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Practice

From Brain™️

Basic Movement

There are a couple of basic movement options which will allow you to explore the neutral of Melee in a deeper manner. Let's start with the basic action states:

  • 0: standing/idle
  • 1: turn(around)
  • 2: crouch
  • 3: walk/foxtrot
  • 4: dash
  • 5: run

With these basic movement options, we have full mobility on the ground. Access to platforms is not possible, but we will get to that later. First, let's go through a couple of movement exercises to ensure you have complete control of your character.

  1. Turning around
    • Sequence: 0-1-0 ... [Stand to Turn to Stand ad infinitum]
    • Rationale: imagine you are chain grabbing Pikachu. to convert this chaingrab, you must turn around out of dthrow and then immediately regrab. therefore, out of the standing state (you can mix in grab instead of stand to get used to the right-hand input before having the input turn) you will need to be able to turn around as fast as possible.
  2. Holding Down️️️™
    • Sequence: 0-2-0 ... [Stand to Crouch to Stand ad infinitum]
    • Rationale: imagine you are reading Fox running in to sh nair you. at low percents, a common defense option is to crouch cancel the knockback from Fox's sh nair into some follow up. this requires going from some action state to the crouching state. start by practicing crouching out of stand/idle and then move forward to practice crouching out of other states.
  3. Turning around out of crouch
    • Sequence: 0-2-0-1-2-0 ... [Stand to Crouch to Stand to Turn to Crouch to Stand ad infinitum]
    • Rationale: before working on dash back out of crouch (dbooc), we must first focus on turning around out of crouch. it is important to know how fast you can act out of the crouch state.
  4. Controlling walk
    • Sequence: 0-3-0-1-0 ... [Stand to Walk to Stand to Turn to Stand ad infinitum]
    • Rationale: now that we can turn and crouch, we will start walking. with walk, you can cover small distances in front of you and be able to micro-move well.
  5. Controlling dash
    • Sequence: 0-4-0-1-0 ... [Stand to Dash to Stand to Turn to Stand ad infinitum]
    • Rationale: dashing is a key movement technique. being able to know how long your smallest dash is will aid in unlocking quicker movement out of aerials.
  6. Running free
    • Sequence: 0-4-5-2-0-1-0 ... [Stand to Dash to Run to Crouch to Stand to Turn to Stand ad infinitum]
    • Rationale: knowing how quickly you get into run is crucial. run is able to be cancelled by crouch, so it is possible to do a "running tilt" by entering run and then crouching into a tilt.

From Albert's Guide

Movement Practice

  1. On Battlefield, move around the stage for 3 to 5 minutes
  2. On Fountain of Dreams, move around the stage for 3 to 5 minutes
  3. Practice ledge dashes with goal of hitting 10 straight invinvible ledge dashes without SD-ing
  4. Practice out of shield options for 3 to 5 minutes
    • nair out of shield
    • wave dash out of shield ftilt
    • wave dash out of shield utilt
  5. Experiment with free-form movement for 3 to 5 minutes on any stage

Combo Practice

  1. On Battlefield, combo Fox for 3 to 5 minutes
  2. On Fountain of Dreams, combo Fox for 3 to 5 minutes
  3. On Final Destination, combo Fox for 3 to 5 minutes
  4. On Battlefield, combo Marth for 3 to 5 minutes
  5. On Fountain of Dreams, combo Marth for 3 to 5 minutes
  6. On Final Destination, combo Marth for 3 to 5 minutes
  7. On Battlefield, combo Captain Falcon for 3 to 5 minutes
  8. On Fountain of Dreams, combo Captain Falcon for 3 to 5 minutes
  9. On Final Destination, combo Captain Falcon for 3 to 5 minutes