most momentum boosting moves (like Marth's side B, Peach's neutral B, ect) reset only when a character lands in their default landing animation or their "special land fall" animation (like after up Bs or airdodges). This means that if you land while doing an aerial or while tumbling it will not reset. No impact landings (
http://www.youtube.com/watch?v=MMxgGtMLEfw 0:24) also do not reset your momentum giving move.
http://www.youtube.com/watch?v=0np82FnQIqg
The momentum boost is ALWAYS in the same direction that your character is currently traveling (not the direction that you input the move). If your character has no horizontal momentum then the boost will simply act as a stall (though Marth does gain a small amount of vertical height from it. Don't know about the others)
In order for Mario and Doctor Mario to reset their down Bs height boost, they must be "standing" on the stage for at least one frame. This also applies to Link's, Y.Link's, and Samus's grapples.
In order for Luigi to reset his down B, he must use his down B at least one time ON THE STAGE.
Marth can grab the ledge after a ledgehop'd neutral B.
Marth can double jump after a shorthop bair. Ledgehop bair also auto cancels on the stage if timed properly.
Many of Marth's attacks have him extend his hurtbox forward BEFORE his hitbox reaches. The easiest example of this is Marth's f-smash.
Powershielding a shieldbreaker resutls in no shield damage.
Marth's ledgeattack occupies the ledge for much longer than his ledgestand. This is true for many other characters as well.
LedgeJUMPING (pressing jump while holding the ledge) does NOT occupy the ledge.
Marth's dash grab grabs much lower than his standing grab.
When Marth uptilts his hurtbox moves forward. This means that Marth can "dodge" moves by doing a reverse uptilt (really effective against grabs for some reason <_<)
Marth's up B is invincible on frame 5 (which is the same frame that the hitbox comes out).
All itterations of Marth's side B have aerial move priority. This means that the hitboxes will not clank with other hitboxes. Both moves will continue until someone's hurtbox gets hit (just like an aerial!) This is important because it means Marth's side B will NOT stop priojectiles (with the exception of projectiles that have their own hurtboxes)
Roy's side B however, has normal ground move priority on the ground, and air move priority in the air.
Both Marth and Roy's neutral Bs and up Bs have aerial move priority both on the ground and in the air.
@Magus/Phanna/anyone else that has an AR and would be kind enough to test stuff for me. Do any of you know EXACTLY how the invisible ceiling glitch works? Also, Phanna recently showed me a similar glitch involving Marth's counter. He countered an attack to launch the opponent off stage. The next attack that hit him sent him at about a -60 degree angle (he hit him with f-smash). Any idea how this "counter jacket" works?