Editing Glide toss

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[[File:Diddy-kong-glide-toss.gif|200px|thumb|{{SSBB|Diddy Kong}} performing a chain of glide tosses with his [[Banana Peel|bananas]] on {{SSBB|Zero Suit Samus}}.]]
[[File:Diddy-kong-glide-toss.gif|200px|thumb|{{SSBB|Diddy Kong}} performing a chain of glide tosses with his [[Banana Peel|bananas]] on {{SSBB|Zero Suit Samus}}.]]


'''Glide tossing''' is an advanced [[technique]] in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' that allows a character to cancel their [[roll]]ing 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 {{SSB|Link}} is the only character who can generate items, and {{SSB|Samus}} 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.
'''Glide tossing''' is an advanced [[technique]] in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' that allows a character to cancel their [[roll]]ing animation with an [[Item throw|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 {{SSB|Link}} is the only character who can generate items, and {{SSB|Samus}} 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==
==Performing the technique==
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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]].
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===
====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:
The following characters have the ability to create items that they can use to perform a glide toss:
*{{SSBB|Zero Suit Samus}}: [[Power Suit Piece]]s, created on start/transformation.
*{{SSBB|Zero Suit Samus}}: [[Power Suit Piece]]s, created on start/transformation.
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==Dash item throw cancel item throw (DITCIT)==
==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.  
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".
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".

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