Thanks for watching. I know I've been out for a while, so I'll see if I can put something a little more casual out in the next few weeks. Nothing for certain, though! This one just took me a while. Also, reminder that I have a Ko-Fi page if you'd like to support me. The highest tier just had a price reduction, so you can get your name featured at the end of the videos for cheaper now! LINK: ko-fi.com/FireThePyro
I think you perfectly explained why Steve is top 1 with how broken jumping is. also you're godlike for using One Step From Eden music, love your stuff!
Fun fact: a grounded footstool grands you 21 frames of advantage over the opponent. Byleth’s down air is frame 22, and therefore one single frame away from working
Another fun fact: a select few characters, for some reason, have 1 less frame of animation on their "I'm being footstooled" animation, so you have one less frame of advantage in them after grounded footstool
"even without a good attack, footstooling allows for characters to escape pressure and stun their opponent while they get into a better position" Our time is now, Plant Gang.
@F1zzy56 Correct me if I'm wrong, but I'm pretty sure they're referring to the fact that Piranha Plant has an auto-attack if you footstool it while it's crouching.
Iirc a long time ago someone made a big chart of every character's option to punish Plant for doing that Basically since Plant doesn't stun you in place after the footstool, the attack isn't true to connect into itself because you are still immediately actionable after the footstool It would be a cool passive to give Plant the ability to be immune to footstools, that'd be interesting
@@Smileyfacegreat Yes he can use aerials in some niche situations. Like an up-air out of up-tilt to set up for a platform tech chase sometimes. A neutral air (frame 2) to interupt certain combos or strings. (People think way too much of n-air just because it's frame 2) The most notable use is the d-air recovery boosting Mac can do. By down-airing after his double jump to gain extra range on his up-b by giving it more horizontal reach. And that's really about all viable options he has with his aerials. Yes, he can technically set up a tech-situation with back air like Peanut sometimes does just to troll his opponents. But f-tilt or daf-smash are way better at it and do more damage. F-air is sometimes used to knock people further off-stage. Thing is, Mac doesn't reallt belong that far offstage, he isn't made for edge-guarding that far offstage, he mostly stays really close to the ledge when edgeguarding. When he is unwillingly up in the air while the opponent tries to get him offstage, his best options in the air are almost always his specials. Side-b for a horizontal boost. (doesn't refill after getting hit tho) Counter for calling out obvious attacks, which also gains him horizontal momentum. Neutral-b for armoring through weaker attacks while falling back to the stage. Up-b if the opponent ends up above you for some damage and sometimes a kill. So yes like you said: He CAN use the aerials sometimes, it's just not that good.
@@unknwn6448UHHH NOPE! Bowser was the only character in Melee to have a jumpsquat of EIGHT FRAMES! And worse, Giga Bowser somehow only had SIX FRAMES! Which that doesn’t even make sense. Also 8 in brawl but is now only the second worst jumpsquat ONE FRAME behind Snake. To back to being the only one with 8 in smash 4, to finally everyone in ultimate (obviously except kazuya) getting the best jumpsquat of 3. Oh and btw giga bowser in ultimate has 15 FRAMES! Finally now it makes sense
My favourite part is how jumping on enemies is his signature attack, the one he uses in almost every single game (especially the RPGs), so naturally they put it on his evil twin that went to med school
yeah I DID NOT KNOW that phantom footstools had freaking intangebility for 4 frames, that's way too good for something that happens accidentely 98% of the time
It certainly explains a lot of interactions! I know Gimr made a video several years ago saying that footstooling was a broken escape option but I don't think we knew back then it was outright intangible, I'm gonna have to go for it against brawler-type characters a lot more often
Reminds me when the Project Ultimate team (That first attempt at a PM mod that got DMCA) removed those, then followed it up with "Because we value good game design"
@@2goodsharks to be frank Link in a lot of Cinematics regardless what Link it is, is shown to be jumping and leaping across athletically. 3D fighters in terms of jumps were always bad from the start even with Virtua Fighter.
@@bN_isheeere Jumping in 2-D fighters is committal, but it's still a good option to throw in every now and then to avoid fireballs and some pokes. From what I understand of 3-D fighters, or at least Tekken, jumping is kinda designed to be outright bad. To me, I feel like the other fighting game characters having decent jumps makes sense.
@@StateOfTheMind11225 Since Ultimate uses his BotW model I was more referring to that as the source. The jump in that game is pretty awful and really only useful for getting unstuck.
I'm surprised the universal jump squat is seen as niche knowledge, back in the Pushblock Gaming days of pre-release analysis this was one of the most important and likewise most talked about feature in favour for why ultimate wouldn't be another smash 4. Aye, ultimate pre-release time was bonkers. I suppose enough time has passed by then. Wonderful video, the effect of Fox being buried by stock icons was very well animated.
Yeah, I remember pre-release discussion, everyone was excited that long-time low tiers might actually be competitive in Ult. And well... we were kinda right.
I think the general consensus is that it was 100% the right call. Slow jumpsquat makes heavies feel a lot better and makes them more competitive with little drawback in comparison to having it in and balancing around that (Refering to Project M's DK monstrosity). I think next smash game we'll likely see universally better anti-airs to balance out the fast jumpsquat and vertical movement
I'm always astounded by how many things there are that contribute to the movement and physics of smash. You've got standard character air speed, weights, jumpsquat times, falling speeds, initial jump velocity, etc. there's just so much of it all it's pretty overwhelming. There've been lots of games that try to simulate more realistic physics but as far as I can tell smash is the ONLY one that's a somewhat serious fighting game. Even its competitors seem like they simplify the system with less physics mechanics in general and I wonder if they're better or worse off for it.
Nintendo does this a lot for some reason. It's the same with Mario kart where the in game stat sheet for each kart has several hidden stats that severely affects the controls of your vehicle like how some vehicles drift inwards and outwards. Theres no way to know this other than trying it out in game or external Wikis. For being the 'casual game' company they like to throw these hardcore curveballs sometimes
I have to say, for such a small subscriber count, you have an astoundingly captivating and eye-catching way of making content like this. I haven't touched a Smash game in a year and yet you've got me binge watching this videos. I hope the algorithms boost your stuff more soon, 'cause you sure as hell deserve it.
Nah this is so true though. I got introduced to the game in Smash 4, so learning how to play the game in even a semi-competitive way meant that I had to learn to be patient, spam shield, and not fuck up. I was still playing smash 4 about 3 years after Ultimate came out, honing perfect shields and spacing, locking down defensive and patient play styles, and trying my best to break the low tier allegations (I was a Game and Watch main.) That's about 7 years of playing the game like this. Switching to Ultimate felt so alien and weird and I still struggle with it. It was all so fast, harder to react to and deal with. Suddenly, instead of being rewarded for patience and shielding attacks, I was being grabbed, comboed, and killed at ludicrously early percents. (Again, started as a Game and Watch main, so that's like at 40% against a roy spamming fsmash.) I hated the game for a while, because the play style I spent so long developing just got invalidated. I eventually learned the game and love it, this isn't a cope piece about Smash 4 (that game is good, but very boring compared to ultimate,) but the biggest hurdle to jump (get it?) was learning how to be more mobile, especially in jumping. (Fuck footstools, though. Those changed completely) I think another thing worth mentioning are airdodges. Having an infinite amount of them in Smash 4 made it exponentially easier to land/avoid edge-guards, especially with how lagless they were at the end. Having the airdodge mechanic be changed was huge for the aggression in Ultimate. you can't airdodge out of juggles anymore, because you only HAVE one airdodge, and the lag on it can be punishing if you get read. Not to mention it hurts your recovery,
@@Nouser_237 Ah I forgot to expand on that. Airdodges CAN help your recovery, but often times when mistimed or used wrong, the endlag ends up killing you.
Man, I wish airdodges were only punishable if they got read. I was fighting a G&W the other day as Ken and ended up in a recovery scenario where I had to time a neutral airdodge to avoid bair. I successfully did so and my reward for that was... having much endlag that I got hit by them buffering another bair. Like, I can agree with Ultimate limiting us to one airdodge, but the endlag on them is just ridiculous. There are so many checkmate scenarios where you either can't recover because of buffered airdodges or you use an airdodge correctly and eat a punish anyways because they're so laggy to do.
wanna know the weirdest part about phantom footstools? If you phantom footstool Sonic or Mr G&W out of their UpBs, they get their UpB back for some ungodly reason.
Pretty good and informative video! The phantom footstool shenanigans were pretty funny to see and the part from 9:19 onwards using the previous character mentioned for the current character's unique strength was such a cool detail
3:58 Maiden and Spell music mentioned (Yes it says Duelists of Eden in the tracklist. Dreadwyrm is a crossover character from MnS, her theme is a remix of a song from her original game)
hey i was rewatching WhyDo's Mii Brawler set ranking the other day, and realized one of my favorite quotes in that video was from you, "can be used to scum for offstage kills with the viciousness of a rabid dog." so thanks for that
This is a really great video!!! You hint at this a lot, but the one thing I’d emphasize directly is the power of “hovering” at shoulder height in front of your opponent. The fast jump/initial acceleration + faster fall allows characters to jump into that height range and then fall quickly and rejump when they start to fall out of it. Leaning on the too-soon-forgotten, iconic “Bubble Theory” (first defined by HBox for how he spaces in Melee), shoulder height in front of most characters is really awkward to cover since few attack reach there (without committing aerial drift or a dash forward). It’s typically a pretty safe place to be to feel out neutral and try to bait your opponent into committing to an attack or a retreat. That’s a big reason why characters with strong frontal anti-air (like Kazuya, as you show in this video) tend to do well - they just down that entire play style and characters need to adapt a new approach. Of course, there’s a perfect case study of this phenomenon: Peach. Analyze any Peach player and you’ll see how much they hover in that head/shoulder region - it’s what allows them to pressure with Peach’s strong aerials while not overcommitting. I’ll also note that that height also allows the player to cover (most) platform movement options as well. It’s really a great video!!! Just wanted to add another point to emphasize your thesis :)
The problem with jumping is that eventually you have to land. If you catch every landing, jumping sucks. That being said, you still gain access to all of your strongest and safest moves, so it’s really up to you
That's true, and a big part of Ultimate is in catching landings - but that's exactly what makes jumping so impactful to the game: If you can't catch a character's landing, then you can't keep up with the game mechanic that is more than likely empowering them. A lot of the top tier also has extremely reliable landing options (Steve anvil, Joker's down-gun, Mythra's fallspeed), which either restrict the opponent's positioning options or require them to make decisions very quickly, or in some cases won't even give the landing-catcher time to make a decision.
9:30 this is so cool! At this point every character is being defeated by their "higher tiered version" is such a nice detail. Your editing is phenomenal
In a game where jumps are important, not only does Steve exploit this with plenty of options that can stop said jumps, but can also force said jumps in the first place and do things like easy-bake juggle combos and Footstool Anvil.
My perceptions of these games has been thoroughly changed by this video. I see now that I was led astray from my faith. Thank you for reminding me that the immovable bastion of competitive play that is Super Smash Bros Brawl is still the most well balanced, competitively fair, just in judgement and completed smash game. A perfect game with the wisdom and forethought to remove the mechanic of jumping entirely except for the mighty wings of our lord Meta Knight. A game so unfathomably holy it knew to include Rainbow Cruise and Sample L Maze in it's competitive stage list before our hubris stripped it of it's truth. It is clear Ultimate was a mere pretender. Come now my Brawl brethren let us return to the world of good single-player, rewarding achievement boards, trophy and sticker collections, an unviable yet sacred character selection, short snippets of other games made available on the Nintendo Wii shop channel and crunchy noises coming from our Wii motes being used on their sides. Amen.
I do love how fast Ultimate is compared to Smash 4, but 8:27 thats me thats me so hard I miss being able to pelt someone with pebble and deny their jump
three years ago a redditor posted about how footstool out of shield was the future, talking about how it would help characters with bad out of shield options. a lot of people, replying to the comment, thought it was a "novelty" and something that would never get far, or be useful since the best characters just had good out of shield options and/or good spaced attacks on shield anyway. little did we all fucking know.
This video was really insightful to me! I previously thought jumping was really effective in this game only because landing lag was reduced from the previous game, so I wasn't aware of most of the other intricate details.
the editing and the script for this video is so spot on. the way you explained this concept was pretty much seamless. this is some seriously great smash content 🙌
Love this content - very slick editing explaining some deep mechanics in a fun way. I know Brawler is your thing but content on other character's quirks would be awesome; so much unoptimized tech/chars in this game. Have a sub!
I hope the next smash games combines the dominance of shields and jumps so that there can be a variety of viable offensive and defensive characters/playstyles instead of finding a 3rd thing to buff to oblivion and define the whole game.
Great video, it truly had everything. great explanations of jumping going bbbbrrrr, funny comments to keep viewers engaged, and just a great video that I learned a couple things from (4 frames!!!!!). I really liked that video, which forced me to like and subscribe.
This video helps me to understand more the game, i didn't notice all these things at first, and probably this is why i usually lose a lot, thanks for your video, it was very helpful and awesome Esta bn chido tu video 10/10
All this time and i just found the best utility for FS OOS LOL. Great video analyst! I fell out of the loop of what was currently 'Meta' due to life style changes. This video now changes my perspective on how I view characters.
I'm a fan of Coney and the clip you included, but I'm glad I watched this before he inevitably reacts to it. I also think that Regular Show intro joke would be funnier if each clip was synced to the clicks of the title cards moving instead of restarting it with each new clip
My guy you make such good videos, this is fantastic! I also got a better look at smash 4's competetive side, it was my first smash game I played and I have tons of nostalgia for it but never really knew how it played out at a higher level once I started getting into ult (and VERY recently, melee). I'm glad it is this way, I love being in the air an ANY game, its a lot more fun and in fighting games it feels rewarding out outmaneuver your opponent. It's also interesting to see this game now that I've gotten into playing melee, they feel so different to play it's actually insane, but I find both incredibly fun.
A small detail about the comparison between Sm4sh shields and Ultimate shields: In Ultimate, shields taking damage get a TV static effect, but in Sm4sh it has bits of what looks like shiny glass chipping off, reinforcing the idea that shields are actually bubbles made of hardlight or something
This video revealed so much as to why things work so well; i feel like this will unlock a lot of potential in lower/intermediate levels of the community
Idk if you'll still be reading comments at this point, but the editing and narration and occasional jokes remind me of LazyPurple vids - which is a massive compliment because I fucking love his content. Good shit bro, keep it up!
OMG I have felt this in ultimate for so long but I could never place it, but you put it into words and I’m just like- “holy shit that that exactly that”
One thing that you didn’t mention with the phantom footstools is that if you have tap jump on in your controller settings and don’t have a double jump simply holding up on the control stick will automatically perform a footstool for you if you get put in a situation where it’s possible to perform one, so if you have tap jump on you can basically just decide to not get juggled by characters whose aerials/anti airs don’t hit or have a very hard time hitting on the first vulnerable frame of the phantom footstool and all you have to do to consistently perform it is hold up on the left stick
As a Sephiroth main, I'm very happy that I can footstool/dair. For one, it's not exactly easy to do, and dair doesn't kill till high percent anyway. Dairs end lag is so bad that if I land it at low percents I'll probably get punished anyway. But mostly, as you were saying, Sephs oos options are pretty limited, with nair and grab being the quickest... the two moves in his kit with the smallest range. If he had a better grab, footstool dair wouldn't be as necessary.
this is interesting. I've been around labbers so I've been passively aware of, just about ALL of this but never put together just how much smash is around jumping. I play luigi what do you expect lol love this video pyro!
If they go back on the 3 frame jump squat and short landing lag in the next Smash Bros. game, I'm going to be very very sad. (and yes, despite Sakurai saying this was the last one, the chances of Nintendo letting this franchise go is very slim).
i'm really enjoying this content for shining light on mechanics i wouldn't even give a second thought - there's always more to this game than i realise especially for footstools, because i didn't know how wildly broken they could be the phantom footstool elevator is _hilarious_ to me
Thanks for watching. I know I've been out for a while, so I'll see if I can put something a little more casual out in the next few weeks. Nothing for certain, though! This one just took me a while.
Also, reminder that I have a Ko-Fi page if you'd like to support me. The highest tier just had a price reduction, so you can get your name featured at the end of the videos for cheaper now! LINK: ko-fi.com/FireThePyro
I have to say, I absolutely LOVE your visual style in your edits, especially how well they demonstrate your points. Keep up the good work!
You’re alright man. Take as long as you need to make a video that will make your viewers happy.
Great video as always! :D
Very informative and interesting! :D
Keep the good content my dude 🔥
WHY ARE YOU DELETING YOUR VIDEOS
I have a question: What down special do you use for mii brawler?
You approach a man on the street. You swing your broadsword at him. The man blocks the sword, jumps off your head, and kicks you into the pavement.
Relatable
because i have a broadsword
Average Tuesday ngl
I think you perfectly explained why Steve is top 1 with how broken jumping is. also you're godlike for using One Step From Eden music, love your stuff!
THE VERNATION COMMENTATION!?
@@AFungii Didn't know he watched these videos lol!
THE VERNATION APPRECIATION
THE VERNATION ENUNCIATION
bruh 29 mins ago is crazy
Editing in raw sound effects back into muted tournament footage makes it so satisfying 😂
Yoooo true, high class
That is probably my favourite thing about his videos lmaooo, it's so unique and catches me by surprise sometimes
thought I was the only one thinking this. Is it really that deep ???
Fun fact: a grounded footstool grands you 21 frames of advantage over the opponent. Byleth’s down air is frame 22, and therefore one single frame away from working
I've been out of the loop for a while, but how many characters have 1 frame options?
@@hexa7730to get footstooled out of shield, you have to be on the ground, where every character has access to shield, which is frame 1.
I like to think that was done intentionally and not as a happy accident
Another fun fact: a select few characters, for some reason, have 1 less frame of animation on their "I'm being footstooled" animation, so you have one less frame of advantage in them after grounded footstool
Going for a footstool is like going for a aerial grab that can be blocked. Unless it gives shield stun.
"even without a good attack, footstooling allows for characters to escape pressure and stun their opponent while they get into a better position"
Our time is now, Plant Gang.
@F1zzy56 Correct me if I'm wrong, but I'm pretty sure they're referring to the fact that Piranha Plant has an auto-attack if you footstool it while it's crouching.
@F1zzy56 I know it's not viable. Just think it would be funny if it was
Iirc a long time ago someone made a big chart of every character's option to punish Plant for doing that
Basically since Plant doesn't stun you in place after the footstool, the attack isn't true to connect into itself because you are still immediately actionable after the footstool
It would be a cool passive to give Plant the ability to be immune to footstools, that'd be interesting
@F1zzy56 you missed the joke, then missed that it was a joke and started explaining
dude
@@armandomorfin3845 Well, the very least they could do is give the move armour
Not even a minute In and the Little Mac slander already started 🔥🔥🔥
As a Little Mac main. The slander is warranted lol. Little Mac sucks in the air, in a platform fighter... Not a great combo indeed.
@@stanfrombelgium i think he can use his arials sometimes but its super niche and kinda underwhelming
@@Smileyfacegreat Yes he can use aerials in some niche situations.
Like an up-air out of up-tilt to set up for a platform tech chase sometimes.
A neutral air (frame 2) to interupt certain combos or strings. (People think way too much of n-air just because it's frame 2)
The most notable use is the d-air recovery boosting Mac can do. By down-airing after his double jump to gain extra range on his up-b by giving it more horizontal reach.
And that's really about all viable options he has with his aerials.
Yes, he can technically set up a tech-situation with back air like Peanut sometimes does just to troll his opponents. But f-tilt or daf-smash are way better at it and do more damage. F-air is sometimes used to knock people further off-stage. Thing is, Mac doesn't reallt belong that far offstage, he isn't made for edge-guarding that far offstage, he mostly stays really close to the ledge when edgeguarding.
When he is unwillingly up in the air while the opponent tries to get him offstage, his best options in the air are almost always his specials.
Side-b for a horizontal boost. (doesn't refill after getting hit tho)
Counter for calling out obvious attacks, which also gains him horizontal momentum.
Neutral-b for armoring through weaker attacks while falling back to the stage.
Up-b if the opponent ends up above you for some damage and sometimes a kill.
So yes like you said: He CAN use the aerials sometimes, it's just not that good.
Little Mac slander started as soon as jumping was mentioned
little mac 👎
4:28 the funny thing is giga bowser had less jumpsquat frames than regular bowser
YOU’RE JOKING
@@unknwn6448UHHH NOPE! Bowser was the only character in Melee to have a jumpsquat of EIGHT FRAMES! And worse, Giga Bowser somehow only had SIX FRAMES! Which that doesn’t even make sense. Also 8 in brawl but is now only the second worst jumpsquat ONE FRAME behind Snake. To back to being the only one with 8 in smash 4, to finally everyone in ultimate (obviously except kazuya) getting the best jumpsquat of 3. Oh and btw giga bowser in ultimate has 15 FRAMES! Finally now it makes sense
4:53 “You gave me the slowest jump, now I’m gonna starve!”
*proceeds to use 10 zero because of Hunger*
You'd expect Mr. Jump Man himself to be S tier in a PLATFORM fighter of all things
Fun fact about Mr Jump Man, he had a below average jump in the first 3 smash games
funny bc in brawl is F tier
My favourite part is how jumping on enemies is his signature attack, the one he uses in almost every single game (especially the RPGs), so naturally they put it on his evil twin that went to med school
Luigi is right there
Brawl is an enigma
yeah I DID NOT KNOW that phantom footstools had freaking intangebility for 4 frames, that's way too good for something that happens accidentely 98% of the time
It certainly explains a lot of interactions! I know Gimr made a video several years ago saying that footstooling was a broken escape option but I don't think we knew back then it was outright intangible, I'm gonna have to go for it against brawler-type characters a lot more often
Reminds me when the Project Ultimate team (That first attempt at a PM mod that got DMCA) removed those, then followed it up with "Because we value good game design"
@@MrGameguyC that's a actually hilarious but so true
Tripping 2.0
With just the flick or press of the button
Hold it down and you jump really high
FACT: Kazuya has a 7 frame jump because jumping in 3d fighters fucking sucks
Link's jump sucks too yet here we are.
@@2goodsharks to be frank Link in a lot of Cinematics regardless what Link it is, is shown to be jumping and leaping across athletically. 3D fighters in terms of jumps were always bad from the start even with Virtua Fighter.
They should also give Ryu, Ken and Terry tons of jumpsquat then cuz jumping in traditional fighters is committal as hell
@@bN_isheeere Jumping in 2-D fighters is committal, but it's still a good option to throw in every now and then to avoid fireballs and some pokes. From what I understand of 3-D fighters, or at least Tekken, jumping is kinda designed to be outright bad. To me, I feel like the other fighting game characters having decent jumps makes sense.
@@StateOfTheMind11225 Since Ultimate uses his BotW model I was more referring to that as the source. The jump in that game is pretty awful and really only useful for getting unstuck.
2:10 Coney jumpscare
OH SH*T ITS A WHITE GUY
I'm surprised the universal jump squat is seen as niche knowledge, back in the Pushblock Gaming days of pre-release analysis this was one of the most important and likewise most talked about feature in favour for why ultimate wouldn't be another smash 4. Aye, ultimate pre-release time was bonkers.
I suppose enough time has passed by then. Wonderful video, the effect of Fox being buried by stock icons was very well animated.
Yeah, I remember pre-release discussion, everyone was excited that long-time low tiers might actually be competitive in Ult. And well... we were kinda right.
I think the general consensus is that it was 100% the right call. Slow jumpsquat makes heavies feel a lot better and makes them more competitive with little drawback in comparison to having it in and balancing around that (Refering to Project M's DK monstrosity). I think next smash game we'll likely see universally better anti-airs to balance out the fast jumpsquat and vertical movement
I'm always astounded by how many things there are that contribute to the movement and physics of smash. You've got standard character air speed, weights, jumpsquat times, falling speeds, initial jump velocity, etc. there's just so much of it all it's pretty overwhelming. There've been lots of games that try to simulate more realistic physics but as far as I can tell smash is the ONLY one that's a somewhat serious fighting game. Even its competitors seem like they simplify the system with less physics mechanics in general and I wonder if they're better or worse off for it.
Not related to your comment but it's cool to see an OOO fan. :]
Nintendo does this a lot for some reason. It's the same with Mario kart where the in game stat sheet for each kart has several hidden stats that severely affects the controls of your vehicle like how some vehicles drift inwards and outwards. Theres no way to know this other than trying it out in game or external Wikis. For being the 'casual game' company they like to throw these hardcore curveballs sometimes
Because this series has been in development for over 20 years
this is so well made and easy for a non-smash to understand, it really feels like asumsaus for ultimate, keep up the good work bro :)
Asumsaus the Melee Essay GOAT
I have to say, for such a small subscriber count, you have an astoundingly captivating and eye-catching way of making content like this.
I haven't touched a Smash game in a year and yet you've got me binge watching this videos.
I hope the algorithms boost your stuff more soon, 'cause you sure as hell deserve it.
Nah this is so true though.
I got introduced to the game in Smash 4, so learning how to play the game in even a semi-competitive way meant that I had to learn to be patient, spam shield, and not fuck up. I was still playing smash 4 about 3 years after Ultimate came out, honing perfect shields and spacing, locking down defensive and patient play styles, and trying my best to break the low tier allegations (I was a Game and Watch main.) That's about 7 years of playing the game like this.
Switching to Ultimate felt so alien and weird and I still struggle with it. It was all so fast, harder to react to and deal with. Suddenly, instead of being rewarded for patience and shielding attacks, I was being grabbed, comboed, and killed at ludicrously early percents. (Again, started as a Game and Watch main, so that's like at 40% against a roy spamming fsmash.) I hated the game for a while, because the play style I spent so long developing just got invalidated.
I eventually learned the game and love it, this isn't a cope piece about Smash 4 (that game is good, but very boring compared to ultimate,) but the biggest hurdle to jump (get it?) was learning how to be more mobile, especially in jumping. (Fuck footstools, though. Those changed completely)
I think another thing worth mentioning are airdodges. Having an infinite amount of them in Smash 4 made it exponentially easier to land/avoid edge-guards, especially with how lagless they were at the end. Having the airdodge mechanic be changed was huge for the aggression in Ultimate. you can't airdodge out of juggles anymore, because you only HAVE one airdodge, and the lag on it can be punishing if you get read. Not to mention it hurts your recovery,
That's exactly how I feel, except for the fact I'm new to smash
How do air dodges hurt your recovery?
@@Nouser_237 Ah I forgot to expand on that. Airdodges CAN help your recovery, but often times when mistimed or used wrong, the endlag ends up killing you.
Man, I wish airdodges were only punishable if they got read. I was fighting a G&W the other day as Ken and ended up in a recovery scenario where I had to time a neutral airdodge to avoid bair. I successfully did so and my reward for that was... having much endlag that I got hit by them buffering another bair.
Like, I can agree with Ultimate limiting us to one airdodge, but the endlag on them is just ridiculous. There are so many checkmate scenarios where you either can't recover because of buffered airdodges or you use an airdodge correctly and eat a punish anyways because they're so laggy to do.
@@Doubyas yeah, directional air dodges can hurt your recovery but they can also help your recovery (especially if it doesn’t send you into free fall)
I am so glad you are famous now! Started watching when you had like a thousand subs. Very well deserved! I look forward to your uploads!
wanna know the weirdest part about phantom footstools? If you phantom footstool Sonic or Mr G&W out of their UpBs, they get their UpB back for some ungodly reason.
This applies to any character that doesn't go into freefall/helpless states after their upb! Kazuya has this too, I believe.
Turning the strongest characters into Gods for trying to punish them with a universal mechanic
Bro you telling my 2 mains are immune to PF !!? What are the odds !? 😂
I’ve played this game since it came out and I’ve never realized footstools give invincibility. The more you know I guess.
Pretty good and informative video!
The phantom footstool shenanigans were pretty funny to see and the part from 9:19 onwards using the previous character mentioned for the current character's unique strength was such a cool detail
02:35 I wish this was a real in game sound effect 🤣 🤣 🤣
I’m loving the high quality analysis!
Amazing video quality + the way you tell information is hilarious while still being extremely informative. 10/10
I keep rewatching your old videos, PLEASE keep them coming
0:44 not the fingerless gloves. oh brother, you are in your own house.
The editing is INSANE, you’ve genuinely become my favorite smash channel by now
3:58 Maiden and Spell music mentioned
(Yes it says Duelists of Eden in the tracklist. Dreadwyrm is a crossover character from MnS, her theme is a remix of a song from her original game)
hey i was rewatching WhyDo's Mii Brawler set ranking the other day, and realized one of my favorite quotes in that video was from you, "can be used to scum for offstage kills with the viciousness of a rabid dog."
so thanks for that
This is a really great video!!!
You hint at this a lot, but the one thing I’d emphasize directly is the power of “hovering” at shoulder height in front of your opponent. The fast jump/initial acceleration + faster fall allows characters to jump into that height range and then fall quickly and rejump when they start to fall out of it. Leaning on the too-soon-forgotten, iconic “Bubble Theory” (first defined by HBox for how he spaces in Melee), shoulder height in front of most characters is really awkward to cover since few attack reach there (without committing aerial drift or a dash forward). It’s typically a pretty safe place to be to feel out neutral and try to bait your opponent into committing to an attack or a retreat. That’s a big reason why characters with strong frontal anti-air (like Kazuya, as you show in this video) tend to do well - they just down that entire play style and characters need to adapt a new approach.
Of course, there’s a perfect case study of this phenomenon: Peach. Analyze any Peach player and you’ll see how much they hover in that head/shoulder region - it’s what allows them to pressure with Peach’s strong aerials while not overcommitting. I’ll also note that that height also allows the player to cover (most) platform movement options as well.
It’s really a great video!!! Just wanted to add another point to emphasize your thesis :)
The problem with jumping is that eventually you have to land. If you catch every landing, jumping sucks. That being said, you still gain access to all of your strongest and safest moves, so it’s really up to you
That's true, and a big part of Ultimate is in catching landings - but that's exactly what makes jumping so impactful to the game: If you can't catch a character's landing, then you can't keep up with the game mechanic that is more than likely empowering them. A lot of the top tier also has extremely reliable landing options (Steve anvil, Joker's down-gun, Mythra's fallspeed), which either restrict the opponent's positioning options or require them to make decisions very quickly, or in some cases won't even give the landing-catcher time to make a decision.
you know what makes landing a lot easier? being able to jump off your opponent's head with 4 frames of invincibility
Unless your little mac
fox be like:
@@bencrandall-malcolm8303 do it in bracket bruh
9:30 this is so cool! At this point every character is being defeated by their "higher tiered version" is such a nice detail. Your editing is phenomenal
In a game where jumps are important, not only does Steve exploit this with plenty of options that can stop said jumps, but can also force said jumps in the first place and do things like easy-bake juggle combos and Footstool Anvil.
what an insanely high quality video. please keep making them, i live off ultimate jank, and the clean mii brawler gameplay is the cherry on top
My perceptions of these games has been thoroughly changed by this video. I see now that I was led astray from my faith. Thank you for reminding me that the immovable bastion of competitive play that is Super Smash Bros Brawl is still the most well balanced, competitively fair, just in judgement and completed smash game. A perfect game with the wisdom and forethought to remove the mechanic of jumping entirely except for the mighty wings of our lord Meta Knight. A game so unfathomably holy it knew to include Rainbow Cruise and Sample L Maze in it's competitive stage list before our hubris stripped it of it's truth.
It is clear Ultimate was a mere pretender.
Come now my Brawl brethren let us return to the world of good single-player, rewarding achievement boards, trophy and sticker collections, an unviable yet sacred character selection, short snippets of other games made available on the Nintendo Wii shop channel and crunchy noises coming from our Wii motes being used on their sides.
Amen.
Love the fighting sound effects overlaid ontop of musicless/commentaryless gameplay, must've taken hours to recreate; Good stuff
this is so insanely well edited, very engaging and fun to watch!
4:13 Fox looks like he is brushing Bowser’s hair.
15:09 now it's step bros
Help me step bros, I’m stuck in an aerial combo
You used music from Bomberman 64: The Second Attack. INSTANT respect!
(Also, this video is VERY well-edited and presented. Keep up the great work!)
its cool to see vids for ssbu over 5 years into the games lifespan. thank you for making this
I just realized something around 12:41... are you manually editing in game sounds for clips? That's some crazy dedication.
11:00 i felt that desk slam.
I do love how fast Ultimate is compared to Smash 4, but 8:27 thats me thats me so hard I miss being able to pelt someone with pebble and deny their jump
Dude I JUST rewatched your previous 3 videos and this just popped up!!!
three years ago a redditor posted about how footstool out of shield was the future, talking about how it would help characters with bad out of shield options.
a lot of people, replying to the comment, thought it was a "novelty" and something that would never get far, or be useful since the best characters just had good out of shield options and/or good spaced attacks on shield anyway.
little did we all fucking know.
good video. concise and entertaining way to explain the core of ultimates design and (imo) what makes it so divisive among plat fighter players
This video was really insightful to me! I previously thought jumping was really effective in this game only because landing lag was reduced from the previous game, so I wasn't aware of most of the other intricate details.
The production quality really skyrocketed with this one Pyro, fantastic video!
the editing and the script for this video is so spot on. the way you explained this concept was pretty much seamless. this is some seriously great smash content 🙌
10:20 kazuya does anything but stop jumps. Jumping is the only way to beat that character
this reads like a smashrage post except it's unusually scientific
Love this content - very slick editing explaining some deep mechanics in a fun way. I know Brawler is your thing but content on other character's quirks would be awesome; so much unoptimized tech/chars in this game. Have a sub!
I hope the next smash games combines the dominance of shields and jumps so that there can be a variety of viable offensive and defensive characters/playstyles instead of finding a 3rd thing to buff to oblivion and define the whole game.
I love high quality Smash content. Even the editing is so top. Thank you
The name of the first section of the video on the timeline was exactly my reaction to reading the notification I got
Great video, it truly had everything. great explanations of jumping going bbbbrrrr, funny comments to keep viewers engaged, and just a great video that I learned a couple things from (4 frames!!!!!). I really liked that video, which forced me to like and subscribe.
This video helps me to understand more the game, i didn't notice all these things at first, and probably this is why i usually lose a lot, thanks for your video, it was very helpful and awesome
Esta bn chido tu video 10/10
All this time and i just found the best utility for FS OOS LOL.
Great video analyst! I fell out of the loop of what was currently 'Meta' due to life style changes. This video now changes my perspective on how I view characters.
I'll DEFINITELY be considering some of the stuff I learned from this. Really nice video!
Oh my God new Fire the Pyro video I have been waiting all my life
I love my Wii U
Such a good video! You're an asset to the SSBU Community [and Sakurai]
I havent played SSBU in a year or two and it devastates me to see steve at the top
Aegis player at 2:34 here, I've found god and mostly play other characters now, I am sorry Zach B. 👍
Lol what a coincidence u saw this vid?!?! Cracey
Aegis did nothing wrong😢
@@bradyexe3238except being boring
This is cool. Explains why playing Ultimate feels the way that it does! I love your videos :~)
One of your best videos! The thumbnail's style was pretty different for this one though, i liked the old style better!
I'm a fan of Coney and the clip you included, but I'm glad I watched this before he inevitably reacts to it.
I also think that Regular Show intro joke would be funnier if each clip was synced to the clicks of the title cards moving instead of restarting it with each new clip
My guy you make such good videos, this is fantastic! I also got a better look at smash 4's competetive side, it was my first smash game I played and I have tons of nostalgia for it but never really knew how it played out at a higher level once I started getting into ult (and VERY recently, melee). I'm glad it is this way, I love being in the air an ANY game, its a lot more fun and in fighting games it feels rewarding out outmaneuver your opponent. It's also interesting to see this game now that I've gotten into playing melee, they feel so different to play it's actually insane, but I find both incredibly fun.
This video has "Bomberman 64: The Second Attack" music in it. Therefore, I sub. Thank you. I love that game so much! :')
Cool video. I love your editing style : )
0:26 walking left the chat
Wasn’t the first one walking?
Sprinting exists
this video is so well made great job bro
Honey, wake up! New FireThePyro vid just dropped!
I love these videos so much. Keep up the great work!!!
This mechanic change could be the only reason online is slightly playable when you think about
With a title like that, you know this video’s gonna be a good one
A small detail about the comparison between Sm4sh shields and Ultimate shields: In Ultimate, shields taking damage get a TV static effect, but in Sm4sh it has bits of what looks like shiny glass chipping off, reinforcing the idea that shields are actually bubbles made of hardlight or something
This video revealed so much as to why things work so well; i feel like this will unlock a lot of potential in lower/intermediate levels of the community
5 min in and i learned 2 mechs i was completely unaware of. nice. good vid gangster
Idk if you'll still be reading comments at this point, but the editing and narration and occasional jokes remind me of LazyPurple vids - which is a massive compliment because I fucking love his content. Good shit bro, keep it up!
At the end this felt more like why footstools are broken
Good video
OMG I have felt this in ultimate for so long but I could never place it, but you put it into words and I’m just like- “holy shit that that exactly that”
These Videos Are So Well Edited, Holy Hell
Everyone in ultimate now having a 3 frame jump squat made me love the game more.
One thing that you didn’t mention with the phantom footstools is that if you have tap jump on in your controller settings and don’t have a double jump simply holding up on the control stick will automatically perform a footstool for you if you get put in a situation where it’s possible to perform one, so if you have tap jump on you can basically just decide to not get juggled by characters whose aerials/anti airs don’t hit or have a very hard time hitting on the first vulnerable frame of the phantom footstool and all you have to do to consistently perform it is hold up on the left stick
this is my favorite smash channel now i think
along with asumsaus THIS IS THE CONTENT I WANNA SEE
it just keeps getting better
The Sakurai Presents jumpscare caught me offguard ngl.
Where did that come from haha
Definitely not using this to study (Awesome vids btw!)
Fantastic vid. Highly entertaining and informative.
As a Sephiroth main, I'm very happy that I can footstool/dair. For one, it's not exactly easy to do, and dair doesn't kill till high percent anyway. Dairs end lag is so bad that if I land it at low percents I'll probably get punished anyway. But mostly, as you were saying, Sephs oos options are pretty limited, with nair and grab being the quickest... the two moves in his kit with the smallest range. If he had a better grab, footstool dair wouldn't be as necessary.
The fact that Mac’s so common knowledge of terrible air play is the only reason he gets to land those once in a while hail mary’s 😅
YESSSSS I needed more content from you 🙏🏼🙏🏼
the editing of the video is really impressive
This is a phenomenal video, really well done
this is interesting. I've been around labbers so I've been passively aware of, just about ALL of this but never put together just how much smash is around jumping. I play luigi what do you expect lol
love this video pyro!
really nice editing in this video, good cuts between scenes. epsecially parts like 2:06
If they go back on the 3 frame jump squat and short landing lag in the next Smash Bros. game, I'm going to be very very sad.
(and yes, despite Sakurai saying this was the last one, the chances of Nintendo letting this franchise go is very slim).
i'm really enjoying this content for shining light on mechanics i wouldn't even give a second thought - there's always more to this game than i realise
especially for footstools, because i didn't know how wildly broken they could be
the phantom footstool elevator is _hilarious_ to me
9:57 Steve nodding like that was really funny to me