Every Advanced Platform Technique in Smash Ultimate

Ever since Donkey Kong hit arcades in 1981,
the “platformer” has become an iconic video game genre. Nintendo in particular embraced 2D titles
with gameplay revolving around running and jumping, with Super Mario Bros. becoming the
most legendary platformer series of all time. In 1999, Masahiro Sakurai worked with Nintendo
to create a unique hybrid of platform games and fighters, leading to Super Smash Bros:
a fighting game where characters duke it out on a 2D plain with at least one main platform. Fast forwarding to 2019, Super Smash Bros. Ultimate still maintains the fundamental aspects
that make Smash a “platform fighter,” but despite knowing all of this history, many
competitive players still don’t completely understand how to actually play on platforms. In this video we’re gonna give you all the
info you need to buff your platform game, but first, don’t forget to check out Pro
Guides dot com for all of your essential competitive content, including our Play With Pros platform
– wait, that’s a platform too?? – and our new Pro Course featuring the world’s best:
MkLeo himself. Now let’s rock some platforms. So, first we need to understand the different
types of platforms we’ll be dealing with. Fortunately, in competitive Smash Ultimate
rulesets there are only 2 types of platforms. The first is hard platforms. Hard platforms are what make up the main body
of the stage and cannot be passed through from any side, although Lylat doesn’t seem
like a big fan of this rule… Next are soft platforms. These are the platforms that you’ll find
on stages like Battlefield and Pokémon Stadium 2 – they can be passed through from the top,
bottom or the sides, and characters can stand on them as well. Most of the techniques and tactics we’ll
be covering in this video deal with soft platforms, as the hard platform on legal tournament stages
functions as little more than the ground beneath your feet. The first technique to talk about can be referred
to as the “landing platform drop,” or “Isai dropping” in Melee. Normally, when standing on a soft platform,
you can drop through the platform simply by tapping down on the left stick. If you’re in a window of lag, such as after
landing on the platform with an aerial, holding down will give you a crouching animation instead
of dropping through the platform. In Ultimate, you can still buffer a platform
drop by tapping down a few frames before your lag ends, but to be more consistent and make
it possible to drop facing the other direction, there’s another method. As your lag is ending, buffer a walk in the
direction you want to face by tilting the left stick forward or back with a slight,
downward diagonal to avoid dashing. Then as soon as your lag ends, rotate the
stick downward to drop through the platform. This will take some practice to get the timing
down for different aerials, but allows you to freely drop through a platform whenever
you’d like, facing either direction, so you can use your preferred aerial as you drop. Dropping through platforms is very useful
in general, as it gives you a way off of a platform that’s faster than running off
its edge, and mixes up your options. Mixing up your platform escapes is important
because choosing the same option repeatedly – such as jumping – gets very predictable
and thus very punishable. Running off of platforms with a falling aerial
can be a useful tactic as well, but you don’t have much room to vary your spacing this way,
so it can be easy to bait and punish. The next platform technique we’re going
to talk about is sometimes referred to as “platform ghosting” or “ghost dropping.” Normally, when you jump above a platform,
you’ll land on it when you drop down. Because of this, it can be difficult to use
full hop aerial pressure on opponents who stay below the platform, treating it like
an umbrella. Well, by holding down on the left stick, you’ll
never land on a platform unless you’re in the middle of an animation, so you can hold
down while jumping above a platform and time your aerial right after you pass through it
to hit the opponent underneath. This applies to fastfalling too, but you don’t
need to fastfall in order to ghost a platform. These techniques can be a bit complex when
it comes to simply working around a platform, but it’s just as important to practice the
most basic of techniques – fastfalling onto a platform! Because of the ghosting mechanic, fastfalling
and landing on a platform rather than passing through it can actually be a bit tricky. Make sure you flick down on the stick for
the shortest moment possible. Fastfalling onto platforms is useful for general
movement as well as mixups like tomahawk grabs. If you’ve seen our video on Defensive Options
in Smash, you know that the lag from directional airdodging makes wavedashing very impractical
in Ultimate, but wavelanding on platforms isn’t quite the same. What’s wavelanding? Wavelanding lets you land on a platform and
slide in a desired direction by fullhopping through the platform and directional airdodging
into it. Try to airdodge as early as possible to get
the smoothest waveland. Despite the lag, wavelanding can trick your
opponent as it quickly shifts your position, potentially baiting your opponent to respond. Ledge cancels aren’t limited to soft platforms,
but are most commonly performed on them. Certain special moves, usually teleport moves
like Palutena’s Warp, can be aimed towards the edge of a platform resulting in the momentum
of the move sliding the character off of the platform, and cancelling the landing lag. Each character capable of ledge cancels has
specific setups to make the angles more consistent, here are some examples. Perhaps the most unexplored platform technique
present in Smash Ultimate is known as the “no impact landing.” This technique allows you to double jump in
a precise timing window to land instantly on a platform, essentially cancelling your
double jump altogether. The no impact landing carries many of the
benefits of wavelanding onto a platform in Melee, letting you quickly land and grab,
for example. So far, this technique is only consistent
for Simon and Richter, but we’ve seen clips that proves it’s at least possible with
other characters. This covers the most important platform techniques,
but there are some useful things to understand about how platforms can aid your gameplay. Most notably, platforms offer an excellent
means of extending combos vertically. Characters like Mario, Fox, and Joker can
carry opponents significantly higher by landing on platforms in between hits, and get much
more damage or even take a stock. Since most soft platforms are very narrow
in length, they make tech chasing very easy. If you force an opponent into a tech scenario
on a Battlefield platform, for example, they can typically only end up in 2 different places,
making the guesswork a 50/50. Also, some characters have options that can
cover the entire platform and reasonably punish any tech option. It’s a good idea to explore both how your
character can cover tech options on platforms, and what methods your character has to put
opponents in this position in the first place. We hope that with this knowledge, you’ll
be moving around platforms like Mario has since the 80s, and while you’re at it make
sure to move your mouse or finger on over to that subscribe button and jump from there
to the notification bell to keep up with all of our future uploads!

, , , , , , , , , , , , , , , , , , , , , , ,

Post navigation

37 thoughts on “Every Advanced Platform Technique in Smash Ultimate

  1. 2:55 You should finally figure out how to properly animate a rotating stick ffs 😀 It looks so distracting every time how the notches rotate along with the stick.

  2. 1:45 stages like battlefield, Pokemon, Stadium 2….. lmao he definitely just read the script and slapped in the first take wtf

  3. Thanks for telling me that jumping gets predictable and that running off a platform and performing an aerial is a good tactic to get off one

    Trash video just to get a 10 min video out lol “pro” guides gaming

  4. Dont be fooled people, "Pro Guides" is a complete scam. Any information you want to learn can be found FOR FREE right here on youtube. Specifically IZAW's the art of smash videos. These people are making their $ solely by selling ZeRo, and the few pro smash players they have with them. Their gimmick is learn to play smash from a "pro" but after you spend the $60.00 USD up front for the very few videos they have, you are not learning anything that you havent already learned. It's a shame hoe the people of this world pray on the naive . Also also, it says $5 a mo th, but you have to pay for the entire year upfront lol. So.. after you spend all but 2 hours watching all of the content they "provide" for $60 USD annually (because it's only roughly 2 hours worth of content if that, actually probably less) your left with $60 less in your bank, with absolutely nothing to show for it the rest of the year lol. You have been warned, BEWARE

  5. Could you or someone in the comments please tell me how to ledge cancel ganondorf down b and if it is possible to ledge trump with a successful ledge cancel

  6. I checked Mii gunner out on ProGuides. There are no advanced guides. Just2 moves about Mii gunner. And they don’t go in to detail on the character just saying it’s a projectile character. Lazy

  7. Geeze this guys is just trying to help people get better and you guys are giving him crap. Are people not allowed to do nice things these days

  8. Nice Job, its so cool!, See this New Album 'Monish Jasbird – Death Blow', channel link www.youtube.com/channel/UCv_x5rlxirO-WKjLIyk6okQ?sub_confirmation=1 , if you like to 🙂

  9. 2:55 I know its an old terminology, but it would be cool if you mentioned that people used to call it the Isai drop. the old school melee and current 64 player legend

Leave a Reply

Your email address will not be published. Required fields are marked *