TwinkleToes
Smash Lord
This is a thread for all the discoveries that fall into the glitch, tech, and/or non-obvious move categories. I'm also providing videos where possible so if anyone has any of those feel free to post them up. The gimp guide is also currently under construction. I will finish character entries in the order people request them.
A moves
Dair Canceling:
After Sonic's dair has traveled at least a certain distance, he can cancel his downward momentum by either jumping, spring jumping, or using his homing attack. The jump cancel will not work if the mid-air jump has already been used, and neither the jump cancel nor the spring cancel will work when dair-ing out of the spring. At the "certain distance" mentioned, it is also possible for Sonic to cancel his dair by grabbing an edge. [Credited to TwinkleToes]
*Dash Canceling:
The effect of a dash cancel is to create a sliding up-smash (rather like the hyphen smash does for Sonic). The most practical way of executing the dash cancel requires a specific control configuration with tap jumping off. Initiate a dash by smashing the control stick in an upward diagonal direction. At any time during the dash, hit down on the c-stick to initiate a dash attack. Hit "z" to initiate an up-smash. If you hold "z" the up smash will charge. There is no significant advantage to using this over the hyphen smash for Sonic. [Credited as a General Discovery]
Fair Momentum:
After using up-b, fair or directional dodging once will result in a greater horizontal recovery distancel. [Credited to Sonic Orochi]
[Video 1] [Video 2]
**Fair Reflecting:
Under unknown conditions, it may be possible to reflect a projectile using fair. This has only been reported to work once against a Lucario's fully-charged aura sphere head-on at close range. It appears legitimate as further reports have been made, but only vs a Lucario. [Initial report made by InterimOfZeal]
*Hyphen Smashing:
While dashing, smash up on the c-stick to immediately initiate an up-smash. Most but not all of the running momentum will be stopped by the up smash resulting in the up smash occurring along a curved path. [Credited to dmbrandon]
Infinite Dair:
When dairing into a spring of some sort, Sonic's dair will be canceled and he will be sent skyward. If Sonic repeatedly dairs over a spring it will allow him to dair in place until either the spring vanishes or Sonic is knocked out of the animation. The infinite dair is possible to do for a few seconds on Sonic's up-b spring if it is left on the ground. [Credited to Adamated]
*Infinite Jab-Lock:
When your enemy falls on to the ground in hit-stun and does not to tech, it is possible to jab him and extend the hit-stun. By repeatedly walking forward and jabbing, certain characters can keep this going until the victim either falls off the stage or hits a blast line. [Credited to Mew2King]
*Instant Dash Attack:
Tap left or right on the control stick and down on the c-stick at the same time. If buffered out of a shield it results in an instant dash attack from the shield. [Credited to Tenki and da K.I.D.]
*Smash Tilting:
By executing a forward smash at an angle (possible with both c-stick and control stick smashing) it is possible to have the attack go at a lower or higher angle than it normally would. This is similar to how one would angle a forward tilt. [Credited as a general discovery]
*Stutter stepping:
[Video 1]
B moves
Air Dash:
If Sonic uses his side B on an upward incline that is roughly 45 degrees, when he leaves the platform, instead of dropping off like he normally would, he will continue to race across the screen as though he were still on the ground. He retains his hit-box and is invincible during the entire dash. The non-custom stages that this will work on are: Brinstar (after you destroy the platform strings on the sides), Delfino Plaza (at the end of the rotation over the sun), F-zero for some of the race cars, Hyrule Temple, New Pork City, Onett, Pictochat, Pokemon Stadium II (Earth stage), Pokemon Stadium I (Earth, Water, Jungle stages), Rainbow Cruise, and Yoshi's Island. [Credited to Philosophize]
[Video 1] [Video 2] [Video 3]
Air Tripping:
If Sonic uses his up-b and lands on solid ground before he enters the tumble animation, he will enter the tumble animation the next time he is in the air and begins to fall and will be in a state exactly as though he had just used his up-b. He will not be able to recover if he jumps/runs over the edge unless he can footstool or gets attacked. This is something to be avoided, not replicated. [Credited to Perfect Chaos]
[Video 1] [Video 2]
Ceiling Bounce/Stall:
Use your homing attack (neutral b) while near a ceiling and Sonic will home into the ceiling and bounce off of it. Can be done infinitely to stall under a stage or can be used to travel under the stage if done carefully. [Credited to Lucky]
[Video 1] [Video 2]
**Double Spring:
After using up-b on the ground, return to the ground and then jump on the spring again. It is then possible to use up-b again. It is only possible to do this on the ground. All aerial versions of the double spring have either been unfounded or debunked. [Credited as a general discovery]
Homing Cancel:
During the initial start-up of the Homing attack, the time taken to initiate the attack can be cut down by hitting b again. [Credited to Sonic Orochi]
[Video 1]
*Infinite Jump:
While over the stage, initiate side-b and then jump cancel it. While in the air, an attack may be initiated. Just before hitting the ground, side-b and jump again to restart the process. [Credited to some Japanese person that I don't know because I don't read kanji]
**Side-b slope cancel:
While on a steep slope, a side-b that is jump canceled while charging or after release can be lead immediately into a smash or tilt attack. [Credited to InterimOfZeal]
[Video 1]
Spin Canceling:
Version 1) Side-b can be jump or shield canceled while still holding "b." Doing a jump cancel will result in an attack that is like the spin dash only done vertically and much slower and with even less horizontal control than Sonic's normal aerial DI. Shield canceling will simply result in Sonic putting up his shield. It should be noted that shield canceling cannot be done once the side-b has pulled back its maximum distance and begun charging in place. [Credited as a general discovery]
Version 2) Down-b can be shield canceled upon landing if initiated and released in the air. [Credited to Tenki]
Spin Shotting:
Initiate a down-b or side-b. After any amount of charging, release the charge and immediately hit either a jump button, the "A" button, the "Z" button, the c-stick, or a jump direction on the control pad. This will launch Sonic faster and at a lower angle than his normal jump, but will leave him without his second jump. Can be done both on the ground and in the air with side-b, only in the air with down-b. The down-b variant can be done without perfect timing as long as you do not release down on the control stick. Spin shotting only goes in the direction Sonic is facing. [Credited to InterimOfZeal, SonicOrochi, and TwinkleToes]
[Video 1] [Video 2]
Super Springing:
When Game & Watch uses his up-b he briefly creates a spring platform beneath him. If Sonic is in close proximity to this platform he will also get a boost (as will any other character); however, if Sonic uses his up-b while receiving the boost he will spring extremely fast to the top of the level. This can also be done to a lesser extent using Game &Watch's uair as a boost instead. Sonic cannot KO himself over the top of the level with his spring-- so, it is guaranteed to be safe. [Credited to TwinkleToes]
Teleporting:
After initiating an air dash, if Sonic hits something he will change his location in almost an instant. The change in position will always be the same horizontal distance, but the vertical distance can be altered depending on where Sonic is hit. After the teleport, Sonic continues air dashing and no other changes occur. [Credited to RoyalPhenix]
[Video 1] [Video 2]
*Up-B Turn:
Sonic's up-b can be turned by tilting the control stick at a backwards angle instead of a straight up or forward angle. The effect is simply that the moment Sonic jumps he will be facing the opposite direction he was before the up-b. Useful mainly for dair/bair placement. [Credited to TwinkleToes]
*General Game Mechanics
Double Ledge Jump:
[Video 1]
Foxtrot:
As in Melee, foxtrotting in brawl consists of initiating a dash by smashing the control stick forward, releasing the control stick to neutral, and then smashing forward again. Stringing this together results in the "foxtrot." The inherent advantage to foxtrotting is specific to characters whose initial dash is faster than their run. These characters (of which Sonic is not one) can move faster on the ground by foxtrotting than by running. More importantly, the foxtrot is used in a number of pivots and dash cancels and is the building block for certain advanced techs. [Credited as a General Discovery]
Glide Toss:
When holding an item, roll in the direction you would like to move and c-stick at the same time. You will throw the item and slide (distance of slide is dependent on character and ground traction). [Credited to Niko]
[Video 1]
Grinding:
After initiating a fox-trot, put the control stick nearly back to neutral and then push it forward slightly. Sonic should have a long slide added to the end of his foxtrot. Unfortunately, this still counts as a dashing state, and Sonic cannot use tilts or smashes. Strangely, it doesn't seem that any other character can do this, despite the fact that every other character can fox-trot. [Credited to PK-ow]
[Video 1]
Ledge Footstool Jumping:
Characters hanging on edges can be footstooled as long as they do not have invincibility frames. Sonic can ledge footstool after an up-b which may be life saving in certain circumstances. Footstooling in no situation renews jumps or up-b's-- so do not go back over the edge after doing this. [Credited to Possum from Wyoming]
[Video 1]
Reverse Edge-grab:
After running off the edge, immediately enter a fast fall by tapping down on the control stick. This will cause your character to grab the edge immediately. [Credited to Lucky]
[Video 1]
Slow Run:
After initiating a fox-trot, return the control stick to neutral and push the control stick forward. Sonic will run at a slower than normal pace. The amount you push the control stick controls the speed of the run. If done slowly at an edge Sonic will run in place without falling off the stage. [Credited to PK-ow]
W-Edge Jump:
While hanging on the edge, smash the control stick away from the stage and while holding it away immediately hit the jump button. Your character will wall jump from the edge and can proceed to use any aerial or attack of his choice. [Credited to Anthinus]
[Video 1]
Notes:
"*" Signifies moves that can be done with characters other than Sonic.
"**" Signifies information pending confirmation and/or clarification.
The Gimp Guide
[work in progress]
All percentages do not take in to account diminished knock-back from repeated usage of an attack which will of course make certain gimps possible at higher or lower percents as the case may be. Additionally, special circumstances created by stages, modes, or team play have not been taken in to account.
Glossary:
Bair: Generally done with Sonic facing the stage, although it can be done with him facing away from it because the hitbox extends to his body. It is a difficult gimp to land on characters that are small, fast-fallers, or have good aerial DI, but gives much needed knock-back power to Sonic's gimp arsenal vs heavier characters. Additionally, being the highest priority and range aerial Sonic has, it will often be needed against characters who can up-b or aerial attack through your other gimp options.
Dair: Should always be done with Sonic facing away from the stage to prevent being trapped under an edge or ceiling. This helps Sonic quickly gimp people that are coming in to the stage lower than his jumping height. There are many situations where an opponent's vulnerability will only be exploitable by this gimp; so, it being familiar with dair's angle and speed are important. Jump canceling is the safest method of using this, although spring-canceling can be possible in certain situations. Hitting with the dair can result in a low angle send (not a spike) if it connects soon enough, and it is almost always necessary to do this because the high angle will almost always allow your enemy to return to the stage. Major-downside is its lack of knock-back.
Double bair: When the heaviest characters refuse to be sent backwards by your gimp attempts, a double bair can send them to their deaths. This is done with Sonic facing the edge. If he isn't, the second bair runs a great risk of falling short or forcing Sonic to overextend himself past the edge and die as a result. Done by jumping off the edge, bairing, jumping towards your enemy, and bairing again.
Double fair: Can be executed in two basics ways: running off the edge and fairing, jumping and then fairing again; jumping off the stage and fairing, jumping and then fairing again. The latter version can be done at higher percents since Sonic can chase for a longer distance and still recover safely. A risky move for novices since it always requires using the second jump and generally leaves little room for error.
Double nair: Similar to the double fair, but due to the lower knock-back of nair it is usually unnecessary to jump further out to reach the enemy, and Sonic can instead jump straight up letting his enemy come to him. Useful for forcing your enemy to use up his second jump. If done under the stage, many characters will die to this gimp because their up-b will not have enough diagonal recovery distance.
Edge-hogging: Occupying the edge so that your enemy cannot grab on to it. Can be done instantly by running off the edge and fast-falling (any down input will work) or by standing at the very edge and hitting down and away from the stage on the control stick. Sometimes timing is necessary to ensure that invincibility frames are present at the correct moment.
Fair: This is a useful gimp to use as it can send at an angle similar to the dair semi-spike but with considerably more knock-back. However, all send angles are dependent on where your opponent hits the fair, and against certain characters it is very easy to accidentally send them towards the stage instead of away from it. Can be done easily against certain characters simply by running off the edge and fairing, and can also stop people trying to come in above the stage by jumping and fairing thereby "bouncing" them back off the stage. It also works well in aggressive gimping where you use a down-b jump to quickly follow your opponent and hit them while they're still close to the blast-line and unable to evade you.
Foot-springing: Done by combining a footstool jump and a spring jump in the same input. With tap jumping on, hit up and b while over your enemy. If it lands successfully, your opponent will be footstooled but the spring will spawn inside your enemy and hit them (has slightly greater knock-back than a normal spring). It is useful to use this in situations where you want to get a footstool but aren't sure whether you can get it because whiffing the footstool usually means the spring will hit them. Easiest to use this on large sized characters.
Footstool-spring combo: A footstool followed immediately by an up-b. Should only be used on opponents level with the stage or under it; otherwise, it will amount to a low damage attack and not actually kill your opponent. This will kill many characters at low %s but is very difficult to land.
Homing attack: This gimp is almost never used entirely by itself since it is very easy to miss people with it. However, it is often very easy to use this on people just recovering from hit-stun and so is useful in gimp comboing vs certain characters. Its moderate knock back means that it will often result in an instant kill if your enemy is close to the blast-line. Benefits of this are that it does not use your second jump, but can give you significant vertical recovery. For this reason it can also be used in counter-gimping and as a recovery move.
Homing Dair: Done by dairing into an enemy and then doing a homing attack to cancel the dair. If done correctly, the homing attack will send you up and into your opponent and knock them even further from the stage. Sometimes it is necessary to use your mid-air jump first to get close enough to your enemy to home into them, but this is dangerous since if you miss you will need to up-b very quickly to keep from dying.
Nair: Nair can be used in all the same ways that fair can, but will result in lower knock-back. However, it can also be used to create a "nair wall." To do this, either jump and nair or fast-fall and nair. This is useful against enemies with multiple or high jumps that will be able to evade many of your other aerial attacks. If it is being used to KO near the side, it is better to hit with nair during the initial start-up as the knock-back will be greater.
Nair-Spring Combo: This attack works best on fast-fallers that are at or under the stage level. To do
A moves
Dair Canceling:
After Sonic's dair has traveled at least a certain distance, he can cancel his downward momentum by either jumping, spring jumping, or using his homing attack. The jump cancel will not work if the mid-air jump has already been used, and neither the jump cancel nor the spring cancel will work when dair-ing out of the spring. At the "certain distance" mentioned, it is also possible for Sonic to cancel his dair by grabbing an edge. [Credited to TwinkleToes]
*Dash Canceling:
The effect of a dash cancel is to create a sliding up-smash (rather like the hyphen smash does for Sonic). The most practical way of executing the dash cancel requires a specific control configuration with tap jumping off. Initiate a dash by smashing the control stick in an upward diagonal direction. At any time during the dash, hit down on the c-stick to initiate a dash attack. Hit "z" to initiate an up-smash. If you hold "z" the up smash will charge. There is no significant advantage to using this over the hyphen smash for Sonic. [Credited as a General Discovery]
Fair Momentum:
After using up-b, fair or directional dodging once will result in a greater horizontal recovery distancel. [Credited to Sonic Orochi]
[Video 1] [Video 2]
**Fair Reflecting:
Under unknown conditions, it may be possible to reflect a projectile using fair. This has only been reported to work once against a Lucario's fully-charged aura sphere head-on at close range. It appears legitimate as further reports have been made, but only vs a Lucario. [Initial report made by InterimOfZeal]
*Hyphen Smashing:
While dashing, smash up on the c-stick to immediately initiate an up-smash. Most but not all of the running momentum will be stopped by the up smash resulting in the up smash occurring along a curved path. [Credited to dmbrandon]
Infinite Dair:
When dairing into a spring of some sort, Sonic's dair will be canceled and he will be sent skyward. If Sonic repeatedly dairs over a spring it will allow him to dair in place until either the spring vanishes or Sonic is knocked out of the animation. The infinite dair is possible to do for a few seconds on Sonic's up-b spring if it is left on the ground. [Credited to Adamated]
*Infinite Jab-Lock:
When your enemy falls on to the ground in hit-stun and does not to tech, it is possible to jab him and extend the hit-stun. By repeatedly walking forward and jabbing, certain characters can keep this going until the victim either falls off the stage or hits a blast line. [Credited to Mew2King]
*Instant Dash Attack:
Tap left or right on the control stick and down on the c-stick at the same time. If buffered out of a shield it results in an instant dash attack from the shield. [Credited to Tenki and da K.I.D.]
*Smash Tilting:
By executing a forward smash at an angle (possible with both c-stick and control stick smashing) it is possible to have the attack go at a lower or higher angle than it normally would. This is similar to how one would angle a forward tilt. [Credited as a general discovery]
*Stutter stepping:
Additionally, an up smash can be used in place of a forward smash for the stutter step, but attempting a down smash will result in a dash attack.TwinkleToes said:The two kinds of stutter step smashing are
a)left on the control, right on the c-stick (which you named) [Credited to the_yoshinator]
b)right on the control stick, right on the c-stick (discovered by yours truly)
and then we have your discovery (I'll credit it to you because you put me on the track of finding it)
c) lightly tap the control stick right, smash the control stick left, and smash the c-stick right-- all in immediate succession. (smashing the control stick in the first step will result in a dash attack or a stutter step) [Credited to domiNate]
To give you an idea on distance between the three things we have here I went to Final destination and used the dark green arrows on the stage that point outward as a guide. I put Sonic's toe to one tip and measured how many times I would have to do a technique to get his body entirely on the other side of the arrow.
a) Takes 3 stutter steps no matter how you do it
b) Takes 2 if you time it right
c) Takes 1
So in other words, your method yields 3xs the distance of what most people on the Sonic forum have been using, and 2xs what I've been using. Of course, the need for each will probably be situational but it's good to add as much to the ol' technique arsenal as possible.
EDIT: Oh yeah, the reason why it is different can be seen in the tapping of the control stick. If you smash the control stick as you do in a stutter step you will see your character dash. If you tap and then smash in the opposite direction you will see your character move forward ever so slightly and then quickly run in the opposite direction. To distill that even further, if you just do the tap you will notice that instead of going into the dash animation, the character just takes a short shuffle forward. I tested what would happen if you just did the tap and the smash and instead of sliding the initial short move forward is the only distance added to the smash.
[Video 1]
B moves
Air Dash:
If Sonic uses his side B on an upward incline that is roughly 45 degrees, when he leaves the platform, instead of dropping off like he normally would, he will continue to race across the screen as though he were still on the ground. He retains his hit-box and is invincible during the entire dash. The non-custom stages that this will work on are: Brinstar (after you destroy the platform strings on the sides), Delfino Plaza (at the end of the rotation over the sun), F-zero for some of the race cars, Hyrule Temple, New Pork City, Onett, Pictochat, Pokemon Stadium II (Earth stage), Pokemon Stadium I (Earth, Water, Jungle stages), Rainbow Cruise, and Yoshi's Island. [Credited to Philosophize]
[Video 1] [Video 2] [Video 3]
Air Tripping:
If Sonic uses his up-b and lands on solid ground before he enters the tumble animation, he will enter the tumble animation the next time he is in the air and begins to fall and will be in a state exactly as though he had just used his up-b. He will not be able to recover if he jumps/runs over the edge unless he can footstool or gets attacked. This is something to be avoided, not replicated. [Credited to Perfect Chaos]
[Video 1] [Video 2]
Ceiling Bounce/Stall:
Use your homing attack (neutral b) while near a ceiling and Sonic will home into the ceiling and bounce off of it. Can be done infinitely to stall under a stage or can be used to travel under the stage if done carefully. [Credited to Lucky]
[Video 1] [Video 2]
**Double Spring:
After using up-b on the ground, return to the ground and then jump on the spring again. It is then possible to use up-b again. It is only possible to do this on the ground. All aerial versions of the double spring have either been unfounded or debunked. [Credited as a general discovery]
Homing Cancel:
During the initial start-up of the Homing attack, the time taken to initiate the attack can be cut down by hitting b again. [Credited to Sonic Orochi]
[Video 1]
*Infinite Jump:
While over the stage, initiate side-b and then jump cancel it. While in the air, an attack may be initiated. Just before hitting the ground, side-b and jump again to restart the process. [Credited to some Japanese person that I don't know because I don't read kanji]
**Side-b slope cancel:
While on a steep slope, a side-b that is jump canceled while charging or after release can be lead immediately into a smash or tilt attack. [Credited to InterimOfZeal]
[Video 1]
Spin Canceling:
Version 1) Side-b can be jump or shield canceled while still holding "b." Doing a jump cancel will result in an attack that is like the spin dash only done vertically and much slower and with even less horizontal control than Sonic's normal aerial DI. Shield canceling will simply result in Sonic putting up his shield. It should be noted that shield canceling cannot be done once the side-b has pulled back its maximum distance and begun charging in place. [Credited as a general discovery]
Version 2) Down-b can be shield canceled upon landing if initiated and released in the air. [Credited to Tenki]
Spin Shotting:
Initiate a down-b or side-b. After any amount of charging, release the charge and immediately hit either a jump button, the "A" button, the "Z" button, the c-stick, or a jump direction on the control pad. This will launch Sonic faster and at a lower angle than his normal jump, but will leave him without his second jump. Can be done both on the ground and in the air with side-b, only in the air with down-b. The down-b variant can be done without perfect timing as long as you do not release down on the control stick. Spin shotting only goes in the direction Sonic is facing. [Credited to InterimOfZeal, SonicOrochi, and TwinkleToes]
[Video 1] [Video 2]
Super Springing:
When Game & Watch uses his up-b he briefly creates a spring platform beneath him. If Sonic is in close proximity to this platform he will also get a boost (as will any other character); however, if Sonic uses his up-b while receiving the boost he will spring extremely fast to the top of the level. This can also be done to a lesser extent using Game &Watch's uair as a boost instead. Sonic cannot KO himself over the top of the level with his spring-- so, it is guaranteed to be safe. [Credited to TwinkleToes]
Teleporting:
After initiating an air dash, if Sonic hits something he will change his location in almost an instant. The change in position will always be the same horizontal distance, but the vertical distance can be altered depending on where Sonic is hit. After the teleport, Sonic continues air dashing and no other changes occur. [Credited to RoyalPhenix]
[Video 1] [Video 2]
*Up-B Turn:
Sonic's up-b can be turned by tilting the control stick at a backwards angle instead of a straight up or forward angle. The effect is simply that the moment Sonic jumps he will be facing the opposite direction he was before the up-b. Useful mainly for dair/bair placement. [Credited to TwinkleToes]
*General Game Mechanics
Double Ledge Jump:
For Sonic, fair and uair can both be used for this tech. [Credited to 3GOD]3GOD said:When hanging on the ledge (let's say right edge to go along with my video), you drop, double jump aerial, press left to make your character sort of scrape the edge, and if you've done it correctly, you can double jump before you hit the ground. In other words, it seems that the scraping over the stage ledge during certain aerial attacks renews the double jump.
[Video 1]
Foxtrot:
As in Melee, foxtrotting in brawl consists of initiating a dash by smashing the control stick forward, releasing the control stick to neutral, and then smashing forward again. Stringing this together results in the "foxtrot." The inherent advantage to foxtrotting is specific to characters whose initial dash is faster than their run. These characters (of which Sonic is not one) can move faster on the ground by foxtrotting than by running. More importantly, the foxtrot is used in a number of pivots and dash cancels and is the building block for certain advanced techs. [Credited as a General Discovery]
Glide Toss:
When holding an item, roll in the direction you would like to move and c-stick at the same time. You will throw the item and slide (distance of slide is dependent on character and ground traction). [Credited to Niko]
[Video 1]
Grinding:
After initiating a fox-trot, put the control stick nearly back to neutral and then push it forward slightly. Sonic should have a long slide added to the end of his foxtrot. Unfortunately, this still counts as a dashing state, and Sonic cannot use tilts or smashes. Strangely, it doesn't seem that any other character can do this, despite the fact that every other character can fox-trot. [Credited to PK-ow]
[Video 1]
Ledge Footstool Jumping:
Characters hanging on edges can be footstooled as long as they do not have invincibility frames. Sonic can ledge footstool after an up-b which may be life saving in certain circumstances. Footstooling in no situation renews jumps or up-b's-- so do not go back over the edge after doing this. [Credited to Possum from Wyoming]
[Video 1]
Reverse Edge-grab:
After running off the edge, immediately enter a fast fall by tapping down on the control stick. This will cause your character to grab the edge immediately. [Credited to Lucky]
[Video 1]
Slow Run:
After initiating a fox-trot, return the control stick to neutral and push the control stick forward. Sonic will run at a slower than normal pace. The amount you push the control stick controls the speed of the run. If done slowly at an edge Sonic will run in place without falling off the stage. [Credited to PK-ow]
W-Edge Jump:
While hanging on the edge, smash the control stick away from the stage and while holding it away immediately hit the jump button. Your character will wall jump from the edge and can proceed to use any aerial or attack of his choice. [Credited to Anthinus]
[Video 1]
Notes:
"*" Signifies moves that can be done with characters other than Sonic.
"**" Signifies information pending confirmation and/or clarification.
The Gimp Guide
[work in progress]
All percentages do not take in to account diminished knock-back from repeated usage of an attack which will of course make certain gimps possible at higher or lower percents as the case may be. Additionally, special circumstances created by stages, modes, or team play have not been taken in to account.
Glossary:
Bair: Generally done with Sonic facing the stage, although it can be done with him facing away from it because the hitbox extends to his body. It is a difficult gimp to land on characters that are small, fast-fallers, or have good aerial DI, but gives much needed knock-back power to Sonic's gimp arsenal vs heavier characters. Additionally, being the highest priority and range aerial Sonic has, it will often be needed against characters who can up-b or aerial attack through your other gimp options.
Dair: Should always be done with Sonic facing away from the stage to prevent being trapped under an edge or ceiling. This helps Sonic quickly gimp people that are coming in to the stage lower than his jumping height. There are many situations where an opponent's vulnerability will only be exploitable by this gimp; so, it being familiar with dair's angle and speed are important. Jump canceling is the safest method of using this, although spring-canceling can be possible in certain situations. Hitting with the dair can result in a low angle send (not a spike) if it connects soon enough, and it is almost always necessary to do this because the high angle will almost always allow your enemy to return to the stage. Major-downside is its lack of knock-back.
Double bair: When the heaviest characters refuse to be sent backwards by your gimp attempts, a double bair can send them to their deaths. This is done with Sonic facing the edge. If he isn't, the second bair runs a great risk of falling short or forcing Sonic to overextend himself past the edge and die as a result. Done by jumping off the edge, bairing, jumping towards your enemy, and bairing again.
Double fair: Can be executed in two basics ways: running off the edge and fairing, jumping and then fairing again; jumping off the stage and fairing, jumping and then fairing again. The latter version can be done at higher percents since Sonic can chase for a longer distance and still recover safely. A risky move for novices since it always requires using the second jump and generally leaves little room for error.
Double nair: Similar to the double fair, but due to the lower knock-back of nair it is usually unnecessary to jump further out to reach the enemy, and Sonic can instead jump straight up letting his enemy come to him. Useful for forcing your enemy to use up his second jump. If done under the stage, many characters will die to this gimp because their up-b will not have enough diagonal recovery distance.
Edge-hogging: Occupying the edge so that your enemy cannot grab on to it. Can be done instantly by running off the edge and fast-falling (any down input will work) or by standing at the very edge and hitting down and away from the stage on the control stick. Sometimes timing is necessary to ensure that invincibility frames are present at the correct moment.
Fair: This is a useful gimp to use as it can send at an angle similar to the dair semi-spike but with considerably more knock-back. However, all send angles are dependent on where your opponent hits the fair, and against certain characters it is very easy to accidentally send them towards the stage instead of away from it. Can be done easily against certain characters simply by running off the edge and fairing, and can also stop people trying to come in above the stage by jumping and fairing thereby "bouncing" them back off the stage. It also works well in aggressive gimping where you use a down-b jump to quickly follow your opponent and hit them while they're still close to the blast-line and unable to evade you.
Foot-springing: Done by combining a footstool jump and a spring jump in the same input. With tap jumping on, hit up and b while over your enemy. If it lands successfully, your opponent will be footstooled but the spring will spawn inside your enemy and hit them (has slightly greater knock-back than a normal spring). It is useful to use this in situations where you want to get a footstool but aren't sure whether you can get it because whiffing the footstool usually means the spring will hit them. Easiest to use this on large sized characters.
Footstool-spring combo: A footstool followed immediately by an up-b. Should only be used on opponents level with the stage or under it; otherwise, it will amount to a low damage attack and not actually kill your opponent. This will kill many characters at low %s but is very difficult to land.
Homing attack: This gimp is almost never used entirely by itself since it is very easy to miss people with it. However, it is often very easy to use this on people just recovering from hit-stun and so is useful in gimp comboing vs certain characters. Its moderate knock back means that it will often result in an instant kill if your enemy is close to the blast-line. Benefits of this are that it does not use your second jump, but can give you significant vertical recovery. For this reason it can also be used in counter-gimping and as a recovery move.
Homing Dair: Done by dairing into an enemy and then doing a homing attack to cancel the dair. If done correctly, the homing attack will send you up and into your opponent and knock them even further from the stage. Sometimes it is necessary to use your mid-air jump first to get close enough to your enemy to home into them, but this is dangerous since if you miss you will need to up-b very quickly to keep from dying.
Nair: Nair can be used in all the same ways that fair can, but will result in lower knock-back. However, it can also be used to create a "nair wall." To do this, either jump and nair or fast-fall and nair. This is useful against enemies with multiple or high jumps that will be able to evade many of your other aerial attacks. If it is being used to KO near the side, it is better to hit with nair during the initial start-up as the knock-back will be greater.
Nair-Spring Combo: This attack works best on fast-fallers that are at or under the stage level. To do