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 The Smash Term and Tech Compendium, V .75 complete.
Neisan
post Jul 11 2008, 10:59 AM
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After my recent "joke" on PXD, I decided we were in need of a Smash Term and Tech guide, to help those unfamiliar with the large base of Terms and Techs associated with the World of Brawl. Due to the fact that this guide is still under construction, feel free to help by contributing things I do not currently have down, or am incorrect on (Yes you may fix grammatical errors). Anyways, on with the guide!
Table of Contents
1. Character Terms
2. Moves and Moveset Terms
3. Commonly found "other" terms
4. Techs
5. Character Specific Techniques
6. Tutorials and Thanks


This post has been edited by Neisan: Jul 17 2008, 01:01 PM
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Neisan
post Jul 11 2008, 10:59 AM
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CHARACTER TERMS

These are all common (Some uncommon) names for the different characters in Brawl. They will be presented in the following format:
Character Name
Different names for the character, some with descriptions (Each name on a different line)
Bowser-
Booza
Boozer

Captain Falcon-
Rick Wheeler
Craptain Falcon

Diddy Kong

Donkey Kong
DK

Falco
Teh LAZER CAMPER

Fox
PHOX

Game and Watch
G&W

Ganondorf-
GrandpaDorf-Name Given to Ganondorf's alternate costume (dark) where he looks older due to white/grey hair.
Tootsy Roll King- Use it if you'd like 16x16_smiley-tongue.gif

Ice Climbers
IC's

Ike
DIKE

JigglyPuff-
Puff
Puffball
Jiggs
Purin


King Dedede-
D3
DDD

Kirby

Link

Lucario

Lucas -
Pukas

Luigi-
Weegee

Mario

Marth
Martha

Meta Knight
MK

Ness

Olimar

Peach

Pikachu

Pit
(By eclipse)
Michael Jackson's Choice
Spam Queen

Pokemon Trainer
PT

R.O.B.
Wall-E

Samus

Sheik

Snake
(By Eclipse)
Chuck Norris
Broken

Sonic
Sawnic

Toon Link
TL

Wario

Wolf-
Woof

Yoshi

Zelda

Zero Suit Samus-
Zamus
Sexy Suit Samus
ZSS


This post has been edited by Neisan: Aug 9 2008, 02:05 PM
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Neisan
post Jul 11 2008, 10:59 AM
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MOVE AND MOVESET TERMS

This Includes names for the different moves for the characters in Brawl. It will be presented in the following format.
Character Name
Moves (____ B-Name, Each Move on a different line)

Bowser-
Neutral B- Fire Breath, Fire
Down B- Bowser Bomb
Side B- The Klaw, Body Slam, BowserCide when used for suicide off the edge of the stage.
Up B- The Fortress

Captain Falcon-
Neutral B- Falcon Punch, Paunch
Down B- Falcon Kick
Side B- Raptor Boost, "The Uppercut"
Up B- Falcon Dive, "Yes!"

Diddy Kong
Neutral B- Peanut Popgun
Down B- Banana Peel
Side B- Monkey Flip, "The hump"
Up B- Rocketbarrel Blast

Donkey Kong-
Neutral B- Giant Punch, Donkey Punch, Dk Punch
Down B- Ground Slam
Side B- Head Butt
Up B- Whirlwind, Tornado

Falco
Neutral B- Blaster, Laser
Down B- Reflector, Shine
Side B- Falco Illusion, Falco Phantasm, Illusion
Up B- Fire Falco

Fox
Neutral B- Blaster, laser
Down B- Reflector, Shine
Side B- Fox Illusion
Up B- Fire Fox

Game and Watch
Neutral B- Frying Pan, Patty Flip
Down B- Bucket
Side B- Hammer, Judgement
Up B- Parachute

Ganondorf
Neutral B- Warlock Punch, "Murder Punch" (Submitted by Psychopathic Mind)
Down B- Wizard's Foot, Warlock Kick
Side B- Flame Choke, when used for suicide: Ganoncide
Up B- Dark Dive
Autocanceled Dair (Down Aerial)- ThunderStorm

Ice Climbers
Neutral B- Ice Block
Down B- Blizzard
Side B- Squall
Up B- Belay

Ike
Neutral B- Eruption
Down B- Counter
Side B- QuickDraw
Up B- Aether

JigglyPuff
Neutral B- Roll Out
Down B- Rest
Side B- Pound
Up B- Sing

King Dedede
Neutral B- Inhale
Down B- Jet Hammer
Side B- Waddle Dee
Up B- Super Dedede Jump

Kirby
Neutral B- Inhale
Down B- Stone
Side B- Hammer
Up B- Final Cutter

Link
Neutral B- Arrows
Down B- Bomb
Side B- Boomerang
Up b- Spin Attack

Lucario (Credit to Hough123)
B- AS=Aura Sphere
Uncharged B- BaS=Baby Aura Sphere
Side B- FP=Force Palm
Down B- DT=Double team
Reversed Down B- RDT=Reverse Double Team
Up B- ES=Extreme Speed

Lucas
Neutral B- Pk Freeze
Side B- Pk Fire
Down B- Absorb
Up b- Pk Thunder

Luigi
Neutral B- Fireball
Side B- Green Missile
Down B- Luigi Cyclone
Up B- Super Jump Punch, "Coin"

Mario
Neutral B- Fireball
Side B- Cape
Down B- FLUDD
Up B- Super Jump Punch

Marth
Neutral B- Shield Breaker
Side B- Dancing Blade
Down B- Counter
Up b- Dolphin Slash

Meta Knight
Neutral B- Mach Tornado
Side B- Drill Rush
Down B- Dimensional Cape
Up B- Shuttle Loop

Ness
Neutral B- Pk Flash
Side B- Pk Fire
Down B- Absorb
Up B- Pk Thunder

Olimar
Neutral B- Pikmin Pull
Side B- Pikmin Toss, Pikmin Throw
Down B- Whistle
Up B-

Peach

Pikachu

Pit

Pokemon Trainer

R.O.B.

Samus

Sheik

Snake

Sonic

Toon Link
Neutral B- Arrow
Side B- Boomerang
Down B- Bomb
Up B- Spin Attack

Wario

Wolf
Neutral B- Blaster
Side B- Wolf Illusion
Up B- Fire Wolf, Wolf Kick, Falcon Kick
Down B- Reflector

Yoshi

Zelda

Zero Suit Samus


This post has been edited by Neisan: Jul 12 2008, 11:43 AM
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Neisan
post Jul 11 2008, 10:59 AM
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Commonly Found "Other" Terms

These include commonly found terms not categorized under the other sections.

Directional Influence; DI is used in two ways. One is to survive KO moves and one is to get out of combos. DI is done after the hitlag of an attack and is decided by the position your control stick and c-stick are being held. Keep holding your stick to alter the trajectory you move along. The c-stick has priority over the control stick.

Escaping combos with DI should be used at low % and works the best by going away from the place your opponent tries to send you. So when being hit up, try to DI down and away from your opponent and when you are being hit to the right, try to DI up and further to the right (to the left will just keep you close to your opponent).

Survival DI should be used at high % and works the best when you DI pendicular to your normal trajectory. So if you are sent flying to the right and slightly upwards, DI to the upper left corner. This will bend your trajectory more upwards, where the corner is further away and shorten it slightly.

Warning - DI is NOT the same as moving around in the air. I have heard people say stuff like "just DI back to the stage instead of doing (jump, an attack, etc.)". This is not DI. DI is done just after hitlag and up to your flying distance. Even worse is stuff like "shorthop nair and DI backwards". This would suggest hitting yourself with your own attack, sending yourself straight up (with nair?) and then using DI to move yourself off the stage, so you can be edgeguarded. What people mean is just jumping backwards and pressing A.

Important for veterans; a major change since Melee is that you can actually use DI to shorten the trajectory you are being send flying. Like when holding down when being send straight up. Also, you can now kill yourself with it, if you hold up when being send straight up. Neither would do anything in Melee, as DI in the same direction as your trajectory wasn't registered.

Smash Directional Influence; SDI is done by smashing the control or c-stick during the hitlag of an attack. Just like normal DI, c-stick takes priority. Smash DI teleports you a small distance before flying away from the attack. It's easiest to see upon being hit by Samus her charged shot. This has several frames of hitlag so you can SDI a few times. Pokemon like Entei also help as they hit you with a few frames of hitlag every so many frames, allowing you to SDI circles and stupid stuff like that.

Edgeguarding; making sure your opponent can't get back to the stage. This can be done in several ways. Check the "Ike's metagame" section for more details.

Frames; each game runs several frames per second. A frame is just a piece of time. The speed Brawl runs at is 60 frames per second (60 fps). This means that every 1/60th of a second you can start an action. Everything is measured in frames as well, it's the smallest piece of time (timeframe) the game can measure at.

Hitlag; hitlag are a few frames after an attack hits you in which you won't fly away. You can insert SDI here. Best seen on Samus her charged shot.

Hitbox; this is where an attack does damage. An attack usually has more than one hitbox and sometimes one starts earlier then the other.

Jab-cancel; crouching to stop your jab combo from finishing. To do this, after the second jab is finished, hit down for as short as possible. You can now jab normally without having to do a different move or wait for some time. This allows you to do AA, AA, AA as much as you want. (It's wise to keep an eye on your opponent though).

Knockback; this is how far a character flies after an attack. An attack with a lot of knockback is better for KO's; an attack with few knockback is better for combo's.

Ledgehop; pressing away from a ledge and then immediately double jump. This let's you jump above the stage. Mostly meant for using an aerial as a safe way to get back to the stage. Also useful in edgeguarding by doing a bair or dair.

Metagame; basically, how a person plays. It can refer to many things, like saying they have a highly developed Metagame, meaning they both know very well what they are doing and react to one another accordingly.

Meteor Smash; an attack that sends you straight down, unable to do anything but Meteor Cancel.

Meteor Cancel; hitting UpB or jump after a Meteor Smash. You won't be able to do your up B or jump until after you have fallen half the distance you normally would. With tap jump on you can just keep hitting up on your control stick. Hitting a jump button too early makes you unable to meteor cancel even longer and hitting one again will reset that timer, so smash up on the control stick, not a jump button.

Move Degradation (Stale Moves) - Each time you use a move, the attack gets somewhat weaker. After 9 Attacks, the move returns to normal.

Powershielding; shielding at the very last moment before an attack hits you. This is made pretty easy in Brawl. In Melee you had to be frame-perfect, however, in Brawl, just doing it somewhere around the time you would get hit is enough.

RAR; Reversed Aerial Rush, done by running and pressing the opposite direction just before a jump. This will turn your character around when jumping, but keeps it going towards the direction you were already going in. By holding that direction and A you can now do a bair just like you would normally do a fair. By letting go of everything after you jump, you can do a nair with A as well.

Reversed Usmash; can be done with both tap jump on and off. With tap jump on, just run, press the opposite direction and immediately hit your control stick up and A at the same time. For the *** jump off, run, press diagonally behind and up on your control stick and press X/Y and A at the same time. This works pretty much like the RAR but instead of an aerial you do an Usmash. Useful for Ike, because his Usmash actually reaches further to the back than to the front.

Super Armor Frames; SAF are frames in an attack where the character doesn't receive any knockback but the character still receives normal damage. This means you finish your attack as normal and can still do damage. Aether has these frames to help you in your recovery, though they are at the very start and you are usually pretty far away from your enemy at that point. Eruption has these frames as well just after releasing B and before stabbing the ground. These are much more useful as you can use time them to be at the same moment your opponent would damage you. And Eruption will hit them or even KO them.

Shorthop; tapping the jump button fast to do a shorter jump then normal. This is very useful for doing aerials meant to hit a target that is still on the ground. Or hitting a character that is using its roll. An aerial done close to the ground also means you spend less time in the air, so you can do a new attack faster.

Spike; in Melee, a spike referred to a Meteor Smash that can't be Meteor canceled. People first believed the Meteor Cancel to be removed in Brawl, so they claimed any Meteor Smash is a spike. It's the opposite however - any Meteor can be canceled and spikes no longer exist. The term is now used at random by people who don't know where it comes from.

Spot-dodge; hitting down while shielding. This evades attacks and gives you a chance to counter right away. It's much faster than rolling or shielding and then dropping your shield to do another attack. You still have some time in which you are defenseless after this though, so don't spam it.

Tap Jump on/off; an option you can find under controller settings. It allows you to decide whether tapping the control stick up will make you jump or not. It depends on your own preference really. Keeping tap jump on makes it easier to Meteor Cancel. Switching it off makes it easier to do uairs and utilts. Your choice really, you can learn to do utilt and uairs pretty easily with it on, but you can learn to meteor cancel with jump button or upb as well.


This post has been edited by KingBoo: Jul 11 2008, 01:28 PM
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Neisan
post Jul 11 2008, 11:00 AM
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Techs

I take no credit for anything found in this portion of the guide. The following are part of a thread by Jewdo on SmashBoards. The following are all considered "True Advance Techniques" until listed differently.

- Auto-Land/Platform Cancel
How to Perform: On a stage with a platform that moves vertically (Lylat Cruise, etc), position your character below the platform. As it is moving up, jump, then press down on the joystick when your character is approximately level with the platform. Then, immediately release down and enter any command. Smashes best performed with the C-stick.
OP: http://smashboards.com/showthread.php?t=157059
Video: http://www.youtube.com/watch?v=SK16zTBzIQQ

- B-Move Technique: B-Reversal
How to Perform: Enter the input for any B-move, then slam the joystick in the opposite direction your character is facing before the animation begins. Can be done with all types of specials, not just Neutral B, but not all specials can be reversed. A list of compatible moves can be found in the Lists section of this post.
Effect: Character's horizontal momentum is completely canceled/reversed, character faces opposite direction, B-move executes. Can be used during dashes and jumps for easy pivoting too.
OP: http://www.smashboards.com/showthread.php?t=155369

- B-Move Technique: Recoil Special (a.k.a. Wave-bouncing, B-sticking)
How to Perform: In the air, B-Reverse a Turnaround B or a backwards side-B. This is more easily accomplished by pushing the joystick forward and the C-stick backwards with the C-stick set to Specials.
Effect: Character's horizontal momentum is completely canceled/reversed, character stays facing the same direction, B-move executes. Can be used to space projectile approaches.
OP: http://smashboards.com/showthread.php?t=152409
More info: http://smashboards.com/showthread.php?t=152815

- B-Move Technique: Turnaround B
How to Perform: In the air, tap the joystick in the opposite direction you are facing, release, then perform a Neutral B.
Effect: Character continues moving in the same direction as when the jump began, but fires off a Neutral B in the opposite direction traveled.
OP: Has been in since Melee. If anyone was first to verify the Turnaround B's existence in Brawl, PM me with the thread link for credit.

- Boosting Technique: Smash-Boosting (a.k.a. Snake Dashing, etc)
How to Perform: Initiate a dash attack, then do an up-smash during the beginning of the dash attack animation. Timing differs for each character.
Various Methods: C-stick down to initiate dash attack, then Up+Z to do the up-smash; C-stick down, C-stick up; A-button, C-stick up.
Effect: Character slides an absurd distance while simultaneously performing an Up-smash. Up-smash can be charged. Distance traveled varies by character, but is more pronounced than the Jump-Canceled Up-Smash. Can be done with anybody, but the following characters benefit most from this: Jigglypuff, Sheik, Link, Wario, Snake, Falco and Wolf

- Boosting Technique: Item Boosting
How to Perform: Same as Smash-Boosting. Initiate a dash attack, then do an up-smash during the beginning of the dash animation.
Effect: Both similar and vastly different from Glide-Tossing. The character slides forward and throws the item forward at the same time, but does a false upwards throwing animation. If you want to throw the item upwards instead, time the dash attack and up-smash so that they're nearly simultaneous.
OP: http://smashboards.com/showthread.php?t=161790

- Boosting Technique: Grab Boosting
How to Perform: Initiate a dash attack by pressing the c-stick down, then press Grab during the dash attack's opening frames.
Effect: The added momentum of the cancelled dash attack remains in effect, providing a small boost to the Dash Grab's range.

- Boosting Technique: Reverse Grab Boosting
How to Perform: Initiate a dash attack with C-stick down, then press the opposite direction you are travelling and Grab during the attack's opening frames.
Effect: Character grabs backwards and slides in the direction of the dash. Different from the Pivot Grab because (1) most characters gain a momentum boost from this, and (2) this can be performed from an initial dash instead of waiting for the character to run.
OP: http://www.smashboards.com/showthread.php?t=169086
Best Characters: http://www.smashboards.com/showpost....8&postcount=22
Video1: http://www.youtube.com/watch?v=KD9II3yhHlg
video2: http://www.youtube.com/watch?v=9Qark60PsIQ
video3: http://www.youtube.com/watch?v=OpMPQnabTEs&feature=user

- C-Walking (by Craq)
How to Perform: While jumping, DI such that your character is moving backwards. Continue holding the joystick as your character touches the ground and completes a pivot, then release.
Effect: Character slides a good distance backwards, varying based on which character is being used. During this time, the character is counted as "walking," allowing you to do any attack in any direction. You may also hold the joystick after the pivot to continue into a walk.

- Fox-Trotting
How to Perform: Do an initial dash, then do another immediately afterward without any running. Can be repeated many times in a row.
Effect: Character does several initial dashes. A component of the True Pivot, useful for little else as it exacerbates the probability of tripping.

- Glide Tossing
How to Perform: Initiate any roll while holding an item, then throw the item before the roll animation begins. You can use the C-stick to throw the item in any of the four cardinal directions instead of just pressing A for a forward throw.
Effect: Character slides in the direction of the would-be roll and tosses the item. Distance traveled differs based on character and several other factors. See "In-Depth Analysis" link for variations and distances.
OP:http://smashboards.com/showthread.php?t=141858
Analysis: http://www.smashboards.com/showthread.php?t=154982
Distances List: http://www.smashboards.com/showthread.php?t=172861

- Jump-Canceled Item Throw
How to Perform: While running with an item in hand, Jump immediately before performing a throw.
Effect: Character slides forward and throws the item. Using the C-stick, the item can be thrown in any direction. The advantage of the JC Throw is that post-throw lag seems to be slightly decreased.
OP: http://www.smashboards.com/showthread.php?t=151589

- Jump-Canceled Up-Smash
How to Perform: While running, press a Jump button immediately before inputting an up-smash.
Effect: Character slides forward while performing an Up-smash. Up-smash can be charged. Distance varies by character.

- Reverse Jump-Canceled Up-Smash
How to Perform: While running, press the opposite direction you're running on the joystick, then quickly rotate it upward and do a Jump-Canceled Up-Smash.
Effect: Character slides in the same direction as the initial run, turns around, and does an Up-Smash.
OP: http://www.smashboards.com/showthread.php?t=164980

- Pivot Technique: Dash Pivot Cancel (by Panda)
Quote:
Originally Posted by SamuraiPanda View Post
This AT is performed by dashing, then performing a pivot, but holding forward a little bit after the pivot. Its different for every character, but while you turn around and start moving forward, there is a window that you can cancel the pivot into a something (I usually do it with forward smash or down smash, although it also works to some extent with tilts). Here is where the Dash Pivot Cancel gets interesting. With the right timing, after pivoting and moving forward just a bit, do a forward smash in the opposite direction (its easiest to see with the Fsmash IMO), and your character will perform a slide while smashing!
OP: http://www.smashboards.com/showthread.php?t=165720
Video 1: http://www.youtube.com/watch?v=lZg0f8RTMOg
Video 2: http://www.youtube.com/watch?v=QNyJQLOBP1M

- Pivot Technique: Pivot Grab
How to Perform: While running, press Shield + A + backwards (on the joystick) or Grab + Backwards simultaneously.
Effect: Character turns 180 degrees and does a backwards-aimed Grab while sliding in the direction of the initial run.
OP: http://www.smashboards.com/showthread.php?t=161942. Also in a Dojo Update.

- Pivot Technique: Pivot Sliding
How to Perform:[img= http://trashpile.net/upload/pivotslide.gif]
Effect: Character slides forward visibly and performs the move you entered on the pivot. This can be any smash (via c-stick) or a Tilt (just press A after the pivot).
Video: http://jp.youtube.com/watch?v=t6jdzQteqiA
OP: http://www.smashboards.com/showthread.php?t=160785

- Pivot Technique: True Pivot
How to Perform: After a dash (preferably during a Fox-Trot), start a 2nd initial dash. Before the second dash animation begins, move the joystick in the opposite direction you're dashing and perform any move. C-stick can be used instead of a rapid joystick reversal and makes the Pivot-Smashing much easier.
Effect: Character stops in place, turns around, and uses the move you input. Different from the Melee Pivot in that it is less versatile and can only be performed out of an initial dash.
OP: http://www.smashboards.com/showthrea...45#post4292745
video: http://www.youtube.com/watch?v=_4tmLsflA_c

- Platform Drop Cancel/Fake Drop-Through
How to Perform: When on a drop-through platform, quickly tap "down" and press Shield almost immediately after.
Effect: Your character's drop-through will begin, but will cancel into a standing shield. Used to fake out opponents during a match.

- SHAD'ing (an example of Input Buffering; see General Discoveries)
How to Perform: During any jump, Air-Dodge late enough that you will touch the ground while still in the Air-Dodge animation. Just before you land, input any move. Originally done during a Short Hop, hence the name.
Effect: Character lands, performs move on the exact frame it becomes possible. This abuses the buffering system to do fast attacks on landing, preceded by a few invincibility frames.
OP: http://www.smashboards.com/showthread.php?t=156287

- Smashes Without Item Throw
How to Perform: Hold A when picking up/drawing an item. While holding A, press the C-stick left or right.
Effect: Character performs their F-smash without dropping whatever item they're holding.
OP: http://www.smashboards.com/showthread.php?t=165281
Video: http://uk.youtube.com/watch?v=0v0PL3UySyU

- Speed Hugging (two methods)
How to Perform (method 1): Run toward the edge, then quarter-circle the joystick from Down to Back as soon as you walk off of the edge.
How to Perform: (method 2) Run/walk/roll to the very edge of the stage. Then, very quickly press diagonally down and away from the stage's center on the joystick. Easiest to do while facing into the stage's center, but can also be done easily while running if you press diagonally down-forward just as you reach the edge.
Effect: Character drops immediately off of the platform and sweet-spots the ledge.
Method 1 OP+Video: http://www.youtube.com/watch?v=OsPU6nCm5iI (2:26)
Method 2 OP: http://www.smashboards.com/showthread.php?t=164732




General Discovery Will now follow:
These are rather important. Once again, I take no credit for these.

- "Auto-Canceling" aerials
L-Canceling is gone, but there exists another trick for eliminating lag after your aerials. Many aerials can be auto-canceled by touching the ground before or after specific points in their animations, putting the character into a neutral standing position. Each move has different timings (there's probably a relationship between this and IASA frames), but with practice, Auto-Canceling should become second nature.
Note that touching the ground after 100% of an attack's animation completes is not auto-canceling because nothing is canceled. See the Lists section for a complete list of aerials compatible with Auto-Canceling.

- Auto-RAR
How to Perform: With your C-stick set to specials, dash and hit the C-stick in the opposite direction.
Effect: Character does a short-hop and automatically turns around. Easy to transition into an approaching barrage of B-airs, hence the name Auto-RAR (Reverse Aerial Rush).
OP: http://smashboards.com/showthread.php?t=152409

- C-Stick DI
The ability to DI attacks with the C-stick is confirmed for Brawl. C-stick'd Smash DI is in, but Automatic Smash DI (holding the C-stick to DI) is not due to the way Brawl reads the C-stick.
OP: http://www.smashboards.com/showthread.php?p=4435308

- Drifting Aerials and Specials
If a character tries to perform any momentum-altering aerial after they're hit into the air, the move's momentum-altering properties will not take effect. This mechanic may be in place to prevent characters with Falcon Kick-style D-airs (and other momentum-stoppers) from being ridiculously hard to kill.

- Early Jump After Hit-Stun
After being launched by an opponent's attack, you can do aerials, air-dodges, and z-airs immediately after hit-stun, but must wait an extra period before you're able to jump and use B-moves. To shorten the wait, initiate an air-dodge the instant the hit-stun ends. This will enable you to jump or use your B-moves earlier than normal for most characters.
OP: http://www.smashboards.com/showthread.php?t=166142

- Edge Popping
Carried over from Melee. For those who don't know, Edge Popping is a term used for preventing your character from sweet-spotting a ledge. Simply hold Down on the joystick when passing through the ledge's sweet-spot area. Your character will not grab the ledge as normal, but will pass it completely uninterrupted.

- Faux Super-Armor (FSA)
During grabs, the character with the higher-number controller port gains zero knockback against attacks that would hit both him and his opponent, including explosives. FSA applies whether the higher# player is the grabber or the grab victim. This also applies to status effects, such as Lucas' PK Freeze or Jiggly's Sing.
Example: Link (P1), Snake (P2) and Wario (P3) are fighting. Link will never get FSA. Snake will only get FSA when grabbing/being grabbed by Link. Wario will get FSA no matter who he grabs or is grabbed by.
OP: http://www.smashboards.com/showthread.php?t=168613
Video: http://www.youtube.com/watch?v=HavRK1QwNJA

- Grab Priority
(a) If two characters grab each other at the exact same time, the character with the lower-number controller port will win. Ex. If P1 and P2 grab each other simultaneously, P1 grabs P2.
(b) If a character's grab connects at the exact same time that his victim's attack connects, the attack does damage but the victim is grabbed. This is different from Melee, where the grab would cancel the attack altogether.

- Input Buffering System and Uses
Brawl has a unique input buffering system that allows you to input moves before they are able to be executed. There are various times at which you can buffer attacks, including landing on the ground, during Air Dodges, after Jabs, etc. However you do it, buffering has but one purpose - to minimize the time between when a move becomes possible and when you perform the move. Buffering allows you to perform every move at the start of the IASA frames of the move before it, thus achieving optimum combo speed consistently when speed is critical. This does not cancel post-attack animation lag, but HUMAN lag.
Applications: Canceling Jab Combos (esp. into Luigi's sweet-spotted Up-B), SHAD'ing, Thunder Storming, etc.
In-Depth Buffering Guide: http://www.smashboards.com/showthread.php?t=167109

- Meteor Cancel
Meteor Canceling, or the ability to recover from being meteor smashed, has been carried over to Brawl. When the hit-stun of a meteor smash ends, you can begin your recovery with a double jump (provided you weren't meteor smashed out of your double-jump) or an Up-B. More details about Meteor Canceling can be found at OP.
OP: http://www.smashboards.com/showthread.php?t=166325

- Sliding Shields
Unlike Melee, if you shield while running, your character will slide across the ground while the running momentum is gradually negated. This is useful because it enables…

- Shield-Canceled Sliding Grabs
Jump-cancelled grabs have been ousted for Brawl, but Shield-Canceled Sliding Grabs are a fine replacement. Simply press the Shield button while running, then press A or Z to perform your standing grab. You can press A or Z before the shield even appears for a speedy Sliding Grab, or continue to hold the shield up and slide into position for a grab.

- Tether Hogging
All Tether recoveries can be easily gimped by simply edge-hogging. The tether attack will connect with the edge-hogger, but will never touch the ledge.

- Transform Time = Load Time
All character transformations (Zelda/Shiek, Samus/Zamus, Squirtle/Ivysaur/Charizard) are governed by the Wii's ability to read information from the disc. This is because Brawl does not pre-cache every transformation's model in the RAM before the match starts, necessitating the models to be freshly read from the disc when a Transform is called.
To minimize transform time, you can do one of two things. (a) pause the game, listen for the Wii's disc drive to stop spinning, and un-pause, or (b) have another player in the match use the character you want to transform into. For example, if you are Zelda and your opponent is Shiek, Zelda's transform time will be significantly shortened.

- Wall Clinging (character-specific)
Only possible with certain characters, the Wall Cling is performed by holding the joystick towards a wall while jumping at it. Yuna has written a comprehensive thread about Wall Clinging, from the basic mechanics, to who can do it, to the tiniest of subtleties. His guide can be found at the link below.
http://smashboards.com/showthread.php?t=142700


This post has been edited by KingBoo: Jul 11 2008, 11:36 AM
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Neisan
post Jul 11 2008, 11:00 AM
Post #6


I own you all.
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Group: *Rayman
Posts: 3,110





CHARACTER SPECIFIC TECHNIQUES


MEMBER SUBMITTED:
Bowser-

Captain Falcon-

Diddy Kong

Donkey Kong

Falco

Fox

Game and Watch

Ganondorf-

Ice Climbers

Ike

JigglyPuff-

King Dedede-


Kirby
(Submitted by FlameWaveK)
Undercide-swallowing opponent and shooting under stage

Awaycide-swallowing opponent and shooting as far away as possible
OR
Timing it just right so when you get to the bottom boundary they escape.
Still stuck in escape animation, they die, and you can float back to the stage.

Link

Lucario
(By flamewavek)

Extreme Edgehog:using Extremespeed to edgehog...
on the ground use Extremespeed then aim down.you should sweetspot the ledge as soon as you get near.

Reverse DT:simple. after getting hit while DTing move the control stick in the direction
you want to appear from and attack.
vid:http://youtube.com/watch?v=JtTrTZZVA-M

Extreme Stop:from ground use ES and go left/right aim up near end for a shortened
ES.was dropped for the afterlag but can now be canceled by rolling the
control stick down after tilting it up.
the thread:http://smashboards.com/showthread.php?t=180671
Vids:
ES1[ExtremeStop1]-http://www.youtube.com/watch?v=weyjSf5x6iI
ES2[ExtremeStop2]-http://www.youtube.com/watch?v=bFZXWc8qLoQ

Extreme Awesome:an explaination will not do it justice. simply Awesome.
vid:http://youtube.com/watch?v=85vyBS6-bo4

by Jeepy Sol
QUOTE
Edge-Cancel

Here’s a technique that will cancel all the landing lag of Lucario’s up-B when directed at the edge. It’s called edge-canceling.

http://www.youtube.com/watch?v=swfieID18bY

Basically what you do is direct your up-B towards the top of the ledge. VERY hard to do consistently. It can be done from as far away as his up-B can reach.

Uses; Quick way to get back to the stage with NO LAG. It’s faster than floating down to the edge and it’s faster than grabbing the edge and getting up. Ultimately, it’s just a way to switch up your game.


OP for all this stuff:http://www.smashboards.com/showthread.php?t=158165

Lucas

Luigi-

Mario
(Submitted by Hector the Axe)
FLUDD Wall- After using an ACE (Or Cape Glide) Quickly double jump and execute a fully charged FLUDD. Aim downwards or upwards depending on where the enemy is and safely recover after either gimping or disorienting your enemy.

Cape Glide Gimp- Works best for characters such as Fox, Falco, Ike, Captain Falcon, G-dorf, Donkey Kong, Bowser; Cape glide as they are using their Side-B recoveries (for DK and Bowser their normal ones since they rely heavily on horizontal movement)

Cape/D-air Combo- Mario's D-air has almost no knockback when used from the air and moving downward onto an enemy, to achieve this you can cape the other character and use the vertical lag to initiate a D-air. Follow up with aerials or U-tilts.

Marth

Meta Knight

Ness

Olimar

Peach

Pikachu

Pit

Pokemon Trainer

R.O.B.

Samus

Sheik

Snake

Sonic

Toon Link

Wario

Wolf-
Stage Scar- Works only on Certain stages (NOT FINAL DESTINATION, Battlefield does work).
To Perform: While on edge, press away, then immediately press side b towards the stage. You will warp through the ledge, retain your spike, and land. If you hit an opponent, they will go flying.

Yoshi

Zelda

Zero Suit Samus-

GUIDE (By Jewbo)
- Airwalk (Wario, Jigglypuff, Bowser, G&W, Kirby)
How to Perform: Run off of any platform edge and immediately press and hold the joystick in the opposite direction you were just running.
Effect: Character runs off of the edge and returns to the platform without falling or sweet-spotting. The characters listed can use this time to perform certain aerials (specified at OP).
OP: http://www.smashboards.com/showthread.php?t=165952

- Crawl Dashing (Yoshi, Pikachu, ZSS, Snake, Squirtle, Ivysaur, Luigi)
How to Perform: While walking forward, initiate a backward crawl and release. Can also be done while landing from a forward jump.
Effect: Character slides backwards for a distance, depending on character and your release timing. During the slide, you can do any attack or action. Most effective with Yoshi and Luigi.
Crawl Dash Landing: www.smashboards.com/showthread.php?t=165284
Walking Crawl Dash: http://www.smashboards.com/showthread.php?t=170677

– D-air Stall (Toon Link, ZSS, Shiek, G&W; any character with a similar d-air)
How to Perform: After being knocked into the air, do a Double Jump and a D-air at the exact same time.
Effect: Character will execute a D-air and get stuck in the air. Neither moving upward nor downward, the character stays at the same altitude until the D-air expires. However, you can DI horizontally during this time to influence the direction of your fall.
Video: http://jp.youtube.com/watch?v=BnRmDoJm0VI

- Double Jump Cancel (Lucas, Ness, Yoshi, Lucario, R.O.B.)
Double-Jump Canceling is still in for Brawl, but it comes in a much more limited form. See link below for details.
OP: http://www.smashboards.com/showthread.php?t=172428

- Glide Landing Cancel (Pit, Charizard, Meta Knight)
How to Perform: Initiate a Glide Recovery, approach the ground at any angle, then execute your Glide Attack just before touching the ground.
Effect: Character lands on his feet with zero lag frames. Landing animations are completely skipped.

- Glide Shifting (Pit, Charizard)
How to Perform: Hold down the Jump button after doing a double-jump, then fast-fall just before the character's glide animation begins.
Effect: The height of the glide drops significantly, allowing for very low-to-the-ground approaches.

- HillDash (character list, stage list at OP)
How to Perform: While on a slope: (a) jump, then double-jump immediately after leaving the ground while moving into the slope, or (b) do a move into the slope that gives you a horizontal speed boost (ex. Falcon's Side-B)
Effect: Character slides up the slope as if wavedashing (that's exactly what it looks like). If the Double-Jump method was used, the character can attack at any time during the slide. Otherwise, the character must wait out their landing lag to attack.
OP: http://www.smashboards.com/showthread.php?t=174399
Video: http://www.youtube.com/watch?v=BJv7if8tUu0

- Illusion Cancels (Fox, Falco, Wolf)
How to Perform: After initiating an Illusion, press B before the horizontal movement portion begins. Timing varies by character.
Effect: The Illusion will travel a fraction of its normal distance before it cancels and becomes no longer "aggressive." Wolf has 3 variations depending on timing. Wolf will continue to travel horizontally after his Illusion cancels, while Fox and Falco largely stop moving sideways.

- Jab Locks (character list at video link)
Much like Falco's Laser Lock (see Falco section). If an opponent is knocked and fails to tech (or otherwise escape the floor bounce), 14 characters can catch said opponent in a jab chain. A Jab Lock is performed by (1) knocking an opponent down, (2) jabbing an opponent, (3) WALKING up to that opponent, and (4) repeating steps 2&3 until the edge of the stage is reached. See video link for the list of characters and a demonstration of the procedure.
OP: http://www.smashboards.com/showthread.php?t=161938
Video: http://www.youtube.com/watch?v=wIP7QY0anuw

- On-Absorb/On-Reflect Cancels (Fox, Wolf, Ness, Lucas)
How to Perform: As soon as a projectile connects with your character's reflector/Psi Magnet, press Jump, left, right, or down.
Effect: Your character will reflect/absorb the projectile, then jump, roll, or side-step dodge immediately. This cancels out the lag time from releasing Reflectors and Psi Magnets.

- Slidestep (Pit, Ganondorf)
How to Perform: Do a sidestep dodge, holding Shield or Down throughout the animation.
Effect: The animation of the sidestep dodge gives Pit a small amount of forward momentum, moving him forward slightly.

- Super Slidestep (Pit, Ganondorf)
Quote:
Originally Posted by UndrDog
Hold back on the joystick during your SideStep. Then as you come out push forward. This will cause the character to slide forward while Pivoting. In this video you can see Pit preforming it, just for visual clarification. In the video I refer to it as a Super SlideStep. It's the last technique displayed.
Video: http://www.youtube.com/watch?v=s8vUpkV2mak

- Stutter Step (Ganondorf, Sonic, Captain Falcon, Mario)
How to Perform: Initiate an Initial Dash in the direction you want to F-smash, then (1) VERY QUICKLY press the opposite direction you are travelling on the joystick and (2) do an F-smash in the direction you were originally facing.
Effect: This makes the character slide forward slightly before performing his F-smash, thereby extending it. To do a shorter-range version, leave out the initial dash at the beginning. More characters can do this, but the four listed are the ones for which this is most useful.

- Tether Saves (any Tether Recover character)
How to Perform: When hit across a platform by a horizontal kill move, DI downwards, and as soon as the hit-stun frames end, perform your tether recovery. If your character's tether recovery is a B-move, air-dodging first will enable you to perform it earlier than usual. Z-air tether recoveries do not need to airdodge, though, as Z-airs can be performed at any time you can air-dodge.
Effect: If you had enough time to complete the z-air before passing too far away from the edge, you'll tether-recover onto the platform. This can enable Tether-Recoverers to survive twice as long as normal.

- Transform Advantage by Port (Zelda/Shiek, Pokemon Trainer)
If two players use a transform ability at the same time, the character with the lower controller port number will complete their transformation first.
Ex. Zelda (P1) and Squirtle (P2) use Transform and Switch out at the same time. Shiek will emerge from the Transfrom before Ivysaur emerges from the Switch Out.

- Z-air Without Item Throw (Link, Lucas, Samus, Toon Link; characters with a Z-air)
How to Perform: While holding an item, air-dodge, then press Z during the air dodge.
Effect: Character performs a Z-air without throwing or dropping the item.

[Bowser]

– Infinite Claw Jump (a.k.a. Koopa Hop)
How to Perform: Do a Side-B on descent such that you would touch the ground during its animation. Just before touching the ground, press Jump. The Jump press can be done at any time during the Side-B animation, including the first frame.
Effect: Bowser uses a double-jump, even if he doesn't have one left. He can chain this infinitely to remain in the air as long as he wants. Bowser can complete one of four moves in the air before Claw Jumping again – U-air, N-air, F-air, and Side-B.
Example: Bowser can Claw Jump -> U-Air -> Claw Jump -> N-air -> Claw Jump -> F-air -> etc. without ever touching the ground.

- Suicide Advantage by Port
When you Bowsercide a one-stock opponent with your final stock, the result of the match is determined by which controller port Bowser is using. If Bowser's number is lower than his opponent's, Bowser will win. If Bowser's number is higher, both will die simultaneously and go into Sudden Death.
ex. P1 = Bowser, P2 = Link. Bowser suicide will result in a win for Bowser.

[Diddy Kong]

- Banana Slide/Banana Momentum Toss
How to Perform: Pick up a Banana. Position Diddy near a horizontal floor such that his mouth is aligned with its surface, then throw the banana forward.
Effect: The banana will slide across the platform instead of sticking when it lands. This can be done in the air while next to a platform as well.
OP: http://www.smashboards.com/showthread.php?t=171755
Video: http://youtube.com/watch?v=7VY6Sg7oiy4

– Pop-Gun Cancel
How to Perform: Draw the Pop-Gun, then press Shield or Grab before the gun is fully charged (Diddy will begin to shake when the gun is charged). Can be done in the air or on the ground.
Effect: Diddy draws the Pop-Gun, then either Shields, Grabs, or Air Dodges depending on what you input. Note that if you cancel the pop-gun in the air during the first few (3?) frames, you will not air-dodge.
OP: http://smashboards.com/showthread.php?t=155266

– Safe Sweet-Spotting
How to Perform: If you're on a stage with an FD or Battlefield-like edge, double-jump underneath the edge such that you're pressing into the bottom of the platform and moving towards the center. Then, do a Side-B back towards the edge you're trying to grab.
Effect: Diddy will move along the curve of the platform, then sweet-spot the ledge when you arrive at it.

– Smash Banana
How to Perform: Execute a Down-B to draw a banana with the same joystick speed you would use to perform a D-smash.
Effect: Banana is thrown twice as high and a little bit farther than if it were plucked via a "tilted" Down-B.
OP: http://smashboards.com/showthread.php?t=155266

[Donkey Kong]

– F-air Boost on World 1-2 blocks
How to Perform: On World 1-2, do an F-air against a column of breakable blocks with DK's chest against any of the blocks (preferably above the bottom block). Hold the Joystick in the direction of the blocks as the F-air executes.
Effect: DK rockets to the top of the column and breaks any blocks that may stop him from getting to the top of the stage. Can only be done on breakable blocks, so it can only be done on World 1-1 and 1-2.

– Stage-spike cargo throw
How to Perform: Grab an opponent who is standing near (or on) the edge of the stage, then enter the Cargo Throw Carry. Fall off the edge, then throw your opponent into the stage edge you just fell off of.
Effect: Opponent ricochets off of the stage, then falls to their doom. Most effective against high-% opponents (tough to struggle out at high-%) and on stages like Final D and Battlefield.

[Falco]

- Laser Lock
How to Perform: If an opponent is knocked and bounces off of the floor, catch them with a Laser before they move.
Effect: If Falco catches his opponent and spams the Laser continuously, the opponent is carried off the edge of the stage by an inescapable lock. However, this does not kill unless you're on a stage with a walk-off edge. Due to the rarity of floor bounces (all can be avoided by either teching or doing an air-dodge/aerial after being hit), the use of Laser Locking is extremely limited.
Video: http://jp.youtube.com/watch?v=hwaa_Lt9sqQ

[Fox]

– Curved Firefox
How to Perform: Begin a Firefox, but instead of aiming in any of the eight primary directions, position the joystick between the Up and Up-Left directions or between Up and Up-Right.
Effect: Fox will move Up-Left or Up-Right, but in an arc instead of a straight line. This can save Fox's life if he's caught under a stage, like the Final Destination Ledge.

– Helicopter Kicks
How to Perform: Do any jump and enter an F-air before you reach the peak of your jump. Continue to hold Jump.
Effect: The F-air's Hovering effect provides Fox with extra vertical distance. Fox's double-jump, if helicopter-kicked, has an especially noticeable increase in height.

– Hovering F-air
How to Perform: Do a Short-Hop and enter an F-air before you reach the peak of your jump. You should release Jump as soon as possible, before he even leaves the ground. C-stick the F-air for best results.
Effect: Fox rises off the ground a little bit and does an F-air. While doing the F-air, his vertical momentum is completely neutral, like when Peach floats, and he can move left and right as well.

– Jump-Canceled Shine ("Wave-Shine" re-born)
How to Perform: Jump, then immediately input a Shine before/just as you leave the ground.
Effect: Fox performs a very low-to-the-ground Shine with very little lag afterwards. This can be used during running to mimic the Wave-Shine. However, it is not as good at chaining as the Melee original.

[Ganondorf]

- Thunder Storming
How to Perform: Jump and enter a D-air before Ganondorf leaves the ground.
Effect: The D-air will execute the moment Ganondorf rises into the air. Because the entire attack executes before he lands, Ganondorf can rapidly Short-Hop this move repeatedly. Captain Falcon can do this too, but his D-air is not as effective.

[Ice Climbers]

- De-sync
Quote:
Originally Posted by OoNoiroO
Simply dash dance back and forth once, then do an action. Nana should be recovering from a dash as you do an attack.
OP: http://smashboards.com/showthread.php?t=140981
Video: http://www.youtube.com/watch?v=rsmjtD9E2gg
Compilation of De-syncs: http://www.smashboards.com/showthread.php?t=159767
A new De-sync: http://www.smashboards.com/showthread.php?t=166415

- Edge Float
How to Perform: Facing the edge of a solid platform, do a de-sync that causes Nana to move forward but Popo to stay in place. Recommended is "dash-dance to hyphen smash."
Effect: Nana gets stuck under the edge while magnetically attracted to Popo. This exploit can be used for edge guarding, but ends if Popo becomes too far separated from Nana.
OP: http://www.smashboards.com/showthread.php?t=166053
Video: http://www.youtube.com/watch?v=1xv6HNATOnc

– Infinites
How to Perform: http://www.youtube.com/watch?v=wHfGqpHBZI4
Effect: A series of superior combos with the Ice Climbers, from difficult-to-escape moves to inescapable chains.

[Jigglypuff]

- Rising Pound
How to Perform: While in the air, input a Side-B to begin Pound. After the input is registered, but before the attack begins, rotate the joystick to Up.
Effect: Jigglypuff's Pound will move her diagonally up and to the side instead of purely horizontally. This dramatically extends Jigglypuff's recovery distance if done repeatedly and can be used at high altitudes to stall the match.

[Kirby]

- Infinite Jump
How to Perform: Do a Side-B in the air such that Kirby is near the ground at the end of the second hammer swing. Press Jump towards the end of the second swing.
Effect: Kirby re-gains all of his double jumps. Can be repeated infinitely.
Video: http://youtube.com/watch?v=5qZ6dEe9kX8

[Lucario]

- Reverse Double Team
How to Perform: When performing double-team (down-B), roll the joystick away from your opponent.
Effect: Lucario attacks the countered character from the front instead of the back. Certain combos are easier to perform out of this than a normal double-team.
OP: http://www.smashboards.com/showthread.php?t=158165
Video: http://uk.youtube.com/watch?v=JtTrTZZVA-M

- "SHUFFL" D-air
How to Perform: On the ground, do a Jump, followed immediately by a D-air.
Effect: Lucario completes a D-air extremely close to the ground then lands with zero lag. Can be repeated rapidly. Because of the hovering property of the move, he neither rises nor falls throughout the duration of the attack.
OP: http://smashboards.com/showthread.php?t=140957

[Lucas]

Except for PK Thunderslide, all of the following techniques can be found in the Lucas AT Guide. PK Thunderslide goes as far back as SSB64, but is included nonetheless.

- Magnet Boost/P.K. Waveland
How to Perform: While traveling in the air, do a PK Fire in the opposite direction Lucas is traveling and immediately pull out a Psi Magnet.
Effect: Lucas shoots sideways very quickly while facing "backwards." Often used as a recovery. If you B-Reverse the Psi Magnet, the direction of the Magnet Boost will be reversed as well.
Magnet Boost: http://www.youtube.com/watch?v=rrcORhFJDoY
Reverse Magnet Boost (1:33): http://www.youtube.com/watch?v=EJReqsR_ox4

– Magnet Dash
How to Perform: While running, press Jump and immediately pull out a Psi Magnet.
Effect: Lucas slides across the ground in the direction he's running while holding the Psi Magnet. Can be used for catching opponents with a Psi-magnet attack.

– PK Fire retreat
How to Perform: Run, then jump while holding the direction you want to travel. Execute a PK Fire in the OPPOSITE direction you're traveling such that the lightning bolt leaves Lucas' hands just as the jump peaks. As soon as the PK Fire animation begins, move the joystick back to the direction you're traveling.
Effect: Lucas shoots a PK Fire backwards, which accelerates him forwards. This makes for a handy defensive retreat.

– PK Thunderslide
How to Perform: Run toward the edge of any platform. Just before you go off the edge, execute a PK Thunder 1.
Effect: Lucas should slide off the edge while PK Thundering. This enables Lucas to enter PK Thunder 2 faster than usual by sliding into the arc of a guided PK Thunder 1. Angling the PK Thunder 2 is tricky, and timing for both the slide and angling differs based on whether you're using Ness or Lucas (Lucas slides more).

– Zap Jump
How to Perform: Enter a PK Fire at almost the exact same time as a double-jump (ever-so-slightly afterwards).
Effect: Lucas rockets upward to about twice the height of a normal double-jump. He can also do this by throwing items at the same time as a double-jump.

[Luigi]
- Infinite Tornado Jump
How to Perform: Do a Down-B just before touching the ground, and spam B to rise the tornado into the air.
Effect: Luigi regains both his Double Jump and the ability to do a rising Down-B.
http://www.youtube.com/watch?v=vifGh...eature=related

[Mario]

- Cape Dashing (thanks to ???????)
How to Perform: Cancel Mario's running animation (not the initial dash) by using his Cape. The easiest way to do this is to hold forward and press B near the end of the initial dash .
Effect: Mario slides a small distance forward while the Cape executes. When done near an edge, the leftover momentum goes into a short Cape Glide.
OP: http://smashboards.com/archive/index.php/t-153189.html

- Cape Gliding/Aerial Cape Extension
How to Perform: Run towards any platform edge and execute a Side-B just as Mario goes off of the edge.
Effect: The cape will give Mario a horizontal boost, the strength of which depends on the Side-B's timing. This can be used to deflect recovering characters or bring Mario out to them for aerial deterrence. Mario can easily recover because he still has his double-jump after the boost.
OP: http://smashboards.com/archive/index.php/t-153189.html

- F-tilt Backdash (a.k.a. Wave Sliding)
How to Perform: Do an F-tilt. After Mario's kicking foot returns to the ground, his other foot will step a short distance backwards. Do a crouch, shield, or any attack during this animation to cancel it.
Effect: The momentum from the canceled back-step animation becomes a backwards slide.
OP: http://www.smashboards.com/showthread.php?t=169861
Video: http://www.youtube.com/watch?v=UbxiwNshcKc

[Meta Knight]

- Mach F-Tilt
How to Perform: Do a D-tilt. After the sword has poked out, buffer an F-tilt by holding the joystick diagonal down-forward and pressing A.
Effect: After the D-tilt, the first two hits of the F-tilt will come out near-simultaneously instead of one after the other. Press A again during the double-strike to make it a triple strike, deploying the full F-tilt combo in less than 1/10 of a second.
Video: http://youtube.com/watch?v=Nkh6z4w3-uw

[Ness]

- PK Fire Edge-Cancel Glitch
How to Perform: Run towards an edge, then perform PK Fire just before running off of the platform.
Effect: Ness will shout "PK Fire!," but the attack itself will be canceled by Ness gliding off the edge. Not really useful, just a glitch.
http://www.smashboards.com/showthread.php?t=169865

- PK Flash Lag Cancel
How to Perform: Release a PK Flash in the air when Ness is above the ground. The PK Flash should be released when Ness is around or below the maximum height of his short hop.
Effect: The post-attack lag on the PK Flash is reduced by about 50%.
OP: http://www.smashboards.com/showpost.php?p=4498037

- PK Jump
How to Perform: While in the air, hold Forward. Do a PK Fire and a Double Jump at approximately the same time.
Effect: The majority of Ness' double-jump momentum is translated into forward movement instead of upward.
OP: http://www.smashboards.com/showpost.php?p=4498037
Video: http://www.youtube.com/watch?v=8QHePOJRNKE

– PK Thunderslide
How to Perform: Run toward the edge of any platform. Just before you go off the edge, execute a PK Thunder 1.
Effect: Ness should slide off the edge while PK Thundering. This enables Ness to enter PK Thunder 2 faster than usual by sliding into the arc of a guided PK Thunder 1. Angling the PK Thunder 2 is tricky, and timing for both the slide and angling differs based on whether you're using Ness or Lucas (Lucas slides more).

- Yo-Yo Glitch (Brawl variation)
If both Ness and his yo-yo are hit by a high-priority attack at the beginning of his U-smash, the yo-yo will stay out and follow Ness until he does a U-smash or a D-smash.
Sample Video: http://www.youtube.com/watch?v=F_VT9C5rgkM
Tutorial Video: http://www.youtube.com/watch?v=Zoggv25pPns
OP: http://www.smashboards.com/showthread.php?t=169674

[Peach]

- D-tilt Backdash
How to Perform: Peach's d-tilt can be said to have two movement phases - she leans forward, then moves "backward" until standing straight again. While she's moving backwards, perform any attack (or jump) to cancel the D-tilt.
Effect: Peach performs the attack while sliding backwards or does a "standing jump" with backward momentum. The later you cancel the d-tilt (without it ending), the more momentum she will gain.

– Pseudo-Pillar
Quote:
Originally Posted by Dark.Pch
Last thing I found out is that Peach can somewhat pillar. You Instant float, Nair and land and repeat.
– Pseudo-Wavedash (a.k.a. "bubble dash")
How to perform: Jump and immediately hit Air Dodge while holding down-left or down-right.
Effect: Peach slides a little bit to the left or right, then faces the direction you were holding and does a stationary shield. Can be done in rapid succession or at the end of a run as a sort of pivot.

- Turnip Cancel
How to Perform: Execute a Down-B while running off the edge of a platform.
Effect: The turnip's "draw" animation is canceled by the sudden transition to an aerial state.
OP: http://www.smashboards.com/showthread.php?t=163262

- Turnip Free-Pull
How to Perform: With your C-stick set to Specials, turn around while standing, then follow up by pressing Down on the B-stick.
Effect: While Peach draws the turnip, the player can freely move Peach left or right. This is also possible without changing your control scheme, but is MUCH harder.
OP: http://www.smashboards.com/showthread.php?t=164836
Video: http://youtube.com/watch?v=S1r8EGVLwbI

[Pikachu]

- Quick-Attack Cancel
How to Perform: Do a Quick Attack into the ground. Can be your first or second Quick Attack and can be performed at any downward angle.
Effect: When Pikachu hits the ground, there will be a brief period, during which you can do anything you normally would after a single jump. So far, the only attacks that do not cause him to go into a normal landing animation are his d-air and B-moves.
OP: http://www.smashboards.com/showthread.php?t=151405

- QAC Infinite Jump (a.k.a. Quick Attack Flash)
How to Perform: Do a QAC. Can be chained infinitely, like Bowser and Sonic's infinite Jumps.
Effect: Pikachu can do as many double-jumps, aerials, and Quick Attacks as he wants. He can do any aerial except b-air and continue the chain. Another application with mindgame potential is breaking the Jump early with another QAC. If done close enough to the ground, it'll look like several forward Quick Attacks, but faster.
OP: http://www.smashboards.com/showthread.php?t=151405

- Quick-Attack Double-Forward
How to Perform: On the ground, do a Quick Attack and hold the joystick left or right. Then, for the direction of the second Quick Attack, move the joystick to down-left or down-right, depending on which direction you're facing.
Effect: Pikachu does both phases of Quick Attack in the same direction.

- Quick-Attack Thunder Cancel
How to Perform: While on the ground, perform a Quick Attack left or right. At any point in the Quick Attack, execute a down-B.
Effect: Pikachu stops his Quick Attack and performs Thunder.

- Quickfooting
How to Perform: After footstooling an enemy, Quick Attack straight downward into them. At the end of the Quick Attack, do a QAC and attack with the aerial of your choice.
Effect: The footstool jump + Quick Attack stuns your enemy long enough to allow Pikachu to land any aerial on his opponent. Alternatively, you can skip the QAC and D-air or Thunder your target instead.
Video: http://www.youtube.com/watch?v=y616JeZb8a8

[Pit]

All of these techniques can be found in The Pit Compendium, along with the "UndrWorld" series by UndrDog.

- Angel Ring Tech/Slide
Quote:
Originally Posted by kupo15 View Post
We know that if you start the Angel ring on the ground, then you get a slide at the startup. We also know that if you start Angel ring in the air, you don't get this slide when you touch the ground. Angel ring tech (ART) is the combination of these two outcomes to produce a more deadly move. The outcome of ART is starting Angel Ring in the air while still getting the slide when touching the ground.

It is easy with short hops and only requires one B button tap to start AR. Pit should touch the ground around when he says his "HiyiyiYAAAA" the YAAAA part. I guess his annoying voice has a use.
The best way to start learning this is with the short hop and getting the landing and the YAAA to line up. Then adjust from there.
OP: http://smashboards.com/showthread.php?t=172051
Video: http://www.youtube.com/watch?v=Adn1ZFyKP50&fmt=18

*Arrow Life-Span Note*
It's important to know that the player retains control of Pit's arrows as long as they are on the stage, not just on the screen. One Pit may also keep up to four arrows in play at the same time. These two properties are what allow Pit's arrow-based techniques to work.

- Arrow Looping
How to Perform: After shooting an arrow, slowly rotate the joystick in a complete circle. There must be no obstacles in the way of the arrow at any point in the circle.
Effect: Pit's arrow will complete a wide circle. After Pit puts away his bow, he will move in response to the same joystick movements directing the arrow's arc.The timing takes practice, but Pit can loop the same arrow several times in a row.

- Arrow Looping Application - Arrow Chasing
How to Perform: Loop an arrow, then release it from its circular arc in your opponent's direction. Once the arrow is released, chase after it with Pit.
Effect: Opponent is forced to either (1) shield, (2) dodge, or (3) get hit by the arrow. Once the arrow has run its course, the Pit player is next to his shield-stunned, dodging, or hit-stunned opponent, set up for a near-guaranteed hit.

- Arrow Looping Application - Arrow Swarming
How to Perform: Loop one or more arrows continuously.
Effect: A large portion of the stage area is now covered by arrow arcs, making them unsafe for the opponent.

- Arrow Looping Application - Arrow Blitzing
How to Perform: Fire four arrows straight up. After releasing the fourth arrow, loop it downwards.
Effect: A hail of four arrows approaches the opponent at once. Can be followed up with Arrow Chasing.

– Norfair glitch
How to Perform: When the horizontal column of Lava approaches the center of the stage, jump into it while holding out the Mirror Shield. Continue to press into the Lava Column and hold the mirror shield after the initial touch.
Effect: Pit will stay inside the lava unharmed for a LONG TIME before finally getting kicked out. If you time your entrance correctly, the lava will recede before Pit takes any damage.

*Wings of Icarus Note - The duration of Wings of Icarus functions similarly to Rob's Up-B. Used the first time, it has full duration, but used immediately after, has reduced duration. To restore duration time, simply do not use Pit's Up-B for several seconds.*

- Wing Canceling
Quote:
Originally Posted by Blue Shell
Jump, and as soon as you leave the ground(like a wavedash): UpB, Then quickly do any aerial and fastfall. What will end up happening is that Pit will shoot just slightly into the air and the aerial will cancel out the UpB in a way that you could literally "Wing Cancel"
- Platform Wing Cancel
A variation of Wing Canceling. While jumping upwards through a platform, do an Up-B just as your feet pass through completely, then cancel the Wings of Icarus with an aerial (same as a normal Wing Cancel).

- Wing Dashing
How to Perform: Do a Wing Cancel while holding left or right on the joystick.
Effect: Pit goes into Wings of Icarus from a standing position, moves in the indicated direction, then lands. If D-air is used to cancel the Wings, there is no landing lag. This is the most similar technique to wavedashing found in Brawl so far.

- Wing Gliding/Wave Gliding
How to Perform: Jump, then do an Up-B as soon as you leave the ground. Hold Left or Right.
Effect: Pit travels along the ground fairly quickly in his Wings of Icarus state. Best used for a quick retreat.

- Wing Refresh/Pit's Infinite Jump
How to Perform: Do an Up-B close to the ground, glide off the edge while still in Wings of Icarus, then perform an aerial.
Effect: Pit, now off the edge, gets all of his double jumps back, as well as his Up-B, without actually touching the ground. Can be looped infinitely.

[Pokemon Trainer]

-Castle Siege Glitch
How to Perform: Do a down-B during the gray "transition stage" between the three Castle Seige backgrounds.
Effect: The next pokemon will not spawn until the background transition ends.
OP: http://www.smashboards.com/showthread.php?t=152291

[Squirtle]

- Hydroplaning
How to Perform: Initiate a Shellshift (Squirtle's running turn-around), then do a jump-canceled up-smash. With perfect timing (very fast), the sound effect for the Shellshift will not even play.
Effect: Squirtle slides forward a ridiculous distance while doing an up-smash. Can be charged for a timed release at any point in the slide.

- Reverse Hydroplaning (formerly known as Hydroplaning)
How to Perform: Initiate a Shellshift, then rotate the joystick into the up position to do an Up-smash at the end of the second half of the Shellshift's animation.
Effect: Same as Hydroplaning, except Squirtle slides in the direction of the Shellshift instead of the initial run.
Video: http://www.youtube.com/watch?v=2yTMrFboN2I

Squirtle - Hydrograb
How to Perform: While Squirtle is Shellshifting, hold the joystick in the direction of the Shellshift and the Shield button. When you would normally input a U-smash for Reverse Hydroplaning, instead press the C-stick Backwards.
Effect: Squirtle slides a long distance while doing a grab, greatly extending his grab range.
OP: http://www.smashboards.com/showthread.php?t=161741

Squirtle - Reverse Shellshift
How to Perform: Execute a Shellshift. As the Shellshift ends, quickly Crawl Dash (see Crawl Dashing under "char-spec: Multiple") in the direction of the initial run.
Effect: Squirtle slides backwards after the Shellshift instead of forwards. With best timing, the slide will be several times further than a normal Crawl Dash.
OP/Video: http://www.youtube.com/watch?v=4J0nuc-FtwM

- Squirtle Tipping (a.k.a. "I've fallen and I can't get up!")
How to perform: If an enemy Squirtle is using his Withdraw, jump on top of him.
Effect: The enemy Squirtle flips onto his back and is completely vulnerable for a short period.
OP: http://www.smashboards.com/showthread.php?t=142987

[Rob]

- D-tilt Lock
If an opponent is against a wall of reasonable height (Corneria, Rainbow Cruise's ship), R.O.B. can d-tilt them continuously until 100-150%, depending on the character. Once they've reached killing %, R.O.B. can finish them with a smash attack.

– Not Quite Wing Canceling
Quote:
Originally Posted by dmbrandon
During ROBs up-b, as long as you hold it, you're still able to attack via the A button.
[Samus]

- Bomb Canceling
How to Perform: Drop a bomb on (or close to) the ground, then hold Down to crouch.
Effect: When Samus would normally begin standing up from her ball form, you can perform any ground move (shield, dash, smash, etc).
http://www.youtube.com/watch?v=Qo-GYy1uGvg&NR=1

– Bomb Jumping
How to perform: While in the air, lay a bomb, then drop another bomb while aligned vertically with the first bomb.
Effect: The bomb explosion propels Samus upward or diagonally upward. This can be repeated several times in a row to aid in recovery, especially if you smash-DI explosions in addition to positioning Samus.

- Missile Canceling
How to perform: While descending in the air, fire a missile such that you touch the ground immediately after the missile leaves Samus' arm cannon.
Effect: The post-attack lag from firing the missile is completely erased. A common follow-up is to fire another missile to create a small projectile barrage.

[Snake]

– C4 Jumping
How to Perform: After using your Cypher, stabilize your horizontal momentum. Hold Down and spam B to drop your C4 and detonate it.
Effect: The C4 explosion shoots Snake upward and allows him to use his Cypher again. If you don't stabilize your horizontal momentum first, the exploding C4 will give you horizontal momentum too or miss you altogether.
OP: http://www.smashboards.com/showthread.php?t=162635

– Explosive Linking
How to Perform: Place a C4 and Proximity Mine relatively close to each other. The Proximity Mine should be within the C4's blast radius.
Effect: When you detonate the C4, the Proximity Mine will also explode. This can make excellent explosive traps, both horizontally (C4 near stage's edge, Prox Mine a little further inward) and vertically (C4 on the platform above the Prox Mine for maximum reliability). Be creative with the placement!
OP: http://www.smashboards.com/showthread.php?t=162635

– Grenade Cooking
How to Perform: Take out a grenade with B. Shield while holding B to drop the grenade, then pick it up.
Effect: In short, the grenade is now treated as a regular item. This opens up a lot of options for Snake. Snake can perform other moves while holding the grenade, run down its 3-second timer, toss it, or side-step/air-dodge the explosion while holding it. More applications at OP.
OP: http://www.smashboards.com/showthread.php?t=162635

- Grenade Stripping
If your opponent picks up your thrown grenade, you can force it out of their hands regardless of their position relative to you. Simply pull out another grenade with B and shield. This will cause the grenade in your hand to drop AND loose the other grenade from your opponent's hands as well. Also, if you shield-drop a second grenade when an opponent throws your first, the thrown grenade will drop right out of the air.
OP: http://smashboards.com/showthread.php?t=157592

- Infinite Grab
How to Perform: Grab an opponent who is close to/on the edge while you are facing towards the edge. Do a down-throw, then grab again as soon as the first down-throw animation ends.
Effect: When Snake does the down-throw, the opponent's body will lie down, then fall instantly off of the edge and eventually into a sweet-spot. During the beginning of this transition, Snake can grab his opponent's head again with no fear of his opponent retaliating or escaping.
OP: http://smashboards.com/showthread.php?t=163447
Video: http://www.youtube.com/watch?v=Qs6sxaAJpiM

[Sonic]

- Air Dash (stage dependent)
How to Perform: Do a spin-dash with either Side-B or Down-B off of a sloped surface such that you are rolling when you leave the edge.
Effect: Sonic, after leaving the platform, travels perfectly horizontally until he reaches the
end of the stage.
OP/Stage List: http://www.smashboards.com/showthread.php?t=154329
Video: http://youtube.com/watch?v=IwnKvpibCXc

- Air-Dash Teleport
If Sonic touches any non-platform object during an Air Dash, he will teleport. The direction of the teleport depends on the angle at which Sonic collided with the object.
OP: http://www.smashboards.com/showthread.php?t=164690
Video: http://youtube.com/watch?v=IwnKvpibCXc
Video: http://www.youtube.com/watch?v=LvH-hwAbYP4

- Double Springing
Set a spring on the ground, land, then jump on the spring you just laid. At the top of the spring-jump, Sonic can Up-B again to soar to ridiculous heights.

- Down-B to F-Smash
How to Perform: On a stage with a large slope (Green Hill Zone, Yoshi's Island Melee, etc), perform a Down-B up-hill towards the slope. When you're on the slope, Jump to cancel the spin dash and execute an F-smash. Hard to do with the joystick, easy with the C-stick.
Effect: Sonic will go straight from a spin dash into an F-smash with no lag in between.
OP/Video: http://www.youtube.com/watch?v=OsPU6nCm5iI

- Homing Cancel
How to Perform: Press B to initiate a homing attack, then press B again about halfway through the rising windup.
Effect: The Homing Attack stops winding