ADHD
Smash Hero
Wooh, this is going to take a TON of explaining to do so I will explain what these AT's do before you continue reading. To perform these, you need ALOT of technical skill and do not bother trying these until you are at the point of almost mastering diddy kong, other wise they will not benefit you or will be too difficult for you to use in real combat. I don't care if you bother to give me credit or don't I'm going to give you the facts and notice I did not say new.
Instant Ground Throw: As the title explains, it's an offensive way to have a naner be thrown straight from the ground in either horizontal direction. Set L to attack, and go over a banana on the ground and SH airdodge with R and then quickly press a direction and L. What should happen is you will just perform a rising SH throw (smashed or tilted can be controlled by control stick pressure). You can use it as a surprise attack backwards, or as a straight-forward offensive throw straight from the ground. It's a good lagless way to throw a banana behind you or in front of you but does require spacing if you want it to hit.
Single naner locking and wall single naner locking infinite: First off I will say this is very useful but before I go into it I'm going to explain a d-air property. Before the hitbox arrives, the dair will autocancel on the ground but even if it does autocancel it is perfectly capable of catching a banana or picking it up on the ground. So, now for the sweet stuff. You cannot naner lock with two bananas on platformed stages as they get stuck on the platforms and it distracts the flow, you can only get at most three naner throws before your opponent can escape. This single naner lock enables you to get more damage than double naner locking and it allows you to naner lock on platformed stages at ease without it ever getting stuck on a platform. How to do it? Read carefully or you won't understand: SH over your opponent and throw the naner a half of a second after the SH is initiated, and then tap the c-stick DOWN twice with proper timing. What happens is by delaying the throw slightly you can throw the banana down twice and then catch it with an autocanceled dair while fast-falling. Shnazzy. You have to practice this alot before you can get to the point where it's inescapable. To know it's not escapable, set the computer in training mode to walk and if he cannot roll away you have done it correctly. It is an infinite on some characters alone because you can trip them in both directions over and over again but there comes a point that you realize you're not a robot and it's too hard to perfectly space for you to not screw up. However, the regular same-direction single naner lock is perfectly able to be done consistently after alot of practice on your own. A set-up for the single lock can be when you have two nanerz out. Throw a naner and then pick up the other and quickly single naner lock (yes it is a combo) and you get more hits this way since you can space it better. You can end the single naner lock with an f-air when your opponent is at the end of the stage. It is possible to end it with anything really if your opponent is not one who slides far... such as mashing the c-stick even after you pick it up so you throw it under your opponent then insert any attack. Luigi cannot be single naner locked, sadly.
Single naner lock wall infinite: Unlike the double naner lock wall infinite, this is much easier to occur. It's the same as single naner locking but just against a wall and you don't have to move over their head after they trip. Easy. Just get the spacing down for the wall infinite you can't let your opponent roll the opposite direction because of where they hit them.
Thanks to player-1 we have a demonstrational video: http://www.youtube.com/watch?v=rd84oApOEoc
Here's luigiplayer's: http://www.youtube.com/watch?v=5GzdTccsYc8&feature=related
Some other interesting things that came out of this: http://www.youtube.com/watch?v=tJFmh69JVu8
http://www.youtube.com/watch?v=5uGpiOoUsWg
Death combo at ANY percent with the single naner lock: One of the bonuses of this AT is that you can get a free spike, on any member of the cast through the single naner lock. If their trip animation goes offstage with correct spacing, you get a free spike. There's a ton of weirdness in this, however I have found some kind of a rule... The taller, heavier characters (for example, snake, dedede, and ganon) are the easiest to perform this on. As long as ANY of their trip animation goes offstage, it's a spike. It requires basically no prepared spacing, just as long as their trip goes off the edge of the stage. The rest of the cast is a wild card, their is no rule for them, it's basically the same spacing for all of the others except pikachu and metaknight. Now, for pikachu and metaknight the spacing has to be just right, their trip animation has to "tip" the edge of the stage in order for it to spike--otherwise it just won't work. The very last distance of their trip must slide off the edge of the stage for them to be combo'd into a spike. It's just these two that are the hardest to get this death combo on, and it makes no sense.
Instant Ground Throw: As the title explains, it's an offensive way to have a naner be thrown straight from the ground in either horizontal direction. Set L to attack, and go over a banana on the ground and SH airdodge with R and then quickly press a direction and L. What should happen is you will just perform a rising SH throw (smashed or tilted can be controlled by control stick pressure). You can use it as a surprise attack backwards, or as a straight-forward offensive throw straight from the ground. It's a good lagless way to throw a banana behind you or in front of you but does require spacing if you want it to hit.
Single naner locking and wall single naner locking infinite: First off I will say this is very useful but before I go into it I'm going to explain a d-air property. Before the hitbox arrives, the dair will autocancel on the ground but even if it does autocancel it is perfectly capable of catching a banana or picking it up on the ground. So, now for the sweet stuff. You cannot naner lock with two bananas on platformed stages as they get stuck on the platforms and it distracts the flow, you can only get at most three naner throws before your opponent can escape. This single naner lock enables you to get more damage than double naner locking and it allows you to naner lock on platformed stages at ease without it ever getting stuck on a platform. How to do it? Read carefully or you won't understand: SH over your opponent and throw the naner a half of a second after the SH is initiated, and then tap the c-stick DOWN twice with proper timing. What happens is by delaying the throw slightly you can throw the banana down twice and then catch it with an autocanceled dair while fast-falling. Shnazzy. You have to practice this alot before you can get to the point where it's inescapable. To know it's not escapable, set the computer in training mode to walk and if he cannot roll away you have done it correctly. It is an infinite on some characters alone because you can trip them in both directions over and over again but there comes a point that you realize you're not a robot and it's too hard to perfectly space for you to not screw up. However, the regular same-direction single naner lock is perfectly able to be done consistently after alot of practice on your own. A set-up for the single lock can be when you have two nanerz out. Throw a naner and then pick up the other and quickly single naner lock (yes it is a combo) and you get more hits this way since you can space it better. You can end the single naner lock with an f-air when your opponent is at the end of the stage. It is possible to end it with anything really if your opponent is not one who slides far... such as mashing the c-stick even after you pick it up so you throw it under your opponent then insert any attack. Luigi cannot be single naner locked, sadly.
Single naner lock wall infinite: Unlike the double naner lock wall infinite, this is much easier to occur. It's the same as single naner locking but just against a wall and you don't have to move over their head after they trip. Easy. Just get the spacing down for the wall infinite you can't let your opponent roll the opposite direction because of where they hit them.
Thanks to player-1 we have a demonstrational video: http://www.youtube.com/watch?v=rd84oApOEoc
Here's luigiplayer's: http://www.youtube.com/watch?v=5GzdTccsYc8&feature=related
Some other interesting things that came out of this: http://www.youtube.com/watch?v=tJFmh69JVu8
http://www.youtube.com/watch?v=5uGpiOoUsWg
Death combo at ANY percent with the single naner lock: One of the bonuses of this AT is that you can get a free spike, on any member of the cast through the single naner lock. If their trip animation goes offstage with correct spacing, you get a free spike. There's a ton of weirdness in this, however I have found some kind of a rule... The taller, heavier characters (for example, snake, dedede, and ganon) are the easiest to perform this on. As long as ANY of their trip animation goes offstage, it's a spike. It requires basically no prepared spacing, just as long as their trip goes off the edge of the stage. The rest of the cast is a wild card, their is no rule for them, it's basically the same spacing for all of the others except pikachu and metaknight. Now, for pikachu and metaknight the spacing has to be just right, their trip animation has to "tip" the edge of the stage in order for it to spike--otherwise it just won't work. The very last distance of their trip must slide off the edge of the stage for them to be combo'd into a spike. It's just these two that are the hardest to get this death combo on, and it makes no sense.