Global Game Mechanics to Know About

Intro

Not-so-obvious nuggets of information about melee. These may clear up misconceptions you may have about the game.

Info

You can tournament winner (aka jump from ledge) one frame before you are able to release ledge. This means if you're early on ledgedashes you may tournament winner instead.

Shield drop is faster than jumpsquat when on plat. You can shield drop in 1f then do any aerial option. If you jump out of shield → attack, you'll have to wait out all your jumpsquat frames (3-8 frames depending on the character).

Shield dropping through a platform is faster than empty-standing on a platform and pressing down to drop through.

Dreamland's tree does not blow you in the air, only on the ground (and only on the one side of the stage he's blowing toward).

After a certain percent threshold (usually mid%), you cannot amsah tech any meteors. So if falcon does techchase stomp on you (non-nipple spike) you won't be able to amsa tech. Spikes, assuming they knock down, can always be amsah teched.

If you try to shield on exactly frame 3 of your dash, the shield will be delayed by one frame. More info here.

There are many cases in edge-hog situations where a character's sub-100% from-ledge getup attacks occupy ledge longer than roll. Rolling from ledge can still be better for avoiding getting hit by the opponent's recovery move. And you'll be in a safer stage position if they do end up making it back. See Smash Melee Ledge Occupancy Frame Data | Smashboards.

When you wavedash to ledge you should input a fastfall to hasten the ledgegrab. The fastfall can be buffered out of your wavedash. Basically wavedash back then briefly tap down again.

You cannot “SDI into a reverse hit”. All You Need to Know About Reverse Hits | SSBM - YouTube