Glide toss

Glide tossing is an advanced technique in Super Smash Bros. Melee and Super Smash Bros. Brawl that allows a character to cancel their rolling animation with an item throw (if they are holding a light item), which can result in some characters sliding forwards. As with other techniques that cause characters to slide, the technique allows characters to move across the stage while being able to use any attack or action. Glide tossing was technically introduced in Smash 64, albeit in an extremely primitive form, as is the only character who can generate items, and is the only character who can cover any distance with a glide toss; even then, Samus covers a very short distance. It then become a slightly more effective technique in Melee, and a much more effective and useful technique in Brawl. In Smash 4, throwing an item out of a roll does not grant any extra distance, much like characters in previous installments who gained no distance from a glide toss, effectively removing glide tossing. In Ultimate, the window to input an item throw out of a roll has been reduced to two frames, further removing the chance of glide tossing.
==Performing the technique==
To perform a glide toss, the player must be holding a light item. They must then perform a roll and, almost immediately (a five frame window in MeleeGlide Tossing in Melee by Sycorax and in Brawl) after, throw the item in any direction. The character will then cancel the roll and throw the item, but as the player's momentum is kept from the roll, the character will slide along the ground.
The traveled distance depends on the character's traction, the direction of roll, the speed of the roll and the direction and moment the item was thrown. In general, the later the item is thrown, the bigger the glide, as characters have more momentum further into their rolls.
The technique can be performed by every character, with the exception of in Brawl, as his unique shield prevents him from glide tossing (although this is strangely only the case in Brawl, as he can glide toss in every other game).
==Applications==
Some characters can benefit greatly from the speed boost gained with a glide toss, allowing them to cover large distances in short time. Given the throwing animation's short duration, a glide toss is usually safer than other approach methods, such as a dash item toss.
===Uses in competitive play===
Due to the fact that items are turned off by default in competitive play, glide tossing is limited in application. However, there are some characters that can produce their own items. For these characters, glide tossing serves as an excellent means of approach (granted that their glide tosses travel a serviceable distance). Glide tossing is faster and less punishable than dash tossing an item (in addition to potentially travelling more distance than a jump cancel throw depending on the character), and it leaves the character standing at the end, ready to segue into any of their moves. It moves the character forward with the advantages of a forward roll, but without the disadvantages. It also allows the character to throw as fast as their standing item throw, but while moving forward to help advance.
A few characters have truly outstanding glide tosses that allow them to slide much further than others, particularly (highest average distance), (second highest average) and , the latter of which can throw her powerful power suit pieces out of a glide toss during the beginning of a match, immediately attack with her down smash should the opponent be at very low percents, and then regrab her item once the opponent has been knocked away. also makes an excellent glide tosser due to her vegetable down special, though not quite as powerful; she can combine her floating approach with her long-ranged glide toss at any time to frustrate opponents. 's glide toss covers a very large distance, and combined with his Gyro and low-lag ground game, his glide toss is one of the most dangerous.
While glide tossing is nearly limited to characters that can produce items, most characters can glide toss in competitive play if they manage to catch said items. Some characters gain no distance by glide tossing, so they may be better off with other item approach methods (such as a jump cancel throw or a DITCIT). There is a difference between a character's glide toss not gaining any distance and not being able to perform this technique; a character that has a distance of 0 for their glide toss will still be able to cancel the initial roll.
===Characters who can glide toss with self-generated items===
The following characters have the ability to create items that they can use to perform a glide toss:
*: Power Suit Pieces, created on start/transformation.
*: Hand Grenades, created by his neutral special. They must be shield dropped first and picked back up.
*: Vegetables, created by her down special.
*: Banana Peels, created by his down special. An opponent or teammate can also grab peanuts from Peanut Popgun, by air dodging.
*: Wheels, created by destroying the Wario Bike (the bike itself cannot be used for glide tossing as it is a heavy item).
*: Gyros, created by down special.
*: Can copy Snake's Hand Grenades.
==Throw distances==
On Smashboards, a user performed a studyList of Glide Toss Distances by BurningCrusader777 on the distance each character in Brawl can achieve with this technique. There are 4 ways to glide toss, given that throwing up and down is normally the same as a forward throw, except it gives less distance. Forward roll with a forward throw, backward roll with forward throw, forward roll with reverse throw, and backward roll with reverse throw.
Character 	Forward	Backward	Forward reverse	Backward reverse	Average
Bowser 	0 	0 	0 	0 	0
Captain Falcon 	1.357 	2.6426 	1.357 	2.6426 	1.9998
Charizard 	0.2856 	0 	0.2856 	0 	0.1428
Diddy Kong 	1.5355 	1.8568 	1.7854 	1.8568 	1.7586
Donkey Kong 	4.2142 	0 	4.2142 	0 	2.071
Falco 	4 	0 	4 	0 	2
Fox 	0.714 	0.7854 	0.714 	0.714 	0.7319
Ganondorf 	1.3927 	1.1785 	1.2142 	1.2142 	1.2499
Ice Climbers 	0.6426 	0 	0.6426 	0 	0.3213
Ike 	0 	1.0714 	0 	1.0714 	0.0357
Ivysaur 	1.6783 	1.2142 	1.4641 	1.3213 	1.4195
Jigglypuff 	0 	0 	0 	0 	0
King Dedede 	0 	0 	0 	0 	0
Kirby 	0 	0 	0 	0 	0
Link 	0 	0 	0 	0 	0
Lucario 	0.714 	1.6426 	0.714 	1.7497 	1.2051
Lucas 	0.357 	0.5712 	0.357 	0.5712 	0.4641
Luigi 	0.1785 	0.357 	1.4284 	6.0714 	2.0088
Mario 	0.4284 	1.357 	0.4284 	1.3213 	0.8838
Marth 	1.357 	5.357 	1.357 	5.357 	3.357
Meta Knight 	4.5712 	4.4284 	4.5712 	4.4284 	4.4998
Mr. Game & Watch	4.1428 	4.2142 	4.1428 	4.2142 	4.1785
Ness 	0.357 	0.5712 	0.357 	0.5712 	0.4641
Olimar 	0.9282 	0.6426 	0.9282 	0.6426 	0.7854
Peach 	2.1071 	0.4641 	2.0714 	1 	1.4107
Pikachu 	1.0714 	1.0714 	0.4284 	0.5 	0.7678
Pit 	5.0714 	4.8925 	5.0714 	5 	5.0088
R.O.B. 	2.2142 	2.5355 	2.2142 	2.6783 	2.4106
Samus 	0.9639 	1.714 	0.9639 	1.714 	1.339
Sheik 	0 	0 	0 	0 	0
Snake 	1.0357 	1.4641 	1.0357 	1.5 	1.2589
Sonic 	4.1785 	4.0714 	4.1428 	4.1071 	4.125
Squirtle 	2.1428 	1.7854 	2.1428 	1.7854 	1.9641
Toon Link 	0 	0 	0 	0 	0
Wario 	1 	1 	1 	1 	1
Wolf 	0.8568 	0.9282 	0.8568 	0.9282 	0.8925
Yoshi 	N/A 	N/A 	N/A 	N/A 	N/A
Zelda 	1.4284 	1.6069 	1.5 	1.714 	1.5623
Zero Suit Samus 	2 	0 	2.1428 	0 	1.0357
==Video tutorial==
==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, essentially being an "aerial glide toss". and benefit the most from the aerial glide toss, especially in Peach's case, as she can generate items. It's worth noting, however, that this will reset the fighter's momentum to whatever it was before the air dodge was input, which can look jarring if the player input an air dodge direction opposite their momentum. 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.
===Air dodge cancel item throw (ADCIT)===
In Ultimate, players can still cancel an air dodge with an item toss; however, the window to do so has been shrunk to 2 frames (frames 2-3),Air Dodge Cancel Item Throw GUIDE by ESAM making the technique slightly more difficult but still possible for most players, and the technique was renamed to the Air dodge cancel item throw, sometimes shortened to just Air dodge cancel. The technique is once again useful in Ultimate, but its application has changed significantly, being a way to regrab items after a Z-drop and toss them again without having to go through the lag of a full air dodge, which is what happens if the player inputs the Z button twice in an attempt to follow up a Z-drop with an item throw, rather than a way to augment aerial item throws in the neutral game.
==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.
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 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 , 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.
===Characters that can gain distance with DITCIT===
* (with Mechakoopas)
*
*
*
*
*
*Fox
*
*Ike
*
*Link (with s)
*Lucas
*Luigi
*Mario
* (with Metal Blades)
*Meta Knight
*
*
*
*
*Ness
* (with Bonus Fruits)
*
*R.O.B. (with Gyros)
*
*
* (with Bombs)
* (with Timber pieces)
*
*
*Yoshi
*
==Pivot cancel item toss==
In Smash 4 and Ultimate, it is possible to throw items out of a dash turnaround. The player must dash and then perform a turnaround and then they can throw the item. In Smash 4, the technique is not very useful due to jump cancel throws being more effective and it is only possible to throw items forward, but in Ultimate, the technique is significantly more useful as jump cancel throws are more difficult due to decreased jumpsquats and it is possible to throw an item in any direction out of a pivot in Ultimate.
==See also==
*Jump cancel throw
==References==
Category:Techniques (SSBM)
Category:Techniques (SSBB)
Category:Advanced techniques