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The Smash Lab: Info dump

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Shaya

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ShayaJP
The First Post

While technically not the first post in any way, as our current software has mild issues with rearranging post orders and also copying posts, here it is.

This thread will feature "at the front" all well documented Smash Lab information. This thread won't be open for discussion, as its purpose is to be more of a directory of such.

Comments and questions should be directed to our social thread: http://smashboards.com/threads/brawl-social-advice-resources-thread-not-sure-ask.266590/unread
Any edits needing to be made, or other information changes should contact myself @ Shaya Shaya , @DeLux or @Aerodrome


Table of contents

 
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Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
Second Jump Renewal

Lately one of our members has been curious about SJR and how it works. Let us start by saying that ISJR (Infinite... SJR) is a silly term, since all it is is SJR'ing over and over thanks to the fact that the double jump + certain aerial combination seems to set up for SJR quite nicely.

Required viewing: http://www.youtube.com/watch?v=gmbLWN9NM-8&NR=1
Suggested reading: http://www.smashboards.com/showthread.php?t=173119&highlight=isjr

Basic facts about SJR if you don't know:
  • It refreshes and then uses your double jump
  • It can be done out of ANY aerial, as long as the aerial starts at a sufficient height
  • Looping SJR's (ISJR) only occurs with certain aerials that end quick enough out of the DJ to allow you to SJR again.
  • This thing is a bug
"Luxor said:
Now onto the test method and findings. Credits to the King of Evil for making this possible.

Method: http://www.smashboards.com/showthread.php?t=269540&highlight=isjr
Ganon's SJR is (relatively) easy to perform can tell, albeit, the timing is frame perfect. If you have your Wii handy, I would suggest trying this a few times. Just jump-->buffered DJ-->Uair-->mash jump buttons and get another jump. After that you can start linking that second DJ (the SJR) into another Uair and "ISJR."
still a stupid term
It's very doable, you'll likely succeed in under a minute. Doing it consistently is another story, but whatever.

It's when you do ^this^ in frame advance that stuff starts to get serious. I'm using one of Veril's input maps to describe this, since there's really no other way.

Code:
Ganon's Uair SJR
Frame:Millisecond timer _(space)_ Input/Effect
00:00 Input jump (FH or SH)
07:88 Input DJ
08:86 Airborne, DJ occurs. Input Uair.
42:30 FAF after Uair
51:15 Input DJ
52:13 SJR occurs
53:11 Input Uair to loop back to 8. If you didn't SJR, this is the landing frame.
What this implies right here:
  • SJR does not occur by DJ'ing during autocancel frames.
  • This tech is not boring.
  • Ganon has multiple methods of flight.

In all seriousness, there is one other mind-blowing effect that happens when you do this. Try it, but don't DJ Frame 51. Just wait and see what happens. Watch Frame 51... now advance to Frame 52...

Did you see that?

Nothing! That's right, Ganon does nothing! It kind of blows my mind even though it's so simple, but from Frame 51 to Frame 52 Ganon doesn't fall. News to me.
rPSI found out what's up with this strange 2-frame nonfall state. Turns out it is the key to SJR.
Alright so here are some fun things (BTW thanks for providing me the frame map Lux). Ganon's U-air has 44 frames of animation. It takes exactly 44 frames from Ganon's Double Jump to land. From there I made the conclusion that it was likely that the requirement animation end to falling state was included in the fighter.pac part. It indeed was. So I decided to investigate.

Code:
Subroutine@22BA0

-----------|START|--------------------------
!Controller-02! 07020000
Change Action - ID=0xE, Requirement=Animation End, 
Subroutine - Offset=@B064, 
Subroutine - Offset=@B2CC, 
Change Action(Status) - StatusID=0x272C, ID=0x18, Requirement=On Ground, 
Additional Requirement - Requirement=Bit is Set, Variable=RA-Bit[30], 
Selective IASA - IASA=0x9, 
Concurrent Infinite Loop - 0x9, @22B70, 
----------------------------|END|-----------
Here is the subroutine in fighter.pac that contains the landing lag. It is called during an aerial while it is being performed. When the animation of the aerial is finished, it must abide by these rules. Since the aerial has finished its animation, it is forced to go into fall, since it comes before the actual landing coding. This means that if the animation ends right as you would hit the ground, you will go into fall state instead of landing. From in the falling state is when you would land. Now, the thing is, the game registers landing and hitting the stage differently. When you hit the stage, you get your jumps back, which is what happens at the end of the aerial, however, you are still in falling, so you can input another double jump.

Hurrah!
Quick rewording for those of you who don't speak PSA, it means that when an aerial's animation (not the aerial itself) ends, the game thinks you're falling, even though you'd normally be landing. Since the game wants to say you're landing but thinks you're falling, you get your second jump renewed by "landing" and can use it immediately since you're still airborne, more or less. This is an oversimplification but it explains it well enough.

So I looked at Bowser's side-b. It seems to be a coding error. lol
Code:
Action0x11D
@1B308
SpecialSAirCatch, 
-----------|START|--------------------------
!Posture-03! 05030000
!Posture-04! 05040000
!Character Specific-01! 0C010000
Change Subaction - SpecialSAirCatch
Edge Sticky - 0x5, 
Set Air/Ground - 0xA, 
Change Action - ID=0xE, Requirement=On Ground, 
Change Action - ID=0xE, Requirement=Animation End, 
----------------------------|END|-----------
See how when he's on the ground he goes into Falling (E). That let's him do the exact thing I described to you happen.
I can't really make this much clearer, you get the same thingy going on with Bowser's Koopa Klaw, this time as a result of the coding of the move itself rather than its animation. I think it's kosher to call this an SJR, since it does renew your second jump, even though the mechanic is a bit different.

Credit for writing this article belongs to: Luxor
 

Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
Airwalk, SCAC and ALFC Mechanics

Random Move Mechanics

What is an Airwalk?

Airwalk [Certain Characters] - Certain characters have traits or moves that allow them to briefly go offstage, then drift back. The most common traits that allow this are floatiness and aerial mobility. When performed through a move, the move is usually cancelled when the character crosses the ledge. Not to be confused with Lucario's Altered Momentum DownAir, whose popular name is also "the Airwalk".

What is neccessary for a move to be able to airwalk?

Specifications for an airwalk:
Put simply, a move cannot compromise your momentum to a single direction THE WHOLE DURATION OF THE MOVE. This is why Wings of Icarus can airwalk. If it does, as in Ike's Quickdraw, then it must have startup lag that can conserve momentum, and enough of it. This is why Yoshi's Eggroll cannot airwalk. Although you can control your aerial direction a bit, it isn't enough, and apart from that, even though it has startup lag, it does not conserve momentum, it cancels it. It also explains why one will occasionally impact the lip of Battlefield when trying to airwalk with Eggroll.


Key-

[R]: Reversed; reverse momentum special
[AC]: Aftercanceled; indicates that a move is canceled either because of landing back onstage, and putting you in your landing lag animation, or in the case of Shiek's needle charge, you cancel it as soon as you airwalk back by pressing your shield button
[CASAD]: Canceled as soon as drift; the special is completelly canceled, i.e. puts you in your idle falling animation, and enables you to drift back onstage
[D]: Drift; in the case of moves, drift means when one goes offstage facing one direction, then directs their way back to the stage while in the move in a way that they are left facing the same direction; in the case of Wario, it indicates that one can simply tap off the ldge then drift back with aerial mobility
[DD]: Dash Dance; only applies to the Ice Climbers; this means that because of dashdancing near the edge, the secondary Climber falls off but airwalks back to rejoin the primary Climber

[collapse=list of compatible characters/moves]Mario: [R]Fireball, [AC]Cape
Luigi: [R]Fireball, [R]Tornado
Donkey Kong: [R]Headbutt, [D]Kong Spin
Yoshi: [R]Egg Lay, [R]Egg Throw
R.O.B.: [R]Laser, [R]Robocopter, [R]Gyro Charge/Shot, [D]DownAir
Snake: [R]Grenade, [R]Nikita, [R]C4, [AC]C4
Kirby: [D]/[AC]Hammer
Lucas: [R]PK Freeze, [AC]PK Fire
Ness: [R]PK Flash, [CASAD]PK Fire, [AC]PK Fire
Mr. Game and Watch: [R]Chef, [R]Judge
Wario: [D]Aerial Mobility, [D]/[AC]ForwardAir, [D]/[AC]BackwardAir, [D]/[AC]UpAir
Pit: [D]Wings of Icarus, [R]Angel Ring, [R]Arrow, [R]Shield
Ice Climbers: [DD]Secondary Climber, [R]Squall Hammer, [R]Blizzard, [CASAD]Ice Block
Pikachu: [R]Thunder
King DDD: [R]Minion Throw
Samus: [CASAD]Missile
Jigglypuff: [R]Pound
Link: [R]Arrow, [R]Gale Boomerang, [CASAD]Spin Attack Charge
Toon Link: [R]Arrow, [R]Boomerang, [CASAD]Spin Attack Charge
Lucario: [R] Force Palm, [R]Aura Sphere Charge, [R]Aura Sphere Shot
Wolf: [R]Laser
Zelda: [R]Nayru's Love, [R]Din's Fire
Shiek: [R]Needle Charge, [AC]Needle Charge, [R]Needle Shot
Marth: [R]Shield Breaker
Ivysaur: [R]Razor Leaf
Ike: [R]Quickdraw
Zero Suit Samus: [R]Stunner, [R]Vertical Whip
Olimar: [R]Pikmin Toss, [R]Whistle
[/collapse]
Characters not listed have no airwalks

How to Perform:
-Wario: Flick the control stick to go offstage, then drift back onstage.
-Through a move: Run, then in the move's specific window, input the move so that you conserve momentum and slide off the ledge, then either drift back, or reverse your momentum to get back.
Examples-
[collapse=~Missile Ledge Cancel(?) (Samus)]- Used in reference to dashing with Samus, then, at a certain point in the dash, inputting a missile so that you slide off the stage and the missile is cancelled. Samus is then left hanging in the air right next to ledge in which there is a window large enough to airwalk. Also useful for edgeguarding, as it puts Samus right in front of the ledge.[/collapse]
[collapse=Samus after a Missile Ledge Cancel]
[/collapse]
[collapse=~C4 Aiwalk(?) (Snake)]- Used in reference to dashing, then as you go offstage, pressing DownB to begin planting a C4, then hitting the analog stick back. There are two variations of this. One is where when you get back onstage, Snake still plants his C4. The other is where you perform the reverse late enough so that the animation is canceled when you drift back.[/collapse]


What is a SCAC?
SCAC (Special Charge Airdodge Cancel) [Certain Characters] - Certain characters have windows in their aerial specials in which they can be cancelled by inputting an airdodge. Depending on the timing, the special will either be cancelled into a normal fall or into an actual airdodge.

Key-

[AD]: Airdodge; when canceled, puts you into an airdodge
[IF]: Idle Fall; puts you into an idle fall
(A): Always; always puts you in the following action
(TD): Timing Dependent; followed by timings

[collapse=list of compatible characters/moves]Donkey Kong: Giant Punch(TD);[AD]input airdodge during charging sparkle [IF]input airdodge between sparkles
Diddy Kong: Peanut Popgun(TD); [IF]hold special and hold shield during frame 14 [AD] input shield frome frame 14 / after frame 13
R.O.B.: Gyro(TD); [IF]input airdodge during opening frames [AD]input airdodge after opening frames
Shiek: Needles(A)[IF]
Mario: FLUDD(A)[AD]
Lucario: Aura Sphere(A)[AD]
Squirtle: Water Gun(A)[AD][/collapse]
[collapse=DK Punch Analysis by Yikarur]
Info about the giant punch:
First: Dks spins his arm at least one time, from that time, you can input Shield and DK will interupt the next spin always on the same spot, also: he finishes the spin he is doing.
Example:

DK Spins his arms 10 times
DK Punch Charge Time in Air: 127
Start-up: 1-8
Spin 1: 9-20
Spin 2: 21-32
Spin 3: 33-44
Spin 4: 45-56
Spin 5: 57-68
Spin 6: 69-80
Spin 7: 81-92
Spin 8: 93-104
Spin 9: 105-116
Spin 10: 117-127 (you are in idle fall in frame 128)

Spin Cancel Ending lag: 7
Example: if you cancel the first spin you're in idle fall in frame 28.

so know you're asking "when are you cancel the spin into an airdodge?"
the answer: you aren't. DK Punch always cancels into idle fall.
The Reasons you're airdodging is Brawls Buffering System.
Spin Cancel has 7 frames ending lag and Brawl has a 10 frame buffering window.
If you press "shield" to cancel the first spin in frame 18-20 you can move in frame 28 and buffer an airdodge because you inputted "shield" in frame 18 and the action ends 10 frames later, in frame 28.



[/collapse]
Characters not listed have no SCACable specials

How to Perform: Input a cancellable special while in the air, then input an airdodge in the desired effect's window.
Examples-
[collapse=~Gyro Cancelling (R.O.B.)] - The popular name used when refering to cancelling R.O.B.'s aerial Gyro Charge. Usually refers to the more optimal cancel which leads to a normal fall.[/collapse]
[collapse=~Giant Punch Cancel (Donkey Kong)] - The popular name used to refer to cancelling Donkey Kong's aerial Giant Punch charge. When an airdodge is input during a sparkle effect, an airdodge occurs. When an airdodge is input between sparkle effects, a normal fall is induced. (this is not because the move actually goes into airdodge, but because of buffering.)[/collapse]


What is an ALFC?

ALFC (Attack Land Fall Cancel) [Certain Characters] - Certain characters have attacks that, when spaced correctly, will automatically cancel into a fall upon reaching the edge. Some will sweetspot the ledge, while others will give you enough time to pull out a quick aerial similar to CASAed specials.

What is neccessary for a move to be able to be ALFCed?

Specifications for an ALFC:
All that is neccessary for a move to be ALFC compatible is that it does compromise your momentum and direction to the x-axis, to some degree, and that it lift the character's frame off the ground.


Key-

[F]: Fall; puts your character into a normal fall. When fall is possible, ledgesnap is always implied as well
[SF]: Special Fall; puts your character into helpless
[LS]: Ledgesnap; auto ledgesnaps the ledge
[DF]: Delayed Fall; puts your character into fall, but does not allow extra inputs instantly. When delayed fall is possible, ledgesnap is implied as well, unless it is a DFNS
[DFNS]: Delayed Fall No Snap; puts your character into delayed fall, but too far away to make a ledgesnap possible
[DE]: Desynch; only applies to the Ice Climbers on slanted edges. Desynchs them
[SFS]: Special Fall Snap; only applies to the Ice Climbers on flat edges. Puts them into a special fall but then autosnaps the ledge.
[OS]: Onstage; makes your character fall onstage. Never allows an extra input to be completed.

[collapse=Flat Edge ALFCancels]Captain Falcon: Falcon Kick[F]
Ganondorf: Wizard's Foot[F]
Metaknight: Drill Rush[F]
Pikachu: Skull Bash[LS]
Ice Climbers: Squall Hammer[SFS]
Luigi: Green Missile[DF]
Bowser: Flying Fortress[SF]
Donkey Kong: Kong Spin[SF]
Squirtle: Rapid Spin[F]*(1)
Peach: Peach Bomber[DFNS]
Shiek: Vanish[SF]/[LS]*(2)
Zelda: Farore's Wind[F][/collapse]
[collapse=Slanted Edge ALFCancels]Pikachu: Quick Attack[F(OS)]*(3), Skull Bash[DFNS]
Ice Climbers: Squall Hammer[SF]/[DE]*(3)
Ganondorf: Wizard's Foot[F]
Captain Falcon: Falcon Kick[F]
Squirtle: Rapid Spin[F]
Metaknight: Drill Rush[F]
Luigi: Green Missile[DF]
Donkey Kong: Kong Spin[SF]
Bowser: Flying Fortress[SF]
Fox: Fire Fox[OS]
Falco: Fire Falcon[OS]
Wolf: Flying Wolf[OS]
Diddy Kong: Monkey Flip[F]
Zelda: Farore's wind[F]
Shiek: Vanish[SF]/[LS][/collapse]
Characters not listed have no ALFCable moves


Article written by: Indigo Jeans
 

Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
Official Terms for Turnaround Specials

Turnaround-B [Universal] - Turnarround-B [Universal] - The turnarround of neutral special is done by tapping the opposite direction with the controlstick and doing neutral special within 20 frames after the tap. Other special turnarrounds are done by pressing in the opposite direction and the special's direction.
Example: You're facing right and you want to do a turnarround-down special, you have to input "downleft" on the controlstick and then press B.
Execution:
-Input reverse direction
-Input special​
B-Reverse (aka Reversal-B) [Universal]- The turnaround in the air that reverses your momentum. It is performed by pressing in the opposite direction you are facing AFTER you perform the special.
Execution:
-Input special
-Input reverse direction within 4 frames​
Recoil Special (aka Wavebounce) [Universal] - The reversal of momentum that occurs when you combine a Turnaround-B and B-Reverse. You will face the same direction that you did before.
Execution:
-Input reverse direction
-Input special
-Input direction you were facing within 4 frames​
 

Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
Techs and Missed Techs, Everything You Need To Know

What causes you to enter a state in which you either miss a tech or can tech?
This state is called tumble. It is the state in which your characters enter when they are hit by an attack with a high enough knockback. Usually to be forced into a position in which you will tech or miss a tech, the attack will be a meteor hit. (sending down). Other examples of situations where you may have to go into a situation in which you must get-up include certain grab attacks, such as Ganondorf's Side-B or Snake's Down Throw.

First of all, let me define some terms which might help you understand the phases of teching/missed techs.

Tumble [Universal] - The state in which the character has been hit by high enough knockback to make teching possible.
Tech [Universal] - The action that occurs when you input a shield as you land when you're in tumble. The window is variable due to Brawl's coding engine.
Tech Roll [Universal] - The roll that occurs when you input a tech and hold the analog stick either to the left or right
Missed Tech [Universal] - The action of missing the teching window to late or entirely not inputting a tech. You then land on the ground and entering flopping animation.
Flop [Universal] - The initial animation of missing a tech. It also refers to a damaged state when you are in a missed tech position.
Get-Up Roll [Universal] - The roll in which your character can do after they have missed a tech and have avoided a forced get-up situation.
Get-Up [Universal] - The input of standing up after a missed tech.
Get-Up Attack [Universal] - The get-up action that occurs when you input an attack in the missed tech situation
Forced Get-Up [Universal] - The Get-Up that is forced after missing a tech and being hit before you exit the flopping state.
FAF [Universal] - First actionable frame, the frame in which you can do any other action besides the current action.

Techs
OSA2 Data
Code:
Action0x60
@15974
Passive, 
-----------|START|--------------------------
!Character Specific-2B! 0C2B0000
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
Change Subaction - Passive
----------------------------|END|-----------
For those of you that have no idea what this says, let me break it down for you.
When you initiate the tech, you will either go in to fall state (E) if you end up in the air. If the animation ends (and you're on the ground) you will go into a regular standing state (0). The Change Subaction, just refers to the information where the data (such as invincibility) is stored within the file.

Frame Data
Universal
Code:
Invincibility: 1-21
FAF: 27
What knowledge can you gain from this? Well, we know that the person who techs has 27 frames in which they are in lag. 21 of them are invulernable. From there, you have a 5 frame window in which your opponent may attack you. On prediction, an attack that hits around 20-30 frames is likely to punish the tech. On reaction, an attack that is around 7-10 frames is likely to punish the tech.

Tech Rolls

OSA2 Data
Code:
Action0x61
@159FC
PassiveStandF, PassiveStandB, 
-----------|START|--------------------------
!Character Specific-2B! 0C2B0000
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
If - IC-Basic[1011] >= 0.00x
    Change Subaction - PassiveStandF
Else
    Change Subaction - PassiveStandB
End If
----------------------------|END|-----------
This is very similar to the tech, the only difference is that a variable is checked to determine whether or not you do a tech roll forward or backward.

Tech Roll Length
Captain Falcon
---Backward
Distance: 36.48
Frames: 41
---Forward
Distance: 36.05
Frames: 41

King Dedede
---Backward
Distance: 50.00
Frames: 41
---Forward
Distance: 50.00
Frames: 41

Diddy Kong
---Backward
Distance: 35.10
Frames: 41
---Forward
Distance: 35.09
Frames: 41

Donkey Kong
---Backward
Distance: 45.41
Frames: 41
---Forward
Distance: 45.68
Framesa: 41

Falco
---Backward
Distance: 44
Frames: 41
---Forward
Distance: 43.99
Frames: 41
Fox
---Backward
Distance: 38.4
Frames: 41
---Forward
Distance: 38.7
Frames: 41

Mr. Game and Watch
---Backward
Distance: 30
Frames: 41
---Forward
Distance: 30
Frames: 41

Ganondorf
---Backward
Distance: 35
Frames: 41
---Forward
Distance: 34.99
Frames: 41

Ike
---Backward
Distance: 42.11
Frames: 41
---Forward
Distance: 48.99
Frames: 41

Kirby
---Backward
Distance: 35
Frames: 41
---Forward
Distance: 34.99
Frames: 41

Bowser
---Backward
Distance: 41.49
Frames: 41
---Forward
Distance: 41.40
Frames: 41

Link
---Backward
Distance: 48.41
Frames: 41
---Forward
Distance: 48.26
Frames: 41

Lucario
---Backward
Distance: 30.66
Frames: 41
---Forward
Distance: 25.98
Frames: 41

Lucas
---Backward
Distance: 35.10
Frames: 41
---Forward
Distance: 35.09
Frames: 41

Luigi
---Backward
Distance: 39
Frames: 41
---Forward
Distance: 38.99
Frames: 41

Mario
---Backward
Distance: 37
Frames: 41
---Forward
Distance: 36.99
Frames: 41

Marth
---Backward
Distance: 42
Frames: 41
---Forward
Distance: 41.99
Frames: 41

Metaknight
---Backward
Distance: 40
Frames: 41
---Forward
Distance: 39.99
Frames: 41

Ness
---Backward
Distance: 35.08
Frames: 41
---Forward
Distance: 35.07
Frames: 41

Peach
---Backward
Distance: 44.8
Frames: 41
---Forward
Distance: 44.79
Frames: 41

Pikachu
---Backward
Distance: 32.41
Frames: 41
---Forward
Distance: 35.99
Frames: 41

Olimar
---Backward
Distance: 35.10
Frames: 41
---Forward
Distance: 31.96
Frames: 41

Pit
---Backward
Distance: 40
Frames: 41
---Forward
Distance: 39.99
Frames: 41

Ivysaur
---Backward
Distance: 40
Frames: 41
---Forward
Distance: 39.99
Frames: 41

Charizard
---Backward
Distance: 40
Frames: 41
---Forward
Distance: 39.99
Frames: 41

Squirtle
---Backward
Distance: 38.16
Frames: 41
---Forward
Distance: 40.55
Frames: 41

Ice Climbers
---Backward
Distance: 34.53
Frames: 41
---Forward
Distance: 34.64
Frames: 41

Jigglypuff
---Backward
Distance: 35.01
Frames: 41
---Forward
Distance: 31.58
Frames: 41

ROB
---Backward
Distance: 35
Frames: 41
---Forward
Distance: 34.99
Frames: 41

Samus
---Backward
Distance: 40
Frames: 41
---Forward
Distance: 39.99
Frames: 41

Sheik
---Backward
Distance: 40
Frames: 41
---Forward
Distance: 40
Frames: 41

Snake
---Backward
Distance: 36.48
Frames: 41
---Forward
Distance: 36.05
Frames: 41

Sonic
---Backward
Distance: 34.85
Frames: 41
---Forward
Distance: 34.37
Frames: 41

Zero Suit Samus
---Backward
Distance: 37.35
Frames: 41
---Forward
Distance: 37.54
Frames: 41

Toon Link
---Backward
Distance: 35.52
Frames: 41
---Forward
Distance: 35.02
Frames: 41

Wario
---Backward
Distance: 35
Frames: 41
---Forward
Distance: 34.99
Frames: 41

Wolf
---Backward
Distance: 38.4
Frames: 41
---Forward
Distance:
Frames: 41

Yoshi
---Backward
Distance: 42.01
Frames: 41
---Forward
Distance: 41.99
Frames: 41

Zelda
---Backward
Distance: 48.8
Frames: 41
---Forward
Distance: 48.79
Frames: 41


Missed Techs

First we must understand the clear logical progression of events that cause you to miss a tech.
1) You are put into tumble from an attack (usually you will be out of histun unless it is a Meteor Smash)
2) You hit the ground without teching
3) You go into a bounce from missing the tech
4) You are laying on the ground
5) You use a get-up/wake-up option

Moves and actions that change how the procedure works include:
Snake's D-throw - This causes you to be put in the 4th step automatically.
Being Footstooled - This makes you unable to tech.
Ganondorf's Side-B - This makes you unable to tech.

OSA2 Data

Idle
Code:
Action0x4D
@14CB4
DownWaitD, DownWaitU, DownWaitD, 
-----------|START|--------------------------
Float Variable Set - IC-Basic[3179], RA-Float[9], 
If - IC-Basic[20003] = 134.00x
    Change Subaction - DownWaitD
Else
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownWaitU
    Else
        Change Subaction - DownWaitD
    End If
End If
Subroutine - Offset=@14B8C, 
----------------------------|END|-----------
Code:
Action0x4E
@14D3C
DownWaitU, DownWaitD, 
-----------|START|--------------------------
If - Requirement=Bit is Set, RA-Bit[25], 
    Change Subaction - DownWaitU
Else
    Change Subaction - DownWaitD
End If
Subroutine - Offset=@14B8C, 
----------------------------|END|-----------
Code:
Action0x50
@14E84
DownWaitU, 
-----------|START|--------------------------
If - Requirement=Hit Stage, 0x8, 
    !Situation-00! 09000100 - 0x0, 
End If
Float Variable Set - IC-Basic[3179], RA-Float[9], 
Bit Variable Set - RA-Bit[25], 
Change Subaction - DownWaitU
Subroutine - Offset=@14B8C, 
----------------------------|END|-----------
Idle Eating
Code:
Action0x4F
@14DE4
DownEatU, DownEatD, 
-----------|START|--------------------------
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x4D, Requirement=Animation End, 
If - Requirement=48, 0x6, 
    !Area-06! 14060200 - 0x6, True, 
End If
If - Requirement=Bit is Set, RA-Bit[25], 
    Change Subaction - DownEatU
Else
    Change Subaction - DownEatD
End If
Concurrent Infinite Loop - 0x9, @14A0C, 
----------------------------|END|-----------
Get-up Roll
Code:
Action0x52
@14FDC
DownForwardU, DownForwardD, DownBackU, DownBackD, 
-----------|START|--------------------------
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
If - IC-Basic[1011] >= 0.00x
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownForwardU
    Else
        Change Subaction - DownForwardD
    End If
Else
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownBackU
    Else
        Change Subaction - DownBackD
    End If
End If
----------------------------|END|-----------
Get-up Attack
Code:
Action0x53
@150AC
DownAttackU, DownAttackD, 
-----------|START|--------------------------
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
If - Requirement=Bit is Set, RA-Bit[25], 
    Change Subaction - DownAttackU
Else
    Change Subaction - DownAttackD
End If
----------------------------|END|-----------
Get-Up
Code:
Action0x51
@14F0C
DownStandU, DownStandD, 
-----------|START|--------------------------
Change Action - ID=0xE, Requirement=In Air, 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
If - Requirement=Bit is Set, RA-Bit[25], 
    Change Subaction - DownStandU
Else
    Change Subaction - DownStandD
End If
----------------------------|END|-----------
Damaged State
Code:
Action0x54
@15294
DownDamageU3, DownDamageD3, DownDamageU, DownDamageD, 
-----------|START|--------------------------
If - Requirement=Not Bit is Set, RA-Bit[28], 
    Change Action(Status) - StatusID=0x2715, ID=0x49, Requirement=In Air, 
End If
Change Action(Status) - StatusID=0x2712, ID=0x49, Requirement=Animation End, 
Additional Requirement - Requirement=In Air, 
Change Action(Status) - StatusID=0x271E, ID=0x51, Requirement=On Ground, 
Additional Requirement - Requirement=Animation End, 
Additional Requirement - Requirement=Not Bit is Set, Variable=LA-Bit[24], 
Additional Requirement - RA-Float[9] <= 0.00x
Change Action(Status) - StatusID=0x271D, ID=0x4E, Requirement=On Ground, 
Additional Requirement - Requirement=Animation End, 
Subroutine - Offset=@147AC, 
Concurrent Infinite Loop - 0x9, @150FC, 
If - Requirement=Bit is Set, RA-Bit[27], 
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownDamageU3
    Else
        Change Subaction - DownDamageD3
    End If
Else
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownDamageU
    Else
        Change Subaction - DownDamageD
    End If
End If
Set Loop - Iterations=0xFFFFFFFF, 
    If - Requirement=On Ground, 
        Edge Sticky - 0x1, 
        If - Requirement=Bit is Set, RA-Bit[29], 
            Set Air/Ground - 0x6, 
        End If
        !Motion-02! 04020100 - In Air, 
    Else
        Edge Sticky - 0x5, 
        If - Requirement=Bit is Set, RA-Bit[29], 
            Set Air/Ground - 0xA, 
        End If
        !Motion-02! 04020100 - On Ground, 
    End If
    Loop Rest
    Bit Variable Set - RA-Bit[29], 
Execute Loop
----------------------------|END|-----------
One important thing to note is that RA-Bit[25] is the bit containing the information that states if you should be laying face down or face up.


Probably the most important of the OSA2 data lies within the damaged state. Most of the other information is extremely intuitive and anyone that plays the game should have a decent grasp of how you can flow from options of missing techs.

The Damaged State (Flopping), Jab Locks and Forced Get-Ups
Probably one of the least known about and most often confused part of the whole article. Most people only have a loose understanding about how these work. Hopefully this will shed some light for you.

First we should understand more about the Damaged State:
OSA2 Data
Code:
Action0x54
@15294
DownDamageU3, DownDamageD3, DownDamageU, DownDamageD, 
-----------|START|--------------------------
If - Requirement=Not Bit is Set, RA-Bit[28], 
    Change Action(Status) - StatusID=0x2715, ID=0x49, Requirement=In Air, 
End If
Change Action(Status) - StatusID=0x2712, ID=0x49, Requirement=Animation End, 
Additional Requirement - Requirement=In Air, 
Change Action(Status) - StatusID=0x271E, ID=0x51, Requirement=On Ground, 
Additional Requirement - Requirement=Animation End, 
Additional Requirement - Requirement=Not Bit is Set, Variable=LA-Bit[24], 
Additional Requirement - RA-Float[9] <= 0.00x
Change Action(Status) - StatusID=0x271D, ID=0x4E, Requirement=On Ground, 
Additional Requirement - Requirement=Animation End, 
Subroutine - Offset=@147AC, 
Concurrent Infinite Loop - 0x9, @150FC, 
If - Requirement=Bit is Set, RA-Bit[27], 
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownDamageU3
    Else
        Change Subaction - DownDamageD3
    End If
Else
    If - Requirement=Bit is Set, RA-Bit[25], 
        Change Subaction - DownDamageU
    Else
        Change Subaction - DownDamageD
    End If
End If
Set Loop - Iterations=0xFFFFFFFF, 
    If - Requirement=On Ground, 
        Edge Sticky - 0x1, 
        If - Requirement=Bit is Set, RA-Bit[29], 
            Set Air/Ground - 0x6, 
        End If
        !Motion-02! 04020100 - In Air, 
    Else
        Edge Sticky - 0x5, 
        If - Requirement=Bit is Set, RA-Bit[29], 
            Set Air/Ground - 0xA, 
        End If
        !Motion-02! 04020100 - On Ground, 
    End If
    Loop Rest
    Bit Variable Set - RA-Bit[29], 
Execute Loop
----------------------------|END|-----------
It's much longer than what we would expect when we compare it to other actions. This leads to some of the confusion about the state. Let's strip it to it's bare bones and what we really need to know from it.
The main parts about this that we need to know is that when you are hit when you miss a tech, you go into either the damaged state from missing a tech or receive the normal hitstun from a move. This is determined by if you are left in the air after an attack or if the knockback is too strong or too weak. This is why some moves that even though they may seem weak enough, they will not induce the damaged state. If you are put into the damaged state rather than regular hitstun, then you will either move into the forced get-up or the idle position. The rest of action typically focuses on which direction you will be facing and what level of stun you will go into. That is usually irrelevant to your interest if you are a typical smasher. In other words, you are hit into the air by an attack or if the attack is just flat out too strong or weak, you will not go into the flopping state. When you are hit down hills, the fact that the hill goes down makes it marginally harder to do a jab lock and easier to do it up hills.

Now the concept of the Jab Lock is that you induce the opponent into a state where they are trapped in the Flopping state in which they are not able to get out because they are reintroduced back into the flopping state as they are still in the Flopping state. This will end as they reach the end of a stage because you still have a certain amount of knockback during the Flopping state. This can be initiated while the opponent either lays idle on the ground or when they miss the tech.
The length of which the flopping lasts is 40 frames long.

The forced get-up is directly tied to the damaged state as it is a result of the damaged state. The way a forced get-up works is that you will go into get-up animation if a variable is not set after the damaged state. This variable is set during the idle laying. If you go into idle laying after missing a tech, you will no longer have to worry about being in a forced get-up because the variable is set. However, if you miss the tech and never reach the idle position, you will not have the variable set. Since the variable is not set, after you go to the damaged state you will stand up. To follow:
You will not have a forced get-up if you go from: Missed Tech -> Idle Laying -> Damaged State. You will then go back to the idle laying (unless you are put into a jab lock, in which you keep going into the damaged state).
You will be in a forced get-up if you go from: Missed Tech -> Damaged State. You will then go to get-up (unless you are put into a jab lock, in which you keep going into the damaged state, but you will still be put into a forced get-up after the jab lock)

Get-Up Options
Get-Up:
[collapse="Get-Up Data"]Frame Data:
Invincibility: Frames 1-22
FAF: 30

This leaves 7 frames of vulnerablity[/collapse]
Get-Up Rolls:
[collapse="Get-Up Roll Data"]
insert data here[/collapse]
Get-Up Attack:
[collapse="Get-Up Attack Data"]
insert data here[/collapse]
 

Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
[jumpname]TOC[/jumpname]Current Terms List:


{colsp=2}
Table of Contents

1.|[jumpto=generalterms]General Terms[/jumpto]
2.|[jumpto=standardattacks]Standard Attacks[/jumpto]
3.|[jumpto=tilts]Tilts[/jumpto]
4.|[jumpto=smashes]Smashes[/jumpto]
5.|[jumpto=aerials]Aerials[/jumpto]
6.|[jumpto=specials]Specials[/jumpto]
7.|[jumpto=grabsthrows]Grabs and Throws[/jumpto]
8.|[jumpto=movement]Movement[/jumpto]
9.|[jumpto=dodges]Dodges[/jumpto]
10.|[jumpto=ledgemovement]Ledge Movement[/jumpto]
11.|[jumpto=itemtechniques]Item Techniques[/jumpto]
12.|[jumpto=hithurtboxes]Hitbox and Hurtbox Properties[/jumpto]
13.|[jumpto=shielding]Shielding[/jumpto]
14.|[jumpto=techs]Teching, Missed Techs and Tripping[/jumpto]
 

Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
[jumpname]generalterms[/jumpname]General Terms:

Tapping (Smashing) – Quickly moving control stick from neutral to toggling in any direction.
Tilting – Toggling the control stick slowly in one direction.

Input/Action – A pressed button which occurs in what the button is mapped for.

Input
|
Gamecube Controller
|
Classic Controller
|
Wiimote & Nunchuk
|
Wiimote Only

Attack|A|A|A|2
Special|B|B|B|1
Jump|X, Y|X, Y|C|Up
Tap-Jump|Tap Up|Tap Up|Tap Up|Tap Up
Shield|L, R|L, R|Z|B
Grab*|Z|Z|A+B|Minus
Smash**|C-Stick|C-Stick|None***|None
Taunt|D-Pad|D-Pad|1, 2, 1+2|A+D-Pad
*Grab Input is a shortcut for “Shield + Attack” which results in “Grab”. Both Inputs are present as long as the button is held but only shield is visible due to it's holding activity.
**Smash Input is a shortcut for a "Attack + Tapping a direction on control stick." The C-stick inputs it only for one frame and cannot be held.
***Shake Smash can be used if turned on via custom button mapping.

Frame – One Frame is 1/60th of a second and is the standard time unit used in Brawl and in any explanation in this list. Brawl’s frame rate is 60 frames per second.
Buffering - Performing an action before the end of a current action within 10 (ten) frames. It causes the next action to happen immediately after the current action.
Damage - A measure of how much a character will be sent flying when struck. Damage can take any value in the range of real numbers, though it is often capped between 0% and 999%. Decimal places are truncated for display (e.g. a damage of 14.67% will be displayed as 14%).



[jumpname]standardattacks[/jumpname]Standard Attacks:

Jab [Universal] - The action when a player inputs an attack with the control stick in the neutral position.
Jab1 [Specific Characters] - The first attack of the standard attack when you press the attack button in neutral position.
Jab2 [Specific Characters] - The second attack of the standard attack combo. If you hold the attack button when Jab1 connects, you should automatically go into Jab2.
Jab3 [Specific Characters] - The third (and usually last) attack of a standard attack combo. If you hold the attack button when Jab2 connects, you should automatically go into Jab3 with the exception Fox who goes into rapid jab.
Rapid Jab [Specific Characters] - When the standard attack combo is inputted, it is a multi-hit move that does not end until you release the attack button.
Dash Attack [Universal] - The standard attack that occurs when you input an attack while running or tilting down and inputting attack while dashing.



[jumpname]tilts[/jumpname]Tilts:

Forward Tilt (F-Tilt, Ftilt) [Universal] - The attack that is input from tilting the analog stick sideways and hitting the attack button

F-Tilt2 [Meta Knight, Snake] - The second hit of Meta Knight’s and Snake’s F-tilt
F-Tilt3 [Meta Knight] - The third hit of Meta Knight’s F-tilt​
Up/Down Angled Ftilts [Specific Characters] – Some characters ftilt can be tilted up or down. They sometimes vary in damage and knockback from the neutral ftilt.
[collapse=List of Compatible Characters]
  • Bowser
  • Captain Falcon
  • Charizard
  • Diddy Kong
  • Donkey Kong
  • Falco
  • Fox
  • Ice Climbers
  • Ike
  • Jigglypuff
  • Kirby
  • Lucario
  • Lucas
  • Luigi
  • Mario
  • Ness
  • Pikachu
  • R.O.B.
  • Samus
  • Sonic
  • Squirtle
  • Wario
  • Wolf
  • Yoshi
  • Zelda
  • Zero Suit Samus
[/collapse]

Down Tilt (D-tilt, Dtilt) [Universal] - The attack that is input from tilting the analog stick down and hitting the attack button, or done while crouching and hitting the attack button
Up Tilt (U-Tilt, Utilt) [Universal] - The attack that is input from tilting the analog stick up and hitting the attack button, or done while holding up and hitting the attack button

[Jumpto=TOC]Table of Contents[/Jumpto]
 

Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
[jumpname]smashes[/jumpname]Smashes:

Forward Smash (F-Smash, Fsmash) [Universal] - The attack that occurs from a tap of the control stick sideways and the attack button. It can also be done using the c-stick (on default settings)
F-Smash2 [Link, Toon Link] - The second strike of Link and Toon Link's Fsmash. The A button must be pressed after the first strike for the second one to be initiated.
Stutter Step F-smash [Universal] - Cancelling an initial dash during the first few frames into an F-smash to get a small boost forward.
Reverse Stutter Step F-smash [Universal] - Cancelling an initial dash during the first few frames into an F-smash behind you to get a small boost backward.​
Up/Down Angled F-Smashes [Specific Characters] – Some characters F-smash can be tilted up or down. They sometimes vary in damage and knockback from the neutral F-smash.
[collapse=List of Compatible Characters]
  • Captain Falcon
  • Ganondorf
  • Kirby
  • Luigi
  • Mario
  • R.O.B.
  • Samus
  • Sonic
  • Yoshi
[/collapse]
Down Smash (D-Smash, Dsmash) [Universal] - The attack that occurs from a tap of the control stick downwards and the attack button. It can also be done using the c-stick (on default settings)
Up Smash (U-Smash) [Universal] - The attack that occurs from a tap of the control stick upwards and the attack button. It can also be done using the c-stick (on default settings)
Dash Attack Canceling Up-Smash (DACUS, Boost Smash) [Universal] - Interrupting a Dash Attack during it’s initial start-up time with an Up-Smash. The frame window varies between characters. Depending on which frame the up-smash is cancelled on the distance changes. In many cases buffering the dash attack so the Up-smash can be done as early as possible to get maximum distance is required.
Smash Charge (Charging) [Universal] – The Action of charging a Smash. A charged Smash becomes more powerful the longer the charge is held. The Max Charge Length of each smash is exactly one second (60 frames) but each smash has an individual time when the charge starts in their smash animation.



[jumpname]aerials[/jumpname]Aerials:

Forward Aerial (F-Air, Fair) [Universal] - The attack that occurs while you hold or tap the control stick forward (from the direction you are facing) and the attack button while in the air.
Backward Aerial (B-Air, Bair) [Universal] - The attack that occurs while you hold or tap the control stick backward (from the direction you are facing) and the attack button while in the air.
Up Aerial (U-Air,Uair,Up-Air) [Universal] - The attack that occurs while you hold or tap the control stick upward (from the direction you are facing) and the attack button while in the air.
Down Aerial (D-Air, Dair) [Universal] - The attack that occurs while hold or tap the control stick downward (from the direction you are facing) and the attack button while in the air.
Neutral Aerial (N-Air, Nair) [Universal] - The attack that occurs while your control stick is in a neutral, centered position and the attack button is input while in the air.
Z-air (SC-air) [Specific Characters] - The attack that occurs by inputting "Grab" or a “shield” + "Attack" while airborne. It is also possible to cancel an airdodge into a Z-air by pressing “Attack” during airdodge. All Z-airs can be used to grab the ledge from a farther distance than usual, though not all do damage. In the following list, a "*" denotes a character with a Z-air that does damage.
[collapse=List of Compatible Characters]
  • Link*
  • Lucas
  • Samus*
  • Toon Link*
[/collapse]
Aerial Landing Lag (Landing Lag) [Universal] - Landing with an aerial during the specific frames that will cause it to have extra lag specific to the attack.
Autocancel [Universal] - Landing with an aerial during the frames in which an aerial will not receive aerial landing lag. This term is exclusively applied to the standard aerial attacks (N-air, U-air, D-air, F-air, and B-air)

[Jumpto=TOC]Table of Contents[/Jumpto]
 

Science Revolution!

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Messages
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[jumpname]specials[/jumpname]Specials:

Neutral Special (Neutral-B, B) [Universal] - The action that occurs from a special input with the control stick in a neutral position. Each Neutral Special has a character-specific name.
Forward Special (Side Special, Side-B) [Universal] - The action that occurs from a special input and a tilt or smash left or right. Each Forward Special has a character-specific name.
Up Special (Up-B) [Universal] - The action that occurs from a special input and a tilt or smash up. Each Up Special has a character-specific name.
Down Special (Down-B) [Universal] - The action that occurs from a special input and a tilt or smash down. Each Down Special has a character-specific name.
Turnaround-B [Universal] - The turnaround of neutral special is done by tapping the opposite direction with the control stick and doing neutral special within 20 frames after the tap. Other special turnarounds are done by pressing in the opposite direction and the special's direction.
B-Reverse (Reversal-B) [Universal] - The turnaround in the air that reverses your momentum. It is performed by pressing in the opposite direction you are facing AFTER you perform the special.
Wavebounce (Recoil-Special) [Universal] - The reversal of momentum that occurs when you combine a Turnaround-B and B-Reverse. You will face the same direction that you did before.



[jumpname]grabsthrows[/jumpname]Grabs and Throws:

Grab [Universal] - The action that is inputted with a grab command or inputting a shield and attack.
Shield Grab [Universal] - Cancelling a shield into a grab by inputting an attack while the shield is still being inputted.
Standing Grab [Universal] - A grab that is inputted while standing.
Skid Cancelling Grab [Universal] - Interrupting the skid animation with a shield grab to do a standing grab after running.​
Dash Grab [Universal] - A grab that is inputted while running or in a shield that had been started during a run while the shield is being put up.
Boost Grab (Dash Attack Canceling Grab, DACG) [Universal] - Interrupting a Dash Attack during its initial start-up time with an Grab. The frame window varies between characters.​
Pivot Grab [Universal] - A grab that is input during a pivot. Can also be performed by tapping the opposite direction during the initial frames of a dash grab.
Boost Pivot Grab (Dash Attack Canceling Pivot Grab, DACPG) [Universal] - Interrupting a Boost Grab during the initial frames of the dash grab by tapping the opposite direction.​

Tether Grab [Specific Characters] - A grab that has more range than the average one, and is some type of extension or accessory.
[collapse=List of Compatible Characters]
  • Ivysaur
  • Link
  • Lucas
  • Olimar
  • Samus
  • Toon Link
  • Yoshi
  • Zero Suit Samus
[/collapse]
Grab Armor [Universal*] -The super armor that occurs during the single frame when a grab connects. The grabber receives damage but does not receive knockback.
*Pikmin have grab armour, but Olimar does not
Pummel (Grab Attack) [Universal] - The attack that is executed by inputting attack while the opponent is held after a successful grab.
Forward Throw (F-Throw) [Universal] - Throwing a grabbed opponent forward by tapping the direction your character is facing while they are in your grasp.
Back Throw (B-Throw) [Universal] - Throwing a grabbed opponent backward by tapping the opposite direction your character is facing while they are in your grasp.
Up Throw (U-Throw) [Universal] - Throwing a grabbed opponent upward by tapping up while they are in your grasp.
Down Throw (D-Throw) [Universal] - Throwing a grabbed opponent downward by tapping down while they are in your grasp.
Grab Release [Universal] - Escaping from being in your opponent's grasp. There are two variations of this: a grounded grab release and an aerial grab release.
Ground Release [Universal] – Grab releasing where the character release onto the ground. This occurs when the one being grabbed has his feet on the ground and is not inputting a jump. It can also occur when the one being grabbed is being hit by a pummel.
Air Release [Universal] – Grab releasing where the character goes airborne. This occurs when the one being grabbed has their feet above ground and isn’t being hit by a pummel. It can also occur when the one being grabbed inputs a jump and isn’t being hit by a pummel.​
Mashing (Mashing Out, Struggle Input) [Universal] - Inputting different inputs while grabbed or in shield daze to get out of the action faster.

[Jumpto=TOC]Table of Contents[/Jumpto]
 

Science Revolution!

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Messages
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[jumpname]movement[/jumpname]Movement:

Walk [Universal] – Movement by tilting the control stick while being on the ground. The character walks faster with farther tilting.
Turn Around [Universal] - Turning around in place by tilting the control stick the opposite direction a character is facing while they are walking or standing.
Initial Dash [Universal] – Movement performed by tapping the control stick left/right. The character enters a dash animation which becomes Run if the control stick is held.
Can be cancelled into a Dash Attack, Jump, Up-Smash, or Side Special.
Additionally in the initial five frames you can cancel the dash into an F-Smash, Turnaround or Roll.
Dash Dancing [Universal] - Interrupting an initial dash with an initial dash the other direction.
True Pivot [Universal] - Interrupting an initial dash with a turn around.​
Run [Universal] - The state after a dash when the control stick is held. Can be cancelled into a jump, pivot, skid, dash attack, Up-Smash, or special.
Skid [Universal] - The state after a run when the control stick is returned to a neutral position.
Pivot (Dash Pivot, Run Pivot) [Universal] - The state in which one changes directions out of a run. After the successful turnaround the character will run again. Can be cancelled into any control stick movement and jump.
Jump [Universal] - The movement caused by pressing the jump button.
Jump Start (Jump Squat) [Universal] - The window between when a jump is input and the character is airborne. During this period the jump can be cancelled into an Up Special or Up Smash.
Short Hop [Universal] - The jump height caused by releasing the jump button during Jump Start.
Full Hop [Universal] - The jump height caused by holding the jump button throughout the whole Jump Start.
Double Jump (applies to all aerial jumps) [Universal] - A jump input while one is already airborne. Most characters only have one double jump; select characters have more. [collapse=List of Compatible Multiple Double Jump Characters]
  • Charizard
  • Jigglypuff
  • King DeDeDe
  • Kirby
  • Metaknight
  • Pit
[/collapse]
Triple Jump [Universal] - Blanket term referring to special moves, generally Up Specials, which are used for recovery.​
Footstool [Universal] - Jumping on another characters head. If the other character is standing, they go into a grounded footstool animation. If they are airborne and not performing an aerial or special, they will go into a special footstooled animation. They will be unable to act out of it for 40 frames and is an untechable animation. At the completion of the 40 frame window, the footstool transfers to the tumble animation and may be teched.
Glide [Charizard, Meta Knight, Pit] - The state activated by holding the jump button or pressing back and forth right after the Double Jump. Can also be started by Meta Knight‘s shuttle loop (up-special).
Glide Attack – Move performed by pressing Attack during glide. Glide Attack autocancels in every frame of the move.
Wall Jump [Specific Characters] - Tapping away from an adjacent wall in order to jump off of it.[collapse=List of Compatible Wall Jump Characters]
  • Captain Falcon
  • Diddy Kong
  • Falco
  • Fox
  • Lucario
  • Mario
  • Pikachu
  • Samus
  • Sheik
  • Sonic
  • Squirtle
  • Toon Link
  • Wolf
  • Zero Suit Samus
[/collapse]
Wall Cling [Specific Characters] - Holding towards a wall will result in sticking to it for three to five seconds (depending on the character). From this position characters can drop, double jump, or wall jump.[collapse=List of Compatible Wall Cling Characters]
  • Diddy Kong
  • Lucario
  • Sheik
  • Squirtle
[/collapse]

Crouch [Universal] - The state activated by pressing down on the control stick.
Crawl [Specific Characters] - Moving forward and backward while crouching. [collapse=List of Compatible Characters]
  • Bowser
  • Diddy Kong
  • Ivysaur
  • Lucario
  • Luigi
  • Pikachu
  • Shiek
  • Snake
  • Squirtle
  • Wario
  • Yoshi
  • Zero Suit Samus
[/collapse]​
Falling [Universal] - Moving downward while in the air.
Fast Falling [Universal] - Moving faster downward while in the air by inputting a tap down on the control stick during falling.
Drop-through [Universal] - Falling through a platform by tapping down on the control stick.
Platform Cancel [Universal] - Landing on a moving platform by holding down and inputting an aerial or airdodge while passing through it. It can also be performed by holding down and releasing down as you pass through a moving platform.
Drifting [Universal] - Using the control stick to influence horizontal air movement while falling. Is often also referred to, erroneously, as Aerial Directional Influence, or ADI.
Momentum Cancelling [Universal] - Using an aerial attack or special move, possibly combined with an air dodge or fastfall, in order to reduce or even halt momentum after being hit by an attack. Various characters have differing momentum cancelling abilities.



[jumpname]dodges[/jumpname]Dodges:

Invincibility [Universal] - Unable to take knockback or damage from an attack but attacks will interact with the character and incur hitlag.
Intangibility [Universal] - Unable to take knockback or damage from an attack and attacks will not interact with the character.
Super Armour [Universal] - Able to take damage but not knockback from an attack.
Heavy Armour [Universal] - Able to take damage from an attack, but not knockback as long as the attack is weaker than a specified threshold.
Damage-Based Heavy Armour [Universal] - Able to take damage from an attack, but not knockback as long as the damage done by the attack is lower than a specified amount.
Knockback-Based Heavy Armour [Universal] - Able to take damage from an attack, but not knockback as long as the knockback that would be applied is lower than a specified amount.​
Air Dodge [Universal] - Pressing shield while in the air to become intangible for a short time.
Spotdodge (Side-step) [Universal] - Inputting shield and tapping down while grounded to become intangible for a short time.
Forward Roll [Universal] - Inputting shield and tapping forward to become intangible for a short time and roll forward.
Backward Roll [Universal] - Inputting shield and tapping backward to become intangible for a short time and roll backward.



[jumpname]ledgemovement[/jumpname]Ledge Movement:

<100%, >100% Ledge Options[ Universal] Every Basic Ledge Option has a 100+% Version and a <100% Version. The <100% version is fast and has less duration while the 100+% version is slow and lasts long.
Ledge Roll [Universal] - Pressing shield while on the ledge to roll off the ledge with invincibility.
Ledge Jump [Universal] - Pressing jump while on the ledge to jump at a height comparable to a Full Hop.
Ledge Get-up [Universal] - Holding towards the stage while on the ledge to perform a get-up action with invincibility frames.
Ledge Attack [Universal] - Pressing attack while on the ledge to perform an attack with some invincibility frames.​
Ledge Grab [Universal] - The act of grabbing the ledge from the air.
Ledge Hang [Universal] - Doing nothing while on the ledge.
Ledge Drop[Universal] – pressing back or down to drop from the ledge.
Ledge Hop[Universal] – Using the Double Jump after a Ledge Drop to (usually) jump back On-Stage.
Ledge Hogging [Universal] - Occupying the ledge so another character cannot.
Planking (Ledge Camping) [Universal] - The use of invincibility at the ledge to camp the ledge.
Perfect Planking [Universal] - Planking performed to optimize invincibility.​
Sharking [Universal] - Going beneath the stage and attacking below it. This generally applies to ledges and platformed stages.
Scrooging [Charizard, Pit, Meta Knight] - Gliding beneath the stage in order to get to the opposite ledge.

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Science Revolution!

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[jumpname]itemtechniques[/jumpname]Item Techniques:

Item Toss [Universal] - Throwing a held item. The damage done by a thrown item depends how fast it is moving on impact.
Hard Throw [Universal] - Tapping a direction and inputting attack or grab while holding an item to perform a strong throw of an item.
Soft Throw [Universal] - Tilting a direction and inputting an attack or grab while holding an item to perform a weak throw of an item, the item will typically do less damage.
Dash Attack Throw [Universal] - Throwing an item while running.
Dash Attack Cancelling Item Throw (DACIT) [Universal] - Interrupting a running item throw with a standing item throw to get a large slide on a standing item throw with less lag.​
Jump Cancelling Item Throw [Universal] - Interrupting a dash or running animation with jump and item throw to get a slide on a standing item throw.​
Z-Drop (Item Drop) [Universal] - Dropping an item in the air with a grab input while the control stick is in a neutral position.
Glide Toss [Universal*] - Throwing an item during the initial frames of a roll.
Forward Glide Toss [Universal*] - Performing a roll and throwing an item the same direction as the roll with a Glide Toss.
Retreating Glide Toss [Universal*] - Performing a roll and throwing an item the opposite direction as the roll with a Glide Toss.
*excluding Yoshi
Item Pick-Up (Pick-Up) [Universal] - Using an attack input to grab an item on the ground
Item Catch [Universal] - Catching an item that is moving with a shield input or an attack input.
Z-Catch (Instant Catch) [Universal] - Catching an item while in the air with a grab input which produces virtually no lag.​
Air Dodge Cancelling Throw [Universal] - Interrupting the initial frames of an airdodge with an item throw.
Air Dodge Drop [Universal] - Dropping an item during the initial frames of an airdodge with a neutral attack input.
Throw Strength [Universal] - Most characters throw items with the same power. However, Zelda, Ganondorf, Jigglypuff, Charizard, and R.O.B. have slightly weaker throws.



[jumpname]hithurtboxes[/jumpname]Hitbox and Hurtbox Properties:

Hurtbox (Hurtbubble) [Universal] - The the bubbles and rounded boxes that form the damageable area of an object such as a character.
Hitbox (Offensive Collision, Hitbubble) [Universal] - The bubble that carries the properties of an attack and deals damage and/or knockback to a hurtbox.
Disjointed Hitbox (Disjoint) [Universal] - A hitbox that is noticably distanced from the attacker’s hurtboxes.​
Knockback [Universal] - The term used to describe the launching force of a hitbox.
Base Knockback (BKB) [Universal] - Knockback that stays constant no matter what damage the victim is at.
Knockback Growth (KBG) [Universal] - Knockback that increases as a function including the victim’s damage.
Weight Based Knockback (WBKB, WKB) [Universal] - Knockback that is dependant on a function which specifically includes the victim’s weight.
Type Effectiveness [Pokémon Trainer] - A hitbox with the Flame effect will deal 110% knockback to Ivysaur and 90% knockback to Squirtle. A hitbox with the Water effect will deal 110% knockback to Charizard and 90% knockback to Ivysaur. A hitbox with the Grass effect will deal 110% knockback to Squirtle and 90% knockback to Charizard.​
Knockback Direction (Direction, Trajectory, Angle) [Universal] - The direction of the knockback a character takes when it is hit by a hitbox.
Meteor Smash [Specific Attacks] - A knockback angle that sends the target downwards.
Meteor Cancel [Universal] - Jumping or using an up special move after being Meteor Smashed cancels the downwards force. Attempting to meteor cancel too early results in having to wait for a more extended period before being able to try again.​
Sakurai Angle [Universal] - A special knockback direction for which targets must take a certain amount of knockback in order to leave the ground.
Autolink Angle [Specific Attacks] - A special knockback direction for which the target is hit in the same direction the attacker is travelling.​
Hitbox Size [Universal] - Refers to the size of a hitbox (specifically, its radius).
Hitbox Damage (Damage) [Universal] - The damage a hitbox does upon connection. Damage factors into the knockback formula.
Staling [Universal] - The effect of having connected a hitbox to a hurtbox previously that lowers the damage another time.
Stale Damage Queue (Stale Move Queue) [Universal] - The internal list of moves that have previously connected that determines the staleness of a certain move. The further an attack is on the Stale Damage Queue, the lessened the effect of the stale move. The Stale Damage Queue holds up to 9 places. The effect of the Stale Damage Queue is based on a multiplier and the multiplier stacks when instances of the same attack are on the Stale Damage Queue.
Fresh [Universal] - A move that is not in the stale damage queue is considered fresh. Fresh moves deal 105% damage.
Aura Multiplier (Aura) [Lucario] - The function that generates a multiplier on Lucario’s aura-based hitboxes' damage based on his own damage and stock count (in relation to others). The multiplier raises as Lucario’s damage rises up to 170 damage and also raises when he has fewer stocks than the other opponents on the field.
Shield Damage [Certain Attacks] - A value used by some hitboxes in order to deal more damage to opposing shields than their regular damage.
Pikmin Immunity [Olimar] - Certain Pikmin colours take no damage and do not flinch from certain hitbox effects: Red Pikmin are immune to Flame hitboxes, Yellow Pikmin are immune to Electric hitboxes, and Blue Pikmin are immune to Water hitboxes.​
Clang (Clash, Clank, etc.) [Universal] - When two opposing hitboxes collide with each other, the two characters are using ground attacks or special moves, and the difference in damage (taking staleness into account) is 9% or less, then both attacks will be interrupted and neither character is damaged. There are exceptions to this rule; for example air attacks and some special moves cannot clang (there are a few exceptions to this exception).
Transcendent Priority [Universal] - A hitbox that has transcendent priority cannot interact with opponents' hitboxes.​
Reflection [Mario, Zelda, Kirby, Fox, Falco, Wolf, Ness, Lucas, Pit, R.O.B.] - Some hitboxes can be reflected by certain moves such as Reflector. When reflected, hitboxes now "belong" to the character who reflected them, and will damage the original user of the attack. A reflected hitbox will not alter its usual pathway unless it is programmed otherwise (i.e. most projectiles). Reflecting a hitbox increases its damage.
Absorption [Ness, Lucas, Mr. Game & Watch] - Certain hitboxes are capable of being absorbed and used by Oil Panic and PSI Magnet.
Hitlag (Freeze Frames) [Universal] - The lag produced that affects both the attacker and victim by “freezing” them when a hitbox connects with a hurtbox. SDI is possible during this lag.
Hitlag Multiplier [Universal] - The multiplier the game inserts into the hitlag function to determine the length of hitlag.
Electric Hitlag (Electric Hitlag Multiplier) [Universal] - The hitlag used to describe a move with the Electric effect. It has a built in multiplier of 1.5 to the hitlag formula.
Shield Hitlag [Universal] - The freeze lag that applies to shields when an attack connects with a shield rather than a hurtbox. The attacker will have regular hitlag, while the person in shield will have hitlag based on a formula that disregards the Hitlag Multiplier and Electric Hitlag.​
Projectile [Specific Attacks] - An object produced by a character or the stage that operates independently of its user. Projectiles that deal damage do not transfer any hitlag to their user.
Buried [Specific Attacks] - Hitboxes with the Bury effect will bury characters for a duration of time. Buried characters cannot act and have knockback-based heavy armour. Mashing reduces the time spent buried.
Frozen [Specific Attacks] - Hitboxes with the Freezing effect will freeze characters for a duration of time based on the knockback delivered. Frozen characters take very minimal knockback and half damage from attacks. Flame hitboxes will end the effect immediately. Mashing reduces the time spent frozen.
Hitstun [Universal] - The stun that a character receives after they had been hit and hitlag has finished.
Tumbling [Universal] - Falling after hitstun without acting.
Reeling [Universal] - The corkscrew motion undergone during the hitstun of a very strong hit. Becomes tumbling once the character slows down.
Directional Influence [Universal] - A blanket term covering the influence of movement on a character.
DI (Directional Influence) [Universal] - Influencing the trajectory that a hitbox sends the victim by holding a direction after hitlag has finished.
SDI (Smash Directional Influence) [Universal] - Influencing the position of a character after they have been hit while in hitlag. The controls used include both the control stick and c-stick.
SDI Multiplier [Specific Attacks] - A multiplier used to determine how much SDI ability a specific hitbox has.​
Optimal SDI [Universal] - A combination of HCDI as well as the C-stick
QCDI (Quarter Circle Directional Influence) [Universal] - Rotating the control stick while in hitlag in a quarter circle to move two Smash Directional Influence units in a certain direction as it includes two cardinal directions on the control stick.
HCDI (Half Circle Directional Influence) [Universal] - Rotating the control stick while in hitlag in a half circle to move three Smash Directional Influence units in a certain direction as it includes three cardinal directions on the control stick.
In Shield SDI (ISSDI, Shield DI) [Universal] - Tapping left/right to perform SDI while in shield hitlag.​

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Science Revolution!

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[jumpname]shielding[/jumpname]Shielding:

Shield [Universal] - The bubble that appears around your character when a shield input is inputted. All shields can be kept out longer by holding a shield input.
Shield Health [Universal] - The health of shield that determines the size of the shield (along with the character’s own specific shield size). Shield health also determines when a shield will break. When a shield is attacked it’s shield health decreases, as well as when time passes with the shield up, the shield health decreases.
Shield Poke (Shield Stab) [Universal] - A connection of a hitbox to an unprotected part of the hurtbox while the victim is shielding. The cause is that the shield is smaller than a characters hurtbox at times.
Powershield (PS, Perfect Shield) [Universal] - Shielding a hitbox within the first three frames of inputting a shield. The result is a lack of shield knockback and shield health loss, as well as being able to act out of shield drop immediately. It also disables the minimum amount of time a shield has to be out.
Shield Break [Universal] - When a shield reaches 0 health, the shield disappears and the one shielding is popped into the air and forced into a daze when they land (if they land).
Jump Out of Shield (Jump OoS, Shield Jump) [Universal*] - Cancelling a shield into a jump by inputting a jump.
*excluding Yoshi
Shield Angling (Shield Tilt) [Universal*] - Angling a shield by tilting a direction on the control stick.
*excluding Yoshi
Shield Platform Drop-through [Universal] - Cancelling a shield into a drop-through by slightly tilting the control stick down. The sensitivity of movement in the control stick is very important.
Shield Knockback (Shield Push) [Universal] - The knockback a shield receives when it is hit by a hitbox. The distance is determined by the strength of the attack, the direction of the attack and the friction of the character.
Shield Daze [Universal] - The state a character enters after their shield is broken and they hit the ground. The player is unable to control the character until the Shield Daze is finished or interrupted. Struggle inputs are accepted during this state to make the Shield Daze longer. The Shield Daze also lasts for a shorter time as the damage of the victim increases.
Shield (Link) [Link, Toon Link] - The shield held by Link's incarnations. When standing still and not in an idle animation, the shield will block any projectile that strikes its face, so long as said projectile is reflectable and blockable.



[jumpname]techs[/jumpname]Teching, Missed Techs and Tripping:

Tech [Universal] - The action that occurs when you input a shield as you strike part of the stage when you're tumbling or reeling. The window is variable due to Brawl's coding engine.
Floor Tech [Universal] - Teching on the ground.
Wall Tech [Universal] - Teching against a wall.
Wall Tech Jump [Universal] - Holding a jump input while wall teching will result in a wall jump, whether the character can wall jump or not.​
Ceiling Tech [Universal] - Teching against a ceiling.​
Tech Roll [Universal] - The roll that occurs when you input a floor tech and hold the analog stick either to the left or right.
Missed Tech [Universal] - The action of missing the teching window to late or entirely not inputting a tech. You then land on the ground and entering flopping animation.
Flop (Damaged State) [Universal] - The initial animation of missing a tech. It also refers to a damaged state when you are in a missed tech position.
Jab Lock (Ground Lock) [Universal] - Being hit while in the damaged state.
Get-Up Roll [Universal] - Inputting a tilt or tap forward or backward while having missed a tech and laying idle or after being tripped
Get-Up [Universal] - Inputting a tilt or tap up while having missed a tech and laying idle or after being tripped.
Get-Up Attack [Universal] - Inputting an attack while having missed a tech and laying idle or after being tripped.
Forced Get-Up [Universal] - The Get-Up that is forced after missing a tech and being hit by certain attacks before you exit the flopping state.
Tripping [Universal] - Being forced into a falling motion while on the ground either by random chance or induced by an attack.
Run Trip [Universal] - Tripping after initiating a dash.
Pivot Trip [Universal] - Tripping after initiating a running pivot.
Tripping (Forced Trip) [Universal] - Being forced to trip from an attack. This is induced by moves that have a low angled trajectory with a tripping multiplier, or by moves with a certain angle with a base trip rate of 11% or from attacks with a slip element (Bananas).​
Trip Lock (Banana Lock) [Universal] - Being tripped while in a tripped state. In some instances it can be done infinitely.

[Jumpto=TOC]Table of Contents[/Jumpto]
 

Science Revolution!

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I. Introduction

There’s a lot of misinformation floating around on how to manipulate SDI and DI. Words like HCDI, QCDI, Tap DI fly around and there’s been huge debate over which is the best method on how to DI. The goal of the thread is to debunk some of the myths and bring to the light the facts on understanding and executing ideal SDI and DI. For now, let’s suspend our beliefs in anything we know about proper SDI and build on new discoveries based on basic inputs.

While trying to find the "ideal SDI and DI", we stumbled upon an input mechanic that revolves around how a player can abuse the C-Stick and analog stick to create multiple inputs at once.​

II. Simultaneous C-Stick and Analog Stick (Dual Sticking)

Everything you are about to read in this thread revolves around the C-Stick and the mechanics of how it relates to the analog/control stick. Assuming the C-Stick is set to smash, a C-Stick input will read as a “analog direction + attack”.

However, things begin to operate differently once you start incorporating simultaneous analog and C-Stick inputs. In order to accurately explain what occurs, we need to examine the directional inputs in terms of vectors. There are four cardinal directions for Brawl (Up, Down, Left, and Right). Any other direction in the 360 degree spectrum is just a combination of two vectors.

That being stated, it’s been documented that an interesting phenomenon occurs when both the analog stick and the C-Sticks inputted at full throw are combined: If the analog stick is held at full throw, inputting a C-Stick order will cause the game to read the C-Stick direction followed by the analog stick direction on back to back frames.

For example, if one were holding full right on the control stick, and then tapped Up on the C-Stick, the game would read: Directional input Up + attack > Directional input right on back to back frames. Then end result over the two frame span would be directional vectors of Up + Right.

At the same time, the cardinal directions act as thresholds where if they are crossed in the angle created by the two separate stick input directions, the game reads the second directional input, or snap back input, as a completely new input. This is opposed to simply holding an input in the same direction, which is what the game reads when a cardinal direction threshold is not met. Frame perfect tapping the analog stick and the C-Stick in the same direction is, for the most part, recognized as holding one single direction rather than repeated tapping in a direction.

Now that we have the mechanics sorted out, let’s look into a few methods of practical application:​

III. Grab Breaking

KPrime released a method of grab breaking a few months ago that was considered fairly revolutionary. In the method, a player needed to hold the control stick in a direction with his index finger while using his thumb to rock the dpad for inputs. At the same time, he would also have to input the C-Stick in a different direction.

Most people thought that the grab break method was revolutionary because it was fast using the dpad. But the much of the speed behind this specific grab break method resulted from manipulated the Dual Stick inputs to create frame perfect grab break inputs. On every frame of struggle a user can input a direction and another miscellaneous order such as attack/jump/special/shield in order to grab break. By using the C-Stick in combination with the analog stick, every tap of the C-Stick would then count as two inputs of direction if the user crossed at least one cardinal direction threshold plus the attack input from the C-Stick. It allowed for more in-game inputs to be counted towards grab breaking with less human inputs through the controller.​

IV. Momentum Cancelling

For vertical momentum cancelling, save for a few exceptions, the best method is to use your character's fastest aerial and immediately follow it with a fastfall. By manipulating dual stick inputs, we are now able to frame perfect input an aerial followed by a fastfall, instead of hoping that repeatedly tapping down while tapping the C-Stick in the aerial direction lands on the ideal frame. In order to do this, a player must do the following:

Step 1: DI whichever horizontal direction is needed to best change the angle of orientation of the attack towards a corner of the blastzone.

Step 2: After the DI stage, hold the analog stick down

Step 3: Tap the C-Stick in the cardinal direction of the aerial you desire

If done properly, your character will frame perfect execute a fastfall immediately after an aerial is inputted. If you want to test if you are doing this properly, full hop your character and follow the instruction AFTER your character reaches the peak of their jump. If they fastfall instantly during the aerial, you are doing it correctly.

It should be kept in mind that this is not meant to be used in combination with Dair. Assuming the Dair of a specific character does not have momentum changing properties as seen in some characters (ie. Toon Link/IC/ZSS), Dair with C-Stick while the control stick is not held down for any value is the fastest method to achieve a fastfall because it fastfalls on the exact frame Dair is inputted. The method listed here inputs the aerial followed by a fastfall input on the frame immediately after.​

V. SDI

In terms ideal SDI, it's important to remember that hitlag occurs in relatively small windows of time. That being the case, it's unrealistic to expect for more than a few inputs to register, even at best. With that in mind, the ideal SDI method would require the least amount of human inputs that creates in contrast the most amount of game inputs.

Previous methods of "ideal SDI" required the player to input quarter circles and half circles with one hand while the other hand tapped the C-Stick in another direction. If one uses the dual stick technique, they can achieve the same SDI results with less human inputs. In order to SDI ideally using this method, a player must hold the analog stick full throw in one direction while tapping the C-Stick in another direction. The SDI direction will be the direction that bisects the angle created by the vectors, and it will read as nearly two SDI inputs in that direction over two frames. In an ideal setting, SDIing in the cardinal directions is generally more powerful than SDIing in the diagonal directions by a small margin because of the mechanics operating behind SDI. In order to SDI using the dual stick method, the inputs of the C-Stick and analog stick need to be separated by at least one cardinal direction line.

The rules of SDI registry in terms of cardinal directions is displayed in the following picture provided by InnocentRoad:



When determining SDI, it is important to keep in mind the vectors:

To do... | Do this... | or this...
Dual Stick SDI Up:|Hold
> Tap
Repeatedly|Hold
> Tap
Repeatedly
Dual Stick SDI Right:|Hold
> Tap
Repeatedly|Hold
> Tap
Repeatedly
Dual Stick SDI Left:|Hold
> Tap
Repeatedly|Hold
> Tap
Repeatedly
Dual Stick SDI Down:|Hold
> Tap
Repeatedly|Hold
> Tap
Repeatedly


To do... | Do this... | or this...
Dual Stick SDI Up + Right|Hold
> Tap
Repeatedly|Hold
> Tap
Repeatedly
Dual Stick SDI Down + Right|Hold
> Tap
Repeatedly|Hold
> Tap
Repeatedly
Dual Stick SDI Down + Left|Hold
> Tap
Repeatedly|Hold
> Tap
Repeatedly
Dual Stick SDI Up + Left|Hold
> Tap
Repeatedly|Hold
> Tap
Repeatedly

[collapse="In-depth Notes:"]-It is also possible to manipulate the SDI into 1/16th directions (ie.
>
), but they require far more specific inputs in order to satisfy the change in cardinal direction threshold.

-You can't use this method if the C-Stick is set to "Attack". The C-Stick actually inputs slightly less distance than the Analog stick tilted to full throw. Based on sources, the C-Stick input direction approximately .72 the degree of a fully tilted analog stick input.

-It should also be noted that if total distance/number of inputs is what is all that matters and specific direction doesn't need to be taken to account, tapping the split directions with both sticks will lead to 3 SDI inputs for every set of human taps. However, the direction will be skewed towards the analog stick tap in comparison to the C-Stick tap because of the two analog stick SDI inputs created through the one C-Stick input.

- In theory, the ideal method would be to hold the analog stick 10-45 degrees angled from a cardinal direction while tapping the C-Stick in the direction that is 10-45 degrees away from the same complimentary angle in the opposite direction. From a controller design standpoint, most players will be able to repeatedly tap at a 45 degree angle rather than 10 degrees from the cardinal directions due to controller rim slots, which in theory leads to less total SDI distance traveled than 10 degree C-Stick tapping.

- In the cases of the diagonals, the ideal method is creating the 90 degrees. Anything less and the cardinal direction crossover threshold is not met and the dual stick mechanics fails to register in SDI.​
[/collapse]


VI. In Shield SDI and Option-Selects

It should be noted that when in shield hitlag, a player can SDI horizontally while remaining in shield.

ISSDI and Dual Sticking can be manipulated to create some truly unique scenarios where the same input on the player's part might yield different condition based outcomes (option-select) out of shield:

If you tap the analog stick towards your opponent and C-Stick upwards, you perform a Forward Roll or Buffer Grab Option Select. If inputted outside of the presence of shield hitlag, you will input a forward roll. In the presence of shield hitlag, you will input two analog stick SDI input towards your opponent for a grab if you input both sticks during shield hitlag. However, if you were holding forward prior to going into shield and shield hitlag and only the C-Stick is inputted during shield hitlag, it will perform only one SDI input while buffering a grab. The option select will then alternatively be a standing grab if inputted outside of the context of shield hitlag.

If you hold the analog stick towards your opponent and then input away from your opponent, you perform a Back Roll or Buffered Grab Option Select. If inputted outside of the presence of shield hitlag, you will backwards roll. If inputted during shield hitlag, you will first input a C-Stick measure of SDI away from your opponent. The frame immediately after, you will input an analog stick length of SDI towards your opponent. Since a full analog stick SDI input is longer than a C-Stick input, you will have net movement towards your opponent while in shield hitlag. The net gain is large enough to allow In Shield SDIing over the ledge, which is useful in anti-planking situations. This can be used as a safety option if one is unsure if they are going to be hit on shield because rolling away from your opponent is generally safer than rolling into your opponent.

Manipulating the analog stick towards your opponent while in shield hitlag and tapping down on the C-Stick creates the effect of ISSDI inputs towards the opponent and immediately buffering spot dodge. If done in shield hitlag for a multi hit move, it's possible to actually use the early (and usually weaker) hitboxes your opponent does on shield while side stepping the last (and usually strongest knockback) hit box, increasing spacing and frame advantage.​

VII. Platform Cancelling

It has previously been documented that a player can platform cancel using C-Stick down, down + specials, down + shield, or simply tapping down on the analog stick and returning the stick to neutral at the appropriate time. It is also possible to platform cancel by holding down on the analog stick and tapping the C-Stick in any direction. If you hold down and a horizontal direction on the analog stick, it is possible to buffer a dash straight out of platform cancel if combined with a C-Stick input.

By doing this, it creates an interesting option select. For example, certain characters do not have a safe Dair for platform cancelling (see IC's/TL/etc). Improper execution of a platform cancel offstage on a level such as Smashville would almost mean certain death. By using the alternate C-Stick method, you can safeguard your platform cancel with an alternate aerial in the event you fail to execute the technique. This adds another available option other than the accidental Dairs, Down Specials, Air Dodges, or Empty hops that might normally occur with present techniques.​

VIII. Conclusion

Our hopes from the Smash Lab is that this guide will achieve two goals. First, we hope it will advance the overall metagame of the community and will make what was once thought of as technically improbable commonplace throughout the community. Second, we hope that this inspires future works into the topic. Already there has been expansion upon the basic research in this thread in using this technique and applied towards character specific ATs. We invite the community to further our research and exploration into the topic.​

Credit goes to:

1. Yikarur for first opening up research and observing the simultaneous Analogue/C Stick action
2. KPrime for releasing the videos that ultimately inspired future research into the topic
3. Stealth Raptor for the original write up on the topic
4. Bionic for Videos
5. rPSI for amazing control stick and c-stick graphics
6. Mr. Doom for setting an example SDI that I'd try to emulate
7. Toomai for knowing everything
8. Dnyce for helping test
9. Coyn3Masta for helping Bio with the video
10. MK26 for additional troubleshooting
11. Magus for correcting technical information
12. The rest of the Smash Lab for being Awesome
13. InnocentRoad for the SDI Control Stick Picture
14. DeLux with the final write up
15. SaveMeJebus with tap vs. hold correction in ISSDI section
 
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