VERY solid video! Everything was very informative and digestible. Here's a few more things that could be considered while playing in disadvantage.
A-land/Tech Option Select: A-landing is the act of pressing an aerial with a large autocancel window once in tumble so that you you don't have to tech (Diddy Dair, Ness Dair, Greninja Fair). There's an option select that you can do by inputting your autocancel aerial and the shield button at the same time. If you're forced to tech, you'll do so. If the tech isn't forced, you'll safely A-land into shield.
Missed Tech Ledge Slip: Characters like Fox will often look for tech chases to convert for kills. In the corner especially, 3/4 options put the opponent at the ledge. Not teching in this scenario and drifting off stage will cause you to slip off of ledge and avoid the tech chase entirely. This also works on platforms!
Phantom Footstools: While Gimr did make a video on this, it's been a little bit of a forgotten technique. Certain characters lack or don't have the biggest disjoint on their Up Airs. Mashing jump outside of tumble can give you a phantom footstool, which automatically has 4 frames of invincibility. Against characters like Bowser, abusing this will keep you from ever being Up Aired again!
Up B Option Select: Some moves can feel awkward off stage, and you don't know whether or not they'll send into tumble at a given percent. Inputting both shield and your Up B at the same time will give you the tech if needed, while inputting an Up B if you don't enter tumble.
The DK Bill "Cheat Code": A lot of players panic and input an Up B immediately after they tech a stage spike. This will often leave them in an awkward position where their Up B doesn't snap the ledge, or they'll be frame trapped by something such as Sonic's Spin Dash > Bair. Directional air dodging after the tech can put you onto stage and completely reversal the situation for a ledge trap.
Ledge Jump Delayed Waveland: A lot of characters' ledge traps can feel like a 50/50 between punishing grounded getup options on reaction and covering ledge jumps. Ledge jumping and delaying an air dodge down by about 10 frames can serve as a mid ground between both coverage options. You'll mix up the timing requirement to punish grounded getups while avoiding aerials with the intent to preemptively cover ledge jumps.
Again, very nice video! Looking forward to seeing more from you in the future.
An amazing video tackling some difficult concepts done in a concise and entertaining manor. Will be using this as a reference for myself and others. 10/10
I have been playing ultimate since launch and I did not know that you got more ledge invincibility depending on how long you are off stage. That's wild. I'd like to know more about the code on this.
Low key this made my Bayo’s disadvantage sooo much better. Especially the part about mixing up options at the ledge for no reason. I always did that without realizing it but more importantly, I noticed Lima (best Bayo player in North America, whether he’s the best in the world is still up for debate lol) makes excellent use of his recovery tools off stage and I’m working on slowly incorporating that approach myself as well.
That last piece is really valuable tbh. Incin / Snake main here, and with recoveries that are honestly pretty predictable for both characters the mix up consistently is so important to our recovery game plan.
A-land/Tech Option Select: A-landing is the act of pressing an aerial with a large autocancel window once in tumble so that you you don't have to tech (Diddy Dair, Ness Dair, Greninja Fair). There's an option select that you can do by inputting your autocancel aerial and the shield button at the same time. If you're forced to tech, you'll do so. If the tech isn't forced, you'll safely A-land into shield.
Missed Tech Ledge Slip: Characters like Fox will often look for tech chases to convert for kills. In the corner especially, 3/4 options put the opponent at the ledge. Not teching in this scenario and drifting off stage will cause you to slip off of ledge and avoid the tech chase entirely. This also works on platforms!
Phantom Footstools: While Gimr did make a video on this, it's been a little bit of a forgotten technique. Certain characters lack or don't have the biggest disjoint on their Up Airs. Mashing jump outside of tumble can give you a phantom footstool, which automatically has 4 frames of invincibility. Against characters like Bowser, abusing this will keep you from ever being Up Aired again!
Up B Option Select: Some moves can feel awkward off stage, and you don't know whether or not they'll send into tumble at a given percent. Inputting both shield and your Up B at the same time will give you the tech if needed, while inputting an Up B if you don't enter tumble.
The DK Bill "Cheat Code": A lot of players panic and input an Up B immediately after they tech a stage spike. This will often leave them in an awkward position where their Up B doesn't snap the ledge, or they'll be frame trapped by something such as Sonic's Spin Dash > Bair. Directional air dodging after the tech can put you onto stage and completely reversal the situation for a ledge trap.
Ledge Jump Delayed Waveland: A lot of characters' ledge traps can feel like a 50/50 between punishing grounded getup options on reaction and covering ledge jumps. Ledge jumping and delaying an air dodge down by about 10 frames can serve as a mid ground between both coverage options. You'll mix up the timing requirement to punish grounded getups while avoiding aerials with the intent to preemptively cover ledge jumps.
Again, very nice video! Looking forward to seeing more from you in the future.