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Super Smash Bros.

The Advanced Techniques


A co mp ila tio n in clu di ng t he
techniques of short hopping, fast falling,
z-canceling, teching, and shieldgrabbing

Contents
GENERAL
MOVEMENT
Short Hop
Fastfall
Tech
Reflex Tech
Initial Dash
Dashdance
Pivot
Z-cancel (L-cancel)
Ledge Cancel
Taunt Cancel
Jump-cancel (JC)
ATTACKING
Jabs, Tilts, Smashes, Dash Attacks
Nair, Fair, Uair, Dair, Bair
Spike
Priority
Hitbox
Stale Move Negation
SHIELDING
Shieldstun
Shield Adjustment
Shield Break Combo
Shieldgrab
Drop Counter (Edgeshielding)
Shielddrop
THE EDGEGAME
Edgeguard
Edge Get-up
Edgehog
Ledgehop
Sweetspot
GETTING HIT
Hitstun
Knockback
Crouch Cancel
Combo
Hitlag

MISCILLANEOUS
Gimping
Sandbagging
Metagame
Tier List
Advanced Slob Picks
Other Slang

IASA Frames
Sliding Fsmash

CHARACTER SPECIFIC

THE EDGEGAME
Ledge B-cancel
Dash Pivot Edgehog
Shine Edgehog
Falcons Dive Boost
Yoshis Downb Recovery
Foxs Shortened Upb
Nesss Wallride Recovery
Buffered Ledge Drop

MOVEMENT
Double Jump Cancel
Rising Tornado
Rising Pound
Changing Direction In Midair
Samus's Bomb Jump
Falcon Punch Recovery
Link's Bomb Recovery
Teleport Dash
Extended Quick Attack
ATTACKING
Jab Cancel (Jab Grab)
Shine
Shine Cancel
SHDL
DJC Counter
Yoshis Strong Upb
Punch Cancel
Infinite Throw Trap
Samuss Fast Charge Cancel
SHIELDING
Parry

ADVANCED
MOVEMENT
Advanced Jumping
Advanced Falling
Advanced Dash Pivoting
Advanced DJC
ATTACKING
Links No-clip Boomerang
Links Invisible Bomb Glitch
On Grabbing

SHIELDING
Shielddash
Advanced Shielddropping
Advanced Dodging

GETTING HIT
Directional Influence (DI, SDI)

EXPERT
MOVEMENT
Pikachus Double Vertical Upb
Mario & Luigis Extra Vertical Upb
DJC-rushing
B-cancel
Auto-cancel (perfect landing)
Kirbys Sliding Upb
Kirbys Fast Rock Drop
Crouch Pivoting
THE EDGEGAME
Links Descending Upb
B-move Ledge Boost
Yoshis DJC Ledge-grab
Fake Ledge Jump
Falcons Extended Dive
Falcon Dive Cancel
GETTING HIT
x2 DI
MISCILLANEOUS
Drop Cancel

GENERAL
Movement
Short Hop
Pressing jump for a short amount of time results in a much shorter jump than usual.
Technical details: Before a character jumps from the ground, they must first crouch down for a split second (called
the pre-jump animation). If the control stick or jump button is released during this crouch, then the character
short hops.

Fastfall
Press down after the apex of your jump to fall much faster than normal. There will be a flash of light on your
character when you do so.

Tech
Press Z just before you land from getting hit to make your character get up quickly. Holding left or right will make
your character roll along the ground. Predicting and following an opponents tech is called techchasing.

Teching allows Jigglypuff to escape DKs downb trap by rolling to the right

Reflex Tech
If you get hit away with high momentum and come in contact with any ground, teching towards the direction you
came from will greatly lessen the knockback, and in most cases allow you to recover. You'll still slide a fair
distance, sometimes off the stage altogether.

Initial Dash
After the initial dash animation, it takes time for a character to stop the dash and turn around. However, during
the initial dash, you can immediately turn around and dash in the opposite direction.
Technical details: The initial dash can only be done from the standing or walking animations. If you turn around
from a normal dash and go only a short distance before turning again, you will still have the turnaround lag.

Dashdance
Chaining initial dashes in opposite directions.

Pivot
You can dash in one direction and then tap the other direction while holding A. You immediately do a smash
attack the direction you were evading from. In general, a dash pivot is where you dash forward and quickly pivot
before the initial dash is over.

Z-cancel
Pressing Z right before you hit the ground after an aerial attack to reduce landing lag. Most noticeable with Link's
sword plant. Some aerials dont need to be canceled (e.g. Nesss down aerial). Also called lag cancel.
Samuss back aerial:

Without Z-cancel

With Z-cancel

Ledge Cancel
1. Grazing a ledge while falling cancels all landing lag (even a normal landing still has some lag) and, in most cases,
counts as having landed.
2. You can cancel a normal dash by stopping at an edge (let go of the control stick right before reaching the edge),
allowing you to attack or move instantly.

Taunt Cancel
If you ledge cancel into a taunt, the teetering at the edge animation will override the taunt animation,
sometimes with the taunt sound still playing. Taunt canceling allows initial dashes to be canceled.
You can also taunt cancel by taunting on the respawn platform.

Jump-cancel
1. Cancelling the shield, dash, or other animation with a jump.
2. Cancelling a jump with an attack. You can only do this with usmash and upb.
Combining the two means you can attack out of shield (OOS) and in the in the middle of a dash.

Attacking
Jabs, Tilts, Smashes, Dash Attacks
Pressing A without direction = jab (for the jab variations, AA, AAA, rapid A)
Pressing A with stick already tilted = tilt attack (ftilt, utilt, dtilt refer to forward, up, and down tilts)
Pressing A while tapping stick = smash attack (fsmash, usmash, dsmash refer to forward, up, and down smashes)
Pressing A while your character is running = dash attack
High Ftilt

Normal Ftilt

Low Ftilt

You can angle ftilts and some fsmashes

Nair, Fair, Uair, Dair, Bair


Refers to neutral, forward, up, down, and back aerial attacks.

Four directions +1

Spike
An attack that sends the opponent straight down. A tornado spike is a spike done with Marios downb (end with
the feet). A thunder spike is an upward kill done with Pikachus downb.

Priority
Refers to an attacks ability to trump another attack if both collide. For ground vs. ground attacks, if an attack is
stronger than another by more than 8% damage, it wins (otherwise the attacks clank). Aerials and grabs never
clank, so their success is determined by their range and whether they reach the opponents hurtbox in time. Grabs
done at the same time favor the player with the higher controller port priority (P1>P2>P3>P4).

Hitbox
Most commonly, the area of an attack that is able to damage your opponent. Some attacks, like Kirbys utilt and
Marios dtilt, have hitboxes that reach farther than their animations.
The characters themselves are represented by damageable hitboxes as well, popularly called hurtboxes. When an
attacks hitbox extends beyond the attackers hurtboxes it is disjointed. An example of a well disjointed hitbox is
any of Links sword attacks.

Red represents an attacking hitbox, yellow represents a damageable hitbox

Green and blue represent invincible areas

Stale Move Negation


After you hit with a move it will become stale (have less damage and knockback). It takes a sequence of three
other moves to make a stale move fresh again. The difference is most noticeable on strong attacks.
While stale move negation encourages players to conserve moves, it also helps extend combos due to the
decreased knockback.

Shielding
Shieldstun
The period of time after getting hit while shielded where you cannot do anything.

Shield Adjustment
By tilting the control stick slightly, you can adjust the position of your shield.

By tilting his shield up, Falcon blocks Samuss nair

Shield Break Combo


A combo that keeps the opponent in shieldstun until the shield breaks.

Shieldgrab
Hold your shield with Z, and grab by pressing A. Used against dash attacks and other attacks with high ending lag.

Drop Counter
By shielding at an edge, attacks that knock you off will allow you to retaliate instantly with an aerial attack.

Shielddrop
You can drop through a platform while shielded by holding down.

The Edgegame
Edgeguard
Attacking your opponent as they are coming back to the stage.

Edge Get-up
The term for pressing up (normal get-up), A (attacking get-up), or Z (rolling get-up) when holding on to an edge.
When you have over 100% damage, these animations are slower and sometimes change altogether (DKs attacking
get-up loses considerable range, and Falcons attacking get-up gains priority).

Edgehog
Holding on to an edge so an enemy cannot grab it to recover. At over 100% damage, it takes your character longer
to roll back onto the stage, edgehogging for longer than normal.

Ledgehop
Dropping from the ledge and jumping immediately. Looks like you jumped from the ledge.

Sweetspot
Recovering so you just barely grab the edge, avoiding edgeguard attacks. Grabbing the edge gives you invincibility
frames almost immediately. This term is also sometimes used for hitting with the strongest part of an attack.

Getting Hit
Hitstun
The period of time after getting hit where you cannot do anything (except DI, explained later). Hitstun duration is
determined by the attack, existing damage, and the character being hit. A character like Samus that suffers little
hitstun is more difficult to combo.

Knockback
How far an attack sends its target. Some attacks, like Foxs reflector, have unchanging knockback regardless of
how much damage the opponent has.

Crouch Cancel
Crouching to cancel some of the knockback and hitstun generated by an attack.

Combo
A sequence of attacks that keeps the opponent in hitstun. A combo that starts from the first hit on an opponent
and lasts until they are knocked out is called a 0-to-death combo.

Note: the training mode counter will wrongly reset if the opponent hits the wall or is grabbed

Hitlag
The lag an attacker gets from hitting an opponent or a shield. Often causes players to mistime techniques like Zcanceling that can be done consistently when not hitting an opponent.
Hitlag is most noticeable with multi-hit attacks such as such as Mario's downb, Samuss upb, Pikachus fair, and
drill attacks. The lengthy hitlag of these attacks makes it easier to DI.

Miscellaneous
Gimping
A gimp kill is a very low percent kill that can put a large swing on the outcome of a match. Characters with low
vertical or slow recoveries, like Link and DK, get gimped the most.

Sandbagging
Sandbagging is the act of playing poorly on purpose. In friendly matches, players may sandbag to keep others from
learning their style.

Metagame
Refers to trends in how a game is played by its players, or a subset of its players. At different times, certain
characters, strategies, tactics, tricks, skills, etc. may be popular. The metagame changes over time as players adapt
to it in order to gain an advantage, and then others adapt to these adaptations, and so on.

Tier List
A ranking of each character's metagame, based on tournament settings. They usually rank how well the characters
are played in tournaments, or how they are expected to perform in the near future. Individual match-ups against
other characters can also determine a character's ranking. A character that carries a distinct advantage over
another character is known as a counter.

Advanced Slob Picks


Common system used in tournaments: in a set, the loser of the previous game picks the next stage, then the
winner chooses a character, then the loser chooses a character.

Other Slang
The Gentleman The third hit of Falcons AAA, when it is not continued into rapid A.
The Doug Hug Falcons upb
TAS Tool-Assisted Speedrun/Superplay. Used to show the limits a game can be taken to.
Ditto A match where both players choose the same character, e.g. Fox dittos
John An excuse for losing. No johns
X-stocked If someone got X-stocked, they lost a game with their opponent still having X stocks left.
JV X-stocked The opponent won with X-1 stocks but with no damage on their finishing stock.

CHARACTER SPECIFIC
Movement
Double Jump Cancel (DJC)
Ness and Yoshi can cancel their double jump with an attack. Allows aerials to start and end even faster than short
hopping and fast falling. DJC can be used to chain aerials quickly or break shields easily.

Rising Tornado
Mashing B during their tornado moves allows Mario and Luigi to gain height. Holding a direction will also cause
them to move a bit diagonally. Improves vertical recovery and also horizontal recovery to some extent.

The maximum height of tornado from ground level is just enough to land on the center platform of Dreamland

Rising Pound
By holding up just after pressing B (the Pound move), you can make Jigglypuff rise. This gives Jigglypuff substantial
horizontal recovery. Descending Pound is also possible by holding down.

Changing Direction In Midair


Some characters, like Samus, cannot turn around in midair with their upb. However, they can use their B attacks
instead to turn around.

Samuss Bomb Jump


Samus can increase her horizontal recovery slightly by using her bomb in midair. Caution: If Samus hasn't used
her second jump, it is erased after using a bomb.

Falcon Punch Recovery


Using a Falcon Punch while in the air gives Captain Falcon slight horizontal movement. Also, the attack can be
angled in midair by hitting up or down right after hitting B, which can boost his vertical recovery slightly as well.

Links Bomb Recovery


Link can recover using his bomb in various ways:
1. If you have the bomb already when knocked off, jump, upb, then after the explosion, do another upb.
2. After getting knocked off, take out a bomb, smash throw it up, jump, then upb the bomb so it propels you
toward the edge and do another upb.
3. After getting knocked off, take out a bomb, tilt throw it below you, use bair on the bomb so it propels you
toward the edge, jump, upb (or jump before taking out the bomb).

Teleport Dash
Jigglypuff, Fox and Samus have the ability to teleport. Contrary to its name, the teleport does not look like a
teleport. Instead, the teleporting character slides a short distance, looking similar to a wavedash in Melee. Fox
and Samuss teleports are much shorter than Jigglypuffs.
To do a teleport, first be in the normal dash, then tap the control stick in the opposite direction and jump three
frames (immediately) afterwards. An alternate method is to run, then quickly turn the stick 270 degrees starting
downward. You will always end a teleport with a jump unless you use a jump-canceling attack, or if the length of
the teleport exceeds your distance from the edge, in which case you simply fall off the edge.
As Jigglypuff, if you jump-cancel the slide with an upb, you will get an extended teleport.

Extended Quick Attack


Pikachus upb can be extended if you let go of the control stick before it is finished. You can do this with both parts
of a double upb.

Attacking
Jab Cancel (Jab Grab)
Pikachu, Mario, Ness, and Luigi can cancel their jabs into a grab. Useful for throw setups.

Shine
Fox's reflector, usually when its used as a point-blank attack. Because of its set knockback, it is often used for low
percentage KOs, called shine spikes. An aerial shine is canceled if it touches the ground.

Shine Cancel
Canceling an extremely low aerial shine. Faster than a regular shine on the ground. To shine cancel, press jump
then immediately downb. The same effect can be achieved by jumping up to a platform and shining right above
the platforms height.

SHDL
Short hop double laser. With practice, Fox can fire two lasers in one short hop.

DJC Counter
Both Ness and Yoshi can double jump cancel, but Yoshi has the added advantage of having knockback resistance
during his second jump. This allows him to go right through enemy attacks (taking damage but no knockback or
hitstun) and counter immediately. Less effective the more damage Yoshi takes.

Second-jump resistance allows Yoshi to go through Foxs edgeguarding attempt

Yoshis Strong Upb


Yoshis egg is different from other projectiles in that doing a strong throw of it doesnt involve tapping the control
stick as you throw. Instead, keep holding B after youve pressed upb. The longer you hold it down, the farther it
goes.

Punch Cancel
DK can cancel his fully charged B attack by pressing Z during the winding animation.

Infinite Throw Trap


The Infinite Throw Trap (also called cargo-stalling) is a technique in which DK grabs the opponent repeatedly
without throwing the grabbed opponent.
After grabbing the opponent, DK can piggyback them by tapping forward, R, or A. Afterwards, he can walk around
with them until the opponent struggles free via button mashing (otherwise they will be latched on indefinitely).
Once the opponent struggles free, if DK is standing still, he can grab again almost immediately. The opponent only
has a few frames in which to escape or counter.
Note that this is escapable, and thus not really a true infinite (in fact, it is possible to escape DKs fthrow altogether
given maximum escape input, as demonstrated in TAS).

Samuss Fast Charge Cancel


You can cancel Samuss charging animation without the shield coming up by pressing Z very quickly (think the
difference between jumping and short hopping, except even faster).

Shielding
Parry
Yoshi can block any attack on the ground without suffering any knockback or shieldstun. Tap shield at the moment
an attack hits you. Yoshi will get hit while in his invincible frames; he will then go into his egg and break out quickly
(if you blocked 2 frames before the attack, you wont see the egg). Yoshi can then jump or grab to counter before
the opponent has a chance to react. Similar to powershielding in Melee.

ADVANCED
Movement
Advanced Jumping
1. Full jumps and short hops done with the control stick are higher than their C-button counterparts. Knowing this
is most useful in Break the Targets / Board the Platforms, but it also has uses in maneuvering around stages and
in combos. This only applies to the first jumpdouble jumps go the same height whether you use the control
stick or a C-button.
2. Additionally, for any C-button jump, holding left or right when you jump (such as when you are running) results
in a lower jump (called a slanted jump). Applications of slanted jumps are similar to those of control stick vs. Cbutton jumps. For instance, Pikachu and Link cannot leave the green hut area on Hyrule with a slanted jump.
SHDL is easier with non-slanted short hops.
The height difference between a slanted and a straight jump is greater than between a stick jump and a C-button
jump.

Advanced Falling
1. You can fastfall running straight off a platform. In general, at any point in the air you have a downward velocity
(except during most attacks) you can fastfall if you havent already done so. Getting hit resets this ability.
2. Fastfalling results in 8 frames of landing lag compared to the normal 4 (this holds true for z-canceled aerials as
well). If you are already close to the ground, fastfalling may not be worth it.
3. When youre in freefall (helpless after doing an upb), hold down to pass through platforms without landing on
them.

Advanced Dash Pivoting


1. By releasing the control stick before a dash pivoted smash attack, you will slide a small distance during the
attack.
2. Shine pivot: Fox can turn around while in his reflector. Use with shine-cancel to turn around immediately out of
a normal dash.

Advanced DJC
From mooseproduce:
You can't cancel Ness's first jump. Well, I guess you could - his Up+B and Down+B both stop his vertical speed.
But that doesn't really count.
The reason his double jump can be cancelled is because as opposed to a normal jump, which just sets your
vertical speed to some upwards value, Ness and Yoshi's double jumps actually animate a small circular
movement, and then set the character's speed to some upwards value. So, if you cancel the circular animation
early, then your speed never gets changed to an upwards value and you simply fall.
[Nesss extra horizontal DJC]
What's interesting about Ness' DJC is that his backwards double jump actually sets his horizontal speed to some
value during the circular animation. So if you cancel his backwards double jump at certain frames, you maintain
the speed of those frames. So for instance, a backwards-DJCd nair will, when timed properly, send you flying off
backwards until the nair animation ends. You can do stuff like backwards-DJC-nair from the middle of Dreamland
to the edge, and grab the ledge.

[DJC 2]
Another consequence of their double jumps circular paths is that if Ness or Yoshi double jump close enough to the
floor or over a ledge, the double jump is canceled without any need for an attack. Holding backwards on the
control stick makes this easier (and Yoshis is easier than Nesss overall). The clearest use for this is landing on a
platform faster by jumping up to it.

Attacking
Links No-clip Boomerang
When thrown at an angle, Links boomerang can go through various walls in the game:
http://www.youtube.com/watch?v=IwchJZKdpuo
Kirbys can go through even more walls:
http://www.youtube.com/watch?v=JkmL2pk4UKE

Links Invisible Bomb Glitch


If Link picks up his bomb as it explodes (either by being invincible or standing at the right distance away), he will be
carrying an invisible bomb and an invisible mine will remain in the spot he picked it up from until he throws the
bomb. The bomb can be tossed at opponents and picked up again for further use.

On Grabbing
Sometimes youll see two of the same characters standing a small distance apart, and one player grabs and misses,
then the other player grabs and succeeds, even though neither player appeared to change their position. There
are two possible explanations for this:
1. Idle animations. If you leave your character alone, youll notice theyll start swaying or doing whatever. This can
actually change the position of their hurtboxes. When two characters are close, but not quite in each others
faces, this can make all the difference between getting grabbed and getting a grab.
2. Grabbing animations. The animation for a missed grab can move the characters arms hurtbox forward into
range. So grabs often succeed if done right after an enemys grab misses.

IASA Frames
Interruptible-As-Soon-As frames are the period of time during which an animation can be interrupted with another
action before the animation finishes. They are usually found after attacking hitboxes have disappeared. Examples
include being able to roll in the middle of Marios taunt, shielding during Luigis taunt, and fastfalling halfway
through Jigglypuffs Pound attack.

Sliding Fsmash
By delaying the A input for an fsmash, the dash will register for a short distance before the fsmash comes out.

Shielding
Shielddash
Shielding during the normal dash stops the dash immediately, sometimes useful for braking. However, if you
shield fast enough after the initial dash, you will slide across the ground while shielded, called a shielddash.
Pressing Z too soon after the initial dash results in a roll. Works best with Falcon, Fox and Luigi. Example use:
sliding underneath short hop aerials.

Advanced Shielddropping
As noted before, you can drop through platforms while shielded. However, its usefulness on platforms extends
beyond the convenience of falling from a shield.
As explained by Isai:
In SSB64 this is almost always the quickest way to jump from a platform (block and fall through to use your
double jump instantly) therefore letting you avoid attacks that target your landing point more easily by jumping
off of the platform the moment you land on it.
Using this technique to use your double jump instantly from a platform (faster than pressing down + jump) gives
you the height of a double jump right away which can be pretty useful when combined with attacks. So you
could have the height and speed of a double jump into an upb attack as well.
Falling through platforms while blocking also lets you dash/run and fall through the platform at ANYTIME during
the dash/run since blocking stops you. As you fall through in this way you can keep your forward momentum by
holding southeast (if east is forward) on the joystick or just fall straight down by holding southwest (if west is
back).
And of course the basic block and fall through the platform with an attack makes you less vulnerable to
opponents underneath the platform you are blocking on. You are not forced to jump away or something.
It basically gives you many more options when you're dealing with platforms.

Advanced Dodging
1. Block-jump: A well timed jump can block many grabs. To do it: Jump out of shield. Two frames of invincibility
at the beginning of the jump. Also works against some attacks, though not long lasting ones.
2. Grab range: Grabs have a minimum range. Walking into an opponent before attacking can dodge a shieldgrab.
3. On ducking: Kirby can crouch under part of Falcons dash attack. Marios idle animation while crouching
actually raises his hurtbox, making him hittable by Foxs lasers at ground level. Luigi, on the other hand, doesnt
suffer from this despite being taller.

4. Odd tricks: Falcons short hop aerials have deceptive hurtboxes making them great at dodging Foxs lasers.
Falcon's standing leg is invincible while doing a high ftilt so projectiles and low attacks will pass right through.

The Edgegame
Ledge B-cancel
Some characters can let go of a ledge, use a B-move then immediately grab the ledge again. This is done by
jumping slightly above the ledge, using the move, then falling back to grab the ledge. The shorter the time spent
above the edge, the harder it is to counter. DJC characters get the most use out of this. B-moves that can be used
like this include:
DK's B
Yoshi's B
Yoshi's upb
Yoshi's downb
Ness's upb
Ness's downb

(Requires cancelling with Z, staller)


(Useful anti-edgeguard, KO)
(Useful repulsion of edgeguarder)
(Interesting, but impractical)
(Fairly impractical)
(Staller)

Dash Pivot Edgehog


An edgehog performed by pivoting after an initial dash and using the turnaround slide to fall off and grab the edge.
Easiest with Falcon and Luigi. Ness and Fox can do this with their normal dash as well. Fastfalling can help you
grab the ledge faster. You can also do a quick bair off the edge if you delay the pivot so you dont grab the edge.
DK can do a pseudopivot edgehog by running off the edge and turning around immediately via cancelling a fully
charged punch.

Falcons Dive Boost


When used from the ground, the first frame of Falcons upb has an extended hitbox that allows him to latch onto
enemies at a distance, appearing like an extra boost.

Yoshis Downb Recovery


Downb gives Yoshi a bit of vertical recovery. He rises a bit before going down. This can rarely help Yoshi grab the
ledge when recovering from the bottom.

Fox's Shortened Upb


Angle it against the stage instead of sweetspotting normally. If done right, youll blast only a short distance up the
wall before sweetspotting the ledge. Angling it too low will result in death; too high and youll be an easy target.

Nesss Wallride Recovery


Hitting certain walls or edges at a downward angle with PK Thunder 2 (Ness hitting himself with PK Thunder)
makes Ness shoot upwards. Places where it can be done include Dreamland and Hyrule.

Buffered Ledge Drop


With Kirby and Jigglypuff, you can immediately fall off the edge right after their fsmashes end if you buffer shield,
left, down, or right before the animations end. Also works with Links dash attack and Luigis dashgrab.

Getting Hit
Directional Influence (DI)
Directional influence in SSB64 is a way of altering your position right after being hit using control stick inputs
during the attacks freeze frames (frames where the target is frozen after being hityou can see this best by
setting speed to in training mode and using Samuss Charge Shot against a character at high damage). The
window of DI input varies depending on the attack, but you generally wont get more than 10 frames to DI in. You
can DI to adjust your position during each of those frames, allowing you to, for example, hit a wall to escape a
combo. However, you cannot expect a human to DI perfectly (there are 60 frames a second in the NTSC version).
There are two methods of DI:

Smash DI
Smash DI involves tapping the control stick in the direction you wish to DI to. Smash DI is most useful when
only one direction needs to be pressed. When using the controller, you only get every other frame for smash
DI, since you have to let the control stick snap back into neutral position between taps.

Slide/Quarter-circle DI
Slide DI involves sliding the control stick in a 90 degree range centered on the direction you wish to DI to. For
example, if you wanted to slide DI to the right, you'd have to slide the control stick between the diagonals at
the right side of the octagon. Slide DI is most useful when more than one direction is needed (like up and
leftwards) since you dont have to let the control stick snap back between inputs.
The term DI in SSB is different from its usage in SSBM and SSBB, where it refers to the adjustment of your launch
trajectory from a hit or a throw; in SSB, DI adjusts your position during the freeze frames of the hit. This is why you
cannot DI throws in this gamethey have no freeze frames. The DI here also exists in SSBM and SSBB though,
where it goes by the name of the first method here: Smash DI (abbreviated to SDI).
(For a more in-depth guide to this tech, see Ant-Ds indexed thread)

Jigglypuff can DI this high from Foxs dsmash with perfect input

EXPERT
Either difficult to do or very situational

Movement
Pikachus Double Vertical Upb
Pikachu can do his upb twice vertically. To do this, for the second part of the upb, you have to tilt precisely 60
units in a cardinal direction. 60 units (on Mupen64) is the threshold where the game recognizes your tilt as a
second input to the upb but does not register the new direction. Any less and the second upb wont happen.

Mario & Luigis Extra Vertical Upb


You probably know that you can adjust Mario and Luigis upbs to be more horizontal and less vertical by aiming the
control stick horizontally. However, there is a third kind of upb. Press the opposite direction at the beginning of
the jump to move even more in the vertical direction and even less horizontally than normal.
The timing can be tricky as the window for input is just four frames. If done correctly you can jump from the floor
to the second platform in the center of Hyrule Castle.

DJC-rushing
From JPleal10 (http://www.youtube.com/watch?v=UqnHJh7Qyag):
With this versatile new tech, Ness can boost his ground moving speed up to 137%.
We all know initial dashes are what matter in terms of character moving/running speed. Comparable to a FoxTrot (which sadly works only in Melee), DJC-Rushing is just about cancelling your initial dash by performing a fast
DJC. Each time you succeed to do so, you'll have a new initial dash to perform, instantly. By repeatedly applying
this technique, Ness is able to increase his dashing speed significantly as stated above.
Initial dash (faster than) Normal dash
In spite of being a considerably difficult technique to pull off or even get used to, its usefulness resides on new
ways of reaching distant enemies for continuing combos, escaping projectiles/grabbers, or just trying to be
unpredictable. I relate this being similar to Jiggs' teleport in terms of practicality and utility.
I found no differences between the US & JAP versions for this tech. Ness is the only DJC character to be able to
boost his speed with this (Yoshi is the only one whose initial dash is actually slower than his normal dash, thus,
this would slow him down instead).

B-cancel
Some B-moves, like DKs punch charging and Marios fireballs, when done in the air a precise time before landing,
cancel all landing lag, allowing an immediate dash. Used most frequently in TAS attempts of Board the Platforms
(BtP) and Break the Targets (BtT).

Auto-cancel
If you jump up through a platform and just barely land on it during parts of some attack animations, you will
automatically cancel all lag (normal landing lag is gone, too). Mainly used by DK as part of his uair chain combo on
Hyrules lowest platform, the middle of Peachs Castle, and the lower platforms on Dreamland. There are probably
other uses (besides BtT/BtP of course), but this is the most well known.

Kirbys Sliding Upb


Found by DsG. Kirby can get an extra horizontal boost to his upb similar to the Teleport.
To do it: Dash, wait for it to finish which is about 14 frames, turn, then do an Up+B 20 frames after you decided
to do so.
This is not the same as sliding with the upb by holding the stick in one direction or by dashing right before the
attack. The distance gained is substantial.

Kirbys Fast Rock Drop


There are methods to do Kirbys downb coming off a ledge that are faster than running off the edge and using
downb. Most useful on BtP runs, but can also be useful for combos and surprise attacks.
There are three ways to do it:
1. Walk towards the edge, then downb when exactly on the edge. The extra momentum of the walk moves the
rock enough to make you fall, but the rock comes out quickly since you do it on the ground.
2. Pivot edgehog, do the rock while turning. Same principle as above.
3. Fsmash to downb

Crouch Pivoting
From Ant-d:
During a normal dash it is possible to turn around without lag by pressing down first, then the direction you're
turning to.
Yeah I found this by 'accident' when making my Ness video. I wanted to immediately turn but I couldn't, so I
guessed that maybe holding (really, tapping) down for 1 or 2 frames then turning would work. And it did. I tried
to do a smash attack other than usmash and I don't think it worked. I'll test it now.
Edit: You can't smash. You can jab though, but that's it. I should add that the timing seems to randomly change
from pressing down for 1-2 frames. I think this would be very, very hard to pull off normally.
Holding down when dashing really does help you to stop. That is if you want to stop and perform an attack.

The Edgegame
Links Descending Upb
If Link does a dash to ledge-canceled upb at the edge, the momentum will make him slide off, resulting in a
descending upb. A variation is Links descending upb to edgehog, which requires tricky positioning of a dash pivot.

B-move Ledge Boost


This causes the characters to boost farther than if they had normally run off the edge.
Do these at the ledge, as when youd taunt cancel but a bit later (more precise than taunt canceling):
Kirbys B
Kirbys B with Yoshis power
Kirbys B with Links power
Links B
This one doesnt need to be as precise and can be done considerably far from the edge:
Kirbys B with Jigglypuffs power

Yoshi's DJC Ledgegrab


This allows Yoshi to grab the ledge backwards. Jump off then reverse and double-jump. You can grab the edge
instantly if done right (http://www.youtube.com/watch?v=91hVs34-LCc).

Fake Ledge Jump


From JPleal10 (http://www.youtube.com/watch?v=IEHfk71_HO0&feature=related):
Can be done by Jigglypuff & Samus only (probably due to being floaty and having the ability to teleport).
How to do it: You just basically dash against a ledge which finishes diagonally up, like the ones shown in the
video (can be done in other stages, too), then smash the analog stick to the opposite direction you are facing
approximately 3 frames before going off the edge. Jigglypuff/Samus will do a "fake jump" in air, with the
possibility of getting back to the stage without the need of performing a second jump. Teleporting as you
approach the edge will likely have the same result.
As what you can see from the video, this may prove to be quite a good edgeguarding move, especially against
characters with mid-low priority in their UpB such as Falcon or Fox.
Stages where it can be done:
Peach's Castle (shown in video).
Congo Jungle (up-left/right platforms).
Planet Zebes (up-right platform).
Yoshi's Island (main platform, up-left/right platforms).
Sector Z (shown in video).
Saffron City (low-left moving platform).

Falcons Extended Dive


Hold backwards for 1-3 frames. Falcon gains one extra frame of height (you can fall for 1 frame more than usual).

Falcon Dive Cancel


From JPleal10:
Captain Falcon can cancel his second jump in air while recovering by using his Falcon Dive move (Up+B) into
sweet spotting the edge.
I would say this is similar to Ness using his Down or UpB move to grab the ledge by cancelling his second jump as
well.
To do it you must use your second jump, then Up+B at the exact frame for Falcon to cancel his Dive into
grabbing the ledge. Too far away, or too close, and this would not be realizable (Unlike Ness). I find it quite
useful against good edgeguarding characters such as Pikachu, Ness, or Mario.

Getting Hit
x2 DI
A method of DI that is basically Slide DI optimized. Typically, sliding the control stick in Slide DI results in inputs
that alternate between diagonal and cardinal directions. For example: up-left, up, up-right, up, up-left, etc (if you
were DI-ing upwards). x2 DI skips the cardinal direction input in between, and goes straight from diagonal to
diagonal: up-left, up-right, up-left, up-right. This results in truly twice the amount of DI that Smash DI provides.
Useful mostly in TAS due to how hard it is to do consistently, but players could improve their DI technique based
around this knowledge.

Miscellaneous
Drop Cancel
From JPleal10 (http://www.youtube.com/watch?v=2TBfiEuzYAc):
Who needs DJC when you can just drop-cancel aerials ridiculously fast with ANY character?
SSB64 has also its own version of DC. The main difference with Melee being that it needs the use of
diagonal/rising platforms to work.
How to do it:
1) Dash for 3 frames or more across a platform that slopes down.
2) Press Z (shield button) for 1 frame.
3) Next frame, smash the analog stick down while still pressing Z.
4) Immediately do an aerial (a fast one like nair will do the trick).
5) Z-cancel the aerial. Lighter characters will be able to instantly move after the attack (no landing lag).
Useful for continuing combos, edgeguarding, or even for disorientating your opponent with a surprising attack. It
can also break shields, but would take too much technical skill (the reason of why I chose to show this possibility
with tool assistance).
There is another part of DC which involves the use of rising platforms. I may do that as a separate video (most
people already know about it anyway).
Can be done in all versions of smash, (A) Link* being the only character unable to do it due to poor horizontal
speed in air.
*According to ShootingStar, (A) Link can DC on the right-most slant of Peachs Castle, due to its steepness.

Notes:
Last full update: 11/2010
Thanks to:

Members of Smashboards (whose archives provided the bulk of the content in this compilation)
SmashWiki and other SSB sites/Youtube/GameFAQs
Official Japanese SSB website (most images)
People whove played this game throughout the years

FAQ:

On the scope of this work


This list contains most of the advanced techniques that exist in SSB. However, it does not cover gameplay
elements such as spacing, combos, and other tactics that arent outright techniques. Information about
frame data, weights, fall speeds, etc. can be useful to know, but are not included in this compilation.
What version of SSB is this for?
NTSC. The other versions are PAL (for Europe and Australia) and the Japanese version. There are various
differences between all three (see Smashboards for a full list), including different air speeds, hitlag,
frames per second (PAL runs at 50), and an additional turn slide technique (reminiscent of the teleport)
exclusive to the Japanese version. However, all of the techniques in this guide can be done in all versions.

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