Jon?: For the IAP, I like to press forward and then press Y > B with quick a counter-clockwise motion. So half circle from top to bottom. It works for me, but it took me a little while to get used to it since sometimes I'd accidentally hit A and do a short hopped Fair instead.
Just Set L or R to "Jump" it's easier, trust me.
Edit:
We need of list of "Item Based AT's"
I want to see how usefull they all are...
Here is what I have found
- 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.
OP:
http://smashboards.com/showthread.php?t=161790
- 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.
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
- 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.
OP:
http://www.smashboards.com/showthread.php?t=151589