type 3
Best Known Time: 7.25
Video by 'Ravenyte'

Jump to the left edge of the top platform.

1. Jump and air Neutral-A the top left frame.
2-3. Rejump right and Up-B the two frames above the top platform. Aim the attack down and slightly left, so that you reappear on the left edge of the top platform.
4. Small jump and air Neutral-A the top left frame.
5. Before landing, Up-B the left platform frame. Aim the Up-B downward so that you land back on the left platform.
6-7. Tilt Up-A two of the frames.
8-10. Up-B the final three frames.

This strategy isn't too difficult except for the end. You need to hope that the top frame comes down fast enough but still doesn't kick you. If he positions himself correctly you should complete it easily.

[Expert] - Type 5
Best Known Time: 7.10
Video by 'Sin'


1. Jump and shoot a forward-B at the corner frame. Land on the right platform.
2-3. As soon as you can, up-B the two frames and warp to the bottom center.
4-5. Go under the left platform. When the frames emerge, jump and up-B both of them. Warp downwards.
6. If you land on the platform, up-tilt the frame coming from the bottom. Otherwise jump up and use neutral-air on it.
7-10. Jump just to the left of the top platform and up-B all four frames.

This strategy is tricky all around. In the beginning, you may have a hard time controlling yourself during the up-B. What I do here is jump straight up, then begin drifting right and use forward-B as soon as possible. You should land right on the corner of the side platform. For frames 4-5, you need to KO the corner frame before the left one to make the left one respawn as the final frame. This allows the top frame to drift left before you use up-B on it, though it is still difficult to hit all the frames at the end. Some people find the ending easy, but I certainly do not.

Sheik

[Intermediate] - Type 3
Best Known Time: 7.70
Video by ‘Ravenyte'

Jump to the top platform
1. Tilt forward-A the top-left frame.
2-3. Up-smash the two frames that jump towards you.
4. Jump and down-A the top-left frame, fastfall to the left platform.
5. Up-smash the frame as soon as it becomes vulnerable
6. Tilt forward-A the frame that jumps from the bottom.
7-10. Time an up-B so it connects right when the left frame respawns.

Make sure all up-smashes connect with the sweetspot for the best times.

[Expert] - Type 5
Best Known Time: 7.45
Video by ‘Ravenyte'

Roll right and take a step to the left

1-3. Jump and up-B all 3 frames. Aim it to the left and land on the bottom.
4-5. Go underneath the left platform. Jump and up-B the two frames there. Aim it to the right and land on the top platform.
6-7. Tilt forward-A the frames that jump at you.
8-10. Walk to the left side of the top platform and up-B the remaining 3 frames.

Zelda is much better than Sheik at 10-Man Melee, but we have devised some Sheik strategies for fun! In the beginning, make sure you hold left as soon as possible after starting the up-B. After that, everything else is just in the timing and positioning. If you can't get the last up-B to work (it is extremely difficult), you can try up-smash instead for a slightly worse time.

Link

[Easy] - Type 1
Best Known Time: 6.95
Video by ‘Gamepro88'

Walk to the right a bit and face left.

1-3. Jump and Up-B moving slightly left killing the bottom and right frames, and then later on the top left frame. Land on the top platform.
4-5. Drop through while taking out a bomb, and then land where you started. Jump and Up-B killing the bottom and right platform frames. Land on the top platform.
6-8. Wait until the male frame approaches, then fall through the platform and as you do so, drop the bomb. It will bounce off the male, hit a female, and then explode on the frame that appears on the top platform.
9-10. Meanwhile, after dropping through, fastfall and land and immediately jump and Up-B to the right to kill the bottom and right frames.

This is the easiest of the Link strategies, and is just another variation of the other strategies.

[Easy] - Type 1
Best Known Time: 6.95
Video by ‘Ravenyte'


1-3. Take out a bomb, turn around, jump and drop it on the bottom frame. Drift right and Up-B left to kill the right platform frame and top left frame. Land on the top platform.
4-5. Fall through the top platform and take out a bomb. Land to the right of the bottom frame and face left. Jump and Up-B killing the bottom frame and the right platform frame. Land on the top platform.
6-8. Wait until the male frame approaches, then fall through the platform and as you do so, drop the bomb. It will bounce off the male, hit a female, and then explode on the frame that appears on the top platform.
9-10. Meanwhile, after dropping through, fastfall and land and immediately jump and Up-B to the right to kill the bottom and right frames.

This is just an alternative to the 6.92 strategy. This one is easier to do well with since people tend to be more consistent with it.

[Easy] - Type 1
Best Known Time: 6.92
Video by 'Ravenyte'

Walk right, face left, and take out a bomb.
1-3. Jump and Up-B, moving left slightly, to take out the first 3 frames. Land on the top platform.
4. Fall through and double jump right, immediately dropping the bomb when you double jump. Land on the right platform. The bomb should fall on the bottom frame.
5. Up-A smash the right platform frame when it gets vulnerable.
6-10. Take out another bomb. Run off the right platform, fastfall, then jump and drop the bomb as you jump, dropping it on the bottom frame. Up-B the rest.

All of Link's older strategies (this one and the 6.95 strategies) are known for being extremely difficult to get a good time with. Completion is not very difficult, but most of the time you will end up with something like 7.15. The key is the last up-B. Try to wait a little longer than you would expect. This allows all the frames to bunch up near you. I believe a sub-7 time can only be obtained if frames 7-10 are hit with one of the first hits of the up-B.

[Intermediate] - Type 8
Best Known Time: 6.85
Video by ‘黒服リンク'

Short hop right and take out a bomb before landing.

1. As the frame on the right platform is spawning, lightly throw the bomb up at it.
2-3. Immediately dash to the center frame and up-smash. The first strike should hit the bottom frame and the 3rd strike should hit the frame coming from the top-left.
4. As soon as you recover from the up-smash, pull out a bomb. Jump and drift to the right while dropping the bomb on the frame that is respawning at the bottom. Land on the right platform.
5. Up-smash as soon as possible.
6-10. Wait for the other 2 frames to jump then dash off the left side of the platform, fastfall, and pull out a bomb. Jump and drop the bomb on the bottom frame, then up-B the rest.

The only hard part about this strategy is moving fast enough to get to frame 5 before it hits you. Make sure you pull out the second bomb ASAP and jump as soon as you can. The good thing about this strategy is that it is much easier to land a sub-7 time than the older strategies. In order to get the best possible time, frames 4 and 5 must die at exactly the same time. This makes the 10th frame spawn on top, which means the frame on the right spawns faster. The frame on the right is usually the problem frame at the end.
Here's some in-depth info on the ending of this strategy, written by r1k:

How to maximize each potential ending:

Link largely depends on frames 4-5. Namely, you want to kill 4-5 both at exactly the same time in order to make the right platform frame in the ending male. If a frame is male of the final 8, that means it is the 9th frame to emerge. The 10th frame, then, in this scenario, is the top platform frame, which is the last frame to be hit, since Link's upB propels him upward.

If your bomb kills frame 4 noticeably before your up smash kills frame 5, you may as well restart, you wont be getting any new records in this case. You will probably get high 6.9x or low 7s.

Ideally, you want your bomb to propel frame 4 straight up, then up smash frame 5 at the same time, resulting in the right frame male. This is the hardest to pull off since frame 4 dies so fast that it is hard to land on the right platform fast enough and up smash 5. If you can pull it off, though, you should be able to manage as low as 6.8x.

What will most likely happen is frame 4 will fly a little to the left from your bomb. You will up smash 5, and the right frame that spawns will be male, but this doesn't mean you did 4-5 as fast as possible. 4 died slower because it went at an angle, which made it easier for you to up-smash 5 at the same time 4 died. You will easily see sub7 this way, but probably not in the 6.8x range.

However, if you have 6.8x speed and your bomb makes 4 fly to the left, you should be able to get to and kill frame 5 BEFORE frame 4 actually dies. In which case, the right frame will be female but the bottom frame will be male. This is relatively rare but it is probably the easiest scenario to complete when it actually happens. Low 6.9x is easily possible this way, and probably even 6.8x although I have yet to do it.

Sometimes, though, the bomb will make frame 4 fly a little to the right, into your up-smash. Most of the time in these cases, the right platform frame will be female, not male, but for some reason, it is easier to get a lower time this way as opposed to other instances in which this frame is female. I've done 6.92 three times this way.

No matter what happens, sub7 is fairly easy. Just keep an eye out and try to watch for optimal kills on 4-5, and then hope the final 5 frames are nice to you.

As far as the ending goes, I like to stay on the right platform until 6-7 (the frames coming from the left) drift towards me and then rejump on top. As soon as they rejump, I dash left, fastfall to the bottom while pulling a bomb, jump as soon as I land, drop the bomb and up-B. This makes the timing very easy on you, and puts 6-7 nicely situated on the top platform.

[
Advanced] - Type 8
Best Known Time: 6.75
Video by ‘Nintendude1189'

Short hop right and take out a bomb before landing.

1. As the frame on the right platform is spawning, lightly throw the bomb up at it.
2-3. Immediately dash to the center frame and up-smash. The first strike should hit the bottom frame and the 3rd strike should hit the frame coming from the top-left.
4. As soon as you recover from the up-smash, pull out a bomb. Jump and drift to the right while dropping the bomb on the frame that is respawning at the bottom. Land on the right platform.
5. Up-smash as soon as possible.
6-10. Lightly throw a boomerang down-left. Turn around and up-smash the remaining frames. The first strike hits a single frame and the third strike hits the rest.

The ending here can be a bit tricky, and it depends on how you KO frames 4-5. You need to KO the bottom frame before the right frame so that the top frame at the end is male. This means that the right platform frame is the last to emerge, which allows the ending to be completed somewhat easily and also allows for the best times.

Young Link

[Easy] - Type 1
Best Known Time: 6.93
Video by ‘Ravenyte'

Walk to the right a bit and face left.

1-3. Jump and Up-B moving slightly left killing the bottom and right frames, and then later on the top left frame. Land on the top platform.
4-5. Drop through while taking out a bomb, and then land where you started. Jump and Up-B killing the bottom and right platform frames. Land on the top platform.
6-8. Wait until the male frame approaches, then fall through the platform and as you do so, drop the bomb. It will bounce off the male, hit a female, and then explode on the frame that appears on the top platform.
9-10. Meanwhile, after dropping through, fastfall and land and immediately jump and Up-B to the right to kill the bottom and right frames.

This is just like the 6.95 Link strategy, but the up-Bs are slightly harder to land correctly. Fortunately, sub-7 isn't as difficult.

[Intermediate] - Type 1
Best Known Time: 6.78
Video by 'Ravenyte'


1-3. Shoot a boomerang lightly to the left, walk to the right, turn around, jump, and up-B the right frame. The boomerang will hit the bottom frame into your up-B and the corner frame will get hit by the final strike of the attack.
4-5. Fall through the top platform while pulling out a bomb. Land to the right of the bottom frame and face left. Jump and Up-B killing the bottom frame and the right platform frame. Land on the top platform.
6-10. Drop through the platform and drop the bomb on the bottom frame. Jump and Up-B the rest.

The annoying part here is getting the proper up-B hits. In the beginning, the frames should have 3% and 5% damage. The second up-B should leave them both with 2% damage. The final up-B is the hard part. Young Link's bomb is extremely weak. Instead of KO'ing, its purpose is to hit the bottom frame into your up-B. In addition to getting the correct bomb hit (which is mostly luck), you need to hit all final frames with the good first hits of the up-B. To make this easier, try waiting a split second after the right frame spawns before using up-B. You won't get the best times if you do this though.

[Intermediate] - Type 6
Best Known Time: 6.70
Video by 'nox'


1. Double jump to the right and smash throw a boomerang to hit the corner frame. Land on the side platform.
2-3. Turn around and up-Smash. The first strike will hit the right frame and the third strike will hit the bottom frame.
4. Quickly smash throw another boomerang to hit the corner frame as it respawns.
5. Turn around and up-smash the right platform frame.
6-10. Lightly throw a boomerang at the bottom frame. After you catch it, step forward and lightly throw it diagonally upwards to the corner frame. Turn around, jump, and up-B the rest.

This strategy was the first in a series of strategies that uses the traditional Fox layout. The only difficult part with this is the final boomerang angles. They must be aimed only slightly diagonally, not fully diagonally. Also, try to hit the frames at the end with the first hit of the up-B. If you don't do that then you won't get really fast times.

[Intermediate] - Type 6
Best Known Time: 6.60
Video by 'nox'


1. Double jump to the right and smash throw a boomerang to hit the corner frame. Land on the side platform.
2. Up-smash as fast as you can to hit the right frame with the third strike.
3. Shoot an uncharged fire arrow.
4. Smash throw a boomerang to hit the corner frame as it respawns.
5. Wavedash backwards and up-B on the ground, killing the frame off the right side.
6-10. Smash throw a boomerang to hit the corner frame as it respawns. Turn around, short-hop left, and up-B the remaining frames.

The hardest part of this strategy, surprisingly, is the beginning. You just have to be really fast to hit the right frame as it emerges, and it must be with the third up-smash strike. At the end, a good up-B hit will send all the frames parallel to each other in a nice clean-looking finale. Make sure you position yourself under the right side of the top platform and don't use the up-B while you are too high up.
Last edited by Nintendude1189, 10:52 AM on Dec 20, 2008
#4
11:57 PM Aug 16 2008 2008
Nintendude1189
Multi-Man King
Joined: Mar 2007
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Pichu

[Easy] - Type 1
Best Known Time: 6.88
Video by ‘Nintendude1189'

Be to the right of the bottom frame and face right.

1. Jump right and air Up-A the bottom frame.
2. Air Up-A the right platform frame.
3. Air Up-A the top left frame.
4. Air Up-A the bottom frame.
5. Air Up-A the right platform frame.
6. Jump and Neutral-B left shooting the ball of electricity at the bottom frame.
7-10. Jump and air Up-A the remaining 4 frames.

If you can't get a good time with the Thunder strategy, this is an alternative. It is very easy to complete too. Unlike typical 10-Man Melee strategies, the time in this is mostly determined by the bottom frame since it dies last at the end. Make sure every bottom frame is hit ASAP.

[Easy] - Type 1
Best Known Time: 6.78
Video by ‘Ravenyte'

Walk a bit right of the bottom frame and face left.

1. Jump and air Up-A the bottom frame.
2-3. Before landing, air Up-A the right platform frame and the top left frame simultaneously. Land where you started.
4. Jump and air Up-A the bottom frame, moving right.
5. Air Up-A the right platform frame. Land on the right platform.
6. Jump and air Up-A the female above you.
7-10. Land on the left edge of the right platform. Thunder the last few.

AKA the "Thunder strategy." This strategy is really easy to complete, but it is hard to get a good time with. Since it is so easy, enough repetition should give you a decent time, but anything under 6.90 is pretty difficult.

[Expert] - Type 1
Best Known Time: 6.75
Video by 'Ravenyte'

Walk a bit right of the bottom frame and face left.

1. Jump and air Up-A the bottom frame.
2-3. Before landing, air Up-A the right platform frame and the top left frame simultaneously. Land where you started.
4. Jump and air Up-A the bottom frame, moving right.
5. Before landing, jump and air up-A the right platform frame. Land on the right platform.
6. Double jump and air Up-A the female above you.
7-10. Land on the left edge of the right platform. Jump and air Up-A the rest of them.

This is an extremely difficult strategy. You may need to drift slightly to the right during the first jump to catch frames 2-3 with the second up-A. At the end, each frame must be positioned perfectly. Pichu's up-A has a very tiny hitbox, so if any frame is slightly off, you won't hit all of them. Also, it is easy to get hit. However, if frame 7 hits you it may make it easier. It will make Pichu stay in the air for a little longer, which seems to position the final frames better.

[Advanced] - Type 1
Best Known Time: 6.63
Video by 'nox'

Walk a bit right of the bottom frame and face left.

1-2. Jump and air Up-A the bottom frame. Up-A again as soon as you can to hit the right frame.
3. Short-hop and up-A the frame that came from the corner.
4. Jump and air Up-A the bottom frame, moving right.
5. Before landing, air up-A the right platform frame. Drop underneath the right platform.
6-10. Turn around and double jump to the left. Air up-A all five frames as you fall with a fastfall.

Fortunately the 6.75 strategy is obseleted by this one, as it is both easier and faster. There really is nothing to this strategy except to position yourself well. Watch the video and try to imitate it. You don't have to jump for the up-A on frame 5 though.

Pikachu

[Easy] - Type 1
Best Known Time: 6.87
Video by 'Ravenyte'

Walk a bit right of the bottom frame and face left.

1. Jump and air Up-A the bottom frame.
2-3. Before landing, air Up-A the right platform frame and the top left frame simultaneously. Land where you started.
4. Jump and air Up-A the bottom frame, moving right.
5. Air Up-A the right platform frame. Land on the right platform.
6. Jump and air Up-A the female above you.
7-10. Land on the left edge of the right platform. Thunder the last few.

AKA the "Thunder strategy." This strategy is really easy to complete, but it is hard to get a good time with. Since it is so easy, enough repitition should give you a decent time, but anything under 6.90 is pretty difficult. There are no videos for this strategy, but it is essentially the same as the Pichu thunder strategy, so just refer to that video.

[Intermediate] - Type 1
Best Known Time: 6.83
Video by 'Sin'

Walk a bit right of the bottom frame and face left.

1. Jump and air Up-A the bottom frame.
2-3. Before landing, air Up-A the right platform frame and the top left frame simultaneously. Land where you started.
4. Jump and air Up-A the bottom frame, moving right.
5. Air Up-A the right platform frame. Land on the right platform and L-Cancel.
6-7. Immediately run off, double jump and air Up-A the two frames on the left platform. Drift left and land where you started facing left.
8. Jump and air Up-A the bottom frame.
9-10. Drift right, rejump and air Up-A the right platform frame and top platform frame simultaneously. Both should die at the top.

This is another tough one to get a good time with. For frames 6-7, you may find it easier to land then jump up-A, so if you are bad at that part try that. At the end, you need to be fast. Make sure you do your second jump and up-A as soon as the first up-A is finished or else you will have a hard time getting under 7 seconds.

[Advanced] - Type 1
Best Known Time: 6.68
Video by 'Ravenyte'

Be to the left of the bottom frame.

1-2. Dash jump right and air up-A the bottom and right frames with the same attack.
3. Double jump and air up-A the corner frame. Land on the bottom where you began.
4-5. Dash jump right and air up-A the bottom and right frames with the same attack.
6-7. Immediately run off, double jump and air Up-A the two frames on the left platform. Drift left and land to the right of the bottom frame that is spawning.
8. Jump and air Up-A the bottom frame.
9-10. Drift right, rejump and air Up-A the right platform frame and top platform frame simultaneously. Both should die at the top.

This is an improved version of the old 6.83 strategy. There is nothing new to it except that it requires more technical precision to hit the frames both correctly and quickly.

Jigglypuff

[Intermediate] - Type 3
Best Known Time: 7.67
Video by ‘PYh189'

Jump to the left platform.

1. Double jump and air Up-A the top left frame. Immediately drift right as you do so.
2-3. Rejump right and pound left, killing the two frames above the top platform.
4. Jump again to the left and air Up-A the top left frame.
5. Fastfall landing on the left platform. Small jump and Rest the frame.
6. The bottom frame, which should be a female, will jump up and hit you and wake you up. Tilt Up-A her.
7-8. Tilt Up-A the next two frames.
9-10. Jump and Rest the last two.

This is a good alternative if you can't do the up-throw in the other strategies quickly, but it is also slower.

[Intermediate] - Type 3
Best Known Time: 7.57
Video by 'Ravenyte'

Jump to the left platform.

1. Double jump and air Up-A the top left frame. Immediately drift right as you do so.
2-3. Rejump right and pound left tilted downwards, killing the two frames above the top platform.
4. Jump again to the left and air Up-A the top left frame.
5. Fastfall landing on the left platform. Grab the frame and throw it up.
6. Tilt Up-A the bottom frame that jumps up.
7-8. Tilt Up-A the next two frames.
9-10. Jump and Rest the last two.

This strategy is really easy to complete. In order to get the fastest time, make sure you throw frame 5 as soon as possible after grabbing. If you do it fast enough you won't even really see Jigglypuff grab. Also, make sure frames 2-3 fly straight up and not diagonally.

[Advanced] - Type 4
Best Known Time: 7.36
Video by ‘Sin'


1. Jump backwards and jump 3 more times. Use aerial up-A on the top-left frame.
2-3. Drift right, land on the right side of the top platform, and pound to the left tilted downwards.
4. Short hop to the left right below the top-left frame. Up-A it and quickly fastfall down to the center.
5. Immediately grab the bottom frame and throw it up.
6-7. Grab the right frame when it comes and throw it up at the top frame when it spawns.
8-10. Wait for the bottom frame to spawn and short hop and down-B all 3 frames.

The tricky part is the end. Basically, you are just standing around waiting for frames to spawn. During this time, you need to hope that the male frame doesn't disrupt you but stays near you.

[Advanced] - Type 4
Best Known Time: 7.25
Video by ‘nox'


1. Jump backwards and jump 3 more times. Use aerial up-A on the top-left frame.
2-3. Fastfall and drift right. Use Pound tilted upwards on the two frames while underneath the top platform.
4. Use your remaining jumps to get back to the corner frame as it spawns. Up-A it and quickly fastfall down to the center.
5. Immediately grab the bottom frame and throw it up.
6-7. Grab the right frame when it comes and throw it up at the top frame when it spawns.
8-10. Wait for the bottom frame to spawn and short hop and down-B all 3 frames.

This improves on the 7.36 strategy by getting to frames 2-3 faster. You have to be extremely fast to get to frame 5 in time. So fast, in fact, that you use up-air on 4 and fastfall just about simultaneously. Try holding the stick up for up-A, then roll it down to the bottom to drift left and fastfall at the same time.

Mewtwo

[Intermediate] - Type 3
Best Known Time: 7.43
Video by 'PYh189'


1. Single jump backwards, then double jump up and air Neutral-A. Kill the top left frame with the end of the attack so that it dies at the top quickly.
2-3.Land near the right edge of the top platform. Tilt Up-A the next two frames.
4. Run left and small jump air Forward-A to kill the top left one.
5. Tilt Up-A the one of the left platform.
6. Dash attack right to kill the bottom one who jumps up. You can also use down-tilt.
7-9. Tilt Up-A to kill the 3 frames above the top platform.
10. Tilt Up-A the left platform.

The key to Mewtwo is up-tilt hits. Frames 2-3 must take 5% and 10% damage respectively. Frame 5 must take 5% damage and fly diagonally behind you. Frame 10 must take 6% damage and go straight up. If any of these hits are incorrect, you will not get the best possible times.

[Advanced] - Type 4
Best Known Time: 7.40
Video by ‘Nintendude1189'


1. Single jump backwards, then double jump up and air Neutral-A. Kill the top left frame with the end of the attack so that it dies at the top quickly.
2-3. Up-tilt, killing both frames.
4. Jump backwards and time an aerial neutral-A so frame 4 spawns on the final hit. Fastfall to the middle.
5. Up-tilt frame 5
6-8. Walk right and the right frame should drop to your left. Turn around, grab frame 6, and down-throw it. He should hit frames 7 (the one to your left) and frame 8 (the one on top).
9-10. Dash-A to the left, killing both frames that are there.

This is a tricky strategy to get a good time with. The second tilt up-A must either be a strong vertical 7% hit or a fast 5% hit that hits the frame behind you. At the end, the top-left frame likes to come down and kick you. There isn't really any way to completely solve this problem except try to get underneath him or dash-A a little earlier. Also, make sure the last frames are both hit with the first hit of the dash-A.

[
Expert] - Type 1
Best Known Time: 7.31
Video by ‘Ravenyte'

Walk a tiny bit to the right and turn around.

1-2. Use up-tilt on the bottom the right frames. Time it so you can use it as early as possible while still hitting the frame on the right.
3. Immediately use down-tilt on the frame that dropped next to you.
4-5. When the bottom frame respawns, jump and use neutral-A. Drift to the right and try to hit the frame on the right with the end of the attack so it dies quickly. Land on the right platform.
6. Go to the left edge of the platform and jump and neutral-A one of the frames that is coming towards you. Land on the right platform again and face left.
7-10. When the bottom frame jumps up from the bottom, use up-tilt on all of the remaining frames.

This strategy is really tough at the end. You need to position yourself so that all 4 frames get hit with the strong hit of the up-tilt. There is really nothing you can do to land it consistently except to practice and learn the positioning. Also, make sure you get a strong hit on frame 1 in the beginning. Frame 2 will appear to die slowly but that is okay.

The following strategy is only possible in versions 1.2 and PAL.

[Expert] - Type 1
Best Known Time: 7.30
Video by ‘Ravenyte'

Be just to the right of the bottom frame.

1-3. Jump and use aerial neutral-A. Drift to the right to hit the right frame and then drift back to the center with an aerial forward-A to KO the corner frame.
4-5. When the bottom frame respawns, jump and use neutral-A. Drift to the right and try to hit the frame on the right with the end of the attack so it dies quickly. Land on the right platform.
6-7. Go to the left edge of the platform and use tilt up-A on the two frames coming from above.
7-10. When the bottom frame jumps up from the bottom, use up-tilt on all of the remaining frames.

This is the 7.31 strategy with an altered beginning. There is nothing else new to it. It is unknown why exactly the older versions of SSBM cannot do this strategy, but basically the step for frames 4-5 doesn't work, as the bottom frame gets stuck in the attack.

Mr. Game & Watch

[Expert] - Type 1
Best Known Time: 7.15
Video by 'nox'


1-2. Dash jump right with an aerial back-A, hitting both the bottom and right frames. Land on the right platform.
3. Jump and hit the corner frame with aerial back-A. Land on the bottom next to the bottom frame that is respawning.
4-5. Jump and immediately up-B to the right hitting the bottom and right frames.
6-7. Slip off the right platform and jump back-A the two frames on the left. Land on the bottom.
7-10. Jump and up-B from the bottom to the right corner, hitting all 3 frames.

This is a new strategy by nox that is believed to be superior to the ancient G&W strategy, possibly getting 7.0x times. However, it is so difficult that such a feat has not yet been achieved. In the beginning, use the turtle a tad late and aim for 2% and 9% hits on the two frames. Then, make sure you jump before the first up-B or else you will miss the bottom frame. Then you have to deal with one of the hardest endings in 10-Man Melee. The right frame must jump into your up-B as you hit the top frame, but you need to hit it before it hits you. Unfortunately, it is common to end up with bad scores upon completing this strategy.

[Advanced] - Type 2
Best Known Time: 7.13
Video by 'Ravenyte'

Be to the left of the bottom frame.

1-2. Jump and Up-B the bottom and top left frames. Land on the top platform.
3. Tilt Up-A the frame that is jumping to the top platform.
4-5. Fall through the top platform, then Up-B the bottom and top left frames. Land on the left platform.
6. Tilt Up-A the frame on the left platform.
7-10. Short hop backwards, then Up-B left as soon as the bottom frame spawns, hitting all 4.

This is one of those awful strategies that is both difficult and requires repetition. Frame 9 (top frame) will kick you 90% of the time. To make things worse, it is really easy to get a horrendous score with this strategy (in the 7.3x range). There isn't anything to do to increase the chances of getting a good time except to use each up-B as high as possible. This allows you to get to frames 2, 5, and 10 faster. Also, try using the last up-B ASAP and frame 9 will kick you less often. Alternatively, use the up-B much later and frame 9 will land and be unable to kick you. This should get you something like 7.40.

If none of my tips for the 7.13 strategy are working for you, then after getting hit at the end (assuming you can't complete it because you get hit), up-B again immediately and you will probably get something like 7.50.

Marth

[Easy] - Type 3
Best Known Time: 7.48
Video by ‘Ravenyte'

Jump onto the left platform.

1. Double jump right and Forward-B left hitting the top left frame. Land on the top platform.
2-3. Up-A smash the next two frames.
4. Run off the top platform and rejump and air Up-A the top left frame, hitting with the tip of the sword. Fastfall and land on the left platform.
5. Up-A smash the frame that appears on the left platform.
6. Forward-B the frame that jumps up from the bottom.
7-8. Tilt Up-A the next two frames.
9-10. Up-A smash the last two frames.

This one is really easy. Just make sure frames 2, 5, and 10 are hit as soon as possible.

[Expert] - Type 5
Best Known Time: 7.31
Video by 'Nintendude1189'

Jump onto the right platform and roll left.

1-3. Down-A smash, hitting the right platform frame first, and then the sword swinging back to hit the other two.
4-5. Walk off the side of the right platform and jump immediately to the top platform. Roll to the edge and up-smash both frames.
6-7. Use forward-B on both frames.
8-10. Walk to the center of the top platform and forward-smash to the left when the top frame spawns.

This is an incredibly annoying strategy. Frames 6-7 are the main problem here. They often kick you off the top or don't even come to you. You need to keep on trying until they behave correctly. At the end, it seems to help if the frames are not hit with the sweetspot. The tip of the blade has hitbox lag, which can give you significantly worse times.

[Advanced] - Type 7
Best Known Time: 7.30
Video by 'Sin'

Jump onto the right platform and roll left.

1-3. Down-A smash, hitting the right platform frame first, and then the sword swinging back to hit the other two.
4. Walk right, face left, and Up-A smash the frame that appears on the right platform.
5. Down-A smash and hit the bottom frame with the tip of the sword.
6-7. Run left off the right platform. Double jump and air Up-A the two frames above the top platform.
8-10. Fastfall landing to the right of the bottom frame. Up-A smash the 3 other frames.

The only hard part here is the end. Make sure you act quickly to take out 6-7, and make sure the aerial up-A is tippered. Frames 8 and 9 attack you occasionally, but it isn't too much of a hassle. Also, the right frame sometimes doesn't come down, but that only happens around half the time.

[Advanced] - Type 5
Best Known Time: 7.25
Video by 'Sin'

Jump and wavedash onto the right platform. Be on the left side of it and face left.

1-3. Short-hop and up-A the right frame just before you land. Then immediately down-smash hitting the corner and bottom frames.
4-5. Walk off the side of the right platform and jump immediately to the top platform. Roll to the edge and up-smash both frames.
6-10. Double jump high and fastfall, drifting to the right very slightly. Use Counter as you meet up with the female frame coming from below to hit all five frames.

This strategy is actually surprisingly simple, but requires technical skill for the beginning. You have enough time at the end to quickly use forward-B on frame 6 before double jumping as well. What is tough, though, is getting a good time. Counter has a lot of weird hits and you will end up with 7.3x times very often. Also, you have to be in the perfect spot to hit the top frame while still getting a good hit on the corner frame.

Roy

Roy's up-B seems to have more weak hitboxes in versions 1.0 and 1.1. This makes completing his strategies more difficult, though the same scores are possible.

[Advanced] - Type 1
Best Known Time: 6.70
[Video Unavailable]


1-2. Don't move in the beginning, up-B to the right, hitting the bottom frame and the right platform frame. Land on the right platform and run left. The top left frame should follow you down.
3-5. Up-B to the right once the frame at the bottom respawns. You should hit the 2 at the bottom, and the frame on the right platform. Land on the right platform.
6-10. Roll to the left edge of the right platform. Take a tiny step forward. Small jump and Up-B left aimed as left as possible as soon as the frame on the right platform gets vulnerable.

You are probably going to ask, "What's the difference between this and the 6.52 strategy?" Well, it is pretty much the same but this makes it easier to complete. If you do 1-2 this way, frame 2 will get kind of stuck on the blade and die slightly later than normal. This makes frame 10 spawn later, which makes it easier to get the last up-B right. Unfortunately there is no video of this strategy, but except for the beginning it is pretty much identical to the 6.52 video.

[Advanced] - Type 1
Best Known Time: 6.52
Video by 'Ravenyte'

Start to the right of the bottom wireframe facing left.

1-2. Up-B to the right, hitting the bottom frame and the right platform frame. Land on the right platform and run left. The top left frame should follow you down.
3-5. Up-B to the right once the frame at the bottom respawns. You should hit the 2 at the bottom, and the frame on the right platform. Land on the right platform.
6-10. Roll to the left edge of the right platform. Take a tiny step forward. Small jump and Up-B left aimed as left as possible as soon as the frame on the right platform gets vulnerable.

In the beginning, make sure you don't leave the ground before the up-B. The last up-B is really aggravating, but I find it is easier to complete the strategy if you wait a split second after the right frame spawns before using up-B. Having version 1.2 or PAL makes Roy much much easier.

V. World Records

10-Man Melee has progressed to astounding levels through years of dedicated play. Here are the world records after so much hard work:

(Records as of 12/20/08')

6.55 - Dr Mario: Ravenyte
6.52 - Mario: Dr.Mお
7.36 - Luigi: Dr.Mお, Ravenyte
7.16 - Bowser: Sin, nox, Ravenyte
6.67 - Peach: Ravenyte
6.78 - Yoshi: Ravenyte, Titania, Dr.Mお
7.26 - DK: nox, Ravenyte
7.36 - Captain Falcon: nox, Ravenyte
7.33 - Ganondorf: Sin, Tomber
6.77 - Falco: demon9
6.92 - Fox: Dr.Mお
7.46 - Ness: Ravenyte, nox
6.88 - Ice Climbers: Dr.Mお
7.23 - Kirby: r1k
6.62 - Samus: nox
7.10 - Zelda: demon9, Dr.Mお, Sin, Ravenyte, nox
6.75 - Link: 黒服リンク, Dr.Mお, Ravenyte, nox
6.60 - Young Link: nox
6.63 - Pichu: nox, Ravenyte
6.68 - Pikachu: Ravenyte, nox
7.25 - Jigglypuff: nox
7.25 - Mewtwo: Ravenyte
7.13 - Mr GW: Nintendude1189
7.25 - Marth: Sin, Dr.Mお
6.52 - Roy: Ravenyte, Dr.Mお

World Record Total: 2:54.08
Average Per Character: 6.9632

Of course, don't expect to be getting these kinds of scores when first getting into 10-Man Melee. Scores like this result from absolute proficiency of the hardest strategies in this guide. That can only be done through tons of hard work and dedication!

VI. Special Thanks/Credits

-
PYh189, for typing out many of the older strategies to save me time. He also helped me immensely back when I just got started playing 10-Man Melee and taught me much of what I know now. He attends Cornell University with me and is a great friend as well.
-Ravenyte, for inspiring all of us to keep on trying for new scores and strategies.
-r1k, for, well....being r1k. This guy is a big pool of knowledge for 10-Man Melee and is one of its greatest players.
-Everyone else who plays this mode
Last edited by Nintendude1189, 11:11 AM on Dec 20, 2008
#5
11:58 PM Aug 16 2008 2008
Nintendude1189
Multi-Man King
Joined: Mar 2007
Nintendude1189 has provided valuable testing services for the website.Nintendude1189 rooted for the $208,097,414 New York Yankees 2009 championship team.Nintendude1189 is connected in the Six Degrees of Smash web.Nintendude1189 impressed a staff member by doing something smart.Nintendude1189 helped a member with a problem.Nintendude1189 has referred new users to the site.Nintendude1189 wrote an exemplary guide.Nintendude1189 has a combined score of 100,000 feet (30,480 m) in Brawl's Home Run Contest or 60,000 feet (18,288 m) in Melee's Home Run Contest.Nintendude1189 holds or held a world record score in one of Smash's Stadium modes.Nintendude1189 has a combined score of 130,000 feet (39,624 m) in Brawl's Home Run Contest or 90,000 feet (27,432 m) in Melee's Home Run Contest.Nintendude1189 contributed to the Stadium community.Nintendude1189 holds or held a world-record combined total score in Brawl or Melee's Multi-Man modes.

extra post
#6
4:32 AM Aug 17 2008 2008
TokXilChaosZ
Honorably Discharged
Joined: Feb 2008
TokXilChaosZ contributed to the Stadium community.TokXilChaosZ has a combined score of 100,000 feet (30,480 m) in Brawl's Home Run Contest or 60,000 feet (18,288 m) in Melee's Home Run Contest.TokXilChaosZ spent way too much time obtaining the maximum score of 999,999,999 points in Brawl's All Star mode.TokXilChaosZ holds or held a world record score in one of Smash's Stadium modes.TokXilChaosZ has a combined score of 130,000 feet (39,624 m) in Brawl's Home Run Contest or 90,000 feet (27,432 m) in Melee's Home Run Contest.

Wow, very nice Nintendude!

If I could give respect, I would have.
#7
5:49 AM Aug 17 2008 2008
Tomber
Joined: Jul 2008

The "Ice Climbers Expert Video" video link needs to be fixed. I get this video:
http://au.youtube.com/watch?v=bp39o2CrtH4

Great guide btw. ^^

Quote (originally posted by Nintendude1189):
Of course, don't expect to be getting these kinds of scores when first getting into 10-Man Melee.

Why? I got the Ganondorf WR Tie with a 3:4x.xx total. xD
#8
7:21 AM Aug 17 2008 2008
Astr0
Stadium Smasher
Joined: Mar 2008
Astr0 contributed to the Stadium community.

This guide helped me so very, very much. Glad to see it's finally here. I've often wondered why the Bowser world record strategy was rated 'expert', I find it easy, alot easier than the Yoshi world record strat aswell.
10-Man Melee Total - 2:57.52

Add me on Skype: JordonW93






Last edited by Astr0, 7:26 AM on Aug 17, 2008
#9
11:26 AM Aug 17 2008 2008
Nintendude1189
Multi-Man King
Joined: Mar 2007
Nintendude1189 has provided valuable testing services for the website.Nintendude1189 rooted for the $208,097,414 New York Yankees 2009 championship team.Nintendude1189 is connected in the Six Degrees of Smash web.Nintendude1189 impressed a staff member by doing something smart.Nintendude1189 helped a member with a problem.Nintendude1189 has referred new users to the site.Nintendude1189 wrote an exemplary guide.Nintendude1189 has a combined score of 100,000 feet (30,480 m) in Brawl's Home Run Contest or 60,000 feet (18,288 m) in Melee's Home Run Contest.Nintendude1189 holds or held a world record score in one of Smash's Stadium modes.Nintendude1189 has a combined score of 130,000 feet (39,624 m) in Brawl's Home Run Contest or 90,000 feet (27,432 m) in Melee's Home Run Contest.Nintendude1189 contributed to the Stadium community.Nintendude1189 holds or held a world-record combined total score in Brawl or Melee's Multi-Man modes.

I'm gonna fix all the links soon. r1k made a youtube account called 10mmvideos which will have pretty much every video ever made. I'll change the old filefront and archive.org links to those.
#10
1:08 PM Aug 17 2008 2008
Treklink256
Stadium Arcadium
Joined: Mar 2008
Treklink256 is a moderator in the Stadium section!Treklink256 impressed a staff member by doing something smart.Treklink256 contributed to the Stadium community.Treklink256 has a combined score of 100,000 feet (30,480 m) in Brawl's Home Run Contest or 60,000 feet (18,288 m) in Melee's Home Run Contest.Treklink256 spent way too much time obtaining the maximum score of 999,999,999 points in Brawl's All Star mode.Treklink256 holds or held a world record score in one of Smash's Stadium modes.Treklink256 has a combined score of 130,000 feet (39,624 m) in Brawl's Home Run Contest or 90,000 feet (27,432 m) in Melee's Home Run Contest.Treklink256 has won a Stadium Gaming Olympics tournament.Treklink256 holds or held a world-record combined total score in Melee's All-Star mode.

I still think you need to submit this to GameFAQs. ^_^

Hoping to sub 3:10 sometime before the end of the year. ^_^
[url=http://allisbrawl.com/forum/topic.aspx?id=196721]"i like buttballs better" - tipo mastr
#11
8:19 PM Aug 17 2008 2008
Nintendude1189
Multi-Man King
Joined: Mar 2007
Nintendude1189 has provided valuable testing services for the website.Nintendude1189 rooted for the $208,097,414 New York Yankees 2009 championship team.Nintendude1189 is connected in the Six Degrees of Smash web.Nintendude1189 impressed a staff member by doing something smart.Nintendude1189 helped a member with a problem.Nintendude1189 has referred new users to the site.Nintendude1189 wrote an exemplary guide.Nintendude1189 has a combined score of 100,000 feet (30,480 m) in Brawl's Home Run Contest or 60,000 feet (18,288 m) in Melee's Home Run Contest.Nintendude1189 holds or held a world record score in one of Smash's Stadium modes.Nintendude1189 has a combined score of 130,000 feet (39,624 m) in Brawl's Home Run Contest or 90,000 feet (27,432 m) in Melee's Home Run Contest.Nintendude1189 contributed to the Stadium community.Nintendude1189 holds or held a world-record combined total score in Brawl or Melee's Multi-Man modes.

Yeah GameFAQs is something that will happen eventually. There's not really any more room for strats and videos are being centralized onto 1 youtube account so it is just about finalized.
#12
8:49 PM Aug 17 2008 2008
ronek
Suggestive
Joined: Feb 2008
ronek did something funny.ronek impressed a staff member by doing something smart.ronek helped a member with a problem.ronek contributed to the Stadium community.ronek holds or held a world record score in one of Smash's Stadium modes.

I've already uploaded 130+ vids with still atleast 50-100 more to go, but I am lacking in videos of dr.m/nox so if anyone has those videos, could you let me know? Also Sin's videos, but I think I can just take some of them from his website. Pretty much if anybody has any video that I dont have, just let me know. Thanks =)
#13
8:54 PM Aug 17 2008 2008
Nintendude1189
Multi-Man King
Joined: Mar 2007
Nintendude1189 has provided valuable testing services for the website.Nintendude1189 rooted for the $208,097,414 New York Yankees 2009 championship team.Nintendude1189 is connected in the Six Degrees of Smash web.Nintendude1189 impressed a staff member by doing something smart.Nintendude1189 helped a member with a problem.Nintendude1189 has referred new users to the site.Nintendude1189 wrote an exemplary guide.Nintendude1189 has a combined score of 100,000 feet (30,480 m) in Brawl's Home Run Contest or 60,000 feet (18,288 m) in Melee's Home Run Contest.Nintendude1189 holds or held a world record score in one of Smash's Stadium modes.Nintendude1189 has a combined score of 130,000 feet (39,624 m) in Brawl's Home Run Contest or 90,000 feet (27,432 m) in Melee's Home Run Contest.Nintendude1189 contributed to the Stadium community.Nintendude1189 holds or held a world-record combined total score in Brawl or Melee's Multi-Man modes.

Or you could just ask Sin since he's really easy to contact here. You could ask nox for a .zip of his videos as well, though it's not that necessary since dr.m and nox already have their vids on youtube.
#14
8:57 PM Aug 17 2008 2008
ronek
Suggestive
Joined: Feb 2008
ronek did something funny.ronek impressed a staff member by doing something smart.ronek helped a member with a problem.ronek contributed to the Stadium community.ronek holds or held a world record score in one of Smash's Stadium modes.

Quote (originally posted by Nintendude1189):
Or you could just ask Sin since he's really easy to contact here. You could ask nox for a .zip of his videos as well, though it's not that necessary since dr.m and nox already have their vids on youtube.


oh yeah, I forgot how easy Sin is to contact <_< and hopefully nox as well

As for dr.m, if I cant get his videos, I can just add his 10mm to my channel's favorites so that there are easy links to the same videos.  No real loss.

I think you guys can expect that most of the videos should be up by the end of the week.
#15
11:13 AM Dec 20 2008 2008
Nintendude1189
Multi-Man King
Joined: Mar 2007
Nintendude1189 has provided valuable testing services for the website.Nintendude1189 rooted for the $208,097,414 New York Yankees 2009 championship team.Nintendude1189 is connected in the Six Degrees of Smash web.Nintendude1189 impressed a staff member by doing something smart.Nintendude1189 helped a member with a problem.Nintendude1189 has referred new users to the site.Nintendude1189 wrote an exemplary guide.Nintendude1189 has a combined score of 100,000 feet (30,480 m) in Brawl's Home Run Contest or 60,000 feet (18,288 m) in Melee's Home Run Contest.Nintendude1189 holds or held a world record score in one of Smash's Stadium modes.Nintendude1189 has a combined score of 130,000 feet (39,624 m) in Brawl's Home Run Contest or 90,000 feet (27,432 m) in Melee's Home Run Contest.Nintendude1189 contributed to the Stadium community.Nintendude1189 holds or held a world-record combined total score in Brawl or Melee's Multi-Man modes.

I Just fixed probably close to 100 video links >_>
The only thing missing is the new Mewtwo strat but I want to give it a try myself before writing up the strategy.

btw r1k I uploaded a bunch of videos to 10mmvideos. They were mainly strat-specific video records that weren't on youtube.
Last edited by Nintendude1189, 11:14 AM on Dec 20, 2008
#16
10:59 AM Dec 21 2008 2008
Astr0
Stadium Smasher
Joined: Mar 2008
Astr0 contributed to the Stadium community.

Bit of a n00bish question but... I can't seem to be able to lightly throw the boomerang for the Link world record strategy. Tips? Is there a certain way to aim the control stick or press the B button?

>_>

Also, when I rarely do get the light throw right the bottom frame is sent flying straight up so my Up Smash misses it anyway.
10-Man Melee Total - 2:57.52

Add me on Skype: JordonW93






Last edited by Astr0, 11:21 AM on Dec 21, 2008
#17
12:44 PM Dec 21 2008 2008
Nintendude1189
Multi-Man King
Joined: Mar 2007
Nintendude1189 has provided valuable testing services for the website.Nintendude1189 rooted for the $208,097,414 New York Yankees 2009 championship team.Nintendude1189 is connected in the Six Degrees of Smash web.Nintendude1189 impressed a staff member by doing something smart.Nintendude1189 helped a member with a problem.Nintendude1189 has referred new users to the site.Nintendude1189 wrote an exemplary guide.Nintendude1189 has a combined score of 100,000 feet (30,480 m) in Brawl's Home Run Contest or 60,000 feet (18,288 m) in Melee's Home Run Contest.Nintendude1189 holds or held a world record score in one of Smash's Stadium modes.Nintendude1189 has a combined score of 130,000 feet (39,624 m) in Brawl's Home Run Contest or 90,000 feet (27,432 m) in Melee's Home Run Contest.Nintendude1189 contributed to the Stadium community.Nintendude1189 holds or held a world-record combined total score in Brawl or Melee's Multi-Man modes.

Quote (originally posted by Astr0):
Bit of a n00bish question but... I can't seem to be able to lightly throw the boomerang for the Link world record strategy. Tips? Is there a certain way to aim the control stick or press the B button?

>_>

Also, when I rarely do get the light throw right the bottom frame is sent flying straight up so my Up Smash misses it anyway.


Hold down-forward during the up-smash then press B when its done. If you do it this way it should solve your other problem.
#18
1:25 PM Dec 21 2008 2008
Astr0
Stadium Smasher
Joined: Mar 2008
Astr0 contributed to the Stadium community.

Ah, thanks for that. One more thing though... Young Link's strat I find incredible hard - the bottom frame always gets in the way of the last boomerang and I usually miss teh right platform frame when I do the Up-B. Any advice for that? Greatly appreciated.
10-Man Melee Total - 2:57.52

Add me on Skype: JordonW93






#19
10:46 PM Feb 1 2009 2009
マリオ133
Stadium Smasher
Joined: Apr 2008
マリオ133 rooted for the $208,097,414 New York Yankees 2009 championship team.マリオ133 has referred new users to the site.マリオ133 did something funny.マリオ133 impressed a staff member by doing something smart.マリオ133 helped a member with a problem.マリオ133 contributed to the Stadium community.

I find this strat to be pretty good with C. Falcon and a tad bit easyer.

http://www.youtube.com/watch?v=goonhfa47kc&feature=related

I think this strat needs added to the guide.
#20
4:11 PM Feb 6 2009 2009
molle
Target Smasher
Joined: Mar 2008
molle contributed to the Stadium community.molle has a combined score of 100,000 feet (30,480 m) in Brawl's Home Run Contest or 60,000 feet (18,288 m) in Melee's Home Run Contest.

Pretty much exactly seven days ago, I decided to try this guide to see if I could make it work and frankly, I got quite surprised that I did. It's very well written, I never had any trouble understanding the descriptions, also it's very well structurised with colors and boldings which made it easy to navigate. The aftertexts and the videos that came with each strat were also extremely helpful (GW in the advanced video was kinda hard to see though, with both the character and the background being dark and all). I always chose the easiest strats available for each character and I think I managed to complete them all somewhat decently (except DK who I used a different ending to, can probably get high 7s). I'd estimate I played for an average of 1-1.5 hours a day and these are the scores I got http://allisbrawl.com/stadium/scores.aspx?id=1393&g=2&m=7&s=0 (total is .92 not .87)

In short, this is a very good guide and I think anyone can use it to get good at 10mm. icon_smile
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