Darth Waffles
Smash Lord
Accessing Mainframe Database: A Robotic Glossary
011001001000010110010100101000001110101010010111001001010100010100101010111010010111001001010100010100101010110111001101001Not done yet, still needs: Way more things, including a lot of stuff not mentioned in vyse’s thread and how each one pertains to ROB, a couple bad puns, COLOR, intro paragraph. Feel free to add anything not mentioned yet in here so I can add it in but I wanted to get this in here for starters. I'm also working on this in Word and then bringing it over
http://www.smashboards.com/showthread.php?t=187873
A full list can be found here (run by Vyse) and I really advise you all to look through this because it has a lot of things not mentioned below. That being said, a lot of this has been copied and pasted shamelessly from there and has been updated with how it affects ROB
Experimenting with colors is fun =)
I've got about half of the "how these apply to ROB" explanations for the terms below in Word
Techniques to Know
~Auto-Land/Platform Cancel
How to Perform: On a stage with a platform that moves “vertically” (Lylat Cruise, etc), position your character below the platform. As it is moving up, jump, then press down on the joystick when your character is approximately level with the platform. Then, immediately release down and enter any command. Smashes best performed with the C-stick.
OP: http://smashboards.com/showthread.php?t=157059
Video: http://www.youtube.com/watch?v=SK16zTBzIQQ
--Apparently it's only possible on Smashville's moving platform and Lylat's platforms
Someone really needs to find a use or combo for this because it's too addicting when pulled off correctly. Throw/hit --> platform-canceled downsmash looks too good
~B-Move Technique: B-Reversal
How to Perform: Enter the input for any B-move, then slam the joystick in the opposite direction your character is facing before the animation begins. Can be done with all types of specials, not just Neutral B, but not all specials can be reversed. A list of compatible moves can be found in the Lists section of this post.
Effect: Character's horizontal momentum is completely canceled/reversed, character faces opposite direction, B-move executes. Can be used during dashes and jumps for easy pivoting too.
OP: http://www.smashboards.com/showthread.php?t=155369
~B-Move Technique: Recoil Special (a.k.a. Wave-bouncing, B-sticking)
How to Perform: In the air, B-Reverse a Turnaround B or a backwards side-B. This is more easily accomplished by pushing the joystick forward and the C-stick backwards with the C-stick set to Specials.
Effect: Character's horizontal momentum is completely canceled/reversed, character stays facing the same direction, B-move executes. Can be used to space projectile approaches.
'All About Wavebouncing' by Rkey: http://www.smashboards.com/showthread.php?t=191605
OP: http://smashboards.com/showthread.php?t=152409
More info: http://smashboards.com/showthread.php?t=152815
~B-Move Technique: Turnaround B
How to Perform: In the air, tap the joystick in the opposite direction you are facing, release, then perform a Neutral B.
Effect: Character continues moving in the same direction as when the jump began, but fires off a Neutral B in the opposite direction traveled.
~Camp/Spam using Projectiles
How to Perform: Press B and occasionally Down + B
Effect: Win against the majority of the cast =)
~Boosting Technique: Smash-Boosting, also known as Dash-Attack-Cancelled-Up-Smash (DACUS) or even “Snakedashing”
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 but must be done quickly.
Various Methods: C-stick down to initiate dash attack, then Up+Z to do the up-smash; <----- Personal Preference (or C-stick down, C-stick up; A-button, C-stick up)
Effect: Character slides forward while simultaneously performing an Up-smash. Up-smash can be charged. Distance traveled varies by character, ROB really doesn’t benefit from this since he doesn’t slide anywhere (unlike Snake, Wario, Sheik and others)
----Grabs and Pivot grabs can also be boosted by pressing grab or pressing the opposite direction + grab, but these really aren’t that useful for ROB as of now---
~Dashdancing
How to Perform: Tap the joystick forward and backwards during the initial dashing animation. This must be done very quickly (much faster than in Melee). If you find yourself running or moving and then stopping, you’re doing it too slowly.
Effect: ROB dashes in place back and forth very quickly. Flashy, might be good for a mindgame here or there. Unfortunately, ROB isn’t too quick on the ground so this won’t help him get much, maybe a pivot grab if your opponent doesn’t predict it. You can also get punished for this by tripping since you have another chance to trip each time you start the animation the other way. Props to BO X7 for this because he was honestly the first ROB I’ve ever seen actually dashdance in a match. Ever.
~Edgehugging Technique: Speed Hugging
How to Perform (easiest): Run off the ledge (holding the control stick away from the stage), immediately slide the control stick down and then towards the stage (180 degrees from the direction ROB was facing)
Effect: ROB or any other character will immediately snap to the ledge, preventing other characters from getting back to it. An absolute MUST-learn, great against Olimars and other tether recoveries and also characters like Falco. Once you snap to the ledge, you can drop off and backair, jump + bair or do whatever you normally would from the ledge.
~Glide Tossing[/B]
How to Perform: Initiate any roll while holding an item, then throw the item before the roll animation begins. You can use the C-stick to throw the item in any of the four cardinal directions instead of just pressing A for a forward throw.
Effect: Character slides in the direction of the would-be roll and tosses the item. Distance traveled differs based on character and several other factors. See "In-Depth Analysis" link for variations and distances.
OP:http://smashboards.com/showthread.php?t=141858
Analysis: http://www.smashboards.com/showthread.php?t=154982
Distances List: http://www.smashboards.com/showthread.php?t=172861
Oh baby, the one AT every ROB actually uses. PLEASE don’t be blatantly predictable with this though. I’ve seen too many people rolling away two or three times and then glide tossing forward. Not cool. Against characters with reflectors you can glidetoss (GT) down and downsmash/downtilt or if the opponent is off the stage you can glide toss up and get closer to the edge of the stage faster to edgeguard them. You can also use ROB’s up-B after a glide toss instead of an attack or run up and grab, so feel free to be creative with it. Being predictable WILL get you punished. Also be wary that other characters can do the same thing to ROB. Diddy throwing bananas and Zamus with armor pieces won’t be fun if you let them GT across the stage and hit you.
~Glide Toss Technique: Ultra-Fabulous Supermodel Shuffle
To be added in
~Jump Cancel
How to perform: Jump and then immediately cancel it by using an upsmash (or item throw)
Effect: ROB slides a bit forward and then upsmashes, must be done very quickly. ROB doesn’t benefit from this since you may as well just upsmash or glide toss
Reversed Aerials
Pivot Grab
Doopwalking
Escape: Gyro Edgehugging
General Stuff (also taken from Vyse’s guide http://www.smashboards.com/showthread.php?t=187873[/SIZE])
~"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.
~Auto-RAR
How to Perform: With your C-stick set to specials, dash and hit the C-stick in the opposite direction.
Effect: Character does a short-hop and automatically turns around. Easy to transition into an approaching barrage of B-airs, hence the name Auto-RAR (Reverse Aerial Rush).
OP: http://smashboards.com/showthread.php?t=152409
DI/Momentum Canceling
To be added in
~Drifting Aerials and Specials
If a character tries to perform any momentum-altering aerial after they're hit into the air, the move's momentum-altering properties will not take effect. This mechanic may be in place to prevent characters with Falcon Kick-style D-airs (and other momentum-stoppers) from being ridiculously hard to kill.
~Early Jump After Hit-Stun
After being launched by an opponent's attack, you can do aerials, air-dodges, and z-airs immediately after hit-stun, but must wait an extra period before you're able to jump and use B-moves. To shorten the wait, initiate an air-dodge the instant the hit-stun ends. This will enable you to jump or use your B-moves earlier than normal for most characters.
OP: http://www.smashboards.com/showthread.php?t=166142
~Edge Popping
Carried over from Melee. For those who don't know, Edge Popping is a term used for preventing your character from sweet-spotting a ledge. Simply hold Down on the joystick when passing through the ledge's sweet-spot area. Your character will not grab the ledge as normal, but will pass it completely uninterrupted.
~Faux Super-Armor (FSA)
During grabs, the character with the higher-number controller port gains zero knockback against attacks that would hit both him and his opponent, including explosives. FSA applies whether the higher# player is the grabber or the grab victim. 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.
OP: http://www.smashboards.com/showthread.php?t=168613
Video: http://www.youtube.com/watch?v=HavRK1QwNJA
~Grab Priority
(a) If two characters grab each other at the exact same time, the character with the lower-number controller port will win. Ex. If P1 and P2 grab each other simultaneously, P1 grabs P2.
(b) If a character's grab connects at the exact same time that his victim's attack connects, the attack does damage but the victim is grabbed. This is different from Melee, where the grab would cancel the attack altogether.
~Input Buffering System and Uses
Brawl has a unique input buffering system that allows you to input moves before they are able to be executed. There are various times at which you can buffer attacks, including landing on the ground, during Air Dodges, after Jabs, etc. However you do it, buffering has but one purpose - to minimize the time between when a move becomes possible and when you perform the move. Buffering allows you to perform every move at the start of the IASA frames of the move before it, thus achieving optimum combo speed consistently when speed is critical. This does not cancel post-attack animation lag, but HUMAN lag.
Applications: Canceling Jab Combos (esp. into Luigi's sweet-spotted Up-B), SHAD'ing, Thunder Storming, etc.
In-Depth Buffering Guide: http://www.smashboards.com/showthread.php?t=167109