This thread is for cool things about characters and different things they can do that aren't really all that obvious. Anything you want to add is appreciated. This is for facts as well as different techniques. Not for "combos" (move strings). Don't flame, blah blah blah. Will work on over time.
Universal Techniques
Jab Cancel - You know how jabs have multiple hits? Well, you don't have to hit with every hit of the jab. If you crouch and then stand up and grab or jab (once or twice, depending on the character) and wait before grabbing, you will jab and then grab them. This is a useful way to grab that's not very punishable. You don't have to cancel it into a grab though, you can do anything you want. For example, if you used Ike you can Jab twice and then crouch (or wait) and then jab three times, or even cancel that into a grab. Some other common things that are jab canceled are Luigi's Up Special and Snake's F Tilt.
Jab Lock - If you get hit by a move that knocks you into a tumble and you don't do anything, you will fall onto the ground and lay there. This will also happen if you're footstool'd. Well, if you walk up and jab someone as soon as they bounce off the ground with a character that can Jab Lock, like Mario and Sonic, they will glow white and stand up. You can hit them with any move as soon as they stand up. They can't roll, get up attack, or lay there if you do this correctly. If their just lying there you can jab then take a step and jab again and they will stand up. They have to be hit a very short time after the bounce in order to force the get up animation. You can keep jabbing and taking a step the entire length of the stage, or forever against a wall or a stage that you can KO off the side, like Bridge of Eldin. If you do the jab lock correctly, you can jab them to the edge and then partially charge a smash and KO them. Other moves also have this property. Some are Falco's Laser, Mario's Fireball, the lingering hitbox of some sex kicks, and even the Beam Sword. This is very situational, obviously. It's good to learn it because it's easy and it can really hurt the opponent. There are some set ups for it that I'll talk about with different characters. Make sure your control stick isn't loose or this won't work.
Pivot Grab
Boost Grab
Pivot Wave Grab
Special Momentum Shift
Wavebounce
Powershielding
Jump Canceled Up smash
Jump Cancel Throw
Glide Toss
Dash Attack Cancel Throw
Reverse Aerial Rush
Auto Canceling
B Reversal
Teching
Stage Spike - This happens when you hit the opponent of the stage at an angle, usually with bair, to send them straight down. This is good for characters who have strong bairs or bad meteor smashes. Things like Lucas's Up smash can also stage spike opponents hanging off the ledge. Reverse Aerial Rush Fairs can also work. Uairs and Dairs too, but usually only with character that have Uairs like Mario.
Momentum Cancelingt
Directional Influence - Directional Influence, or DI, is when you move one way or another in the air by tilting the control stick. Everyone knows this, I'm sure, but not everyone does it properly either. If your caught in multi-hit jabs, Angel Ring, etc, DI away. Don't try to DI behind them and punish. Theres also Smash Directional Influence (SDI). This refers to inputting a direction during the hit stun of a move. This is apparent with moves like Captain Falcon's fair and Ike's F smash, but all moves have a little hit stun. This can help you survive longer if done correctly. You can even DI up and down.
Fast Fall - Fast Falling is when you either do a non-rising aerial with the c stick or hit down on the control stick after the peak of your jump. Rising aerials can't be fast fell, neither can rising spot dodges. Fast Falling allows you to get to the stage faster and can really help with combos. You can fast fall a rising aerial if it has a lingering hitbox, but it has to last beyond the peak of your jump. Doing a short hop fast fall air dodge is a decent approach.
Throwing - There are two types of throws. You can press up and then A, like you would if you were doing an up tilt, when holding and item and the item will be thrown a short distance above you. You can also hit the c stick up or do an up smash while holding an item to throw the item up farther. This applies to all other directions as well. Theres also different lengths for moves like Toon Link's Boomerang. It's like Samus's missile and super missile, if you input a forward smash with the B button instead of A, she will shoot a super missile. If you input a forward tilt with B instead of A, she will shoot a homing missile. Other characters are like this as well. Toon Link and Links' boomerangs can be thrown far or short.
Dash Attack Cancel Up Smash
Buffered Dash Attack Cancel Up Smash
Pivot Roll
Pivot Glide Toss
Dashing
Pivot Walking
Wall of Pain
Meteor Smash
Instant Dash Attack
Grab Release
Chain Grabbing
Gliding
Bowser
Koopa Hopping - Bowser can stay in the air forever by using his side special right and jumping right before he touches the ground. This isn't particularly useful, it's just kind of cool.
Captain Falcon
Charizard
Diddy Kong
Donkey Kong
Falco
Fox
Ganondorf
Ice Climbers
Desynching
Ice Shot Lock
Ike
Ivysaur
Jigglypuff
Rest
King Dedede
Kirby
Link
Lucario
Lucas
Thunderslide
Magnet Pull
Zap Jump
Absorb Cancel
Luigi
Finger Banging
Rising Cyclone
Marth
Metaknight
Mr. Game & Watch
Bucket Braking
Ness
Olimar
Peach
Uair String
Bair Trap
Bonewalking
Turnip Free Pull
Edge Canceled Turnip Pull
D Tilt Glide
Floating
Pikachu
Quick Attack Cancel
Quick Attack Lock
Pit
Angelic Step
Wingdashing
R.O.B.
Samus
Sheik
Snake
Sonic
Squirtle
Shell Shifting
Toon Link
Wario
Wolf
Yoshi
Zelda
Love Jump
Edge Canceled Farore's Wind
Zero Suit Samus
Dash Attack Lock
R.O.B. Infinite
Wario Infinite
Stun Chaining
[/b]
Universal Techniques
Jab Cancel - You know how jabs have multiple hits? Well, you don't have to hit with every hit of the jab. If you crouch and then stand up and grab or jab (once or twice, depending on the character) and wait before grabbing, you will jab and then grab them. This is a useful way to grab that's not very punishable. You don't have to cancel it into a grab though, you can do anything you want. For example, if you used Ike you can Jab twice and then crouch (or wait) and then jab three times, or even cancel that into a grab. Some other common things that are jab canceled are Luigi's Up Special and Snake's F Tilt.
Jab Lock - If you get hit by a move that knocks you into a tumble and you don't do anything, you will fall onto the ground and lay there. This will also happen if you're footstool'd. Well, if you walk up and jab someone as soon as they bounce off the ground with a character that can Jab Lock, like Mario and Sonic, they will glow white and stand up. You can hit them with any move as soon as they stand up. They can't roll, get up attack, or lay there if you do this correctly. If their just lying there you can jab then take a step and jab again and they will stand up. They have to be hit a very short time after the bounce in order to force the get up animation. You can keep jabbing and taking a step the entire length of the stage, or forever against a wall or a stage that you can KO off the side, like Bridge of Eldin. If you do the jab lock correctly, you can jab them to the edge and then partially charge a smash and KO them. Other moves also have this property. Some are Falco's Laser, Mario's Fireball, the lingering hitbox of some sex kicks, and even the Beam Sword. This is very situational, obviously. It's good to learn it because it's easy and it can really hurt the opponent. There are some set ups for it that I'll talk about with different characters. Make sure your control stick isn't loose or this won't work.
Pivot Grab
Boost Grab
Pivot Wave Grab
Special Momentum Shift
Wavebounce
Powershielding
Jump Canceled Up smash
Jump Cancel Throw
Glide Toss
Dash Attack Cancel Throw
Reverse Aerial Rush
Auto Canceling
B Reversal
Teching
Stage Spike - This happens when you hit the opponent of the stage at an angle, usually with bair, to send them straight down. This is good for characters who have strong bairs or bad meteor smashes. Things like Lucas's Up smash can also stage spike opponents hanging off the ledge. Reverse Aerial Rush Fairs can also work. Uairs and Dairs too, but usually only with character that have Uairs like Mario.
Momentum Cancelingt
Directional Influence - Directional Influence, or DI, is when you move one way or another in the air by tilting the control stick. Everyone knows this, I'm sure, but not everyone does it properly either. If your caught in multi-hit jabs, Angel Ring, etc, DI away. Don't try to DI behind them and punish. Theres also Smash Directional Influence (SDI). This refers to inputting a direction during the hit stun of a move. This is apparent with moves like Captain Falcon's fair and Ike's F smash, but all moves have a little hit stun. This can help you survive longer if done correctly. You can even DI up and down.
Fast Fall - Fast Falling is when you either do a non-rising aerial with the c stick or hit down on the control stick after the peak of your jump. Rising aerials can't be fast fell, neither can rising spot dodges. Fast Falling allows you to get to the stage faster and can really help with combos. You can fast fall a rising aerial if it has a lingering hitbox, but it has to last beyond the peak of your jump. Doing a short hop fast fall air dodge is a decent approach.
Throwing - There are two types of throws. You can press up and then A, like you would if you were doing an up tilt, when holding and item and the item will be thrown a short distance above you. You can also hit the c stick up or do an up smash while holding an item to throw the item up farther. This applies to all other directions as well. Theres also different lengths for moves like Toon Link's Boomerang. It's like Samus's missile and super missile, if you input a forward smash with the B button instead of A, she will shoot a super missile. If you input a forward tilt with B instead of A, she will shoot a homing missile. Other characters are like this as well. Toon Link and Links' boomerangs can be thrown far or short.
Dash Attack Cancel Up Smash
Buffered Dash Attack Cancel Up Smash
Pivot Roll
Pivot Glide Toss
Dashing
Pivot Walking
Wall of Pain
Meteor Smash
Instant Dash Attack
Grab Release
Chain Grabbing
Gliding
Bowser
Koopa Hopping - Bowser can stay in the air forever by using his side special right and jumping right before he touches the ground. This isn't particularly useful, it's just kind of cool.
Captain Falcon
Charizard
Diddy Kong
Donkey Kong
Falco
Fox
Ganondorf
Ice Climbers
Desynching
Ice Shot Lock
Ike
Ivysaur
Jigglypuff
Rest
King Dedede
Kirby
Link
Lucario
Lucas
Thunderslide
Magnet Pull
Zap Jump
Absorb Cancel
Luigi
Finger Banging
Rising Cyclone
Marth
Metaknight
Mr. Game & Watch
Bucket Braking
Ness
Olimar
Peach
Uair String
Bair Trap
Bonewalking
Turnip Free Pull
Edge Canceled Turnip Pull
D Tilt Glide
Floating
Pikachu
Quick Attack Cancel
Quick Attack Lock
Pit
Angelic Step
Wingdashing
R.O.B.
Samus
Sheik
Snake
Sonic
Squirtle
Shell Shifting
Toon Link
Wario
Wolf
Yoshi
Zelda
Love Jump
Edge Canceled Farore's Wind
Zero Suit Samus
Dash Attack Lock
R.O.B. Infinite
Wario Infinite
Stun Chaining
[/b]
Last edited by Deathfox on Tue Jul 06, 2010 11:52 am; edited 6 times in total