A mega-compilation of resources I've collected over the years to help me improve at Super Smash Bros. Ultimate. Although many of these resources are specifically geared towards SSBU, they may be applicable to other fighting games as well. I've tried to only include resources that I've personally watched or read and found to be useful. I am constantly updating this document, so please reach out to me on Discord if there's anything you think I should add or change!
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Made by WhyDo


How Tilt Stick Works. Made by SK, originally from Isabelle Discord
Hitstun advantage = hitstun (+ landing lag) - endlag/landing lag
For example, if a move is +5 on hit, the attacker can act 5 frames before the opponent (the opponent is -5 and cannot act until frame 6, at which point they could shield)
An opponent in hitstun cannot act, except for directional influence (DI) and teching after they are sent into tumble
An opponent is sent into tumble after a certain amount of knockback (around 80 units). After hitstun ends, a tumbling character can perform most normal actions again, including aerial attacks, jumping, and special moves (all of which end the tumble state)
A combo is true when you hit your opponent before they are able to use a fast-enough escape option. A combo is hitstun true when you hit your opponent while they are still in hitstun. For example, if you use a move that is +5 and then follow up with a move that hits your opponent on frame 5, your follow-up is “hitstun true” because your opponent is still in hitstun and cannot act (unless they are sent into tumble, in which case they can DI and tech). However, keep in mind that even if a combo is true you may not be able to reach your opponent in time if your first move sends them too far away or if your move sends them into tumble and they DI out of range
Advantage on lock, trip, or footstool = opponent's animation length - endlag. Getting locked/tripped/footstooled has a fixed animation length for all characters, therefore advantage is solely affected by your move's endlag, not its hitstun. A move with a faster first actionable frame (FAF; endlag + 1) will have more advantage than a slower move. The endlag for footstooling also has a fixed animation length, so advantage on footstool is always +21. Again, keep in mind that you may need to factor in frames needed to reach where the opponent is
An opponent's landing lag may increase your hitstun advantage if they have to land during or immediately after hitstun (this is assuming they are not sent into tumble, in which case they'd be put into a tech situation instead of landing)
| F1 | F2 | F3 | F4 | F5 |
|---|---|---|---|---|
| HS | HS | HS | ||
| LL | LL |
| F1 | F2 | F3 | F4 | F5 |
|---|---|---|---|---|
| HS | HS | HS | - | |
| LL | LL | - |
Hitstun should not be confused with hitlag, which are just freeze frames where both the attacker and opponent are frozen in place (see also shieldlag). An opponent is able to use smash directional influence (SDI) during hitlag to adjust their position and escape combos or multihit moves
The formula for hitstun in Ultimate is 0.4 * knockback - 1, but it is also affected by a new “speed-up effect” that takes place when a move sends the opponent into tumble. Once a move starts sending into tumble, hitstun frames increase more slowly than in previous Smash games. Manual hitstun modifiers can add to or deduct from hitstun frames
The formula for shieldstun in Ultimate is d * 0.8 * t * m + 2, rounded down
$$
shieldstun = d * 0.8 * t * m + 2
$$
 by Krackatoa](https://prod-files-secure.s3.us-west-2.amazonaws.com/e0867bfe-0c4c-400c-8089-ac12f6b7faab/cadfee31-6be2-4375-8165-98c51ae8ed77/image3.png)
From Neutral.mp4 by Krackatoa
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Made by mellowfermion, @Fermion_Adam
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From The Mind of MKLeo: Ledgetrapping
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From The Mind of Nairo & Light: Aggressive Neutral