Heart of Ice
Smash Cadet
- Joined
- Jan 20, 2015
- Messages
- 49
Hi everyone, this is my first post on Smashboards and quite an ambitious post at that! But I did my part, I lurked for a while and read the rules, so this will hopefully not become one of the several locked "noob" threads. I happened to notice while we have Mario AT discovery thread and several individual AT threads, there is unfortunately no compilation of it all like in the Sheik forums.
I decided to take it upon myself to compile some of the ATs that I found online and some that Iwas probably not the first to have discovered. I will update this compilation as time goes on, since I will probably miss some techniques.
Smash Techniques
Hyphen Up-Smash/ Running Up-Smash
Usefulness: 3/5
A technique that is done by running and then immediately charging, then using an Up-Smash. This allows you to slide forward a little bit while using a smash attack. Not as good as DACUS, but whatever...
Side Smash Angling
Usefulness: 4/5
After starting the charging animation for the side smash. You can angle the attack normally, up or down. The up angle and the down angle have stronger kill potential than normal. The down angle can be used to poke people off ledges.
B Special Move Advanced Techniques
F.L.U.D.D. Techniques
High Pressure F.L.U.D.D. Recovery
Usefulness: 2/5
In order to use this technique you must have a fully charged High Pressure F.L.U.D.D. and have your back facing the stage. ONLY USE THIS IN THE UPPER PARTS OF THE BLAST ZONE! If you use this somewhere in the middle or the lower part of the blast zone you will probably kill yourself! Horizontal Recovery is quite nice though!
F.L.U.D.D. Angling
Usefulness: 4/5
You can angle the water shot by the F.L.U.D.D. with the joystick either Up or Down. This pretty much saves the F.L.U.D.D.
from mediocrity.
F.L.U.D.D. Canceling
Usefulness: 5/5
You can tap the joystick left or right while charging the F.L.U.D.D. to dodge in that respective direction and stop charging. You can also cancel the F.L.U.D.D. mid-air using an air dodge and from there you can use the B Special or aerial of your choice to punish foes that try to get you.
Super Jump Punch Techniques
Psyche-out recovery
Usefulness: 3/5
To do this technique you have to grab a ledge, drop down a bit and immediately use Up-B. Very good for edge guarders that tend to stay too near for their own good.The only reason this technique is rated lower is, you can't use it too frequently without it being predicted and punished.
Extended Horizontal Recovery
Usefulness: 5/5
In order to do this technique you must use your Up-B and push your Joystick sideways in the direction you want to go. This makes Mario get a little more horizontal distance by controlled falling.
Cape Techniques
Cape Sliding
Usefulness: 4/5
In order to perform this technique you must use the cape when Mario puts his right foot down for the first time in his dash (The start of the running animation). You actually slide forward a bit while using the cape making it an interesting approach option against projectile spammers.
Cape Edge Grab
Usefulness: 1/5
Use the cape on the very tip of the ledge to instantly grab the ledge. I guess it's nice to help get off a quick Back Air.... maybe....
Cape Stalling
Usefulness: 3/5
Use your cape while descending to slow down your momentum and confuse would-be jugglers. If they have a good air game this might not save you though....
Aerial Tricks
F-Air Meteor-Runoff
Usefulness: 3/5
Against low recovering opponents run off the edge and use your F-air. If you can connect the blow it can spike your opponent. Be sure to B-Reverse your Up-B to recover properly afterwards.
Tilts
F-Tilt angling
Usefulness: 2/5
You can angle your forward tilt by gently inputting up or down after a side tilt. This can be used to poke through weakened shields, in an exposed area!
General Techniques
Run-to-shield
Usefulness: 5/5
You simply dash (the start-up animation of the run) and immediately shield. You actually slide quite a bit and the timing is pretty generous. You can combine this with cape sliding for a VERY safe approach.
Shield Grab
Usefulness: 5/5
Simply hold up your shield and press the grab button when your opponent is within range. Very useful if the opponent is foolish enough to run directly into you. Just be careful you don't get grabbed instead!
B-Reverses and Wave Bounces
Usefulness: 5/5
If I write the instructions to do this I'm going to get carpal tunnel. Look it up on youtube!
Pivot S-Tilt and Smash
Usefulness: 5/5
You simply run and then quickly turn around and either put in the input for a Side Tilt or Smash depending on the situation you're in. Fun for catching falling opponents!
Short Hop Aerials
Usefulness: 5/5
You very briefly press the jump button (I DO NOT RECOMMEND TAP JUMP FOR THIS). Use any of your aerials you want, but probably not a F-Air it's too laggy. You can also turn yourself around to hit them with a B-Air. Also all of your aerials CAN cancel once you hit the ground, but that doesn't help much...
Conclusion
Thanks guys for your time and I hope you learned something! Some of these names are probably not the official ones, so just tell me the proper terms and I'll fix them. If you know of any techniques I haven't covered (like ones involving fireballs) please let me know! And again thanks for everything!
Edit: Got rid of Cape Canceling didn't realize it was pre 1.04, since it was not listed in community patch notes. Edited Forward Smash Angling as well as a better description for the running Up-Smash. I also changed old F.L.U.D.D. to the new High Pressure F.L.U.D.D. Recovery. I decided to keep the general basic techniques since Mario benefits a lot from them. Also, I didn't feel that the F.L.U.D.D. Techniques were well enough known about, at least for newer players. I will add Fireball slide later once I figure it out.
I decided to take it upon myself to compile some of the ATs that I found online and some that I
Smash Techniques
Hyphen Up-Smash/ Running Up-Smash
Usefulness: 3/5
A technique that is done by running and then immediately charging, then using an Up-Smash. This allows you to slide forward a little bit while using a smash attack. Not as good as DACUS, but whatever...
Side Smash Angling
Usefulness: 4/5
After starting the charging animation for the side smash. You can angle the attack normally, up or down. The up angle and the down angle have stronger kill potential than normal. The down angle can be used to poke people off ledges.
B Special Move Advanced Techniques
F.L.U.D.D. Techniques
High Pressure F.L.U.D.D. Recovery
Usefulness: 2/5
In order to use this technique you must have a fully charged High Pressure F.L.U.D.D. and have your back facing the stage. ONLY USE THIS IN THE UPPER PARTS OF THE BLAST ZONE! If you use this somewhere in the middle or the lower part of the blast zone you will probably kill yourself! Horizontal Recovery is quite nice though!
F.L.U.D.D. Angling
Usefulness: 4/5
You can angle the water shot by the F.L.U.D.D. with the joystick either Up or Down. This pretty much saves the F.L.U.D.D.
from mediocrity.
F.L.U.D.D. Canceling
Usefulness: 5/5
You can tap the joystick left or right while charging the F.L.U.D.D. to dodge in that respective direction and stop charging. You can also cancel the F.L.U.D.D. mid-air using an air dodge and from there you can use the B Special or aerial of your choice to punish foes that try to get you.
Super Jump Punch Techniques
Psyche-out recovery
Usefulness: 3/5
To do this technique you have to grab a ledge, drop down a bit and immediately use Up-B. Very good for edge guarders that tend to stay too near for their own good.The only reason this technique is rated lower is, you can't use it too frequently without it being predicted and punished.
Extended Horizontal Recovery
Usefulness: 5/5
In order to do this technique you must use your Up-B and push your Joystick sideways in the direction you want to go. This makes Mario get a little more horizontal distance by controlled falling.
Cape Techniques
Cape Sliding
Usefulness: 4/5
In order to perform this technique you must use the cape when Mario puts his right foot down for the first time in his dash (The start of the running animation). You actually slide forward a bit while using the cape making it an interesting approach option against projectile spammers.
Cape Edge Grab
Usefulness: 1/5
Use the cape on the very tip of the ledge to instantly grab the ledge. I guess it's nice to help get off a quick Back Air.... maybe....
Cape Stalling
Usefulness: 3/5
Use your cape while descending to slow down your momentum and confuse would-be jugglers. If they have a good air game this might not save you though....
Aerial Tricks
F-Air Meteor-Runoff
Usefulness: 3/5
Against low recovering opponents run off the edge and use your F-air. If you can connect the blow it can spike your opponent. Be sure to B-Reverse your Up-B to recover properly afterwards.
Tilts
F-Tilt angling
Usefulness: 2/5
You can angle your forward tilt by gently inputting up or down after a side tilt. This can be used to poke through weakened shields, in an exposed area!
General Techniques
Run-to-shield
Usefulness: 5/5
You simply dash (the start-up animation of the run) and immediately shield. You actually slide quite a bit and the timing is pretty generous. You can combine this with cape sliding for a VERY safe approach.
Shield Grab
Usefulness: 5/5
Simply hold up your shield and press the grab button when your opponent is within range. Very useful if the opponent is foolish enough to run directly into you. Just be careful you don't get grabbed instead!
B-Reverses and Wave Bounces
Usefulness: 5/5
If I write the instructions to do this I'm going to get carpal tunnel. Look it up on youtube!
Pivot S-Tilt and Smash
Usefulness: 5/5
You simply run and then quickly turn around and either put in the input for a Side Tilt or Smash depending on the situation you're in. Fun for catching falling opponents!
Short Hop Aerials
Usefulness: 5/5
You very briefly press the jump button (I DO NOT RECOMMEND TAP JUMP FOR THIS). Use any of your aerials you want, but probably not a F-Air it's too laggy. You can also turn yourself around to hit them with a B-Air. Also all of your aerials CAN cancel once you hit the ground, but that doesn't help much...
Conclusion
Thanks guys for your time and I hope you learned something! Some of these names are probably not the official ones, so just tell me the proper terms and I'll fix them. If you know of any techniques I haven't covered (like ones involving fireballs) please let me know! And again thanks for everything!
Edit: Got rid of Cape Canceling didn't realize it was pre 1.04, since it was not listed in community patch notes. Edited Forward Smash Angling as well as a better description for the running Up-Smash. I also changed old F.L.U.D.D. to the new High Pressure F.L.U.D.D. Recovery. I decided to keep the general basic techniques since Mario benefits a lot from them. Also, I didn't feel that the F.L.U.D.D. Techniques were well enough known about, at least for newer players. I will add Fireball slide later once I figure it out.
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