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 simultaneously (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 Jump (Double Jump)

 * Press and while airborne

All characters in Ultimate have an additional double jump. Double jumps are restored after the following states: landing, grabbing ledge, getting grabbed. They are not restored upon being put in hitstun.

Landing Lag
Aerials have a set amount of landing recovery, only cancelled out by autocancels(insert link here).
 * This is straightforward; upon landing the character will enter a completely vulnerable landing animation.

What's unique is that even for moves that don't have a specified landing recovery - like most air normals, or just jumping, there is still a landing recovery that disables all actions for limited amounts of time.


 * Landing normally from an empty jump: Your character enters either a "light landing" or "heavy landing". A heavy landing occurs when your character falls at their maximum air fall speed for a set time. See hard landing frames here. Soft landing have 2F of landing recovery.


 * Landing from an airdodge: 10F for normal air dodge 19F for directional air dodge.


 * Landing from freefall state: Dependent on the move initiated.


 * Bayonetta Recovery Frames: When Bayonetta uses  or  she experiences varying amounts of landing lag. See ssbwiki for more information.

Helplessness (Freefall/Special Fall)
Gravity Air Speed Air Acceleration Landing Lag Wall Jumps Wall Clings

Teching
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 attempting 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), or to avoid being stage spiked after being hit offstage. Mindgames and strategies involving floor recovery animations is also referred to as okizeme:.

Grounded Tech Options
Neutral Tech
 * Press when the character lands near a surface while tumbling, with the Analog Stick untilted

Neutral Tech (Standing Tech) allows characters to tech in place. They will experience an animation where they bounce up with intangibility frames. Any item nearby will also be grabbed.

Rolling Tech
 * Press when the character lands near a surface while tumbling, with the Analog Stick tilted  /

Rolling Tech (Tech Roll) allows characters to roll away when teching. Characters will experience an animation where they roll away with intangibility frames. Tech Roll can be done either left or right, allowing you to mix up and complicate tech-chasing. However compared to Neutral Tech, it experiences more ending lag while having the same intangibility duration.

Air Tech Options
Wall Tech
 * Press when the character lands near a wall while in hitstun

As with grounded techs, wall techs give the character intangibility frames, and the tech absorbs the player's momentum. However, wall techs have much less endlag, as the character gets off the wall almost immediately afterward instead of having a recovery animation.

Wall Tech Jump
 * Press +  when the character lands near a wall while in hitstun

Wall Tech Jump make your character jump after teching. Similar to normal wall techs, wall tech jump offer similar benefits of intangibility frames and absorbing momentum. wall tech jumps can be performed by characters who do not have a wall jump in their toolkit. Wall Tech Jumps can be used to recover more effectively from stage spikes, due to the jump. As they also incur no lag, characters can also counterattack immeadiately after a wall tech jump. Notably, they can also be used to aid characteres recovering off stage with recoveries like bomb recoveries that have, as well as 's.

Mistech Options
If you are sent into tumble and do not perform a grounded tech, you will bounce off the floor in a 25F mistech animation. During these 25F, you are completely vulnerable to opponents attacks.

Should your opponent fail to hit you before the animation is over, your character will enter a knockdown state. In this state, you have 4 options: Neutral Getup, Rolling and Getup Attack.

Neutral Getup
 * Flick after knocked down

Your character rolls from their knockdown state. Used to dodge attacks. Rolling
 * Flick / :Flick  after knocked down

Your character rolls from their knockdown state. Used to get away from attacks and from your opponent. Getup Attack
 * Press after knocked down

Your character attacks from their knockdown state. The attack will push the opponent away and create breathing space. However, the attack is very punishable on shield. But that's okay. Just Getup Attack!(Placeholder)

Tech/Mistech edge cancels

Untechables
Placeholder

Bury Recovery
When hit by attacks that cause the bury effect, players can press any button to recover more quickly.(Placeholder)

Misc
Turnaround Attacks B-Reverse Wavebounce Jostle