Kinda. Melee has the same kind of laggy turn around animation if you move the stick normally. You need to smash the stick (the same way you would to get a smash attack) to cancel your turn around animation with a dash, while Brawl and onward, you only have one kind of turn around animation regardless of how you push the stick.
Ah, that’s a concrete explanation for why poking at ledge with forward air feels ever so slightly less safe than poking with back air sometimes, had the intuition when playing but never heard someone actually talk about it
If they DI back it makes it harder to react… However if the pichu is void then you are dead. Got it coach! No but seriously love these informational videos. They are extremely useful! Much love!
Wow. I had no idea back dashes were THAT much slower frame wise. But I never really pay attention anyway. If you're a spacer, this stuff is probably chiseled into your brain, for sure. Lol. Jokes aside, this is excellent info for all levels and styles.
To be fair (no pun intended), back air isn't really a great approach tool because of how slow it is. But yes, m2's dash animation is garbo and I've been caught by the tail hurtbox more often than I want it to happen.
Really good stuff, not useful for Mewtwo though. His tail stays where he was standing during a turn around animation, the best way for him to touch a shield is to space fair correctly, that’s it, never try spacing back air.
Void, can you make a bouncing fish guide? Just everything about landing bouncing fish. Oh and when BF will bounce you off a wall and do a second kick, and how you can use that to recover on stages like Kalos? I've never been able to figure this out on my own.
What about Ryu, and all the auto turn around characters? Because if you dash back, they don't have that turn around animation. Are their back dashes different from the rest of the cast?
What if sheilds didn't recharge, so you have a set amount of sheild each game? When it breaks, the next time you sheild you get half of max sheild you did at the start
Shields don’t need nerfs in this game. They already made shieldgrabs slower when you block something, gave everyone less endlag, made shieldpoking more common, removed shielddropping and made shieldrelease laggier. It would be too much if it didn’t regenerate overtime.
One of my biggest problems is trying to dash and I end up walking. It can be from standing or after landing or after dropping shield or anything else really. Happens anytime but not always. I don’t know why it works sometimes and not others
would you consider this at all if theres less than a -5 frame disadvantage on shield? or is that character specific? (is -5 and lower the only way this occurs or even higher than -5 that this occurs? assuming the character has a dash that fits the standard of this scenario for getting away safely) in the case where a player can approach shield and then leave the area via dashing away but being able to get away safely, would it then be considered optimal for the shielder to predict such, and similar to an overextend, dash grab instead of standing shield grab? (or would a different option be better, unless this is too hypothetical and not worth asking for the practical sense).
How do I incorporate this into whiff punishing and moving back and forth in nuetral? If dashing back after approaching is less safe/there’s an opening for me to get hit what should I do?
You need an old switch where it's hardware has an exploit that allows it to be modded. You can check your switch's serial # to see if you're lucky enough
@@AiZm8 weird I just got your reply notification. No you can't do it on yuzu, but I hear that you should keep an eye on the emulator Ryujinx. If the training mod pack will eventually work with the training mod pack, apparently it would be Ryujinx.
So in theory if you auto cancel your aerial and turn around before you begin your dash you’d be 2 frames faster? Lol don’t know if this would make a difference
Actually no! If you enter turnaround animation, you gotta finish it before you get a forward dash. Turning around and then dashing actually makes your backdash start slower! I think there is a tech where you enter turnaround, crouch, then dash and that will allow you to forward dash :)
In an attempt to make the game less campy by adding lag to running away, they did the same thing with rolling backwards having more lag than rolling forwards
They still have different back dash animations than front dash but they are generally very good backdashes. It's not actually a turnaround so much as a separate move. Think of turnaround dashes as a separate mechanic. It can actually be canceled so you only do forward dashes but it's super technical to do so (you'll see Fatality and other Falcons do this to mitigate Falcons God awful turnaround).
Void: "What kind of dash is that?"
Me: "IT'S PIKACHU!!!!"
Void: "Right, it's a forward dash!"
Me: "NOOO!!!!"
😂😂😂😂
"FUUUU-"
3:22 Falcon mains weeping rn
Still am
The first 37 seconds quiz had me sweating
When u play Roy who auto turns around for back air screwing this idea up lol
Yeaaa....
Use up-air
same with puff :(
@@ffishy_ at least Puff only has a 1 frame turnaround animation, no?
woah, as long as I've been playing this game I never even realize that
This is actually insanely useful
Aj
TLDR;
Backwards dash can be 3 frames slower the forward dash depending on your character
TLDR turnaround frames
first few seconds: Dora the Explorer meets VoiD videos
void guides WOOOOOOOO
Man I haven't seen this shit ever be explained. You're actually talking about stuff that was questioned subconsciously but not widely addressed.
THE S
wait wrong video
void guides void guides
Dude, you are the only person out here teaching me new tech at this point. Thank you.
I really thought he was trying to trick us at the beginning
Damn a welcome surprise to get some smash content on a strive channel
Welp, finally found the reason why dash dancing is *still* different than Melee
_Ultimate pls_
Kinda. Melee has the same kind of laggy turn around animation if you move the stick normally. You need to smash the stick (the same way you would to get a smash attack) to cancel your turn around animation with a dash, while Brawl and onward, you only have one kind of turn around animation regardless of how you push the stick.
Took ya that long?
@@JAMman yeah Flash, because he made an explanation that doesn’t involve the term “buffer system”
Godlike content. I've been playing/watching/learning about this game for a long time but never heard about this. Thanks
Cries in Falcon....
finally more void smash content! :D commenting for more
Wow that looks really useful. Your videos helps us a lot more than you think, thanks VoiD!
Old news for us falcon mains
Thanks my dude hella insight please keep it goin your a smash tech goat!
VoiD guide hype
Mod pack hype
Ah, that’s a concrete explanation for why poking at ledge with forward air feels ever so slightly less safe than poking with back air sometimes, had the intuition when playing but never heard someone actually talk about it
this is some great stuff 2 yrs playing this game and I didnt even realize this thanks
Nice
If they DI back it makes it harder to react… However if the pichu is void then you are dead. Got it coach! No but seriously love these informational videos. They are extremely useful! Much love!
Wow. I had no idea back dashes were THAT much slower frame wise. But I never really pay attention anyway. If you're a spacer, this stuff is probably chiseled into your brain, for sure. Lol. Jokes aside, this is excellent info for all levels and styles.
Lookup backdash controller problem in melee, pretty prominent problem at high level with flawed controllers
everytime you avoid a hit, DK gets combo'd.
M2 mains: *sad tail hurtbox noises*
To be fair (no pun intended), back air isn't really a great approach tool because of how slow it is. But yes, m2's dash animation is garbo and I've been caught by the tail hurtbox more often than I want it to happen.
time to main an autoturnaround char
Haven’t watched yet but I feel like this is gonna help mr a lot because I sometimes get carried away and accidentally slide and get punished
Me feeling grateful that bayonetta has a safe bair if you perfectly space it.
I always noticed I get punished more when back dashing, but I thought it was a hurtbox shifting thing... Like they hit my foot
Didn't realize backdash was a whole 2 or 3 frames slower... Maybe imma start doing Bair 1 instead of fair 1 with yink but I'll have to research it...
I can't believe I never realized there was a difference, thanks void 👍
Yo I watched this live the editing was crazy on this one
Really good stuff, not useful for Mewtwo though. His tail stays where he was standing during a turn around animation, the best way for him to touch a shield is to space fair correctly, that’s it, never try spacing back air.
The intro reminded me of that "square hole" meme
You live and you learn
This is next level info
Great video
Dude that intro card is FIRE! How did you make/get it?
I play Captain Falcon and this gets me hit more than one might think.
this is so helpful thank you!
Void, can you make a bouncing fish guide? Just everything about landing bouncing fish. Oh and when BF will bounce you off a wall and do a second kick, and how you can use that to recover on stages like Kalos? I've never been able to figure this out on my own.
You know, this is simple, and obvious. Yet I've never thought about it. Thank for the tip Void!
What about Ryu, and all the auto turn around characters? Because if you dash back, they don't have that turn around animation. Are their back dashes different from the rest of the cast?
Yes
But, how different?
Good to know, imagine start using this a joker.
First 40 seconds got me sweating
Nice!
What if sheilds didn't recharge, so you have a set amount of sheild each game? When it breaks, the next time you sheild you get half of max sheild you did at the start
Shields don’t need nerfs in this game.
They already made shieldgrabs slower when you block something, gave everyone less endlag, made shieldpoking more common, removed shielddropping and made shieldrelease laggier.
It would be too much if it didn’t regenerate overtime.
Very nice
One of my biggest problems is trying to dash and I end up walking. It can be from standing or after landing or after dropping shield or anything else really. Happens anytime but not always. I don’t know why it works sometimes and not others
Very gimr esc, I love it
would you consider this at all if theres less than a -5 frame disadvantage on shield? or is that character specific? (is -5 and lower the only way this occurs or even higher than -5 that this occurs? assuming the character has a dash that fits the standard of this scenario for getting away safely)
in the case where a player can approach shield and then leave the area via dashing away but being able to get away safely, would it then be considered optimal for the shielder to predict such, and similar to an overextend, dash grab instead of standing shield grab? (or would a different option be better, unless this is too hypothetical and not worth asking for the practical sense).
Vg void camp
falcon players know a lot about this
wait doesnt this mean the auto-turnaround chars are even more busted? since they dont suffer from extra frames of backwards dash?
i love me my Sheik guides
How do I incorporate this into whiff punishing and moving back and forth in nuetral? If dashing back after approaching is less safe/there’s an opening for me to get hit what should I do?
Comment, for the Algorithm
How can one get this training mod?
You need an old switch where it's hardware has an exploit that allows it to be modded. You can check your switch's serial # to see if you're lucky enough
@@biggestmvp1 is it possible to do it on Yuzu emulator?
@@AiZm8 weird I just got your reply notification. No you can't do it on yuzu, but I hear that you should keep an eye on the emulator Ryujinx. If the training mod pack will eventually work with the training mod pack, apparently it would be Ryujinx.
@@biggestmvp1 oh okay thanks!
I'll give you a hint guys: You press forward
So in theory if you auto cancel your aerial and turn around before you begin your dash you’d be 2 frames faster? Lol don’t know if this would make a difference
Actually no! If you enter turnaround animation, you gotta finish it before you get a forward dash. Turning around and then dashing actually makes your backdash start slower!
I think there is a tech where you enter turnaround, crouch, then dash and that will allow you to forward dash :)
@@gsmVoiD ohhhhh okay that makes sense. Either way all too complicated when you can just focus on which way your facing when you dash
Joker is busted.
Rip Kazuya players
Damn and i main Terry 😂 what do i do
what about the f i g h t i e s
Interesting
Ok
👀
WHY WOULD THEY ADD THAT 😭
In an attempt to make the game less campy by adding lag to running away, they did the same thing with rolling backwards having more lag than rolling forwards
what is this even
Five minutes of talking just to say forward dash has less startup frames than backwards dash.
do FGC still suffer since their turnaround mechanic works differently?
I think for them it’s an advantage because they back dash without a turn around. Terry for example has a really fast back dash.
They still have different back dash animations than front dash but they are generally very good backdashes.
It's not actually a turnaround so much as a separate move. Think of turnaround dashes as a separate mechanic.
It can actually be canceled so you only do forward dashes but it's super technical to do so (you'll see Fatality and other Falcons do this to mitigate Falcons God awful turnaround).