Analysis: Input Lag, Reaction Time, and Hit Confirming

แชร์
ฝัง
  • เผยแพร่เมื่อ 26 ม.ค. 2025

ความคิดเห็น • 571

  • @GimR
    @GimR  5 ปีที่แล้ว +146

    Follow me on Twitter. You won't regret it: twitter.com/vgbc_gimr

    • @GimR
      @GimR  5 ปีที่แล้ว +13

      or maybe you will...

    • @Justinbyleth
      @Justinbyleth 5 ปีที่แล้ว +5

      What if I already do hmmmmm

    • @Zapdos_777
      @Zapdos_777 5 ปีที่แล้ว +3

      GimR's Lab nah I won’t

    • @koliman1588
      @koliman1588 5 ปีที่แล้ว

      I know I regret following you and Leffen at the same time

    • @tythetyrantt4979
      @tythetyrantt4979 5 ปีที่แล้ว

      I’m excited for this new site!

  • @Kurlz
    @Kurlz 5 ปีที่แล้ว +988

    Gimr really labbing the framedata of humans

  • @animemoomy3018
    @animemoomy3018 5 ปีที่แล้ว +742

    “Analysis = must watch”
    Man wasn’t kidding

  • @novae6584
    @novae6584 5 ปีที่แล้ว +453

    "Pichu pichu" at 7:40 is unnerving to hear

    • @EllingtonReborn
      @EllingtonReborn 5 ปีที่แล้ว +48

      It's when he gigantamaxes

    • @TuckerLeRat
      @TuckerLeRat 5 ปีที่แล้ว +15

      “pEEEEe”
      -pichu
      -mango as pichu
      -gmax pikachu

    • @HarvestMasterJack
      @HarvestMasterJack 5 ปีที่แล้ว +7

      @@Peter-q1p7t *John Cena appears*
      ARE YOU SURE ABOUT THAT.

    • @AmethystEspeon
      @AmethystEspeon 5 ปีที่แล้ว +1

      @@Peter-q1p7t it is though?

    • @EllingtonReborn
      @EllingtonReborn 5 ปีที่แล้ว +2

      @@Peter-q1p7t joke flew over your head, eh?

  • @WhatIsACountry
    @WhatIsACountry 5 ปีที่แล้ว +136

    What Gimr said: "react to fsmash"
    What I heard: "always run headfirst at charged fsmash"

  • @linkjmc5683
    @linkjmc5683 5 ปีที่แล้ว +365

    Gimr: Analysis
    My brain: This is what I've been training for!

    • @SUPERLINKX2
      @SUPERLINKX2 5 ปีที่แล้ว +4

      " This is what we've been training for Rocky! This is why we're here!"

  • @KnightsDisillusion
    @KnightsDisillusion 5 ปีที่แล้ว +446

    I'm personally a traditional fighting game guy so i just wanted to say thank you for the videos you make. They really help me understand Smash and how to get better at the playing it.

    • @savaiiboy
      @savaiiboy 5 ปีที่แล้ว +20

      For reals this helps so much. Want to get better at this game and his explanations of how Smash works help so much. Gimme a video on how to counter spaced aerials and what to do vs aerials in this game since they seemingly don't have landing lag, please.

    • @runterranger7398
      @runterranger7398 5 ปีที่แล้ว +21

      @@savaiiboy honestly, alot of things are safe in this game, you either just have to predict their next move or reset neutral. You can always try to parry to see if that makes it at least possible to punish.
      Typically using movement instead of just shielding everything can be a big help in whiff punishing so you dont to have to deal with waiting a year to drop shield just to whiff something and get whiff punished.

    • @billable1861
      @billable1861 5 ปีที่แล้ว +3

      savaiiboy the most obvious answer is wait for them to land. I’m pretty sure he did have a video on it way back when ultimate first came out. The moment their feet touch the ground there is an instant that they can’t do anything other than landing animation where you can hit them.

    • @savaiiboy
      @savaiiboy 5 ปีที่แล้ว +2

      Thanks for the good practical advice. I'll adjust my timing and go for early punishes. I am timing them incorrectly similar to the examples of punishing a held smash.

    • @billable1861
      @billable1861 5 ปีที่แล้ว +2

      savaiiboy the cool thing about smash is that there are so many viable players styles but most people learn to play a certain way and develop a few bad habits along the way. The key is to pick up on their habits and exploit them whilst trying to further your own strategies. It takes smarts to be able to identify their habits and smarts to be able to recognize when you need to shake it up and adapt.

  • @kfoley275
    @kfoley275 5 ปีที่แล้ว +350

    This is the first time I've heard someone pronounce nair "enn air"

    • @shadoninja
      @shadoninja 5 ปีที่แล้ว +15

      I have also never heard of hit stop. I always heard people call hit stun.

    • @tomasestebanrojaslaluz1688
      @tomasestebanrojaslaluz1688 5 ปีที่แล้ว +60

      @@shadoninja Actually it hit stop is different from hit stun. Hit stop is when both players (attacker and reciever) are stopped and can't do anything. Hit stun is when after the attack connects the reciever of the damage stays unable to do any input and can only DI

    • @mydadgrampz
      @mydadgrampz 5 ปีที่แล้ว +7

      N-air is so people who are just getting started understand the difference.

    • @edmond3016
      @edmond3016 5 ปีที่แล้ว +2

      Tomas Esteban Rojas La Luz what about hit lag?

    • @Galaxia_EX
      @Galaxia_EX 5 ปีที่แล้ว +4

      Shadoninja
      I believe you mean hit lag?

  • @sdquad6
    @sdquad6 5 ปีที่แล้ว +114

    This is some massive brain stuff that probably would have been obvious if smash went from Melee to Ultimate. Brawl and Smash 4 are such insanely different than Ult that trying to play the same way can only hurt your progress as a player. GimR has opened my eyes again. Pls I need to sleep but you're keeping me so woke

    • @shadoninja
      @shadoninja 5 ปีที่แล้ว +19

      As a Melee player, I can say that Ultimate is the first game that really feels like a proper sequel. I will still always love Melee, but Ultimate is pretty fun and it is really nice to play a Smash game that is often just sitting out at people's houses again lol.

    • @giantclaw138
      @giantclaw138 5 ปีที่แล้ว +1

      @Lain And Mother 3 is coming out this Christmas.

    • @giantclaw138
      @giantclaw138 5 ปีที่แล้ว +3

      @@Lectical He doesn't know what he's talking about.

  • @bambyce
    @bambyce 5 ปีที่แล้ว +305

    As a German who has know checked the subtitles I can confirm that the German translator did a great job :)

    • @namenamename390
      @namenamename390 5 ปีที่แล้ว +9

      Ich finde es so faszinierend, wie wir Deutschen jede Gelegenheit nutzen, anderen zu sagen, dass wir deutsch sind. Ich merke es sogar an mir selbst, ich kriege manchmal das Verlangen, "greetings from Germany" oder so zu schreiben. Und bei anderen sehe ich es oft genug.

    • @dragonod8890
      @dragonod8890 5 ปีที่แล้ว +2

      Nice

    • @MrPmosh-vr2dt
      @MrPmosh-vr2dt 5 ปีที่แล้ว +2

      The spanish translator too.

    • @DarkX64
      @DarkX64 5 ปีที่แล้ว +10

      Hell yeah my dude, greetings from the states! Really happy to see the language barrier get smashed like that :3

    • @bambyce
      @bambyce 5 ปีที่แล้ว +3

      @@namenamename390 Damit könntest du Recht haben. Allerdings war das nicht meine Intention. Da GimR nunmal kein Deutsch kann, wollte ich ihm nur sagen, dass der Übersetzer gute Arbeit leistet, da er es ja nicht überprüfen kann. Das ,,as a German" war mehr so als ,,Ich kann am Besten deutschsprechende Zuschauer nachvollziehen" gemeint, im Bezug auf das Verständnis von nicht englischsprechenden Deutsch. Aber ja, der Nationalismus in Deutschland ist ein großes Problem. Ich versuche es großteils zu unterdrücken, da es fast nur Schaden anrichtet, aber ich ertappe mich oft noch selber. Grüße aus den Süden Deutschlands xD

  • @Knightmare1212
    @Knightmare1212 5 ปีที่แล้ว +312

    I thought Core-A Gaming finally dropped a new vid

    • @KlasiqueTV
      @KlasiqueTV 5 ปีที่แล้ว +5

      lmao me too!

    • @camade304
      @camade304 5 ปีที่แล้ว +1

      Me too!!

    • @savonmcleod7265
      @savonmcleod7265 5 ปีที่แล้ว +2

      Yo Core A us a fire channel!!!!

  • @hodstrat3722
    @hodstrat3722 5 ปีที่แล้ว +74

    Gimr: Put the word "Analysis" in the title
    Me: Yeah, this is big brain time

  • @paxcaster
    @paxcaster 5 ปีที่แล้ว +41

    gimr I just want to say thanks for finally making the most helpful smash video I've seen in years

    • @GimR
      @GimR  5 ปีที่แล้ว +12

      Thanks! check out banana boy. His stuff is really good too!

  • @MegaUbernator
    @MegaUbernator 5 ปีที่แล้ว +3

    I think something worth mentioning is that this is choice reaction time, meaning there is multiple stimuli and multiple corresponding responses, rather than 1-1, which would be simple reaction time. This is important because choice reaction time always takes longer than simple reaction time, but can be improved via familiarity with the situation (training). This means that if it's your first time trying to react to whether you hit shield or not, you might be very slow, but over time you'll get better and it won't be too much slower than your simple reaction time. I will say though that this brings up the interesting concept of peoples reaction times limiting their ability to play at high level. Gimr used 14 frames, .23 seconds, as the reaction time in this video, and this is choice reaction time, meaning you would have to have a simple reaction time of probably .2 seconds or lower to be able to achieve a choice reaction time of this speed. Furthermore, with the reaction time Gimr used, things were only reactable by a couple of extra frames. Take Luigi's jab for example. There were only 21 frames to react, and the window is 18-20, meaning that if your reaction time is only a tiny 3-1 frames slower than the rather good choice reaction time used in the video, the reaction will not get you a true hit confirm.
    EDIT: Almost forgot, this also goes to show why online is such a different game than local. None of this is possible with the standard amount of lag you have online. Also me saying "rather good choice reaction time" is sort of just an educated guess. I wish google did a better job with complicated questions like these, or that I knew where else to look for the answers :p.

    • @GimR
      @GimR  5 ปีที่แล้ว

      totally agree, actually want to make a video about that eventually.

  • @daru_malo
    @daru_malo 5 ปีที่แล้ว +72

    "it wasn't really that exciting"
    no that's right, just very useful... so those are the videos we need but don't deserve

    • @shadoninja
      @shadoninja 5 ปีที่แล้ว +1

      Just in case you are trying to quote Batman, it is the other way around. If not, then carry on!

    • @daru_malo
      @daru_malo 5 ปีที่แล้ว +1

      @@shadoninja it was an adaptation of the quote to the situation

  • @oledakaajel
    @oledakaajel 5 ปีที่แล้ว +76

    But how quickly can you react to me making a comment about get up attack?

  • @LendinSwiftbolt
    @LendinSwiftbolt 5 ปีที่แล้ว +29

    Me: Has delayed/slower than average reaction time
    Also me: Time to react to everything and see how this goes
    Thanks GimZ. This is probably your most useful video in 4 months or so.

    • @GimR
      @GimR  5 ปีที่แล้ว +3

      Thank you!

  • @dkbroman
    @dkbroman 5 ปีที่แล้ว +66

    Sees the word "analysis"
    Me: OHHHH HERE IT IS

  • @Carlisho
    @Carlisho 5 ปีที่แล้ว +91

    Just one word:
    LIGHT

    • @pbz7572
      @pbz7572 5 ปีที่แล้ว +1

      LOOOL

    • @Pslamist
      @Pslamist 5 ปีที่แล้ว

      FRENZY

  • @BagofBonesJAW
    @BagofBonesJAW 5 ปีที่แล้ว +22

    Therapist: Slow mo Pichu isn’t real, he can’t hurt you
    Slow mo Pichu: 7:35

    • @smane925
      @smane925 5 ปีที่แล้ว +1

      p e e

  • @evanpragliola4947
    @evanpragliola4947 5 ปีที่แล้ว +15

    Might be your best video on ultimate this is amazing well done sir

    • @GimR
      @GimR  5 ปีที่แล้ว +5

      thank you!

  • @ATol1234
    @ATol1234 5 ปีที่แล้ว +1

    Probably the number one most helpful video since I’ve started playing smash bros. I always thought this one guy kept kicking my ass cause he had my patterns down, and could read me no matter how much I tried to learn about good options for my characters. Finally, it all kind of makes sense that he’s just reacting to these things and that’s why he gets consistent follow ups

  • @Rhy2412TitanGamer
    @Rhy2412TitanGamer 5 ปีที่แล้ว +26

    You don't have as many subscribers as you deserve. Pumping out quality content with this depth of details about smash is very time consuming.

  • @hahahalala-i1x
    @hahahalala-i1x 5 ปีที่แล้ว +1

    i just noticed but im still extremely impressed by the quality of the videos. even in your takes where you're just talking, i can tell that you put in time and effort. thanks for the awesome videos gimr

  • @vipermoon_
    @vipermoon_ 5 ปีที่แล้ว +2

    Thanks GimR. With this we can see the true difference between Marth and Lucina. Marth can't hit confirm and Lucina easily can. Sourspots are for combos but you can't react to them hitting. Tippers do so much hitlag they eat your next input (fast falls, dashes, attacks). You end up spending too much time reacting to whether you've hit the sour or tip, making Marth play jittery - full of mistakes and missed opportunities.

  • @Phychologik
    @Phychologik 5 ปีที่แล้ว +1

    I have been waiting for a video like this!! Thank you!

  • @curtisbrown547
    @curtisbrown547 5 ปีที่แล้ว +4

    Finally someone who gets my frustration with everything being difficult to react to. They need to fix the 8 frames of input lag down to like 3 or 4...

  • @jakalaka223
    @jakalaka223 5 ปีที่แล้ว +11

    GimR actually reacted to the ball but didn’t account for input delay

  • @Jeatkid
    @Jeatkid 5 ปีที่แล้ว +25

    "Think fast" reminds me of a Tekken player teaching someone about reaction time.

    • @rubiks5659
      @rubiks5659 5 ปีที่แล้ว

      What do Tekken players do?

    • @nathanlevesque7812
      @nathanlevesque7812 5 ปีที่แล้ว +1

      curious

    • @vision4860
      @vision4860 5 ปีที่แล้ว

      Lolwut?
      Why specirically a Tekken player?

    • @SirLied
      @SirLied 5 ปีที่แล้ว +4

      For those who dont get it, the quickest move as far as startup frames in Tekken 7 is the jab at 10 frames. All characters have a 10 frame jab, which is slow compared to many fighting games where kicks will be less than a Tekken jab.

    • @Phychologik
      @Phychologik 5 ปีที่แล้ว +1

      rubiks56 play tekken boi

  • @cory_stover
    @cory_stover 5 ปีที่แล้ว +15

    Love you buddy! Thank you for always giving us quality content, you're one of my favorite TH-camrs♡
    Keep it up!

    • @GimR
      @GimR  5 ปีที่แล้ว +9

      thank you! :)

  • @megaKstudios
    @megaKstudios 5 ปีที่แล้ว +2

    GimR always making the goodest content

  • @mannx2_495
    @mannx2_495 5 ปีที่แล้ว +2

    I can beat my little brother, but he has mastered hit confirms and reactions to where he puniahes me effortlessly if I don't try to heavy mix up while I BARELY punish him because he spot dodges me and I fear and he reads me.
    this video will help me understand and improve Gimr, you're a hero nobody emphasizes.

  • @Knuxsega
    @Knuxsega 5 ปีที่แล้ว

    Been playing fighting games forever, always doubted wether you can truly hitconfirm or reliably whiffpunish on reaction in Ult.
    Turns out you can, and ‘this’ is the method:O Amazing content, plz make more!

  • @Galaxia_EX
    @Galaxia_EX 5 ปีที่แล้ว

    Ok, I’ve only been following you since Smash 4, but I think this is the most useful video you’ve ever produced. It’s not that your other ones were bad, but this one is just so much better.

  • @Enso.
    @Enso. 5 ปีที่แล้ว

    One thing to consider is audio cues. With things like parries and hit sounds, we respond to the audio just as much, and audio reaction is FASTER than visual reaction

  • @imESAM
    @imESAM 5 ปีที่แล้ว +7

    Aight this is godlike

    • @GimR
      @GimR  5 ปีที่แล้ว +1

      thank you ESAM! I'll eventually get to what I showed you at Thunder hehehe

  • @rodgeers7347
    @rodgeers7347 5 ปีที่แล้ว +3

    *Plot twist*
    Everyone watches this video and everyone gets better in hours, so no one gets any different results

  • @Clefargle
    @Clefargle 5 ปีที่แล้ว +1

    Already signed up for the Lab. Super hyped man stay dope keep up the excellent content

  • @icyargonaut7154
    @icyargonaut7154 5 ปีที่แล้ว +1

    And with another upload, Smash slowly evolves

  • @Oz1455
    @Oz1455 3 ปีที่แล้ว

    Can't believe it took me this long to find this video... I've always had a problem fully understanding the game's frame data, and how input delay really affects me. The advice on abusing hitlag is really an eye-opener.

  • @h4rdtr
    @h4rdtr 5 ปีที่แล้ว

    I've been learning guilty gear xrd for the last few weeks and this is all so true. I went back to smash and noticed myself playing more off of reaction and hit confirms and I'm playing WAY better. Thanks GimR

  • @RoboSparkle
    @RoboSparkle 5 ปีที่แล้ว

    That charging F-Smash Advice is so useful, I can see that if I run in and get hit by it, then I'm predicting it, and if I miss the punish then I'm reacting to the end of the F-Smash and not the start. Although I main Kirby, so I really should just be waiting out of range and charging my own F-Smash!

  • @ferny4k
    @ferny4k 5 ปีที่แล้ว

    Gimr is consistently hitting all the right points. Probably my favorite person in this community. Super knowledgeable and knows now just what to do to improve, but how to tell someone to improve so it makes sense and seems easy.

  • @equinox-XVI
    @equinox-XVI 5 ปีที่แล้ว +3

    Playing Ken/Ryu, reacting plays a REALLY big role in combos, especially the kill confirms.
    I like to use heavy jab, shoryu as quick kill confirm, but the thing about is that it's very hard to react to it hitting and then input a full shoryuken command in the time that my opponent is still in hitstun. Either I assume it will hit and input the command instantly or I risk the chance of missing the cancel window.
    I dont know how traditional fighting game players do it, but reacting on hit vs block or wiff and then doing another input afterwards requires some insane amounts of practice and repition. Now I just buffer it is that if it hits, I instantly shoryu and if it misses, the shoryu was inputted too early to come out afterwards. Works for the most part until someone shields it, then it goes in for the shoryu which does little shield damage and i end up getting punished every time.

    • @vision4860
      @vision4860 5 ปีที่แล้ว +1

      I play Smash *and* traditional fighting games. So I believe I can answer your question.
      Well this case is somewhat closer to traditional fighting games because of the directional inputs for special attacks. Specifically Street Fighter.
      For a confirm like this - confirming one normal into a special. I'd use the normal, then pump the special input. Pumping an input is generally making the directional input for your special attack one or more times but not immediately pressing the attack button. It lets you have a bit of time to react while not having to do the directional input *after* you react.
      Then on hit-confirm you only have to press the button if you see the hit land, or hold back to block if you hit their block. (Normally you want to do this with a normal attack that's safe on block so they don't get a punish.)

  • @TheMRmalfia
    @TheMRmalfia 5 ปีที่แล้ว

    Hey GimR, great video hugely informative as usual.
    One thing though that you should consider to improve the quality of your content, is having a summary or conclusion at the end of your videos. Although it’s normal for people to be able to understand all of the principles given to them while learning, it’s a little bit harder to remember the details of those principles, especially when there are multiple subjects. As it did in this video (hit confirm & punishing).
    So for example instead of finishing with “if you apply these principals, you will get better at smash”, you could finish with an onscreen or verbal revision of these principals so that the student can easily remember what they just learned. An example for this video being “ok so going over what was just said. Hit confirming; 1. React to your hit confirms don’t predict 2. Learn mix ups from aerial and ground hit confirms 3. Don’t parry and buffer a move at the same time. Punishing ; 1. React to the start of your opponents animation not the end of it. 2. Learn to react and cover as many ledge options as possible. Apply these principals and you will get better at smash”
    At the end of the day your videos would be a bit longer ( more money for you) and the viewer would receive a more complete learning experience.

    • @GimR
      @GimR  5 ปีที่แล้ว +1

      This is a great critique! Thank you so much!

  • @vision4860
    @vision4860 5 ปีที่แล้ว

    Great video. As a Smash player who also plays traditional fighting games, I hadn't even considered that hit-confirming needs to be learned by Smash players.
    It's a real nice addition to Ultimate.

  • @KindOldRaven
    @KindOldRaven 3 ปีที่แล้ว

    Honestly it's hard to actually react without some high-level prediction to most moves in most fighting games. I'm willing to bet that 9/10 times someone has one of those ''omfg, what a block/counter'' moments it was based on prediction and matchup knowledge more than reaction time. Great video!

  • @jeako777
    @jeako777 5 ปีที่แล้ว

    Videos like this will make smash players so much stronger. I love what you‘re doing for the community Gimr

    • @GimR
      @GimR  5 ปีที่แล้ว +1

      thank you!

  • @papertiger4525
    @papertiger4525 5 ปีที่แล้ว

    Yo, this was huge for me. I’ve recently been thinking about punish game, especially with smash attacks in neutral, and how I’m not the best with it. This is entirely why, and it makes sense that I’d struggle considering my start being in Smash 4. Thanks for the vid, GimR!

    • @jusbetter7634
      @jusbetter7634 5 ปีที่แล้ว

      If ur Pacman u can use it fruits to make smash attacks easier to land in neutral. Use the freeze frames from hitbox extensions the enemy gets from hitting the fruit to punish them for trying to hit u. It's basically a counter with extra steps

  • @velvety2528
    @velvety2528 5 ปีที่แล้ว +1

    This is probably one of the most useful videos you've made. At least for me. Thanks smash father

  • @suprm3405
    @suprm3405 5 ปีที่แล้ว +9

    Damn even though I wasn’t chosen for being the translator I’m happy for the guy who got in :)

  • @BlueGatorade0
    @BlueGatorade0 5 ปีที่แล้ว +3

    I never want to hear pichu in slow motion ever again

  • @sorenzzz
    @sorenzzz 5 ปีที่แล้ว

    Sometimes I forget simple concepts like these and its always good to have a reminder

  • @mateorodriguez2300
    @mateorodriguez2300 5 ปีที่แล้ว

    This is a very useful reminder as I try to improve my ledgetrapping and playing characters like Terry where I need to react to whether I should do the input or not.

  • @trime1015
    @trime1015 5 ปีที่แล้ว

    Found a visual bug not related to the video, but I´ll just leave it here. If you recover with Joker (Arsene) off-screen (left side, at the bottom, about max grappling-hookish range) and Arsene runs out at the moment you do Arsene starts freaking out and spasms around Joker hanging on his grappling hook. Map was Pokemon Stadium 2 with Hazards in Training mode.

  • @rocketbooste
    @rocketbooste 5 ปีที่แล้ว +1

    Luigi pulling back his fist during hitstun is the funniest visual.

  • @GabrielOtaku1
    @GabrielOtaku1 5 ปีที่แล้ว

    I was so damn focused on the video, until slow mo Pichu voice. I laughed soooo hard lol. Great video GimR. I'm always excited for the next one. Keep up with the good work!

    • @GimR
      @GimR  5 ปีที่แล้ว

      Thank you!

  • @leukashot123
    @leukashot123 5 ปีที่แล้ว

    this video has pinpointed why I suck so hard online as oppose to offline. thank you GimR, my insanity may leave me for it can be explained now. As for the video; fantastic job

  • @Sakaki98
    @Sakaki98 5 ปีที่แล้ว

    This also opens up a new discussion about counterplay when it comes to similar animations. Inkling has a similar animation between roll and dashing, so you have to make judgment calls depending on the situation about whether or not to react to the similar startup under the assumption of one of the two options, react to the end of the animation which is more than likely to reduce whatever frame advantage you have assuming you’re not taking any action at the time(sacrificing, say, a potential ladder combo for a simple jab, tilt, grab, or quick defensive option), or option-select both on the startup at the risk of becoming predictable(I.e, full hopping and going for a falling aerial leaves you open to parries and up air combos if you get read). This also changes things when it comes to MU discussions, because a Palutena in the above situation would have an optimal option reacting on whiff with a grab into 40% combo while Ike’s optimal damage option would be going for the falling aerial on reaction to startup, adding even more complexity to the risk-reward dynamic.
    Love your videos, by the way.

    • @GimR
      @GimR  5 ปีที่แล้ว +1

      totally agree with ya! I want to make a video just about visual cues!

  • @flop22222
    @flop22222 5 ปีที่แล้ว

    This is revolutionary stuff for me, thank you generous man for your time and effort

  • @RockManSSB
    @RockManSSB 5 ปีที่แล้ว +1

    You have my immediate respect if you came back here after watching Jonny bravos KFAD rip

  • @Greenomb
    @Greenomb 5 ปีที่แล้ว +8

    The reacting chad vs the predicting virgin.
    (But in all seriousness it always feels like you're revolutionizing the entire scene with every video you make. Keep up the good work.)

  • @innertuber4049
    @innertuber4049 5 ปีที่แล้ว +6

    The best part is how easily you could've clickbaited this, but you didn't.
    "This ONE tip will make you a pro player!"

    • @GimR
      @GimR  5 ปีที่แล้ว +9

      I definitely considered it lol

  • @Phychologik
    @Phychologik 5 ปีที่แล้ว +1

    This video is definitely one of your best.
    Please, take my like and multiple more views to come. You’ve more than earned it.

  • @tk-zay5073
    @tk-zay5073 5 ปีที่แล้ว

    This is probably the single most important smash video for helping me improve so far. Gonna start applying this immediately!!!

  • @cullenhutchison6528
    @cullenhutchison6528 5 ปีที่แล้ว +17

    Well, I play Ike, so I have like half a second to react after landing a nair anyway. Ike's jab 1 is too inconsistent for this though.

    • @bmsoundtrack
      @bmsoundtrack 5 ปีที่แล้ว +1

      Why is it too inconsistent?

    • @cullenhutchison6528
      @cullenhutchison6528 5 ปีที่แล้ว +1

      The opponent can sometimes shield between the first and second or second and third jabs, even when the jabs are buffered, and waiting to react to jab 1 just increases the chance the opponent will be able to shield before you can get jab 2 out, and same with jab 3.

    • @imnotgonnasugarcoatit
      @imnotgonnasugarcoatit 5 ปีที่แล้ว +2

      Inconsistent Hitboxes are always a stupid thing in Smash.
      Shulk Jab also doesn't proberly connect and they just fall out
      Me playing Marth doesn't have it easy with those things either tho

  • @thisistherun4015
    @thisistherun4015 5 ปีที่แล้ว

    One of your best videos so far.

  • @TruEclipzz
    @TruEclipzz 5 ปีที่แล้ว +1

    You also should take into account audio cues. The average human has a faster reaction time to audio cues and can most likely react just a couple frames quicker if say, they landed jab 1 of a character into jab 2 on reaction

    • @GimR
      @GimR  5 ปีที่แล้ว +1

      I actually made a whole video about that in the Smash 4 days. It's called Audible Tech Chasing, go check it out!

  • @yaeven4943
    @yaeven4943 5 ปีที่แล้ว +20

    “There’s something that traditional fighting games have, that Smash 4 had almost none of, that Ultimate now has a ton of.”
    Fun.

    • @fissilewhistle
      @fissilewhistle 5 ปีที่แล้ว

      Smash 4 was fun.
      If you played Bayonetta.

  • @nixuniverse5240
    @nixuniverse5240 5 ปีที่แล้ว +1

    I’m so glad you posted this. I’ve been getting really tilted playing this game lately but I think this’ll help.

  • @briangeer1024
    @briangeer1024 5 ปีที่แล้ว +4

    Gimr: react to the beginning of the fsmash, not the end lag.
    PAC-man mains: fools.

    • @jusbetter7634
      @jusbetter7634 5 ปีที่แล้ว +1

      Lmao I resonate with this as a pacmain. U ever use the fruit defensively and offensively at the same time? Like using the freeze frames from their hitbox to trap them in endlag while u charge up a smash attack?

    • @briangeer1024
      @briangeer1024 5 ปีที่แล้ว +1

      Compact Spinel
      I mean, pac-man basically gets a variety of projectiles which can clank with oncoming hitboxes, but I was talking about how long f-smash lasts. I remember one instance where a player let go of shield (might have been esam) and ran into the lingering hit box like 12 frames after it came out.

    • @jusbetter7634
      @jusbetter7634 5 ปีที่แล้ว

      @@briangeer1024 ik what u meant. His smash attack lasts like as long as D3 dash attack

  • @arhummiah5227
    @arhummiah5227 5 ปีที่แล้ว

    So glad to see Matthew Santoro making these smash guides

  • @Gytrzz
    @Gytrzz 5 ปีที่แล้ว

    Okay, this video is the best one you've put out this year

    • @GimR
      @GimR  5 ปีที่แล้ว

      Thank you! I have more where that's coming from!

    • @Gytrzz
      @Gytrzz 5 ปีที่แล้ว

      @@GimR when you said it would improve my play in hours, you meant it. Found a new love for this game.

  • @Liggliluff
    @Liggliluff 4 ปีที่แล้ว +2

    This is why I go for an LCD with very little display lag; such as one as low as 2-8 ms. That is ⅛-½ frame delay in 60 f/s.

  • @metalona1216
    @metalona1216 5 ปีที่แล้ว

    Imo practicing your DI is a great startup for this kinda stuff and has everlasting use

  • @GodsProdigee
    @GodsProdigee 5 ปีที่แล้ว

    Im new to smash, ultimate is my first smash game coming from traditional fighters and my punish game is beyond bad.
    It feels like in this game, recovery animation is so much faster and i could not understand why couldnt punish constantly. It was so frustrating. Appreciate your hard work, i look forward to all your vids.

  • @leondella4409
    @leondella4409 5 ปีที่แล้ว +3

    Yay so now It will be much easier to react to a get up attack and punish accordingly

  • @morrasod1858
    @morrasod1858 5 ปีที่แล้ว

    This seems really good to know and realize. I just realized that a lot of time, I would either bait or wait out the spotdodge, but never get the punish. And it’s likely because I wait for the invincibility to go away. But now I know that as soon as I notice the spotdodge I shoud go in

  • @jackherbic6048
    @jackherbic6048 4 ปีที่แล้ว

    This may be the most helpful smash video I have ever watched. My friend plays wolf and I play link and it seemed like wolf's fsmash was unpunishable. I'm going to try to run in and start fsmashing right as it comes out.

  • @ismtud1364
    @ismtud1364 5 ปีที่แล้ว

    Apologizing for the vid being long, dude all your vids are worth watching every second

  • @Ekim2F94
    @Ekim2F94 5 ปีที่แล้ว

    This is dope Gimr I’ve been mildly wary of these things maybe this is what’s halted me in my passed sets...anyways Iwant to apply what you said and tweet your the results later today hopefully I already have a decent punish game. Thanks again!!!

  • @Augur_RAzul
    @Augur_RAzul 5 ปีที่แล้ว

    This video was fantastic Gimz.

  • @72823m
    @72823m 5 ปีที่แล้ว

    Gimr, single handedly pushing the meta forward as usual

  • @y0Pretzels
    @y0Pretzels 5 ปีที่แล้ว

    I SO needed this video. Great job 👏 as per usual.

  • @Mungbean6
    @Mungbean6 5 ปีที่แล้ว +1

    Thank you very much I’m loving these videos

  • @elijahkeay3906
    @elijahkeay3906 5 ปีที่แล้ว

    This is unbelievably good advice honestly.

  • @kwolf130
    @kwolf130 5 ปีที่แล้ว +1

    Liked the video because I saw my main in thumbnail
    Edit: Also really liked the video. Very informative

  • @ggnicklu
    @ggnicklu 5 ปีที่แล้ว

    Thank you GimR this helped SO MUCH! I'm sure I'll get better now

  • @karlcossaboon7072
    @karlcossaboon7072 5 ปีที่แล้ว +1

    7:35 pichu with a low pitched voice scares me

  • @robo-rex0239
    @robo-rex0239 5 ปีที่แล้ว +1

    Do a video on how to react to get up attack. I keep getting hit by it

  • @aleary2973
    @aleary2973 5 ปีที่แล้ว

    my mans is churning out these fantastic videos

  • @R0salance
    @R0salance 5 ปีที่แล้ว

    I like this general advice! I hope we can see more of this from u!

  • @APShawnLevi
    @APShawnLevi 5 ปีที่แล้ว

    gimr always coming in with the gold

  • @animated855
    @animated855 5 ปีที่แล้ว +3

    Pretty sure hit stop and shield stop are more formally called hit lag and shield stun. Just saying but keep up the good work I love ur videos

    • @GimR
      @GimR  5 ปีที่แล้ว +3

      calling it hitstop to change the culture. It makes more sense and Traditional Fighting Games use the same terminology

    • @animated855
      @animated855 5 ปีที่แล้ว

      It’s not wrong I’m just saying it’s more widely recognized as hit lag and shield stun. It will help more people understand better. Make a disclaimer and it would be great.

  • @HaikuOezu
    @HaikuOezu 5 ปีที่แล้ว +1

    Slow mo Pichu is something I didn't know I wanted to hear

  • @LeHamOfPillingshire
    @LeHamOfPillingshire 5 ปีที่แล้ว +5

    When you play wifi:
    React before the opponent makes their move

    • @Pslamist
      @Pslamist 5 ปีที่แล้ว

      Yeah... Yeah. Online reduces Smash from the chess of fighting games to checkers.

  • @theskull1030
    @theskull1030 5 ปีที่แล้ว

    I think I'm already adapted to some of these techniques, since Smash Ultimate is the first Smash I own and I didn't have Smash 4 to play often.

  • @seanross8389
    @seanross8389 5 ปีที่แล้ว +2

    This video set up a great framework for thinking about when to react vs predict. I think it would be super helpful to know how many frames you actually have to react in different situations. For instance, if someone spot dodges in your face, is there the sufficient 20 frames to react and punish this, or is it a situation that must be predicted instead of reacted? Same with tech chase, when i knock someone down, should I be in prediction mode, or reaction mode? If I'm guarding ledge, and someone regular getups, how many frames is it between their animation start and their first frame of vulnerability?

  • @tweak3871
    @tweak3871 5 ปีที่แล้ว

    Great video, and Gimr has such a sick outro

  • @zeke547
    @zeke547 5 ปีที่แล้ว

    Back to the lab again