I almost ignored this video because I thought it was one of Zero's low effort 20 minutes long "guides" but you actually managed to produce something extremely helpful under 3 minutes, thank you.
Preach. Most of his "guides" take 10 minutes to go over how every single move looks (something anyone can hop into training mode and do themselves in 2 minutes),
This is such a short video, but the way you explained basic spacing and the idea of approaching with a hitbox, rather then starting with one is really great. I would love to see more videos like this that show the little things that make huge differences.
One thing you fail to mention in the video is how this spacing techniques work bests with sword characters since they have the most melee range with the sword being a long separated hitbox (aka disjointed hitbox). Hence, why all the footage used in the video is from sword characters.
Spacing techniques are easier with swords character because of the disjoint. Every character benefits from proper spacing, but someone like Mario is gonna have more difficulty with it than swordies.
@@jju00 well, you said it works best with sword characters. I was saying every character needs it, swordies have an easier time doing it. Also, that comment was a year ago and you responded in minutes… so you live in the computer? Are you a robot or something?
Great video! Just subscribed. You explained ZeRo spacing very well and I already do it so when I watched the video I realised how well you explained it so it’s a very helpful and quick guide to people just being introduced to ZeRo spacing.
In theory, there’s no direct counterplay to the benefit of doing this over jumping closer to the opponent, but if the player doesn’t react it can be countered by dash back like you mentioned, overshooting an attack, parrying, and other things that challenge basic spacing
Counterplay to first one is to reach them with a HB before they reach you. Or move out of the way. Second is countered with a shield grab. Both are countered with good OOS options really. There is tons of counterplay. This is just a less dangerous method of starting the move. It doesnt remove any of the danger of ending it because all moves (except for auto cancles) have end lag that can be taken advantage of in some way. Whether its with another move or with forcing them to retreat and give up space.
It looks like you can only do this with back airs? Because when you move back you don’t face the opponent... or does jumping cancel the skid animation? Like bruh I’m confused
Artem jumping cancels your foxtrot(beginning of a dash). If you dash back and then hold forward before you jump, then you will face forward. It depends on where you hold the control stick
Edwin Amankrah thank you! In the beginning of the video with marth doing falling aerials IS THAT ZERO SPACING? Is that what you should do? Because it seems like it. In the video with the cloud he jumps from far away and aerial drifts all the way forward, in the beginning the jump is relatively close and he drifts back
Artem 1:01 is an example of ZeRo spacing. He lands with an aerial, dashes back to not get punished, jumps from far, drifts back to get the right spacing and then he repeats this process.
Artem So basically, you only want to be in someones treat-range if you have a hit-box out. For example a game and watch player tries to punish you with a up-b out of shield you don’t want to jump near him because he can hit you out of your aerial before you can attack him. But if you apply ZeRo spacing, then you won’t be in his treat-range, because you dashed back and you won’t get punished for jumping.
Edwin Amankrah ohhh ok, when jumping from far away should you drift all the way forward once you jump? Or stop the momentum by holding back. Thanks for the example btw 🙂
On the second one, I find the timing to be extremely tight. When doing aerials from a full hop either I'll swing over the enemy's head completely or, more likely, hit the ground before my attack animation finishes and get punished
Nicholas Lam With any character you play, approaching them with a hitbox already out is much safer than starting the hitbox when you are already within their range. Any character can benefit from avoiding jumping when right next to their opponents because it has such a large amount of vulnerability.
Karolos Kalafatis it depends if the aerial has a slow or fast start-up. If it has an aerial with slow start-up then you mostly want to aerial before fast-falling and if you have an aerial with a fast start-up then you want to aerial after fast-falling. But it also depend on if you want to hit the sweetspot or sourspot of a move. For example of you want to combo with n-air at higher percent then you have to input the aerial before the fast-fall but if you want to combo it at lower percent then you want to fast-fall before inputting an aerial.
This is a good video. Compare it to one of gimr's where he rants about how groundbreaking and incredible his discovery is for 4 minutes and only actually tells you the technique in the last 15 seconds. This gets straight to the point without wasting time.
Don’t think this help at all, I’m trying to figure out how players are playing like CPU’s. Every time I’m online and I go against one of those type of guys, they attack 10 times faster than I do, move 10 times faster than I do, and even dodge 10 times faster than I do, if anybody has any info about that please help me find it
@@olivia_the_speedrunner4066 Right. Because out of _all_ the top players, not a single one thought of the simple solution of parrying when ZeRo was at his prime.
Bruh no shit a parry would counter this. But it doesnt mean you shouldnt space your fucking moves. What an idiot. Spacing prevents approaches as well as pressure shields. Spacing isnt only for hitting shields. But it's good to space as if you were to hit a shield because the opponent might run up shield. Parrying only occurs if they read your timing correctly. That's why when spacing you mix up crossing up or fast fall or empty landing. Theres always counterplay. But not even mkleo parries often. Good players are hard to read
This is the kind of helpful content I like. Explaining not just the technique, but how and why it works!
Thanks!!
I almost ignored this video because I thought it was one of Zero's low effort 20 minutes long "guides" but you actually managed to produce something extremely helpful under 3 minutes, thank you.
Yw!
Preach. Most of his "guides" take 10 minutes to go over how every single move looks (something anyone can hop into training mode and do themselves in 2 minutes),
I mean there not the best but help newcomers like me
Yeah, Jtails definitely has better guides. I enjoy zero's other videos
@@blankblank6853 "there" are you fucking serious?
Rip zero's good name
Fr
@@LeafysHere prolly still is
I really appreciate the fact that you asked for permission before doing this, respect man, keep up the good work!
Thanks! ZeRo was very kind to let me use his footage
Name change is upon us
Underrated video! Such a useful tip! It's the little things pros do that really make the difference
Thank you and yes so true!
This is such a short video, but the way you explained basic spacing and the idea of approaching with a hitbox, rather then starting with one is really great. I would love to see more videos like this that show the little things that make huge differences.
One thing you fail to mention in the video is how this spacing techniques work bests with sword characters since they have the most melee range with the sword being a long separated hitbox (aka disjointed hitbox). Hence, why all the footage used in the video is from sword characters.
Spacing techniques are easier with swords character because of the disjoint. Every character benefits from proper spacing, but someone like Mario is gonna have more difficulty with it than swordies.
@@juliansanderson839 That's what I said.
@@jju00 well, you said it works best with sword characters. I was saying every character needs it, swordies have an easier time doing it.
Also, that comment was a year ago and you responded in minutes… so you live in the computer? Are you a robot or something?
@@juliansanderson839 I'm on my phone and I received the notification
@@juliansanderson839 You got upset because he called you out for not adding anything to the conversation so you insult him? Sad.
This aged like a fine milk.
its just a spacing tut
WOOOOOW...i am competetive player since 9 years..and I am relatively successful in my region, but this first Tip(thing) helps me a lot!
nice video !:)
Thank you - glad it helped!
Great video! Just subscribed. You explained ZeRo spacing very well and I already do it so when I watched the video I realised how well you explained it so it’s a very helpful and quick guide to people just being introduced to ZeRo spacing.
Thanks for the advice dude! This improved my gameplay a lot
Yw, glad I could help!
Very nice video!!! Please do more content like this!!!
Thank you! this was very helpful
Yw! Thanks for watching!
Do you move back then stop and then turn around for a Nair or forward air?
Thank you zero!!!
Anyone who wants to get better at smash needs to master aerial drift control
just play jigglypuff, bam
Epic Combo I play Ridley. He can’t be avoided!
Wow, I've been playing smash for years and never heard of that. Care to explain?
JeoRiverez - JEO777ez Sure. As far as I‘ve heard, it blocks projectiles if Link stands or walks.
JeoRiverez - JEO777ez Sure. As far as I‘ve heard, it blocks projectiles if Link stands or walks.
Great video, I hopoe to see more content from you like that
Thanks, you will!
What's the counterplay? Dash away and dash back in?
In theory, there’s no direct counterplay to the benefit of doing this over jumping closer to the opponent, but if the player doesn’t react it can be countered by dash back like you mentioned, overshooting an attack, parrying, and other things that challenge basic spacing
Counterplay to first one is to reach them with a HB before they reach you. Or move out of the way. Second is countered with a shield grab. Both are countered with good OOS options really. There is tons of counterplay. This is just a less dangerous method of starting the move. It doesnt remove any of the danger of ending it because all moves (except for auto cancles) have end lag that can be taken advantage of in some way. Whether its with another move or with forcing them to retreat and give up space.
Mostly true but you can’t shield grab if the move is well-spaced. The methods in this video are done assuming you space properly
@@Game5Smash thank you, this has been very helpful! 👍
Parry :^)
that link combo o.0
It looks like you can only do this with back airs? Because when you move back you don’t face the opponent... or does jumping cancel the skid animation? Like bruh I’m confused
Artem jumping cancels your foxtrot(beginning of a dash). If you dash back and then hold forward before you jump, then you will face forward. It depends on where you hold the control stick
Edwin Amankrah thank you! In the beginning of the video with marth doing falling aerials IS THAT ZERO SPACING? Is that what you should do? Because it seems like it. In the video with the cloud he jumps from far away and aerial drifts all the way forward, in the beginning the jump is relatively close and he drifts back
Artem 1:01 is an example of ZeRo spacing. He lands with an aerial, dashes back to not get punished, jumps from far, drifts back to get the right spacing and then he repeats this process.
Artem So basically, you only want to be in someones treat-range if you have a hit-box out. For example a game and watch player tries to punish you with a up-b out of shield you don’t want to jump near him because he can hit you out of your aerial before you can attack him. But if you apply ZeRo spacing, then you won’t be in his treat-range, because you dashed back and you won’t get punished for jumping.
Edwin Amankrah ohhh ok, when jumping from far away should you drift all the way forward once you jump? Or stop the momentum by holding back. Thanks for the example btw 🙂
On the second one, I find the timing to be extremely tight. When doing aerials from a full hop either I'll swing over the enemy's head completely or, more likely, hit the ground before my attack animation finishes and get punished
Great job! Two concise points!
great stuff keep it up, not really any channels put out this type of smash content
Thank you! I have plenty more on the way!!
2:28 I know
Does this spacing technique primarily applies to sword characters only?
No
Nope, works for every character in the game!
Nicholas Lam With any character you play, approaching them with a hitbox already out is much safer than starting the hitbox when you are already within their range. Any character can benefit from avoiding jumping when right next to their opponents because it has such a large amount of vulnerability.
Same question
This is much easier to do with sword characters
This is really useful video! Thanks for sharing.
question in fast falling aerials, you do first fast fall then the aerial, or initiate an aerial and during the initiation fast fall?
You can do both. It depends on the situation.
Karolos Kalafatis it depends if the aerial has a slow or fast start-up. If it has an aerial with slow start-up then you mostly want to aerial before fast-falling and if you have an aerial with a fast start-up then you want to aerial after fast-falling. But it also depend on if you want to hit the sweetspot or sourspot of a move. For example of you want to combo with n-air at higher percent then you have to input the aerial before the fast-fall but if you want to combo it at lower percent then you want to fast-fall before inputting an aerial.
Instantly Subscribed.
Thank you! We’ll have more vids like this headed your way!
I need to learn to implant this into my style
Can it work for Melee?
I fuckin love ZeRo. Hes our dad
👌🏻
This video aged like milk
Chiiiiiill, he attempted suicide not too long ago
@@Justin-vm9ux do you see how old the comment is.. ff
@@grayson3881 My bad, didn’t catch it
This is a good video. Compare it to one of gimr's where he rants about how groundbreaking and incredible his discovery is for 4 minutes and only actually tells you the technique in the last 15 seconds. This gets straight to the point without wasting time.
Now how can I do this with Peach and Daisy
Can I do this with the bair?
You can do it with any of their aerials, but with Peach and Daisy you’re probably better off floating when you do aerials
@@Game5Smash Thank you!
Yw!
I'd recommend a title change
Nah
This video: 12 thousand views
Last video: 600 views
What the hell guys
People seem to prefer tech videos over opinion/discussion vids, but that’s fine. I appreciate every view either way!
THX man, this improved my game so much!
Good explanation man!
I think it would’ve been more useful if you asked the best player for smash bros for the wii-u for tips. Never even heard of this zero guy.
How can this be applied to characters without disjointed attacks? Just wondering because I play Falco and the examples were all swordies
It’s exactly the same, swordies may have more range but any character can space effectively in this way
good video, I didn't realize it but I prob do this too.
Thank you for the guide :)
Yw! Thanks for watching!
damn i think i got zero's spacing technique down but it seems now i jsut keep getting bodied by falcons
anyone else getting this problem?
good. i have to do this
But the ice climbers mallets r so small, most of the time I miss by range or I get hit
More please... zero is hilarious to watch, but this is good short content. I'm sure you can make 20 more 3 minute videos lol... get to it...
There’s more on the way!
Don’t think this help at all, I’m trying to figure out how players are playing like CPU’s. Every time I’m online and I go against one of those type of guys, they attack 10 times faster than I do, move 10 times faster than I do, and even dodge 10 times faster than I do, if anybody has any info about that please help me find it
Do you still need/want help with this?
Little Mac disliked the video
Good.
Pls no Ganon bulli
Cool
Ok, but how about non-swordfighters?
Literally the same, this doesn't apply to sword only. It's just easier cause bigger hitbox
Sucks that some characters have awful airdrift so they can’t jump in with a landing attack
🥚
Ive 0 spacing😂
spam cloud back air and camp your opponent so you too, can be JUST as good as Zero!
Buffering made aerial drift so gross :( its all clunky
It’s not buffering that does that, but mostly the lack of jumpsquat and gravity/jump speed increase
Zero really likes that anime Lucina doesnt he?
Oof
Dude this can all be destroyed with a parry lmao
How often do you get parries on aerials? How often do you see people parry aerials? Attempting it is dangerous as hell
@@excelsior7345 u have to be good enough
@@olivia_the_speedrunner4066 Right. Because out of _all_ the top players, not a single one thought of the simple solution of parrying when ZeRo was at his prime.
@@excelsior7345 diffrent game bud lag frame worked differently start up and end
Bruh no shit a parry would counter this. But it doesnt mean you shouldnt space your fucking moves. What an idiot. Spacing prevents approaches as well as pressure shields. Spacing isnt only for hitting shields. But it's good to space as if you were to hit a shield because the opponent might run up shield. Parrying only occurs if they read your timing correctly. That's why when spacing you mix up crossing up or fast fall or empty landing. Theres always counterplay. But not even mkleo parries often. Good players are hard to read
ZeRo doesn't even go to tournaments lol you can't call him a top player