How to perform every small technique. Press play on the clip for that technique. Character-only
combos (desyncs, DJCZ, slingshots) are not in this list.
Walk
Movement
Tilt the left stick slightly left or right. Do not flick it.
Your character walks. Walk has no dash startup, so tilts come out facing the way you are moving.
IzAw — Art of Smash: Beginner (Movement)
Initial dash
DashMovement
Flick the left stick fully left or right.
The first burst is the initial dash. During it you can still cancel into jump, shield, grab, or an attack.
Return the stick to neutral before the run starts if you only wanted the dash.
IzAw — Art of Smash: Beginner (Movement)
Run
Movement
Flick the stick to dash, then keep holding that direction.
After the initial dash you enter the run. A run cannot be canceled the same way: you have to skid or jump out of it.
IzAw — Art of Smash: Beginner (Movement)
Foxtrot
Movement
Flick the stick to one side, then return it to neutral during the initial dash.
You slide the whole initial dash and stop, without entering a run.
Repeat the flick to chain foxtrots. This is the single unit of a dash dance.
IzAw — Art of Smash: Expert (Dash dance)
Dash dance
Movement
Dash one way.
During the initial dash, flick the stick fully the other way.
Keep alternating before the run begins. You stay in a cancelable dash and threaten both sides.
ProGuides — How to Dash Dance Effectively
Short hop
Movement
Press two jump buttons at the same time. That always short hops.
With one button: press jump and release it before the 3-frame jumpsquat ends.
Hold jump and you get a full hop instead.
J Alpha Smash — How To Short Hop Like A Pro
Full hop
Movement
Press jump and hold it through the jumpsquat.
You reach full jump height. Use it for rising attacks, juggles, and landings that need more air time.
IzAw — Art of Smash: Training (Full hop aerials)
Fast fall
Movement
Jump, and wait until you have passed the top of the jump and started falling.
Flick the stick straight down.
You drop faster. Holding down before the apex does nothing: the flick has to happen on the way down.
Sillin — The 5 Most Important Movement Techniques (Fast fall)
Double jump
Movement
Jump once to leave the ground.
Press jump again in the air. Most characters get one double jump.
You can drift with the stick before and after the second jump.
IzAw — Art of Smash: Beginner (Movement)
Instant double jump
IDJMovement
Press jump, then press jump again almost immediately, while you are still in jumpsquat or on the first airborne frames.
The double jump comes out as soon as you leave the ground, so you reach the second jump’s height and hitboxes right away.
Practice the rhythm slowly, then tighten it. Two different jump buttons in a quick sequence is easier than mashing one.
NairoMK — Having Trouble Instant Double Jumping?
Turnaround
Movement
While standing, walking, or in the air, tap the stick the opposite way you are facing.
On the ground during a dash, a full flick backward turns you around inside the initial dash.
In the air, a turnaround lets you throw a back air or a special the other way without changing your drift if you return the stick.
Sillin — The 5 Most Important Movement Techniques (Turnaround)
Dash cancel
Movement
Dash.
During the initial dash, input jump, shield, grab, or an attack.
The dash stops and that action comes out. Once you are in a full run, this cancel is gone.
IzAw — Art of Smash: Expert (Dash cancel)
Pivot cancel
Movement
Dash one way.
During the initial dash, flick the stick the opposite way so you turn around.
Immediately input an attack, grab, or jump. The pivot is canceled into that action, so you threaten behind the dash.
IzAw — Art of Smash: Expert (Pivot cancel)
Boosted pivot cancel
Movement
Dash forward.
Very early in the initial dash, snap the stick fully backward and input the attack on the same timing.
The turnaround is faster than a normal pivot, so the attack slides farther. Use it for a boost grab or a sliding tilt.
Sillin — The 5 Most Important Movement Techniques (Boosted pivot cancel)
Dash shield
Movement
Dash toward where you want to block.
Press shield during the initial dash.
You keep a little momentum and stop in shield, closer than if you had shielded from a stand.
Jump, then press attack with a direction: neutral, forward, back, up, or down.
A rising aerial is input on the way up. A falling aerial is input on the way down.
The same move is safer or more active depending on whether you land during it or after it.
IzAw — Art of Smash: Beginner (Aerial attacks)
Short hop aerial
Aerials
Short hop.
Press attack at the same time as the jump to buffer a rising aerial, or delay it to land with the hitbox.
A buffered short hop aerial is the same button timing every time. A delayed one is how you space a landing aerial.
DrZora — 3 Short Hop Aerial Techniques
Short hop fast fall
SHFFAerials
Short hop.
Input the aerial.
As soon as you start falling, flick down to fast fall.
You land sooner, so the aerial is harder to punish and easier to chain.
IzAw — Art of Smash: Training (SHFF aerials)
C-stick aerial
Aerials
Set the right stick to Attack in the controls.
Jump and drift with the left stick.
Flick the right stick for the aerial you want. Your drift stays on the left stick, so you can jump forward and back-air, or jump back and forward-air.
The right stick does not give you a neutral air. Use the attack button with the left stick neutral for that.
IzAw — Art of Smash: Training (Spacing drills)
Autocancel
Aerials
Jump and input an aerial early enough, or late enough, that you touch the ground during its autocancel frames.
Those frames are usually the start of the move, before the hitbox, or the very end.
You only get the tiny normal landing lag, not the aerial’s landing lag. In training, turn on frame display and look for the landing to skip the long lag.
Game5 Smash — How to AUTO CANCEL
Drag-down
Aerials
Jump and fast fall so you are coming down on the opponent.
Input a multi-hit aerial late, as you land.
The last hits pull them down with you. When you both land, jab, tilt, or grab before they can act.
Works on aerials that drag the opponent downward. Which aerial does it depends on the character.
J Alpha Smash — How To Do Drag Downs
Cross-up
Aerials
Short hop toward the opponent and drift so you pass through them.
Input the aerial as you cross, then land on the other side.
Their shield faces the wrong way for an easy grab punish, and you are already behind them.
BlueSirius — Cross-Ups
Reverse aerial rush
RARAerials
Dash forward.
During the initial dash, slam the stick backward. You turn around but keep sliding forward.
Jump.
Input back air. Because you turned around, that back air faces the way you were dashing.
Jules Trades — RAR Tutorial
Instant reverse aerial rush
IRARAerials
Dash in the direction you want to travel.
Press jump and flick the stick the opposite way on the same frame.
You turn around in the air with no grounded pivot.
Input back air. The window is one frame, so drill the jump and the flick together.
hivesteel — IRAR, Purah's SSBU Tech Tutorials
Attack cancel
Aerials
Dash forward.
Input a tilt (attack button, or the right stick if it is set to tilt).
Within the first 3 frames of that tilt, press jump. The tilt never comes out.
Input the aerial, usually back air with the right stick. You get a forward-moving back air without a full RAR turn.
My Smash Corner — Attack Cancel
Z-drop
Aerials
Hold an item.
Jump, then press grab in the air. The item drops without an air dodge.
You can attack right after the drop, or catch the item again on the way down.
Game5 Smash — Z-Drop Aerial Tech
Z-air
Tether aerialAerials
Be a character with a tether grab (Link, Young Link, Toon Link, Samus, Lucas, Zero Suit Samus, Simon, Richter, Byleth, Joker, Min Min, and the Belmonts).
Jump, then press grab in the air.
The tether comes out as an aerial. It is used to poke and, for some of those characters, to recover.
BlueSirius — Tether Recoveries
Turnaround special
Specials
Flick the stick backward, the opposite way you are facing.
Press special while the stick is still back.
The special fires behind you. Your momentum does not flip.
LxZ Link — Wavebounce, B-reverse, and Turnaround Special
B-reverse
Specials
Press special first, while you are still facing the original way.
Within about 4 frames, flick the stick the opposite way.
The special turns around and your momentum reverses.
ProGuides — How to Wavebounce and B-Reverse
Wavebounce
Specials
Flick the stick backward to start a turnaround.
Press special.
Immediately flick the stick forward again, inside the B-reverse window.
The special fires the way you were originally facing, and your momentum goes backward.
Smash Technicians — How to Wavebounce
Jab
Offense
Stand, or return the stick to neutral if you were walking.
Press attack with the stick neutral.
Press attack again for jab 2 and jab 3 on characters that have them. A jab does not come out if you are holding a dash.
IzAw — Art of Smash: Beginner (Ground attacks)
Tilt
Offense
Tilt the stick (do not flick it) up, down, or sideways and press attack.
Or set the right stick to tilt and flick it. That never gives you a smash attack.
If smash attacks come out by accident, lower stick sensitivity or stop flicking the left stick.
IzAw — Art of Smash: Beginner (Ground attacks)
Smash attack
Offense
Flick the stick and press attack at the same time.
Or flick the right stick if it is set to smash.
Hold the attack to charge. Release to swing. A full charge is stronger and slower.
IzAw — Art of Smash: Beginner (Ground attacks)
Dash attack
Instant dash attackOffense
Dash, then press attack during the initial dash with the stick still held forward.
To make it instant, press attack on the first frames of the dash.
After the initial dash, attack during a run is also a dash attack, but it is slower to start.
IzAw — Art of Smash: Expert (Instant dash attack)
Reverse tilt
Reverse jabOffense
Dash forward.
Flick the stick backward and press attack at the same time.
You turn and throw a jab or tilt behind you while your dash momentum is still going forward. Use a gentle tilt input if you want the tilt and not a dash attack.
IzAw — Art of Smash: Training (Reverse jabbing)
Grab
Offense
Stand next to the opponent and press grab.
From shield, grab is a shield grab and is usually your fastest punish.
After the grab, pummel with attack, then flick the stick and press attack to throw.
IzAw — Art of Smash: Beginner (Grabbing)
Dash grab
Offense
Dash into grab range.
Press grab during the initial dash.
You slide a little and grab. It reaches farther than a standing grab and loses to an attack if they swing.
IzAw — Art of Smash: Beginner (Grabbing)
Pivot grab
Offense
Dash forward.
During the initial dash, flick the stick backward and press grab.
You turn around and grab, often sliding into them. This is the usual way to grab someone who shielded a cross-up or who is behind your dash.
Game5 Smash — Dash Pivot Grab
Tomahawk
Empty hop grabOffense
Jump toward the opponent as if you were going to aerial.
Do not attack. Fast fall and land in front of their shield.
Grab as soon as you land. They shielded the aerial that never came.
Derivative — How To Tomahawk Grab Better
Jab lock
Offense
Knock them down so they miss a tech and lie on the ground.
Hit them with a very weak move, almost always jab 1, while they are still down. Do not use a move that pops them up.
They are forced back into the missed-tech animation. You can jab lock once more, then charge a smash before they have to get up.
Beefy Smash Doods — Everything About Jab Locks
Footstool
Offense
Jump so you land on top of the opponent’s head. There is no extra button.
You bounce up and they are popped upward without a normal hit.
Jump again out of the bounce if you want the footstool jump. Offstage, a footstool can gimp a recovery that has no jump left.
IzAw — Art of Smash: Beginner (Footstool)
Buffer
Offense
During the end of an animation, hold the next input instead of waiting to be actionable.
The game stores it for a few frames and performs it on the first possible frame.
Buffer a short hop aerial by pressing jump and attack together. Buffer an out-of-shield option by holding it during shieldstun.
IzAw — Art of Smash: Expert (Buffering)
Shield
Defense
Hold shield. You can walk slowly by tilting the stick.
Release shield to drop it. There is a short drop animation before you can act, unless you jump or grab out of shield.
Shield shrinks as you hold it and when you get hit. If it breaks, you are stunned.
IzAw — Art of Smash: Beginner (Shielding)
Parry
Perfect shieldDefense
Do not hold shield early. Press shield in the last moment before the hit connects.
A successful parry freezes them and lets you drop shield faster than a normal block.
Punish with grab, up smash, or a jump aerial. Projectiles and multi-hits can be parried hit by hit.
IzAw — How Perfect Shield/Parry works exactly
Shield grab
Defense
Hold shield through the attack.
Press grab as the shieldstun ends, or hold grab during shieldstun to buffer it.
This is the standard punish on an unsafe move that hit your shield.
IzAw — How Perfect Shield/Parry works exactly (Shield grab)
Out of shield
OoSDefense
Block the attack.
On the first frame you can act, input one of: grab, jump, up smash, up special, or a neutral air / up air after a jump.
Hold the input during shieldstun so it is buffered. Grab and up special need no jump. Aerials need the jump first.
BlueSirius — Out-of-Shield Options
Spot dodge
Defense
Press shield and down at the same time.
You become intangible in place, then you are stuck for the end of the dodge.
Use it when a grab or a single hit is coming and you do not want to give up your position.
IzAw — Art of Smash: Beginner (Dodging)
Roll
Defense
Press shield and left, or shield and right.
You roll that way with a short intangible window, then lag at the end.
Rolls are easy to punish if you do them from neutral. Use them to escape a corner, not as your main defense.
IzAw — Art of Smash: Beginner (Dodging)
Air dodge
Defense
In the air, press shield with a direction to dodge that way.
Press shield with no direction for a neutral air dodge. It stalls you and has more lag.
You cannot air dodge again until you land or grab the ledge. Do not burn it if you still need it to recover.
BlueSirius — How to Tech, Part 2 (Directional Air Dodges)
Tech
Defense
You have to be in tumble, the state where you cannot act after a strong hit.
Just before you hit the ground, wall, or ceiling, press shield.
No direction: tech in place. Left or right: tech roll. Miss the timing and you lie there for a jab lock.
The same input works on a wall or ceiling if the stage has one.
IzAw — How to TECH in Smash Ultimate
Directional influence
DIDefense
As soon as a hit connects and you are in hitstun, hold the left stick.
Hold perpendicular to the launch angle to change where you fly. For a horizontal kill move, holding up or down sends you more upward or downward.
Survival DI is usually toward the stage and slightly up or down, so you live longer. Combo DI is the angle that makes their follow-up miss.
ProGuides — DI, SDI, and LSI (DI)
Launch speed influence
LSIDefense
After the hitlag freeze, while you are being launched, hold up or down.
Down slightly slows vertical launch on many moves. Up speeds it up, which can get you out of a combo or kill you sooner.
LSI is only up and down. Left and right is DI. You can do both.
ProGuides — DI, SDI, and LSI (LSI)
Smash directional influence
SDIDefense
During hitlag, the freeze frames when a move connects, tap the stick in the direction you want to shift.
Each tap moves you a few pixels. Tap again on the next hit of a multi-hit.
SDI out of a multi-hit before the last hit, which is usually the strong one. Holding a direction during hitlag also shifts you once.
ProGuides — DI, SDI, and LSI (SDI)
Crouch
Defense
Hold down.
Your hurtbox gets shorter, so some jabs and grabs whiff over your head.
From crouch you can down tilt, or tap down again on a platform to drop through.
IzAw — Art of Smash: Beginner (Movement)
Platform drop
Defense
Stand on a soft platform.
Tap down to crouch, then tap down again. A single down only crouches.
You fall through. This is slower than a shield drop, and you can be hit on the way down.
Jack Kenney — Buffered shield drops and platform drops
Shield drop
Defense
Stand on a platform and hold shield.
Move the stick down-left or down-right, into the diagonal, not straight down. Straight down keeps you crouched in shield.
You fall through with less lag than a normal platform drop. Hold that diagonal during another animation to buffer the drop.
Jack Kenney — Buffered shield drops and platform drops
Shield poke
Offense
Their shield shrinks when it is hit or held.
Aim a lingering or low hitbox at the body sticking out of the shield: feet, head, or a hand.
Down tilts, landing aerials, and multi-hits are the usual pokes. If the shield is still large, you will hit the shield instead.
IzAw — Art of Smash: Expert (Shield poking)
Ledge options
Ledge
Grab the ledge. You are intangible for a short time. If you regrab too soon, that intangibility is gone.
Get up: tilt the stick toward the stage.
Roll: press shield.
Get-up attack: press attack.
Jump: press jump.
Drop: tilt down or away from the stage.
Juggleboy — Beginner's Guide to the Ledge
Ledge drop
Ledge
While hanging, tilt the stick down or away to let go.
You can then jump, air dodge, or aerial. A common pattern is drop, jump back, and aerial onto the stage.
Do not drop if you have no jump and no air dodge left, unless a move will reach the ledge.
IzAw — Art of Smash: Training (Ledge dropping)
Ledge trump
Ledge
When the opponent is holding the ledge, grab it yourself. Run off and snap, or drop from the stage onto it.
They are forced off the ledge into a special tumble. You now have the ledge.
Hit them after the trump, or steal it again if they try to regrab. They are not intangible during the trump animation.
Azyph — Le ledge trump dans Smash Ultimate
2-frame
Ledge
Stand at the edge while they recover low.
The last 2 frames before they grab the ledge, they can still be hit.
Poke under the ledge with a down tilt, down air, or any move that reaches that low. If you are late, they are already intangible on the ledge.
IzAw — Art of Smash: Advanced (2-frame)
Wall jump
Ledge
Touch a wall that allows a wall jump. Most characters get one after a wall touch while airborne.
Hold the stick away from the wall and press jump.
You leap off the wall. Some characters can wall cling by holding toward the wall instead.
A few characters cannot wall jump. Wall cling is only on the fighters that stick to walls.
IzAw — Art of Smash: Beginner (Wall jump)
Edge cancel
Ledge
Start a landing aerial, air dodge, or other animation that can be canceled by leaving the ground.
Drift so you slide off the edge during that animation.
Leaving the stage cuts the lag short. The timing is stage-specific: you have to be moving off the lip as the cancelable frames happen.