SSBU FAQ on gameplay + notes on Terminology

From observation and 10 total minutes of gameplay (only 5 of which were useful), answers to FAQs:



-What can you do out of run?

If you return stick to neutral you can do basically anything, including turnaround tilts and initiating another dash.



-Can you act out of dash?

First, don't confuse dash with run. Initial dash leads into run. You can use any smash during your initial dash in either direction. You can't do anything else, but you can act at the very end of your initial dash (you're basically canceling the skid of the end of your dash before it goes into run... I would describe it as a frame 0 run into skid-cancel). So essentially, you can act out of your max pivot distance, but it's a little laggier than a true pivot.



-Can you dash-dance?

Not in the way that you can in Melee, but you get something similar. Basically fox-trotting is easy, so your dash-dancing inputs should act more like consecutive fox-trots (repeated initial dashes, in whatever direction you want). A max-dash-distance dash-dance gets canceled into a skid animation. You get the sm4sh-esque dash-dance but it's really fast in kind of in-place.

The coolest find from my session was that canceling a run into a dash backwards is faster than running and turning around with your full skid animation. So you have a slower dash-dance for every character that can occur at any point during your run.



-Can you run Usmash / Usmash out of shield?

Yes and yes. You do not JC these, you just input them. If you use tilt-stick, you may need another button mapped to smash.



-Does jumping conserve momentum out of a run?

Yes.



-Does using smash-stick for aerials reduce your momentum like it did in smash 4?

Nope! Makes no difference.



-Does airdodging before grabbing ledge eliminate ledge invincibility?

No, you have ledge invincibility.



-Can you shield drop?

It seems like smash 4 shield dropping, which isn't as useful as Melee anyways. I didn't want to waste too much time trying so I didn't really test this.



-Can you jump cancel anything?

Didn't seem like it, and this is unsurprising. You don't really need it for its most common uses though.



-Any question on shields

We didn't really test shields. Would require more time than we had.



Character specific notes:

Zelda seems way better and really fun. I really liked moving around with her. Din's Fire no longer goes into special fall, her new Phantom Knight move is good. UpB CAN confirm into the second hit, but can also probably be DI'd.

Corrin feels the same for the most part. I couldn't do jump-instapin, but I could do the version of instapin where you sideB-B from the ground.

Kirby feels similar to Smash 4. I was able to combo Fthrow to Fair.

Marth also similar to Smash 4 but being able to attack out of run and lower lag aerials makes a huge difference. I personally don't like him too much in Smash 4 but SSBU Marth seems really fun.



Terminology (imo):

I think run-cancel or just run-"action" are the best ways to describe these tools. Skid-cancel also works. Please don't say "reverse ground rush" or I'm muting you LMAO

I don't like calling the new shield mechanic "perfect shield" even though that's the canon name. I prefer "perfect shield parry" or "shield parry" - this differentiates it from historical perfect/powershields, and better describes the technique.

Dash-dancing is probably fine to describe any form of dash/run movements in neutral. It isn't technically the same, but it a lot of the practical uses are similar and it looks similar visually.

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