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On May 6, VGBootCamp co-founder Calvin “GimR” Lofton returned to the lab in order to show off a new (well, new to most) advanced technique for Super Smash Bros. Ultimate. Dubbed “the Slingshot,” this Smash Ultimate tech has the potential to improve characters’ shield pressure, on-stage movement and more.

According to GimR, the Slingshot gives players greater control of their characters and has the potential to create a skill gap between players who integrate the technique into their gameplay and those who don’t. For players looking to level up their skill level, here’s everything to know about how to Slingshot in Smash Ultimate.

How to Slingshot in Smash Ultimate

Although characters will benefit from the Slingshot to varying degrees, every Smash Ultimate character is capable of performing the tech. The core input behind the technique simply requires the player to dash in one direction, then hold diagonally up or down in the opposite direction. GimR recommended holding down in most cases.

If performed correctly, this input causes the character to dash backward and crouch without turning back around. After this opening input, the player will usually want to jump. From there, the player can perform a wide array of follow-up inputs. These open up numerous variations of the Slingshot that have differing uses.

Slingshot variations

The most basic variation, the Flickshot, simply involves jumping around the fifth or sixth frame after performing the dash-to-hold-diagonally-back input. This technique causes the character to face one direction while leaping in the other direction at maximum air speed. To correctly Flickshot, the player’s control stick must return to the neutral position before the character’s first airborne frame.

There are two unnamed sub-variations of the Flickshot. They depend on what direction the player holds their control stick after jumping and returning the stick to neutral. By holding their stick in the direction the character is moving, it allows the character to maintain their maximum air speed throughout the duration of their aerial drift. By holding in the opposite direction of the character’s movement, it grants the character the option to drift back in the direction they came from after an initial boost the other way.

The next variation of the Smash Ultimate Slingshot is the Holdshot. To perform this technique, the player must not let their control stick return to neutral. Instead, they need to hold their stick in the backward diagonal position as they jump. The Holdshot is similar to the second sub-variation of the Flickshot, although it allows the character to more quickly drift back in the direction they initially dashed from.

Likewise, the Fullshot allows the character to drift back in the direction they initially dashed from with even greater momentum than the Holdshot. To Fullshot, the player needs to move their control stick from a diagonal back position to a straight back position.

Applications of the Smash Ultimate Slingshot

Dashes have a seven-frame buffer window in Smash Ultimate. This means players can buffer a Slingshot out of any attack. They simply need to start the Slingshot within seven frames of the attack ending and jump right after it ends.

Using this technique, players can buffer a leaping special move. Which special move they can input depends on the Slingshot variation they use. The player must Flickshot for a neutral special, Holdshot for a down special and Fullshot for a side special.

Defensively, the Slingshot helps many Smash Ultimate characters because it causes their hurtboxes to shift. As a result, players can attack an opponent’s shield, input a Slingshot to leap away from their out-of-shield punish option, then follow up with a counter punish, either by drifting back in with an aerial or launching a special move from a distance, depending on which Slingshot variation they used.

Although most Slingshot variations involve jumping, the technique can also be used on the ground to perform an instant pivot grab after an attack. In addition, characters can instant reverse jump-canceled up smash using the Slingshot by holding diagonally up instead of diagonally down.