Roll cancel item throw

It allows you to smash throw OoS which goes farther

It allows you to smashthrow turnips OoS behind you without jumping

Easy, consistent, and more useful alternative to Pivot smashthrow because it can be done out of running shieldstop or pivot shield out of a dashdance

CC ftilt

Has more horizontal reach than dsmash

Can hit airborne opponents such as a marth thats spacing rising fair and can even hit Falcon out of his nair beore the second hit comes out

Can combo fastfallers at high % instead of sending them far behind.

Can combo shiek for a large % range

Can set up juggles on floaties

SH rising dair/upair -> buffer float



SH rising bair -> DJ float



During initial roll frames you can press A with the control stick in the direction of the roll to smashthrow an item. There are a couple of applications for this.Here is the frame data for turnip throws in case you wanna know.-------------------------------------Veggie throw groundTotal: 23release: 10 (forward, back)Release: 11 (up)Release: 9 (down)In case anyone is wondering, I have the hitstun color overlay set to black so fox is hard to see after I hit him with ftilt.Anyway take a look at the frame data for ftilt-------------------------------------F TiltTotal: 41Hit: 6-13IASA: 37-------------------------------------Just like Samus dsmash it is a frame 6 ground option. As shown in the gyf Ftilt can be done out of a crouch by holding the control stick at the diagonal notches and hitting A. If your notches are too low you can always roll it a bit upwards along the gate and hit A after CCing an attack. Alternatively you can try to adjust your notches.Anyway CC ftilt has a few advantages over CC dsmash.This is the new tech(as far as i know) that I menioned earlier. Having looked at Peach's frame data for her SH and her aerials I realized that her high SH actually has a lot of utility but is underused as most peaches opt to FC aerials instead.Anyway, if you hold X/Y during SH rising upair/dair you'll buffer a float before you hit the ground and keep your DJ. Another advantage is that you can drift the whole time you're airborne whereas a float aerial requires a downward input which delays your spacing and hitboxes.Upair: basically like a Float upair but it hits higher, covers more space, and comes out a little faster. It's better for juggling and is a great tool for sharking under platforms.Dair: SH rising dair is an amazing move for stuffing characters who lack disjointed approaches like Fox, sheik, Luigi, pika etc. The SH height lets you avoid projectiles(fox lasers) and close distance without being susceptible to CC/ASDI. You can hit dair and drift away to avoid punishes and buffer float to keep moving backwards and have the option to stuff with a FC aerial. Alternatively you can SH rising dair-> nair to punish an ASDI down attempt as SH rising dair ->nair will trade with a frame 4 option and beat anything that is slower. If it hits shield a low nair is 0 on shield so you'll still be safe.You can also waveland out of SH rising dairif you wanna pull away real fast.Really underused tool although it is a situational one. It is great at stuffing SH aerials because of the height and good against lasers(both). Before Peach hits the ground you can DJ but you have to keep rising for a bit or you'll float land. If you hold X/Y, tap jump, and then immediately hold down you'll float as shown in the gyf.Edit: in case the gyfs here are too laggy you can view them here