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- 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".
- 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 is one of the primary ways to get off the ground, providing upwards momentum.
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 Kazuya 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 or even while in the air.
- 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 aerial normals done during one.
- 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 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. Mii Gunner, for example, has the lowest traction in the game at 0.076, which benefits them due to the movement potential added through their FAir.
Air Jump (Double Jump)
- Press while airborne
All characters in Ultimate have at least one additional double jump, while some characters have more than one double jump. Double jumps are restored after the following states: landing, grabbing ledge, getting grabbed. They are not restored upon being put in hitstun.
Aerials have a set amount of landing recovery, only cancelled out by autocancels(insert link here).
- While using an aerial, 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 Witch Twist or Afterburner Kick she experiences varying amounts of landing lag. See ssbwiki for more information.
Helplessness (Freefall/Special Fall)
After using certain special moves your character will go into Helplessness (or Freefall or Special Fall). This can happen after most Up Specials but some don't put the character into special fall. Also some other specials can put the user into freefall as well.
Gravity is a measurement of how fast a character reaches their max fall speed. Essentially tells how floaty they are.
This value tells how fast a character can move left or right while in the air.
Air acceleration is the rate at which a character can change their horizontal direction while in the air.
Some characters can wall jump. To wall jump drift towards a non-horizontal surface then flick the stick the opposite direction.
Even fewer characters can wall cling. To wall cling just hold the stick towards a non horizontal surface.
Ground & Air Recovery
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 into a ceiling or wall. Mindgames and strategies involving floor recovery animations is also referred to as No results .
Grounded Tech Options
- 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.
- 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
- 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 Snake have, as well as Ness's PK Thunder 2.
- Press when the character lands near a ceiling while in hitstun
Ceiling techs are much like wall techs except you experience a much greater amount of endlag while also losing the ability to tech jump. Ceiling techs are most infamous against Steve as he can launch you into the underside of blocks while the only other ceiling you can experience on a tournament legal stage would be underneath the stage.
If you are sent into tumble and do not perform a grounded tech, you will bounce off the floor in a 25F mistech animation, or if you are moving fast enough you will be launched back into the air as if you bounced off a wall or ceiling. During the 25F mistech animation, 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.
- 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. Tech/Mistech edge cancels If you are moving fast enough horizontally and mistech on the ledge of a platform or the stage then you will fly off the stage while in the mistech animation. This will cancel the animation and leave you actionable while still retaining the momentum of the launch.
If you are launched fast enough (insert speed here) and hit a surface, you will be unable to tech the surface and just bounce off of it. An attack is untechable when red particle effects appear when you hit a surface instead of the usual blue particle effects.
When hit by attacks that cause the bury effect, players can press any button to recover more quickly. But they can also flick the stick to get out as the stick has more priority and reads more inputs than a button (Placeholder)
You can do a turnaround attack by pressing slightly on the stick in the opposite direction then pressing or C-Stick for the appropriate attack.
You can do turnaround specials in the air and on the ground. Unless you set the C-Stick to special this will be a little hard without getting Side-B, unless that is what you want. For Side-B just do it in the opposite direction. For Neutral-B while facing to the right, press then neutral then . For Up or Down-B press then + or +
B-Reversing not only changes the direction you are facing but also changes the direction you are moving. To do a B reverse just do the special in the direction you are facing then afterwards press the analog stick in the opposite direction. For example B-Reverse Neutral B while facing right would be > . And B-Reverse Side B would be + > .
It should be noted that not all specials can be B-Reversed.
The Wavebounce combines the Turnaround Special with the B-Reverse. Therefore, only moves that can be B-Reversed can be Wavebounced. What will happen is that your character will not change the direction they are facing but still change the direction they are moving. The Wavebounce is easy to describe but hard to do as you have a small window to do it. While facing right you press then do the special then press .
Jostle is the hitbox every character has that interacts with the environment and other characters. It is what keeps you from passing through other characters while on the stage and is what determines if you land on a stage. It can change size depending on what the character is doing and thus can make things whiff when you are physically at point blank, like grabs against Bowser.
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• Movement • Offense • Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
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