There were a bit more than 120 sets that I initially listed. Before anyone asks about why “X” wasn’t on the list, chances are that it could have easily made the Top 100, but just wasn’t selected. After creating this initial list, I chose to order and cut down what I had selected, based on both the criteria I listed in my previous post and personal taste. This project is exactly what it sounds like: a recap of my top 100 favorite Melee sets leading up to my book release.Īs detailed in my introduction and methodology post, I went through all of Melee history and picked my favorite sets from each year and major tournament. What is The Top 100 Melee Sets of All Time? Purchasing a physical copy will be available at a later date. Physical copies are TBA, and currently only available for those who purchased the book for a limited offer on The Big House 8 Compendium. I began working on the book in late 2016, and am releasing it for electronic consumption on May 8, 2019. It follows Melee’s greatest players and leaders through their collective efforts to support the scene’s survival over nearly two decades. “The Book of Melee” is my upcoming book about the history of the competitive “Super Smash Bros. Here’s a brief FAQ on this project and The Book of Melee. I’m happy to present my Top 100 Melee Sets of All Time, with today’s focus on the sets ranked 40-31. Patience and discipline is pivotal to succeeding, responding to the opponent's options and watching them more than oneself.Hi, everyone. Acknowledging that spacing must have a purpose is also essential, as pressure without purpose often leads to taking unnecessary damage, something a top-level player seeks to actively avoid. This is normally achieved by visualizing their character's threat bubble to consistently win interactions, as well as making better use of advanced grounded and aerial movement. Players tend to get a grasp of how to bait out attacks and punish them, an important skill for succeeding all the way into high-level gameplay.Īt the highest level of play, players have internalized the knowledge of their character's movement and attacks to the point where they can move around attacks at very precise distances. At this level of play, players are able to move in and out of attack ranges by using footsies, albeit fairly imprecisely, with simple movement options like dash dancing, short hop fast falling, or in Melee, wavedashing. This is normally when a player has acknowledged the concept of threat bubbles, which are often instrumental for visual learners. Made by sids.Īs the level of play increases, players reach a level at which they are able to extrapolate how hitboxes can move relative to their character's movement, as well as a vague awareness of their actual hurtbox. This type of play is often rewarded in online play, in which frame-by-frame interactions are often less important due to lag and input delay.Īn overlap of all of Terry's moves from the same position, forming a threat bubble. ![]() At this stage, attack animations are a common point of reference, and this can be misleading and lead to undershooting or overshooting one's attacks. ![]() At this level of play, the most successful characters tend to be characters with long raw hitbox range - particularly disjoints - like Marth, or characters with fast attacks such as Sheik. ![]() Every action in-game has a certain timing and area of effect to "space around" an action means to use knowledge of both its timing and range to pick the appropriate option to counter it.Īt the lowest level of competitive play, spacing only involves superficial comparison of the hitbox ranges of attacks with very little nuanced timing due to lack of tech skill and knowledge of positioning. ![]() This is a concept present in every fighting game in existence and can extend further into other genres.Īt its simplest form, spacing tests knowledge of how characters can move before, during, and after an action, and the periods of vulnerability and invulnerability of those actions. Spacing is an integral skill needed to succeed in competitive Smash, as every single interaction is decided by who picked the better timing and position in an exchange of actions. At its core, spacing is the concept of gauging the distance between a player and their opponent(s), primarily during the neutral game. Spacing describes both a player's awareness of an opponent's options and said player's ability to avoid and counter them. Zhu using Falco's aerial drift to space around Mew2King's shield grab, showing very precise awareness of Sheik's grab range.
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