Bizzarro Flame Guide: How to Style in Super Smash Bros. Melee Guide – Part 2

How to Style in Super Smash Bros. Melee Guide – Part 2

Written by Bizzarro Flame

(Editor’s Note: Missed Part 1? Read it here.)


9. Edgeguarding with Style
10. Combo with Style
11. Taunting
12. Grabbing and Pummeling
13. Grabbing and Throwing
14. Movement Mindgames
15. Walking Mindgames

9. Edgeguarding with Style
Edgeguarding styling is probably just as exciting, if not more exciting, as on-stage neutral game and combo styling. Edgeguarding provides a whole new and different game because there is just so much aerial space with some grounded space to work with in executing your style. The best thing about edgeguarding is that most of your opponents will attempt Survival DI because they are afraid of being hit and therefore unable to make it back on the stage. This sets up great aerial combos off the stage!

The Infamous Westballz’s Sacred Combo

Because there is so much aerial space provided to you when edgeguarding, reverse aerials are more applicable and, of course, stylish in the edgeguarding phase. Even more exciting is the possibility of landing two reverse aerials in a row. The possibilities regarding reverse aerials are endless, and it is up to you to be as creative as you can!

Even more exciting, meteor smashes and spikes can lead to very exciting plays either as combo enders and starters. For combo starters, you need to recognize whether your opponent, while attempting to recover back onto the stage, is at a percentage where he or she will likely meteor cancel or be able to double jump and/or Up-B after the hitstun ends. If he or she is likely to do so, then you can follow up the meteor smash or spike with another aerial. You can even use an aerial that will stage spike your opponent, if you successfully predict that your opponent will not tech the stage.

Yoshi’s Story: There is an important sub-topic that must be dealt with regarding edgeguarding: Randall the Cloud (“Randall”). Randall opens the door of wide possibilities by providing a small platform for you to execute a grounded move for extreme style points. Just the fact that you are using Randall alone in order to edgeguard is enough to grant you a lot of style points. The metagame with Randall is still underdeveloped in not only edgeguarding, but recovery as well.

Randall Assisted Warlock Punch Edgeguard

  1. 10. Combo with Style

Comboing itself is pretty self-explanatory. You link one attack with another, judging your opponent’s DI and choosing moves that are appropriate for launching, linking, or ending. The main thing that is different for comboing with style is the move that you choose. As explained in Part 1 (Section 8), using underused moves is the best method of racking up styling points, especially in the context of comboing.

Again, you must experiment with the underused moves you are interested in using and applying them in different situations involving combos. Sometimes, underused moves have some relatively unfamiliar properties, so it is up to you to figure out how to combo with keeping these unfamiliar properties in mind, and if they are applicable for a certain scenario.

  1. 11. Taunting

Let’s get something straight: taunting has always been a sign of disrespect and style since the beginning of Super Smash Bros. for the N64. You and your friends have used taunts to enrage one another, often ending up in hilarious results. It is no different in competitive play where it is highly accepted from the competitive community that taunting has no real purpose, with a small exception of Luigi’s taunt, besides disrespect and styling. Therefore, it is necessary to learn the intricacies of taunting in order to maximize your opportunity for styling, especially when you KO your opponent and wait for your opponent to re-spawn.

Below, I have listed four main categories, each indicating different levels of taunt length and style points, and have placed each of the characters’ taunts into each category according to their properties.

1) Ultra Taunt Length [3.33 seconds – 3 seconds] = Ultra Style Points

Young Link

2) High Taunt Length [2.33 seconds – 1.66 seconds] = High Style Points


Masterful Use of Taunt Before Another B-air for Edgeguarding

3) Medium Taunt Length [1.55 seconds – 1.416 seconds] = Medium Style Points

Dr. Mario

Taking Full Advantage of Shield Break for Glory

4) Low Taunt Length [1.17 seconds – 1 second] = Low Style Points

Captain Falcon
Ice Climbers
Mr. Game & Watch

Example of Low Taunt Length Used Multiple Times for Added Styling

The main reasoning for giving taunts with longer taunt length more style points is that it is easier and more possible for your opponent to punish you than for a taunt that is shorter. This means that you are putting yourself at more risk if you are using a taunt that lasts longer than others.

Look below for the approximate frames (and seconds) for each of the taunt’s total time for all 26 characters in SSBM.

1) Young Link – 200 frames (3.33333 seconds)
2) Mario – 180 frames (3 seconds)
3) Bowser – 140 frames (2.33333 seconds)
4-5) Mewtwo / Roy – 120 frames (2 seconds)
6) Falco – 115 frames (1.9166666 seconds)
7) Fox – 110 frames (1.833333 seconds)
8-11) Ganondorf / Jigglypuff / Link / Sheik – 100 frames (1.66666 seconds)
12) Marth – 93 frames (1.55 seconds)
13) Zelda – 90 frames (1.5 seconds)
14-15) Dr. Mario / Peach – 85 frames (1.4166666 seconds)
16-17) Luigi* / Samus – 70 frames (1.166666 seconds)
18) Yoshi** – 67 frames (1.1166666 seconds)
19-26) Captain Falcon / DK / Ice Climbers / Kirby / Mr. Game & Watch / Ness / Pichu [same for both direction taunts] / Pikachu – 60 frames (1 second)

  1. 12. Grabbing and Pummeling

One thing that is often overlooked is pummeling. Pummeling is when you grab your opponent and press “A” in order to use an attack while your opponent remains trapped by your grab. Of course, your opponent can mash out of the grab, but you can get the most of out pummeling depending on the situation before throwing out the trash.

Now, you may be wondering how this is styling. I argue that this is styling because pummeling more times than necessary puts you at unnecessary risk of missing your throw due to your opponent mashing out. Pummeling more times than necessary requires a good amount of reading your opponent.

Often times, I see players, both novices and professionals, not trying to mash out of grabs. You can take advantage of this habit by pummeling your opponent many times until you notice your opponent furiously attempting to mash out of your grab. When you notice this, simply execute your throw

  1. 13. Grabbing and Throwing

Throwing during a grab can be a set up for great combos, including stylish combos, for most characters. However, did you know that you can style and disrespect with throws by themselves?

One way of styling with throws is to throw your opponent off the stage near the ledge, then waiting until they come back onto the stage and repeating the process over and over again. This works against characters with subpar recovery that tend to recover over the stage, especially Captain Falcon and Yoshi. If anything, this method is more disrespectful than stylish because it shows to your opponent that you are in total control over him or her by reading their recovery and that your opponent is not doing a great job in sweet spotting.

Another method of styling with throws is to use a throw that would lead into a meteor cancel or spike, and then tech-chase with a grab or a jab-reset into a grab, and repeating the process over and over again. This works best with Captain Falcon and Mario with their good grab throws and meteor smash. This also sends a message that you are in total control over your opponent, and therefore is disrespecting him with style.

  1. 14. Movement Mindgames

Movement… it’s another way to style in the neutral game or even punishment game without even touching your opponent. The interesting thing is that movement is actually useful in the neutral game just as much as it is stylish.

Moonwalking is an excellent choice for a movement option for accomplishing style. Take a look at the video below and look at Mango’s Falco’s Moonwalk into B-air Edgeguard. Not only was that flashy and stylish in most of the eyes of the viewers, but the moonwalk was also necessary to use a regular B-air as an edgeguard instead of a regular full hop D-air or shine turnaround B-air. Therefore, some utility is existent along with style for most advanced movement options.

Mango’s Moonwalk into Backward SH into DJ B-air Edgeguard

Another good example of moonwalking for styling is to incorporate moonwalking into grabbing your opponent while you’ve got your opponent scared in his or her shield. In the video below, look at the Ganondorf’s moonwalk into grab, and then down throw into Up-Air.

Ganondorf’s Moonwalk into Grab, Down Throw into Up-air

Dash Dashing is a common tool used by competitive players for baiting in the neutral game and keeping space. However, dash dancing in place (dash dancing really fast so that you are dash dancing in place) creates an opportunity for styling by punishing your opponent after dash dancing in place. As seen in the below example, dash dancing in place while your opponent is in shield or even during a regular neutral game can make your opponent nervous because it is something used very rarely and it makes the dash dancer more unpredictable.

Mango Dash Dashing in Place for Punishing Armada’s Shield Roll

  1. 15. Walking Mindgames

You might be wondering, what exactly is walking mindgames? I have to admit that it’s an unfamiliar technique that is rarely used except for exceptional occasions. For styling, walking towards or away from an opponent during the neutral game is the best show of style you can perform.

The best scenario to use walking mindgames is when the atmosphere is tense between you and your opponent (such as when both are in their last stock) in order to psyche your opponent out. This can lead to great and hilarious punishment such as the Jigglypuff using the rest to punish after mind gaming its opponent by simply walking up to a defensive opponent.

Jigglypuff Menacingly Walking Up and Punishing Opponent’s Fear with Rest

Along with walking mindgames, I would also like to cover standing mindgames. Usually, in the neutral game, players are usually in motion because this is a game involving a lot of movement freedom and great dash speed. However, standing is an option rarely used by players because it does not trick anyone in the neutral game usually. However, it can be used really well during a punishment phase or in the neutral game specifically when you are in control. As seen below, Mango is in the part of the neutral game where he is in control and it can be argued that it is part of the punishment game because Mango was setting himself up to punish Armada for shielding by predicting Armada’s roll to the right.

Mango’s Standing Mindgames

Continue to Part 3!