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Smash Ultimate Mechanics (for beginners)

Welcome! In this basic guide, I will list some mechanics and neat tricks that can help you in smash. These tips can improve your knowledge of the game, and get a better understanding. I will describe each one by listing on how to use these. However, I strongly recommend testing these things out yourself to get an even better understanding of how you can use them based on how you play. Well, let's begin right away!

Invincibility/Superarmor/Intangibility
Now, this is probably a simple mechanic to many. Invincibility is when you are able to get hit, but you cannot be damaged or knocked back. An obvious example is when you spawn back in from dying. For a few seconds, you get invincibility, so use it at the best of your advantage. Superarmor is when you are able to get hit and get damaged, but you cannot be knocked back. A big example of a character who uses super armor is Little Mac. Because his smash attacks have super armor, they can be used to get ko's while also not getting worried about getting launched back. Another example is Charizard's Up B, which allows him to recover while also not being able to get spiked during the move. Intangibility is when you are invincible, and you cannot get hit at all. Obvious examples are rolling and air dodging, but what about other things? Well, some moves do grant the character intangible from any attack or grab for a few frames, like Villager's pocket. While some characters do not use these attributes, using them with others can help you a lot.

Zair:
You may already know this, but some characters have an extra aerial called a zair. A zair can easily be performed by pressing the grab button, but characters who do not have a zair will simply air dodge. A zair can be used to pressure your opponent by using it as a defensive option, or they can use it as a recovery option to get on the ledge. Some characters who have zairs are Young Link, Lucas, and Samus, but other characters have a zair too. A zair can give you versatility when fighting and can be very useful for both as a defensive (and offensive) or as a recovery.

Sweet and Sourspot
While some attacks to neutral damage throughout the hitbox, there are some attacks that do different amounts of damage depending on what area you hit with. The sweet spot is the strongest part of the attack. It deals the most knockback and damage, and can even be used as early ko moves. In order to land one, you have to either hit the attack very early or hit with the strongest part of the move. However, you may be wondering how useful the sour spot can be. Well, while it does do the least damage and the least knockback, it can be used as a good combo starter and extender. In order to get the sour spot, you either hit with an attack late or hit with the weak part of a move. A character who heavily uses sweet and sour spots is Marth. Depending on how you space the move, you can do many things with Marth's sword that other characters can't do. This is because of his tipper mechanic, which allows him to be more technical and flexible on how he uses his sword. Sweet and sour spots are very important, and it is very useful to know when to use them.

Stale Negation (I call it stale)
Stale makes your move weaker the more you hit with it. It can be staled up to nine times and makes both the knockback and the damage of the move weaker. This, of course, makes spamming a less viable option. It is also important to know that projectiles get stale, but not throwable items (like Peach's turnips or Young Link's bombs). The move will now also stale if it hits a shield, counter, or projectile. After you die, your moves get refreshed as usual. Note that stale-move negation is not on training mode. Overall, stale can affect the game at any time, and keeping on track of the list of moves you use can help the way you play the game.

DI:
Directional Influence can be a bit hard to explain, but I will try my best to explain it in the best of my ability. If I am wrong, please let me know, as it can help me get a better understanding of it. DI is crucial in smash and can help you survive a lot more from crushing attacks. To DI, you simply move your analog stick to the right or the left after you get launched by an attack. When you DI away, you can escape some combos, but you can get edgeguarded. When you DI towards your opponent, you get edgeguarded less, but you can be prone to more combos. Mixing up your DI can help you escape many kill confirms, and can even help you reset neutral. You can also use DI to escape from dying. If you ever get launched by a devastating attack, you should either
DI to the left if getting launched right
DI to the right if getting launched left
DI left or right when getting launched upwards
DI away from the opponent if getting launched diagonally.
DI down when getting launched horizontally.
Canceling your knockback works too, as it can help to get on the stage. To cancel your knockback, you can use a special move or using your double jump. You should also note that your knockback is increased when charging a smash attack, and is decreased by crouching. Smash DI is basically used to get out of multihit moves like Kirby's jab. To perform it, you simply rub the control stick. I usually do it diagonally upwards left or right, but the choice is yours. DI overall can be confusing at first, but knowing how to use it can help you survive and maybe even get major comebacks.
Applicable Games
Smash Wii U
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SkyDrag0n152
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