infiniteV115
Smash Hero
Hey guys. This was a guide I made for Brawl, and since Smash 3DS is out already and I've been able to confirm that these techniques also exist (and are the same) in Smash 3DS, I'm going to bring it here so you guys can get an early edge on the competition!
Video demonstration: http://www.youtube.com/watch?v=h0jgnFEZqLY (I used a Brawl video as I don't have Smash 3DS footage yet, but again it's the same between games)
Only changes the direction your character is facing when performing a special.
Input (for neutral B): Flick back on the analog stick, allow it to return to neutral, then press B immediately after.
OR, press B while holding back very slightly on the analog stick. If done correctly you will perform a turnaround neutral B rather than doing a sideB.
Input (for sideB): The equivalent of doing a sideB in the opposite direction. For example, facing left, and doing a sideB by pressing right+B.
Input (for upB/downB): Simply hold diagonally (up/down)+back and press B.
Don't get confused! Turnaround sideBs, upBs and downBs have been fairly intuitive in all Smash iterations thus far, so you may have never thought of them as advanced techniques, but rather just 'backwards' sideBs, upBs, and downBs. You've been doing an AT all along!
Changes the direction your character is facing as well as the direction of their aerial momentum when performing a special.
Input (for neutral B): Press B, then immediately press back on the analog stick.
Input (for sideB): Press forward+B, then immediately press back on the analog stick. For example, facing left, perform a sideB by pressing left+B, then immediately press right on the analog stick.
Input (for upB/downB): Press (up/down)+B, then immediately press back on the analog stick.
Not a unique AT in and of itself, it is actually a turnaround-B-reverse; the application of both a turnaround-B and a B-reverse onto the same special. It only changes the direction of your aerial momentum.
Input (for neutral B): Flick back on the analog stick, allow it to return to neutral, press B immediately after, then press forward on the analog stick.
OR, press B while holding back very slightly on the analog stick, then press forward on the analog.
Input (for sideB): Perform a backwards sideB, and then press forward on the analog stick. For example, while facing left, press right+B, then press left immediately after.
Input (for upB/downB): Perform a backwards up/downB, then press forward on the analog stick. For example, while facing left, press diagonally (up/down)+right+B, then press left on the analog stick.
Note 1) "Back" and "backwards" refer to the direction opposite to the direction your character is initially facing.
Note 2) Some specials cannot be turnaround-B'd and/or wavebounced. Since I only have the demo so far, I cannot compile a list of which specials you can and can't apply these techniques to. If anyone who has the full game with all the characters is willing to compile a list, I'd be more than happy to edit it into the OP.
Note 3) As a wavebounce is the application of both a turnaround-B and a B-reverse onto the same special, any move that cannot be turnaround-B'd and/or B-reversed cannot be wavebounced.
Note 4) B-reverses and wavebounces can be made easier or harder depending on the direction in which your character is already moving, and whether it's possible to apply a turnaround-B to the given special.
Video demonstration: http://www.youtube.com/watch?v=h0jgnFEZqLY (I used a Brawl video as I don't have Smash 3DS footage yet, but again it's the same between games)
Only changes the direction your character is facing when performing a special.
Input (for neutral B): Flick back on the analog stick, allow it to return to neutral, then press B immediately after.
OR, press B while holding back very slightly on the analog stick. If done correctly you will perform a turnaround neutral B rather than doing a sideB.
Input (for sideB): The equivalent of doing a sideB in the opposite direction. For example, facing left, and doing a sideB by pressing right+B.
Input (for upB/downB): Simply hold diagonally (up/down)+back and press B.
Don't get confused! Turnaround sideBs, upBs and downBs have been fairly intuitive in all Smash iterations thus far, so you may have never thought of them as advanced techniques, but rather just 'backwards' sideBs, upBs, and downBs. You've been doing an AT all along!
Changes the direction your character is facing as well as the direction of their aerial momentum when performing a special.
Input (for neutral B): Press B, then immediately press back on the analog stick.
Input (for sideB): Press forward+B, then immediately press back on the analog stick. For example, facing left, perform a sideB by pressing left+B, then immediately press right on the analog stick.
Input (for upB/downB): Press (up/down)+B, then immediately press back on the analog stick.
Not a unique AT in and of itself, it is actually a turnaround-B-reverse; the application of both a turnaround-B and a B-reverse onto the same special. It only changes the direction of your aerial momentum.
Input (for neutral B): Flick back on the analog stick, allow it to return to neutral, press B immediately after, then press forward on the analog stick.
OR, press B while holding back very slightly on the analog stick, then press forward on the analog.
Input (for sideB): Perform a backwards sideB, and then press forward on the analog stick. For example, while facing left, press right+B, then press left immediately after.
Input (for upB/downB): Perform a backwards up/downB, then press forward on the analog stick. For example, while facing left, press diagonally (up/down)+right+B, then press left on the analog stick.
Note 1) "Back" and "backwards" refer to the direction opposite to the direction your character is initially facing.
Note 2) Some specials cannot be turnaround-B'd and/or wavebounced. Since I only have the demo so far, I cannot compile a list of which specials you can and can't apply these techniques to. If anyone who has the full game with all the characters is willing to compile a list, I'd be more than happy to edit it into the OP.
Note 3) As a wavebounce is the application of both a turnaround-B and a B-reverse onto the same special, any move that cannot be turnaround-B'd and/or B-reversed cannot be wavebounced.
Note 4) B-reverses and wavebounces can be made easier or harder depending on the direction in which your character is already moving, and whether it's possible to apply a turnaround-B to the given special.
Let's pretend you are in the air, facing left, but you are holding right, so your character is falling to the right. Since the analog is already being held backwards, performing a wavebounce will feel very similar to a B-reverse while moving forward. This is because you don't have to switch directions or make any additional effort to include the turnaround-B, as this will naturally occur given that you are already holding backwards. Thus, all it feels like you're doing is performing the special by pressing the B button, then pressing the analog in the opposite direction (left), which makes it feel like a B-reverse. But remember, if it includes both a turnaround-B and a B-reverse (meaning that it only produces a momentum shift), it's a wavebounce, even if it feels like a B-reverse!
Same scenario as above; facing left, holding and moving right. Performing a B-reverse rather than a wavebounce means that you now have to avoid performing a turnaround-B. This affects each special in a different way.
B-reversed sideB while moving backwards) This will feel harder because you'll have to move the analog quickly (so that you're still moving backwards without losing much airspeed) to the left, press B while inputting left with the analog, and then move the analog back to the right. This process of moving the analog twice makes it feel similar to a wavebounce, but this is only because additional effort is required to avoid performing a turnaround-sideB.
B-reversed upB/downB while moving backwards) This will not feel any harder if you play a character whose upB/downB cannot be turnaround-B'd, because then you could just perform the up/downB even while holding diagonally backwards+up/down and you wouldn't have to worry about accidentally wavebouncing rather than performing a turnaround-B. However, if your character can turnaround-upB/downB, you will have to make sure you hold the analog straight up/down (rather than diagonally backwards, which would lead to a turnaround-B and, by extension, a wavebounce rather than a B-reverse). Thus, B-reversed up/downBs become a little bit harder when moving backwards because you have to be a bit more careful with your analog inputs, but (imo) this increase in difficulty is much smaller than the increase in difficulty that comes with trying to perform a B-reversed sideB when moving backwards.
B-reversed neutral B while moving backwards) Because you were initially holding and moving backwards at the beginning of this scenario, simply allowing the analog to return to neutral and then pressing B immediately after may result in accidentally performing a turnaround-neutral B, which (after the following B-reverse) would ultimately produce a wavebounced neutral B. There are two ways to avoid this. The first would be to flick the analog left to ensure that you don't perform a turnaround-B onto the neutral B. This is similar to performing a B-reversed sideB while moving backwards because you have to make additional effort (via an additional analog input) to avoid the turnaround-B. The second way to do this would be to allow the analog to return to neutral, and wait until the turnaround-B input window is over (I believe this was around 20 frames in Brawl, dunno about Smash 3DS). So performing this can either become harder or slower, depending on which option you choose.
B-reversed sideB while moving backwards) This will feel harder because you'll have to move the analog quickly (so that you're still moving backwards without losing much airspeed) to the left, press B while inputting left with the analog, and then move the analog back to the right. This process of moving the analog twice makes it feel similar to a wavebounce, but this is only because additional effort is required to avoid performing a turnaround-sideB.
B-reversed upB/downB while moving backwards) This will not feel any harder if you play a character whose upB/downB cannot be turnaround-B'd, because then you could just perform the up/downB even while holding diagonally backwards+up/down and you wouldn't have to worry about accidentally wavebouncing rather than performing a turnaround-B. However, if your character can turnaround-upB/downB, you will have to make sure you hold the analog straight up/down (rather than diagonally backwards, which would lead to a turnaround-B and, by extension, a wavebounce rather than a B-reverse). Thus, B-reversed up/downBs become a little bit harder when moving backwards because you have to be a bit more careful with your analog inputs, but (imo) this increase in difficulty is much smaller than the increase in difficulty that comes with trying to perform a B-reversed sideB when moving backwards.
B-reversed neutral B while moving backwards) Because you were initially holding and moving backwards at the beginning of this scenario, simply allowing the analog to return to neutral and then pressing B immediately after may result in accidentally performing a turnaround-neutral B, which (after the following B-reverse) would ultimately produce a wavebounced neutral B. There are two ways to avoid this. The first would be to flick the analog left to ensure that you don't perform a turnaround-B onto the neutral B. This is similar to performing a B-reversed sideB while moving backwards because you have to make additional effort (via an additional analog input) to avoid the turnaround-B. The second way to do this would be to allow the analog to return to neutral, and wait until the turnaround-B input window is over (I believe this was around 20 frames in Brawl, dunno about Smash 3DS). So performing this can either become harder or slower, depending on which option you choose.
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