Item Tech Thread:
If you use a tilt/dash-attack to pick up an item then cancel that attack within the first few frames by jumping, you will buffer an item throw, and if instead you press both jump and shield you will buffer a z-drop (use A-stick to ensure joystick is in neutral).
This is in many instances the fastest way to use an item you're not holding.
If you're facing the item, you can pick it up with the full range of an f-tilt even if you hit the A-stick backwards, allowing you to turn around and z-drop the item far from where it was initially.
When you grab someone who has used their DJ and there was no ground directly beneath them when they were grabbed, if you buffer your throw they will not get their DJ back regardless of how far away from the edge (of the stage/platform) you were standing. (Think tether grabs.)
Obviously you can just f-throw them off-stage, but also consider the possibility of doing another throw direction to set up a kill vs an opponent trying to escape with DJ.
(Initial testing seems to indicate that it works with any character against any character using any throw.)
Fun Hylian Shield mechanic I just noticed that applies to all 3 Links
They can block the explosion of a bomb with the HS if they face the opposite direction to the one who threw/dropped the bomb (i.e. not necessarily them) when the bomb was thrown/dropped.
Link can of course shield his bomb's timed explosion, but he will probably get more use out of blocking forced detonations after he drops/throws the bomb at his feet and puts it between him and the opponent. (hitting it will not reset the side you need to be on)
Quick 8-post thread about bomb re-activation mechanics and how they tie in with a weird, universal, pseudo-parry mechanic that has existed since before Ultimate's parry was a thing.
Only the shield-drop animation does this. Performing something else OoS (e.g. jumping/spotdodging) or cancelling the shield-drop animation will cancel the effect of the pseudo-parry.
Of course it does not actually 'parry', it simply behaves like a shield during the parry-window.
Link-specific thread:
I've been experimenting with hitting the bomb to help with 2-framing recoveries; hitting it increases the amount of active hitbox frames because of hitlag, making the strict timing more lenient.
So far I've thought of 2 pretty good examples.
1. Setup a bomb next to the edge (no bomb? FH towards edge, instant bomb pull, dj down-throw, drift into place) then D-smash it near the hilt with your tip past the edge before they recover. You'll have 9-11 active hitbox frames depending on charge. Not all recoveries can be hit.
