Mario can cancel his dair into any move, including dair.
Dair after a jump gives Mario extra height.
Mario's Super Jump Punch has been upgraded to the Double Jump Punch!
Side taunt makes Mario metal.
Green Missile always misfires.
Luigi's fireball travels diagonally, and still ignores gravity.
Mashing during Luigi Cyclone gives Luigi more height.
Luigi's side taunt shoots fireballs, and they still go diagonally.
Peach Bomber can be canceled, letting Peach keep her speed.
It can even cancel into floating.
Peach can pull items while floating.
Everyone can walljump in Brawl-.
Peach taunts during forward throw.
Whirling Fortress goes just a bit higher.
Jumping from the ledge makes Bowser get up quickly, with no invincibility.
Grabs don't turn Sheik visible.
Yoshi's dair gives him a boost, especially after jumping.
Egg Roll increases Yoshi's mobility.
Egg Roll can cancel into a jump.
Yoshi's eggs are on fire, and don't stop until they hit something.
Yoshi's up taunt deals 1%.
Donkey Kong can pull barrels by holding down-B.
Smash-throwing the barrel downwards boosts DK up and forwards.
Spinning Kong gains more height.
Pressing down-B in midair makes DK taunt. This taunt cancels into anything.
Rocketbarrel Boost cancels into anything.
That's a solid wall, even if it doesn't look like it.
Diddy is one of the few characters who can jump from the same wall multiple times.
Even with two bananas out, Diddy can keep pulling more, but the animation is slow.
Wario's dair lasts as long as you hold the button.
Wario's bike mostly ignores gravity.
Wario's fair is faster.
At full charge, Wario Waft makes a rolling crate.
Wario has lots of ways to control the crate.
Wario's dtilt stays out until he cancels it.
Wario's bike respawns after a set time.
Pressing A during Wario's bair propels him backwards.
Wario's up-B is the normal Wario Waft, except it leaves him helpless.
Wario's ftilt cancels into itself.
Tilting ftilt up or down makes Wario slide forwards or backwards.
Stop canceling it and Wario will attack.
Waluigi has a great regular jump but a bad ledge jump, so he starts onstage. (This affects his grade.)
Side-B makes Waluigi swim through the air.
Waluigi's midair jump is mostly vertical.
Down-B then A makes Waluigi float forwards while kicking.
Waluigi's up-B is mostly vertical.
Grounded down-B then mashing A makes Waluigi trip his opponent multiple times.
Tripping doesn't remove Sheik's invisibility.
Bombs can be dropped and then quickly regrabbed while performing an aerial.
Spin Attack gives Link more height.
Holding A during up taunt makes Link wait.
Then he can perform Mortal Draw!
Nayru's Love slows Zelda's fall and boosts her sideways.
Like in RoA, Zelda can walljump after using Farore's Wind. Then she has to land before doing it again.
Zelda's dtilt trips.
Landing during Zelda's uair produces a hitbox.
Sheik has an extra midair jump.
Sheik's needles explode when she drops them on the ground.
Flame Choke doesn't leave Ganondorf helpless.
After starting a Ganoncide, Ganondorf can cancel by pressing A.
If Ganondorf lands the first hit of nair, he hovers in place and does a total of four kicks.
Toon Link's Spin Attack goes higher.
He can almost - but not quite - get a walljump here.
Remember Hurricane Spin from Wind Waker?
Charge Shot gives Samus lots of momentum.
Power Bomb lets her keep that momentum.
Samus's dtilt is super fast, and can be turned around with quick enough inputs.
Plasma Wire gives ZSS an extra boost after a jump.
ZSS gets an extra jump out of Flip Jump, and Plasma Wire still boosts her.
Plasma Wire has extra range, but only if ZSS is to the right of this ledge.
Holding A when dair hits causes ZSS to do a damaging flip jump.
This jump can cancel into anything, including dair.
Using all of her jumps plus Plasma Wire gets ZSS a lot of height!
PSI magnet stops Ness's fall but slows him down.
Unless Ness holds the jump button during a double jump, attacking makes him stop.
Pressing A during Ness's up taunt causes him to say "Okay" again.
Using PK Fire the frame after jumping gives Lucas an upwards boost. Holding B then gives him a sideways boost.
PSI Magnet stops Lucas's fall but slows him down.
Holding down on the control stick makes Lucas not grab the ledge.
Lucas can jump out of PK Freeze, and it stays dangerous.
Lucas's up taunt trips.
Skull Bash can be canceled into walljump.
Bair makes Pikachu fly backwards, but only once per airtime.
Slightly charging Skull Bash adds a good amount of distance.
Holding down on the correct frame keeps Pikachu from grabbing the edge.
Fully-charged Skull Bash is almost a one-hit KO.
Here, Sheik uses TAS DI, but even human DI would have been enough to survive.
Rollout cancels into anything. Rising Pound is best for covering distance.
Jigglypuff floats slightly at the start of Pound, so it's best to use it near the peak of each jump.
Rising Pound is also good for stalling.
Rollout can only be canceled during the turn around animation. This means you have to flick the control stick backwards before canceling it.
Hold B to turn Pichu's Fling into Wild Charge, which goes farther.
Wild Charge can be used twice.
Agility can be used three times, and holding B doesn't make it go farther.
Pichu heals while crouching.
The first heal is fast, but the second is slow. Each time Pichu moves, it resets the heal timer.
Mewtwo's dair gives it a slight boost.
Mewtwo can teleport twice.
Confusion doesn't give Mewtwo any boost at all.
Mewtwo can act out of Teleport very quickly.
Squirtle has fast attacks.
Aqua Jet boosts Squirtle, especially after a midair jump.
Hold B for an extra boost at the end of Waterfall.
Squirtle has fast attacks.
Bullet Seed lets Ivysaur fly.
Canceling Bullet Seed into an airdodge lets Ivysaur fly again.
Vine Whip boosts Ivysaur after a jump.
Bullet Seed also cancels into Vine Whip.
Charizard's glide can go down, but not up.
Dragon Rush is a repeatable recovery move.
Charizard's jumps don't gain much height, but Fly does.
If Charizard uses dair just before landing, the move turns into down smash.
Double Team is no longer a counter; it just activates.
Extreme Speed can be canceled for a little extra distance.
Lucario is one of the few characters who can jump from the same wall multiple times.
By pressing up taunt, down taunt, and then up taunt again in a few frames, Lucario deals 999% to itself.
At 999%, Lucario's attacks are incredibly powerful.
Final Cutter is cancelable on the way down.
In midair, Hammer lasts as long as you hold B.
To cancel Final Cutter, hold L or R. Kirby will automatically go into free fall.
While in free fall, Kirby can jump.
If Kirby has no more midair jumps, attempting to jump out of free fall slows Kirby's fall, but only once.
Kirby's up and side taunts cancel into anything.
Kirby's down smash slides in whichever direction you hold.
Hold down during Waddle Dee Throw to make it land sooner.
Taunting makes all Waddle Dees dance and slide forwards.
Waddle Dees are dangerous after being attacked.
Mach Tornado doesn't go as far as it did in Brawl.
Drill Rush doesn't go as far either.
Same with Dimensional Cape.
Same with Shuttle Loop!
Meta Knight's recovery got nerfed so hard in Minus...
Meta Knight's up throw creates a Bob-omb, making it the most powerful (but riskiest) kill throw in the game.
Fox Phantasm cancels into anything except itself.
Shine keeps Fox from falling after Phantasm, and Fox can even jump out of it.
Fox's up taunt turns into Fire Fox if you hold B.
Falco has three small midair jumps.
Falco Phantasm is repeatable but doesn't cancel into anything, at least not in midair.
Falco gets a boost at the end of Fire Bird. However, this will be removed in the next version.
Falco's up taunt makes his lasers slow.
On the ground, Falco Phantasm is jump-cancelable.
Wolf Flash is repeatable and cancels into A-button aerials.
Hold down on the control stick to keep Wolf from grabbing the ledge.
Wolf's down taunt gives him a tiny amount of armor, and then does damage.
Wolf's side taunt hits three times.
Shield Breaker propels Marth forwards.
Dancing Blade is faster and still gives a small boost.
Orange sparks indicate a glancing blow, indicating that the move was only 0.1 units away from hitting.
The tip of Marth's fsmash produces massive hitlag, allowing for impressive TAS DI.
Dancing Blade doesn't hit above Marth.
Roy's side-B gives him a midair boost and cancels into anything except itself.
Roy can use side-B, jump on the next frame, and then side-B again, producing three ripples as seen here.
Ike's uair gives him a big boost after a ledge jump, as long as he holds A.
Quick Draw cancels into itself. By B-reversing the second Quick Draw, Ike can charge it while moving right.
Uair gives a small boost after a midair jump.
By canceling Quick Draw into nair and fast-falling, Ike can land while keeping most of his speed.
Raptor Boost is repeatable, and leaves Falcon with plenty of speed even after hitting a wall.
Falcon has to worry about vertical height more than horizontal distance, which is why hitting the wall helped.
Raptor Boost's activation hitbox is much bigger than its damaging hitbox, letting Falcon bounce off nothing.
By holding A during dair, G&W falls at normal speed.
Bucket stops all of G&W's movement. It's barely better than falling normally.
G&W has to put away his parachute before he can wall jump.
G&W's dash attack is cancelable, and canceling it on the right frame gives him a huge boost.
The Ice Climbers' dair freezes enemies.
Belay sends the leader (Popo, in this case) much higher.
Squall Hammer teleports the follower back, and the leader can jump out while the follower grabs.
After throwing the follower, the leader can cancel Belay into shield, and then jump out of shield.
Bair propels R.O.B. forwards.
Dair propels R.O.B. forwards, then stops him and gives him a vertical boost.
Robo Burner can be split up, but it has a limited total amount of fuel.
It's definitely possible to use Robo Burner more efficiently; R.O.B. might deserve a higher grade.
Using dair near the ground makes R.O.B. slide. On a slope, it makes him slide faster.
Uair gives Pit a boost.
Holding B plus any direction during Pit's side-B causes him to float in that direction.
Pit's uair never stops giving a boost.
Firing an arrow upwards makes it move very slowly.
Pit's down taunt deals non-flinching damage.
Pit's up taunt hits multiple times.
Pikmin Order can be spammed and deals 1% of non-flinching, non-shieldable damage.
Pikmin Pluck gives Olimar a boost in midair, but only three times. It also plucks Pikmin.
Pikmin Chain gives Olimar a boost after a jump.
Pikmin Throw is faster and the Pikmin deal more damage.
Olimar's tilts are pretty quick.
The Pikmin launch the opponent once they've done their damage.
Snake's fair gives him a tiny boost.
Snake's side taunt drops a grenade, and Snake can move the box.
By pressing side-B, then A, then releasing everything and landing, Snake can spawn both a grenade and a missile.
Snake can cancel his dash attack into Cypher, then drop off of that to let it hit his opponent.
Boost Dash gives Sonic a lot of speed, but doesn't affect his vertical movement at all.
He can cancel it at any time.
By jumping and then grabbing, Sonic can slide while holding his opponent.
Sonic's side taunt cancels into anything, even itself.
No comments:
Post a Comment