Thechene, try not to double post, just Edit your first post if you want to add something.
@Jewdo: No problem. Just glad to be of help. One more nitpick:
– D-air Stall
How to Perform: After being knocked into the air, do a Double Jump and a D-air at the exact same time.
Effect: Toon Link will execute a D-air and get stuck in the air. Neither moving upward nor downward, he stays frozen in place until the D-air expires.
Video:
http://jp.youtube.com/watch?v=BnRmDoJm0VI
All the characters with diving d-airs (Sonic, Sheik, Zero Suit Samus) can do that glitch, not just Toon Link. Also, the character can move horizontally during the glitch. It should probably be listed under the Multiple Characters section.
Here's a couple more things you need to add, too. The first should go into General Discoveries - the game lets you do any aerial, z-air/z-tether, or air dodge MUCH earlier than your character becomes unstunned. Don't know what you'd call that - Stun Cancel? I know this isn't a "new" discovery, but it's a rather significant property the game has, and it's the basis of "Tether Saves." One more thing - contrary to popular belief, air dodging or using aerials will NOT slow you down or let you maneuver in the air better in any way, shape, or form.
The next is a technique I posted recently, for surviving slightly longer against horizontal KOs. The gist of it is that by air dodging as soon as you can, your character will be able to jump sooner, because the air dodge will end before your character's stunned was supposed to end. This lets you survive slightly longer, since doing a forward mid-air jump slows you down, but at high %'s it may come out too late, or none at all. Aerials work too, but very few characters have an aerial that lasts less than its air dodge.
Caveats to this technique: It doesn't help at all against upward KOs, and air dodging will actually take longer than the character's stun time if the attack doesn't send you far enough that you'd at least come close to the off-screen area. I'm not terribly certain what to call this technique, I'm thinking Early Jumping. The original post is
here.
Finally, contrary to what a good deal of Smashboards currently believes, you can still Meteor Cancel in Brawl. It was confirmed recently (though Samurai Panda already knew about it, apparently), and I made a thread about my findings on Meteor Canceling which you can find
here. Here's the summary:
- You can only Meteor Cancel using a jump or an Up-B special, like in Melee.
- Your character will always fall a certain distance (roughly half of the distance you'd normally fall while stunned) before you're allowed to Meteor Cancel.
- If you hit a Jump
Button before your character is able to Meteor Cancel (this includes the attack's hit lag), you won't be allowed to Meteor Cancel with your Jump Button(s) for a certain amount of time. If you press any Jump Button again before this time passes, the timer will restart. In other words, if you hit the Jump Button too early and continue to tap the Jump Button, your character won't Meteor Cancel at all.
- There's no penalty for hitting Up on the Analog Stick too early, even if you have Tap Jump on.
- Even if you hit the Jump Button too early and can't Meteor Cancel using the Jump Button, you can ALWAYS Meteor Cancel using the Analog Stick (assuming you have Tap Jump ON), or with your character's Up-B.