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Reviewing All Defensive Options in Smash Ultimate - YouTube
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We鈥檒l admit it - playing Smash aggressively
is definitely a lot of fun, but even the most
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aggressive players in the game need to defend
themselves sometimes.
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To do so without simply moving away from your
opponent, Smash has a variety of special defensive
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options that any character can use, but still
vary slightly from character to character.
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Before you put up your shield, be sure to
check out Pro Guides dot com for updates on
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all of our competitive content as well as
our Play With Pros platform which gives you
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access to top coaches and players in the game
of your choice.
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We also recently launched our new pro course
with none other than MKLeo himself, so be
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sure to click the link in the description
to find out more about that.
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Now let鈥檚 learn about defensive options.
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The most obvious and commonly used defensive
option in Smash is, of course, shielding.
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Shielding envelopes your character in a bubble
(or in some cases, an egg), that protects
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you from any attack that should connect with
it.
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Upon pressing any shield button, your shield
will be active and can defend you on frame
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one, which is the quickest any action can
come out in Smash.
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Don鈥檛 be fooled by the animation though,
because the shield bubble itself isn鈥檛 visible
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until frame 2 if no attack connects on frame
1.
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You can hold your shield up as long you鈥檇
like by holding down the button, but your
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shield will slowly become smaller as it鈥檚
out, and eventually it will break, leaving
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you in a very long state of vulnerability.
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As a quick note on this, keep in mind that
you can reduce the amount of time you鈥檙e
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in this shield-broken state by mashing, and
that this state actually lasts longer the
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lower your damage percent is.
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Your shield will also get smaller by taking
shield damage from attacks that hit it.
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Attacks hitting your shield cause shield stun
as well, which is a window of lag you undergo
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after it鈥檚 hit.
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In addition to the threat of a shield break,
as your shield grows smaller, it also begins
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to expose parts of your character鈥檚 body,
which despite your shield being up can still
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be hit if they aren鈥檛 covered by the shield.
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This is known as a shield-poke or shield-stab.
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To prevent this, you can angle your shield
by gently tilting the left stick, which is
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made easier and more consistent by either
holding 2 shield buttons or the special button
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while angling the stick.
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Additionally, Yoshi is immune to being Shield-poked
as his egg-shield does not diminish in size.
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While shielding, you have access to a few
actions known as out of shield options.
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By pressing A, you can execute a grab known
as a shield-grab.
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Shield-grabs are a great way to punish poorly-spaced
moves on your shield, but do be aware that
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Ultimate adds 4 frames of startup to your
shield-grab if performed right after shieldstun.
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By pressing jump while shielding, you can
jump with access to all of your aerials.
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This can be used to punish unsafe attacks
on your shield with a fast rising aerial,
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or to simply jump away to escape the situation.
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By tapping left or right on the left stick
while shielding, you can roll in or away in
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the direction you choose.
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This can be useful to escape shield-pressure
and reset Neutral out of close-quarters situations.
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We鈥檒l talk more about rolls in-depth later.
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By tapping down on the left stick while shielding,
you can spotdodge.
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Spotdodging is a great way to defend yourself
from grabs, and can be used for many other
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things which we鈥檒l also cover a bit later
in this video.
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Pressing up and B simultaneously while shielding
will allow you to perform an Up special out
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of shield.
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If you have a fast up special, this can be
a great way to punish opponents hitting your
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shield and escape pressure.
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The reason these out of shield options are
so good, is because letting go of your shield
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will put your character in 11 frames of lag
before you can act again - so choosing any
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of those options out of shield is about a
6th of a second faster than dropping your
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shield first - which makes a big difference
in a fast-paced game like Smash.
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If your shield is hit within the first 5 frames
of releasing it, you will execute a perfect-shield,
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known in the competitive community as a parry.
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Parrying reduces your shieldstun by 3 frames
and creates an attention grabbing animation
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with boosted hitlag for both characters, making
it easier for you to both react and punish
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the parried attack.
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It鈥檚 worth noting that parrying isn鈥檛
possible until the shield has first been out
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for 3 frames, as frame 4 is the first on which
shield can be dropped.
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Next let鈥檚 talk about rolls and spotdodges.
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Rolls are executed by tapping left or right
on the left stick and inputting shield simultaneously.
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A roll lets you travel a distance (varying
by character) left or right with a period
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of intangibility in between a window of startup
and a window of cooldown.
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There are 2 types of normal rolls: forward
rolls and back rolls.
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A forward roll sends you in the direction
you鈥檙e facing, and turns your perspective
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around upon completing the roll.
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Forward rolls typically have 3 frames of startup
with intangibility starting on frame 4, lasting
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for 9-15 frames before 14-16 frames of cooldown.
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Back rolls send you opposite the direction
you鈥檙e facing and maintain your original
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perspective.
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Back rolls also typically become intangible
on frame 4 or 5 lasting for 11-16 frames,
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but have 18-19 frames of cooldown making them
laggier than forward rolls.
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Smash Ultimate introduces a staling mechanic
to all forms of dodging which decreases their
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efficiency the more often they鈥檙e used.
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For rolls, this can shave as much as 4 frames
off of the intangibility and add as much as
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7 additional frames of cooldown.
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Because it offers intangibility coupled with
movement, rolling is a great way to escape
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potentially dangerous or uncertain situations,
but be careful of rolling too often or your
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opponent may catch on and punish the cooldown,
especially if it鈥檚 stale.
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Spotdodging allows you to quickly become intangible
while standing still by inputting down and
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shield simultaneously.
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Spotdodges become intangible on frame 3 after
2 frames of startup for every character besides
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Bayonetta who can activate Bat within on frame
2.
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Spotdodges are intangible for 12-16 frames
with a cooldown window of 9-10 frames varying
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by character.
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Spotdodges can, however, be acted out of with
grounded normals or special moves 5 frames
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before their cooldown would otherwise end.
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Staling can shave up to 3 frames off of the
intangibility and add up to 9 frames of cooldown
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to spotdodges.
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Spotdodges have less lag than dropping shield,
especially if cancelled with an attack, and
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they offer protection against both attacks
AND grabs unlike shield, so spotdodging can
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be a great way to quickly avoid your opponent鈥檚
option and punish swiftly.
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Spotdodging tends to be effective after swinging
a safe attack on whiff or on shield, letting
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you take advantage of opponents who attempt
to punish what they cannot.
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Just be wary though, as keen players will
take notice of your spotdodge patterns and
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wait for them.
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From here we take to the air with airdodges!
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Airdodging lets you become intangible in the
air with varying startup, cooldown, and landing
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lag.
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There are 2 types of airdodges: Neutral airdodges,
and Directional airdodges.
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A neutral airdodge is performed by inputting
shield in the air with no direction held on
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the left stick at the same time.
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Both air dodge types become intangible after
1-3 frames of startup, or 4 for Bayonetta,
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and Neutral airdodges are intangible for 25-29
frames before a cooldown window that varies
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relative to how fast a character falls such
that all characters regain control after falling
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the same distance.
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Because of this, Fox has the least cooldown
on his airdodge as the fastest faller with
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the highest gravity while Jigglypuff has the
most cooldown.
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If you land anytime during a Neutral airdodge,
you鈥檒l suffer 10 frames of landing lag.
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This rule applies to Directional airdodges
as well, automatically adjusting to the direction
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- so regardless of direction, you鈥檒l regain
control at the same height.
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Despite this similarity and the identical
startup, Directional airdodges are intangible
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for less time and also have universally much
greater cooldown, meaning that you鈥檒l need
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to drop for a greater distance before regaining
control after a Directional airdodge.
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As the name suggests, a Directional airdodge
is performed by inputting shield in the air
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while holding a direction with the left stick.
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This will push your character in the direction
you aim.
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Directional airdodges have 11-19 frames of
landing lag, with higher numbers the earlier
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you land after inputting the airdodge.
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So basically, no wavedashing allowed.
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Any airdodge can only be used once before
landing, getting hit, or grabbing a ledge,
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and both types of airdodges also are subject
to staling, shaving frames off of the beginning
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and end of the intangibility window.
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Staling also reduces the distance traveled
by directional airdodges.
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Neutral airdodging has more intangibility,
less cooldown, and less landing lag compared
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to Directional airdodging, so it鈥檚 generally
better for landing and escaping combos.
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If you鈥檙e high up and descending, consider
fastfalling right before a Neutral airdodge,
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and also keep in mind that as soon as the
dodge starts, you can control your drift with
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the left stick normally despite not inputting
a Directional airdodge.
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Directional airdodging offers recovery mixups
as you can grab the ledge with them, which
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is especially beneficial for Lucas and Ness
who gain additional distance from their Directional
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airdodges compared to the rest of the cast.
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Directional airdodging can also be a good
escape option when the opponent is chasing
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you down horizontally or if you have a convenient
platform nearby to dodge onto.
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With this knowledge we鈥檙e sure you鈥檒l
be blocking, dodging, and landing better,
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and you鈥檒l be doing all of that EVEN better
after you subscribe to our channel here on
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YouTube!
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Don鈥檛 stale out your time here and lose
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