Editing Glide toss

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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 from frames 2 to 4 will result in the item toss canceling the air dodge,<ref name="Glide Tossing in Melee"/> 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. In ''Brawl'', the player can still cancel the air dodge animation with an item toss; however, with the removal of directional air dodges, this technique is essentially pointless, effectively removing the aerial glide toss from the game.
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 from frames 2 to 4 will result in the item toss canceling the air dodge<ref name="Glide Tossing in Melee"/>, 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. In ''Brawl'', the player can still cancel the air dodge animation with an item toss; however, with the removal of directional air dodges, this technique is essentially pointless, effectively removing the '''aerial glide toss''' from the game.


{{#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 {{b|Bomb|Link}}s)
*[[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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