Cool video, my only comment is about changing up tech options. You shouldn't always just pick a random direction/intentionally try to pick something different from last time. Even that becomes in a weird way predictable, but more importantly sometimes its more important to tech somewhere you don't think you'll lose your stock from. Like yeah, you might get hit again if you roll in, but you may be less likely to die because you are further from the blastzones. Just something to consider :)
In retrospect after I released the video I did think I should have put something in like this - moreso the 'no mixup mixup'. You're totally right and I'll maker sure stuff like this is much clearer in my next couple of videos 🙏
Just seeing the thumbnail of this video makes me think about the game differently. I always practiced safe aerials using the training mod and such, as well as learning hard techs, but never put it into practice how you explain here. Thank you
Very concise and informative video! Gotta wonder though, how does this apply to characters like the Aegis and Shulk when both of them have relatively poor shield safety? I struggle to get safe shield pressure in general and its hard for me to do with Pyra and Mythra
Thank you! And also, do you mean their out of shield options or how safe their moves are on shield? Just wanna make sure which you meant so I can give an appropriate answer
@@anzack2551 Mythra has relatively unreactable moves which makes her kit and neutral fairly unpredictable. Whilst her moves aren't 'safe', a lot have little endlag on them (especially her down tilt which has an FAF of 20), you can use this to pressure opponents as they're also gonna be fearful of either being conditioned into shield or being hit by an aerial and put into disadvantage (Mythra fair and bair are -7 so still relatively safe). So basically from this you still threaten and use grounded pressure, just implement it into your play to try and condition than all out overwhelm someone's shield. with Pyra everyone is just so scared of her kill power you can use this to your own benefit. People don't want to go near her due to how big her hitboxes are. You can pretty much create your own shield pressure by threatening with aerials and grounded pressure and deal with them that way instead. Just because a move might not be super safe doesn't mean you can't weigh up the advantages of threatening with it in neutral to create a different kind of shield pressure. hope that helps (:
@@imSBF Pyra's kill power has got to be the biggest myth in Ultimate honestly. D-air is the only move that will yield her unusually early kills and you need to land it falling with the meteor box so it's telegraphed and even then DI can often save you. Most of her good common kill moves kill off the side (F-air, F-tilt, Prominence Revolt). Up tilt doesn't kill that early (around 120-140) and lots of other characters have moves like that. B-air only kills on poor DI and even with bad DI it doesn't even KO that early (100-120). N-air will only kill at very high percents (130-150). She has her niche with ledge trapping where F-air and F-tilt really shine, and juggles where up-air is amazing but that's it. She can't take stocks early in any reliable fashion, only from one telegraphed move, a falling sweet spot d-air, can she do that. What really drives it home is when you compare Pyra to characters with actual good kill power. Ken can kill Sheik at 43% from a jump in, and Fox at 60% from a raw jab. Kazuya kills at zero with a guaranteed setup that covers all DI options. Characters like ROB, Wolf, Roy, Falco can all kill way earlier and (most) also have superior mobility. Most top tiers are able to cheese stocks earlier or kill before or around Pyra's kill percents. She just doesn't stand out in terms of actual kill power
I'd love to but I feel like I'd only be accomodating to a niche audience. I want most of my content to accomodate as many people as possible, but the idea for a Wario focussed video isn't completely off the radar yet
Cool video, my only comment is about changing up tech options. You shouldn't always just pick a random direction/intentionally try to pick something different from last time. Even that becomes in a weird way predictable, but more importantly sometimes its more important to tech somewhere you don't think you'll lose your stock from. Like yeah, you might get hit again if you roll in, but you may be less likely to die because you are further from the blastzones. Just something to consider :)
In retrospect after I released the video I did think I should have put something in like this - moreso the 'no mixup mixup'. You're totally right and I'll maker sure stuff like this is much clearer in my next couple of videos 🙏
Thanks i always thought about how it takes more percent to die in the center of the stage
Great video! Really informative whilst being short so you don’t have to sit through a whole ton of basic stuff to get to the point of the video.
Appreciate it thank you (:
Yo this stuff is great tips and tricks. Keep up the work and your channel will grow sooner or later
That's the aim! Thank you :)
The sadest part is Rob hasn't been really touched and if I remember correctly he's only been buffed.
Just what I needed
@@darkdendan it's just one of the many illustrations of smash's poor balancing.
@@nkirmath8621 So many characers were nerfed yet he didn't get nerfed once. I didn't even mention that his DTilt is also none reactable 😭
@@imSBF I can't tell what you're getting at, but yeah it's weird. Rob will forever rob games
clearly woodpug saw this video early
Just seeing the thumbnail of this video makes me think about the game differently. I always practiced safe aerials using the training mod and such, as well as learning hard techs, but never put it into practice how you explain here. Thank you
Very happy to hear (:
Very concise and informative video! Gotta wonder though, how does this apply to characters like the Aegis and Shulk when both of them have relatively poor shield safety? I struggle to get safe shield pressure in general and its hard for me to do with Pyra and Mythra
Thank you! And also, do you mean their out of shield options or how safe their moves are on shield? Just wanna make sure which you meant so I can give an appropriate answer
@@imSBF I mean how safe their moves are shield. I main Pyra and Mythra and I’m struggling to improve with them.
@@anzack2551 Mythra has relatively unreactable moves which makes her kit and neutral fairly unpredictable. Whilst her moves aren't 'safe', a lot have little endlag on them (especially her down tilt which has an FAF of 20), you can use this to pressure opponents as they're also gonna be fearful of either being conditioned into shield or being hit by an aerial and put into disadvantage (Mythra fair and bair are -7 so still relatively safe). So basically from this you still threaten and use grounded pressure, just implement it into your play to try and condition than all out overwhelm someone's shield.
with Pyra everyone is just so scared of her kill power you can use this to your own benefit. People don't want to go near her due to how big her hitboxes are. You can pretty much create your own shield pressure by threatening with aerials and grounded pressure and deal with them that way instead.
Just because a move might not be super safe doesn't mean you can't weigh up the advantages of threatening with it in neutral to create a different kind of shield pressure.
hope that helps (:
@@imSBF Pyra's kill power has got to be the biggest myth in Ultimate honestly. D-air is the only move that will yield her unusually early kills and you need to land it falling with the meteor box so it's telegraphed and even then DI can often save you. Most of her good common kill moves kill off the side (F-air, F-tilt, Prominence Revolt). Up tilt doesn't kill that early (around 120-140) and lots of other characters have moves like that.
B-air only kills on poor DI and even with bad DI it doesn't even KO that early (100-120). N-air will only kill at very high percents (130-150).
She has her niche with ledge trapping where F-air and F-tilt really shine, and juggles where up-air is amazing but that's it. She can't take stocks early in any reliable fashion, only from one telegraphed move, a falling sweet spot d-air, can she do that.
What really drives it home is when you compare Pyra to characters with actual good kill power. Ken can kill Sheik at 43% from a jump in, and Fox at 60% from a raw jab. Kazuya kills at zero with a guaranteed setup that covers all DI options. Characters like ROB, Wolf, Roy, Falco can all kill way earlier and (most) also have superior mobility. Most top tiers are able to cheese stocks earlier or kill before or around Pyra's kill percents. She just doesn't stand out in terms of actual kill power
@@imSBF Thanks for taking so much time to go into detail, I’ll try implementing this in my gameplan
Make an in-depth wario guide plz
I'd love to but I feel like I'd only be accomodating to a niche audience. I want most of my content to accomodate as many people as possible, but the idea for a Wario focussed video isn't completely off the radar yet
good movie 👍