The Comprehensive Guide to AT's, Discoveries, and Glitches
From now on, I will only be accepting entries that are preformatted...well if something gets discovered and you don't post it preformatted I'll still format it myself, it's just *ugh* anyway.
I would like people to post discoveries in the following format:
- Auto-Land/Platform Cancel
How to Perform: On a stage with a platform that moves vertically (Lylat Cruise, etc), position your character below the platform. As it is moving up, jump, then press down on the joystick when your character is approximately level with the platform. Then, immediately release down and enter any command. Smashes best performed with the C-stick.
If you can make entires like that, it will help me and my super busy schedule immensely. (Especially since I'm going to Uni this year).
Hi, my name's vyse.
Up until now, Jewdo has been responsible for The Comprehensive Guide to AT's, Discoveries and Glitches which has acted as a single point of reference for all things Advanced Tech (AT), Glitch, or general discovery, (universal or character wise). He has since stated that he wishes to hand the responsibility of managing the thread over to somebody else, and I decided to raise my hand.
I intend to make a few changes over the next few days to the layout (as well as updating it with recent additions to the old thread), and hopefully the transition will seem as seamless as possible.
Jewdo deserves a great big thank you. From the early days of Brawl, he's maintained a thread that houses some of the most important discoveries and techniques in Brawl, testing, and weeding out truth from lie. He's done the hard work, cataloging and creating a single point of reference for many of the earliest and most important discoveries in this game.
So thank you Jewdo.
Without further ado, here is the Comprehensive Guide to AT's, Discoveries and Glitches.
From the time of posting, it will remain pretty much the same, but it is my intention to reorganize and reformat it, as well as update it with recent updates.
Regarding this list - Brawl's Advanced Techniques are mostly situational as the "win button" hasn't been discovered yet (if it exists). Therefore, Brawl AT's should be used as supplements to your core strategy, not the center of it. Play with the ones relevant to your character and your interests and experiment. You may find something you can seriously use or you might find that nothing here pertains to you. Just keep that in mind as you're reading.
If you want to jump to a section listed in Table of Contents, ctrl+F search the term with asterisks on either side.
ex. *Desired Section*
The Character Specific section is alphabetized. To jump to a character, ctrl+f their name surrounded by square brackets. If the search comes up blank, no character-specific discoveries have been reported for them. Also, non-universal tricks that can be done with more than one character are filed under "Multiple" at the beginning of Character Specific.
[10 MAY] added Samus' Bomb canceling, Multiple's Ledge Double-Jump Renewal, Pokemon Trainer's Castle Siege Glitch, Charizard's Infinite Jump, Lists of horizontal air speeds and true combos; differentiated Squirtle's Hydroplaning and Reverse Hydroplaning, moved Squirtle to the new Pokemon Trainer section
[13 MAY] added AT Throw Boosting, discovery Grab Priority, moved FSA from Snake to Discoveries; added Wario's techs, R.O.B.'s D-tilt Lock and Falling D-air, Bowser's Suicide Advantage by Port, and Multiple's Transform Advantage by Port.
[14 MAY] added AT Reverse Grab Boosting, helpful thread Controller Port Guide, Luigi's Infinite Tornado, loads of Sonic stuff, Toon Link's Bomb Sliding, Wolf's Scarring, misc glitches Invisible Explosions and Lethal 0% Unira; moved Z-air w/o Item Throw to character Specific.
[15 MAY] updated the definition of Auto-Canceling Aerials (thanks Dolphin Safe)
[20 MAY] added Reverse Grab Boosting videos, Multiple's Glide Shifting, Mario's Capedashing and F-tilt Backdash, Samus' Bomb Multiply, List of Auto-Cancel Compatible Aerials, Misc. Glitch Nana's Time Pocket; changed Sonic's Spin Jump to Spin Shotting, updated Auto-Canceling and Misc. Glitch Sucked Off
[21 MAY] updated Crawl Dashing definition (thanks God-is-my-Rock)
[22 MAY] added Kirby's infinite jump, Helpful Thread Oil Panic; updated Grenade Stripping definition, moved Jab Locks to Character Specific; removed Hyphen Smashing
[25 MAY] added Test Mode Glitch; updated AT Reverse Jump-Canceled Up-Smash, Perma-Explosion, Jiggly's Final Smash Glitch, and Moving Platform Glitch
[26 MAY] added Ness entries PK Fire Edge-Cancel, PK Flash Lag Cancel, PK Thunderslide, Yo-Yo Glitch, Squirtle entries Hydrograb and Reverse Shellshift
[30 MAY] added Diddy's Banana Slide, Ness' PK Jump, misc. glitch Grab Buffer w/C-stick
[4 JUNE] added Meta Knight's Mach F-tilt, List of Glide-Toss Distances, Misc. Glitch Bowsercide
[8 JUNE] added Yoshi's techs, Pit's Angel Slide, Multiple's Super Slidestepping, Double Jump Cancel, and Hill Dash, Misc. Glitch (for now) Second Jump Renewal, moved SlideStepping from Pit to Multiple
[20 JUNE] added Yoshi's Edge-Canceled Eggs, Helpful Thread Playing to Learn; removed "new" from the thread title since the thread is now 2 months old.
[10 JULY] added AT Platform Drop Cancel, K10's video, Discovery Transform Time = Load Time, Pika's Quickfooting, three more Yoshi techs, Misc. Glitch Oil Slicking, moved Auto-Land to True AT's, re-organized the True AT's section, updated entries of the discovery Meteor Cancel and Lucas' Magnet Boost
[1 AUG] JEWDO'S FINAL UPDATE. Added Olimar's Pikmin De-sync, Marth's Stage Spike Up-Smash, Sheik's Chain Jacket, , Snake's C-Nikita, and MK's Vanishing.
[10 AUG] Vyse takes over thread. Added Edgehogging w/tether, infinite shell jump and ledge running.
[12 AUG] Adjusted True Pivot, Added Kirby's down b glitch, Curved Firefox video.
[16 AUG] Added Double Cypher, Key Balance, Amended Stutter step and Transformation time = Load times.
[21 AUG] Edited Sonic's Entries, Added 'Phantom Boomerang' and added a video to the infinite shell recovery.
[28 AUG] Added SHTL, Aethercide, DJC Egg Lay and Aura Sphere Glitch
[13 SEPT] Added Olimar Whistle Armor, Wario glitches, CLC, updated pikmin desync, and added Mario's cape glitch.
[11 OCT]Whistle Armour update, sheik/zelda lightning transform glitch, Key Braking, wing dash edit, grinding, Crawl Dashing edit, wavebounce tute by Rkey added, key balance changed to 'dair balance'
[21 NOV]Everything Page 8 - 10
[22 JAN 09]Many many different ATs/Discoveries/Glitches pages 10 - 13
1. True AT's - techniques all characters can do, genuinely useful exploits and tricks.
2. General Discoveries - game mechanics that have an effect on how it will be played or can be used to the player's advantage.
3. Useful Lists - Just that, a collection of lists that players will find useful.
4. Helpful Threads - Complex concepts, ideas, or game mechanics explained eloquently by their original posters.
5. Character-Specific AT's and Glitches - Special techniques that can be performed only by certain characters.
6. Misc. Known Glitches - Glitches that are so esoteric that they have no effect on normal play, but can be recreated for entertainment value.
K10 has made a video of some True AT's in use. Check it out at the link below.
- Auto-Land/Platform Cancel
How to Perform: On a stage with a platform that moves vertically (Lylat Cruise, etc), position your character below the platform. As it is moving up, jump, then press down on the joystick when your character is approximately level with the platform. Then, immediately release down and enter any command. Smashes best performed with the C-stick.
- B-Move Technique: B-Reversal
How to Perform: Enter the input for any B-move, then slam the joystick in the opposite direction your character is facing before the animation begins. Can be done with all types of specials, not just Neutral B, but not all specials can be reversed. A list of compatible moves can be found in the Lists section of this post.
Effect: Character's horizontal momentum is completely canceled/reversed, character faces opposite direction, B-move executes. Can be used during dashes and jumps for easy pivoting too.
- B-Move Technique: Recoil Special (a.k.a. Wave-bouncing, B-sticking)
How to Perform: In the air, B-Reverse a Turnaround B or a backwards side-B. This is more easily accomplished by pushing the joystick forward and the C-stick backwards with the C-stick set to Specials.
Effect: Character's horizontal momentum is completely canceled/reversed, character stays facing the same direction, B-move executes. Can be used to space projectile approaches.
'All About Wavebouncing' by Rkey: http://www.smashboards.com/showthread.php?t=191605
More info: http://smashboards.com/showthread.php?t=152815
- B-Move Technique: Turnaround B
How to Perform: In the air, tap the joystick in the opposite direction you are facing, release, then perform a Neutral B.
Effect: Character continues moving in the same direction as when the jump began, but fires off a Neutral B in the opposite direction traveled.
OP: Has been in since Melee. If anyone was first to verify the Turnaround B's existence in Brawl, PM me with the thread link for credit.
- Boosting Technique: Smash-Boosting (a.k.a. Snake Dashing, etc)
How to Perform: Initiate a dash attack, then do an up-smash during the beginning of the dash attack animation. Timing differs for each character.
Various Methods: C-stick down to initiate dash attack, then Up+Z to do the up-smash; C-stick down, C-stick up; A-button, C-stick up.
Effect: Character slides an absurd distance while simultaneously performing an Up-smash. Up-smash can be charged. Distance traveled varies by character, but is more pronounced than the Jump-Canceled Up-Smash. Can be done with anybody, but the following characters benefit most from this: Jigglypuff, Sheik, Link, Wario, Snake, Falco and Wolf
- Boosting Technique: Item Boosting
How to Perform: Same as Smash-Boosting. Initiate a dash attack, then do an up-smash during the beginning of the dash animation.
Effect: Both similar and vastly different from Glide-Tossing. The character slides forward and throws the item forward at the same time, but does a false upwards throwing animation. If you want to throw the item upwards instead, time the dash attack and up-smash so that they're nearly simultaneous.
- Boosting Technique: Grab Boosting
How to Perform: Initiate a dash attack by pressing the c-stick down, then press Grab during the dash attack's opening frames.
Effect: The added momentum of the cancelled dash attack remains in effect, providing a small boost to the Dash Grab's range.
- Boosting Technique: Reverse Grab Boosting
How to Perform: Initiate a dash attack with C-stick down, then press the opposite direction you are travelling and Grab during the attack's opening frames.
Effect: Character grabs backwards and slides in the direction of the dash. Different from the Pivot Grab because (1) most characters gain a momentum boost from this, and (2) this can be performed from an initial dash instead of waiting for the character to run.
Best Characters: http://www.smashboards.com/showpost.php?p=4480238&postcount=22
- C-Walking (by Craq)
How to Perform: While jumping, DI such that your character is moving backwards. Continue holding the joystick as your character touches the ground and completes a pivot, then release.
Effect: Character slides a good distance backwards, varying based on which character is being used. During this time, the character is counted as "walking," allowing you to do any attack in any direction. You may also hold the joystick after the pivot to continue into a walk.
- Edge Grabbing
How to perform: Running Grab towards a character hanging off the ledge, or stand at the ledge and grab while your opponent is holding it.
Effect: The opponent should be grabbed out of hanging.
How to Perform: Do an initial dash, then do another immediately afterward without any running. Can be repeated many times in a row.
Effect: Character does several initial dashes. A component of the True Pivot, useful for little else as it exacerbates the probability of tripping.
- Glide Tossing
How to Perform: Initiate any roll while holding an item, then throw the item before the roll animation begins. You can use the C-stick to throw the item in any of the four cardinal directions instead of just pressing A for a forward throw.
Effect: Character slides in the direction of the would-be roll and tosses the item. Distance traveled differs based on character and several other factors. See "In-Depth Analysis" link for variations and distances.
Distances List: http://www.smashboards.com/showthread.php?t=172861
- Jump-Canceled Item Throw
How to Perform: While running with an item in hand, Jump immediately before performing a throw.
Effect: Character slides forward and throws the item. Using the C-stick, the item can be thrown in any direction. The advantage of the JC Throw is that post-throw lag seems to be slightly decreased.
- Jump-Canceled Up-Smash
How to Perform: While running, press a Jump button immediately before inputting an up-smash.
Effect: Character slides forward while performing an Up-smash. Up-smash can be charged. Distance varies by character.
- Multiple Movement AT’s and Info:
- ZAD, Running Speeds, Ledge Running, and Ledge Dashing:
- Reverse Jump-Canceled Up-Smash
How to Perform: While running, press the opposite direction you're running on the joystick, then quickly rotate it upward and do a Jump-Canceled Up-Smash.
Effect: Character slides in the same direction as the initial run, turns around, and does an Up-Smash.
- Pivot Technique: Dash Pivot Cancel (by Panda)
OP: http://www.smashboards.com/showthread.php?t=165720This AT is performed by dashing, then performing a pivot, but holding forward a little bit after the pivot. Its different for every character, but while you turn around and start moving forward, there is a window that you can cancel the pivot into a something (I usually do it with forward smash or down smash, although it also works to some extent with tilts). Here is where the Dash Pivot Cancel gets interesting. With the right timing, after pivoting and moving forward just a bit, do a forward smash in the opposite direction (its easiest to see with the Fsmash IMO), and your character will perform a slide while smashing!
Video 1: http://www.youtube.com/watch?v=lZg0f8RTMOg
Video 2: http://www.youtube.com/watch?v=QNyJQLOBP1M
- Pivot Technique: Pivot Grab
How to Perform: While running, press Shield + A + backwards (on the joystick) or Grab + Backwards simultaneously.
Effect: Character turns 180 degrees and does a backwards-aimed Grab while sliding in the direction of the initial run.
OP: http://www.smashboards.com/showthread.php?t=161942. Also in a Dojo Update.
- Pivot Technique: Pivot Sliding
How to Perform:
Effect: Character slides forward visibly and performs the move you entered on the pivot. This can be any smash (via c-stick) or a Tilt (just press A after the pivot).
- Pivot Technique: Pivot Walking
How to perform: Hold A (or any other attack button, if any) , walk and push the c-stick in a 45 degree back-up direction (requires C-stick set to smash).
Effect: Your character will spin 360 degrees, while still maintaining his forward velocity, and if you do this in the right pace your character will be continously spinning.
You can do the same attacks out of this as you can a normal walk. If you press the c-stick too much up, you will start a dash, if you press the c-stick too much back, you will start charging a fsmash in that direction.
- Pivot Technique: True Pivot
How to Perform: After a dash (preferably during a Fox-Trot), start a 2nd initial dash. Before the second dash animation begins, move the joystick in the opposite direction you're dashing and perform any move. C-stick can be used instead of a rapid joystick reversal and makes the Pivot-Smashing much easier.
Effect: Character stops in place, turns around, and uses the move you input. Different from the Melee Pivot in that it is less versatile and can only be performed out of an initial dash.
We've since found that it is possible to perform this using one direction. The effect is relatively the same, except that the character doesn't turn around during it (Unless you C-stick smash in the opposite direction).
2nd video: http://www.youtube.com/watch?v=2X9oqJEXYMM&feature=related
(The second video serves to demonstrate that the 2nd initial dash may be either forwards or backwards)
- Platform Drop Cancel/Fake Drop-Through
How to Perform: When on a drop-through platform, quickly tap "down" and press Shield almost immediately after.
Effect: Your character's drop-through will begin, but will cancel into a standing shield. Used to fake out opponents during a match.
- SHAD'ing (an example of Input Buffering; see General Discoveries)
How to Perform: During any jump, Air-Dodge late enough that you will touch the ground while still in the Air-Dodge animation. Just before you land, input any move. Originally done during a Short Hop, hence the name.
Effect: Character lands, performs move on the exact frame it becomes possible. This abuses the buffering system to do fast attacks on landing, preceded by a few invincibility frames.
- Smashes Without Item Throw
How to Perform: Hold A when picking up/drawing an item. While holding A, press the C-stick left or right.
Effect: Character performs their F-smash without dropping whatever item they're holding.
- Speed Hugging (two methods)
How to Perform (method 1): Run toward the edge, then quarter-circle the joystick from Down to Back as soon as you walk off of the edge.
How to Perform: (method 2) Run/walk/roll to the very edge of the stage. Then, very quickly press diagonally down and away from the stage's center on the joystick. Easiest to do while facing into the stage's center, but can also be done easily while running if you press diagonally down-forward just as you reach the edge.
Effect: Character drops immediately off of the platform and sweet-spots the ledge.
Method 1 OP+Video: http://www.youtube.com/watch?v=OsPU6nCm5iI (2:26)
Method 2 OP: http://www.smashboards.com/showthread.php?t=164732
- "Auto-Canceling" aerials
L-Canceling is gone, but there exists another trick for eliminating lag after your aerials. Many aerials can be auto-canceled by touching the ground before or after specific points in their animations, putting the character into a neutral standing position. Each move has different timings (there's probably a relationship between this and IASA frames), but with practice, Auto-Canceling should become second nature.
Note that touching the ground after 100% of an attack's animation completes is not auto-canceling because nothing is canceled. See the Lists section for a complete list of aerials compatible with Auto-Canceling.
How to Perform: With your C-stick set to specials, dash and hit the C-stick in the opposite direction.
Effect: Character does a short-hop and automatically turns around. Easy to transition into an approaching barrage of B-airs, hence the name Auto-RAR (Reverse Aerial Rush).
- C-Stick DI
The ability to DI attacks with the C-stick is confirmed for Brawl. C-stick'd Smash DI is in, but Automatic Smash DI (holding the C-stick to DI) is not due to the way Brawl reads the C-stick.
- Drifting Aerials and Specials
If a character tries to perform any momentum-altering aerial after they're hit into the air, the move's momentum-altering properties will not take effect. This mechanic may be in place to prevent characters with Falcon Kick-style D-airs (and other momentum-stoppers) from being ridiculously hard to kill.
- Early Jump After Hit-Stun
After being launched by an opponent's attack, you can do aerials, air-dodges, and z-airs immediately after hit-stun, but must wait an extra period before you're able to jump and use B-moves. To shorten the wait, initiate an air-dodge the instant the hit-stun ends. This will enable you to jump or use your B-moves earlier than normal for most characters.
- Edge Popping
Carried over from Melee. For those who don't know, Edge Popping is a term used for preventing your character from sweet-spotting a ledge. Simply hold Down on the joystick when passing through the ledge's sweet-spot area. Your character will not grab the ledge as normal, but will pass it completely uninterrupted.
- Faux Super-Armor (FSA)
During grabs, the character with the higher-number controller port gains zero knockback against attacks that would hit both him and his opponent, including explosives. FSA applies whether the higher# player is the grabber or the grab victim. FSA also protects against status effects, such as Lucas' PK Freeze or Jiggly's Sing.
Example: Link (P1), Snake (P2) and Wario (P3) are fighting. Link will never get FSA. Snake will only get FSA when grabbing/being grabbed by Link. Wario will get FSA no matter who he grabs or is grabbed by.
- Grab Priority
(a) If two characters grab each other at the exact same time, the character with the lower-number controller port will win. Ex. If P1 and P2 grab each other simultaneously, P1 grabs P2.
(b) If a character's grab connects at the exact same time that his victim's attack connects, the attack does damage but the victim is grabbed. This is different from Melee, where the grab would cancel the attack altogether.
- Input Buffering System and Uses
Brawl has a unique input buffering system that allows you to input moves before they are able to be executed. There are various times at which you can buffer attacks, including landing on the ground, during Air Dodges, after Jabs, etc. However you do it, buffering has but one purpose - to minimize the time between when a move becomes possible and when you perform the move. Buffering allows you to perform every move at the start of the IASA frames of the move before it, thus achieving optimum combo speed consistently when speed is critical. This does not cancel post-attack animation lag, but HUMAN lag.
Applications: Canceling Jab Combos (esp. into Luigi's sweet-spotted Up-B), SHAD'ing, Thunder Storming, etc.
In-Depth Buffering Guide: http://www.smashboards.com/showthread.php?t=167109
- Ledge Hogging with Tethers
Tethers can be used to hog the edge whilst hanging down away from the ledge.
- Ledge Running
Video: http://www.youtube.com/watch?v=gQ7KxjfbiUEJigglymaster said:Well you can do this with any character on any ledge. Basically if you tilt the control stick a little bit down but not too far to crouch your character will run slower. However if you do that on the ledge, you will keep running on the ledge in place.
- Meteor Cancel
Meteor Canceling, or the ability to recover from being meteor smashed, has been carried over to Brawl. When the hit-stun of a meteor smash ends, you can begin your recovery with a double jump (provided you weren't meteor smashed out of your double-jump) or an Up-B. More details about Meteor Canceling can be found at OP.
- Sliding Shields
Unlike Melee, if you shield while running, your character will slide across the ground while the running momentum is gradually negated. This is useful because it enables…
- Shield-Canceled Sliding Grabs
Jump-cancelled grabs have been ousted for Brawl, but Shield-Canceled Sliding Grabs are a fine replacement. Simply press the Shield button while running, then press A or Z to perform your standing grab. You can press A or Z before the shield even appears for a speedy Sliding Grab, or continue to hold the shield up and slide into position for a grab.
- Tether Hogging
All Tether recoveries can be easily gimped by simply edge-hogging. The tether attack will connect with the edge-hogger, but will never touch the ledge.
- The Smash-Charge Vulnerability
When a character is charging a smash attack and they are hit, they fly further. The knockback incurred from being hit is increased by 20% and consequently the character will die at lower percentages.
- Transform Time = Load Time
All character transformations (Zelda/Shiek, Samus/Zamus, Squirtle/Ivysaur/Charizard) are governed by the Wii's ability to read information from the disc. This is because Brawl does not pre-cache every transformation's model in the RAM before the match starts, necessitating the models to be freshly read from the disc when a Transform is called.
To minimize transform time, you can do one of two things. (a) pause the game, listen for the Wii's disc drive to stop spinning, and un-pause, or (b) have another player in the match use the character you want to transform into. For example, if you are Zelda and your opponent is Shiek, Zelda's transform time will be significantly shortened.
An example of the Samus/Zamus transformation can be found here:
For which credit goes to Dryn for his research into the matter.
- Wall Clinging (character-specific)
Only possible with certain characters, the Wall Cling is performed by holding the joystick towards a wall while jumping at it. Yuna has written a comprehensive thread about Wall Clinging, from the basic mechanics, to who can do it, to the tiniest of subtleties. His guide can be found at the link below.
List of Auto-Cancel Compatible Aerials
List of B-Reversal/Recoil Special Compatible Moves
List of Chain Grabs (revived)
List of Character Weights (by M2K)
List of Glide Toss Lengths
List of Horizontal Aerial Movement Speeds
List of Meteor Smashes
List of Super Armors [newer version]
List of Tripping Moves (hard to decode through the sarcasm, but still useful)
List of strengths of spikes in brawl
List of Suicides
Diddy Kong – Side-B (opponent off platform)
Ganondorf – Side-B (opponent off platform)
Bowser – Side-B (opponent on edge)
Kirby – Neutral B (opponent on edge; esp. if Kirby is already off the platform)
Dedede – Neutral B (opponent on edge; esp. if DeDeDe is already off the platform)
Wario – Neutral B (opponent off platform OR Wario off platform, opponent on edge)
Donkey Kong – Cargo Throw (opponent on edge, must be high %)
Ike - Up-B (Opponent and Ike off stage, the falling part of the Up-B causes the spike - Not effective against certain characters)
Controller Port Guide (all Controller Port-specific tricks in one place)
The C-Stick Compendium
Dark Peach's Anti-Camping Thread
How "Catching the Cypher" Actually Works
In-Depth Look at Brawl's Buffering System
Keep Losing? Try This...
Mechanics of Tripping
Oil Panic! - Everything You Could Want to Know About G&W's Bucket
Panda's Links to In-Depth Game Analysis/Info Threads
Playing to Learn, a part of the playing to win strategy
Samus/ZSS Taunt Transformation Details
Watch out when charging smashes: The Smash-Charge Vulnerability
[===========*Character-Specific AT's and Glitches*===========]
- Airwalk (Wario, Jigglypuff, Bowser, G&W, Kirby)
How to Perform: Run off of any platform edge and immediately press and hold the joystick in the opposite direction you were just running.
Effect: Character runs off of the edge and returns to the platform without falling or sweet-spotting. The characters listed can use this time to perform certain aerials (specified at OP).
- Crawl Dashing (Characters that can Crawl)
How to Perform: While walking forward, initiate a backward crawl and release. Can also be done while landing from a forward jump.
Effect: Character slides backwards for a distance, depending on character and your release timing. During the slide, you can do any attack or action. Most effective with Yoshi and Luigi.
Crawl Dash Landing: www.smashboards.com/showthread.php?t=165284
Walking Crawl Dash: http://www.smashboards.com/showthread.php?t=170677
– D-air Stall (Toon Link, ZSS, Shiek, G&W; any character with a similar d-air)
How to Perform: After being knocked into the air, do a Double Jump and a D-air at the exact same time.
Effect: Character will execute a D-air and get stuck in the air. Neither moving upward nor downward, the character stays at the same altitude until the D-air expires. However, you can DI horizontally during this time to influence the direction of your fall.
- D-air Balance (Toon Link, ZSS, Shiek, G&W; any character with a similar d-air)
How to perform: Dair onto 'something with a stream like element' such as the Corneria Turret fire, or water from FLUDD.
Effect: Your character will freeze on the spot wherein he/she hits the 'stream' with their Dair until the stream diminishes.
- Double Jump Cancel (Lucas, Ness, Yoshi, Lucario, R.O.B.)
Double-Jump Canceling is still in for Brawl, but it comes in a much more limited form. See link below for details.
- Glide Landing Cancel (Pit, Charizard, Meta Knight)
How to Perform: Initiate a Glide Recovery, approach the ground at any angle, then execute your Glide Attack just before touching the ground.
Effect: Character lands on his feet with zero lag frames. Landing animations are completely skipped.
- Glide Shifting (Pit, Charizard)
How to Perform: Hold down the Jump button after doing a double-jump, then fast-fall just before the character's glide animation begins.
Effect: The height of the glide drops significantly, allowing for very low-to-the-ground approaches.
- HillDash (character list, stage list at OP)
How to Perform: While on a slope: (a) jump, then double-jump immediately after leaving the ground while moving into the slope, or (b) do a move into the slope that gives you a horizontal speed boost (ex. Falcon's Side-B)
Effect: Character slides up the slope as if wavedashing (that's exactly what it looks like). If the Double-Jump method was used, the character can attack at any time during the slide. Otherwise, the character must wait out their landing lag to attack.
- Illusion Cancels (Fox, Falco, Wolf)
How to Perform: After initiating an Illusion, press B before the horizontal movement portion begins. Timing varies by character.
Effect: The Illusion will travel a fraction of its normal distance before it cancels and becomes no longer "aggressive." Wolf has 3 variations depending on timing. Wolf will continue to travel horizontally after his Illusion cancels, while Fox and Falco largely stop moving sideways.
- Jab Locks (character list at video link)
Much like Falco's Laser Lock (see Falco section). If an opponent is knocked and fails to tech (or otherwise escape the floor bounce), 14 characters can catch said opponent in a jab chain. A Jab Lock is performed by (1) knocking an opponent down, (2) jabbing an opponent, (3) WALKING up to that opponent, and (4) repeating steps 2&3 until the edge of the stage is reached. See video link for the list of characters and a demonstration of the procedure.
- On-Absorb/On-Reflect Cancels (Fox, Wolf, Ness, Lucas)
How to Perform: As soon as a projectile connects with your character's reflector/Psi Magnet, press Jump, left, right, or down.
Effect: Your character will reflect/absorb the projectile, then jump, roll, or side-step dodge immediately. This cancels out the lag time from releasing Reflectors and Psi Magnets.
- Phantom Boomerang (Link, Toon Link) (Name Pending)
How to Perform: Basically, what you have to do is throw the boomerang at a surface making only the “Lower wind part” of the boomerang hit it.
Effect: The boomerang will continue travellling, even through solid objects, and not return to Link/Toon Link.
Aparently this will only work from the right side, not the left.
(Credit goes to Phantom1987 for the video, and investigating it after Kizzu posted a video about it)
- Slidestep (Pit, Ganondorf)
How to Perform: Do a sidestep dodge, holding Shield or Down throughout the animation.
Effect: The animation of the sidestep dodge gives Pit a small amount of forward momentum, moving him forward slightly.
- Super Slidestep (Pit, Ganondorf)
- Tether Saves (any Tether Recover character)UndrDog]Hold back on the joystick during your SideStep. Then as you come out push forward. This will cause the character to slide forward while Pivoting. In this video you can see Pit preforming it said:Gimpy called the Mario/Sonic/Ganondorf/Falcon one a Pivot F-smash. Since that's really all it is. It's not really advanced, but it does seem to be a character-specific trait more than a 'tech'.
That description doesn't exactly capture the fact that theirs force a 'slide' though. This one jerks your character in the direction the smash is facing.
Then there's the "stutter step" as OS calls it (Which was listed down as a 'universal alternative' to perform it) where you cancel your initial dash with an F-smash:
"Smash input", with a semi-delayed A.
Effect: Jerks your character forward before you start charging a smash.
If you take the definition/performance of "stutter step" as the one I just described, then "Reverse stutter step" would make more sense being grouped together with it instead of a pivot F-smash, in name and performance:
"Dashdance input (back first)", but hitting A to cancel the forward dash.
[Tap Back]--([Tap Forward]+[A])
Effect: Jerks your character backwards before charging a smash (facing forward)
Then there's the "extended" stutter step, which works especially well with the 4 'pivot' characters, because they get an extra boost:
"Dashdance input (forward first)" > Forward smash.
[Tap Forward]--([Tap Back]+[C-stick Forward])
Effect: Jerks your character forward before performing a pivot F-smash (facing "forward", the direction you first started running).
These 3 make the same use of the 'stutter step' input/mechanic as OS describes it, which is cancelling an initial dash with a smash input. So I guess they could all be considered a move. And as for the "character-specific stutter step", I guess it could be listed as a 'bonus' stutterstep-like effect for those characters' pivot F-smashes.
How to Perform: When hit across a platform by a horizontal kill move, DI downwards, and as soon as the hit-stun frames end, perform your tether recovery. If your character's tether recovery is a B-move, air-dodging first will enable you to perform it earlier than usual. Z-air tether recoveries do not need to airdodge, though, as Z-airs can be performed at any time you can air-dodge.
Effect: If you had enough time to complete the z-air before passing too far away from the edge, you'll tether-recover onto the platform. This can enable Tether-Recoverers to survive twice as long as normal.
- Transform Advantage by Port (Zelda/Shiek, Pokemon Trainer)
If two players use a transform ability at the same time, the character with the lower controller port number will complete their transformation first.
Ex. Zelda (P1) and Squirtle (P2) use Transform and Switch out at the same time. Shiek will emerge from the Transfrom before Ivysaur emerges from the Switch Out.
- Z-air Without Item Throw (Link, Lucas, Samus, Toon Link; characters with a Z-air)
How to Perform: While holding an item, air-dodge, then press Z during the air dodge.
Effect: Character performs a Z-air without throwing or dropping the item.
– Infinite Claw Jump (a.k.a. Koopa Hop)
How to Perform: Do a Side-B on descent such that you would touch the ground during its animation. Just before touching the ground, press Jump. The Jump press can be done at any time during the Side-B animation, including the first frame.
Effect: Bowser uses a double-jump, even if he doesn't have one left. He can chain this infinitely to remain in the air as long as he wants. Bowser can complete one of four moves in the air before Claw Jumping again – U-air, N-air, F-air, and Side-B.
Example: Bowser can Claw Jump -> U-Air -> Claw Jump -> N-air -> Claw Jump -> F-air -> etc. without ever touching the ground.
- Suicide Advantage by Port
When you Bowsercide a one-stock opponent with your final stock, the result of the match is determined by which controller port Bowser is using. If Bowser's number is lower than his opponent's, Bowser will win. If Bowser's number is higher, both will die simultaneously and go into Sudden Death.
ex. P1 = Bowser, P2 = Link. Bowser suicide will result in a win for Bowser.
- Banana Slide/Banana Momentum Toss
How to Perform: Pick up a Banana. Position Diddy near a horizontal floor such that his mouth is aligned with its surface, then throw the banana forward.
Effect: The banana will slide across the platform instead of sticking when it lands. This can be done in the air while next to a platform as well.
– Pop-Gun Cancel
How to Perform: Draw the Pop-Gun, then press Shield or Grab before the gun is fully charged (Diddy will begin to shake when the gun is charged). Can be done in the air or on the ground.
Effect: Diddy draws the Pop-Gun, then either Shields, Grabs, or Air Dodges depending on what you input. Note that if you cancel the pop-gun in the air during the first few (3?) frames, you will not air-dodge.
– Safe Sweet-Spotting
How to Perform: If you're on a stage with an FD or Battlefield-like edge, double-jump underneath the edge such that you're pressing into the bottom of the platform and moving towards the center. Then, do a Side-B back towards the edge you're trying to grab.
Effect: Diddy will move along the curve of the platform, then sweet-spot the ledge when you arrive at it.
– Smash Banana
How to Perform: Execute a Down-B to draw a banana with the same joystick speed you would use to perform a D-smash.
Effect: Banana is thrown twice as high and a little bit farther than if it were plucked via a "tilted" Down-B.
– F-air Boost on World 1-2 blocks
How to Perform: On World 1-2, do an F-air against a column of breakable blocks with DK's chest against any of the blocks (preferably above the bottom block). Hold the Joystick in the direction of the blocks as the F-air executes.
Effect: DK rockets to the top of the column and breaks any blocks that may stop him from getting to the top of the stage. Can only be done on breakable blocks, so it can only be done on World 1-1 and 1-2.
– Stage-spike cargo throw
How to Perform: Grab an opponent who is standing near (or on) the edge of the stage, then enter the Cargo Throw Carry. Fall off the edge, then throw your opponent into the stage edge you just fell off of.
Effect: Opponent ricochets off of the stage, then falls to their doom. Most effective against high-% opponents (tough to struggle out at high-%) and on stages like Final D and Battlefield.
- Laser Lock
How to Perform: If an opponent is knocked and bounces off of the floor, catch them with a Laser before they move.
Effect: If Falco catches his opponent and spams the Laser continuously, the opponent is carried off the edge of the stage by an inescapable lock. However, this does not kill unless you're on a stage with a walk-off edge. Due to the rarity of floor bounces (all can be avoided by either teching or doing an air-dodge/aerial after being hit), the use of Laser Locking is extremely limited.
– Curved Firefox
How to Perform: Begin a Firefox, but instead of aiming in any of the eight primary directions, position the joystick between the Up and Up-Left directions or between Up and Up-Right.
Effect: Fox will move Up-Left or Up-Right, but in an arc instead of a straight line. This can save Fox's life if he's caught under a stage, like the Final Destination Ledge.
– Helicopter Kicks
How to Perform: Do any jump and enter an F-air before you reach the peak of your jump. Continue to hold Jump.
Effect: The F-air's Hovering effect provides Fox with extra vertical distance. Fox's double-jump, if helicopter-kicked, has an especially noticeable increase in height.
– Hovering F-air
How to Perform: Do a Short-Hop and enter an F-air before you reach the peak of your jump. You should release Jump as soon as possible, before he even leaves the ground. C-stick the F-air for best results.
Effect: Fox rises off the ground a little bit and does an F-air. While doing the F-air, his vertical momentum is completely neutral, like when Peach floats, and he can move left and right as well.
– Jump-Canceled Shine ("Wave-Shine" re-born)
How to Perform: Jump, then immediately input a Shine before/just as you leave the ground.
Effect: Fox performs a very low-to-the-ground Shine with very little lag afterwards. This can be used during running to mimic the Wave-Shine. However, it is not as good at chaining as the Melee original.
– Short Hop Triple Laser (SHTL)
How to Perform: Short Hop and Fire Fox's Laser 3 times whilst in the air.
Effect: As one would expect, Fox fires 3 lasers whilst in the air. The window for the last laser is so small that it's possible to land and run with the last laser. Often, you'll land and fire a 4th laser, assumed to have something to do with the buffering system.
[Game & Watch]
- Bucket Braking:
How to perform: Use the Nair, and then the Down + B after being hit by an attack
Effect: The down + B stops momentum and allows GnW to survive a lot longer.
- Key Braking
How to Perform: Do a D-air. At any point in the move's downward plunge, return the joystick to neutral and press it Down again.
Effect: G&W will fall less quickly than normal for the rest of the D-air.
- Ganon Super Jump
How to perform: Do a wizard kick cancel by doing down + B starting with your back as close to the edge as possible, then jump then simultaneously jump+down-b at the end of the first down + b. Alt. Method (without wizard kick): SH and then jump+aerial dodge so that you move upwards while aerial dodging. Then, right as you're about to touch the ground hit jump+down-b at the same time.
Effect: Ganondorf jumps really high into the air.
- Thunder Storming
How to Perform: Jump and enter a D-air before Ganondorf leaves the ground.
Effect: The D-air will execute the moment Ganondorf rises into the air. Because the entire attack executes before he lands, Ganondorf can rapidly Short-Hop this move repeatedly. Captain Falcon can do this too, but his D-air is not as effective.
- Rising Pound
How to Perform: While in the air, input a Side-B to begin Pound. After the input is registered, but before the attack begins, rotate the joystick to Up.
Effect: Jigglypuff's Pound will move her diagonally up and to the side instead of purely horizontally. This dramatically extends Jigglypuff's recovery distance if done repeatedly and can be used at high altitudes to stall the match.
- Down B glitch
How to Perform: Do a Down special in such a way that Kirby will land on a 45 degree angle and slide to an edge. Best known on Pictochat.
Effect: Kirby will remain in brick form for some time, in a falling animation which gives out a constant hitbox. It will make a loud noise and the stage will shake.
- Infinite Jump
How to Perform: Do a Side-B in the air such that Kirby is near the ground at the end of the second hammer swing. Press Jump towards the end of the second swing.
Effect: Kirby re-gains all of his double jumps. Can be repeated infinitely.
Many of Link's main Advanced Techniques can be found here:
The Official Basic Knowledge Link Guide
Applications of the Up + B Cancel
Credit goes to Phantom1987
- Reverse Double Team
How to Perform: When performing double-team (down-B), roll the joystick away from your opponent.
Effect: Lucario attacks the countered character from the front instead of the back. Certain combos are easier to perform out of this than a normal double-team.
- "SHUFFL" D-air
How to Perform: On the ground, do a Jump, followed immediately by a D-air.
Effect: Lucario completes a D-air extremely close to the ground then lands with zero lag. Can be repeated rapidly. Because of the hovering property of the move, he neither rises nor falls throughout the duration of the attack.
Except for PK Thunderslide, all of the following techniques can be found in the Lucas AT Guide. PK Thunderslide goes as far back as SSB64, but is included nonetheless.
- Magnet Boost/P.K. Waveland
How to Perform: While traveling in the air, do a PK Fire in the opposite direction Lucas is traveling and immediately pull out a Psi Magnet.
Effect: Lucas shoots sideways very quickly while facing "backwards." Often used as a recovery. If you B-Reverse the Psi Magnet, the direction of the Magnet Boost will be reversed as well.
Magnet Boost: http://www.youtube.com/watch?v=rrcORhFJDoY
Reverse Magnet Boost (1:33): http://www.youtube.com/watch?v=EJReqsR_ox4
– Magnet Dash
How to Perform: While running, press Jump and immediately pull out a Psi Magnet.
Effect: Lucas slides across the ground in the direction he's running while holding the Psi Magnet. Can be used for catching opponents with a Psi-magnet attack.
– PK Fire retreat
How to Perform: Run, then jump while holding the direction you want to travel. Execute a PK Fire in the OPPOSITE direction you're traveling such that the lightning bolt leaves Lucas' hands just as the jump peaks. As soon as the PK Fire animation begins, move the joystick back to the direction you're traveling.
Effect: Lucas shoots a PK Fire backwards, which accelerates him forwards. This makes for a handy defensive retreat.
– PK Thunderslide
How to Perform: Run toward the edge of any platform. Just before you go off the edge, execute a PK Thunder 1.
Effect: Lucas should slide off the edge while PK Thundering. This enables Lucas to enter PK Thunder 2 faster than usual by sliding into the arc of a guided PK Thunder 1. Angling the PK Thunder 2 is tricky, and timing for both the slide and angling differs based on whether you're using Ness or Lucas (Lucas slides more).
– Zap Jump
How to Perform: Enter a PK Fire at almost the exact same time as a double-jump (ever-so-slightly afterwards).
Effect: Lucas rockets upward to about twice the height of a normal double-jump. He can also do this by throwing items at the same time as a double-jump.
- Infinite Tornado Jump
How to Perform: Do a Down-B just before touching the ground, and spam B to rise the tornado into the air.
Effect: Luigi regains both his Double Jump and the ability to do a rising Down-B.
Many of Mario's Techniques can be found in this guide:
Super Mario Sunshine: The Guide to Using FLUDD and Cape
(Credit to HeroMystic)
- Cape Dashing (thanks to ???????)
How to Perform: Cancel Mario's running animation (not the initial dash) by using his Cape. The easiest way to do this is to hold forward and press B near the end of the initial dash .
Effect: Mario slides a small distance forward while the Cape executes. When done near an edge, the leftover momentum goes into a short Cape Glide.
- Cape Gliding/Aerial Cape Extension
How to Perform: Run towards any platform edge and execute a Side-B just as Mario goes off of the edge.
Effect: The cape will give Mario a horizontal boost, the strength of which depends on the Side-B's timing. This can be used to deflect recovering characters or bring Mario out to them for aerial deterrence. Mario can easily recover because he still has his double-jump after the boost.
- Cape Teleportation
How to Perform: Cape Marth or Captain Falcon as the sweetspot the ledge.
Effect: They will be in their hanging animation, but in odd places. At times, it will appear that they are hanging backwards on the ledge, and other times stuck in different places.
Video of Marth: http://www.youtube.com/watch?v=zMLwNUf_Hng&feature=related
Video of Falcon: http://www.youtube.com/watch?v=lodqoZwnQRQ&feature=related
- Fluud induced hit lag (FIHL)
How to perform: Have an opponent attack the Fluud’s water with something that isn’t a projectile.
Effect: In short, when FLUDD's water is out-prioritized by an attack, the opponent becomes stuck on a frame and actually lags. Since Mario is able to move before the FLUDD gushing ends, this actually gives him a chance to approach and attack, and quite possibly go in for the kill.
- F-tilt Backdash (a.k.a. Wave Sliding)
How to Perform: Do an F-tilt. After Mario's kicking foot returns to the ground, his other foot will step a short distance backwards. Do a crouch, shield, or any attack during this animation to cancel it.
Effect: The momentum from the canceled back-step animation becomes a backwards slide.
- DS Ledge Grab:
How to perform: Dolphin Slash into the ledge after falling a certain distance
Effect: You will regrab the ledge faster than when ledge stalling normally. A character can not grab the ledge while he has vertical momentum, the only exception to this rule is specials that go upwards and can be auto canceled by an edge grab.
Video 1: http://www.youtube.com/watch?v=WMWIoYhfVeg&feature=channel
Video 2: http://www.youtube.com/watch?v=QR5rifkmIm8
- Stage-Spike Up-smash (stage-specific)
How to Perform: when an opponent is hanging on the edge of a platform, position Marth near the edge and do a U-Smash when their invincibility frames end.
Effect: Marth's foot, which carries a hitbox for U-smash, will contact your opponent, spiking them upward into the edge and bouncing them (1) away from the platform, or (2) down to their deaths.
Note: The effectiveness of this technique depends both on what character your opponent is and what stage you are on. Details at OP.
- Mach F-Tilt
How to Perform: Do a D-tilt. After the sword has poked out, buffer an F-tilt by holding the joystick diagonal down-forward and pressing A.
Effect: After the D-tilt, the first two hits of the F-tilt will come out near-simultaneously instead of one after the other. Press A again during the double-strike to make it a triple strike, deploying the full F-tilt combo in less than 1/10 of a second.
- Vanishing (a.k.a. Ghosting, Infinite Dimensional Cape)
How to Perform: On the ground, do a Down-B. Continue to hold Down on the joystick and rapidly tap the C-stick between neutral and Up.
Effect: MK stays invisible/invincible as long as you are tapping C-stick Up, then finishes his Down-B attack instantly when you stop. You can also tilt the joystick down-left and down-right to travel while Vanished. More info at OP.
- PK Fire Edge-Cancel Glitch
How to Perform: Run towards an edge, then perform PK Fire just before running off of the platform.
Effect: Ness will shout "PK Fire!," but the attack itself will be canceled by Ness gliding off the edge. Not really useful, just a glitch.
- PK Flash Lag Cancel
How to Perform: Release a PK Flash in the air when Ness is above the ground. The PK Flash should be released when Ness is around or below the maximum height of his short hop.
Effect: The post-attack lag on the PK Flash is reduced by about 50%.
- PK Jump
How to Perform: While in the air, hold Forward. Do a PK Fire and a Double Jump at approximately the same time.
Effect: The majority of Ness' double-jump momentum is translated into forward movement instead of upward.
– PK Thunderslide
How to Perform: Run toward the edge of any platform. Just before you go off the edge, execute a PK Thunder 1.
Effect: Ness should slide off the edge while PK Thundering. This enables Ness to enter PK Thunder 2 faster than usual by sliding into the arc of a guided PK Thunder 1. Angling the PK Thunder 2 is tricky, and timing for both the slide and angling differs based on whether you're using Ness or Lucas (Lucas slides more).
- Yo-Yo Glitch (Brawl variation)
If both Ness and his yo-yo are hit by a high-priority attack at the beginning of his U-smash, the yo-yo will stay out and follow Ness until he does a U-smash or a D-smash.
Sample Video: http://www.youtube.com/watch?v=F_VT9C5rgkM
Tutorial Video: http://www.youtube.com/watch?v=Zoggv25pPns
- Chain Ledge Cancel
How to Perform: Just drop down from the ledge, jump straight up, up b, then DI towards the stage and you'll laglessly land on the stage.
Effect: His Up + B can act as an ISJR, allowing Olimar to jump up from the ledge, and use his Up + B and DI to land on it without any lag whatsoever.
- Pikmin De-synch
How to Perform: When you have 1 Pikmin out, use a move that separates you from your Pikmin (F-smash, side-B, etc). When it is walking back towards you, do an Up-Smash when it is about 1.5 Olimar widths away from you.
Effect: If your timing was correct, the Pikmin will shoot upward with all of the properties of a normal U-smash, only the U-smash will take place in front of you instead of directly above you.
Note: It is also possible to do this with more than 1 Pikmin out, but you must be sure which Pikmin's "turn" it is to be used in order to time the tech. This is very difficult to do.
Note2: The pikmin has to be interrupted for the inputted upsmash to do anything. Watch in the video. Mario is jabbing the pikmin to interrupt it so the tech will work.
- Whistle Super Armor
How to Perform: Simply use the Down B 'whistle'
Effect: The whistle has a few frames of Super Armor right at the beginning (when Olimar pulls his head back) and it's usually used to help recovery or block some multi-hit attacks. (This depends on the length of said multi-hit attack).
- Bair Trap
How to perform: Peach’s bair consists of a ‘locking’ property.
Effect: Said locking property can lead into combos
- D-tilt Backdash
How to Perform: Peach's d-tilt can be said to have two movement phases - she leans forward, then moves "backward" until standing straight again. While she's moving backwards, perform any attack (or jump) to cancel the D-tilt.
Effect: Peach performs the attack while sliding backwards or does a "standing jump" with backward momentum. The later you cancel the d-tilt (without it ending), the more momentum she will gain.
- Ledge Float Cancelling
How to Perform:
Grab the ledge
X+Down to float
Release X immediately as float starts
Input any action here (turnip pull, jab, glide toss)
Effect: This can be used to cancel your float into any attack or movement very quickly , maximizing invincibility frames.
– Pseudo-Wavedash (a.k.a. "bubble dash")Dark.Pch said:Last thing I found out is that Peach can somewhat pillar. You Instant float, Nair and land and repeat.
How to perform: Jump and immediately hit Air Dodge while holding down-left or down-right.
Effect: Peach slides a little bit to the left or right, then faces the direction you were holding and does a stationary shield. Can be done in rapid succession or at the end of a run as a sort of pivot.
- Turnip Cancel
How to Perform: Execute a Down-B while running off the edge of a platform.
Effect: The turnip's "draw" animation is canceled by the sudden transition to an aerial state.
- Turnip Free-Pull
How to Perform: With your C-stick set to Specials, turn around while standing, then follow up by pressing Down on the B-stick.
Effect: While Peach draws the turnip, the player can freely move Peach left or right. This is also possible without changing your control scheme, but is MUCH harder.
Many AT's/Abilities belonging to Pikachu have been documented here:
- Quick-Attack Cancel
How to Perform: Do a Quick Attack into the ground. Can be your first or second Quick Attack and can be performed at any downward angle.
Effect: When Pikachu hits the ground, there will be a brief period, during which you can do anything you normally would after a single jump. So far, the only attacks that do not cause him to go into a normal landing animation are his d-air and B-moves.
- QAC Infinite Jump (a.k.a. Quick Attack Flash)
How to Perform: Do a QAC. Can be chained infinitely, like Bowser and Sonic's infinite Jumps.
Effect: Pikachu can do as many double-jumps, aerials, and Quick Attacks as he wants. He can do any aerial except b-air and continue the chain. Another application with mindgame potential is breaking the Jump early with another QAC. If done close enough to the ground, it'll look like several forward Quick Attacks, but faster.
- Quick-Attack Double-Forward
How to Perform: On the ground, do a Quick Attack and hold the joystick left or right. Then, for the direction of the second Quick Attack, move the joystick to down-left or down-right, depending on which direction you're facing.
Effect: Pikachu does both phases of Quick Attack in the same direction.
- Quick-Attack Thunder Cancel
How to Perform: While on the ground, perform a Quick Attack left or right. At any point in the Quick Attack, execute a down-B.
Effect: Pikachu stops his Quick Attack and performs Thunder.
- Quick-Attack Stage Scar
How to Perform: On FD, Quick attack into the side of the stage, and attempt to make the second section of the quick attack pass through the stage.
Effect: Pikachu goes through the stage and lands on the main platform.
(May be possible on other stages, I am not sure)
How to Perform: After footstooling an enemy, Quick Attack straight downward into them. At the end of the Quick Attack, do a QAC and attack with the aerial of your choice.
Effect: The footstool jump + Quick Attack stuns your enemy long enough to allow Pikachu to land any aerial on his opponent. Alternatively, you can skip the QAC and D-air or Thunder your target instead.
All of these techniques can be found in TThe Ultimate Pit guide created by kupo15 and Corruptfate
- Angel Ring Tech/Slide
OP: http://smashboards.com/showthread.php?t=172051We know that if you start the Angel ring on the ground, then you get a slide at the startup. We also know that if you start Angel ring in the air, you don't get this slide when you touch the ground. Angel ring tech (ART) is the combination of these two outcomes to produce a more deadly move. The outcome of ART is starting Angel Ring in the air while still getting the slide when touching the ground.
It is easy with short hops and only requires one B button tap to start AR. Pit should touch the ground around when he says his "HiyiyiYAAAA" the YAAAA part. I guess his annoying voice has a use.
The best way to start learning this is with the short hop and getting the landing and the YAAA to line up. Then adjust from there.
*Arrow Life-Span Note*
It's important to know that the player retains control of Pit's arrows as long as they are on the stage, not just on the screen. One Pit may also keep up to four arrows in play at the same time. These two properties are what allow Pit's arrow-based techniques to work.
- Arrow Looping
How to Perform: After shooting an arrow, slowly rotate the joystick in a complete circle. There must be no obstacles in the way of the arrow at any point in the circle.
Effect: Pit's arrow will complete a wide circle. After Pit puts away his bow, he will move in response to the same joystick movements directing the arrow's arc.The timing takes practice, but Pit can loop the same arrow several times in a row.
- Arrow Looping Application - Arrow Chasing
How to Perform: Loop an arrow, then release it from its circular arc in your opponent's direction. Once the arrow is released, chase after it with Pit.
Effect: Opponent is forced to either (1) shield, (2) dodge, or (3) get hit by the arrow. Once the arrow has run its course, the Pit player is next to his shield-stunned, dodging, or hit-stunned opponent, set up for a near-guaranteed hit.
- Arrow Looping Application - Arrow Swarming
How to Perform: Loop one or more arrows continuously.
Effect: A large portion of the stage area is now covered by arrow arcs, making them unsafe for the opponent.
- Arrow Looping Application - Arrow Blitzing
How to Perform: Fire four arrows straight up. After releasing the fourth arrow, loop it downwards.
Effect: A hail of four arrows approaches the opponent at once. Can be followed up with Arrow Chasing.
– Norfair glitch
How to Perform: When the horizontal column of Lava approaches the center of the stage, jump into it while holding out the Mirror Shield. Continue to press into the Lava Column and hold the mirror shield after the initial touch.
Effect: Pit will stay inside the lava unharmed for a LONG TIME before finally getting kicked out. If you time your entrance correctly, the lava will recede before Pit takes any damage.
*Wings of Icarus Note - The duration of Wings of Icarus functions similarly to Rob's Up-B. Used the first time, it has full duration, but used immediately after, has reduced duration. To restore duration time, simply do not use Pit's Up-B for several seconds.*
- Wing Canceling
- Platform Wing CancelBlue Shell said:Jump, and as soon as you leave the ground(like a wavedash): UpB, Then quickly do any aerial and fastfall. What will end up happening is that Pit will shoot just slightly into the air and the aerial will cancel out the UpB in a way that you could literally "Wing Cancel"
A variation of Wing Canceling. While jumping upwards through a platform, do an Up-B just as your feet pass through completely, then cancel the Wings of Icarus with an aerial (same as a normal Wing Cancel).
- Wing Dashing
How to Perform: Do a Wing Cancel while holding left or right on the joystick.
Effect: Pit goes into Wings of Icarus from a standing position, moves in the indicated direction, then lands. If D-air is used to cancel the Wings, there is no landing lag.
- Wing Gliding/Wave Gliding
How to Perform: Jump, then do an Up-B as soon as you leave the ground. Hold Left or Right.
Effect: Pit travels along the ground fairly quickly in his Wings of Icarus state. Best used for a quick retreat.
- Wing Refresh/Pit's Infinite Jump
How to Perform: Do an Up-B close to the ground, glide off the edge while still in Wings of Icarus, then perform an aerial.
Effect: Pit, now off the edge, gets all of his double jumps back, as well as his Up-B, without actually touching the ground. Can be looped infinitely.
-Castle Siege Glitch
How to Perform: Do a down-B during the gray "transition stage" between the three Castle Seige backgrounds.
Effect: The next pokemon will not spawn until the background transition ends.
How to Perform: Initiate a Shellshift (Squirtle's running turn-around), then do a jump-canceled up-smash. With perfect timing (very fast), the sound effect for the Shellshift will not even play.
Effect: Squirtle slides forward a ridiculous distance while doing an up-smash. Can be charged for a timed release at any point in the slide.
- Reverse Hydroplaning (formerly known as Hydroplaning)
How to Perform: Initiate a Shellshift, then rotate the joystick into the up position to do an Up-smash at the end of the second half of the Shellshift's animation.
Effect: Same as Hydroplaning, except Squirtle slides in the direction of the Shellshift instead of the initial run.
Squirtle - Hydrograb
How to Perform: While Squirtle is Shellshifting, hold the joystick in the direction of the Shellshift and the Shield button. When you would normally input a U-smash for Reverse Hydroplaning, instead press the C-stick Backwards.
Effect: Squirtle slides a long distance while doing a grab, greatly extending his grab range.
- Squirtles Hydro-toss.
How to perform:
When squirtle picks up an item(Diddys Bananas, Peaches Turnip, ZSS armor pieces), RUN, Pivot then automatically JC an item throw in any direction.
This gives squirtle extra momentum from the item throw and can slide half the distance of FD. He can also follow up with any attack without losing the momentum of the slide.
*hydrotoss starts at 2:10*
Squirtle - Reverse Shellshift
How to Perform: Execute a Shellshift. As the Shellshift ends, quickly Crawl Dash (see Crawl Dashing under "char-spec: Multiple") in the direction of the initial run.
Effect: Squirtle slides backwards after the Shellshift instead of forwards. With best timing, the slide will be several times further than a normal Crawl Dash.
- Squirtle Tipping (a.k.a. "I've fallen and I can't get up!")
How to perform: If an enemy Squirtle is using his Withdraw, jump on top of him.
Effect: The enemy Squirtle flips onto his back and is completely vulnerable for a short period.
- Ivysaur's Instant tether
How to Perform:
With Ivysaur, Run off the ledge and press up+b. He will automatically tether the ledge. If you Push A after tethering will grab the edge.
This sets up Ivysaur for great follow ups including, but not limited to; nair spikes, bair, re-tether, dair and so much more.
Not only can you put excellent pressure on someone trying to recover but you can also pull off some awesome gimps.
- D-tilt Lock
If an opponent is against a wall of reasonable height (Corneria, Rainbow Cruise's ship), R.O.B. can d-tilt them continuously until 100-150%, depending on the character. Once they've reached killing %, R.O.B. can finish them with a smash attack.
– Not Quite Wing Canceling
dmbrandon] During ROBs up-b said:[Samus][/color]
- Bomb Canceling
How to Perform: Drop a bomb on (or close to) the ground, then hold Down to crouch.
Effect: When Samus would normally begin standing up from her ball form, you can perform any ground move (shield, dash, smash, etc).
– Bomb Jumping
How to perform: While in the air, lay a bomb, then drop another bomb while aligned vertically with the first bomb.
Effect: The bomb explosion propels Samus upward or diagonally upward. This can be repeated several times in a row to aid in recovery, especially if you smash-DI explosions in addition to positioning Samus.
- Missile Canceling
How to perform: While descending in the air, fire a missile such that you touch the ground immediately after the missile leaves Samus' arm cannon.
Effect: The post-attack lag from firing the missile is completely erased. A common follow-up is to fire another missile to create a small projectile barrage.
- Chain Jacket
OP: http://www.smashboards.com/showthread.php?t=178812By performing the Chain Jacket, you can infuse the knockback of ANY Sheik move into the chain hits. So if you do a D-Smash Chain Jacket, each time the Chain hits the enemy, they'll struck with the knockback and damage of a D-Smash. Insane isn't it?
** How to perform the Chain Jacket: **
1. Perform the move you would like to Jacket onto the Chain. It does NOT need to hit someone.
2. Perform a short hop and deploy the Chain JUST after you reach the apex of the hop. This does NOT have to be done immediately after Step 1.
3. If done correctly, you should see the Chain deploy "dust" come out about or slightly below Sheik's shoulders. It is also accompanied by a lower pitched Chain deploy sound.
4. Your Chain is now jacketed until you retract it.
– C4 Jumping
How to Perform: After using your Cypher, stabilize your horizontal momentum. Hold Down and spam B to drop your C4 and detonate it.
Effect: The C4 explosion shoots Snake upward and allows him to use his Cypher again. If you don't stabilize your horizontal momentum first, the exploding C4 will give you horizontal momentum too or miss you altogether.
Snake's Nikita can be moved in tiny increments by tapping the C-stick instead of the joystick. This allows the Nikita to be moved more tightly (and with less stall time) than using the joystick. Used in conjunction with the joystick, C-Nikita allows for slightly quicker and more precise Nikita shots than normal.
- Double Cypher
How to perform: Footstool jump Snake while he is using his Cypher.
Effect: After being Footstooled, he can use the cypher again.
(Thanks to Tenki for his input on updating some of these tired descriptions.
- Air Dash (stage dependent)
How to Perform: Airdash is performed by initiating Side-B on a 45 degree (or steeper) surface so that the initial hop is interrupted by the ground.
Effect: In the duration of this state, you are invincible and will follow the ground until you reach the end of the platform. If you roll off a straight edge or upward slope, you will continue to float straight. If you float off a downward slope, you will fall with a normal trajectory while still invincible. Turning around (while you're still on the ground) or jumping will cancel the airdash state.
OP/Stage List: http://www.smashboards.com/showthread.php?t=154329
- Air-Dash Teleport
If Sonic touches any non-platform object during an Air Dash, he will teleport. The direction of the teleport depends on the angle at which Sonic collided with the object.
- ASC (aerial spin charge) multi-hit
How to perform: Spin Charge attack (Down B) the opponent
- ASC cancelTenki said:An aerial down-B's damage is based on how much speed you have while floating in midair. While holding forward after releasing, you will deal max damage possible (modified by stale moves) and renew the attack box for two or more hits, depending on opponent's size and DI. Also works on shields and other damageable objects like bosses and breakable stage hazards.
How to Perform: Tap (or, easier, hold shield) as you land after releasing aerial down-B (or after rolling off a platform with either one)
Effect: You will go into a shield, canceling the spin charge.
- Double Springing
Set a spring on the ground, land, then jump on the spring you just laid. At the top of the spring-jump, Sonic can Up-B again to soar to ridiculous heights.
- Down-B to any attackTenki said:(even though the original description is true, it's now known that the true 'double spring' is performed by having someone footstool jump Sonic as he's rising during his first up-B or during the aerial that's usually done during the spring jump.)
How to Perform: On a stage with a large slope (Green Hill Zone, Yoshi's Island Melee, etc), perform a Down-B up-hill towards the slope. When you're on the slope, Jump to cancel the spin dash and execute another move. Hard to do with the joystick, easy with the C-stick.
Effect: Sonic will go straight from a spin dash into the next attack with no lag in between.
OP/Video: http://www.youtube.com/watch?v=OsPU6nCm5iITenki said:down-B to F-smash is more like... "Hilldash" (mentioned earlier) - jumping while going up a 45 degree or steeper slope during spindash will allow you to perform any move out of it.
How to perform: After initiating a fox-trot, put the control stick nearly back to neutral and then push it forward slightly.
Effect: Sonic should have a long slide added to the end of his foxtrot. Unfortunately, this still counts as a dashing state, and Sonic cannot use tilts or smashes.
Credit: PK-ow for the discovery and TwinkleToes's thread for Sonic AT's
- Homing Cancel
How to Perform: Press B to initiate a homing attack, then press B again about halfway through the rising windup.
Effect: The Homing Attack stops winding up and goes into the attack portion early.
- Homing Stall
How to Perform: Do a Homing Attack against the bottom of any solid stage platform or block, where "solid" means "cannot be dropped through."
Effect: Sonic will hit the platform/block and move sideways slightly while pressed against it briefly before falling. This can be used to cross under stages or repeated continuously to stall the match.
OP/Video: http://www.youtube.com/watch?v=OsPU6nCm5iITenki said:just a slight update, because there are still people who don't understand this move: It's done by having Homing Attack 'rise' into the ceiling as it's charging, then releasing. If nobody is in range, you will follow the ceiling and slide in the direction you are facing (can control this via Turnaround B's), but if someone IS in range, it will continually try to home in on them, usually leaving you moving back and forth under the block/platform.
– Infinite Side-B Jump
How to Perform: Same as the Bowser Infinite Claw Jump (see above), except you must be near the ground during the beginning of the Side-B.
Effect: Same as the Bowser Infinite Claw Jump. Because his jump is higher and his aerials are quicker, he can use any aerial during the jump (except D-air) and continue to Infinite Jump.
- Spindash cancelTenki said:This is just jump-cancelling grounded side-B charges. You can actually jump out of down-B charges, too, so it's not really the technique it markets itself to be lol.
How to Perform: While charging side-B, hit shield to cancel the charge.
Effect: You can do anything out of this that you can out of shield.
- Spin Shotting
How to Perform: Initiate a Side-B, then jump to cancel it immediately after releasing the charge.
Effect: Sonic jumps much farther and at a lower angle than either his jump or double jump. This can be done in the air too.
OP/Video: http://www.youtube.com/watch?v=OsPU6nCm5iITenki said:An alternative (for GC controllers) is to charge an aerial down-B and, while charging (and still in midair), hit the C-stick (smash/attack) sideways. Default Wii-chuck controls can also easily do spinshot by charging side-B and hitting A at the same time ("grab") input.
– Spring StallSuper Springing
When Game & Watch uses his up-b he briefly creates a spring platform beneath him. If Sonic is in close proximity to this platform he will also get a boost (as will any other character); however, if Sonic uses his up-b while receiving the boost he will spring extremely fast to the top of the level. This can also be done to a lesser extent using Game &Watch's uair as a boost instead. Sonic cannot KO himself over the top of the level with his spring-- so, it is guaranteed to be safe.
How to Perform: Execute a Spring Jump on the ground, then spam D-air immediately above the spring.
Effect: Sonic will hover over the spring, doing D-airs repeatedly. Other characters with D-airs similar to Sonic's can also do this on springs, but since they can't generate them, the usefulness is very limited.
- Up-B Distance Extension
How to Perform: Any aerial or air dodge immediately after performing an Up-B.
Effect: Sonic travels slightly farther horizontally than he normally does after an Up-B.
- More from Tenki:
Tenki]I'm not really sure if these are considered an AT's or something said:[Toon Link][/color]
- Bomb Sliding
How to Perform: Draw a bomb, then drop it with a short-hopped air-dodge. When the air-dodge finishes, do a D-air.
Effect: The "wind" effect from the D-air pushes the bomb along the ground.
- Quick-Draw (also possible with [Link])
How to Perform: When landing, press B just before touching the ground.
Effect: Link/Toon Link fires an arrow immediately, skipping the draw animation. Best used after an aerial, drawing a bomb, or firing an arrow. Quick draw can be done after all of these actions full-hopped with Link or short-hopped with Toon Link.
- Bike Cloning Glitch
- Faux Super-Armor on Bite
While Wario is holding an opponent with Bite, both characters are counted as being in a grab state. Thus, FSA (see General Discoveries) applies when Wario is biting his opponent.
How to Perform: Eat a thrown explosive with B while Wario is near his opponent.
Effect: Opponent takes damage and strong knockback. Best used against Snake, Link, and Toon Link, as they can generate throwable explosives. Lethal at high %.
- Super Jump Bike Glitch and 360 rotation.
How to perform: How to perform this glitch involves a fastfallable platform and Wario's Bike. The descriptions in each of the following videos explain how to perform each step.
Effect: The first videos show how to perform a 360 degree flip caused by a glitch in the platforms. The last video shows how one is able to abuse this glitch to cause Wario to fly extremely far into the air.
- Illusion Glitches 1 and 2 (from Drack's Wolf Guide)
- Scarring (stage dependent)Ledge Glitch: If you Side-B recover enough above the ledge so it doesn't sweetspot the ledge but not enough to put you on the ground, sometimes you won't ledgegrab, but fall straight down. This is interesting in that it does NOT put you ito special fall. You can recover by Up-Bing straight up which will sweetspot the ledge. I don't know any practical use for this, though I suppose it can be a mindgame if it's reliably repeatable.
Surface Glitch: If the ground obstructs your Side-B you will follow the ground instead of your usual diagonal trajectory. A good example is the Yoshi's Island Melee stage (the Super Mario World one). If you side-B up the pipe from the left side, you'll continue downwards and to the right along the pipe's right side. This can also be done at a specific point by the far left ledge of Melee Corneria, and in weird places like the teleport platform to the next stage in All-Star mode.
How to Perform: When hanging on a ledge, drop off and side-B into the stage platform.
Effect: On certain stages, Wolf will pass through the corner of the platform and land on it. This technique can be emulated by Edge Popping on other stages, but Wolf will travel along the platform edge instead of through it.
Stage List: http://www.smashboards.com/showthread.php?p=4123671#post4123671
*Thanks to Ducky285 for writing Yoshi's entries*
- Dragonic Reverse
How to Perform: Press Jump, then do a Double Jump + Aerial before Yoshi leaves the ground.
Effect: Yoshi slides slightly along the ground in the direction of the aerial you performed. If you're holding a direction, Yoshi will slide further in the direction you are holding and can also face the opposite direction.
- DJC Egg Lay/Dragonic Egg Lay
How to Perform: Input is the same as Dragonic Reverse, except you Neutral-B instead of using an aerial.
Effect: Yoshi will slide in the direction you inputted, and perform the Neutral-B
- Edge Canceled Eggs
How to Perform:
Method 1 - While holding a ledge, tap back to let go and immediately hit up-forward B to toss an egg
Method 2 - While holding a ledge, tap down to drop off the ledge. Follow it by double jumping and tossing an egg as you approach the ledge.
Effect: Yoshi will toss an egg and will grab the ledge immediately after, canceling the lag of the egg toss. This allows Yoshi to fight off opponents trying to pressure them on the edge.
- Egg Lay Foot Stomp (credit to 1Bigman40)
On the tip of Yoshi's tongue, you can pull in the opponent w/o actually eating them.
Application: Grab your opponent while sliding towards the edge such that Yoshi is standing on the edge of the platform when the slide is finished. Allow your opponent to escape the grab state, which will cause them to fall off of the stage. When that happens, follow them off of the platform, use the non-swallowing Neutral B described above to pull them in, then footstool jump them to return to the stage.
- Egg Toss Slide
How to Perform: Run forward and press Jump while tossing an egg (Up-Forward or Up-Backward + B)
Effect: Yoshi will slide on the ground briefly while tossing an egg. He can also toss it behind him much more quickly using this method. He can use this as an approach, a retreat or a quick way to edgehog.
- Egg Lay Cancel
How to Perform: Hit an opponent with the very tip of Yoshi's tongue while doing an Egg Lay (neutral B)
Effect: Yoshi will pull the enemy close but won't actually swallow them. This can lead into almost anything, most notably a footstool jump off the edge (doing that specifically is called ELFS..egg lay footstool stomp). Very difficult to pull off consistently as the tip of the move is VERY small.
- Reverse Egg Roll
How to Perform: Perform an Egg Roll and immediately smash the analog stick in the opposite direction.
Effect: The startup lag of the Egg Roll is significantly decreased.
- Super Jump/2X Double Jumps
How to Perform: As Yoshi is landing from a single jump, Double Jump + Air Dodge the instant before he lands on the ground.
Effect: After the Double-Jump + Air Dodge, you can Double Jump one more time in the air. This cannot be infinitely repeated. A good way to practice this is to short-hop B-air, then DJ + Air Dodge as you land. If done properly, the rings Yoshi creates when he double-jumps will be smaller than usual, if not non-existent.
- Teleport Cancel (Zelda)
How to perform: Up-B and land just off the side of the ledge.
- reappears at the stage ledge and falls off/hugs ledge depending on what direction you hold when she reappears
- reappearing attack hitbox present
- no attack animation and no lag (she can arial and special attack, and airdodge immediately after reapearing)
- she gets her second jump back
[================*Misc. Known Glitches*================]
*Note - Brawl has so many non-AT glitches that I have decided to list only a select few. If you want to see more strange glitches, go to YouTube and search "SSBB glitch." Many treasures await you there.
- Aura Sphere Freeze (Lucario)
-Infinite Green Shell Jumping (Credit goes to Digimonkey)Jump forward or anywhere then do an airdodge before you land, Then press the c stick downwards.
Effect: Before you land you shall do a small air dodge and it will be canceled by a grab.
It is possible jump infinitely with certain characters using the Green Shell.
Most effective with Peach, you grab a Green shell, jump into the air, and at the upper arc of your jump, Z drop and regrab the shell. If done correctly, Peach will get boosted into the air, and regrab the item. You can do this repeatedly at the top of each 'jump'.
Some character's won't gain any vertical distance, some will stall at the same height, and some cannot do this at all.
- Invisible Explosions (Green Greens)
- Lethal 0% Unira (Pit/Falco/Unira)
- Moving Platform Glitch (Stage Builder)
At certain locations in the Stage Builder map, place a 1-wide vertically moving platform next to a downwardly slanted fall-through platform such that the moving platform "meets up" with the slanted platform at the high point of its path. If placed in the glitched area (coordinates differ based on whether the map is small, medium, or large, and the size of the slanted platform), when a character runs off of the slanted platform in the direction of the moving one, he/she will warp to the moving platform regardless of its location in the programmed path.
More Info Here.
- Nana Pocket:
How to perform: Explained here - http://www.smashboards.com/showthread.php?t=210909
Effect: When someone jumps into it, they appear wherever IC's are for 1 frame, and the teleport back to the same spot.
I managed to footstool Nana during the 1 frame timespan, and managed to get hit by an attack while inside the "Nana Pocket"
- Nana's Time Pocket (Ice Climbers)
If the Ice Climbers are affected by any attack with a time-slowing effect (Shadow's Assist Trophy, the Stop Watch item, etc.), visual effects generated by Nana will remain slowed down even after the time-slowing effect has ended. Nana's attacks and movement are not slowed down, but if she generates a hit flash, smoke, or other visual effect, the visual effect will act as though it were under a time-slowing effect.
- Oil Slicking (credit to Neb)
How to Perform: Go up to a proxy mine as G&W, and pull out the bucket (down b).
Effect: Snakes claymore is automatically detonated (G&W remains safe)! Its as if the bucket sends out a shock wave of some sort, or spills an invisible oil slick over the space (like the classic Flat Zone?). The distance it works is just about the size of the gas splash from Oil Panic, which is like a G&W and a half. This probably has some similarities to all the other weird occurrences with Snake's dsmash, such as the Perma-explosion.
Note: This can be performed in the air and still works under a platform.
- Perma-Explosion (Snake/DeDeDe)
Have Snake set a proximity mine, then have DeDeDe walk near its trigger radius and Inhale. The Inhale should trigger the prox mine, and as long as the Inhale is held, the explosion animation and hitbox will remain on the screen. The explosion disappears if (1) DeDeDe stops Inhaling voluntarily, (2) DeDeDe is hit out of the Inhale, or (3) somebody touches the explosion's hitbox. Another multiple-explosion effect can be triggered by releasing Squirtle's Water-Gun or Mario's FLUDD next to the mine, but the effect ends when the water stream ends.
- Perma-Grab (Ike/DeDeDe)
On Corneria, locate the point to the LEFT of the Great Fox's dorsal fin where the fin meets the main ship body. Have Ike stand on the left of that convex corner and DeDeDe stand on the right of it, then have Ike grab DeDeDe. DeDeDe will now be permanently in Ike's hands until Ike decides to throw him.
- Pseudo-Perma-Size Transform
If Shiek or Zelda transform after being struck by lightning (An item), they'll remain huge/tiny until they are KOed.
- Quick Stage Return (Tether characters)
Video: http://www.youtube.com/watch?v=e4M0hHm1czEJCMR-Brawler64 said:This is a super useful glitch with Toon Link, with normal Samus and Link.
It can only be done with these characters thanks to their mid air Z-moves. Lucas just can't do this even know he has a hookshot-kind move in mid-air.
You can come back to the stage way faster than normal, literally to die like an Alloy does (this is for prevent the Star-Ko). To do this glitch, you just need to NOT have items or bombs on your hands (this is possible when you are attacked in a seconds and you have a item) an perform the Zbutton mid-air move right before you're about to be blown out the stage. It also can be done to the sides. Only that your "explosion" will be still an upper explosion instead of an ordinary to-side explosion, if you do it rightly!! it can be done in any stage, in any game mode and anytime :D even in the subspace emissary :D you just only need to have your hands free of items (in a few seconds you can do it).
- Second Jump Renewal, Infinite Second Jump Renewal
How to Perform: Execute an aerial such that when your character would touch the ground during the last few frames of the aerial. Press Jump just before the character touches the ground.
Effect: The character will do another second jump without landing. Some aerials are short enough that they can be used to renew Second Jumps infinitely. This has the potential to be an AT in the future depending on how the metagame evolves. More details at OP.
- Sheik/Ivysaur Animation Glitch
- Sucked Off (Ike/DeDeDe|Ike/Kirby)
Place DeDeDe or Kirby on the edge of a platform facing into the stage, holding an Inhale. As Ike, do a Side-B into the Inhale's area of effect. Ike will lose control and fly off the side of the edge, committing suicide. Also possible by doing a Quick Draw into the wind vortex that Ganondorf's up-tilt generates while he's raising his leg.
- Super Secret B-Stick in Brawl
Simultaneously pressed with the B-button, the C-stick can be used to perform directional specials without changing your controller configuration.
-Tilt Landing (by Sino)Trace_User500 said:- Test Mode Glitch
When testing a custom stage, jump off the edge. While the explosion-thing is coming up, press start to return to the stage builder. Enter "test mode" again. You will see Mario for a second, then the screen will shift to the center, then to the respawning platform as if you had died!
How to Perform: Do a D-smash/D-air at the very beginning of your character's landing animation.
Effect: Character does a D-tilt instead of a D-smash or D-air. Timing is super-difficult, but it is possible.
*Note: On-land D-tilts can be performed without glitches by holding Down and pressing A/C-stick-Down during landings.*