This was super informative and something I haven't heard in other smash videos yet. I always hear the words advantage state but never knew what it was. Thanks and subbed
I have a question. If, say Link is on one end of the stage and Ganondorf is on the other end, is that Neutral or is Link at advantage, since he has ranged attacks and therefore, more options?
usually more disjointed move > less disjointed move and if there's no disjoint or they have around the same amount of disjoint, then it's decided by %. if one move does 10% or more than another video, then it will beat it out. if both moves are within 10% of each other, than they usually clash and neither character gets hit. there are exceptions to this like moves with armor, invincibility, counters, and specific stuff like palutenas bair/dashattack. also projectiles are sorta their own topic, altho they usually follow the 10% rule thing too hope that cleared it up a bit!!
I'm pretty sure there is no such thing as priority. As Protom said, disjointed moves win but that's not because of priority, that's just because a sword can hit a fist and only the fist takes damage. If 2 similarly strong hitboxes collide, they clash. If 2 hitboxes hit hurtboxes (without clashing against a hitbox), then both players get hit in a DBZ. If you feel your attacks are "losing priority" then it means that your opponent is either hitting you slightly faster or slightly outspacing you.
@@smashgambits The thing is, often is difficult to figure out under which circumstances your attack outprioritize the move of the other character. I m well aware that sword characters have disjointed hitboxes but when it comes e.g. to dash attacks of every charackter it is very difficult to understand why I can beat a dash attack with a close range move in one case (percentage? timing? range? etc.) and in the other case not, even though the characters were not changed. As a beginner it is difficult to figure out which options I have that would help me to come up with my own gameplan. Is there an "easy to execute" method to figure out how "moves" work?. The training mode unfortunately has very limited tools
Hey Game5 Smash, great video! I have a question though. Why does the game sometimes straight up ignore my C-stick input? For example, I want to do a D-air with jigglypuff after U-tilt but a F-air comes out half the time. I know it has something to do with the buffering system, but even when I am trying to time it, I still screw up. How can I fix this problem?
This is just like minimax and maximin algorithms. In advantage, maximize minimum gain (do option that guarantees you good followups/continues your advantage). In disadvantage, minimize the maximum loss of worst case scenario (losing stock/combo extension).
Great video, but I think it would have been helpful to have some video clip examples of top players applying these concepts with an explanation of what they're doing instead of just footage of CPUs. You still got your point across well though so good job
Great video, but your 2nd half was basically the same thing I said in my most recent video... I also disagree that if one player is in disadvantage, the other is in advantage. You defined the advantage state as having more options than your opponent, but that's not really accurate because some characters (ryu for example) can have more options than other characters even in neutral. I think it's better to define neutral as having access to all your options, disadvantage is when you have lost some options, and advantage is when you can leverage the option disparity. For instance, DBZ moments (especially when both players go to the same side) are not neutral, even though both players generally have the same options relative to each other. I'd rather say it's a state of mutual disadvantage.
You’re using the term option more specifically. I mean it as fundamental actions, so Ryu might have 2 jabs but he still can jab on the ground and not in the air. This is exactly the same as access to your options.
I also disagree that a mutual disadvantage can exist. The sheer existence of disadvantage means you are in a weaker position. If both players are offstage on opposite sides, despite having very little access to their options I’d call this neutral, there’s no advantage or disadvantage to either player. The terms refer to the balance between what each player can do to the other, otherwise there’s no point in defining a state
Also if you’re insinuating that I replicated content from one of your videos, I’ve never even heard of your channel nor would I do that, but if we both stated similar points, that happens
@@Game5Smash I meant a DBZ where they are both offstage next to each other and the first person to backair/upair or whatever takes the stock. You can define a state relative to the other player, or relative to some "standard." In most cases they're the same, I just think it makes more sense to consider a scenario where both players are in a bad position to be mutual disadvantage rather than neutral. Because from such a DBZ state you're not trying to win neutral, you're trying not to die. How would you categorize having a projectile charged up? Then it's an extra option. If 2 clouds are in neutral but one of them has limitbreaker, I'd say that's at least as big an advantage as having center stage. But anyway, this is nitpicking. Great video!
"All defensive options are punishable" thanks for that, that's something I need to realize.
Just watched this video for the first time and geez I feel like I gained some incredible knowledge on my gameplay from that statement alone
This is one of the best explanations on the topic out there and generally how I explain it as well. Very well done.
Thank you!
0:00 _Welcome to the _*_Scarf Army_*
Wow this video really helped paint a clearer picture of all phases a match can shift into. I’ve been benefiting from your videos a ton! Keep it up!
holy shit that mario gameplay at the beginning is the crude description of why i am bad at smash
Very good video to explain these terms. You’ve earned a sub, my friend.
The terminology is explained in many other videos, but this one in particular is well presented. Good use of examples!
It’s amazing to see a smash creator on the trending page! Amazing work!
Thanks, I'd heard these terms tossed around, but never explained this well.
Glad it helped!
This was super informative and something I haven't heard in other smash videos yet. I always hear the words advantage state but never knew what it was. Thanks and subbed
Beautiful video! I appreciate the smash fundamental vids as much as the tech vids! Keep this up!
These videos are a blessing
Super underrated channel. Keep up the good work.
ok wait this guide is super underrated
Came from Mini Ladd’s stream, good luck with your channel and nice video too
Thank you very mutch , cause thoses phases are realy deep and hard and you are helping me to understand them
5:13 was great lol
Thank you very much for this video, while I had some of the knowledge, I didn't had the words or the capacity to explain it.
I know all this information, just came to give a like
Thanks!
I have a question. If, say Link is on one end of the stage and Ganondorf is on the other end, is that Neutral or is Link at advantage, since he has ranged attacks and therefore, more options?
Wow man. Great vid.
Best explaining video ever
How do I know which move has priority over another move? That is something that should be explained to a noob.
Play the game lots and find out
usually
more disjointed move > less disjointed move
and if there's no disjoint or they have around the same amount of disjoint, then it's decided by %. if one move does 10% or more than another video, then it will beat it out. if both moves are within 10% of each other, than they usually clash and neither character gets hit.
there are exceptions to this like moves with armor, invincibility, counters, and specific stuff like palutenas bair/dashattack. also projectiles are sorta their own topic, altho they usually follow the 10% rule thing too
hope that cleared it up a bit!!
I'm pretty sure there is no such thing as priority. As Protom said, disjointed moves win but that's not because of priority, that's just because a sword can hit a fist and only the fist takes damage. If 2 similarly strong hitboxes collide, they clash. If 2 hitboxes hit hurtboxes (without clashing against a hitbox), then both players get hit in a DBZ.
If you feel your attacks are "losing priority" then it means that your opponent is either hitting you slightly faster or slightly outspacing you.
@@smashgambits The thing is, often is difficult to figure out under which circumstances your attack outprioritize the move of the other character. I m well aware that sword characters have disjointed hitboxes but when it comes e.g. to dash attacks of every charackter it is very difficult to understand why I can beat a dash attack with a close range move in one case (percentage? timing? range? etc.) and in the other case not, even though the characters were not changed. As a beginner it is difficult to figure out which options I have that would help me to come up with my own gameplan. Is there an "easy to execute" method to figure out how "moves" work?. The training mode unfortunately has very limited tools
Hey Game5 Smash, great video!
I have a question though. Why does the game sometimes straight up ignore my C-stick input? For example, I want to do a D-air with jigglypuff after U-tilt but a F-air comes out half the time. I know it has something to do with the buffering system, but even when I am trying to time it, I still screw up. How can I fix this problem?
Good series idea
Thanks!
here come the people from miniladd
Great video
Hey your on channel on the rise
This is just like minimax and maximin algorithms. In advantage, maximize minimum gain (do option that guarantees you good followups/continues your advantage). In disadvantage, minimize the maximum loss of worst case scenario (losing stock/combo extension).
Thank you
You should start a discord for smash ultimate
Call it noob scoop
Lol I'm a pika main, my quick attack makes it so much easier to escape disadvantage
Great video, but I think it would have been helpful to have some video clip examples of top players applying these concepts with an explanation of what they're doing instead of just footage of CPUs. You still got your point across well though so good job
some uncool dude missed the Like button
my kingdom for a frame data, idk when I'm plus or minus on hit in this game :(
Great video, but your 2nd half was basically the same thing I said in my most recent video...
I also disagree that if one player is in disadvantage, the other is in advantage. You defined the advantage state as having more options than your opponent, but that's not really accurate because some characters (ryu for example) can have more options than other characters even in neutral. I think it's better to define neutral as having access to all your options, disadvantage is when you have lost some options, and advantage is when you can leverage the option disparity.
For instance, DBZ moments (especially when both players go to the same side) are not neutral, even though both players generally have the same options relative to each other. I'd rather say it's a state of mutual disadvantage.
You’re using the term option more specifically. I mean it as fundamental actions, so Ryu might have 2 jabs but he still can jab on the ground and not in the air. This is exactly the same as access to your options.
I also disagree that a mutual disadvantage can exist. The sheer existence of disadvantage means you are in a weaker position. If both players are offstage on opposite sides, despite having very little access to their options I’d call this neutral, there’s no advantage or disadvantage to either player. The terms refer to the balance between what each player can do to the other, otherwise there’s no point in defining a state
Also if you’re insinuating that I replicated content from one of your videos, I’ve never even heard of your channel nor would I do that, but if we both stated similar points, that happens
@@Game5Smash I meant a DBZ where they are both offstage next to each other and the first person to backair/upair or whatever takes the stock. You can define a state relative to the other player, or relative to some "standard." In most cases they're the same, I just think it makes more sense to consider a scenario where both players are in a bad position to be mutual disadvantage rather than neutral. Because from such a DBZ state you're not trying to win neutral, you're trying not to die.
How would you categorize having a projectile charged up? Then it's an extra option. If 2 clouds are in neutral but one of them has limitbreaker, I'd say that's at least as big an advantage as having center stage. But anyway, this is nitpicking. Great video!
@@Game5Smash Nah man, I was just saying it's a weird coincidence. Guess great minds think alike.
Series name: Smash Bros for DUMMIES
🤔
Also hijacking so no one can say first
^this guy helped record some clips for this video!
Oh goodness me is this gameplay bad.
You can use tournament gameplay to display these terms much better. Playing against a CPU just looks bad
It's just to give an example man
It's just an example, chill.
Pretty sure the CPU was in training mode being used by a controller. It was moving way to specifically to be a CPU