Edge momentum shifting
The Cape Glide is an advanced technique used for Mario in Super Smash Bros. Brawl. It is the act of Mario dashing off the stage and using his running momentum with his cape to reach great distances of the edge. DK can also preform this technique the same way Mario can using his forward special move. Another name for cape glide is Aerial Cape Extension.
How to Cape Glide
Cape gliding or cging is very tricky to master but once gotten down, can be amazing for edge guarding. To start a cg, first dash towards the edge, then just as Mario goes over the edge, you initiate the cape. The result should be that Mario glides out a long distance off the stage with his mid air jump saved. If done wrong Mario will either barely go anywhere or a slight glide will be produced but both are pretty useless considering that you can just jump out that far.
Applications
There are many ways of using the cape glide for edge guarding purposes mostly. All of the aerial moves can be done at this point but probably the most useful would be his fair meteor smash because if timed right you can always recover with a cape glide and it looks very professional. For Donkey Kong, the Forward B is the meteor, so it is very useful for spiking opponents that DK would not be able to hit otherwise (his other spikes would be too slow).
Another use that is a bit trickier but a very good edge guard technique is to do what some call a "Fludd Wall" or FW. This is done by cging (assuming Fludd is fully charged) then mid air jumping and then immediately use FLUDD. This will cause Mario to fall while using spraying as an edge guard making a "wall". Note that to recover from this you must immediately use Mario's up-B or else you will self-destruct. With the right timing, the cg can edge guard on its own just like the stationary cape does.
Additionally, the technique is also useful for quick maneuverability on levels with midair platforms such as Battlefield.
Video
<youtube> yCkv2A4Oe9s</youtube