SSBU/Movement

Walking

 * Tilt the Analog Stick lightly /

The most basic form of ground movement, walking is slower than dashing and running, but provides more control over a character's speed. Additionally, a character can do any action at any point out of a walk, making it a very low-commitment option for moving. It is performed with a horizontal tilt input with the movement stick.

Dashing (Initial Dash)

 * Tilt the Analog Stick /

Dashing is one of the most important and common movement options. Performed with a horizontal smash input, it is one of the fastest grounded options available to any given character. However, to make up for this speed, many options cannot be done during the majority of a dash. If the stick is held forward, dashing will automatically transition to running after a short time. Dashing or running both provide access to dash attack, dash grabs, and pivot grabs.

If multiple dashes are done consecutively, this is known as a "foxtrot".

Running

 * Tilt and hold the Analog Stick /

For most characters, running is the quickest way to get from one point to another (For a few characters, Foxtrotting is faster). However, because it requires going through a full dash, running is not useful at short ranges. Running, while not entirely actionable, is much more actionable and controllable than dashing. Notably, shield can be brought up instantly out of a run, and tilts can be done after a short skid animation.

Jumping
Jumping is one of the primary ways to get off the ground, providing upwards momentum.

Jumpsquat
The "startup" animation of a jump is known as jumpsquat. In many other fighting games, this would be known as and is identical to "pre-jump". In Ultimate, all characters except hava a 3 frame long jumpsquat, while Kazuya has a 7 frame long jumpsquat. During this jumpsquat, you are vulnerable to attacks. Unlike in traditional fighting games however, characters can still be grabbed during jumpsquat.

Shorthop (SH)

 * Tap lightly, or press 2 jump buttons (e.g:  + )

One of two jump heights, shorthops provide less height and consequently less air time. This makes shorthops useful often, since landing aerial attacks will be able to be used quicker. To perform a shorthop, either press two jump buttons at once or release your jump button before jumpsquat has ended. Shorthops also provide a 0.85x damage multiplier to all done during one.

Fullhop (FH)

 * Press and hold until after jumpsquat ends

The other of two jump heights, fullhops provide more height and more air time than a shorthop. This can make them more useful in some situations for hitting an opponent. To perform a fullhop, use only one jump button and have that button held when jumpsquat has ended.

Traction
Traction is the measure of how quickly a character will lose their ground speed and slow to a stop. It is measured in the amount of units lost per frame, so if a character has a traction of 0.1 and is moving with a speed of 1, their speed on the next frame will be 0.9verify. Characters with lower traction will go further with the same amount of speed, which can both help and harm their movement abilities. , for example, has the lowest traction in the game at 0.076, which benefits them due to the movement potential added through their.

Air Movement
Gravity Air Speed Air Acceleration Double Jump Landing Lag Wall Jumps Wall Clings Helpless (Freefall/Special Fall)

Teching

 * Press when the character lands near a surface while tumbling, with the Analog Stick untilted/tiltled  /  /

Also known as ukemi, teching can be performed 11 frames before a character hits a surface. Techs can be buffered in hitlag(link term). After a tech, a player won't be able to tech for another 40 frames.

Teching is used to reduce as much opportunity for an opponent to punish you for not teching- (insert x amount of frames for not teching). After teching, the opponent can tech-chase you

Grounded Tech Options
Neutral tech,side tech.

Mistech Options
Neutral Getup,Rolls,Getup Attack, mistech animation Okizeme Tech/Mistech edge cancels

Wall Teching Untechables

Misc
Turnaround Attacks B-Reverse Wavebounce Jostle