![]() ![]() Wall/Corner Clipping: Under very rare circumstances, it’s possible to clip through certain walls or ceilings as if they didn’t exist, through abusing several moving pieces of collision, one’s own collision points, or simply hitting a wall-ceiling corner at the right speed.If one takes damage before the transition occurs, the camera doesn’t freeze in place. ![]() ![]() Ambush End Damage Boost: When an ambush ends, the camera goes back to following you instead of centering around an area.As the fight area’s blastzones also still exist, however, I can’t move too far on my own without dying - this is why you often see me perched motionless in an arbitrary location with the glitch active - I’m right at the edge of a blastzone. This is used in many areas to completely skip past a fight. The camera’s own blastzones also still exist, which means moving far away enough from an enemy causes it to despawn. Pause Glitch: Pausing on the frame one enters an Ambush causes the camera to continue following one around instead of centering on the main fight area.In the Timing Table at the bottom of the page, I’ll make note of these instances, and also tally entire level timings alongside individual room timings to weed out random loading variants that aren’t from actual strategies. Even though loading times aren’t meant to be considered as official time losses or improvements, there are several instances in the new version that save time over the old TAS due to legitimate loading strategies, like not having to reload certain characters’ data (Yoshi in The Lake Shore) or loading character data early (ROB in Subspace Bomb Factory 2). Can provide significant boosts in speed, depending on the character.īrawl’s loading is rather infamous in the community for being quite a bit longer than both previous and future entries, no thanks in part to being the first Wii game released on a dual-layered disk. DACUS: Short for “Dash Attack Cancelled Up Smash”, performed when a character cancels a dash attack with an Up Smash.Shield SDI: Similar to SDI, but when shielding an attack. ![]() One can input a diagonal after a cardinal (I.E Left, then Left+Up), but not the reverse (I.E Left+Up, then Left). Unlike DI, SDI is only precise to the cardinal and diagonal directions.
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