As someone who is starting to get into the competitive scene, these small bits of info you have been posting have been absolutely wonderful!! Thanks so much!
Well i mean it’s true, the games only been out 3 years. It isn’t fully “optimized” like melee, a game thats been out over 20 years. There may be some techs in the game no one will discover until years from now 🤔
People seem to not understand. When you do an airdodge, your character “winds up” in the opposite direction of the airdodge’s intended direction, which is why you die earlier(most of the time, there are exceptions). If you want to see, the best way is to mess around with ness’s airdodge in 1/4 speed.
Oh geez... This one's giving me flashbacks to Bowser Jr's Side B as a recovery option. TBH I was expecting the usual "you lose stocks early because you're not being smart with your second jump", but this is one of those smaller details that I don't see talked about often.
For anybody who plays Terry, you can use power dunk to help live longer as it completely stop any horizontal movement. Also important to note, burning knuckle does NOT do this and it can kill you. And now that I think about it, I think power wave in the air should work the same though I haven't tried it
Great video, I see people kill themselves this way all the time. I think it would've been a little helpful to show two things- 1. Airdodge in slow motion to show clearly how the airdodge moves you in the opposite direction first 2. The radar zoomed in to show what it looks like when someone kills themselves with an airdodge-the dot lurches to the side unnaturally.
Yea after I watched this I watched dodges in like half speed and was surprised to see it actually shifts you opposite way first. I think it’s really helpful to know the physics of the game, especially something as important and integral as dodging. thanks josuke
I actually learned this from pichu, always wanting to side b back towards stage gets you killed more often than not at the far edges of the blast zone, because similarly to airdodging, it forces pichu back a considerable ways meaning you die much earlier.
one thing void didn’t mention that i usually do when i play characters without good specials that cancel momentum is instead of air dodging towards the stage, air dodging up. this makes it so your hurtbox actually shifts down and not towards the blastzone which won’t get you killed. the thing about this is that it had more endlag so it’s easier to punish but if you think youll have the resources or they won’t edgegaurd you it’s a good option.
Some characters actually benefit from this, as their airdodge does not 'wind up' before dodging! Ridley makes a good example, and you can live to pretty high precents doing it as him. This is a good video, I haven't seen this covered anywhere else.
I just went to training mode, and his airdodge allows him to survive even longer than his jump or literally anything else. And I'm a Ridley main... I actually thought I was being smart by not airdodging to survive. So ty so much for letting me know, that's so freaking useful
@@dylburt49 that’s all well and good, except you just lost access to Side B until you touch the ground. You don’t get it back when you’re hit. So you have to save it for when you know you won’t lose it
@@dylburt49 ah, makes sense. It’s a very good option against characters with bad edgeguard capabilities. You don’t have to worry about losing your side B at all so using it at the blast zone is a seemingly good option. However, if you’re facing someone who’s good at edgeguarding, you just lost your 1 ticket back to ledge. He should really get his Side B back like Pika, Fox/Falco, and Incineroar after getting hit. His recovery already sucks, it doesn’t need to be butchered even more
Steve's up special also has the early death issue. It keeps some of your momentum from getting launched, which is awful for living when say taking a smash attack mid percent due to the beach ball knockback thing.
I've always wondered but never asked, does directional airdodging up help at all? It stops your momentum, and your hurtbox doesn't get shifted into the blastzone
@@deft1825 the video only talks about airdodging directly toward stage which literally pushes your entire character into the blastzone. Haven't found any video or person talk about directional airdodge up
To answer your question and NOT be a snarky jackass, you CAN in fact use upward and downward airdodging to avoid the blastzone detection as long as your char has a good enough recovery to make it back. It's actually the optimal way of airdodging near the blast zone in a lot of cases because your opponent will have to commit to a deeper edgeguard in order to punish your dir. airdodge lag. This is also a really good option when you get launched near the upper corner of the blastzone because airdodge "up" will make it so that you can aim for the corner, avoid the blastzone, and preserve your double jump/additional recovery option(s). If your opponent hits you after an airdodge and you survive, you'll get it back without having to have used your resources. Definitely practice this in training mode and you'll be surprised how many situations you can start surviving after.
Not sure if it's just me but I find that this phenomenon where the blast zone "sucks you in" also occurs on some special moves, typically the ones that move your character forward after a small delay. I've noticed it most on fox illusion and I'd swear it makes you die sooner if you don't wait until knockback fully ends.
It’s not the blast zone in these cases. If you falco or fox side b when you still have momentum your momentum will keep going at the same rate untill the end of the move. Meaning you stop your ability to slow down. Always jump instead if you feel you are going to die
I always wondered when people said “they di’d wrong”, cause I’ve always air dodged when hit off stage, so thank you very much Void for helping me see a mistake and improving my strategy for the future.
Been telling people in my scene about this for the longest, but for some reason the higher level players be telling everyone else that you always need to airdodge to live longer. I hope this video gains a lot of traction to finally stop this misinformation.
In my experience, you can airdodge to cancel your momentum better than a double jump in very rare scenarios, this is in situations where you leave hitstun before you get close enough to the blast zone to die when airdodge moves your hurtbox enough, I've seen this most typically seen when getting smash attacked across the entire stage. Even in this situation, I think that a burst movement special like bouncing fish would still be better because you do not lose access to your airdodge and since most smash attacks are angled upwards, you are typically going to be recovering by landing back on stage. Please do feel free to tell me if I'm wrong on this one, I don't know for sure.
Most burst movement specials maintain your momentum during their startup, meaning that you will actually travel closer to the blastzone for trying to use them unless you drift back in first. Any specials that shift your hurtbox during the animation also run the risk of putting you in the blastzone.
And one more thing I forgot to mention is that, since some specials are expendable (zss flipjump, little mac side b, doc down b) you might actually be running yourself out of more resources than if you airdodged. I think bouncing fish is expendable, but I'm not sure
That’s a good point, but some character’s have disadvantages when recovering. Everyone isn’t the same, some have to recover low and some have to high, for example how about Ness, Lucas, Chrom, Dr.Mario, Ganon and Incinerator etc. you get my point have no choice but to recover the way they were designed to. It’s tough...but it’s nice to know this information, I just hope that we can advance and improve our errors.
Lucas has a ton of recovery mixups by virtue of being a floaty with high horizontal air speed and a fairly high double jump, having a great tether, having an extremely long distance recovery special (also PKT bonking gives him a ton of angle mixups as well as more distance), and having two specials that stall him slightly in the air He does usually recover to the ledge-recovering high isn’t too great of an option for him unless he’s just hit really high-but he has enough timing and angle mixups on his low recovery that there’s no way he’s in the same tier of recoveries as the other characters listed (honestly just having good air mobility and a good tether put him significantly above them on their own) Overall though you do make a good point; sorry this is kind of nitpicky lol
Always thought directional air dodge (like double jump) would cancel my air momentum, but never thought about it would shift my body in a way to actually kills me
This is something I found out the hard way when I was playing a ton of Ganon. Awesome that you're making videos about all these tidbits! Great video man! 👍
Oh damn I always had the habit to airdodge to survive longer in order not to lose my jump! I've never heard of this before! When I started the video I thought he would talk about the classic double jumping to the stage but that was an awesome surprise! Thanks a lot!
"You can use an aerial." *flashbacks to Brawl momentum canceling* Although I don't remember if this is in Ultimate, but there are cases in previous Smash games where an aerial can actually help you recover. One example is Melee Puff fair actually inching her forward ever so slightly.
In Void's example (when getting hit right at the ledge with a move that sends kinda low (wolf DSmash)) Airdodging in general wont help you because you get out of hitstun to late... so your best chance to survive is exactly what void said... except... Lets say you are at 105% in the center of the stage and you get hit by wolf F-Smash.. and if you dont have access to bouncing fish (shiek) or flipkick (zss).. your best chance of survival is actually airdodging diagonal to the stage and up or down (45° angle). This is because you get out of hitstun early enough so that you can cancel your momentum without getting sucked into the blastzone. If this wont save you, doing nothing or inputting a d-jump woudn't have saved you either
As one who's guilty of still using directional airdodge (DAD), I have a couple of arguments in my defense. 1) Assuming you survive, instant DAD sometimes helps recovery 2) And (I might be wrong about this, but) I'm pretty sure that if launched *cross stage* at higher %s, DAD helps survivability while it's when you're close to the blast zone at shorter %s that it kills you earlier. I main Snake, so it's always gonna be a bad idea since his low recovery without airdodge is the freest edgeguard in the world, but with other characters - especially the ones that need DJ to not get edgeguarded for free - it can be very helpful (assuming the opponent isn't in a position to punish it)
I main Dedede and was really confused when you said jumps help you live longer. Then I find out it was an exception. Then I realize my habit carried over to every other character I play. Good to know this new piece of information.
@@Michael-tc5ff You still drift a little bit so its not really useful. However, if I was a Zelda player I would just use my double jump. You have such an amazing up B that you don't really need the extra jump to help you recover.
I learned that some actions killed me so I stopped doing them like Incineroar's side B but I live longer, (at least it seemed like it) when I used pichu's fair. But I'm glad to know it's confirmed that some moves kill when near the blast zones and some moves don't.
Huh, I always tried to figure out why I would die abruptly after using a move like Luigi side-b or Falco side-b even though I lived a smash attack and I'm on the edge of the blast zone. That hitbox shift can make or break a stock loss!
Just curious, does airdodging down or up also work instead? I'd imagine that in that case your hurtbox would shift up or down respectively, rather than towards the blast zone. but then the momentum still gets canceled so you are saved. Maybe that doesn't work though, I don't know
In a scenario where players air dodge, it’s when they get hit very far off stage so it helps them recover, air dodging up or down will not move your body towards the blast zone, but it will give you an insane amount of lag and you’d die. So if you ever get hit out you can either, A, airdodge towards the stage knowing for a fact you’d live, and B, use what void taught you in this video.(special,forwards air, etc)
@@hussanalmosawi330 OK that makes sense. I think up could work for some characters with good recoveries, but yeah obviously down would just have you die in the bottom
You can still airdodge, just don't do it instantly. Of course, it can become too late to airdodge if you're too low, but avoiding death with double jump should allow for the airdodge with most characters. Just be sure to mix things up so you don't become predictable and get punished
@@robert-zr1kx You're welcome! It's a bit sad that non-hostility is something to be grateful for on this app haha. Nevertheless, it's nice to be appreciated for that, so thank you 🙂
Hey Void, love your videos, I have a question; I'm pretty deep into the mechanics of Smash 4 / Ultimate, and I want to get into Melee but they are vastly different in how they're played. What are some things I can do to practice adjusting between Ultimate and Melee and how can I have fun starting off fresh?
Yes, unless your special is one that specifically cancels momentum on startup like Sheik bouncing fish. As a Falco main, I learned the hard way not to phantasm out of knockback because the drift on startup is fatal.
It's funny, I stopped playing Smash Ultimate a while ago, and this is literally the one thing I suspected. When you died at 80% I was little bit confused on why you didn't just used f-air or bouncing fish to survive. (actually the real reason why this 1-4% matters, is because when moves are stale'd the hitbox shifting actually saves you more times than not. This is because most players don't remember how much their move has stale'd and even if they do, they estimate their moves killing power wrong.)
I would suggest experimenting with this. Conceptually this will shift your hurtbox either up or down in the opposite direction. The real issue would be if it stops your character from go in the horizontal direction or not then.
is directionally air dodging up viable? or does that not break your momentum enough? asking as a falcon main, as we don't have too many recovery options and would love to avoid burning the DJ. also great vid btw
And here I thought I had a huge hole in my game by not having the muscle memory of air dodging away from the blast zone because I see it all the times in tournaments. I was mistakenly ahead of the curve.
Okay, so one way I’ve “gotten around” this problem is air dodging up and away from the blast zone, I imagine the “wind up” doesn’t bring you AS close to the blast zone as air dodging In, but idk, anyone confirm this??
Im a dedede main and often air dodge to get back (bad air movility), when you said you can double jumb to get back safely I was like:"oh I have multiple jumps Y can double jump and then air dodge" then you said that this doesn't work on dedede and was like"oh welp another tech dedede can't use :("
As someone who is starting to get into the competitive scene, these small bits of info you have been posting have been absolutely wonderful!! Thanks so much!
Good luck dude, I hope you make it!
Lmao
As someone who recently left the european smash league i wish you all the luck
qt pfp
DEADASS!!!!
before looking at the comments i said the exact same thing out loud
I love how parts of your videos are like "top players don't know shit about this game" LMAO cuz i agree
Well i mean it’s true, the games only been out 3 years. It isn’t fully “optimized” like melee, a game thats been out over 20 years. There may be some techs in the game no one will discover until years from now 🤔
That is comforting to hear for all us wanna-be top players lol
@@chrisbeach423 knowing it and applying it are two different things, otherwise ESAM would probably just be the king
I guess its time for you to try to become a pro player yourself Esam!
@@chrisbeach423 I discovered one today
People seem to not understand. When you do an airdodge, your character “winds up” in the opposite direction of the airdodge’s intended direction, which is why you die earlier(most of the time, there are exceptions). If you want to see, the best way is to mess around with ness’s airdodge in 1/4 speed.
yup, that’s why characters like snake can’t jump onto a battlefield platform, but can waveland onto it
Oh geez... This one's giving me flashbacks to Bowser Jr's Side B as a recovery option. TBH I was expecting the usual "you lose stocks early because you're not being smart with your second jump", but this is one of those smaller details that I don't see talked about often.
For anybody who plays Terry, you can use power dunk to help live longer as it completely stop any horizontal movement. Also important to note, burning knuckle does NOT do this and it can kill you. And now that I think about it, I think power wave in the air should work the same though I haven't tried it
As far as I know, Power Wave just stop vertical movement.
Dude I’ve learned so many quick, but useful tips from you!
I love this kind of content!
Great video, I see people kill themselves this way all the time.
I think it would've been a little helpful to show two things-
1. Airdodge in slow motion to show clearly how the airdodge moves you in the opposite direction first
2. The radar zoomed in to show what it looks like when someone kills themselves with an airdodge-the dot lurches to the side unnaturally.
Yea after I watched this I watched dodges in like half speed and was surprised to see it actually shifts you opposite way first. I think it’s really helpful to know the physics of the game, especially something as important and integral as dodging.
thanks josuke
I actually learned this from pichu, always wanting to side b back towards stage gets you killed more often than not at the far edges of the blast zone, because similarly to airdodging, it forces pichu back a considerable ways meaning you die much earlier.
one thing void didn’t mention that i usually do when i play characters without good specials that cancel momentum is instead of air dodging towards the stage, air dodging up. this makes it so your hurtbox actually shifts down and not towards the blastzone which won’t get you killed. the thing about this is that it had more endlag so it’s easier to punish but if you think youll have the resources or they won’t edgegaurd you it’s a good option.
I'm from Melee, so it's great to hear that a) jumping immediately is still a good option in Ult & b) not to airdodge immediately!
Some characters actually benefit from this, as their airdodge does not 'wind up' before dodging! Ridley makes a good example, and you can live to pretty high precents doing it as him.
This is a good video, I haven't seen this covered anywhere else.
I just went to training mode, and his airdodge allows him to survive even longer than his jump or literally anything else. And I'm a Ridley main... I actually thought I was being smart by not airdodging to survive. So ty so much for letting me know, that's so freaking useful
What other characters? Is there a list?
"Doing nothing is probably one of the easiest things you can do"
I main Ganondorf and Little Mac, this is a luxury I can’t afford if I’m launched fairly low
can Mac Side B and not die to wall?
@@dylburt49 that’s all well and good, except you just lost access to Side B until you touch the ground. You don’t get it back when you’re hit. So you have to save it for when you know you won’t lose it
@@Rexis102 gotcha was just curious
@@dylburt49 ah, makes sense.
It’s a very good option against characters with bad edgeguard capabilities. You don’t have to worry about losing your side B at all so using it at the blast zone is a seemingly good option. However, if you’re facing someone who’s good at edgeguarding, you just lost your 1 ticket back to ledge.
He should really get his Side B back like Pika, Fox/Falco, and Incineroar after getting hit. His recovery already sucks, it doesn’t need to be butchered even more
Watch Peanut to see how to recover with Little Mac
Steve's up special also has the early death issue. It keeps some of your momentum from getting launched, which is awful for living when say taking a smash attack mid percent due to the beach ball knockback thing.
I've always wondered but never asked, does directional airdodging up help at all? It stops your momentum, and your hurtbox doesn't get shifted into the blastzone
Did u fall asleep through the video?
@@deft1825 the video only talks about airdodging directly toward stage which literally pushes your entire character into the blastzone. Haven't found any video or person talk about directional airdodge up
@@origamiman5460 I guess you can check yourself in training mode? Just airdodge up and look at it frame-by-frame?
To answer your question and NOT be a snarky jackass, you CAN in fact use upward and downward airdodging to avoid the blastzone detection as long as your char has a good enough recovery to make it back. It's actually the optimal way of airdodging near the blast zone in a lot of cases because your opponent will have to commit to a deeper edgeguard in order to punish your dir. airdodge lag.
This is also a really good option when you get launched near the upper corner of the blastzone because airdodge "up" will make it so that you can aim for the corner, avoid the blastzone, and preserve your double jump/additional recovery option(s). If your opponent hits you after an airdodge and you survive, you'll get it back without having to have used your resources.
Definitely practice this in training mode and you'll be surprised how many situations you can start surviving after.
@@apezilla3108 thanks man! Always forget how toxic UA-cam comments can be lmao
Not sure if it's just me but I find that this phenomenon where the blast zone "sucks you in" also occurs on some special moves, typically the ones that move your character forward after a small delay. I've noticed it most on fox illusion and I'd swear it makes you die sooner if you don't wait until knockback fully ends.
It’s not the blast zone in these cases. If you falco or fox side b when you still have momentum your momentum will keep going at the same rate untill the end of the move. Meaning you stop your ability to slow down. Always jump instead if you feel you are going to die
@@ParzShorts Momentum is a big culprit, as well as the fact that some moves also just shift your hurtbox backward
I always wondered when people said “they di’d wrong”, cause I’ve always air dodged when hit off stage, so thank you very much Void for helping me see a mistake and improving my strategy for the future.
Been telling people in my scene about this for the longest, but for some reason the higher level players be telling everyone else that you always need to airdodge to live longer.
I hope this video gains a lot of traction to finally stop this misinformation.
Same with moves like fox illusion where they move back slightly before dashing forward
In my experience, you can airdodge to cancel your momentum better than a double jump in very rare scenarios, this is in situations where you leave hitstun before you get close enough to the blast zone to die when airdodge moves your hurtbox enough, I've seen this most typically seen when getting smash attacked across the entire stage. Even in this situation, I think that a burst movement special like bouncing fish would still be better because you do not lose access to your airdodge and since most smash attacks are angled upwards, you are typically going to be recovering by landing back on stage. Please do feel free to tell me if I'm wrong on this one, I don't know for sure.
Most burst movement specials maintain your momentum during their startup, meaning that you will actually travel closer to the blastzone for trying to use them unless you drift back in first. Any specials that shift your hurtbox during the animation also run the risk of putting you in the blastzone.
And one more thing I forgot to mention is that, since some specials are expendable (zss flipjump, little mac side b, doc down b) you might actually be running yourself out of more resources than if you airdodged. I think bouncing fish is expendable, but I'm not sure
That’s a good point, but some character’s have disadvantages when recovering. Everyone isn’t the same, some have to recover low and some have to high, for example how about Ness, Lucas, Chrom, Dr.Mario, Ganon and Incinerator etc. you get my point have no choice but to recover the way they were designed to. It’s tough...but it’s nice to know this information, I just hope that we can advance and improve our errors.
Lucas has a ton of recovery mixups by virtue of being a floaty with high horizontal air speed and a fairly high double jump, having a great tether, having an extremely long distance recovery special (also PKT bonking gives him a ton of angle mixups as well as more distance), and having two specials that stall him slightly in the air
He does usually recover to the ledge-recovering high isn’t too great of an option for him unless he’s just hit really high-but he has enough timing and angle mixups on his low recovery that there’s no way he’s in the same tier of recoveries as the other characters listed (honestly just having good air mobility and a good tether put him significantly above them on their own)
Overall though you do make a good point; sorry this is kind of nitpicky lol
Really love these videos, keep going man!
Always thought directional air dodge (like double jump) would cancel my air momentum, but never thought about it would shift my body in a way to actually kills me
I would love to see a video from you on how to DI properly, couldn’t find one in your guides playlist
You are great at simplifying the game for new players. I LOVE the way you make helpful videos.
See on account of I’m a dummy thicc dumb boi... I really appreciate that he breaks things down like Steve on Blues Clues for me.
saving yourself over 2%-3% is alot deeper than one thinks. i appreciate this tip
This is something I found out the hard way when I was playing a ton of Ganon. Awesome that you're making videos about all these tidbits! Great video man! 👍
Did you catch it?
Love these info vids void!!! You should make a series how to d.I. Moves for each character! You are teaching the next generation :)
I’ve implanted practically all of your short videos into my gameplay dude thank you so much lmao
Would you be interested in a ft10 with cosmos agin but him playing mythra
Thank you I actually appreciate these little tips
Yay VoiD posted again today ❤️
this series is seriously great man
Oh damn I always had the habit to airdodge to survive longer in order not to lose my jump! I've never heard of this before! When I started the video I thought he would talk about the classic double jumping to the stage but that was an awesome surprise! Thanks a lot!
"You can use an aerial."
*flashbacks to Brawl momentum canceling*
Although I don't remember if this is in Ultimate, but there are cases in previous Smash games where an aerial can actually help you recover. One example is Melee Puff fair actually inching her forward ever so slightly.
Little Mac’s Dair and Nair give him a slight momentum boost, but I can’t remember any other instances of it in ult
Marth and lucina fair
In Void's example (when getting hit right at the ledge with a move that sends kinda low (wolf DSmash)) Airdodging in general wont help you because you get out of hitstun to late... so your best chance to survive is exactly what void said... except... Lets say you are at 105% in the center of the stage and you get hit by wolf F-Smash.. and if you dont have access to bouncing fish (shiek) or flipkick (zss).. your best chance of survival is actually airdodging diagonal to the stage and up or down (45° angle). This is because you get out of hitstun early enough so that you can cancel your momentum without getting sucked into the blastzone. If this wont save you, doing nothing or inputting a d-jump woudn't have saved you either
Loving these short tip vids
You're pretty quick.
Shoutouts to VoiD for these vids, easily digestible tips that help in small but really notable ways.
As one who's guilty of still using directional airdodge (DAD), I have a couple of arguments in my defense.
1) Assuming you survive, instant DAD sometimes helps recovery
2) And (I might be wrong about this, but) I'm pretty sure that if launched *cross stage* at higher %s, DAD helps survivability while it's when you're close to the blast zone at shorter %s that it kills you earlier.
I main Snake, so it's always gonna be a bad idea since his low recovery without airdodge is the freest edgeguard in the world, but with other characters - especially the ones that need DJ to not get edgeguarded for free - it can be very helpful (assuming the opponent isn't in a position to punish it)
I like your style, third smash player Im now subbed to, used to watch you guys in smash4 and brawl, thanks for the tips.
liked for "I'll get down soon" in reference to the cam moving
I main Dedede and was really confused when you said jumps help you live longer. Then I find out it was an exception. Then I realize my habit carried over to every other character I play. Good to know this new piece of information.
Do all specials help? Would Zelda’s fair or naryu’s be better?
Only Specials that stop your momentum can help, all of Zelda’s specials keep your drift so they won’t help.
@@brain_tonic Doesn’t Naryu’s stop momentum?
@@Michael-tc5ff You still drift a little bit so its not really useful. However, if I was a Zelda player I would just use my double jump. You have such an amazing up B that you don't really need the extra jump to help you recover.
@@brain_tonic Sounds like a fair would be better if you could save your double jump
I learned that some actions killed me so I stopped doing them like Incineroar's side B but I live longer, (at least it seemed like it) when I used pichu's fair. But I'm glad to know it's confirmed that some moves kill when near the blast zones and some moves don't.
Ive noticed this when using fox’s side b close to the blast zone too. If you’re too close it will kill you
Would the correct di for his downsmash here be to hold down and in?
void you’re the best teacher in the smash community hands down. thank you for sharing all your tech!
Huh, I always tried to figure out why I would die abruptly after using a move like Luigi side-b or Falco side-b even though I lived a smash attack and I'm on the edge of the blast zone. That hitbox shift can make or break a stock loss!
Next video can you do a topic about optimal edge guarding? These videos have been really eye-opening and it's crazy how much these videos help
Underrated content
Just curious, does airdodging down or up also work instead? I'd imagine that in that case your hurtbox would shift up or down respectively, rather than towards the blast zone. but then the momentum still gets canceled so you are saved. Maybe that doesn't work though, I don't know
In a scenario where players air dodge, it’s when they get hit very far off stage so it helps them recover, air dodging up or down will not move your body towards the blast zone, but it will give you an insane amount of lag and you’d die. So if you ever get hit out you can either, A, airdodge towards the stage knowing for a fact you’d live, and B, use what void taught you in this video.(special,forwards air, etc)
@@hussanalmosawi330 OK that makes sense. I think up could work for some characters with good recoveries, but yeah obviously down would just have you die in the bottom
Loving these guides. Thanks void ❤️
Dude these videos are seriously helpful. thank you
i agree with you void this is always frustrating to see, and people who do it really think they’re helping themselves live longer
00:18 Anyone else hear prominent and get Pyra Nam flashbacks
Keep it up void. Love the new content. You explain everything so clearly.
You're making me care about this game so much more
I know air dodging shifts your hurt box closer to the blast zone, but I can never break the habit and I’m not sure why
Another day, another life saving tip from Void. Thank you so much my dude, your work is not going un-noticed.
I KNEW THIS! lmao I feel so proud
You could Crouch Cancel the Down Smash too, right?
I honestly love these types of vids they’re really helpful.
How do we nominate you for summit?
this was super helpful for me!
I hate this because sometimes, especially with some characters, air dodging out of disadv. is so helpful with recovery
You can still airdodge, just don't do it instantly. Of course, it can become too late to airdodge if you're too low, but avoiding death with double jump should allow for the airdodge with most characters. Just be sure to mix things up so you don't become predictable and get punished
@@jaredbowers9503 i appreciate the constructive feedback, and in such a non-hostile tone. Thank you!
@@robert-zr1kx You're welcome! It's a bit sad that non-hostility is something to be grateful for on this app haha. Nevertheless, it's nice to be appreciated for that, so thank you 🙂
Does air dodge up help or does it not help either?
I had no idea! Wow!
Bro these videos are amazing thx !!
Hey Void, love your videos, I have a question; I'm pretty deep into the mechanics of Smash 4 / Ultimate, and I want to get into Melee but they are vastly different in how they're played. What are some things I can do to practice adjusting between Ultimate and Melee and how can I have fun starting off fresh?
I always thought I was losing my stock because I was dying. Good to know!
Do specials still slightly increase your knock back momentum like they do in melee?
Yes, unless your special is one that specifically cancels momentum on startup like Sheik bouncing fish. As a Falco main, I learned the hard way not to phantasm out of knockback because the drift on startup is fatal.
Where do I nominate you for summit?
This is so interesting, I literally died to airdodging today and I was like huh does this actually help me, thanks void
I have a bad habbit of double jumping always when I get near blast zone launched. I shouldn't
A video explaining DI would be much appreciated
I didn't know the Weeknd was doing competitive smash vids. Good shit
whats the link to nominate void fo the tournament of the summit?
Yay!
Sweet, this one I knew already
It's funny, I stopped playing Smash Ultimate a while ago, and this is literally the one thing I suspected. When you died at 80% I was little bit confused on why you didn't just used f-air or bouncing fish to survive.
(actually the real reason why this 1-4% matters, is because when moves are stale'd the hitbox shifting actually saves you more times than not. This is because most players don't remember how much their move has stale'd and even if they do, they estimate their moves killing power wrong.)
What if you were to airdodge up or down at the blastzone instead of forward? Would that still shift your hurtbox into the blastzone?
I would suggest experimenting with this. Conceptually this will shift your hurtbox either up or down in the opposite direction. The real issue would be if it stops your character from go in the horizontal direction or not then.
Interesting that doing a fair helps.
is directionally air dodging up viable? or does that not break your momentum enough? asking as a falcon main, as we don't have too many recovery options and would love to avoid burning the DJ. also great vid btw
just hesitate the air dodge for a moment once you’re far enough from the blast zone
And here I thought I had a huge hole in my game by not having the muscle memory of air dodging away from the blast zone because I see it all the times in tournaments. I was mistakenly ahead of the curve.
I play falco. Would my side b be the same as fish? I'm hugely a sole airdodge to save myself so this was hugely thought provoking
No, side b kills you earlier. Jump or up air instead.
@@TruEclipzz upair interesting. Thanks for the help!
Thank you professor void!
Okay, so one way I’ve “gotten around” this problem is air dodging up and away from the blast zone, I imagine the “wind up” doesn’t bring you AS close to the blast zone as air dodging In, but idk, anyone confirm this??
This is true but it’ll still kill you earlier than if you jump or just don’t do anything
@@dunsparce3883 noted, thank you
Keep m comming voidddd
this seemed so obvious at the earlier part of the game and im always so surprised when i still see people doing this
I actually started doing it because I saw pros do it. Lol yikes
I never had this habit because I was a link main so I would pull out bomb to have the option to bomb recover
Doesn’t this depend on character?
Nope
Air dodging for survivability can actually help you:
ua-cam.com/video/3BXFdZBurSM/v-deo.html
Has he talked about crouch cancelling in one of these vids yet?
it’s generally pretty useless, because if you have time to crouch, you have time to shield
@@anuyorker very true except for when your Shield is low
Im sure in very obscure situations at low percent crouch canceling can make an attack unsafe on hit. Still pretty useless overall
Tysm
If you just hold in do you die?
Im a dedede main and often air dodge to get back (bad air movility), when you said you can double jumb to get back safely I was like:"oh I have multiple jumps Y can double jump and then air dodge" then you said that this doesn't work on dedede and was like"oh welp another tech dedede can't use :("
How is 2% such a big deal?
Dont worry, I play Ganondorf. I die if exist offstage. Cool tidbits of hurtbox and percentage management.