Super_Smash_Brother
Smash Apprentice
Have you ever thought "Why can I tech?" I plan to clear that up. I need some explainations, which are listed at the bottom.
Teching/L-Cancelling/Power Sheilding/Meteor Cancelling - Have you noticed that level 9 CPU's can do these well? That points to the developers wanting to increase the difficulty of the CPU. They do let us use these, they just "hid" them.
Wavedash - This is sort of a glitch of the physics engine. It shows the physics engine is up to par, actually, because we're basically launching ourselves across the ground. Try throwing a brick across the pavement. Naturally, it's momentum will slide it.
Jump-Cancel - Also a glitch, and a quite useful one at that. During the frames you are still on the ground after a jump, you can use your ANY smash/tilt (more easily an Up-Smash) and a standing grab.
Short Hop - These have been in every Mario game, Sonic game, or any game with a jump. Not to mention, Mario does it in the How to Play video in the game's archive!
Dash Cancel - As it turns out, the crouching animation is shorter than the skidding animation, and we can crouch during a dash.
Dash Dance/Pivot - Listen to this guy...
Wall Jump - I couldn't consider this an Advanced Technique since you physically NEED it for Young Link's BtT, and it's actually stated how to wall jump ON HIS ALL STAR TROPHY, but I realized it's not told that the other guys can wall jump, nor did they speak of the wall-tech jump. Now, we must learn how a boy and a fat plummer can wall jump...
MewTwo Pull Down - Since MewTwo's Confusion move flips you around right at his eye level, if his eye level falls below something, so do you.
Samus Super-Jump - Try getting caped as you jump. You go much higher. Since hanging from the grapple beam doesn't count as a desent (spell?), the game still shoots you upwards. I don't know why you go so high, I just know the basic principles.
Things I need:
A more in-depth explanation on the Jump Cancel.
The Luigi Ladder.
Link/Kirby/Samus Super Jump.
Super Wave Dash.
Moonwalking.
Anything I forgot.
Any better explanations and corrections are welcome as long as you don't flame. If you do, you don't get credit and won't post it.
PM me these, please.
Teching/L-Cancelling/Power Sheilding/Meteor Cancelling - Have you noticed that level 9 CPU's can do these well? That points to the developers wanting to increase the difficulty of the CPU. They do let us use these, they just "hid" them.
Wavedash - This is sort of a glitch of the physics engine. It shows the physics engine is up to par, actually, because we're basically launching ourselves across the ground. Try throwing a brick across the pavement. Naturally, it's momentum will slide it.
Jump-Cancel - Also a glitch, and a quite useful one at that. During the frames you are still on the ground after a jump, you can use your ANY smash/tilt (more easily an Up-Smash) and a standing grab.
Short Hop - These have been in every Mario game, Sonic game, or any game with a jump. Not to mention, Mario does it in the How to Play video in the game's archive!
Dash Cancel - As it turns out, the crouching animation is shorter than the skidding animation, and we can crouch during a dash.
Dash Dance/Pivot - Listen to this guy...
(Y.) Link's "Hidden Spike" () - To those that didn't see "Stupid Words - The Aaron Music Video", the "hidden spike" is (Y.) Link's Down tilt over a pit. It works like any other meteor smash. It sends you down. Since there is usually ground under it, you get sent upwards unless you are in the air. I think it can be considered a meteor smash since it can be meteor cancelled with the usual MC animation.Also known as DA Dashing, since phillybilly from DA discovered it. I personally like to call it pivoting, because...well, that's what you're doing.
I bring this up in topics a lot, and since I keep getting questions about what it is, I decided to make a thread explaining it. It's also a place to discuss potential uses or whatever.
Ok, so, the explanation:
When you dash, you can cancel your movement three ways; shielding, crouching, and jumping. However, there's something called an initial dash (ID), which is an animation that's different from the rest of the dash. Tap forward with any character and let go- that little distance they moved is part of the ID. It's the animation you're doing when you dash dance. During an ID, you can't crouch to cancel the movement, which would (until pivoting was discovered) mean you couldn't fsmash, dsmash, ftilt, dtilt, or uptilt from an ID.
Pivoting is basically this: it's turning your character around, similar to dash dancing, but instead of dashing the other way, you just stop and stand still. From this standstill, you can do anything. Now, this doesn't mean you have to dash one way, turn around, wait, and then do a smash or tilt. No, quite the opposite.
See, when you're in the turn-around animation, there is one frame in which your character is standing up. This is the frame in which you can do the attack you want. Smashes are easy, because you can just C-Stick. Tilts are harder, since you need to be quick and gentle at the same time with the stick. If you do it right though, what should happen is it looks like you're running away from your opponent, and all of a sudden, an attack comes out of no where.
How to do the Pivot/DA Dash
It's really simple, but requires some finger skill. Dash in one direction, and then flick the control stick fast but gently in the other direction so that it resets to neutral. If you did it right, your character should be in the standing in the opposite direction. Keep practicing that, moving on to basic attacks like neutral A's and then C-Stick Smashes. Eventually, forward tilts and chargeable forward smashes should come. For ftilts you actually don't want to let go of the stick, you want to keep it pointed in the direction you're attacking. You just need to time pressing A right.
That's the point I'm at now. The timing for ftilts is hard to explain. Best I can tell you is that the instant you move the stick the other direction, press A. If you do a dash attack in the direction you were originally running, you're probably closer to doing it than if you accidentally dash attack in the opposite direction. And don't ask me how the **** to do uptilts/down tilts. I'm working my butt off trying to find out if it's possible, because theoretically, it is.
Sorry for the lousy explanation, but I can't seem to find the right words. Maybe usea can help me out since he is lord of the frames.
Uses!
Ok, the most important part, this technique's potential usefulness. A lot of people I've talked to have told me it's unnecessary, and cumbersome. Too hard to be worth it. Maybe that's true, but I still feel there's potential in this. Especially for, oh lord no, Marth.
Basic use I see is for spacing. Usually to counter aerials, people wavedash back. Problem is, a wavedash is a little slow, and can sometimes send you too far back. A pivot would allow you to have more precise control over where you attack from, since you have the whole range of the ID to choose from. This is especially great for getting tippers as Marth, since his ID is so long.
We all know the basic combo in Marth dittos of fthrow, grab, fthrow, smash. Well, with a DA dash, you can follow the opponent's DI just enough, and then tip them. Or say you're Mario, and you're guarding someone who's hanging on the ledge. You can fake out by running back and forth, and then ftilt when they start rolling up. If the ftilt misses, you can follow up quickly since the move doesn't have a lot of lag. Plus not many people expect to be KO'd out of a dash dance.
Wall Jump - I couldn't consider this an Advanced Technique since you physically NEED it for Young Link's BtT, and it's actually stated how to wall jump ON HIS ALL STAR TROPHY, but I realized it's not told that the other guys can wall jump, nor did they speak of the wall-tech jump. Now, we must learn how a boy and a fat plummer can wall jump...
MewTwo Pull Down - Since MewTwo's Confusion move flips you around right at his eye level, if his eye level falls below something, so do you.
Samus Super-Jump - Try getting caped as you jump. You go much higher. Since hanging from the grapple beam doesn't count as a desent (spell?), the game still shoots you upwards. I don't know why you go so high, I just know the basic principles.
Things I need:
A more in-depth explanation on the Jump Cancel.
The Luigi Ladder.
Link/Kirby/Samus Super Jump.
Super Wave Dash.
Moonwalking.
Anything I forgot.
Any better explanations and corrections are welcome as long as you don't flame. If you do, you don't get credit and won't post it.
PM me these, please.