Explaining Protected High Ground Retakes in Fortnite

Explaining Protected High Ground Retakes in Fortnite


Hi everyone! Today I’m covering the winding, agile back-and-forth
turns that you see pro like FaZe Sway perform during 1v1s and freebuilds. I’m going to go over every protected high-ground
retake that I could find, and explain how they work and when you should use them. I define “protected highground retakes”
as meaning direction changes which both start and end with scissor ramping. Furthermore, I only include retakes that involve
some form of vertical cover for nearly the entire retake. This means that direction changes that don’t
cover your head almost 100% of the time are omitted. If you aren’t familiar with scissor ramps
or want to learn more about them in-depth, check out my video about scissor ramps first
since this video was initially supposed to be scissor ramps part 2, but ended up being
a bit more involved than I anticipated. Anyways, let’s get started with the base
case and build up from there. The simplest way you can turn and keep a scissor
ramp is pretty barebones and only requires the ramp build. This technique is awkward, slow, can only
be done 180 degrees, and also doesn’t let you go above the upper ramp despite that being
possible, making it inefficient as well. That being said, it’s not terrible, but
definitely not worth doing. We can expand on this, however, and add a
floor to the mix. This frees us up to turn in any direction,
since the floor keeps a connection, and also gives us some options for how we want to execute
this. Editing, phasing, and placing the floor late
are all possibilities here depending on preference. From former to latter, each provides different
amounts of vertical cover, with editing being the most proactive. The floor is a nice improvement, since we
gain the 90 degree turn and the cover, but it’s still a little bit slow, easy to track,
and uncomfortable to chain together. Instead of a floor, we can choose to cap off
scissor ramps with a cone instead. A cone is more malleable than a floor because
of its edit options, and also allows for more vertical reaching edits. This added dimension gives more options, starting
with this simple, but safe turn. By placing a floor beneath the cone, we can
seamlessly transition our scissor ramp while staying fully covered the entire time. This technique is a bit slow, because you
lose a little bit of height on turning, but is a great option for players who cannot reliably
perform more advanced techniques yet. You can do this with a floor, but there is
little reason to prefer that, since the cone offers more options and can be placed sooner. This technique also only works to the sides. There are ways to turn around, however. Something that used to be very popular but
has aged now is placing two cones and then flipping your ramp to turn. This is kind of the 180 version of the previous
retake and has similar advantages of being fully covered and simpler to perform. In fact, it even has similar disadvantages
since it’s also a bit slow. I also recommend this turn for players who
need a safe protected retake while they’re still learning more advanced options. An improved version of this takes advantage
of the cone by using re-edits. Placing a wall here allows us to continue
our scissor ramp, and because we use the cone to lift up, we stay covered while rising. Furthermore, because we get above our upper
ramp, this retake is vertically efficient. For straightforward, effective, safe turnarounds,
I think this option is great for players who are comfortable with re-edits. Let’s move back the cone slightly, though,
since we can actually place it earlier, above the upper ramp. This allows us to optimize two of the previous
retakes a bit. The cone turn can now be done sooner on your
ramp, making it faster since you won’t lose height while turning now. And the ramp flip turnaround can also be done
sooner with the same benefit of not losing height anymore. This time, the cone is not connected by default
after we edit through it, so you have three options to keep things attached. You can place a floor quickly and double edit
through to keep your scissor ramp. You can do a late connect after editing though
the cone – there are a variety of ways to do this, all of which I cover in my scissor
ramp video. Or you can place a wall first before turning
around. It turns out that this looks structurally
similar to the cone flip turnaround from earlier, but has the added benefit of more vertical
cover throughout. Specifically, when you pop out above, this
version has a cone to cover your head with. In exchange, if you wanted to place a pre-emptive
upper cone before turning, it’s a little bit slower. Overall, however, I think that the added vertical
protection is slightly better. Before we move on, there are two quick things
to note about cone-based retakes. You can connect to them from above, instead
of below, using a floor, or a cone, and you can sneak in an upper ramp early. Connecting from above allows you to stay looking
upwards, which you are often doing already while performing retakes, but in exchange
requires you to edit through builds or cone jump to continue onwards, and the early upper
ramp is useful protection. Besides immediate benefits, however, there
are also structural implications to both, which I’ll be touching on in at the end
of this video. Ok, so we’ve gone over the floor, and we’ve
gone over the cone. What if – and it’s a pretty big if
– we could combine the floor and the cone together? That would be pretty cool. And now, we have another level of retakes:
double-edit retakes. First, let’s quickly pay homage to our original
floor retakes, which can be recreated by simply ramp editing the cone and making sure that
your floor keep things connected. While these can look identical to floor-based
turns after being performed, they are strictly better because of the protection that the
cone provides you. There are two different ways to ensure that
you can place your lower ramp upon turning. You can either corner edit or half edit the
floor like this so that part of it is still touching the sides, or you can half edit the
floor and then reset it while jumping. I see pros do the reset version more often,
and I think the small advantage that it offers is that you can jump a bit sooner. You can also apply the upper floor connect
trick here as well, instead of resetting the floor, which has the same benefits that I
mentioned earlier. It is worth mentioning that these can be done
from a single ramp and don’t necessarily need to start while scissor ramping. So, we’ve used ramps, cones, and floors
at this point. What’s left? Well. Wall. The use of walls to connect ramps in interesting
ways during retakes was first popularized during the advent of the reverse jump. Martoz, like with many early building techniques
helped put this on the map after showing it off in a video, and the technique went on
to become further developed. The base reverse jump does not qualify as
a protected retake, however, since it has no cover during the jump and also does not
transition into a scissor ramp. There are many ways to alleviate this, however. First, we can start mixing in our upper cone. Alongside an upper ramp, this turns into a
90 degree turn that is side protected where your opponent is likely to be facing you. We can also use this ramp to perform a 180
degree turn around by placing our lower ramp in that direction and topping off the upper
ramp with a cone to maintain the scissor ramp. Outside of using an upper ramp, placing additional
cones is where you begin to get a little bit more mileage in terms of options. You can perform all of the upper ramp variations
with a cone by throwing in a ramp edit, and the coned versions all are slightly better
covered from above. Furthermore, we gain access to turn arounds
that keep a scissor ramp via cone-based starts – floor edits, late connects, whatever option
you’re most comfortable with. We also gain access to a 0 degree turn with
cones, which is an interesting mixup to throw in, albeit super expensive and probably only
viable in creative. Finally, before moving on, I also wanted to
point out this retake from Cnnr, which I think best falls into the reverse jump category,
although is a bit different than most reverse jumps. This retake is really cool because of how
many things you can do out of one structure. Cnnr already has a great video going over
it, however, so I’ll let you refer to that if you’re interested. Alright, we’ve used every building piece
at this point, but we haven’t edited all of them. Besides editing cones, the last section of
protected retakes I wanted to go over was ramp edits. I would consider ramp edit retakes to be one
of the more recent, meta-pushing techniques out there, despite how simple they may seem
in a vacuum. You may have seen them before without realizing
exactly what they are. Here’s a clip of Beats, for example, performing
a ramp edit retake that I’ll be showing in a second. Because ramp turns and flips can happen so
fast, excellent players can often sneak them in seamlessly. The simplest ramp edit retakes consist of
flipping your upper ramp while you’re still beneath it to keep vertical cover. This can be done by placing a floor below
you after jumping, phasing through a floor, or by editing through a floor. These aren’t as height efficient as they
could be, since it’s possible to get above the upper ramp, but they’re a nice, clean
start to this category. To get above the upper ramp while still maintaining
vertical cover comes with two challenges. First, the ramp must stay connected when being
turned, and second, we must retain our cover during the retakes. For the first challenge, you can place a wall
before editing the ramp. You can place a late floor to connect. Or you can edit through the floor like Beats
does in the clip I just showed. The second challenge is initially solved by
the fact that you can cone your upper ramp, allowing you to jump into a pre-covered area
while flipping the ramp. From that point, you just need to start a
scissor ramp again to keep the cover, which we’ve already gone over a few times at this
point. Ramp edits are a really good way to mixup
because re-edits can be very confusing for opponents, but be mindful of the fact that
they are quite unprotected compared to most other retakes. Ok, so we’ve gone over all of the different
techniques you can use to perform protected retakes. The last thing I wanted to address was how
these all compose with each other, because often when people talk about “high-ground
retakes,” they show a lot of different techniques strung together, instead of individual pieces. For the most part, all of these techniques
can be combined in some way, although some are more effective than others. Remember when I was talking about that early
upper ramp and how there were implications that came with it? Well, I meant that in regards to stringing
together additional retakes. The early upper ramp, for example, makes it
easier to perform upper cone combos out of upper floor catches. FaZe Sway’s famous retake is a good demonstration
of this. Without the early upper ramp, it’s difficult
to continue to perform the same move back and forth because the window to place the
upper ramp later is quite tight compared to early. I’m not going to go over every single combination
in this video because it’s easier to figure out from just trying things yourself, but
just keep in mind how your retakes start and end, and how that affects how well they can
be performed together. If you enjoyed this video, thanks for watching! Feel free to like, subscribe, comment if you
have any feedback for me, and hit that bell thing or whatever. Um, and follow me on Tw-

26 Replies to “Explaining Protected High Ground Retakes in Fortnite”

  1. 5:27, ok, why the f i see nobody place a floor after reseting then the ramp? it makes it so much easier. What am i missing? nvm just saw bugha do it, but tho, why do ppl make it so much more complicated

  2. Your videos are well thought out like always, but I quitted fortnite, so I have no use for them anymore pepehands. It's been time though, the game is so messed up atm. Gonna keep the sub on with notifications off though to show some love…

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