Super Smash Bros. Brawl: Advanced Technique FAQ by dariencove
Version 0.1.1, Last Updated 2008-10-28 View/Download Original File
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Super Smash Bros. Brawl Advanced / Character Specific Techniques Version 0.1.1
By Don Kelsey, 10-3-08

Version History 
0.1 - First Version, includes 5 AT's for all characters, and 4 and 1/2 
Character Specific Techniques. Date: 8-30-08

0.1.1 - 2nd release, only with small changes and links to some technique
examples on youtube. Also changed my submissions email to a much shorter
address, Brawl@gmx.com. Will accept submissions for video or just techniques in
general. Fixed my name typo. Date: 10-4-08

0.1.2 - 3rd release, adds wavedash. (Yes, Wavedash. Really. Honest.)
Date: 10-27-08

0.1.2b - 4th release, adds data on wavedash. Didn't really do much work because
I have been practicing lately for a SSBM tournament. Got 2nd place in both
single and team matches. Trying to fix STUPID CAPTURE, to get more vids on 
youtube. Small update.
===============================================================================
Introduction

Have you ever watched a video of some of the best players of Super Smash Bros.
Melee? If so, then have you watched videos of good Brawl Players? If you notice
the movements of the characters, the ones in brawl can't do things like move
at super speed after aerial attacks and can't slide across the screen. Doing
such things in melee were considered Advanced Techniques, or AT's for short.
Brawl has some of the AT's melee did, but also has newer ones to boot. Because
of this, I felt it necessary to make a guide covering the new AT's, and the 
AT's that are still here from Melee, to avoid any confusion. The purpose of 
this guide is to provide the people who go to the Internet to learn about how
these At's work. I do hope this will be a collaboration of other people who 
wish to contribute, so if you feel so, look at Section [Zero0] for what I will
be accepting, and how I will accept it.

 -Dariencove

-------------------------------------------------------------------------------

Table of Contents.

Version History

Table of Contents.

Youtube Links:
     - Short Hop Fast Fall - http://www.youtube.com/watch?v=yNASsycSweI
     - Edgehogging - http://www.youtube.com/watch?v=hE1xY9ZjRTs
     - Shield Grab - http://www.youtube.com/watch?v=1kNSsglOT88

[Zero0] - 0.0, Agenda for what's to come.

     - More AT's
     - At least links for the AT's that work with any character.
     - Better Explanations for the AT's
     - Perhaps a rating system for the AT's
     - Try to find an explanation for how dashdancing works.
     - Record more Videos and get better quality for short hop video.
     - Add 2nd way to Edgehog with video.

[One0] - 1.0, Advanced Techniques that work with any character.
     - Shield Grab
     - Edge Hogging/Hugging
     - RAR / RAP / BFBSHBair (Reverse Aerial Rush)
     - Pivot Grab
     - Dashdance
     - Short Hop
     - Fast Fall
     - SHFF (Short Hop Fast Fall)

[One1] - 1.1, Character Specific Techniques.
       - Tethering Z's
[Ganon]- Ganon
[Cfalc]- Captain Falcon
[Mario]- Mario
[Pit]  - Pit
[TLink]- Toon Link/Link

[FTW] - Homebrew for you. 
     - The ***Wavedash***
===============================================================================

[Zero0] - 0.0, Agenda for what's to come.

Well, right now I want to add more True AT's and videos for the character ones.
However, I will not be accepting many emails until I improve apon the following
things.

- More AT's
- At least links for the AT's that work with any character.
- Better Explanations for the AT's
- Perhaps a rating system for the AT's
- Try to find an explanation for how dashdancing works. (If not then the first
person to email me about it and give a good explanation will be given credit,
but I will not accept emails about it until AFTER the 2nd version comes out.

(Update, 2nd version is out!)

I will be accepting Video Submissions for the AT's on two conditions.
1) They must be made by you, so no giving me links to other people's vids to 
put up here, unless they gave you permisson. When using another person's video
it has to link to youtube, to simplify things.

2) If I have an already posted video created by me, your submission must be the
same in what it shows, can add more at the end, and has to have better quality,
because my examples will most likely not have good quality.

When I recieve this e-mail, it must follow the criteria and whether or not you
want credit next to the link in the AT's section And/Or If you want to be in 
the credits section at the end. You must choose one way for me to give you 
credit or it WILL be chosen for you.

For Video Submissions and just submissions for AT's e-mail a youtube link
or your information to:
Brawl@gmx.com

Brawl(at)gmx(dot)com

===============================================================================
[One0] - 1.0, Advanced Techniques that work with any character.
     - Shield Grab
     - Edge Hogging/Hugging
     - RAR / RAP / BFBSHBair (Reverse Aerial Rush)
     - Pivot Grab
     - Dashdance
     - Short Hop
     - Fast Fall
     - SHFF (Short Hop Fast Fall)


-------------------------------------------------------------------------------
- Shield Grab

A shield grab is a simple technique that allows you to block a move that can 
normally be blocked, then grab your victim and throw as a counter attack. This
is easily the simplest technique to perform to the point that I was going 
against adding it to the guide. However, because of its many uses, I decided to
add it in with the other 3 techniques I was planning to put in this guide.

How-to Shield Grab:
     Shield Grabs are very simple to perform.
   1. First, shield to block your opponent's attack. You should be able to 
sucessfully block the attack.
   * Reason: You cannot grab if you are stunned by being hit.

   2. Second, Press "A" or your configured neutral attack button to grab. This
will make your character perform their grab straight out of their shielding.
   * Reason: Letting go of the shield button and then grabbing is exactly why
I put this in here, because Shield grabbing has less lag than removing the
shield then grabbing. The point is to press "A" while using your shield.

   3. Uh, well, that is all. Just reel'em in and throw them outta there!
   * No Reason Needed.
It is very simple to perform and has many uses.
     - Blocks attacks with ease and gets rid of the lag problem after you are
done shielding by making the opponent become occupied and reducing lag by your
throw.

Explanation for why this works:

     The game is set to perform a grab when someone presses their grab button,
or shields and presses the attack button. When using the shield grab, you don't
need to press both buttons at the same time, and that allows you to grab your
opponent after blocking their attack.

     - It cannot be dodged if your opponent is in range and performs a block-
able attack.

Counters to Shield Grabs:

If your opponent tries the same thing with a character like
Samus or Link, they can out range your Shield Grab and throw you. Not only
that, but any move that has more range than their grab can deplete their shield
and cause them to try other tactics. Besides that, the most favorable thing is
to wait till they use a huge lag attack (Falcon Punch, for example) and then
hit them for making the mistake of giving you such an opening. Other ways to do
this is to use explosives or projectiles if they have bad timing with the 
shield to deplete it. They will stop shield grabbing if they are in danger of 
their shield actually breaking.

Youtube Example Here:
http://www.youtube.com/watch?v=1kNSsglOT88
-------------------------------------------------------------------------------
- Edge Hogging/Hugging

Hugging is the act of grabbing the edge near or at the same time the opponent 
will try to grab it, so they fall to their doom while you laugh in their face.
It is very simple, and while there are many ways to do this, the simplest way
is to do this.

  Your Direction               
> =======================>     
|                        ^<== <+--------------------------------------+
|                        |                                            |
1) Run off the stage.    2) You will fall off the edge of the stage.  |
                                                                      |
+---------------------------------------------------------------------+  
|
|
+-> 3) Tilt control stick in opposite direction and grab edge. You should
grab the edge.

Now they can't grab the edge anymore. For those of you who think they can just
hit you while you are hanging there with an up-B or the like, you have to grab
the edge about a half-second before they try to grab so their up-b or other
recovery fails, and they lose a stock.

Explanation to why this works:
     The reason it work's is simple. Brawl has lower gravity, and is more 
lineient when it comes to grabbing the edge. You fall slow enough to change
direction, and then are close enough to grab the edge. Also, every edge can
support 1 character, (Or two ice climbers that go together,) so they cannot
grab it. Last, the timing allows you invinsibility frames, so if you do this
with correct timing, any attempt to hit you will fail.

Counters to Edge-Hogging:
If you think your opponent will hug the stage, try aiming for the actual stage
instead of trying to get onto the edge. Character's with teleportation moves,
(Lucario,Zelda,Ect,) can try to get to the stage with safety. One thing to
note, however, is that Lucario has one of the easiest recoveries to hog,
because all you have to do is hang on the edge and they cannot grab it. (Luke's
recovery doesn't hit opponents. Also, be weary of opponents with extended range
or long lasting tilts/specials (Marth's down tilt, Link's Up-B), as they can
much safer prevent you from grabbing the edge by just doing that.

Youtube Example Here:
http://www.youtube.com/watch?v=1kNSsglOT88
-------------------------------------------------------------------------------
     - RAR / RAP / FBFSHBair (Reverse Aerial Rush)
The RAR, RAP, whatever you wish to call it is a useful move that allows you to
Bair your opponents, and most smashers know some Bairs are better for some 
characters than their Fairs. (Ike, for example.) It has 2 simple ways to be
performed.

- C-stick is set to "Smash Attack"

1) Run forward for at least 1 second or so. 
* Reason: You have to establish forward momentum.

2) Press the control stick in the opposite direction.
* Reason: You need to be facing the opposite direction to Bair in the original
direction.

3) Short hop.
* Reason: You cannot Perform a Bair while stading, under normal circumstances.

4) Immediately after the short hop, hold the original direction again.
* Reason: You still need to be closer to hit the opponent with the Bair, and
with out this step you will be going to the wrong direction.

5) Perform a Bair with your C-stick.
* Reason: Your momentum and the way you are facing (Facing backwards but moving
forwards, think Moonwalking like Michael Jackson,) allow you to Bair the 
opponent.

This has many uses, such as allowing you to finish off opponents with your
superior Bair (Ike once again is a good example here,) and giving them the WoP!
(Wall of Pain, high priority moves repeated make it hard for your attacks to
get through.)

- C-stick is set to "Special" or otherwise known as B-Sticking

Simply put, Run forward, Tap b-stick backwards, and press forward and "A".
You should perform a RAR. Also Called Auto-RaR.

Explanation to why this works: The way brawl handles dashes is simple. If you
are in a dash, not near the beginning, you must pivot to turn around. The pivot
saves some momentum if you jump and hold your original direction. Thus, you 
will turn to face the opposite of your starting direction, but go in the 
direction you started in. Then, because you face backwards, a backwards aerial
will go forwards.

Counters to the RAR / RAP / BFBSHBair:

This one is tough to counter. The Shield Grab can really help here, as you can
block the Bair and grab and throw. Also, if you have projectiles with hit stun,
(Not Fox Blaster) you can hit them and stop the move from moving forward in the 
air close enough to you. They don't have an oppertunity to try again if they 
miss, so punish them for the mistakes they make during this, and roll or block
when you can see it coming. Be careful, however, because some Bair's are moves
that have K.O. Potential.
-------------------------------------------------------------------------------
     - Pivot Grab
The Pivot Grab is the art of using the new pivot mechanics introduced in Brawl
to turn around and then grab your opponent with extended range. To do this,


1) Begin a Dash
* Reason: As the Pivot is vital to the Pivot Grab, you must begin a dash so 
you can actually pivot.

2) Pivot when you are very near (1 or less bodies away) to your opponent. Grab.
+ Note that you can be 1 body in front OR behind your opponent. +
* Reason: So you can grab with extended range, and even sometimes grab an
opponent that has rolled.

The Pivot Grab is the other move I was beginning to overlook because it was
simply another grab, but the range is helpful and the ability to grab backwards
was too.

Counters to the Pivot Grab:

Another thing, The Pivot Grab is very easy to avoid if you are not affected by
hitstun already. Just roll backwards, or if near a ledge hit them as they get
near you. Rar's can work wonders, because they cannot pivot shield grab fast.
Projectiles that can stop their running help, and the slower opponents can 
easily avoided. Characters with a surrounding down smash with decent range, 
(MK, Toon Link, Marth, Ect) can perform the move when the opponent draws near
and hit them both in front or behind them without fearing the pivot grab.
-------------------------------------------------------------------------------
     - Dashdance
Four Words, DASHDANCE IZ IINN BRAWL!
Yes, but it is much harder to do. Still, there are 2 ways to go about it

Simplistic Method: Tap your control stick left and right like a mad man. That 
should about do it and you will be able to move left and right in continuous
patterns.

Unconfirmed Method: At a certain point at the beginning of the dash, tap in
opposite direction. Rinse and Repeat.

Another Word, Mind-Games. The Dashdance will leave your opponent guessing as
to what you are to do next, and when they get close up to you, you can dash
out of range and smash in the direction they are. They had it coming.

Explanation to why this works: Brawl's mechanics have differed from Melee, and
the dash dance was one thing that seemed to have been removed. What I believe
that makes it work is when the next dash is excecuted. If you can Dash and then
turn around early enough, the pivot seems to be ignored.

Countering the Dashdance:
First of all, Identify your options,
- Projectile
- Long Range Move such as Falco's Reflector
- Long Range Move such as Marth's Neutral B

Choose the one that seems the best to do. For non projectile characters, they
might have trouble doing anything at all and are best suited on a platform away
from the dash dancer. Any projectile that does hitstun will suit you very well
here, but you still have to be able to hit them. A special word goes to the 
banana peel, which shuts down Dash Dances in its entirety if aimed well.
-------------------------------------------------------------------------------
     - Short Hop
The short hop is a very nice technique to learn in brawl. When you perform an
aerial, and land, you lag. The sooner you land, the sooner the lag is over. 
Simple concept, right? Not only that, but short hopping allows you to hit 
opponents with aerials easily without them actually being in the air. 
Many techniques are based off this one skill's mastery, such as WoP, (Wall of 
Pain) Rar's without the b-stick, or even the SHFF, which will will take a look
at later in this guide.

For now, let's just focus on the actual technique. Choose a character with 2
normal jumps. Jump as you normally do, and watch how high they jump. Now, just
slightly tap the control stick upwards, or the button set for your jump 
lightly to see how high they jump now. If they jumped about as half as high,
then congratulations, you have done it! Practice short hopping in place until
it becomes second nature. (It really should be, for if you cannot short hop
PERFECTLY one mistake can mean the end of the line for you.)

Now just because you can short hop stationarily, it doesn't mean much unless
you can cover some ground with it. Short hop, but try moving left or right as
far as you can at the same time. Once you get a hang of it, make sure you can 
freely short hop or normally jump at will. Now, Go to the next section.
-------------------------------------------------------------------------------
     - Fast Fall
The fast fall is the other part of the combination of SHFFing aerials, and thus
reducing the lag from attacks. To practice fast falling, just make sure that:

1) You are in the air and the control stick isn't in the down position.

2) Tilt the control stick down with some force.

That is all there is to it. It is added into the game to allow you from getting
hit so easily as you try to land, and for SHFFing those aerials to reduce your
lag to lower amounts. 

Note that both Short Hop and Fast Fall don't have explanations or ways to 
counter it, because it is simple mechanics of the game and cannot be explained.

Now, time to put it together with some Bad Ascii Art. (Sorry.)
-------------------------------------------------------------------------------
     - SHFF (Short Hop Fast Fall)
The SHFF is a way to hit opponents with aerials on the ground with out lagging
that much. It allows you to also perform juggling, (the art of keeping the 
enemy in the air,) and to learn such techniques as the WoP. (Wall of Pain, just
in case you skipped to this section and hadn't read it before.)



Before attempting to SHFF, just make sure you can both short hop and fast fall
with out really having to try. Now, allow me to present you a diagram.

1)
          o                  E
          o                  E
     -----------------------------------

The "o" is you, and the "E" is your enemy. Notice you are both still standing.
Right now, you are too far apart to hit with most aerials. Get closer. SHFFed
aerials require closer range.

2)  
                  o    E
                  o    E
     -----------------------------------
This is about as close as you want to be when you SHFF.

3)
                   o 
                  >o   E
                  |    E
     -----------------------------------
Short hop towards the enemy.

4)
                    o
                   >o 
                  >|   E
                  |    E
     -----------------------------------
At the peak of your jump you should be nearing the opponent.

5)


                    >>o 
                   >| o E
                   |    E
     -----------------------------------
Now, You should be in range to hit them with an aerial. As soon as you do,
or even before you do, begin fast fall.

6)                         ________        
                          | WTF!?!?|
                          |_________>E
                    >>              E  
                   >| |o        
                   |  >o  
     -----------------------------------
Your opponen should get hit, and depending on the aerial, go flying.

Note that this can be done with any type of aerial attack, whether it be a Uair
or a Bair.

Now, Let's try a juggling scenario.

1)
                     E
                    E



               o        
               o       
     -----------------------------------
The Sucker, er, Poor sap, ER, I MEAN "opponent", Just got knocked into the air
by your U-Smash. Are We to let them just come down and recover? NO! What has to
be done is the SHFF, to reduce lag.

2) 

                     E
                    E

                o
              > o        
              |        
     -----------------------------------
Short Hop. Short Hop in the direction your opponent is, and make sure it is 
done well.

3)

                    E
                 o E    
                >o
              >>|        
              |        
     -----------------------------------
Unleash an aerial that makes the opponent go upwards, like the Uair. Who would 
have thought an Upward aerial would most likely make the opponent go up?

4)                    ______
                   E < o.0 |
                   E  |____|



                >-+
              >>| |o        
              |   >o     
     -----------------------------------
Fast Fall to Safety. Now, if your opponent actually survives, follow step five.
If not, Taunt, and if you are playing against a friend in the room, it is up
to you whether or not you wish to gloat and point in their face.

5)                            ______
                           E < ^.^ |
                           E  |____|



                >-+
              >>| |o         o
              |   >o>>>>>>>>>o     
     -----------------------------------
By now, the lag from your aerial is history. Reposition your self until you
either fail to continue your juggle, or you pwn the poor guy, and he flies into
oblivion.

Explanation to why this works: 

Combining strategies into a solid one helps you play better, and right now the
opponent is usually helpless. Both the short hop and fast fall reduce lag by
making it happen sooner than a full jump would. Because of this, the opponent 
has to try and dodge a hard to dodge attack.

Counters to the SHFF:

Try not to use your third jump, unless you are a character like sonic. A well-
timed airdodge allows you to dodge and cut the SHFF cycle fast unless, well,
they FF fast enough to hit you with a smash, which might be worse. The SHFF, 
for you melee veterans, is the Brawl equalivalent of the SHFFL, so if you know
how to avoid being SHFFL'd, the you should be able to dodge the laggier SHFF.

Youtube Example for Short Hop, Fast Fall, and SHFF'ed aerials Here:
http://www.youtube.com/watch?v=yNASsycSweI
===============================================================================
[One1] - 1.1, Character Specific Techniques.

       - Tethering Z's (Or B's
[Ganon]- Ganon
[Cfalc]- Captain Falcon
[Mario]- Mario
[Pit]  - Pit
[Tlink]- Toon Link/Link

-------------------------------------------------------------------------------
       - Tethering characters that don't use their up-B to tether.
For these characters,
  - Link
  - Toon Link
  - Samus
  - Sheik
  - Lucas?

Tethering instead of their Up-B recovery is an option. Tethering has advantages
and disadvanteges. Tethering allows you to grab the edge before your opponent 
does, but it also allows your opponent to hug the edge if they are on the stage
and you aren't. The way I personally use tethering is to use it, and if it 
fails, just use the up-b right after to hit your hogging opponent. These 
characters, can use Z to use their extended grab move in the air, and not only
hit opponents, but grab ledges and the sort. Sheik, however, is an exception.
Sheik must use (her?/his?) Side-B move to grab the edge.

Explanation to why this happens:
In melee Link, Young Link, and Samus could grab walls with Zair. It was simple,
you hit the wall, it drew you in, just like in Prime or OoT.(These are Zelda
and Metroid games, in case you don't know.) In brawl, other characters can do
the same, and Shiek can grab with the whip. It is more of a trick that people
might not know, but it can be useful in stage recovery. Olimar and Ivysaur are
not on the list for they grab the ledge with their Up-B, which is a universal
recovery move.

Counters to Tethering Z's
Read Edgehogging. That is THE BANE of Tethering Z's. Edgehogging grabs the 
edge so they can't, and Tetheering Z's are either long range aerials or
recoveries, and with invincibility frames from the edgehog, Tethering Z's 
can't do either.
-------------------------------------------------------------------------------
[Ganon]- Ganondorf

  Currently Recorded AT's
     - Reverse Warlock Punch.

- Reverse Warlock Punch
The reverse warlock punch is a warlock punch where Ganondorf pivots before 
using the attack. To do this, right after pressing B tap the opposite direction
and he should turn around. This has many advantages to the normal warlock punch
and should be used instead of it if possible. It boasts extended power and 
allows you to suprise the opponent, but at the cost of it being hard to land
aerial ones, even harder than normal aerial warlock punches.

Explanation to why this happens:
Simple Game Mechanic, it was programmed to actually be possible.

Countering The Reverse Warlock Punch: 

This one is simple. No matter what you put in front of it (Except maybe no-lag)
the Attack is still a Warlock Punch. It's Slow. Not Fast. Plenty of time to
move out of the way for this one. Just roll, do whatever it takes to get out of
the way, or expect to be in a world of hurt in about 2 seconds.
-------------------------------------------------------------------------------
[Cfalc]- Captain Falcon

  Currently Recorded AT's
     - Reverse Falcon Punch.

-Reverse Falcon Punch
For the sake of saving space, just read Reverse Warlock Punch in the
Ganondorf section, but replace "Warlock" with "Falcon."

One thing, Mario And Pit can counter the Reverse Falcon Punch with their Cape/
shield AT based on the Reverse Falcon Punch.
-------------------------------------------------------------------------------
[Mario]- Mario

  Currently Recoreded AT's
     - Reversing a Reverse Falcon Punch. (And making him go fast)

- Reversing a Reverse Falcon Punch
Me and my friend were just looking at what mario's cape couldn't reflect,
(We were Very, VERY, bored that day.) and I wasn't too happy at the fact
that my friend had trouble timing the cape to make falcon turn around at the 
right time. Once, we had actually made falcon turn around, and he flew off the
screen at double-sonic speed perhaps. After a while of practice, it turns out
that only reverse falcon punches seem to work, and the cape has to hit the 
falcon punch. 

Explanation to why this happens:(My Theory)
When Captain Falcon Does a falcon punch, part of the punch seems like he moves
very fast, but at a short distance. If you make Captain Falcon turn around 
while he is in such a fast state, the game keeps him at that speed until the
whole punch finishes, or something stops him.

Counters for a double reverse Falcon Punch:
Falcon players, make sure that you only reverse punches that they can't block.
It will do more damage to reverse it but it is obviouse to be done unless you
can time the punch right. The consequences aren't that bad because usually the
punch is reversed while you are on the ground and can survive death, but in the
air it could be a disaster.

-------------------------------------------------------------------------------
[Pit]  -Pit

  Currently Recorded AT's
     - Reversing a Reverse Falcon Punch.
     - Blocking Samus's Final Smash.

- Reversing a Reverse Falcon Punch
For Pit, the timing is a little different. Because the Shield comes out faster,
you must block later to cause the same effect as the cape that Mario uses to
reverse the reverse falcon punch. Not only that but you can also use the shield
to either negate the attack, and get pushed away a little, or not get pushed at
all but take the damage of the attack with the super armor frames of the 
shield, but right now the super armor frames is just a rumor I have heard.
First person to prove or disprove this rumor with a video will be given credit,
and if wanted a video link in this guide to the video. See [Zero0] If you wish
to submit.

Explanation to why this happens:(My Theory)
When Captain Falcon Does a falcon punch, part of the punch seems like he moves
very fast, but at a short distance. If you make Captain Falcon turn around 
while he is in such a fast state, the game keeps him at that speed until the
whole punch finishes, or something stops him.

Counters for a double reverse Falcon Punch:
Falcon players, make sure that you only reverse punches that they can't block.
It will do more damage to reverse it but it is obviouse to be done unless you
can time the punch right. The consequences aren't that bad because usually the
punch is reversed while you are on the ground and can survive death, but in the
air it could be a disaster.

- Blocking Samus's Final Smash
To block Samus's Final smash, take out your shield before the beam gets to you,
and face samus. Then, when the beam begins to hit, just hold up to block every 
hit, or maybe every hit besides the final one. This doesn't really matter as
much in competitive play, where smash balls are seldom and thus final smashes 
Non-existant.

Explanation to why this happens: (My Theory)
The shield blocks just about every FRONTAL attack. Samus's final smash is a 
frontal attack. However, Samus's final smash can hit Pit's head, and so Pit 
will usually get hit by every blow of the beam. But, by tilting the shield up,
nothing hit's Pit except for the final blow, which I have no idea why that
would hit but none of the other blows.
-------------------------------------------------------------------------------
[TLink] - Toon Link/Link
Currently Recorded AT's

1 B-stick Required:
     -Bomb Hop

-Bomb Jump
Bomb Jumping lets you pull a bomb out and jump at the same time.
To Bomb Jump, you have to set your C-stick to specials, otherwise known as 
B-sticking. First, you need to have a jump possible. To do this, Tap down on 
the B-stick and the jump button. Timing may vary, but if done right you should
jump up and pull a bomb out.

Explanation to why this Happens:
Bomb is pulled, you jump. Right after your jump you pull the bomb, so it makes
sense that you should be able to go up and pull a bomb.

Counters to a Bomb Hop:
You can't counter it, it doesn't affect you unless the bomb is thrown.

-------------------------------------------------------------------------------
===============================================================================
[FTW] Homebrew for you.
     - The ***Wavedash***
Yes, and for people getting there hopes up when wavedash was placed into the
3rd version revision, it is HOMEBREW ONLY. I repeat, HOMEBREW ONLY, AS FAR AS I
KNOW. (That might not be very far.)
The wavedash is an abuse of Melee-airdodge to make characters slide across the
ground and allows them to move and perform moves at the same times, such as 
wavedashing backwards and shooting a fireball forwards. To do this you need the
following:
     - Homebrew channel (Figure it out yourself, this isn't a place to discuss 
how or where to get it, nor am I telling you to do this. If anything happens to
your wii, that is your fault.)
     - Ocarina (I dunno what this is, I hear it is like an Action Replay.)
     - Cheat to make airdodge like melee, and the right version of the cheat
for your version of brawl.
     - Good timing.

Once you get these things, run ocarina, then Brawl's airdodge will be just like
melee's. A thing to note is that I hear that it has less lenient timing and
older versions of the cheat crash the game when R.O.B airdodges. To wavedash,
jump, hold downward direction, and airdodge immediately after your jump begins.

(I apologize for such a small section on wavedashing, but this is all the info
I have pieced together on the matter right now. Since I probably won't softmod
my wii, I will have to ask one of you, or a youtuber to post a vid for it.)

Edit: Ignore the above paragraph.

How to wavedash:
To wavedash, just jump. Look at how your character of choice jumps. Right after
that character jumps, airdodge downwards. When done correctly (It took me an 
eternity to figure out how to do this right,) you should just have smoke appear
below your character. They shouldn't look like they jump at all. When you get
proficient, you should be able to dodge into the ground at an angle to slide 
across the ground and that will allow you to move back and forth, the big part
of the wavedash's usefulness. The wavedash allows you to perform any move out
of it, much like a hyphen smash does, except ANY move can be done out of it
that can be normally done on the ground. This opens up many possibilities to 
things, such as moving around to dodge an attack then sliding back up to hit
them with a powerful Ike forward tilt. There are other possibilities, but that
is what I usually use it for.

Counters to the wavedash.
If you don't have the wavedash cheat and you are playing online, then the
opponent will not be able to wavedash either. Simple. If you DO have the cheat,
just try and out do them at wavedashing. If all else fails, just practice.
-------------------------------------------------------------------------------
Credits:

Faqs.IGN - For hosting this guide (If they do Decide to host it, this is first
Version)

You - For Reading this

Friends who will not be named - For helping me stumble over the Character AT's,
which made me decide to make this a AT and Character Specific Guide.

PNDalal - For writing a Melee Advanced Techniques guide, and thus inspiring
me to write one for Brawl

-------------------------------------------------------------------------------
Copyright Donald Kelsey 10-8-08



Super Smash Bros. Brawl: Advanced Technique FAQ by dariencove
Version 0.1.1, Last Updated 2008-10-28 View/Download Original File
Hosted by GameFAQs
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