Before I begin I want you to note that playing smash competitively has taught me to appreciate and understand the high level of skill in any professional level competition and for those of you who don't know it yet I'm simply awakening what you already know.
Smash is a great game because all great forms of competition share at least THREE fundamental skills which need to be mastered. Smash has all three of them. This applies mainly to sports and games where one players input DIRECTLY affects another player i.e. Soccer, football, Motorsports, poker, good video games, etc. It also applies to Swimming I think and probably some other games (but not so much bowling for example). Some games may have more but they share these three fundamental skills.
Technique (for example in sports its physique, in smash is not missing l cancel and not missing hits)
Spacing
Mind Games
Mastering these three skills is the only path to an althete's or player's ultimate desire: Total Control
The learning curve and levels of smash or at least how i feel it is
Everything is based on a 5 stock game.
Most people are only as good as their competition only the truly great can evolve by themselves and reach unknown levels
Level 0 [Complete nubs]:
This is when you just start playing and you can barely control your character. The only thing you do know at this point is the concept of the game as in you know that unlike every other fighting game ever made the goal is to rack up damage and knock your opponent out of the arena (and your like **** that's awesome). You do random moves normally at the wrong time. And there is probably a bit of button mashing going on at first, but then you realize that it is not like many fighting games like mvsc, mortal combat, and esp DBZ. Instead it is platform fighting (smash is the first and only game like this). This level normally last for a day to a week or maybe even a few.
Level 1A [the B move phase]:
At this point you understand all the moves but just barely. You know that every character has special moves (the b moves) and regular moves (the a moves). You normally do a lot of tilt a incorrectly because you cant always time the smash moves correctly (or your not sure how to do them rite just that they exist). But your to told that every character has "special moves" so you normal just keep doing them the most (mainly directional b). You barely roll and barely grab.
Level 1B:
At this level the players are more fluent in the moves. There is a little more smash attacking going on. Most people use kirby, link, or pikachu at this phase. Mainly kirby. People still rely mainly on directional b moves. Like the kirby players will normally float up and try to rock you. The Link will "up b" u as in the fire sword spin. The pikachu will try to wait for the opportune time to thunder you. Also players will start to do aerial moves. But people normally think that (up or down) B is the best way to finish people off still they barely know about smash moves. Also shielding is used as a defensive, almost never rolling.
Level 2A [The smash attack phase]:
Just discovered smash moves. Esp for the Kirby users. Normally the players are just like OMG this is awesome smash moves are simple and kill easily. Rolling is also discovered but used incorrectly sometimes. Players at level almost never use "tilt a" unless by mistake. Sometimes the player will try to trapped u by rapidly pressing a. At this level players will still use directional b moves to attack esp for kirby however much less often. Also at this level people begin to use aerial attacks more. Normally a Kirby player would try to drill kick you pikachu will also aerial down a. However players at this level normally only forward smash and back smash you. People normally begin to use fox (and kirby of course) more because they see he has a good smash move.
Level 2B [Dodge and attack phase]:
This is the first phase when people think they are getting good. Rolling is used more to dodge and often too much. People start grabbing a little but only forward throw some times back but not as a strategy. People are normally about dealing damage with a single blow. So normally they will smash A because it does the most damage quickly. A player will realize that the directional b moves are terrible to use as an attack and rely mainly on smash moves. As a result they will **** Level 1 players (by rolling and smashing) and get close but always beat Level 2A (normally with a full life and on occasion 2 lives because they roll better). This is why people think they are good because they can **** level one players with at least 3 lives.
Level 3A [the grab phase]:
This is when players think they are good and is the first level where mind games actually exist. Mind games by its simply definition is where a player attempts to predict and trick his opponents. They will think that this is the final level and that their is only a little more to learn. At this phase people normally think yoshi, link, and samus suck because their grab is too slow. Normally it take at least a year, sometimes two to discovery this phase without someone showing them. By now the players are familar with every move whether or not it is actually used. The player will do three things. Smash attacks at the oppurtune time, used aerial attacks more frequently, and grab grab grab grab. People realize that grabbing is the fastest move and think the grabbing is everything. Normally people at this phaze will destroy level 2 players with 3 stock at least. Players will still roll to avoid and shield and then shield grab. There is very little use of tilt A at this level. Normally people used pikachu, ness, and fox at this phaze because they have the speed and quick grabs. Of course during this phaze people rely way too much on grabbing.
Level 3B [scrub phase]:
This the longest lasting phase. 80 to 90% of all players are trapped on this level and think they are unbeatable at the game. Normally people think they are the best at smash until someone at a higher level comes and destroys them. The cockiest players often play at this level. People reach this part of level 3 by practicing at level 3A for 6 months to 2 years. Normally they can **** a level 2 player with three to four lives and beat most players who think they are good (level 3A players) with 1 full life. People never consciously touch advance techniques (Z cancel and short hopping) at this level. However, dash dancing is used a lot. Spiking is also used though not consistantly. The B moves (fox's gun, pikachu lighting bolt, kirby absorb) are used on occasion normally during a stall or to camp. Players at this level will often camp as a strategy if they are losing. Players at this level begin to use "tilt moves" a lot more. For example a pikachu player will tilt up a (the little tail whip to rack damage). Also because of practice they will be more fluent than just level 3A grab whoring. Kirby will also smash much more precisely. However the main strategy is grabbing. They mostly grab to finish people and sometimes use smash attack often as a ledge guard. People never combo except as a fluke where it happens by instinct (not a planned out combo that can be repeated in the same situation). The only controlled combos are normally a repetition of the tilt A over and over. Also a player will use aerial attacks when needed. However more than anything the player will still grab. Normally people will try to find ways around grabbing (like smash down A with fox) however the grabber always out plays them because they don't know advance techniques. Also spiking is used but not done fluently. Thus many deem ssb64 obsolete because they think all you need to do is grab. Not true. Players who chose to play Link, Samus, or Yoshi don't necessarily skip this phase. Instead they go on an alternate path which I will write in the future.
Level 4 [advance techniques]:
This is the phase when the player realizes that grabbing is only a small part in the game. This level is normally reached by the discovery of z cancel and short hopping or after being ***** or watching a video of the top players in the nation. A player will begin dash dancing a lot more as a tactic, and short hop up to do any aerial attack. Also the player discoveries all the tilt a moves and how useful they are. Normally these player will beat level 3 players with 1 to 2 lives. It is not **** yet because players at this level are not fluent in combing. Normally players don't know how to reflector break with fox and dont utilze every move the character has (like the tap a move). Players at this level begin to smash up A as well as grab to finish the player off. Also at this level players begin to edge hog and a go off the edge to attack the opponent whether is it to spike or knock them futher. Normally when players reach this level they realize there is much more to learn and that there could always be better. They normally can beat a level 3B player with 1 to 2 lives but can still lose to them if they are not careful.
Level 5A [The mastering level]:
At this level the players utilize every move the character has. And begins to combo. Short hop is constantly used and it become very difficult to grab these players. Though they are not completely fluent with comboing they are getting to the ultimate level. Players now can use everything fluently although not connected yet. Fox can shine break, drill kick, ness can double jump cancel and break shields, etc. Players try to combo and can destroy a level 3 player with 2 to 3 lives and a level 4 with 1 to 2 lives.
Level 5B [Fluency Level]:
This is the next level a ssb player can reach. They now can combo fluently and connect their attacks. Every technique is used and once a player of this level touches the opponent he could deal 40 to 50% damage and normally finish them off. A player of this level could destroy a level 3 player without losing a life. And beat level 5A players with 2 to 3 lives, and level 4 players with 3 to 4 lives.
Level 5C:
During this phase you can mildly out combo level 5B players. You learn to move faster and slowly become harder to hit. You can outperform level 5B players in tournament but can still lose to level 5B players if you are not careful.
BECAUSE THIS THREAD WAS BUMPED HERE IS THE LONG AWAITED UPDATE 11/18/08:
The beauty of a great game is that it evolves with time. Smash has evolve so much since 05 when I wrote this thread. This was before we consistantly DI'ed and used all the things people now implement. I know for a fact that most things were discovered in 05 but they are implemented nowhere near as well as they are today. I am sure that this learning curve well continue to expand and this is not the end.
Note: The bold is where I changed wording from previous edit on 01-21-2006
Level 6 [Don't get hit]:
Going from level 5 to 6 is by far the hardest phase. To put it simply this is the phase when you can completely out space and prioritize Level 5 players. Even perfect comboing is nowhere near enough to master the game. This level is all about spacing and knowing excatly what the most critical hit is. With DI combos are harder to perform and the game expands to new possibilities. By now you already discovered most combos (including the most difficult situational combos i.e. wall combos) AND how to perform them consistantly, but now you are also very difficult to hit and can normally hit level 5 opponents before they can hit you. Also you can gimp opponents in most scenarios where it is possible. You have to know how to lure the other player in such as throwing missed hit next to them and knowing that they are just out of your reach. This level (like all levels) requires a new level of mind games. You have to know where the opponent is going before they do and you have to space it so if they trick you they will have maximum difficulty hitting you.
Examples: Johnny, BoomFan, and Alancitu (according to Keshiki)
Level World Champion:
Not much is known about this level there might even be a few levels before this, only one person really knows what goes on here and its not me.
And Beyond:
Awaiting our discovery.
Smash is a great game because all great forms of competition share at least THREE fundamental skills which need to be mastered. Smash has all three of them. This applies mainly to sports and games where one players input DIRECTLY affects another player i.e. Soccer, football, Motorsports, poker, good video games, etc. It also applies to Swimming I think and probably some other games (but not so much bowling for example). Some games may have more but they share these three fundamental skills.
Technique (for example in sports its physique, in smash is not missing l cancel and not missing hits)
Spacing
Mind Games
Mastering these three skills is the only path to an althete's or player's ultimate desire: Total Control
The learning curve and levels of smash or at least how i feel it is
Everything is based on a 5 stock game.
Most people are only as good as their competition only the truly great can evolve by themselves and reach unknown levels
Level 0 [Complete nubs]:
This is when you just start playing and you can barely control your character. The only thing you do know at this point is the concept of the game as in you know that unlike every other fighting game ever made the goal is to rack up damage and knock your opponent out of the arena (and your like **** that's awesome). You do random moves normally at the wrong time. And there is probably a bit of button mashing going on at first, but then you realize that it is not like many fighting games like mvsc, mortal combat, and esp DBZ. Instead it is platform fighting (smash is the first and only game like this). This level normally last for a day to a week or maybe even a few.
Level 1A [the B move phase]:
At this point you understand all the moves but just barely. You know that every character has special moves (the b moves) and regular moves (the a moves). You normally do a lot of tilt a incorrectly because you cant always time the smash moves correctly (or your not sure how to do them rite just that they exist). But your to told that every character has "special moves" so you normal just keep doing them the most (mainly directional b). You barely roll and barely grab.
Level 1B:
At this level the players are more fluent in the moves. There is a little more smash attacking going on. Most people use kirby, link, or pikachu at this phase. Mainly kirby. People still rely mainly on directional b moves. Like the kirby players will normally float up and try to rock you. The Link will "up b" u as in the fire sword spin. The pikachu will try to wait for the opportune time to thunder you. Also players will start to do aerial moves. But people normally think that (up or down) B is the best way to finish people off still they barely know about smash moves. Also shielding is used as a defensive, almost never rolling.
Level 2A [The smash attack phase]:
Just discovered smash moves. Esp for the Kirby users. Normally the players are just like OMG this is awesome smash moves are simple and kill easily. Rolling is also discovered but used incorrectly sometimes. Players at level almost never use "tilt a" unless by mistake. Sometimes the player will try to trapped u by rapidly pressing a. At this level players will still use directional b moves to attack esp for kirby however much less often. Also at this level people begin to use aerial attacks more. Normally a Kirby player would try to drill kick you pikachu will also aerial down a. However players at this level normally only forward smash and back smash you. People normally begin to use fox (and kirby of course) more because they see he has a good smash move.
Level 2B [Dodge and attack phase]:
This is the first phase when people think they are getting good. Rolling is used more to dodge and often too much. People start grabbing a little but only forward throw some times back but not as a strategy. People are normally about dealing damage with a single blow. So normally they will smash A because it does the most damage quickly. A player will realize that the directional b moves are terrible to use as an attack and rely mainly on smash moves. As a result they will **** Level 1 players (by rolling and smashing) and get close but always beat Level 2A (normally with a full life and on occasion 2 lives because they roll better). This is why people think they are good because they can **** level one players with at least 3 lives.
Level 3A [the grab phase]:
This is when players think they are good and is the first level where mind games actually exist. Mind games by its simply definition is where a player attempts to predict and trick his opponents. They will think that this is the final level and that their is only a little more to learn. At this phase people normally think yoshi, link, and samus suck because their grab is too slow. Normally it take at least a year, sometimes two to discovery this phase without someone showing them. By now the players are familar with every move whether or not it is actually used. The player will do three things. Smash attacks at the oppurtune time, used aerial attacks more frequently, and grab grab grab grab. People realize that grabbing is the fastest move and think the grabbing is everything. Normally people at this phaze will destroy level 2 players with 3 stock at least. Players will still roll to avoid and shield and then shield grab. There is very little use of tilt A at this level. Normally people used pikachu, ness, and fox at this phaze because they have the speed and quick grabs. Of course during this phaze people rely way too much on grabbing.
Level 3B [scrub phase]:
This the longest lasting phase. 80 to 90% of all players are trapped on this level and think they are unbeatable at the game. Normally people think they are the best at smash until someone at a higher level comes and destroys them. The cockiest players often play at this level. People reach this part of level 3 by practicing at level 3A for 6 months to 2 years. Normally they can **** a level 2 player with three to four lives and beat most players who think they are good (level 3A players) with 1 full life. People never consciously touch advance techniques (Z cancel and short hopping) at this level. However, dash dancing is used a lot. Spiking is also used though not consistantly. The B moves (fox's gun, pikachu lighting bolt, kirby absorb) are used on occasion normally during a stall or to camp. Players at this level will often camp as a strategy if they are losing. Players at this level begin to use "tilt moves" a lot more. For example a pikachu player will tilt up a (the little tail whip to rack damage). Also because of practice they will be more fluent than just level 3A grab whoring. Kirby will also smash much more precisely. However the main strategy is grabbing. They mostly grab to finish people and sometimes use smash attack often as a ledge guard. People never combo except as a fluke where it happens by instinct (not a planned out combo that can be repeated in the same situation). The only controlled combos are normally a repetition of the tilt A over and over. Also a player will use aerial attacks when needed. However more than anything the player will still grab. Normally people will try to find ways around grabbing (like smash down A with fox) however the grabber always out plays them because they don't know advance techniques. Also spiking is used but not done fluently. Thus many deem ssb64 obsolete because they think all you need to do is grab. Not true. Players who chose to play Link, Samus, or Yoshi don't necessarily skip this phase. Instead they go on an alternate path which I will write in the future.
Level 4 [advance techniques]:
This is the phase when the player realizes that grabbing is only a small part in the game. This level is normally reached by the discovery of z cancel and short hopping or after being ***** or watching a video of the top players in the nation. A player will begin dash dancing a lot more as a tactic, and short hop up to do any aerial attack. Also the player discoveries all the tilt a moves and how useful they are. Normally these player will beat level 3 players with 1 to 2 lives. It is not **** yet because players at this level are not fluent in combing. Normally players don't know how to reflector break with fox and dont utilze every move the character has (like the tap a move). Players at this level begin to smash up A as well as grab to finish the player off. Also at this level players begin to edge hog and a go off the edge to attack the opponent whether is it to spike or knock them futher. Normally when players reach this level they realize there is much more to learn and that there could always be better. They normally can beat a level 3B player with 1 to 2 lives but can still lose to them if they are not careful.
Level 5A [The mastering level]:
At this level the players utilize every move the character has. And begins to combo. Short hop is constantly used and it become very difficult to grab these players. Though they are not completely fluent with comboing they are getting to the ultimate level. Players now can use everything fluently although not connected yet. Fox can shine break, drill kick, ness can double jump cancel and break shields, etc. Players try to combo and can destroy a level 3 player with 2 to 3 lives and a level 4 with 1 to 2 lives.
Level 5B [Fluency Level]:
This is the next level a ssb player can reach. They now can combo fluently and connect their attacks. Every technique is used and once a player of this level touches the opponent he could deal 40 to 50% damage and normally finish them off. A player of this level could destroy a level 3 player without losing a life. And beat level 5A players with 2 to 3 lives, and level 4 players with 3 to 4 lives.
Level 5C:
During this phase you can mildly out combo level 5B players. You learn to move faster and slowly become harder to hit. You can outperform level 5B players in tournament but can still lose to level 5B players if you are not careful.
BECAUSE THIS THREAD WAS BUMPED HERE IS THE LONG AWAITED UPDATE 11/18/08:
The beauty of a great game is that it evolves with time. Smash has evolve so much since 05 when I wrote this thread. This was before we consistantly DI'ed and used all the things people now implement. I know for a fact that most things were discovered in 05 but they are implemented nowhere near as well as they are today. I am sure that this learning curve well continue to expand and this is not the end.
Note: The bold is where I changed wording from previous edit on 01-21-2006
Level 6 [Don't get hit]:
Going from level 5 to 6 is by far the hardest phase. To put it simply this is the phase when you can completely out space and prioritize Level 5 players. Even perfect comboing is nowhere near enough to master the game. This level is all about spacing and knowing excatly what the most critical hit is. With DI combos are harder to perform and the game expands to new possibilities. By now you already discovered most combos (including the most difficult situational combos i.e. wall combos) AND how to perform them consistantly, but now you are also very difficult to hit and can normally hit level 5 opponents before they can hit you. Also you can gimp opponents in most scenarios where it is possible. You have to know how to lure the other player in such as throwing missed hit next to them and knowing that they are just out of your reach. This level (like all levels) requires a new level of mind games. You have to know where the opponent is going before they do and you have to space it so if they trick you they will have maximum difficulty hitting you.
Examples: Johnny, BoomFan, and Alancitu (according to Keshiki)
Level World Champion:
Not much is known about this level there might even be a few levels before this, only one person really knows what goes on here and its not me.
And Beyond:
Awaiting our discovery.