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Project M: The Underused Techniques You're Probably Not Using

Omni

You can't break those cuffs.
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So you’re a Melee player who has fallen helplessly in love with Project M. Christmas is here and Santa has brought back l-cancelling, wavedashing, ledgeroll edgeguarding, and all of the other Melee goodies that were absent from Brawl’s engine. However, there are many useful Brawl mechanics that seem to go unnoticed. Let’s take a look at a few techniques that you may or may not have started implementing into your gameplay.


"To infinity... and beyond!"

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Pivot Grabs

“But Omni, I already know about pivot grabs.” Well, you do, but you don’t.

In Melee, a pivot grab is essentially a combination of two moves: the pivot and the grab. A pivot (originally known as DA dash) is the act of returning into a neutral position during the last few frames of a dash animation (not to be confused with a running animation). The idea here was that you could reposition yourself after a quick dash to perform actions that you could not perform while running.

In Project M, a new pivot grab mechanic was implemented that allows you to turn around and grab your opponent during your running animation. This is huge for two reasons:

  1. Pivot grabs have different animation from both a standing grab and dash grab. Some of these pivot grabs have properties that are far more superior compared to their counterparts.
  2. Tether grabs (i.e. Link, Samus, Lucas) become more powerful since grabbing out of a running animation gives said character much more mobility.


King DDD has the largest grab hitbox in the game.

If you use a character with a tether and/or fast running speed, there is no reason why you shouldn’t be using this technique.

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Reverse Aerial Rush (RAR)

“Reversal aerial wha--?” Yes, unfortunately, there is a unique name for every kind of movement/technique in Smash. Fortunately, for you, if you’ve played Project M you probably already know what this is and have done it on several occasions.


RAR is another Brawl mechanic which allows a player to quickly change the direction they're facing from a running animation. During your running animation, if you press the opposite direction your character will move into a “slide” animation where they will attempt to turn around and run in the opposite direction. If you jump during this animation your character will continue moving in the original direction, but they will face the opposite direction.

“Eh, so what?” Well, this allows for two things:
  1. Forward moving instant b-airs. Especially useful for characters with extremely strong b-airs (i.e, DDD, Ike, Pikachu).
  2. Pivot grabs. “Wait, didn’t we just…” Yes, we did. If your character’s standing grab animation is better than their pivot grab animation you can jump-cancel grab during the slide animation creating a “pseudo” pivot grab as we explained earlier.
Just play with it. You’ll be glad you did.

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B-Reversing

The terminology is confusing but the concept is simple: You can reverse both the direction you’re currently facing and the momentum in which you are moving in with this technique.

“More turn around mechanics, Omni? Really?"

Yes, really. It seems miniscule at first, but both these techniques allow for some powerful increases in mobility. To perform a b-reversed move:

  1. Jump forward in any direction
  2. Let go of your analog stick allowing it to return to neutral
  3. Press B
  4. Immediately smash the analog stick in the opposite direction
If performed successfully, your character will switch both their jump momentum and the direction they are facing in the reverse direction while performing their special B. This is especially valuable to characters like Mario, DDD, or Bowser.

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Footstool

You already know what this is. Everyone knows what this is. But for some reason only a tiny percentage of the Project M community have even attempted to use this technique in real matches. This may be because Project M removed the automatic footstool option from just pressing jump while on a character’s head. Instead, you can assign a specific button for footstool purposes only. Currently, it is assigned as pressing up on your d-pad.


Which is kind of awkward.

Regardless of how you map your controller, footstools allow your character to bounce off the opposing character’s head. The effects of this bounce differ depending on whether your opponent is grounded or airborne.



Grounded Footstool
Your opponent stutters in place making them completely vulnerable for a quick second. Some moves, like Marth’s d-air, can essentially combo from the footstool. It is important to note that footstools DO work even if your opponent is shielding.​


Airborne Footstool
The classic. This footstool forces your opponent to fall helplessly downward for a set period of time before they can act. If the opponent lands on the stage before the tumble animation it will force a knockdown allowing for tech chase options.​

Ledge Footstool
This is an overlooked footstool in which you can jump off a character who is currently hanging off a ledge. This footstool does nothing to your opponent, however, the application for some characters is crucial. For example, when both Snake and Sonic exhaust their up-b specials they fall down in a neutral position (unlike the “helpless” positions usually given after a character’s upb or air dodge). Instead of being edgeguarded and falling to their demise, both characters can footstool off players who remain on the ledge which adds another tricky option element to their recovery game.​

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Item Control


Final Destination. Fox Only. No items... except the ones you're already equipped with.

Ah, items. Item control is a skill that many Melee players lack due to its advanced implementation in Brawl. The easiest way to tell if someone is a Brawl player or not is to watch how naturally they control items (i.e. Diddy’s bananas, Toon Link/Link’s bombs, Peach’s turnips). Melee-only players tend to have a hard time playing against players who have mastered this item control.

Let’s have a look at a few item control specific techniques:
  • Glide tossing: Throwing an item out of your shield. Performed by pressing the analog stick either left or right (the direction you will glide) and the c-stick in any 45 degree angle (the direction you will throw). You are essentially cancelling your initial rolling frames into an item toss.
  • Aerial glide tossing: Same concept as above, but instead you can also "glide" in any 45 degree angle that you choose. Here you are cancelling the initial frames of your air dodge into an item toss.
  • Instant tossing: Again, same concept as before. Imagine you see a banana on a Battlefield platform. Instead of jumping into it, pressing Z (to grab), and then tossing you instantly grab and toss the item by aerial glide tossing into the banana. This INCLUDES items that are being thrown at you!

These techniques are especially important to master if you both use or face an item oriented character like Diddy, Toon Link, or Peach.

Edit: @ Soft Serve Soft Serve reminded me that if you wavedash into an item you will pick up the item automatically. This replaces the previously used dash attacks that use to be able to pick up items from Brawl.

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In Summary

And there you have it. There are still many unused Brawl mechanics in Project M that are unused by Melee-only players. If you want to take your Project M game to the next level, be sure not to neglect these more foreign elements of the game.

Omni is a smash player from Maryland. He enjoys pina coladas, long walks on the beach, and getting caught in the rain. Feel free to follow him on his new Twitter: @InfernoOmni
 
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NTA

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i didn't read the title and assumed this was a metaknight reveal lol. should've known better

gotta remember some of these techniques. forgot all about the footstool
 
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Djent

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IIRC, footstool was the option that inflicted the most hitstun out of any move in vBrawl. Has that been adjusted at all? Because if not, I can see it being ridiculously good with Melee's reset/oki game.
 

artofskjet

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IIRC, footstool was the option that inflicted the most hitstun out of any move in vBrawl. Has that been adjusted at all? Because if not, I can see it being ridiculously good with Melee's reset/oki game.
it's op if your opponent doesn't have a jump and just a little good and definitely unpredictable
 
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Kink-Link5

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It should be noted that Peach has enough frame advantage to footstool a grounded opponent and followup with a float canceled nair.

To be blunt, that means Peach has an unblockable nair.
 
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Soft Serve

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Footstools are broken, most of the ast have options to hit people out of grounded footstool, and air footstools can be used in "option selects"

I'm a little sad you didn't note that Air dodging, and thus wavedashing, will pick up and catch any items throw at you or on the ground, Omni. Thats a big item mechanic and pretty easy for most Melee players just coming into PM to pick up on.
 

HeroMystic

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All of this stuff was in brawl and very well known. Hell, these are the essential basics.
 

Omni

You can't break those cuffs.
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I meant to include this. It's been added with credits given to you.

Footstools are broken, most of the ast have options to hit people out of grounded footstool, and air footstools can be used in "option selects"

I'm a little sad you didn't note that Air dodging, and thus wavedashing, will pick up and catch any items throw at you or on the ground, Omni. Thats a big item mechanic and pretty easy for most Melee players just coming into PM to pick up on.
 

Gamegenie222

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Another thing you can use B-Reversal on the ground as well like if Samus charges her Charge Shot and then fires it you can B-Reverse it and the blast will go in the opposite direction. Ganon has one as well with his flame choke in which he will go the direction of the B-reverse input creating some mindgames as well as his Wizard's Foot as a buff from 3.0 for tech chase situations and if you combine those then you can some really good tech chase pressure and make them scared to roll whatsoever.
 
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drummaniac28

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I'd just like to point out to anyone wondering that there is a difference between a B-Reverse and a Wavebounce. A B-Reverse is exactly what the article described, but a Wavebounce is where you B-Turnaround a B-Reverse. So the inputs are:

1. Jump forward
2. Press back on the joystick
3. Use a Special move
4. Smash the stick forward again

The result is a Special that comes out forward with your momentum shifted backwards. Pretty useful as its basically a bait and punish within the same move.
 
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KenboCalrissian

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The glide-toss and b-reverse have been my secrets to success with R.O.B. since I learned about them. His gyro plays a hugely important role in his game, and few people realize it.
 

Daftatt

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I'd just like to point to anyone wondering that there is a difference between a B-Reverse and a Wavebounce. A B-Reverse is exactly what the article described, but a Wavebounce is where you B-Turnaround a B-Reverse. So the inputs are:

1. Jump forward
2. Press back on the joystick
3. Use a Special move
4. Smash the stick forward again

The result is a Special that comes out forward with your momentum shifted backwards. Pretty useful as its basically a bait and punish within the same move.
If you are a ZSS player and you aren't doing this with her side-B you aren't playing her correctly.
 
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BlueXenon

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You did not mention an important use for footstooling that is used very often in high level brawl play.

In a situation in which you're out of jumps, need to land on the stage, and your opponent is waiting to punish your landing, you can footstool them for an additional jump.
 
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tauKhan

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I'd add that in pm you can do turnaround during dash aka melee pivot without dashing, i.e the threshold for turnaround in dash is much lower than threshold for dash. Also that description of melee pivots is off. Melee pivots are also turnarounds. Pivot frame is the second frame of dash back, not something that happens at end of dash. (Technically it's the first frame before dash back. If you push back on control stick while in dash, you'll go 1 frame dash stop, turnaround, then dash, but only if you still hold back.) On pivot frame you are in turnaround animation and can therefore do almost any move.

Edit: Also you can RAR wavedash, which is very good to take ledges
 
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Ragna22

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I use B reversal a lot especially with Mario, Sonic and Ganondorf.
 

pootTheBox

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Thanks I was putting off looking for an article like this. I don't like bwrl players having better tech than me :D. No DACUS though, it seems that is all I ever hear about from bwrl peeps who play PM
 

SSS

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This is very important. Every PM player should read this. Especially the lazy ones who just play their Melee mains. Falco RAR bair is so important.

Also don't forget that you don't have to RAR into bair. You can RAR into anything. You can RAR into wavedash, making grabbing the ledge a million times easier. You can RAR into fair (or any other aerial). You can RAR into turnaround b-reversed laser (dem mindgames).

People pls map your footstool buttons. Some people use their unused jump button. I use both jump buttons for different situations, but I never use R for anything, so that's my footstool. It's good for say, recovering with Kirby above somebody. I can mash jump and footstool at the same time. If i footstool, yay! If I don't, at least I am jumping so I don't die like an idiot for missing a footstool.

Also footstool on R is great because that also means you can taunt cancel easier. Which for most characters is just for the lulz but with Kirby it's super handy to ditch a power quickly without having to wait through the "Hiiiiii!" animation.
 
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RascalTheCharizard

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B-Reversing, pivot grabs and RARs are all techniques I used in Brawl and still use in P:M.

I want to incorporate footstools into my style, but I have trouble finding opportunities where I can use it effectively.
 

trash?

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I would've recommended talking about DACUS at least a bit. this is especially important with falco, who many melee players will likely be choosing in P:M, as the "gatling gun" combo from brawl is still there for him.

Also footstool on R is great because that also means you can taunt cancel easier. Which for most characters is just for the lulz but with Kirby it's super handy to ditch a power quickly without having to wait through the "Hiiiiii!" animation.
you can also cancel samus' form change, while still changing forms! it's a bit of a jerkish timing, though; you have to have it cancel as soon as you can see the new element in samus' cannon
 
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Ahenobarbus

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You should really add the edge-hogging potential of RARing to that section. RAR->short hop->grab ledge (similar to Marth's short hop bair to grab ledge) or RAR->wavehog ledge are both really useful and you can catch people off guard with them very easily since you can dash right into it from across the stage.
 

AbidingTruth

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I'd just like to point out to anyone wondering that there is a difference between a B-Reverse and a Wavebounce.
Idk, I've always just used B-reversal and wavebounce interchangeably. It's really just a matter of whether you initially do a reverse special, but in both cases you still get reverse your momentum and you get that "bounce".

Also, this is the video I used to help with my B-reversals/wavebounces in Brawl. Helps that I co-mained ROB, but even if you don't play him, the idea is the same.
https://www.youtube.com/watch?v=Ov-UPi3lar4
 

NFTsmasher

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It should be noted that Peach has enough frame advantage to footstool a grounded opponent and followup with a float canceled nair.

To be blunt, that means Peach has an unblockable nair.
Good luck getting the footstool!
 
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