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 Comprehensive Guide to AT's, Discovories, and Glitches

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Return_to_Sender
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PostSubject: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 13 Jun 2008 - 15:32

Regarding this list - Brawl's Advanced Techniques are mostly situational as the "win button" hasn't been discovered yet (if it exists). Therefore, Brawl AT's should be used as supplements to your core strategy, not the center of it. Play with the ones relevant to your character and your interests and experiment. You may find something you can seriously use or you might find that nothing here pertains to you. Just keep that in mind as you're reading.

If you want to jump to a section listed in Table of Contents, ctrl+F search the term with asterisks on either side.
ex. *Desired Section*

The Character Specific section is alphabetized. To jump to a character, ctrl+f their name surrounded by square brackets. If the search comes up blank, no character-specific discoveries have been reported for them. Also, non-universal tricks that can be done with more than one character are filed under "Multiple" at the beginning of Character Specific.
ex. [character]

THIS IS A LONG GUIDE USE THE SERCH FUNCTION (ctrl+f) THAT IS PUT ABOVE TO FIND SECTIONS/CHARACTER SPECIFICS QUICKLY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

[===================*Contents*===================]

1. True AT's - techniques all characters can do, genuinely useful exploits and tricks.

2. General Discoveries - game mechanics that have an effect on how it will be played or can be used to the player's advantage

3. Character-Specific AT's and Glitches - Special techniques that can be performed only by certain characters.

4. Misc. Known Glitches - Glitches that are so esoteric that they have no effect on normal play, but can be recreated for entertainment value

[===================*True AT's*===================]

- Fox-Trotting
How to Perform: Do an initial dash, then do another immediately afterward without any running. Can be repeated many times in a row.
Effect: Character does several initial dashes. A component of the True Pivot, useful for little else as it exacerbates the probability of tripping.

- Jump-Canceled Up-Smash
How to Perform: While running, press a Jump button immediately before inputting an up-smash.
Effect: Character slides forward while performing an Up-smash. Up-smash can be charged. Distance varies by character.

- Reverse Jump-Canceled Up-Smash
How to Perform: While running, press the opposite direction you're running on the joystick, then quickly rotate it upward and do a Jump-Canceled Up-Smash.
Effect: Character slides in the same direction as the initial run, turns around, and does an Up-Smash.


- Smash-Boosting (a.k.a. Snake Dashing, etc)
How to Perform: Initiate a dash attack, then do an up-smash during the beginning of the dash attack animation. Timing differs for each character.
Various Methods: C-stick down to initiate dash attack, then Up+Z to do the up-smash; C-stick down, C-stick up; A-button, C-stick up.
Effect: Character slides an absurd distance while simultaneously performing an Up-smash. Up-smash can be charged. Distance traveled varies by character, but is more pronounced than the Jump-Canceled Up-Smash. Can be done with anybody, but the following characters benefit most from this: Jigglypuff, Sheik, Link, Wario, Snake, Falco and Wolf

- Item-Boosting
How to Perform: Same as Smash-Boosting. Initiate a dash attack, then do an up-smash during the beginning of the dash animation.
Effect: Both similar and vastly different from Glide-Tossing. The character slides forward and throws the item forward at the same time, but does a false upwards throwing animation. If you want to throw the item upwards instead, time the dash attack and up-smash so that they're nearly simultaneous.


- Throw Boosting/Grab Boosting
How to Perform: Initiate a dash attack by pressing the c-stick down, then press Grab during the dash attack's opening frames.
Effect: The added momentum of the cancelled dash attack remains in effect, providing a small boost to the Dash Grab's range.

- Reverse Grab Boosting
How to Perform: Initiate a dash attack with C-stick down, then press the opposite direction you are travelling and Grab during the attack's opening frames.
Effect: Character grabs backwards and slides in the direction of the dash. Different from the
Pivot Grab because (1) most characters gain a momentum boost from this, and (2) this can be performed from an initial dash instead of waiting for the character to run.
Video1: https://www.youtube.com/watch?v=KD9II3yhHlg
video2: https://www.youtube.com/watch?v=9Qark60PsIQ
video3: https://www.youtube.com/watch?v=OpMPQnabTEs&feature=user

- True Pivot
How to Perform: After a dash (preferably during a Fox-Trot), start a 2nd initial dash. Before the second dash animation begins, move the joystick in the opposite direction you're dashing and perform any move. C-stick can be used instead of a rapid joystick reversal and makes the Pivot-Smashing much easier.
Effect: Character stops in place, turns around, and uses the move you input. Different from the Melee Pivot in that it is less versatile and can only be performed out of an initial dash.
video: https://www.youtube.com/watch?v=_4tmLsflA_c

- Dash Pivot Cancel


This AT is performed by dashing, then performing a pivot, but holding forward a little bit after the pivot. Its different for every character, but while you turn around and start moving forward, there is a window that you can cancel the pivot into a something (I usually do it with forward smash or down smash, although it also works to some extent with tilts). Here is where the Dash Pivot Cancel gets interesting. With the right timing, after pivoting and moving forward just a bit, do a forward smash in the opposite direction (its easiest to see with the Fsmash IMO), and your character will perform a slide while smashing!


Video 1: https://www.youtube.com/watch?v=lZg0f8RTMOg
Video 2: https://www.youtube.com/watch?v=QNyJQLOBP1M

- Pivot Sliding
How to Perform:[img= http://trashpile.net/upload/pivotslide.gif]
Effect: Character slides forward visibly and performs the move you entered on the pivot. This can be any smash (via c-stick) or a Tilt (just press A after the pivot).
Video: http://jp.youtube.com/watch?v=t6jdzQteqiA


- Pivot Grab
How to Perform: While running, press Shield + A + backwards (on the joystick) or Grab + Backwards simultaneously.
Effect: Character turns 180 degrees and does a backwards-aimed Grab while sliding in the direction of the initial run.


- Glide Tossing
How to Perform: Initiate any roll while holding an item, then throw the item before the roll animation begins. You can use the C-stick to throw the item in any of the four cardinal directions instead of just pressing A for a forward throw.
Effect: Character slides in the direction of the would-be roll and tosses the item. Distance traveled differs based on character and several other factors.


- Jump-Canceled Throw
How to Perform: While running with an item in hand, Jump immediately before performing a throw.
Effect: Character slides forward and throws the item. Using the C-stick, the item can be thrown in any direction. The advantage of the JC Throw is that post-throw lag seems to be slightly decreased.


- Smashes Without Item Throw
How to Perform: Hold A when picking up/drawing an item. While holding A, press the C-stick left or right.
Effect: Character performs their F-smash without dropping whatever item they're holding.
Video: http://uk.youtube.com/watch?v=0v0PL3UySyU

- SHAD'ing (an example of Input Buffering; see General Discoveries)
How to Perform: During any jump, Air-Dodge late enough that you will touch the ground while still in the Air-Dodge animation. Just before you land, input any move. Originally done during a Short Hop, hence the name.
Effect: Character lands, performs move on the exact frame it becomes possible. This abuses the buffering system to do fast attacks on landing, preceded by a few invincibility frames.


- Turnaround B
How to Perform: In the air, tap the joystick in the opposite direction you are facing, release, then perform a Neutral B.
Effect: Character continues moving in the same direction as when the jump began, but fires off a Neutral B in the opposite direction traveled.


- B-Reversal
How to Perform: Enter the input for any B-move, then slam the joystick in the opposite direction your character is facing before the animation begins. Can be done with all types of specials, not just Neutral B, but not all specials can be reversed.
Effect: Character's horizontal momentum is completely canceled/reversed, character faces opposite direction, B-move executes. Can be used during dashes and jumps for easy pivoting too.


- Recoil Special (a.k.a. B-sticking)
How to Perform: In the air, B-Reverse a Turnaround B or a backwards side-B. This is more easily accomplished by pushing the joystick forward and the C-stick backwards with the C-stick set to Specials.
Effect: Character's horizontal momentum is completely canceled/reversed, character stays facing the same direction, B-move executes. Can be used to space projectile approaches.


- Speed Hugging (two methods)
How to Perform (method 1): Run toward the edge, then quarter-circle the joystick from Down to Back as soon as you walk off of the edge.
How to Perform: (method 2) Run/walk/roll to the very edge of the stage. Then, very quickly press diagonally down and away from the stage's center on the joystick. Easiest to do while facing into the stage's center, but can also be done easily while running if you press diagonally down-forward just as you reach the edge.
Effect: Character drops immediately off of the platform and sweet-spots the ledge.
Method 1 OP+Video: https://www.youtube.com/watch?v=OsPU6nCm5iI (2:26)


- Craq Walking
How to Perform: While jumping, DI such that your character is moving backwards. Continue holding the joystick as your character touches the ground and completes a pivot, then release.
Effect: Character slides a good distance backwards, varying based on which character is being used. During this time, the character is counted as "walking," allowing you to do any attack in any direction. You may also hold the joystick after the pivot to continue into a walk.

[================*General Discoveries*================]

"Auto-Canceling" aerials
L-Canceling is gone, but there exists another trick for eliminating lag after your aerials. Many aerials can be auto-canceled by touching the ground before or after specific points in their animations, putting the character into a neutral standing position. Each move has different timings (there's probably a relationship between this and IASA frames), but with practice, Auto-Canceling should become second nature.
Note that touching the ground after 100% of an attack's animation completes is not auto-canceling because nothing is canceled.

- Auto-Land/Platform Canceling
How to Perform: On a stage with a platform that moves vertically (Lylat Cruise, etc), position your character below the platform. As it is moving up, jump, then press down on the joystick when your character is approximately level with the platform. Then, immediately release down and enter any command. Smashes best performed with the C-stick.
Video: https://www.youtube.com/watch?v=SK16zTBzIQQ

- Auto-RAR
How to Perform: With your C-stick set to specials, dash and hit the C-stick in the opposite direction.
Effect: Character does a short-hop and automatically turns around. Easy to transition into an approaching barrage of B-airs, hence the name Auto-RAR (Reverse Aerial Rush).

- C-Stick DI
The ability to DI attacks with the C-stick is confirmed for Brawl. C-stick'd Smash DI is in, but Automatic Smash DI (holding the C-stick to DI) is not due to the way Brawl reads the C-stick.

- Drifting Aerials and Specials
If a character tries to perform any momentum-altering aerial after they're hit into the air, the move's momentum-altering properties will not take effect. This mechanic may be in place to prevent characters with Falcon Kick-style D-airs (and other momentum-stoppers) from being ridiculously hard to kill.

- Early Jump After Hit-Stun
After being launched by an opponent's attack, you can do aerials, air-dodges, and z-airs immediately after hit-stun, but must wait an extra period before you're able to jump and use B-moves. To shorten the wait, initiate an air-dodge the instant the hit-stun ends. This will enable you to jump or use your B-moves earlier than normal for most characters.

- Edge Popping
Carried over from Melee. For those who don't know, Edge Popping is a term used for preventing your character from sweet-spotting a ledge. Simply hold Down on the joystick when passing through the ledge's sweet-spot area. Your character will not grab the ledge as normal, but will pass it completely uninterrupted.

- Faux Super-Armor (FSA)
During grabs, the character with the higher-number controller port gains zero knockback against attacks that would hit both him and his opponent, including explosives. FSA applies whether the higher# player is the grabber or the grab victim. This also applies to status effects, such as Lucas' PK Freeze or Jiggly's Sing.
Example: Link (P1), Snake (P2) and Wario (P3) are fighting. Link will never get FSA. Snake will only get FSA when grabbing/being grabbed by Link. Wario will get FSA no matter who he grabs or is grabbed by.
Video: https://www.youtube.com/watch?v=HavRK1QwNJA

- Grab Priority
(a) If two characters grab each other at the exact same time, the character with the lower-number controller port will win. Ex. If P1 and P2 grab each other simultaneously, P1 grabs P2.
(b) If a character's grab connects at the exact same time that his victim's attack connects, the attack does damage but the victim is grabbed. This is different from Melee, where the grab would cancel the attack altogether.

- Input Buffering System and Uses
Brawl has a unique input buffering system that allows you to input moves before they are able to be executed. There are various times at which you can buffer attacks, including landing on the ground, during Air Dodges, after Jabs, etc. However you do it, buffering has but one purpose - to minimize the time between when a move becomes possible and when you perform the move. Buffering allows you to perform every move at the start of the IASA frames of the move before it, thus achieving optimum combo speed consistently when speed is critical. This does not cancel post-attack animation lag, but HUMAN lag.
Applications: Canceling Jab Combos (esp. into Luigi's sweet-spotted Up-B), SHAD'ing, Thunder Storming, etc.

- Meteor Cancel
Meteor Canceling, or the ability to recover from being spiked, has been carried over to Brawl. When the hit-stun of a spike ends, you can begin your recovery with a double jump (provided you weren't spiked out of your double-jump) or an Up-B.

- Sliding Shields
Unlike Melee, if you shield while running, your character will slide across the ground while the running momentum is gradually negated. This is useful because it enables…

- Shield-Canceled Sliding Grabs
Jump-cancelled grabs have been ousted for Brawl, but Shield-Canceled Sliding Grabs are a fine replacement. Simply press the Shield button while running, then press A or Z to perform your standing grab. You can press A or Z before the shield even appears for a speedy Sliding Grab, or continue to hold the shield up and slide into position for a grab.

- Tether Hogging
All Tether recoveries can be easily gimped by simply edge-hogging. The tether attack will connect with the edge-hogger, but will never touch the ledge.

- Wall Clinging (character-specific)
Only possible with certain characters, the Wall Cling is performed by holding the joystick towards a wall while jumping at it.


Last edited by Return_to_Sender on Fri 13 Jun 2008 - 17:01; edited 3 times in total
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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 13 Jun 2008 - 15:37

woah 0_0

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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 13 Jun 2008 - 15:42

You win...Buster this guy deserves his own sub forum 0_0
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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 13 Jun 2008 - 16:54

[===========*Character-Specific AT's and Glitches*===========]

[Multiple]

- Airwalk (Wario, Jigglypuff, Bowser, G&W, Kirby)
How to Perform: Run off of any platform edge and immediately press and hold the joystick in the opposite direction you were just running.
Effect: Character runs off of the edge and returns to the platform without falling or sweet-spotting. The characters listed can use this time to perform certain aerials (specified at OP).

- Crawl Dashing (Yoshi, Pikachu, ZSS, Snake, Squirtle, Ivysaur, Luigi)
How to Perform: While walking forward, initiate a backward crawl and release. Can also be done while landing from a forward jump.
Effect: Character slides backwards for a distance, depending on character and your release timing. During the slide, you can do any attack or action. Most effective with Yoshi and Luigi.
Walking Crawl Dash: http://www.smashboards.com/showthread.php?t=170677

– D-air Stall (Toon Link, ZSS, Shiek, G&W; any character with a similar d-air)
How to Perform: After being knocked into the air, do a Double Jump and a D-air at the exact same time.
Effect: Character will execute a D-air and get stuck in the air. Neither moving upward nor downward, the character stays at the same altitude until the D-air expires. However, you can DI horizontally during this time to influence the direction of your fall.
Video: http://jp.youtube.com/watch?v=BnRmDoJm0VI

- Double Jump Cancel (Lucas, Ness, Yoshi, Lucario, R.O.B.)
Double-Jump Canceling is still in for Brawl, but it comes in a much more limited form. See link below for details.

- Glide Landing Cancel (Pit, Charizard, Meta Knight)
How to Perform: Initiate a Glide Recovery, approach the ground at any angle, then execute your Glide Attack just before touching the ground.
Effect: Character lands on his feet with zero lag frames. Landing animations are completely skipped.

- Glide Shifting (Pit, Charizard)
How to Perform: Hold down the Jump button after doing a double-jump, then fast-fall just before the character's glide animation begins.
Effect: The height of the glide drops significantly, allowing for very low-to-the-ground approaches.

- HillDash
How to Perform: While on a slope: (a) jump, then double-jump immediately after leaving the ground while moving into the slope, or (b) do a move into the slope that gives you a horizontal speed boost (ex. Falcon's Side-B)

Effect: Character slides up the slope as if wavedashing (that's exactly what it looks like). If the Double-Jump method was used, the character can attack at any time during the slide. Otherwise, the character must wait out their landing lag to attack.

The Origonal Double Jump Method:
All you have to do it go on a hill, jump, IMMEDIATELY do a double jump while move slightly towards the top of the hill, a half step pulls off a Hilldash as long as his Initial Dash Animation. Holding it for about 1 step pulls off a long Wavedash that looks like Yoshi's From Melee.

You'll notice you just wavedashed, it looks EXACTLY like a Melee Wavedash.
Intesting. And Yes, you CAN attack during a HillDash.

Methods:
Double Jump Method- The first known method, explained above (Also serves on any Jump-Based Method)
Boost Method- Using a Speed-altering move to boost you into the hill, then causing a hilldash after collision.
Unique HillDashing- Characters with HillDashes that don't quite fit the program.

The Boost Method has different forces driving the HillDash than the Double Jump Method, but prouce the same, Wavedash-like resuts, and are therefore Hilldashes

Key:
Name (Length, Speed, and Other info)- How do do it How Fast overall when spammed
Capable People of doing a Hilldash thus far:
Luigi (Holy sh*t)- MISFIRING into a slope causes a FRIGGEN HUGE slide, you can attack freely during the 2nd Half of the slide.
Yoshi (Excellent/Steep Slopes only)- Jumping, then almost immediately Airdodging towards a hil will cause you to immediately touch the ground and slide across it, this is considerable further than Yoshi's Alternative.... yet much less flexable
Yoshi (Excellent/Most Flexible) Roughly Meta Knight's speed
Fox(Excellent/Slow/steeper slopes)- Firefox PERFECTLY HORIZONAL into the hill for maximum range Slows combined movement across a distance to Meta Knight's Speed
Falco (Excellent/Slow/steeper slopes)- Fire Bird Perfectly Horizontal into the hill for maximum results Slightly Faster than Fox's version of this
Lucas (Very Good/Virtualably unuseable?)- (Custom Stage) Backwards DJing into a (probably only steep) slope from below after 1 sparkle will make you land and carry the jumping momentum with you
Captain Falcon (Very Good)- SH Raptor Boost When used at Maximum slide distance, about 1.1x faster than Falcon :O
Jigglypuff (OK/Very Fast/Steep Slopes Only)- Jump while moving up a slope, can be done within 1 frame of each jump to create a new HillDash Speed is equal to Sheik's
Ness (OK, steep hills only) A very Miniscule bit slower than MK
Peach(Bad/Steep Slopes are Fastest)- Float a Milimeter above the ground then go into a ramp
Gannondorf (Bad)- SH Side-B Roughly Wario's Speed
ZS Samus (Bad/quick Spam/Steep Slopes only)- Doing a Down-B up a 45+ degree slope About as Slow as Gannon's Run
Samus(None)- Just an intresting Tidbit, you can spam Down-B while moving up the hill, this causes you to look like your simply Ball-form rolling up the hill while dropping a few Bombs along the Way

Hilldash Stage List:
Note: All of these has been proven to work with Yoshi, not all other characters
They are color organized for usefulness,
Blue-Very Useful
Green- Useful
Yellow- OK
Orange- Inadequate
Red- Virtually Useless

Lylat Cruise (wings, side Platforms are effective while plane is tilting)
New Pork City (all slopes)
Corneria (Wing)

Delfino Plaza (Platforms, missing Pinata statue point- stairs, Island- Sloped Island, Shine Shrine- top part, Buildings- Tilted rooftops, Dolphin with Pool Statue- Stairs)
Mario Circuit (Upper-level)
Summit (Regenerating Ice floor, Entire course while sliding down the mountain)
Green Hill Zone (Half-circle center)
Pirate Ship (Left and right sides)

Yoshi's Island (Brawl) (Platform, Tilted parts at ledges)
Yoshi's Island (Melee) (Pipe, Hill)
Castle Siege (Top area- Middle, Inside- Flags, Underground- Central area)
Temple (Cave of life, slope next to bottom floating platform)
Hanenbow (Leaves after being hit)
Rainbow Cruise (Tip of Ship, Small raising platform close to front of ship, Many slopes through the course)
Brinstar (Platforms when not connected to base, bump at center)

Rumble Falls (Several)
Halberd (During Flight-edges)
Pictochat (Some Drawings)
Onett (Rooftops)
Big Blue (The large aircraft thing's front, all cars while titled on raise)

Pokemon Stadium 2 (Rock-Dirt Clump , Ice-platforms and Electric-edges of conveyor belt)
Pokemon Stadium (Grass- VERY small slope on middle-right side, left side of river; Water- Windmill and Windmill area, Fire- inside the tree, and Earth-bottom and top right-side platforms, Mountain Slope)
Skyworld (Base level left side)
Distant Planet (Left Side, Bulborb snout while mouth is open)
Video: https://www.youtube.com/watch?v=BJv7if8tUu0

- Illusion Cancels (Fox, Falco, Wolf)
How to Perform: After initiating an Illusion, press B before the horizontal movement portion begins. Timing varies by character.
Effect: The Illusion will travel a fraction of its normal distance before it cancels and becomes no longer "aggressive." Wolf has 3 variations depending on timing. Wolf will continue to travel horizontally after his Illusion cancels, while Fox and Falco largely stop moving sideways.

- Jab Locks (character list at video link)
Much like Falco's Laser Lock (see Falco section). If an opponent is knocked and fails to tech (or otherwise escape the floor bounce), 14 characters can catch said opponent in a jab chain. A Jab Lock is performed by (1) knocking an opponent down, (2) jabbing an opponent, (3) WALKING up to that opponent, and (4) repeating steps 2&3 until the edge of the stage is reached. See video link for the list of characters and a demonstration of the procedure.
Video: https://www.youtube.com/watch?v=wIP7QY0anuw

- On-Absorb/On-Reflect Cancels (Fox, Wolf, Ness, Lucas)
How to Perform: As soon as a projectile connects with your character's reflector/Psi Magnet, press Jump, left, right, or down.
Effect: Your character will reflect/absorb the projectile, then jump, roll, or side-step dodge immediately. This cancels out the lag time from releasing Reflectors and Psi Magnets.

- Slidestep (Pit, Ganondorf)
How to Perform: Do a sidestep dodge, holding Shield or Down throughout the animation.
Effect: The animation of the sidestep dodge gives Pit a small amount of forward momentum, moving him forward slightly.

- Super Slidestep (Pit, Ganondorf)

Hold back on the joystick during your SideStep. Then as you come out push forward. This will cause the character to slide forward while Pivoting. In this video you can see Pit preforming it, just for visual clarification. In the video I refer to it as a Super SlideStep. It's the last technique displayed.

Video: https://www.youtube.com/watch?v=s8vUpkV2mak

- Stutter Step (Ganondorf, Sonic, Captain Falcon, Mario)
How to Perform: Initiate an Initial Dash in the direction you want to F-smash, then (1) VERY QUICKLY press the opposite direction you are travelling on the joystick and (2) do an F-smash in the direction you were originally facing.
Effect: This makes the character slide forward slightly before performing his F-smash, thereby extending it. To do a shorter-range version, leave out the initial dash at the beginning. More characters can do this, but the four listed are the ones for which this is most useful.

- Tether Saves (any Tether Recover character)
How to Perform: When hit across a platform by a horizontal kill move, DI downwards, and as soon as the hit-stun frames end, perform your tether recovery. If your character's tether recovery is a B-move, air-dodging first will enable you to perform it earlier than usual. Z-air tether recoveries do not need to airdodge, though, as Z-airs can be performed at any time you can air-dodge.
Effect: If you had enough time to complete the z-air before passing too far away from the edge, you'll tether-recover onto the platform. This can enable Tether-Recoverers to survive twice as long as normal.

- Transform Advantage by Port (Zelda/Shiek, Pokemon Trainer)
If two players use a transform ability at the same time, the character with the lower controller port number will complete their transformation first.
Ex. Zelda (P1) and Squirtle (P2) use Transform and Switch out at the same time. Shiek will emerge from the Transfrom before Ivysaur emerges from the Switch Out.

- Z-air Without Item Throw (Link, Lucas, Samus, Toon Link; characters with a Z-air)
How to Perform: While holding an item, air-dodge, then press Z during the air dodge.
Effect: Character performs a Z-air without throwing or dropping the item.
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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 13 Jun 2008 - 16:55

[Bowser]

– Infinite Claw Jump (a.k.a. Koopa Hop)
How to Perform: Do a Side-B on descent such that you would touch the ground during its animation. Just before touching the ground, press Jump. The Jump press can be done at any time during the Side-B animation, including the first frame.
Effect: Bowser uses a double-jump, even if he doesn't have one left. He can chain this infinitely to remain in the air as long as he wants. Bowser can complete one of four moves in the air before Claw Jumping again – U-air, N-air, F-air, and Side-B.
Example: Bowser can Claw Jump -> U-Air -> Claw Jump -> N-air -> Claw Jump -> F-air -> etc. without ever touching the ground.

- Suicide Advantage by Port
When you Bowsercide a one-stock opponent with your final stock, the result of the match is determined by which controller port Bowser is using. If Bowser's number is lower than his opponent's, Bowser will win. If Bowser's number is higher, both will die simultaneously and go into Sudden Death.
ex. P1 = Bowser, P2 = Link. Bowser suicide will result in a win for Bowser.

[Diddy Kong]

- Banana Slide/Banana Momentum Toss
How to Perform: Pick up a Banana. Position Diddy near a horizontal floor such that his mouth is aligned with its surface, then throw the banana forward.
Effect: The banana will slide across the platform instead of sticking when it lands. This can be done in the air while next to a platform as well.
Video: https://www.youtube.com/watch?v=7VY6Sg7oiy4

– Pop-Gun Cancel
How to Perform: Draw the Pop-Gun, then press Shield or Grab before the gun is fully charged (Diddy will begin to shake when the gun is charged). Can be done in the air or on the ground.
Effect: Diddy draws the Pop-Gun, then either Shields, Grabs, or Air Dodges depending on what you input. Note that if you cancel the pop-gun in the air during the first few (3?) frames, you will not air-dodge.

– Safe Sweet-Spotting
How to Perform: If you're on a stage with an FD or Battlefield-like edge, double-jump underneath the edge such that you're pressing into the bottom of the platform and moving towards the center. Then, do a Side-B back towards the edge you're trying to grab.
Effect: Diddy will move along the curve of the platform, then sweet-spot the ledge when you arrive at it.

– Smash Banana
How to Perform: Execute a Down-B to draw a banana with the same joystick speed you would use to perform a D-smash.
Effect: Banana is thrown twice as high and a little bit farther than if it were plucked via a "tilted" Down-B.

[Donkey Kong]

– F-air Boost on World 1-2 blocks
How to Perform: On World 1-2, do an F-air against a column of breakable blocks with DK's chest against any of the blocks (preferably above the bottom block). Hold the Joystick in the direction of the blocks as the F-air executes.
Effect: DK rockets to the top of the column and breaks any blocks that may stop him from getting to the top of the stage. Can only be done on breakable blocks, so it can only be done on World 1-1 and 1-2.

– Stage-spike cargo throw
How to Perform: Grab an opponent who is standing near (or on) the edge of the stage, then enter the Cargo Throw Carry. Fall off the edge, then throw your opponent into the stage edge you just fell off of.
Effect: Opponent ricochets off of the stage, then falls to their doom. Most effective against high-% opponents (tough to struggle out at high-%) and on stages like Final D and Battlefield.

[Falco]

- Laser Lock
How to Perform: If an opponent is knocked and bounces off of the floor, catch them with a Laser before they move.
Effect: If Falco catches his opponent and spams the Laser continuously, the opponent is carried off the edge of the stage by an inescapable lock. However, this does not kill unless you're on a stage with a walk-off edge. Due to the rarity of floor bounces (all can be avoided by either teching or doing an air-dodge/aerial after being hit), the use of Laser Locking is extremely limited.
Video: http://jp.youtube.com/watch?v=hwaa_Lt9sqQ

[Fox]

– Curved Firefox
How to Perform: Begin a Firefox, but instead of aiming in any of the eight primary directions, position the joystick between the Up and Up-Left directions or between Up and Up-Right.
Effect: Fox will move Up-Left or Up-Right, but in an arc instead of a straight line. This can save Fox's life if he's caught under a stage, like the Final Destination Ledge.

– Helicopter Kicks
How to Perform: Do any jump and enter an F-air before you reach the peak of your jump. Continue to hold Jump.
Effect: The F-air's Hovering effect provides Fox with extra vertical distance. Fox's double-jump, if helicopter-kicked, has an especially noticeable increase in height.

– Hovering F-air
How to Perform: Do a Short-Hop and enter an F-air before you reach the peak of your jump. You should release Jump as soon as possible, before he even leaves the ground. C-stick the F-air for best results.
Effect: Fox rises off the ground a little bit and does an F-air. While doing the F-air, his vertical momentum is completely neutral, like when Peach floats, and he can move left and right as well.

– Jump-Canceled Shine ("Wave-Shine" re-born)
How to Perform: Jump, then immediately input a Shine before/just as you leave the ground.
Effect: Fox performs a very low-to-the-ground Shine with very little lag afterwards. This can be used during running to mimic the Wave-Shine. However, it is not as good at chaining as the Melee original.

[Ganondorf]

- Thunder Storming
How to Perform: Jump and enter a D-air before Ganondorf leaves the ground.
Effect: The D-air will execute the moment Ganondorf rises into the air. Because the entire attack executes before he lands, Ganondorf can rapidly Short-Hop this move repeatedly. Captain Falcon can do this too, but his D-air is not as effective.

[Ice Climbers]

- De-sync

Quote:
Originally Posted by OoNoiroO
Simply dash dance back and forth once, then do an action. Nana should be recovering from a dash as you do an attack.

Video: https://www.youtube.com/watch?v=rsmjtD9E2gg

- Edge Float
How to Perform: Facing the edge of a solid platform, do a de-sync that causes Nana to move forward but Popo to stay in place. Recommended is "dash-dance to hyphen smash."
Effect: Nana gets stuck under the edge while magnetically attracted to Popo. This exploit can be used for edge guarding, but ends if Popo becomes too far separated from Nana.
Video: https://www.youtube.com/watch?v=1xv6HNATOnc

– Infinites
How to Perform: https://www.youtube.com/watch?v=wHfGqpHBZI4
Effect: A series of superior combos with the Ice Climbers, from difficult-to-escape moves to inescapable chains.

[Jigglypuff]

- Rising Pound
How to Perform: While in the air, input a Side-B to begin Pound. After the input is registered, but before the attack begins, rotate the joystick to Up.
Effect: Jigglypuff's Pound will move her diagonally up and to the side instead of purely horizontally. This dramatically extends Jigglypuff's recovery distance if done repeatedly and can be used at high altitudes to stall the match.

[Kirby]

- Infinite Jump
How to Perform: Do a Side-B in the air such that Kirby is near the ground at the end of the second hammer swing. Press Jump towards the end of the second swing.
Effect: Kirby re-gains all of his double jumps. Can be repeated infinitely.
Video: https://www.youtube.com/watch?v=5qZ6dEe9kX8

[Lucario]

- Reverse Double Team
How to Perform: When performing double-team (down-B), roll the joystick away from your opponent.
Effect: Lucario attacks the countered character from the front instead of the back. Certain combos are easier to perform out of this than a normal double-team.
Video: http://uk.youtube.com/watch?v=JtTrTZZVA-M

- "SHUFFL" D-air
How to Perform: On the ground, do a Jump, followed immediately by a D-air.
Effect: Lucario completes a D-air extremely close to the ground then lands with zero lag. Can be repeated rapidly. Because of the hovering property of the move, he neither rises nor falls throughout the duration of the attack.

[Lucas]

Except for PK Thunderslide, all of the following techniques can be found in the Lucas AT Guide. PK Thunderslide goes as far back as SSB64, but is included nonetheless.

- Magnet Boost/P.K. Waveland
How to Perform: While traveling in the air, do a PK Fire in the opposite direction Lucas is traveling and immediately pull out a Psi Magnet.
Effect: Lucas shoots sideways very quickly while facing "backwards." Often used as a recovery.

– Magnet Dash
How to Perform: While running, press Jump and immediately pull out a Psi Magnet.
Effect: Lucas slides across the ground in the direction he's running while holding the Psi Magnet. Can be used for catching opponents with a Psi-magnet attack.

– PK Fire retreat
How to Perform: Run, then jump while holding the direction you want to travel. Execute a PK Fire in the OPPOSITE direction you're traveling such that the lightning bolt leaves Lucas' hands just as the jump peaks. As soon as the PK Fire animation begins, move the joystick back to the direction you're traveling.
Effect: Lucas shoots a PK Fire backwards, which accelerates him forwards. This makes for a handy defensive retreat.

– PK Thunderslide
How to Perform: Run toward the edge of any platform. Just before you go off the edge, execute a PK Thunder 1.
Effect: Lucas should slide off the edge while PK Thundering. This enables Lucas to enter PK Thunder 2 faster than usual by sliding into the arc of a guided PK Thunder 1. Angling the PK Thunder 2 is tricky, and timing for both the slide and angling differs based on whether you're using Ness or Lucas (Lucas slides more).

– Zap Jump
How to Perform: Enter a PK Fire at almost the exact same time as a double-jump (ever-so-slightly afterwards).
Effect: Lucas rockets upward to about twice the height of a normal double-jump. He can also do this by throwing items at the same time as a double-jump.

[Luigi]
- Infinite Tornado Jump
How to Perform: Do a Down-B just before touching the ground, and spam B to rise the tornado into the air.
Effect: Luigi regains both his Double Jump and the ability to do a rising Down-B.
https://www.youtube.com/watch?v=vifGh...eature=related

[Mario]

- Cape Dashing
How to Perform: Cancel Mario's running animation (not the initial dash) by using his Cape. The easiest way to do this is to hold forward and press B near the end of the initial dash .
Effect: Mario slides a small distance forward while the Cape executes. When done near an edge, the leftover momentum goes into a short Cape Glide.

- Cape Gliding/Aerial Cape Extension
How to Perform: Run towards any platform edge and execute a Side-B just as Mario goes off of the edge.
Effect: The cape will give Mario a horizontal boost, the strength of which depends on the Side-B's timing. This can be used to deflect recovering characters or bring Mario out to them for aerial deterrence. Mario can easily recover because he still has his double-jump after the boost.

- F-tilt Backdash (a.k.a. Wave Sliding)
How to Perform: Do an F-tilt. After Mario's kicking foot returns to the ground, his other foot will step a short distance backwards. Do a crouch, shield, or any attack during this animation to cancel it.
Effect: The momentum from the canceled back-step animation becomes a backwards slide.
Video: https://www.youtube.com/watch?v=UbxiwNshcKc

[Meta Knight]

- Mach F-Tilt
How to Perform: Do a D-tilt. After the sword has poked out, buffer an F-tilt by holding the joystick diagonal down-forward and pressing A.
Effect: After the D-tilt, the first two hits of the F-tilt will come out near-simultaneously instead of one after the other. Press A again during the double-strike to make it a triple strike, deploying the full F-tilt combo in less than 1/10 of a second.
Video: https://www.youtube.com/watch?v=Nkh6z4w3-uw
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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 13 Jun 2008 - 16:57

[Ness]

- PK Fire Edge-Cancel Glitch
How to Perform: Run towards an edge, then perform PK Fire just before running off of the platform.
Effect: Ness will shout "PK Fire!," but the attack itself will be canceled by Ness gliding off the edge. Not really useful, just a glitch.
http://www.smashboards.com/showthread.php?t=169865

- PK Flash Lag Cancel
How to Perform: Release a PK Flash in the air when Ness is above the ground. The PK Flash should be released when Ness is around or below the maximum height of his short hop.
Effect: The post-attack lag on the PK Flash is reduced by about 50%.

- PK Jump
How to Perform: While in the air, hold Forward. Do a PK Fire and a Double Jump at approximately the same time.
Effect: The majority of Ness' double-jump momentum is translated into forward movement instead of upward.
Video: https://www.youtube.com/watch?v=8QHePOJRNKE

– PK Thunderslide
How to Perform: Run toward the edge of any platform. Just before you go off the edge, execute a PK Thunder 1.
Effect: Ness should slide off the edge while PK Thundering. This enables Ness to enter PK Thunder 2 faster than usual by sliding into the arc of a guided PK Thunder 1. Angling the PK Thunder 2 is tricky, and timing for both the slide and angling differs based on whether you're using Ness or Lucas (Lucas slides more).

- Yo-Yo Glitch (Brawl variation)
If both Ness and his yo-yo are hit by a high-priority attack at the beginning of his U-smash, the yo-yo will stay out and follow Ness until he does a U-smash or a D-smash.
Sample Video: https://www.youtube.com/watch?v=F_VT9C5rgkM
Tutorial Video: https://www.youtube.com/watch?v=Zoggv25pPns

[Peach]

- D-tilt Backdash
How to Perform: Peach's d-tilt can be said to have two movement phases - she leans forward, then moves "backward" until standing straight again. While she's moving backwards, perform any attack (or jump) to cancel the D-tilt.
Effect: Peach performs the attack while sliding backwards or does a "standing jump" with backward momentum. The later you cancel the d-tilt (without it ending), the more momentum she will gain.

– Pseudo-Pillar

Peach can somewhat pillar. You Instant float, Nair and land and repeat.

– Pseudo-Wavedash (a.k.a. "bubble dash")
How to perform: Jump and immediately hit Air Dodge while holding down-left or down-right.
Effect: Peach slides a little bit to the left or right, then faces the direction you were holding and does a stationary shield. Can be done in rapid succession or at the end of a run as a sort of pivot.

- Turnip Cancel
How to Perform: Execute a Down-B while running off the edge of a platform.
Effect: The turnip's "draw" animation is canceled by the sudden transition to an aerial state.

- Turnip Free-Pull
How to Perform: With your C-stick set to Specials, turn around while standing, then follow up by pressing Down on the B-stick.
Effect: While Peach draws the turnip, the player can freely move Peach left or right. This is also possible without changing your control scheme, but is MUCH harder.
Video: https://www.youtube.com/watch?v=S1r8EGVLwbI

[Pikachu]

- Quick-Attack Cancel
How to Perform: Do a Quick Attack into the ground. Can be your first or second Quick Attack and can be performed at any downward angle.
Effect: When Pikachu hits the ground, there will be a brief period, during which you can do anything you normally would after a single jump. So far, the only attacks that do not cause him to go into a normal landing animation are his d-air and B-moves.

- QAC Infinite Jump (a.k.a. Quick Attack Flash)
How to Perform: Do a QAC. Can be chained infinitely, like Bowser and Sonic's infinite Jumps.
Effect: Pikachu can do as many double-jumps, aerials, and Quick Attacks as he wants. He can do any aerial except b-air and continue the chain. Another application with mindgame potential is breaking the Jump early with another QAC. If done close enough to the ground, it'll look like several forward Quick Attacks, but faster.

- Quick-Attack Double-Forward
How to Perform: On the ground, do a Quick Attack and hold the joystick left or right. Then, for the direction of the second Quick Attack, move the joystick to down-left or down-right, depending on which direction you're facing.
Effect: Pikachu does both phases of Quick Attack in the same direction.

- Quick-Attack Thunder Cancel
How to Perform: While on the ground, perform a Quick Attack left or right. At any point in the Quick Attack, execute a down-B.
Effect: Pikachu stops his Quick Attack and performs Thunder.

[Pit]

- Angel Ring Tech/Slide

We know that if you start the Angel ring on the ground, then you get a slide at the startup. We also know that if you start Angel ring in the air, you don't get this slide when you touch the ground. Angel ring tech (ART) is the combination of these two outcomes to produce a more deadly move. The outcome of ART is starting Angel Ring in the air while still getting the slide when touching the ground.

It is easy with short hops and only requires one B button tap to start AR. Pit should touch the ground around when he says his "HiyiyiYAAAA" the YAAAA part. I guess his annoying voice has a use.
The best way to start learning this is with the short hop and getting the landing and the YAAA to line up. Then adjust from there.
Video: https://www.youtube.com/watch?v=Adn1ZFyKP50&fmt=18

*Arrow Life-Span Note*
It's important to know that the player retains control of Pit's arrows as long as they are on the stage, not just on the screen. One Pit may also keep up to four arrows in play at the same time. These two properties are what allow Pit's arrow-based techniques to work.

- Arrow Looping
How to Perform: After shooting an arrow, slowly rotate the joystick in a complete circle. There must be no obstacles in the way of the arrow at any point in the circle.
Effect: Pit's arrow will complete a wide circle. After Pit puts away his bow, he will move in response to the same joystick movements directing the arrow's arc.The timing takes practice, but Pit can loop the same arrow several times in a row.

- Arrow Looping Application - Arrow Chasing
How to Perform: Loop an arrow, then release it from its circular arc in your opponent's direction. Once the arrow is released, chase after it with Pit.
Effect: Opponent is forced to either (1) shield, (2) dodge, or (3) get hit by the arrow. Once the arrow has run its course, the Pit player is next to his shield-stunned, dodging, or hit-stunned opponent, set up for a near-guaranteed hit.

- Arrow Looping Application - Arrow Swarming
How to Perform: Loop one or more arrows continuously.
Effect: A large portion of the stage area is now covered by arrow arcs, making them unsafe for the opponent.

- Arrow Looping Application - Arrow Blitzing
How to Perform: Fire four arrows straight up. After releasing the fourth arrow, loop it downwards.
Effect: A hail of four arrows approaches the opponent at once. Can be followed up with Arrow Chasing.

– Norfair glitch
How to Perform: When the horizontal column of Lava approaches the center of the stage, jump into it while holding out the Mirror Shield. Continue to press into the Lava Column and hold the mirror shield after the initial touch.
Effect: Pit will stay inside the lava unharmed for a LONG TIME before finally getting kicked out. If you time your entrance correctly, the lava will recede before Pit takes any damage.

*Wings of Icarus Note - The duration of Wings of Icarus functions similarly to Rob's Up-B. Used the first time, it has full duration, but used immediately after, has reduced duration. To restore duration time, simply do not use Pit's Up-B for several seconds.*

- Wing Canceling

Jump, and as soon as you leave the ground(like a wavedash): UpB, Then quickly do any aerial and fastfall. What will end up happening is that Pit will shoot just slightly into the air and the aerial will cancel out the UpB in a way that you could literally "Wing Cancel"

- Platform Wing Cancel
A variation of Wing Canceling. While jumping upwards through a platform, do an Up-B just as your feet pass through completely, then cancel the Wings of Icarus with an aerial (same as a normal Wing Cancel).

- Wing Dashing
How to Perform: Do a Wing Cancel while holding left or right on the joystick.
Effect: Pit goes into Wings of Icarus from a standing position, moves in the indicated direction, then lands. If D-air is used to cancel the Wings, there is no landing lag. This is the most similar technique to wavedashing found in Brawl so far.

- Wing Gliding/Wave Gliding
How to Perform: Jump, then do an Up-B as soon as you leave the ground. Hold Left or Right.
Effect: Pit travels along the ground fairly quickly in his Wings of Icarus state. Best used for a quick retreat.

- Wing Refresh/Pit's Infinite Jump
How to Perform: Do an Up-B close to the ground, glide off the edge while still in Wings of Icarus, then perform an aerial.
Effect: Pit, now off the edge, gets all of his double jumps back, as well as his Up-B, without actually touching the ground. Can be looped infinitely.

[Pokemon Trainer]

-Castle Siege Glitch
How to Perform: Do a down-B during the gray "transition stage" between the three Castle Seige backgrounds.
Effect: The next pokemon will not spawn until the background transition ends.

[Squirtle]

- Hydroplaning
How to Perform: Initiate a Shellshift (Squirtle's running turn-around), then do a jump-canceled up-smash. With perfect timing (very fast), the sound effect for the Shellshift will not even play.
Effect: Squirtle slides forward a ridiculous distance while doing an up-smash. Can be charged for a timed release at any point in the slide.

- Reverse Hydroplaning (formerly known as Hydroplaning)
How to Perform: Initiate a Shellshift, then rotate the joystick into the up position to do an Up-smash at the end of the second half of the Shellshift's animation.
Effect: Same as Hydroplaning, except Squirtle slides in the direction of the Shellshift instead of the initial run.
Video: https://www.youtube.com/watch?v=2yTMrFboN2I

Squirtle - Hydrograb
How to Perform: While Squirtle is Shellshifting, hold the joystick in the direction of the Shellshift and the Shield button. When you would normally input a U-smash for Reverse Hydroplaning, instead press the C-stick Backwards.
Effect: Squirtle slides a long distance while doing a grab, greatly extending his grab range.

Squirtle - Reverse Shellshift
How to Perform: Execute a Shellshift. As the Shellshift ends, quickly Crawl Dash in the direction of the initial run.
Effect: Squirtle slides backwards after the Shellshift instead of forwards. With best timing, the slide will be several times further than a normal Crawl Dash.
Video: https://www.youtube.com/watch?v=4J0nuc-FtwM

- Squirtle Tipping (a.k.a. "I've fallen and I can't get up!")
How to perform: If an enemy Squirtle is using his Withdraw, jump on top of him.
Effect: The enemy Squirtle flips onto his back and is completely vulnerable for a short period.

[Rob]

- D-tilt Lock
If an opponent is against a wall of reasonable height (Corneria, Rainbow Cruise's ship), R.O.B. can d-tilt them continuously until 100-150%, depending on the character. Once they've reached killing %, R.O.B. can finish them with a smash attack.

– Not Quite Wing Canceling

During ROBs up-b, as long as you hold it, you're still able to attack via the A button.

[Samus]

- Bomb Canceling
How to Perform: Drop a bomb on (or close to) the ground, then hold Down to crouch.
Effect: When Samus would normally begin standing up from her ball form, you can perform any ground move (shield, dash, smash, etc).
https://www.youtube.com/watch?v=Qo-GYy1uGvg&NR=1

– Bomb Jumping
How to perform: While in the air, lay a bomb, then drop another bomb while aligned vertically with the first bomb.
Effect: The bomb explosion propels Samus upward or diagonally upward. This can be repeated several times in a row to aid in recovery, especially if you smash-DI explosions in addition to positioning Samus.

- Missile Canceling
How to perform: While descending in the air, fire a missile such that you touch the ground immediately after the missile leaves Samus' arm cannon.
Effect: The post-attack lag from firing the missile is completely erased. A common follow-up is to fire another missile to create a small projectile barrage.

[Snake]

– C4 Jumping
How to Perform: After using your Cypher, stabilize your horizontal momentum. Hold Down and spam B to drop your C4 and detonate it.
Effect: The C4 explosion shoots Snake upward and allows him to use his Cypher again. If you don't stabilize your horizontal momentum first, the exploding C4 will give you horizontal momentum too or miss you altogether.

– Explosive Linking
How to Perform: Place a C4 and Proximity Mine relatively close to each other. The Proximity Mine should be within the C4's blast radius.
Effect: When you detonate the C4, the Proximity Mine will also explode. This can make excellent explosive traps, both horizontally (C4 near stage's edge, Prox Mine a little further inward) and vertically (C4 on the platform above the Prox Mine for maximum reliability). Be creative with the placement!

– Grenade Cooking
How to Perform: Take out a grenade with B. Shield while holding B to drop the grenade, then pick it up.
Effect: In short, the grenade is now treated as a regular item. This opens up a lot of options for Snake. Snake can perform other moves while holding the grenade, run down its 3-second timer, toss it, or side-step/air-dodge the explosion while holding it.

- Grenade Stripping
If your opponent picks up your thrown grenade, you can force it out of their hands regardless of their position relative to you. Simply pull out another grenade with B and shield. This will cause the grenade in your hand to drop AND loose the other grenade from your opponent's hands as well. Also, if you shield-drop a second grenade when an opponent throws your first, the thrown grenade will drop right out of the air.

- Infinite Grab
How to Perform: Grab an opponent who is close to/on the edge while you are facing towards the edge. Do a down-throw, then grab again as soon as the first down-throw animation ends.
Effect: When Snake does the down-throw, the opponent's body will lie down, then fall instantly off of the edge and eventually into a sweet-spot. During the beginning of this transition, Snake can grab his opponent's head again with no fear of his opponent retaliating or escaping.
Video: https://www.youtube.com/watch?v=Qs6sxaAJpiM
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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 13 Jun 2008 - 16:57

[Sonic]

- Air Dash (stage dependent)
How to Perform: Do a spin-dash with either Side-B or Down-B off of a sloped surface such that you are rolling when you leave the edge.
Effect: Sonic, after leaving the platform, travels perfectly horizontally until he reaches the
end of the stage.
Video: https://www.youtube.com/watch?v=IwnKvpibCXc

- Air-Dash Teleport
If Sonic touches any non-platform object during an Air Dash, he will teleport. The direction of the teleport depends on the angle at which Sonic collided with the object.
OP: http://www.smashboards.com/showthread.php?t=164690
Video: https://www.youtube.com/watch?v=IwnKvpibCXc
Video: https://www.youtube.com/watch?v=LvH-hwAbYP4

- Double Springing
Set a spring on the ground, land, then jump on the spring you just laid. At the top of the spring-jump, Sonic can Up-B again to soar to ridiculous heights.

- Down-B to F-Smash
How to Perform: On a stage with a large slope (Green Hill Zone, Yoshi's Island Melee, etc), perform a Down-B up-hill towards the slope. When you're on the slope, Jump to cancel the spin dash and execute an F-smash. Hard to do with the joystick, easy with the C-stick.
Effect: Sonic will go straight from a spin dash into an F-smash with no lag in between.
Video: https://www.youtube.com/watch?v=OsPU6nCm5iI

- Homing Cancel
How to Perform: Press B to initiate a homing attack, then press B again about halfway through the rising windup.
Effect: The Homing Attack stops winding up and goes into the attack portion early.
Video: https://www.youtube.com/watch?v=OsPU6nCm5iI

- Homing Stall
How to Perform: Do a Homing Attack against the bottom of any solid stage platform or block, where "solid" means "cannot be dropped through."
Effect: Sonic will hit the platform/block and move sideways slightly while pressed against it briefly before falling. This can be used to cross under stages or repeated continuously to stall the match.
Video: https://www.youtube.com/watch?v=OsPU6nCm5iI

– Infinite Side-B Jump
How to Perform: Same as the Bowser Infinite Claw Jump (see above), except you must be near the ground during the beginning of the Side-B.
Effect: Same as the Bowser Infinite Claw Jump. Because his jump is higher and his aerials are quicker, he can use any aerial during the jump (except D-air) and continue to Infinite Jump.

- Spin Shotting
How to Perform: Initiate a Side-B, then jump to cancel it immediately after releasing the charge.
Effect: Sonic jumps much farther and at a lower angle than either his jump or double jump. This can be done in the air too.
Video: https://www.youtube.com/watch?v=OsPU6nCm5iI

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.

– Spring Stall
How to Perform: Execute a Spring Jump on the ground, then spam D-air immediately above the spring.
Effect: Sonic will hover over the spring, doing D-airs repeatedly. Other characters with D-airs similar to Sonic's can also do this on springs, but since they can't generate them, the usefulness is very limited.

- Up-B Distance Extension
How to Perform: F-air or B-air immediately after performing an Up-B.
Effect: Sonic travels slightly farther horizontally than he normally does after an Up-B.
Video: https://www.youtube.com/watch?v=OsPU6nCm5iI

[Toon Link]

- Bomb Sliding
How to Perform: Draw a bomb, then drop it with a short-hopped air-dodge. When the air-dodge finishes, do a D-air.
Effect: The "wind" effect from the D-air pushes the bomb along the ground.

- Quick-Draw (also possible with [Link])
How to Perform: When landing, press B just before touching the ground.
Effect: Link/Toon Link fires an arrow immediately, skipping the draw animation. Best used after an aerial, drawing a bomb, or firing an arrow. Quick draw can be done after all of these actions full-hopped with Link or short-hopped with Toon Link.

[Wario]

- Bike Cloning Glitch
https://www.youtube.com/watch?v=kctGSVjEIOA

I know it's not exactly helpful, but I thought it was pretty neat. lol
It's at 0:45.


- Faux Super-Armor on Bite
While Wario is holding an opponent with Bite, both characters are counted as being in a grab state. Thus, FSA (see General Discoveries) applies when Wario is biting his opponent.

- Implosion
How to Perform: Eat a thrown explosive with B while Wario is near his opponent.
Effect: Opponent takes damage and strong knockback. Best used against Snake, Link, and Toon Link, as they can generate throwable explosives. Lethal at high %.


[Wolf]

- Illusion Glitches 1 and 2

Ledge Glitch: If you Side-B recover enough above the ledge so it doesn't sweetspot the ledge but not enough to put you on the ground, sometimes you won't ledgegrab, but fall straight down. This is interesting in that it does NOT put you ito special fall. You can recover by Up-Bing straight up which will sweetspot the ledge. I don't know any practical use for this, though I suppose it can be a mindgame if it's reliably repeatable.

Surface Glitch: If the ground obstructs your Side-B you will follow the ground instead of your usual diagonal trajectory. A good example is the Yoshi's Island Melee stage (the Super Mario World one). If you side-B up the pipe from the left side, you'll continue downwards and to the right along the pipe's right side. This can also be done at a specific point by the far left ledge of Melee Corneria, and in weird places like the teleport platform to the next stage in All-Star mode.

- Scarring (stage dependent)
How to Perform: When hanging on a ledge, drop off and side-B into the stage platform.
Effect: On certain stages, Wolf will pass through the corner of the platform and land on it. This technique can be emulated by Edge Popping on other stages, but Wolf will travel along the platform edge instead of through it.

[Yoshi]

- Egg Toss Slide
How to Perform: Run forward and press Jump while tossing an egg (Up-Forward or Up-Backward + B)
Effect: Yoshi will slide on the ground briefly while tossing an egg. He can also toss it behind him much more quickly using this method. He can use this as an approach, a retreat or a quick way to edgehog.

- Egg Lay Cancel
How to Perform: Hit an opponent with the very tip of Yoshi's tongue while doing an Egg Lay (neutral B)
Effect: Yoshi will pull the enemy close but won't actually swallow them. This can lead into almost anything, most notably a footstool jump off the edge (doing that specifically is called ELFS..egg lay footstool stomp). Very difficult to pull off consistently as the tip of the move is VERY small.

- Reverse Egg Roll
How to Perform: Perform an Egg Roll and immediately smash the analog stick in the opposite direction.
Effect: The startup lag of the Egg Roll is significantly decreased.
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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 13 Jun 2008 - 16:58

[================*Misc. Known Glitches*================]


*Note - Brawl has so many non-AT glitches that I have decided to list only a select few. If you want to see more strange glitches, go to YouTube and search "SSBB glitch." Many treasures await you there.

- Boomerang Freeze (Link)
If Link's Gale Boomerang returns to him while he's being thrown, the throwing character freezes until struck by an attack. Otherwise, the freeze is permanent.
Video: http://uk.youtube.com/watch?v=_lKkizHn2zU

- Bomb Multiply/Chain Bomb (Samus)
On a stage with a steep slope (>50 degrees), drop a Bomb and hold Down to crouch. When the bomb explodes, causing Samus to Bomb Jump, Samus will automatically drop another bomb. This can be performed on Corneria and Hanenbow consistently, and rarely occurs on Yoshi's Island Melee.

- Bowsercide Glitch
Video: https://www.youtube.com/watch?v=mAot3e3_f-c

- Final Smash Glitch (Jigglypuff)
On Bridge of Eldin, get a Smash Ball with Jigglypuff. Wait until the bridge gets destroyed, then chill in the space where the bridge was until it starts to respawn. About 1 second after the bridge begins re-spawning, trigger the Final Smash. The Final Smash will be interrupted during/at the end of the inflation stage (depending on your timing) and Jigglypuff will remain huge until she dies. To do this on the Pirate Ship, jump onto the rock island before the ship crashes and use Jiggly's Final Smash. When the ship crashes, it will have the same effect as the Bridge of Eldin. Also, while Jiggly is in this glitched state, she can be further inflated by Yoshi's neutral B until she becomes too large to fit on the stage.

- Grab Animation Glitch
As any character, set your opponent near the edge of the stage and grab them. The spacing differs both by who is grabbing and who is being grabbed. When done correctly, the grabbed character will stutter rapidly between two locations, like the Perma-Grab (see below). Unlike the Perma-Grab, however, this is just a visual glitch and maintains all of the properties of a normal grab.

- Grab Buffer w/C-stick
Jump forward or anywhere then do an airdodge before you land, Then press the c stick downwards.

Effect: Before you land you shall do a small air dodge and it will be canceled by a grab.

- Moving Platform Glitch (Stage Builder)
At certain locations in the Stage Builder map, place a 1-wide vertically moving platform next to a downwardly slanted fall-through platform such that the moving platform "meets up" with the slanted platform at the high point of its path. If placed in the glitched area (coordinates differ based on whether the map is small, medium, or large, and the size of the slanted platform), when a character runs off of the slanted platform in the direction of the moving one, he/she will warp to the moving platform regardless of its location in the programmed path.
More Info Here.

- Nana's Time Pocket (Ice Climbers)
If the Ice Climbers are affected by any attack with a time-slowing effect (Shadow's Assist Trophy, the Stop Watch item, etc.), visual effects generated by Nana will remain slowed down even after the time-slowing effect has ended. Nana's attacks and movement are not slowed down, but if she generates a hit flash, smoke, or other visual effect, the visual effect will act as though it were under a time-slowing effect.

- Perma-Explosion (Snake/DeDeDe)
Have Snake set a proximity mine, then have DeDeDe walk near its trigger radius and Inhale. The Inhale should trigger the prox mine, and as long as the Inhale is held, the explosion animation and hitbox will remain on the screen. The explosion disappears if (1) DeDeDe stops Inhaling voluntarily, (2) DeDeDe is hit out of the Inhale, or (3) somebody touches the explosion's hitbox. Another multiple-explosion effect can be triggered by releasing Squirtle's Water-Gun or Mario's FLUDD next to the mine, but the effect ends when the water stream ends.

- Perma-Grab (Ike/DeDeDe)
On Corneria, locate the point to the LEFT of the Great Fox's dorsal fin where the fin meets the main ship body. Have Ike stand on the left of that convex corner and DeDeDe stand on the right of it, then have Ike grab DeDeDe. DeDeDe will now be permanently in Ike's hands until Ike decides to throw him.

- Second Jump Renewal, Infinite Second Jump Renewal
How to Perform: Execute an aerial such that your character would the ground during the last few frames of the aerial. Press Jump just before the character touches the ground.
Effect: The character will do another second jump without landing. Some aerials are short enough that they can be used to renew Second Jumps infinitely. This has the potential to be an AT in the future depending on how the metagame evolves.
Video1: https://www.youtube.com/watch?v=Cb8nhIEvCqU
Video2: https://www.youtube.com/watch?v=paIO9BrxKsc&NR=1

- Sheik/Ivysaur Animation Glitch
https://www.youtube.com/watch?v=A9wjVVtVcnE

- Sucked Off (Ike/DeDeDe|Ike/Kirby)
Place DeDeDe or Kirby on the edge of a platform facing into the stage, holding an Inhale. As Ike, do a Side-B into the Inhale's area of effect. Ike will lose control and fly off the side of the edge, committing suicide. Also possible by doing a Quick Draw into the wind vortex that Ganondorf's up-tilt generates while he's raising his leg.

- Super Secret B-Stick in Brawl
Simultaneously pressed with the B-button, the C-stick can be used to perform directional specials without changing your controller configuration.

- Test Mode Glitch
When testing a custom stage, jump off the edge. While the explosion-thing is coming up, press start to return to the stage builder. Enter "test mode" again. You will see Mario for a second, then the screen will shift to the center, then to the respawning platform as if you had died!

-Tilt Landing
How to Perform: Do a D-smash/D-air at the very beginning of your character's landing animation.
Effect: Character does a D-tilt instead of a D-smash or D-air. Timing is super-difficult, but it is possible.
*Note: On-land D-tilts can be performed without glitches by holding Down and pressing A/C-stick-Down during landings.*

Well thats currently almost all the AT's,Discoveries/ and glitches thus far. If anything comes around this will be updated.
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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 13 Jun 2008 - 17:54

wow I knew more At's with Pika than I thought

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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 27 Jun 2008 - 10:51

New King DeDeDe advanced tech
https://www.youtube.com/watch?v=31CfqAlpAfY&feature=related

Seems cool if it works

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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 27 Jun 2008 - 12:17

Buster read the description.

I TOLD you there was another setting, so he doesn't throw items.

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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 27 Jun 2008 - 12:22

you know what? nevermind, I should probably watch the video before I post.

and I had no idea. I COULD HAVE SWORN setting frequency to none and items to off COMPLETELY turned off items.

I just can't believe this shit, it's insanely awesome I just wow, that's amazing IMO.

Vince you MUST test this, if it works, it's just gonna be nuts.

Make sure you set the frequency to none and items off BOTH.

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Last edited by BOOMage on Fri 27 Jun 2008 - 12:29; edited 1 time in total
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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 27 Jun 2008 - 12:23

BOOMage wrote:
Buster read the description.

I TOLD you there was another setting, so he doesn't throw items.
They had all items off and frequency set to none and yet Dedede still threw items, like I said. What are you reading? scratch

Edit: Nevermind.......HAHA YOU'RE WRONG LOLOLOLOL

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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 27 Jun 2008 - 12:24

BOOMage wrote:
you know what? nevermind, I should probably watch the video before I post.

and I had no idea. I COULD HAVE SWORN setting frequency to none and items to off COMPLETELY turned off items.
Diddy's bananas. Zamus's armor.

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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Fri 27 Jun 2008 - 12:47

Boom i'm telling you he throws capsules. It IS AMAZING!
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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Sun 29 Jun 2008 - 15:52

You never said how to do double jump cancel. I don't see any link.

Anyway, I've mastered a couple of Sonic's techniques, including speedhugging and the infinite side b jump. I've never felt so awesome before.
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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Sun 29 Jun 2008 - 17:58

Hey, Vince you should probably tell which ones are in Brawl and which one's aren't so some people aren't spending days trying to do something that isn't in Brawl.

Edit: nvm

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PostSubject: Re: Comprehensive Guide to AT's, Discovories, and Glitches   Mon 30 Jun 2008 - 1:57

BOOMage wrote:
Hey, Vince you should probably tell which ones are in Brawl and which one's aren't so some people aren't spending days trying to do something that isn't in Brawl.

Edit: nvm

way ahead of ya boom lolz
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