spiff-ssbb
WiiChat Member
- Jan 23, 2008
- 654
- 7
- Wii Online Code
- 8140-2366-3149-0356
For competative players i'm making this thread. i'm making a compilation of all the new techniques i've found via internet sources and through my own play. post your own and they will be added to the list once tested. comments/ questions on them will be answered on an asap basis. this is also a general brawl tactical discussion. no character specific tactics will be discussed.
on a side note it would be cool if this thread were to be stickied.
last note. the thread will tell you how to do the technique, not how to use them. for questions on how they are useful post or pm.
Hugging:
This is a change in physics from melee. With the disclusion of wavedashing onto the ledge this strategy is very helpful. simply run off the edge and press the control stick into the ledge and your character will auto grab the ledge.
Snap Cancel:
This is to cancel the hugging technique and can be used for mind games. just hold down as you run off the ledge and you will fast fall instead of auto grabbing.
Glide Cancel:
when doing a glide attack aim it towards the ground. this eliminates all lag frames after the attack.
Dash shielding:
You can no longer crouch cancel without lag (your character skids to a stop now) but you can shield as you run causing you to be shielded as you skid.
Dashing shield grab:
using the dash shielding technique press the attack button afterwards and your character will shield grab while in the skid. this extends the range of your grab as shield grabs have much more range than normal dash grabs.
Pivot Grab:
Another change from melee. if you are dashing and change the direction of your dash you can grab while you turn. useful for mind games.
Jab fakes:
note: spacies cannot do this.
after your first or second jab you can tap shield which cancels your character from going into the automatic rapid attack or triple hit as normal. you can then link it into any move you want be it another jab or a tilt. very useful for ike, CF, sheik, and D3
Fox Trotting:
using only the initial dash animation to move. this enables you to switch directions without the normal lag of changing directions from standard dashing. much like dash dancing but since dash dancing is so small in brawl this is more useful, though harder to perform.
Reverse Jump:
many characters in brawl have a stronger b air than f air. so to approach with your b air you can dash towards the opponent, tap the other direction, jump, then air control towards them. this makes you jump facing away from them but moving towards them. very useful. this was not possible in melee
DLX cancel:
note: i have not personally tested this technique as of yet
if you attack an opponent you can cancel all lag by beginning another move at they exact moment it makes contact with them. (this will be updated once tested)
Glide toss:
if holding an item you can throw it mid roll by pressing the attack button in the roll animation.
air dodge into grab:
short hop towards the opponent and with a properly timed air dodge and shield grab once you land you will minimize the vulnerability of your entry. note that you will still be vulnerable but for a shorter period of time.
Super Armor:
some characters have moves that are unflinching. meaning that if hit during the animation of their attack even before their hitbox is created the attack will not be canceled. they will still take damage but they will continue the attack. very useful to know which moves have this quality.
here is the list:
Bowser's D special
Charizard's F special
DK's fully charged N special
Ike's triple attack after the initial jab
Ike's N special once initiated (meaning while he's attacking not while he's charging)
Ike's down tilt
Ike's U special
Jiggly's D special
G&W's U smash once initiated
Olimar's D special
Wario's F smash
Yoshi's second jump
D3's U special
on a side note it would be cool if this thread were to be stickied.
last note. the thread will tell you how to do the technique, not how to use them. for questions on how they are useful post or pm.
Hugging:
This is a change in physics from melee. With the disclusion of wavedashing onto the ledge this strategy is very helpful. simply run off the edge and press the control stick into the ledge and your character will auto grab the ledge.
Snap Cancel:
This is to cancel the hugging technique and can be used for mind games. just hold down as you run off the ledge and you will fast fall instead of auto grabbing.
Glide Cancel:
when doing a glide attack aim it towards the ground. this eliminates all lag frames after the attack.
Dash shielding:
You can no longer crouch cancel without lag (your character skids to a stop now) but you can shield as you run causing you to be shielded as you skid.
Dashing shield grab:
using the dash shielding technique press the attack button afterwards and your character will shield grab while in the skid. this extends the range of your grab as shield grabs have much more range than normal dash grabs.
Pivot Grab:
Another change from melee. if you are dashing and change the direction of your dash you can grab while you turn. useful for mind games.
Jab fakes:
note: spacies cannot do this.
after your first or second jab you can tap shield which cancels your character from going into the automatic rapid attack or triple hit as normal. you can then link it into any move you want be it another jab or a tilt. very useful for ike, CF, sheik, and D3
Fox Trotting:
using only the initial dash animation to move. this enables you to switch directions without the normal lag of changing directions from standard dashing. much like dash dancing but since dash dancing is so small in brawl this is more useful, though harder to perform.
Reverse Jump:
many characters in brawl have a stronger b air than f air. so to approach with your b air you can dash towards the opponent, tap the other direction, jump, then air control towards them. this makes you jump facing away from them but moving towards them. very useful. this was not possible in melee
DLX cancel:
note: i have not personally tested this technique as of yet
if you attack an opponent you can cancel all lag by beginning another move at they exact moment it makes contact with them. (this will be updated once tested)
Glide toss:
if holding an item you can throw it mid roll by pressing the attack button in the roll animation.
air dodge into grab:
short hop towards the opponent and with a properly timed air dodge and shield grab once you land you will minimize the vulnerability of your entry. note that you will still be vulnerable but for a shorter period of time.
Super Armor:
some characters have moves that are unflinching. meaning that if hit during the animation of their attack even before their hitbox is created the attack will not be canceled. they will still take damage but they will continue the attack. very useful to know which moves have this quality.
here is the list:
Bowser's D special
Charizard's F special
DK's fully charged N special
Ike's triple attack after the initial jab
Ike's N special once initiated (meaning while he's attacking not while he's charging)
Ike's down tilt
Ike's U special
Jiggly's D special
G&W's U smash once initiated
Olimar's D special
Wario's F smash
Yoshi's second jump
D3's U special
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