Mother 3 16-Hit Combo Compilation [Part 2]Nintendude2026-09-22 | Mother 3 16-Hit Combo Compilation [Part 2]SSBM | 10-Man Melee Fox 6.77 (TAS WR)Nintendude2023-07-24 | This is a 3 frame improvement over the previous TAS. It turns out that using side-B for 1-2, as in the old WR strat, is actually faster as long as you can get in position quickly for 4-5. The edge cancel side-B on 3 saves enough time to make this possible.
RTA WR = 6.83 by myself Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Ganondorf 7.26 (TAS WR)Nintendude2023-03-07 | 1 frame improvement! The bottleneck with this Ganondorf ending is how early you can trade with FWF's fair at the end. This wireframe's spawn time is determined by wireframes 1 and 4. It's not visible in the run, but wireframe 4 uses fair on the same frame it gets hit. When it uses fair it changes its hurtbox such that the down-smash will hit. I used movement to manipulate it to fair earlier while still being to the left enough to hit 5, which is also bottlenecked by it drifting into range of the d-smash. I had to kill wireframe 2 earlier to not get bottlenecked here, which I achieved by adding a slight charge on the first d-smash so that it did 11%.
RTA WR = 7.33 by Demon9, Emporer91, Sin, vegeto, and Tomber Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Mario 6.21 (TAS WR)Nintendude2023-01-26 | 2 frame improvement over the previous TAS. This was made possible by using an "internal phantom hit" on wireframe 1 to hit it with the strongest hitbox of Mario's up-B. This kills it 3 frames faster, which ultimately allows the ending trade sequence to happen 3 frames earlier. This makes it possible to hit the last wireframe 2 frames sooner.
As with other Mario runs, version 1.00 was used to remove hitlag from up-B hits that do less than 1%. In theory it might be possible to get 6.20 by using an internal phantom on wireframe 2 as well.
RTA WR = 6.45 by Vegeto Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Mr. Game & Watch 6.90 (TAS WR)Nintendude2022-12-22 | 1 frame improvement over the previous TAS, due to an earlier sausage hit at the end while still getting correct DI from the wireframe. This run is an RNG-fest, with RNG coming into play on: - the first sausage angle - wireframe 2's DI, making it die 1 frame sooner - wireframe 5's action allowing it to get hit at 3.82 - the second sausage angle - the 3rd bottom wireframe's DI
There is also RNG with the wireframe behavior at the end, but this can be manipulated during the ending sequence without time loss.
2 frame improvement! Compared to the previous TAS, this run uses a new strategy for the beginning which doesn't save time by itself, but rather allows you to hit 2nd corner sooner with the 2nd up-B. This changes the ending pattern, which allows a up-air trade that results in being 2 frames faster than with the previous strategy. It's probably possible to hit left 1 frame sooner with the 2nd up-B while still hitting 2nd corner early, which would result in 7.15, but I couldn't make it work.
RTA WR = 7.18 by Ravenyte [unrecorded] Join the Stadium Discord: discord.gg/tAND8W7SSBM | Home-Run Contest NBA Falco 1071.2 ft / 326.5 m by Sin2324 (WR)Nintendude2022-02-03 | NOT MY VIDEO This is the NBA (No Bat Allowed) WR, achieved by Sin2324. It was previously on his channel before he nuked it. The video is dated May 17, 2007.SSBM | Home-Run Contest NBD/BTD Link 2317.6 ft / 706.4 m by pyh189 (WR)Nintendude2022-02-03 | NOT MY VIDEO This is the NBD/BTD (No Bat Drop / Bat Throw Down) WR, achieved by pyh189. The video is dated Nov 28, 2004.SSBM | Home-Run Contest NBD/BTD Fox 2392.8 ft / 729.3 m by pyh189 (WR)Nintendude2022-02-03 | NOT MY VIDEO This is the NBD/BTD (No Bat Drop / Bat Throw Down) WR, achieved by pyh189. The video is dated Aug 9, 2004.SSBM | Home-Run Contest NBD Zelda 2029.9 ft / 618.7 m by pyh189 (WR)Nintendude2022-02-03 | NOT MY VIDEO This is the NBD (No Bat Drop) WR, achieved by pyh189. The video is dated Aug 9, 2004.SSBM | Endless Melee Ice Climbers 12713 by pyh189 (WR)Nintendude2022-01-31 | NOT MY VIDEO This world record was achieved by pyh189 on July 5, 2007. I found the video in an archive and am uploading it because it's not found anywhere else online. This is still the world record today.SSBM | 10-Man Melee Zelda 6.95 (TAS WR)Nintendude2022-01-03 | 1 frame improvement over the previous TAS, achieved by manipulating wireframe AI at the end. I got the top wireframe to use an up-air shortly after emerging, allowing it to be hit sooner while still being in position to hit left and corner.
1-frame improvement over previous TAS. Compared to the previous record I staled uair to save 1 frame of hitlag on wireframe 10.
RTA WR = 7.33 by Demon9, Emperor91, Sin2324, ssj4vegeto50, and Tomber Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Jigglypuff 7.00 (TAS WR)Nintendude2021-04-26 | 1-frame improvement over previous TAS. I landed a frame earlier after wireframe 4 using different movement, but this doesn't actually save time since I'm bottlenecked by wireframe 5's vertical position. Funnily enough, I saved the frame by throwing earlier. I didn't realize that if you grab on frame 8 of Puff's grab instead of frame 7, you don't need to wait 1 frame before using up-throw. Sub-7 still seems unlikely though unless there's a way to land 1 frame earlier before the first grab.
RTA WR = 7.18 by myself Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee C. Falcon 7.16 (TAS WR)Nintendude2021-04-25 | 1-frame improvement over the previous TAS! With some very slight movement adjustments I was able to manipulate Falcon's ECB to land 1 frame sooner after wireframe 4. The result is I can hit wireframe 5 one frame earlier. I'm pretty confident this is maxed now. It's possible to kill both corner and left by 7.15, but squeezing another frame out of the 4-5 sequence seems really unlikely.
RTA WR = 7.36 by nox, Ravenyte, Dr.M, Vegeto, DarkEmporer91, and myself Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Pikachu 6.55Nintendude2021-03-02 | WR = 6.52 by Dr.Mお
THS: 2:53.21 (WR)
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Samus 6.62Nintendude2021-02-28 | This is the video record. WR = 6.60 by Ravenyte (unrecorded)
THS = 2:53.26 (WR tie)
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Falco 6.78Nintendude2021-02-26 | WR = 6.75 by Vegeto
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Donkey Kong 7.06 (WR)Nintendude2021-02-25 | This can still go a few frames lower.
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Samus 6.45 (TAS WR)Nintendude2021-02-21 | 2 frame improvement over the previous TAS! This was unimaginably complicated for several reasons:
1) Samus's up-B has a peculiarity where wireframes will DI such that the air hit sends at a 90 degree angle instead of a 110 degree angle (which is the launch angle of that specific hitbox). However, this only occurs if there is hitlag. In version 1.0, the move is staled such that there is no hitlag, so the launch angle remains at 110 degrees.
2) Samus's up-B has upper and lower hitboxes. The lower ones are the "strong" hits, but due to the 110 degree launch angle, the strong hit usually sends the wireframe into the weak hitbox on the next frame. I found a very specific position such that I can hit wireframe 2 at 1.33 (the earliest possible) without this happening. I can only get into this position if I manipulate wireframe 1 to not turn around when it spawns, otherwise the up-B misses. It isn't apparent in the video, but had I not used up-B, the wireframe would have stood still for a few frames before turning around.
3) I had to find an earlier kill on 3. I realized that if I bomb from higher up, it explodes at a slightly higher position, which means it hits corner sooner. There is a specific setup such that corner gets hit at 1.50. This is exactly early enough for it to land on the top platform from the hit. Combining this with a left side slipoff instead of a right side slipoff, I can hit it with bair earlier than I otherwise could. The wireframe is also at a higher vertical position due to being on the platform, making it die a few frames more quickly. However, I need to kill it at exactly 2.90 to set up the double missile hit at the end, so I actually have to delay the double jump bair so I don't kill it too early.
This feels maxed to me, given I've never seen an earlier hit on wireframe 2 and it is also bottlenecked by corner at the end.
Despite me claiming 6.26 was maxed, I managed to shave another frame off of Mario. I realized that f-tilt has 1-frame less hitlag than up-tilt, but this is still enough to SDI into a slipoff. The end result is that I slide off 1 frame earlier than with an up-tilt trade.
As with the previous score, I'm intentionally late on wireframes 2 and 3 to get the ending to line up such that I can get the "fast" up-B hit on wireframe 10.
RTA WR = 6.45 by Vegeto Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Roy 6.16 (TAS WR)Nintendude2021-02-07 | 6.1x has eluded me for awhile, but I finally got it! Even though Roy's up-B is "better" in version 1.00, I deliberately used 1.02 because I actually want to delay killing wireframe 3 as long as possible. In 1.02, the staled weak hits have hitlag which delays launch by 2 frames. The rest of the up-B hits all do at least 1% damage so the version doesn't matter for those.
I'm pretty sure this is maxed because I get the earliest possible up-tilt trade, land at the earliest possible time, and pivot up-B asap. I need to face right for the last up-B to hit wireframe 10.
RTA WR = 6.35 by myself Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Ice Climbers 6.62 (TAS WR)Nintendude2021-02-05 | Found a 1 frame improvement here! By getting a simultaneous hammer and ice block hit on wireframe 2, it dies 1 frame earlier due to the extra damage. The rest of the strat is basically the same as before.
RTA WR = 6.82 by myself
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Donkey Kong 6.97 (TAS WR)Nintendude2021-02-04 | 1 frame improvement over the previous TAS! Similar to some other recent records I used the "stale moves" strat to reduce hitlag. In this case, I traded a dash-A with wireframe 6 which stales the final dash-A from 9% to 8%.
RTA WR = 7.08 by Vegeto Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Ness 7.10 (TAS WR)Nintendude2021-02-02 | 4-frame improvement! Compared to the previous TAS, I used a different sequence on wireframe 3 to kill it sooner, which slightly repositions the ending in a way that lets me use up-smash instead of up-tilt on wireframe 5. Despite 5 still being hit late, this seems to be the earliest it gets hit by up-smash. It's constrained by its vertical position. This is played in version 1.00 since Ness's up-B doesn't despawn when Ness gets hit.
1 frame improvement compared to the previous TAS. The time save is from getting a 1-frame earlier trade at the ending. I attempted to stale the uair to save an additional frame, it turns out the reduced knockback from the staling is enough to cancel out the potential time save.
Join the Stadium Discord: discord.gg/tAND8W7SSBM | Credits Shooting 192 hits [PAL] (TAS)Nintendude2021-01-25 | Made this video to illustrate a perfect credits run in PAL. The PAL version maxes at 192 compared to 190 in NTSC.SSBM | Credits Shooting 190 hits [NTSC] (TAS)Nintendude2021-01-24 | ...SSBM | 10-Man Melee Link 6.57 (TAS WR)Nintendude2021-01-17 | 1 frame improvement over the previous TAS. Compared to the previous run, I hit wireframe 3 with down-tilt, intentionally staling the move. This makes the last down-tilt do 8% instead of 9%, removing 1 frame of hitlag.
RTA WR is a big tie for 6.75 Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Young Link 6.50 (TAS WR)Nintendude2021-01-17 | 2 frame improvement over the previous TAS. Compared to the previous run, I hit wireframe 3 with down-tilt, intentionally staling the move. This makes the next down-tilts each do 5% instead of 6%, removing 1 frame of hitlag from each.
RTA WR = 6.58 by myself Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Luigi 7.25 (TAS WR)Nintendude2021-01-17 | 3 frame improvement compared to the previous TAS! Compared to the previous run, I saved 2 frames by optimizing movement for 1-5 and finding a better setup for the ending involving a nair trade. I saved an additional frame by trading a down-B with wireframe 6, which stales the move to remove 1 frame of hitlag at the end. 7.23 might be possible but I can't get both wireframes to cooperate at the end. It's also possible that 1-5 can be further optimized.
RTA WR = 7.35 by Vegeto Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Ness 7.16 (TAS)Nintendude2021-01-15 | Managed to find another frame improvement for Ness! By trading with up-smash instead of up-tilt at the end, I'm able to stale the move so that it does 8% instead of 9%, which removes 1 frame of hitlag.
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Fox 6.82 (TAS)Nintendude2021-01-14 | Since PTAS found the setup, he should be credited with being the first to achieve this score. Check out his video here: youtube.com/watch?v=N73BI9DDceo
This is the last RTA record to be beaten with TAS. Never thought I'd see it happen!
RTA WR = 6.83 by myself
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Falco 6.67 (TAS WR)Nintendude2021-01-12 | -2 frames vs. previous TAS by finding an earlier trade. Still not sure if a slipoff at the end is possible.
Been working on Ganon on and off the months, trying to find a strat that can beat the RTA record, and I finally found something! Credit to Samplay for the 1-5 strategy. All this work to save 1 frame XD
At last, the RTA WR has been beaten! Falco stumped me for so long but I finally figured out a new strat. I can't figure out how to get a slipoff after the trade, but that would make even lower possible.
RTA WR = 6.75 by Vegeto Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Sheik 7.26 (TAS)Nintendude2020-12-25 | Not really a record since Zelda/Sheik are considered the same run and Zelda can do much better, but wanted to see how low Sheik can go.SSBM | 10-Man Melee Peach 6.38 (TAS WR)Nintendude2020-12-23 | Found a new ending involving a trade that allows me to hit corner with the strongest hitbox of up-B, saving 3 frames compared to the previous TAS. I also intentionally killed 3 more slowly to better set up 6-7 for the trade.
Managed to save a frame compared to Freezard's 6.31 by doing an ending similar to Doc and getting the "good" hitbox on 10.
RTA WR = 6.45 by Vegeto
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Jigglypuff 7.18 (WR)Nintendude2020-11-27 | Down goes another ancient WR, which was 7.25 first set by nox on August 30, 2007. In theory this can go much lower but there's so many spots where you need frame-precise inputs to not lose time, plus you need some specific positioning to get 2nd bottom to not jump too late. Total High Score: 2:53.41
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee C. Falcon 7.36 (WR)Nintendude2020-11-27 | WR tie with nox, Ravenyte, Dr.Mお, and Vegeto. I thought this was maxed but it turns out it's not - I was able to TAS a 7.35: youtube.com/watch?v=m4LbBAwayOE
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Yoshi 6.77 (WR)Nintendude2020-11-27 | WR tie with Ravenyte and Vegeto. This strat is maxed - there's a specific egg throw that kills both top and corner by 6.77, and I can't find a way to kill them earlier without TAS-only strats.
Found 2 frames to bring another character sub-7! Compared to the previous TAS, I manipulated 2nd bottom to jump 2 frames earlier by being higher up for 4-5. I also had to re-roll RNG to get 2nd corner to not DI to the side, which lets me KO it 1 frame sooner.
RTA WR = 7.08 by Vegeto Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Zelda 7.01 (WR)Nintendude2020-11-16 | Thrilled to break the 3-way WR tie by Demon, Ravenyte, and Vegeto! This one dated back to April 18, 2011. I refined the WR strategy in 2 ways: I used a pause buffer after walking off the platform to improve consistency in not losing a frame before using up-B. I also used a different up-B angle for 4-5 which is better at manipulating 6-7 to come down sooner. In the old 7.05 videos, one of those two wireframes would end up getting hit last at the end.
Join the Stadium Discord: discord.gg/tAND8W7SSBM | 10-Man Melee Pichu 6.58 (TAS WR)Nintendude2020-10-10 | Optimized the beginning further to save 2 frames compared to the previous TAS.
Regular WR = 6.63 by nox, Ravenyte, and Vegeto Join the Stadium Discord: discord.gg/tAND8W7