Editing Glide toss
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==Performing the technique== | ==Performing the technique== | ||
To perform a glide toss, the player must be holding a light item. They must then perform a [[roll]] and | To perform a glide toss, the player must be holding a light item. They must then perform a [[roll]] and almost immediately (a six frame window in ''Melee'' and a five frame window in ''Brawl'') after, throw the item in any direction. The character will then cancel the roll and throw the item, but as the player's momentum is kept from the roll, the character will slide along the ground. | ||
The traveled distance depends on the character's traction, the direction of roll, the speed of the roll and the direction and moment the item was thrown. In general, the later the item is thrown, the bigger the glide, as characters have more momentum further into their rolls. | The traveled distance depends on the character's traction, the direction of roll, the speed of the roll and the direction and moment the item was thrown. In general, the later the item is thrown, the bigger the glide, as characters have more momentum further into their rolls. | ||
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==Throw distances== | ==Throw distances== | ||
The user BurningCrusader777 from SmashBoards performed a study on the distance each character can achieve with this technique. There are 4 ways to glide toss, given that throwing up and down is normally the same as a forward throw, except it gives less distance. Forward roll with a forward throw, backward roll with forward throw, forward roll with reverse throw, and backward roll with reverse throw. | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
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==Aerial glide tossing== | ==Aerial glide tossing== | ||
In ''Melee'', there is a method to perform a glide toss while in the air. Performing a directional [[air dodge]] and then throwing an item | In ''Melee'', there is a method to perform a glide toss while in the air. Performing a directional [[air dodge]] and then throwing an item will result in the item toss canceling the air dodge, essentially being an '''"aerial glide toss"'''. {{SSBM|Peach}} and {{SSBM|Captain Falcon}} benefit the most from the aerial glide toss, especially in Peach's case, as she can generate items. Naturally with the removal of directional air dodges, it can no longer be performed in ''Brawl'' although the player can still cancel the air dodge animation with an item toss. | ||
{{#widget:YouTube|id=r6JGpiiMqKM}} | {{#widget:YouTube|id=r6JGpiiMqKM}} | ||
==Dash item throw cancel item throw (DITCIT)== | ==Dash item throw cancel item throw (DITCIT)== | ||
In ''Brawl'', a new technique with extremely similar uses and applications was introduced which allowed for a player to cancel a dash item toss with an up smash item toss, know as a '''Dash Item Throw Cancel Item Throw''' (alternatively a '''DITCIT''' or a super glide toss). The technique is essentially a [[dash attack canceled up smash]], except that the player is holding an item while performing it. The player performs a dash item toss and then they quickly perform an up smash input item toss. This will result in the character throwing the item upward while sliding forward a variable distance, depending on the character. Throwing the item in other directions is also possible. Throwing the item forward requires the control stick to be forward and slightly upwards before the smash attack is inputted, backwards requires the control stick to be slightly diagonal in the other direction and then immediately upward, and downward requires the control stick to be held down and then up immediately afterward. | In ''Brawl'', a new technique with extremely similar uses and applications was introduced which allowed for a player to cancel a dash item toss with an up smash item toss, know as a '''Dash Item Throw Cancel Item Throw''' (alternatively a '''DITCIT''' or a super glide toss). The technique is essentially a [[dash attack canceled up smash]], except that the player is holding an item while performing it. The player performs a dash item toss and then they quickly perform an up smash input item toss. This will result in the character throwing the item upward while sliding forward a variable distance, depending on the character. Throwing the item in other directions is also possible. Throwing the item forward requires the control stick to be forward and slightly upwards before the smash attack is inputted, backwards requires the control stick to be slightly diagonal in the other direction and then immediately upward, and downward requires the control stick to be held down and then up immediately afterward. | ||
Much like with a DACUS, different characters have different DITCIT windows, with some characters having a longer window to perform it than others. The exact window a character has is 1 frame shorter than the coded length of their jumpsquat. If delayed, characters with a long DITCIT window (such as with [[Link]] or [[R.O.B.]]), the item will only be thrown forward, but another item throw animation will follow the first animation, with this second "fake-out" animation corresponding to the direction the control stick was in before the slide was triggered. The technique is easier to perform with characters with a "fake-out" animation however, the DITCIT does not slide as far with a "fake-out". | Much like with a DACUS, different characters have different DITCIT windows, with some characters having a longer window to perform it than others. The exact window a character has is 1 frame shorter than the coded length of their jumpsquat. If delayed, characters with a long DITCIT window (such as with [[Link]] or [[R.O.B.]]), the item will only be thrown forward, but another item throw animation will follow the first animation, with this second "fake-out" animation corresponding to the direction the control stick was in before the slide was triggered. The technique is easier to perform with characters with a "fake-out" animation however, the DITCIT does not slide as far with a "fake-out". | ||
Unlike with standard glide tossing and DACUS, DITCIT was retained in ''Smash 4'' and with the removal of the former, it became an even more effective technique. The characters who benefitted the most from the technique were characters who can spawn their own items, and characters who could slide a long distance with it (especially if it covers noticeably more distance than a regular glide toss). Link (in both ''Brawl'' and ''Smash 4'', with his version of the technique being called "bombsliding") and {{SSB4|Mega Man}} were two characters who greatly benefitted from the technique as they could generate their own items and they could travel a long distance when performing the technique. | Unlike with standard glide tossing and DACUS, DITCIT was retained in ''Smash 4'' and with the removal of the former, it became an even more effective technique. The characters who benefitted the most from the technique were characters who can spawn their own items, and characters who could slide a long distance with it (especially if it covers noticeably more distance than a regular glide toss). Link (in both ''Brawl'' and ''Smash 4'', with his version of the technique being called "bombsliding") and {{SSB4|Mega Man}} were two characters who greatly benefitted from the technique as they could generate their own items and they could travel a long distance when performing the technique. | ||
In ''Ultimate'', the increased traction of all characters results in DITCIT generally covering less distance than in ''Brawl'' and ''Smash 4''. Additionally, the DITCIT window has universally been reduced to only two frames as the entire cast now universally has 3 frame jumpsquats (with the only exception being {{SSBU|Kazuya}}, who has a 7 frame jumpsquat and a much more lenient DITCIT window as a result). Altogether, these changes largely remove the technique's utility. | In ''Ultimate'', the increased traction of all characters results in DITCIT generally covering less distance than in ''Brawl'' and ''Smash 4''. Additionally, the DITCIT window has universally been reduced to only two frames as the entire cast now universally has 3 frame jumpsquats (with the only exception being {{SSBU|Kazuya}}, who has a 7 frame jumpsquat and a much more lenient DITCIT window as a result). Altogether, these changes largely remove the technique's utility. | ||
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*[[Ike]] | *[[Ike]] | ||
*{{SSBB|Ivysaur}} | *{{SSBB|Ivysaur}} | ||
*[[Link]] (with | *[[Link]] (with [[Bomb (Link)|Bomb]]s) | ||
*[[Lucas]] | *[[Lucas]] | ||
*[[Luigi]] | *[[Luigi]] | ||
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*[[Ness]] | *[[Ness]] | ||
*{{SSB4|Pac-Man}} (with [[Bonus Fruit]]s) | *{{SSB4|Pac-Man}} (with [[Bonus Fruit]]s) | ||
*{{SSB4|Palutena}} | *{{SSB4|Palutena}} | ||
*[[R.O.B.]] (with [[Gyro]]s) | *[[R.O.B.]] (with [[Gyro]]s) | ||
*{{SSB4|Ryu}} | *{{SSB4|Ryu}} | ||
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*[[Jump cancel throw]] | *[[Jump cancel throw]] | ||
== | ==External links== | ||
*[http://www.smashboards.com/showthread.php?t=172861 List of Glide Toss Distances] | |||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] | ||
[[Category:Advanced techniques]] | [[Category:Advanced techniques]] |