The Comprehensive Guide to AT's, Discoveries, and Glitches



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ATTENTION!



So thank you Jewdo.​

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





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



SamuraiPanda said: 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! Click to expand...



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



Jigglymaster said: Well you can do this with any character on any ledge. Basically if you tilt the control stick a little bit down but not too far to crouch your character will run slower. However if you do that on the ledge, you will keep running on the ledge in place. Click to expand...



[===================*Useful Lists*===================]





[==================*Helpful Threads*==================]





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



[Multiple]

UndrDog]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 said: Gimpy called the Mario/Sonic/Ganondorf/Falcon one a Pivot F-smash. Since that's really all it is. It's not really advanced, but it does seem to be a character-specific trait more than a 'tech'.



That description doesn't exactly capture the fact that theirs force a 'slide' though. This one jerks your character in the direction the smash is facing.



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Then there's the "stutter step" as OS calls it (Which was listed down as a 'universal alternative' to perform it) where you cancel your initial dash with an F-smash:

"Smash input", with a semi-delayed A.

[Tap+Hold Forward]--[A]

Effect: Jerks your character forward before you start charging a smash.



If you take the definition/performance of "stutter step" as the one I just described, then "Reverse stutter step" would make more sense being grouped together with it instead of a pivot F-smash, in name and performance:

"Dashdance input (back first)", but hitting A to cancel the forward dash.

[Tap Back]--([Tap Forward]+[A])

Effect: Jerks your character backwards before charging a smash (facing forward)



Then there's the "extended" stutter step, which works especially well with the 4 'pivot' characters, because they get an extra boost:

"Dashdance input (forward first)" > Forward smash.

[Tap Forward]--([Tap Back]+[C-stick Forward])

Effect: Jerks your character forward before performing a pivot F-smash (facing "forward", the direction you first started running).



Overall changes:

These 3 make the same use of the 'stutter step' input/mechanic as OS describes it, which is cancelling an initial dash with a smash input. So I guess they could all be considered a move. And as for the "character-specific stutter step", I guess it could be listed as a 'bonus' stutterstep-like effect for those characters' pivot F-smashes. Click to expand...

[Bowser]

[Diddy Kong]

[Donkey Kong]

[Falco]

[Fox]

[Game & Watch]

[Ganondorf]

[Ice Climbers]

Eg:- Auto-Land/Platform CancelHow 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.OP: http://smashboards.com/showthread.php?t=157059 Video: http://www.youtube.com/watch?v=SK16zTBzIQQ ***Hi, my name's vyse.Up until now, Jewdo has been responsible for The Comprehensive Guide to AT's, Discoveries and Glitches which has acted as a single point of reference for all things, (universal or character wise). He has since stated that he wishes to hand the responsibility of managing the thread over to somebody else, and I decided to raise my hand.I intend to make a few changes over the next few days to the layout (as well as updating it with recent additions to the old thread), and hopefully the transition will seem as seamless as possible.Jewdo deserves a great big thank you. From the early days of Brawl, he's maintained a thread that houses some of the most important discoveries and techniques in Brawl, testing, and weeding out truth from lie. He's done the hard work, cataloging and creating a single point of reference for many of the earliest and most important discoveries in this game.Without further ado, here is the Comprehensive Guide to AT's, Discoveries and Glitches.From the time of posting, it will remain pretty much the same, but it is my intention to reorganize and reformat it, as well as update it with recent updates.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]RECENT UPDATES:[10 MAY] added Samus' Bomb canceling, Multiple's Ledge Double-Jump Renewal, Pokemon Trainer's Castle Siege Glitch, Charizard's Infinite Jump, Lists of horizontal air speeds and true combos; differentiated Squirtle's Hydroplaning and Reverse Hydroplaning, moved Squirtle to the new Pokemon Trainer section[13 MAY] added AT Throw Boosting, discovery Grab Priority, moved FSA from Snake to Discoveries; added Wario's techs, R.O.B.'s D-tilt Lock and Falling D-air, Bowser's Suicide Advantage by Port, and Multiple's Transform Advantage by Port.[14 MAY] added AT Reverse Grab Boosting, helpful thread Controller Port Guide, Luigi's Infinite Tornado, loads of Sonic stuff, Toon Link's Bomb Sliding, Wolf's Scarring, misc glitches Invisible Explosions and Lethal 0% Unira; moved Z-air w/o Item Throw to character Specific.[15 MAY] updated the definition of Auto-Canceling Aerials (thanks Dolphin Safe)[20 MAY] added Reverse Grab Boosting videos, Multiple's Glide Shifting, Mario's Capedashing and F-tilt Backdash, Samus' Bomb Multiply, List of Auto-Cancel Compatible Aerials, Misc. Glitch Nana's Time Pocket; changed Sonic's Spin Jump to Spin Shotting, updated Auto-Canceling and Misc. Glitch Sucked Off[21 MAY] updated Crawl Dashing definition (thanks God-is-my-Rock)[22 MAY] added Kirby's infinite jump, Helpful Thread Oil Panic; updated Grenade Stripping definition, moved Jab Locks to Character Specific; removed Hyphen Smashing[25 MAY] added Test Mode Glitch; updated AT Reverse Jump-Canceled Up-Smash, Perma-Explosion, Jiggly's Final Smash Glitch, and Moving Platform Glitch[26 MAY] added Ness entries PK Fire Edge-Cancel, PK Flash Lag Cancel, PK Thunderslide, Yo-Yo Glitch, Squirtle entries Hydrograb and Reverse Shellshift[30 MAY] added Diddy's Banana Slide, Ness' PK Jump, misc. glitch Grab Buffer w/C-stick[4 JUNE] added Meta Knight's Mach F-tilt, List of Glide-Toss Distances, Misc. Glitch Bowsercide[8 JUNE] added Yoshi's techs, Pit's Angel Slide, Multiple's Super Slidestepping, Double Jump Cancel, and Hill Dash, Misc. Glitch (for now) Second Jump Renewal, moved SlideStepping from Pit to Multiple[20 JUNE] added Yoshi's Edge-Canceled Eggs, Helpful Thread Playing to Learn; removed "new" from the thread title since the thread is now 2 months old.[10 JULY] added AT Platform Drop Cancel, K10's video, Discovery Transform Time = Load Time, Pika's Quickfooting, three more Yoshi techs, Misc. Glitch Oil Slicking, moved Auto-Land to True AT's, re-organized the True AT's section, updated entries of the discovery Meteor Cancel and Lucas' Magnet Boost[1 AUG] JEWDO'S FINAL UPDATE. Added Olimar's Pikmin De-sync, Marth's Stage Spike Up-Smash, Sheik's Chain Jacket, , Snake's C-Nikita, and MK's Vanishing.[10 AUG] Vyse takes over thread. Added Edgehogging w/tether, infinite shell jump and ledge running.[12 AUG] Adjusted True Pivot, Added Kirby's down b glitch, Curved Firefox video.[16 AUG] Added Double Cypher, Key Balance, Amended Stutter step and Transformation time = Load times.[21 AUG] Edited Sonic's Entries, Added 'Phantom Boomerang' and added a video to the infinite shell recovery.[28 AUG] Added SHTL, Aethercide, DJC Egg Lay and Aura Sphere Glitch[13 SEPT] Added Olimar Whistle Armor, Wario glitches, CLC, updated pikmin desync, and added Mario's cape glitch.[11 OCT]Whistle Armour update, sheik/zelda lightning transform glitch, Key Braking, wing dash edit, grinding, Crawl Dashing edit, wavebounce tute by Rkey added, key balance changed to 'dair balance'[21 NOV]Everything Page 8 - 10[22 JAN 09]Many many different ATs/Discoveries/Glitches pages 10 - 131. 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. Useful Lists - Just that, a collection of lists that players will find useful.4. Helpful Threads - Complex concepts, ideas, or game mechanics explained eloquently by their original posters.5. Character-Specific AT's and Glitches - Special techniques that can be performed only by certain characters.6. Misc. Known Glitches - Glitches that are so esoteric that they have no effect on normal play, but can be recreated for entertainment value.K10 has made a video of some True AT's in use. Check it out at the link below.- Auto-Land/Platform CancelHow 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.OP: http://smashboards.com/showthread.php?t=157059 Video: http://www.youtube.com/watch?v=SK16zTBzIQQ - B-Move Technique: B-ReversalHow 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. A list of compatible moves can be found in the Lists section of this post.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.OP: http://www.smashboards.com/showthread.php?t=155369 - B-Move Technique: Recoil Special (a.k.a. Wave-bouncing, 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.'All About Wavebouncing' by Rkey: http://www.smashboards.com/showthread.php?t=191605 OP: http://smashboards.com/showthread.php?t=152409 More info: http://smashboards.com/showthread.php?t=152815 - B-Move Technique: Turnaround BHow 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.OP: Has been in since Melee. If anyone was first to verify the Turnaround B's existence in Brawl, PM me with the thread link for credit.- Boosting Technique: 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- Boosting Technique: Item BoostingHow 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.OP: http://smashboards.com/showthread.php?t=161790 - Boosting Technique: Grab BoostingHow 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.- Boosting Technique: Reverse Grab BoostingHow 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.OP: http://www.smashboards.com/showthread.php?t=169086 Best Characters: http://www.smashboards.com/showpost.php?p=4480238&postcount=22 Video1: http://www.youtube.com/watch?v=KD9II3yhHlg video2: http://www.youtube.com/watch?v=9Qark60PsIQ video3: http://www.youtube.com/watch?v=OpMPQnabTEs&feature=user - C-Walking (by Craq)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.- Edge GrabbingHow to perform: Running Grab towards a character hanging off the ledge, or stand at the ledge and grab while your opponent is holding it.Effect: The opponent should be grabbed out of hanging.OP: http://www.smashboards.com/showthread.php?t=207554 Video: http://www.youtube.com/watch?v=MoUiioSSUo0 - Fox-TrottingHow 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.- Glide TossingHow 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. See "In-Depth Analysis" link for variations and distances.OP: http://smashboards.com/showthread.php?t=141858 Analysis: http://www.smashboards.com/showthread.php?t=154982 Distances List: http://www.smashboards.com/showthread.php?t=172861 - Jump-Canceled Item ThrowHow 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.OP: http://www.smashboards.com/showthread.php?t=151589 - Jump-Canceled Up-SmashHow 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.- Multiple Movement AT’s and Info:- ZAD, Running Speeds, Ledge Running, and Ledge Dashing:OP: http://www.smashboards.com/showthread.php?t=207061 Video: http://www.youtube.com/watch?v=yn_S0IPIwzs - Reverse Jump-Canceled Up-SmashHow 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.OP: http://www.smashboards.com/showthread.php?t=164980 - Pivot Technique: Dash Pivot Cancel (by Panda)OP: http://www.smashboards.com/showthread.php?t=165720 Video 1: http://www.youtube.com/watch?v=lZg0f8RTMOg Video 2: http://www.youtube.com/watch?v=QNyJQLOBP1M - Pivot Technique: Pivot GrabHow 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.OP: http://www.smashboards.com/showthread.php?t=161942 . Also in a Dojo Update.- Pivot Technique: Pivot SlidingHow to Perform: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 OP: http://www.smashboards.com/showthread.php?t=160785 - Pivot Technique: Pivot WalkingHow to perform: Hold A (or any other attack button, if any) , walk and push the c-stick in a 45 degree back-up direction (requires C-stick set to smash).Effect: Your character will spin 360 degrees, while still maintaining his forward velocity, and if you do this in the right pace your character will be continously spinning.You can do the same attacks out of this as you can a normal walk. If you press the c-stick too much up, you will start a dash, if you press the c-stick too much back, you will start charging a fsmash in that direction.OP: http://www.smashboards.com/showthread.php?t=207154 - Pivot Technique: True PivotHow 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.We've since found that it is possible to perform this using one direction. The effect is relatively the same, except that the character doesn't turn around during it (Unless you C-stick smash in the opposite direction).OP: http://www.smashboards.com/showthread.php?p=4292745#post4292745 video: http://www.youtube.com/watch?v=_4tmLsflA_c 2nd video: http://www.youtube.com/watch?v=2X9oqJEXYMM&feature=related (The second video serves to demonstrate that the 2nd initial dash may be either forwards or backwards)- Platform Drop Cancel/Fake Drop-ThroughHow to Perform: When on a drop-through platform, quickly tap "down" and press Shield almost immediately after.Effect: Your character's drop-through will begin, but will cancel into a standing shield. Used to fake out opponents during a match.- 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.OP: http://www.smashboards.com/showthread.php?t=156287 - Smashes Without Item ThrowHow 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.OP: http://www.smashboards.com/showthread.php?t=165281 Video: http://uk.youtube.com/watch?v=0v0PL3UySyU - 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: http://www.youtube.com/watch?v=OsPU6nCm5iI (2:26)Method 2 OP: http://www.smashboards.com/showthread.php?t=164732 - "Auto-Canceling" aerialsL-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. See the Lists section for a complete list of aerials compatible with Auto-Canceling.- Auto-RARHow 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).OP: http://smashboards.com/showthread.php?t=152409 - C-Stick DIThe 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.OP: http://www.smashboards.com/showthread.php?p=4435308 - Drifting Aerials and SpecialsIf 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-StunAfter 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.OP: http://www.smashboards.com/showthread.php?t=166142 - Edge PoppingCarried 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. FSA also protects against 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.OP: http://www.smashboards.com/showthread.php?t=168613 Video: http://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 UsesBrawl 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.In-Depth Buffering Guide: http://www.smashboards.com/showthread.php?t=167109 - Ledge Hogging with TethersTethers can be used to hog the edge whilst hanging down away from the ledge.Discussion: http://smashboards.com/showthread.php?p=4732080#post4732080 - Ledge RunningVideo: http://www.youtube.com/watch?v=gQ7KxjfbiUE - Meteor CancelMeteor Canceling, or the ability to recover from being meteor smashed, has been carried over to Brawl. When the hit-stun of a meteor smash ends, you can begin your recovery with a double jump (provided you weren't meteor smashed out of your double-jump) or an Up-B. More details about Meteor Canceling can be found at OP.OP: http://www.smashboards.com/showthread.php?t=166325 - Sliding ShieldsUnlike 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 GrabsJump-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 HoggingAll 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.- The Smash-Charge VulnerabilityWhen a character is charging a smash attack and they are hit, they fly further. The knockback incurred from being hit is increased by 20% and consequently the character will die at lower percentages.OP: http://www.smashboards.com/showthread.php?t=202057 - Transform Time = Load TimeAll character transformations (Zelda/Shiek, Samus/Zamus, Squirtle/Ivysaur/Charizard) are governed by the Wii's ability to read information from the disc. This is because Brawl does not pre-cache every transformation's model in the RAM before the match starts, necessitating the models to be freshly read from the disc when a Transform is called.To minimize transform time, you can do one of two things. (a) pause the game, listen for the Wii's disc drive to stop spinning, and un-pause, or (b) have another player in the match use the character you want to transform into. For example, if you are Zelda and your opponent is Shiek, Zelda's transform time will be significantly shortened.An example of the Samus/Zamus transformation can be found here:For which credit goes to Dryn for his research into the matter.- 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. Yuna has written a comprehensive thread about Wall Clinging, from the basic mechanics, to who can do it, to the tiniest of subtleties. His guide can be found at the link below.List of Auto-Cancel Compatible AerialsList of B-Reversal/Recoil Special Compatible MovesList of Chain Grabs (revived)List of Character Weights (by M2K)List of Glide Toss LengthsList of Horizontal Aerial Movement SpeedsList of Meteor SmashesList of Super Armors [newer version]List of Tripping Moves (hard to decode through the sarcasm, but still useful)List of strengths of spikes in brawlList of SuicidesDiddy Kong – Side-B (opponent off platform)Ganondorf – Side-B (opponent off platform)Bowser – Side-B (opponent on edge)Kirby – Neutral B (opponent on edge; esp. if Kirby is already off the platform)Dedede – Neutral B (opponent on edge; esp. if DeDeDe is already off the platform)Wario – Neutral B (opponent off platform OR Wario off platform, opponent on edge)Donkey Kong – Cargo Throw (opponent on edge, must be high %)Ike - Up-B (Opponent and Ike off stage, the falling part of the Up-B causes the spike - Not effective against certain characters)Controller Port Guide (all Controller Port-specific tricks in one place)The C-Stick CompendiumDark Peach's Anti-Camping ThreadHow "Catching the Cypher" Actually WorksIn-Depth Look at Brawl's Buffering SystemKeep Losing? Try This...Mechanics of TrippingOil Panic! - Everything You Could Want to Know About G&W's BucketPanda's Links to In-Depth Game Analysis/Info ThreadsPlaying to Learn, a part of the playing to win strategySamus/ZSS Taunt Transformation DetailsWatch out when charging smashes: The Smash-Charge Vulnerability- 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).OP: http://www.smashboards.com/showthread.php?t=165952 - Crawl Dashing (Characters that can Crawl)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.Crawl Dash Landing: www.smashboards.com/showthread.php?t=165284 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 - D-air Balance (Toon Link, ZSS, Shiek, G&W; any character with a similar d-air)How to perform: Dair onto 'something with a stream like element' such as the Corneria Turret fire, or water from FLUDD.Effect: Your character will freeze on the spot wherein he/she hits the 'stream' with their Dair until the stream diminishes.- 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.OP: http://www.smashboards.com/showthread.php?t=172428 - 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 (character list, stage list at OP)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.OP: http://www.smashboards.com/showthread.php?t=174399 Video: http://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.OP: http://www.smashboards.com/showthread.php?t=161938 Video: http://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.- Phantom Boomerang (Link, Toon Link) (Name Pending)How to Perform: Basically, what you have to do is throw the boomerang at a surface making only the “Lower wind part” of the boomerang hit it.Effect: The boomerang will continue travellling, even through solid objects, and not return to Link/Toon Link.Aparently this will only work from the right side, not the left.Video: http://www.youtube.com/watch?v=pxN0eQSxkU8 (Credit goes to Phantom1987 for the video, and investigating it after Kizzu posted a video about it)- 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)- 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.– 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 PortWhen 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.- Banana Slide/Banana Momentum TossHow 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.OP: http://www.smashboards.com/showthread.php?t=171755 Video: http://youtube.com/watch?v=7VY6Sg7oiy4 – Pop-Gun CancelHow 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.OP: http://smashboards.com/showthread.php?t=155266 – Safe Sweet-SpottingHow 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 BananaHow 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.OP: http://smashboards.com/showthread.php?t=155266 – F-air Boost on World 1-2 blocksHow 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 throwHow 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.- Laser LockHow 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 – Curved FirefoxHow 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.Video: http://www.youtube.com/watch?v=NgQ_G7X8cCk – Helicopter KicksHow 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-airHow 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.– Short Hop Triple Laser (SHTL)How to Perform: Short Hop and Fire Fox's Laser 3 times whilst in the air.Effect: As one would expect, Fox fires 3 lasers whilst in the air. The window for the last laser is so small that it's possible to land and run with the last laser. Often, you'll land and fire a 4th laser, assumed to have something to do with the buffering system.- Bucket Braking:How to perform: Use the Nair, and then the Down + B after being hit by an attackEffect: The down + B stops momentum and allows GnW to survive a lot longer.OP: http://www.smashboards.com/showthread.php?t=207111 Video: http://ca.youtube.com/watch?v=UuXBIYnMuTE - Key BrakingHow to Perform: Do a D-air. At any point in the move's downward plunge, return the joystick to neutral and press it Down again.Effect: G&W will fall less quickly than normal for the rest of the D-air.- Ganon Super JumpHow to perform: Do a wizard kick cancel by doing down + B starting with your back as close to the edge as possible, then jump then simultaneously jump+down-b at the end of the first down + b. Alt. Method (without wizard kick): SH and then jump+aerial dodge so that you move upwards while aerial dodging. Then, right as you're about to touch the ground hit jump+down-b at the same time.Effect: Ganondorfreally high into the air.OP: http://www.smashboards.com/showthread.php?t=203754 - Thunder StormingHow 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.- De-sync