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Moving Forward: Adapting to Ultimate’s Mechanics

Joined
Jun 4, 2006
Messages
8,377
Location
Long Beach,California
Most, if not all of us are familiar with how Super Smash Bros. functions from as a game, but a lot of players fail to do their best in competition—it’s a number of things; performance anxiety, character counter picks, not being able to beat certain players, etc. But for a lot of early on goers don’t asses their habits from previous games that could potentially can hinder them going forward. So, I wanted to focus on the mechanics of Ultimate, how these changes will affect your gameplay, and what can you do to move forward.

I’m just gonna keep it simple, and anyone who has any ideas or opinion feel free to contribute. Cool?

Air dodging:

This is a pretty big one, especially since the game has two integrated air dodges in the game. Not only that, you are limited to one 1 air dodge while air born.

You have the directional air dodge, which is omni directional and gives you a copeous amount of lag when landing on the ground. And you have the directionless air dodge that has no lag upon landing.

If you air dodge like in smash 4, you’re going to get punished very hard. most players on reaction would just do it because they can do it over and over without consequence.

What you can start doing is thinking of other options in Smash 4 that won’t get you punished. And while it’s not always good to air dodge all the time in any smash game, players would sooner do the former. So try:

Attacking and going for a trade upon landing, or land normally when you’re out of stun. You may be able to react to your opponents doing this if they anticipate another air dodge.

Jabs:

Jabs in this game function odly, most basic Jabs like Mario’s, Marth’s and Fox’s don’t have set knock back like in the other smash games, rather they suck you in place like a vacuum hitbox.

Characters with solid jabs often use it as a set up to follow up with another move. Jab 1>Grab being a good option for characters like Fox who want guaranteed damage and follow ups. But if a jab sequence isn’t fully committed to in ultimate, you don’t get frame advantage; it may actually be bad to do. Some characters do retain knockback on Jab 1, like Roy/Chrom, but they were designed that way.

The best way to practice this is to I guess complete your jabs, or at the very least minimize resets depend on the character.

Grab Teching:

New to Smash, you can now tech a grab just like you would in a traditional fighter; by pressing grab at the moment they do it.

This change disrupts the defensive flow games have had by neutralizing an option that often benefited the character with better frame data on their grab.

Tomohawking, which for those of you who don’t know, is a making an empty short hop and fast fall that often forces a reaction out of an opponent or placed them in position for a mix up. The common follow up for quick damage is usually tomahawk to grab, but a defending player now has the option to tech the grab. But on the flip side, a defending character can follow up with a shield grab, and if the offending player spaces well enough, he can stop the grab.

There are a lot of scenarios with this, so I guess the best thing you can do is to continue to play and raise your situational awareness. Get grabs on your opponent whenever you can, and recognize when they want it. If you’re playing against DK or Luigi these situations could be obvious, as it is within the characters best interest to grab quickly.

These are just based on observation, but I would really like it if players have noticed anything about the game they may have to prepare for in the long run. I’ve personally played the demo, and while it felt great, the need to adapt is still there. So please, share your ideas. What are some things in the game we’ve seen so far that may shake the perception of how we will play.
 
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