Introduction to The Five Laws

The Art of Melee.



Inspired by The Art of war By Sun Tzu: Master of the Sun





Super Smash Brothers Melee


Some would describe the game as a simple party game, for nothing more than a round about of good fun. The desire to beat your friend’s far overtaking your thoughts of losing, and this is how it begins—competition.

It happens with everything, at what point though does the fascination of pixels accumulate into something more? Or perhaps it never does and you’re destined to watch from the sidelines as you get surpassed by others more passionate or perhaps even by ones with simply ’more time on their hands’, which makes no sense because time is relative to everyone and frankly depending upon your date of birth, you may have more than others.

Or less.

It’s not for me to say. I’m not your doctor and I won’t pretend to be. What I will do is teach you the mindset needed to perform, act and conquer your opponent as you would in any situation.

I will go over the slow methodical movement, laying your trap, the lure—and the bait and how to reel your prey into a situation in your favor.

At the very least this book will allow you to see a new mindset that you may not have previously or did not come to by your own.


Introduction Into the Five Laws


The Five Laws and Generals


  1. The Law of your Character
  2. The Law of the Day
  3. The Law of the Stage
  4. The Laws of your Mind
  5. The Law of Training


As the Great Sun Tzu would say: ’The one who knows these laws will be victorious, and the one who does not, will fail.’


The Seven Characteristics of Thought

  1. Which character is better?
  2. Which player has the most ability?
  3. Who has the advantages of the Day and Stage
  4. Which player is disciplined and focused.
  5. Which player has the most stamina
  6. Who is better trained and ready
  7. Who has the better punish game/end result


By thinking on these Seven Characteristics a possible end to the match can already be determined before it has even begun.

However, there is a secret Eighth characteristic—Effort.

While it is true that the one holding the Five Laws on his heart will fair better, the one who puts forth the most effort still could achieve victory, though at a much steeper cost than the one holding onto the Five Laws and Seven characteristics.

So keep this in mind.

Allowing yourself to focus on each aspect and characteristic as they are addressed and introduced with a very clear understanding that you may be lacking in each of the areas.

Do not lose heart, this is what this book is for. Not a simple discussion, but an in depth view as to why you may be failing or succeeding based upon yourself.


All strategies must be adjusted based upon the various circumstances however, one Law does not mean victory, but all laws working together can equal success.


Every single game you play should be based on deception. When able to attack, act as though you are unable to, this could lead to a victory later on when your opponent thinks you are weak.


Distance: The distance too can also be played out in a way that is based on deception, even though you are close to your enemy making it seem as though you are out of his reach, and vice versa, allows your enemy to lower his guard for that brief moment of execution when one thinks you are weak and unable to act.


Bait: The bait is perhaps the hardest of these deceptions, acting as though you are disorganized and incoherent can entice your opponent to strike out thinking—again—that you are weak and unable to advance. When he approaches, destroy him.


However, if your opponent is better than you, stronger and more determined to win than you, this can be seen in his body behavior and inflection, evade him. Your opponent must play into your trap, and this cannot happen if you do not evade a superior player.


If your enemy player has a temper or is easily irritated, seek that out, irritate him. Make him think you’re weak, again—deception—this may cause him to become cocky.


If your opponent is taking it easy, do not let him rest, make him antsy unable to find a moment to gather his thoughts. Attack him while he is unprepared and appear where he does not expect you, not where he does. However, the other laws should take precedent before this one. Namely if your opponent is at the end of his rope, do not let him gain the end of it or the ledge.


It is likely that the player that follows these guidelines will win the match. But no amount of effort can make up for a clear and calculated plan going in, determining whether or not your opponent is superior to you is key. From that point of observation and without having the ability to know whether or not your opponent is superior, you must therefor calculate your risks and determine whether or not you must evade, lay your trap, or strike out with your better skill and punish game.





Next Chapter: 4. Laws of the Mind