Did someone say items?
[COLLAPSE="Item techs"]Item pick-up- When next to the item, press the “A” button and your character will pick up the item next to you. Not every character has the same range in which they can pick up an item from. Also works when an item is thrown at you.
Smash throw- Throwing an item as hard as your character can. Use the C-stick or hit the analog stick all the way (as if you were doing a smash attack) and hit “A.”
Tilt throw- Throwing an item softer than a smash throw. Tilt the analog stick (as if you were going to do a tilt) and press “A.” You will throw the item less far and it will do less damage on hit.
Z-catch- While in the air, press “Z” to catch an item with no lag
Z-drop- While in the air, with an item in your hand, press “Z” to drop the item with no lag
Fair zoning while holding a banana- While you SH, Z-drop the banana and the immediately FF fair. You’ll zone with fair as normal, while keeping constant control over the banana. Alternatively, delaying your FF, or Z-dropping while you rise from you SH will cause you to not catch the banana making it cover your landing somewhat.
Air dodge catching- While an item is coming at you in the air, you can air dodge to catch the item. However, you go through the entire duration of the air dodge so this can be baited and punished fairly easily.
Instant throw- While air dodge catching an item, you can cancel the air dodge in the very beginning by throwing the item with either a smash throw or a tilt throw. You can throw the item in all four directions (up, down, left, and right).
Rising instant throw- While an item is on the ground next to you, you can buffer an instant throw out of you jump so you will throw the item on the ground as you rise upwards.
Instant throw on landing- This one is probably the hardest variation of instant throwing (although still fairly simple). Air dodge into the ground as you are about to land but delay you air dodge as late as possible and then as you land, input a throw. You will throw the item as you land on it and you won’t suffer landing lag. (Not sure if this removes RCO lag. Someone should test it for me since I don’t have my wii anymore). This greatly lessens the effect of bananas trapping your landings. A good reason you don’t want to land with an aerial while Diddy has a banana in his hand.
Instant throwing (as a ledge option)- If you are on the ledge with a banana near the ledge, you can fall off from the ledge, jump onto the stage and instant throw the banana as you pass it or land on it. Diddys will do this frequently to you. Use it against him and be prepared for him to use it vs. you.
Glide tossing- While an item is in your hand, you can cancel a roll with a smash throw (if you cancel it with a tilt throw it is referred to as a “weak glidetoss”). Most characters have eight glide tosses (sliding forward while throwing up, down, left, and right; sliding backwards while throwing up, down, left, and right). Marth, however, has between ten and sixteen different glidetosses. He has the normal eight glidetosses that every other character has (sans Yoshi of course). However, he additionally has a short glidetosses, sliding forward while throwing the item down and forward. I’ve been told that all eight of his glidetosses have shortened versions, but I’ve never been able to do them outside of the two aforementioned ones.
Glidetoss on landing- Very similarly to instant throwing on landing, you can delay your air dodge into the ground and grab the item using that. You can then buffer a glidetoss so that you glidetoss as soon as you land. This also lessens the effectiveness of landing traps and offers a good counter approach and escape option if you’re feeling pressured.
Glidetoss out of a run- While running, press shield and instantly input a glide toss. You’ll glide toss out of a run with almost no downtime between the two depending on how long you let your shield stay up before the glidetoss comes out.
Invincible item drop- Air dodge and immediately afterwards, press “A” (not simultaneously). This will have your character drop the item (like they would for a Z-drop) while air dodging. Useful for getting out of juggles.
DACIT (Dash Attack Canceled Item Toss)- Very similar to a DACUS. You initiate a dash attack and cancel it with an item throw. If you do the exact same input as a DACUS, you will throw the item up. Extrapolate from there. This results in a significantly shorter slide than a glidetoss would give you.
JCIT (Jump Canceled Item Toss)- Mostly useful while running. Input a jump then cancel it in your character’s jump squat frames with an item throw (basically the same as a JCgrab in melee). This give almost no slide.
Item pick-up (while running)- Usually while running, pressing “A” to pick up an item results in a dash attack while picking up an item on the ground. However, while running (NOT during an initial dash) if you press “A” when you get to the item and let the analog stick fall back to neutral, you will pick up the item and stop running.
Z-drop speedhug (thank you Kadaj!)- While you are speedhugging, you are considered to be off the stage and in the air for a VERY short amount of time. During this period of time, you can Z-drop an item as you are grabbing the ledge. If Diddy is being required to recover vertically it’s a close to guaranteed gimp.[/COLLAPSE]
Everything is assuming default controls.