Download Honkai: Star Rail using my link hoyo.link/5fgdFZAL and experience these new characters! Use the redemption code MB6N2TVCSQ9F to redeem 50 Stellar Jades. Big thanks to miHoYo for supporting the channel!
@@Kirby_boisomeone promotes a crappy game like Raid and no one cares. Someone promotes an actually good game like Star Rail and they need to "stop selling out"
I believe the reason Steve places regular stone instead of cobblestone is for clarity, as it is much easier to notice the block breaking texture over regular stone, and it is important during Smash gameplay, as it indicates how long the block has left on screen. The concession to place regular stone was probably a conscious one and not a mistake, despite being inaccurate.
Plus during the victory animation, the door is placed correctly. It is placed on the front of the stair from the inside, which would cause it to swing outwards, which is what it does.
@@yoyos1ime Thing is if that were the case, the door would be on the stair block, so it would jut out a bit from the house rather than being flush wth it
I kinda figured Pikachu took less hits from Thoron because Electric type. But since you didn't mention Pichu having the same deal, it probably isn't a super minor easter egg and is just a weird error.
Doesn't it say pichu has a hard time controlling its own electricity and takes self damage but pikachu doesn't take self damage a d can control its electricity better
I don’t think steve placing stone instead of cobble is a mistake. I think it was done because blocks naturally deteriorate after placing them, and because cobble stone naturally has cracks in it, it would be harder to see how deteriorated it is in a match.
Fun fact: the reason that some animations can get wonky in slow motion is related to baked keyframe interpolation! Essentially, each animation is made to move every frame, or 1/60th of a second, and has unique vectors for the scale, rotation, and translation for every frame of the animation. When you put that into slow motion, you stretch out those keyframes and the game has to compensate by filling the space in between them with its best estimation of what would get you to the next keyframe. Weird stuff!
Also, the "swoosh" effect with joker being so long is likely the result of a stray alpha pixel accidentally getting left in the effect's texture, leading the game to not know what to do with it and just extending it as far as it can (the max area the swoosh effects can be rendered)
1:29 Maybe it's because there's an invisble timer that stops the plunger when it finishes, and it doesn't change when everything else slows down or speeds up
Would love to see a part 2. I knew about Duck Hunt's double-hitting smash attacks, but all of the other technical oddities were new to me, and now I'm really intriguing to hear what else might be lurking just out of sight.
17:20 another thing, he opens the door outwards, even though it should open inwards. Also, when he opens the door, to make it face outward, they made it so that it was placed on stairs, which I'm pretty sure it's impossible, as if I'm not wrong, you need to place a door on a full block.
I do find it interesting that it does open outwards when it shouldn't in that location. Does doors in Japan open outwards? They do in Sweden for example.
Something I think should have been mentioned during the Steve segment: You'll notice when looking at the items Steve can mine up/use that not all of them are pulled from the same set of textures. Iron, Diamond, gold, logs, cobblestone, and most of the ui elements use the Original set of developer textures from 1.13 and below, whereas stone, dirt, wooden planks, ice, sand, wool, redstone, and most other items steve can place/use as part of his moveset use the new 1.14+ Jappa textures. Additionally, the ui elements for diamond and gold use Jappa's textures despite being developer textures when mined. Thought this was a weird inconsistency.
This is potentially because he's been in development when Minecraft was still transitioning between old and new trailers. 1.14 Came out in April of 2019, whereas Steve was put into Minecraft October 2020. Assuming how the character roster worked and the like; He was likely in Development since 2018, if not very early 2019.
@@memesarekeemWhich means we could use the assets to make a potential development map/timeline for when Steve was being implemented in the game. Neat.
The pyra scythe thing might be because her animations are the same as mythra's but slowed down. Maybe they copy-pasted the animation and changed the speed, but forgot to change the voice timing to align with it properly. Kinda like roy dash attack in melee, where they slowed it down but forgot to make the hitbox timing line up
Something i've noticed with Sora is when you freeze someone using Blizzaga very close to the lefthand edge of a stage, a load of collision effects are displayed. This does not seem to happen on the righthand edge of stages. I have seen no-one talk about this, and I thought it would be interesting to share!
Steve actually places the door correctly in that victory animation. Look at how it opens, it opens OUTWARD. When you place a door in minecraft, it opens away from the direction you placed it, meaning the door was actually placed on the stair in front of the opening.
I have a feeling that they used the stone texture over the cobblestone texture because it a whole lot easier to tell how long the block has left before it disappears. Since the cracks are easier to see on stone than cobblestone.
my guess with the steve turning the cobblestone into stone instantly thing is they wanted to more clearly show how much damage the stone had taken. it could've been harder to see how much damage the stone had taken at times if they had kept the cobblestone texture.
The reason behind Pyra vocalizes her attack grunt during the charging part of death scythe is they used her sound_DeathScytheSwing4Charge, which is the charging part of any battering attack. It uses a wait function so if you don't hold the charge for the death scythe she wont be vocal until frame 5. They probably meant it for the sound_DeathScytheSwing4 script which Mythra uses the correct script for the death scythe.
Here's two more slow mo related ones: Villager (and Isabelle, I think, since it's the same move) Pocket move has wonky range in slo-mo. I've seen it Yoink items from across the map, even taking priority over *closer* items. It's inconsistent though, so I don't know if this favors certain items over others or what. Maybe it's not even rekated to slo mo but that's the mode (special smash slow speed mode) I've been playing when I saw it. Also: Distant Planet stage. The Pellet Posies ONLY drop Red 1 pellets, no matter what color or how big the posies grew before they were popped. This one is garunteed every time as far as I can tell.
I don't mind the Pyra thing that much. Her voice line sounds a lot more like she's charging up, whereas everybody else sounds like they're exerting themselves. It's still a weird exception, though
In Smash 4, holding the special move button would actually increase the number of hits Robin's Thoron dealt, but this is not the case in Ultimate. There may be some strange holdover in the code from how it worked in Smash 4 to Ultimate that causes its inconsistency with the number of hits.
my headcanon for why steve can place blocks mid air in smash has always been that theres barrier blocks on either side of him since it's a 2D game, and so he's placing them against the barrier blocks
9:59 Off topic, but it caught me SO off guard when Pit’s Star KO audio was he screaming, “I never learned how to read!” I’ve never actually gotten or seen a Star KO against Pit, so hearing it here was unexpected to say the least. 😅
(5:50) Because the attack itself wasn't running in slow motion. (10:55) I can only assume the sound is played when the animation is over and the character "crouches" again, forcing the sound to play again. But WFT has such long ending animation that the crouching happens late.
In addition to slo-mo affecting hit boxes like Luigi’s grab, I’ve found that using luigi’s grab in training mode and immediately resetting and grabbing again sometimes results in the same effect as when the grab is used in slo-mo
1:30 the reason Luigi's grab works like this in slow motion is most likely that the grab's extension is on a timer and once that timer ends it retracts. If the motion gets slowed down but the timer doesn't, that would make it not reach as far.
Similar to Joker's f-air, Bayonetta sometimes gets an overly elongated visual effect when using After-burner Kick. It's probably my biggest pet peeve out of these sorts of mistakes since it's so noticeable.
Another thing with the door in Steve’s victory animation, when he opens it it pops outside of the house, but when it’s closed it’s flush with the house, which isn’t possible in mc. It should open into the house
I'm surprised you didn't mention the inconsistencies with the Minecraft textures used in Smash. While most of them are the current default textures, some of the textures are instead pre-1.14 "programmer art". It's especially noticeable with the iron and gold ingots, since in current versions of Minecraft they look completely different.
I think they likely didn't have information about some of these at the time, if they had even been created yet, and personally I think any they did have was a conscious choice to not use, as opposed to a mistake, but I do see how that would be possible.
For duck hunts multi hit is has a constant hit box meaning that its probably related to how when it lasts twice as long at 1/2 speed but the opponent gets knocked out when hit with stopwatch on since your opponent has got knocked out of the attack and isn't in that weird standstill before a launch.
What I mean by "constant" is that the attack actually may have a constant hit box through the whole move while it gives I frames until the second hit of the smash attack
I swear last comment that's the reason that's robin's attack can hit multiple times, is because of a constant hitbox. The smash team forgot to debug I frames :skull:
10:05 i don't think wii fit crouching sound after her down tilt is actually misstimed if you do the move and press nothing she will crouch on her own for a while before standing back up and that may cause the "delay" in the sound effect as it seems to play after the animation is completely over
For a translation mistake🧐: Byleth's 24th tip mentions that the axe Amyr is used in down special, down air and down smash. If you play the game in german however, it says Amyr is used in "Spezialangriff unten"(down special), "Luftangriff unten"(down air) and "starker Angriff unten" ("downward strong attack"). This last one is pretty interesting, as smash attacks are just called "Smash-Angriffe" in german, while tilt attacks are usually referred to as "stark * Richtung *"(strong * direction *). So it looks like in the german version of smash, Byleth's down smash is kind of mistranslated as down tilt, but funnily enough, the same happens for his 23rd tip, which points out when the lance Areadbhar is used. Again, "side smash attack" is mistanslated as "starker Angriff seitwärts"("strong attack sideways") which is used to translate "side tilt attack" in every other tip. I have no idea why this happened not once, but even twice in a row!😅
I feel like they have you place normal stone blocks, so it's easier to see when it's going to break. The cracks on the cobblestone texture might blend in with the cracks as the timer for blocks
so my theory for why luigi's range changes is the dev's set it so after a set amount of time it the animation for the plunger to fall plays however they also set a max distance for it's range
If I were to guess maybe Luigi’s plunger is affected due to its physics on sone way Like maybe it’s compensating distance due to a lower speed or velocity factor
There's actually another mistake for Steve, and it's about that door. *Steve opens the door outwards.* Unless Steve placed the door on the stairs, which would almost fix both mistakes. The reason I said almost is because if Steve placed the door on the stairs from the inside, the door would pop out a little.
You forgot when they used a fan made sprite for the Masked Man spirit. Also, 2 of the Mother 3 tracks in Smash have the wrong names (that being "Porky's Theme", which is actually "His Highness's Theme," and the "Mother 3 Love Theme," which is actually "Mom's Hometown")
Not only did Steve defy the door orientation when placing it, but he also opens the door outwards and into another block which is completely impossible, it should have instead opened towards him.
this is a bit of a more known thing now, but for Greninja specifically, he can't throw Wario's bike to the left because they just forgot to give it a hitbox. This means that the bike will just clip through Wario without doing anything other than give him back his bike
The door also opens the wrong way. In minecraft a door opens within its block, but in the victory screen it opens out over the stair which shouldn't happen.
My understanding of the slow motion causing extra hits is this. In a fighting game every attack has 3 phases, start up frames, like winding up a punch. Active frames, when it can do damage and recovery frames, usually called end lag in Smash Bros. There's also a certain buffer after being hit by a move so you can't be hit by every single active frame. The game at 50% speed doubles all of these phases, most importantly the active frames, but does not change the duration of this buffer so it ends soon enough to be hit twice by a single attack. This is just speculation from my understanding of fighting games though.
Getting an iron ingot also allows Steve to create an anvil, which normally requires 31 iron ingots. Additionally, making a minecart takes 5 iron in Minecraft.
Here's something you didn't notice about Steve's victory screen, he places the door in the wrong orientation, which you seen, but when he opens it, it opens the wrong way, going into the adjacent block
There's also the fact that the door opens outwards. Which would only be possible if he placed the door on the stairs explaining the position, but that is also not possible in mc and the door would stick out by a few pixels
The door actually does open outward in the victory screen as if Steve did place it from inside. The real mistake is that the door should be placed on the stairs leading up to the house instead of flush with the wall.
One thing I noticed about Steve’s error with the door is that not only is it oriented the wrong way, but he opens it as if it was placed facing him, making the door fling open towards the outside rather than the inside
One more thing about Steve's door in his victory screen: It crosses the block border. Typically, a door will only take up two blocks, the bottom and top ones. When opened, it opens into the rest of the block sideways. Steve's victory screen is placed on the cobblestone behind the stairs but we clearly see it open into the block above the stairs.
16:50 Another inaccuracy with the door is that it opens outward instead of inward. Doors in minecraft always open into the block they are placed in, never out.
Actually, you CAN place the door like steve does fom the inside, you have to look down at the block you place the door to. So I guess the door thing is legit
The first song is Dimble Woods The second song is Plack Beach The third song is Thwomp Volcano The fourth song is Shopping in Wakeport The fifth song is Dimble Woods Inside
Pjiggles, you definitely missed the most important part if how Steve's victory screen door worked. The door swings outward onto the stair, despite being placed on the cobblestone, which is impossible for any door to do in Minecraft becuase it always stays in it's own block area
Another mistake with the steve victory animation is that when he opens the door it opens outward, when it should open inward. Although this was probably to make the animation more clear
I'm guessing the reason that the placed blocks are smooth stone rather than cobble is that the breaking animation overlayed on blocks is a little bit difficult to make out on cobblestone
I’m fairly certain the reason End of Day doesn’t tilt the training room camera is because it’s at a fixed angle to the stage, whereas every other stage (outside of special smash) has a non-fixed angle or special consideration from the devs, which training room didn’t get.
Just noticed in Steve's victory screen when he exits the house the door swings outward when it should actually swing inward based on where and how it's positioned.
One developer mistake is that when you use cloud and back throw your opponent in slow mo, he will flick back to a pose for one frame and different speeds change the way he's facing during the one frame. Mock rock covered it on his second channel when he ranked every back throw animation in the game.
My guess for why it only hits Pikachu 5 times has something to do with hitting the hurt-box on his body and tail at the same time. Then again, I wonder if this happens when you hit people’s legs, doing less damage for not hitting them directly. If not, then hooray, Pikachu has another advantageous matchup (like he needed another)
Another thing about Steve is his block textures are inconsistent, the logs and ingots use their pre texture update appearances but the iron block and planks use their modern textures
joker's swoosh effects are a reference to the cartoony aesthetic of Persona 5. them not lining up is completely intentional, like in comics how sometimes you see multi-layer text with a slight offset
Download Honkai: Star Rail using my link hoyo.link/5fgdFZAL and experience these new characters! Use the redemption code MB6N2TVCSQ9F to redeem 50 Stellar Jades.
Big thanks to miHoYo for supporting the channel!
getting that bag 🤑
.
@@mr.creeper7802 Let's go golfing!
@@mr.creeper7802 Let's go golfing!
@@Kirby_boisomeone promotes a crappy game like Raid and no one cares. Someone promotes an actually good game like Star Rail and they need to "stop selling out"
I believe the reason Steve places regular stone instead of cobblestone is for clarity, as it is much easier to notice the block breaking texture over regular stone, and it is important during Smash gameplay, as it indicates how long the block has left on screen. The concession to place regular stone was probably a conscious one and not a mistake, despite being inaccurate.
It honestly looks better than the cobblestone anyway imo
Plus during the victory animation, the door is placed correctly. It is placed on the front of the stair from the inside, which would cause it to swing outwards, which is what it does.
@@yoyos1ime Thing is if that were the case, the door would be on the stair block, so it would jut out a bit from the house rather than being flush wth it
Nah fam he just cooks it midfight cuz he thinks it looks better
I thought about replying with “maybe he’s using silk touch” but just noticed he could not be
I kinda figured Pikachu took less hits from Thoron because Electric type. But since you didn't mention Pichu having the same deal, it probably isn't a super minor easter egg and is just a weird error.
At least Olimar’s yellow pikmin has that property I guess
...yeah that would make sense
Shulk is an electric type Pokémon
Doesn't it say pichu has a hard time controlling its own electricity and takes self damage but pikachu doesn't take self damage a d can control its electricity better
I don’t think steve placing stone instead of cobble is a mistake. I think it was done because blocks naturally deteriorate after placing them, and because cobble stone naturally has cracks in it, it would be harder to see how deteriorated it is in a match.
Ohhhh that makes sense! :O 👍
If Robin is time frozen by like Shadow, do the hits of Thoron just keep going as long as Robin isnt moving
Fun fact: the reason that some animations can get wonky in slow motion is related to baked keyframe interpolation! Essentially, each animation is made to move every frame, or 1/60th of a second, and has unique vectors for the scale, rotation, and translation for every frame of the animation. When you put that into slow motion, you stretch out those keyframes and the game has to compensate by filling the space in between them with its best estimation of what would get you to the next keyframe. Weird stuff!
Also, the "swoosh" effect with joker being so long is likely the result of a stray alpha pixel accidentally getting left in the effect's texture, leading the game to not know what to do with it and just extending it as far as it can (the max area the swoosh effects can be rendered)
1:29 Maybe it's because there's an invisble timer that stops the plunger when it finishes, and it doesn't change when everything else slows down or speeds up
Would love to see a part 2. I knew about Duck Hunt's double-hitting smash attacks, but all of the other technical oddities were new to me, and now I'm really intriguing to hear what else might be lurking just out of sight.
17:20 another thing, he opens the door outwards, even though it should open inwards.
Also, when he opens the door, to make it face outward, they made it so that it was placed on stairs, which I'm pretty sure it's impossible, as if I'm not wrong, you need to place a door on a full block.
Nah, you can def place doors on stairs. It doesn't require full blocks either because you can place them on slabs aswell
I think it's pretty obvious they had him place stone in stead of cobblestone because the breaking texture would be harder to see on cobblestone
the door on Steve’s house also opens outward, which extends it outside of the block that it actually occupies
I do find it interesting that it does open outwards when it shouldn't in that location. Does doors in Japan open outwards? They do in Sweden for example.
@@Liggliluff In the US at least, there's regulation that doors have to open outwards for fire-safety reasons.
Yeah it’s flush with the wall but if it could open outwards like that it would be on top of the wooden stair
@SJrad Placing the door on the stairs and the door opening outward makes more sense cuz Steve placed it in the house
Something I think should have been mentioned during the Steve segment: You'll notice when looking at the items Steve can mine up/use that not all of them are pulled from the same set of textures. Iron, Diamond, gold, logs, cobblestone, and most of the ui elements use the Original set of developer textures from 1.13 and below, whereas stone, dirt, wooden planks, ice, sand, wool, redstone, and most other items steve can place/use as part of his moveset use the new 1.14+ Jappa textures. Additionally, the ui elements for diamond and gold use Jappa's textures despite being developer textures when mined. Thought this was a weird inconsistency.
This has bothered me since the steve trailer
Also random blocks in the Minecraft stage use old textures for no reason
This is potentially because he's been in development when Minecraft was still transitioning between old and new trailers. 1.14 Came out in April of 2019, whereas Steve was put into Minecraft October 2020. Assuming how the character roster worked and the like; He was likely in Development since 2018, if not very early 2019.
@@memesarekeemWhich means we could use the assets to make a potential development map/timeline for when Steve was being implemented in the game. Neat.
The pyra scythe thing might be because her animations are the same as mythra's but slowed down. Maybe they copy-pasted the animation and changed the speed, but forgot to change the voice timing to align with it properly. Kinda like roy dash attack in melee, where they slowed it down but forgot to make the hitbox timing line up
Something i've noticed with Sora is when you freeze someone using Blizzaga very close to the lefthand edge of a stage, a load of collision effects are displayed. This does not seem to happen on the righthand edge of stages. I have seen no-one talk about this, and I thought it would be interesting to share!
12:50 Ah yes, “Bulblerbs”, my favorite Pikmin enemy 😅
Steve actually places the door correctly in that victory animation. Look at how it opens, it opens OUTWARD. When you place a door in minecraft, it opens away from the direction you placed it, meaning the door was actually placed on the stair in front of the opening.
I have a feeling that they used the stone texture over the cobblestone texture because it a whole lot easier to tell how long the block has left before it disappears. Since the cracks are easier to see on stone than cobblestone.
my guess with the steve turning the cobblestone into stone instantly thing is they wanted to more clearly show how much damage the stone had taken. it could've been harder to see how much damage the stone had taken at times if they had kept the cobblestone texture.
The reason behind Pyra vocalizes her attack grunt during the charging part of death scythe is they used her sound_DeathScytheSwing4Charge, which is the charging part of any battering attack. It uses a wait function so if you don't hold the charge for the death scythe she wont be vocal until frame 5. They probably meant it for the sound_DeathScytheSwing4 script which Mythra uses the correct script for the death scythe.
Here's two more slow mo related ones:
Villager (and Isabelle, I think, since it's the same move) Pocket move has wonky range in slo-mo. I've seen it Yoink items from across the map, even taking priority over *closer* items.
It's inconsistent though, so I don't know if this favors certain items over others or what. Maybe it's not even rekated to slo mo but that's the mode (special smash slow speed mode) I've been playing when I saw it.
Also: Distant Planet stage.
The Pellet Posies ONLY drop Red 1 pellets, no matter what color or how big the posies grew before they were popped.
This one is garunteed every time as far as I can tell.
I don't mind the Pyra thing that much. Her voice line sounds a lot more like she's charging up, whereas everybody else sounds like they're exerting themselves. It's still a weird exception, though
Sakurai and his team: *make a few small mistakes*
That one guy: literally unplayable, trash, etc
re: 16:50, the door is opening outwards, so means he actually placed it on the stairs and in the right orientation from where he was standing
In Smash 4, holding the special move button would actually increase the number of hits Robin's Thoron dealt, but this is not the case in Ultimate. There may be some strange holdover in the code from how it worked in Smash 4 to Ultimate that causes its inconsistency with the number of hits.
Reminds me of how Wario’s bike taunt uses old taunt code instead of the new cancelable taunt code
@@ShuckleShellAnemia Or how MK, Charizard, and Pit still have their gliding code from Brawl
9:59 “I NEVER LEARNED HOW TO READ!”
- Pit
my headcanon for why steve can place blocks mid air in smash has always been that theres barrier blocks on either side of him since it's a 2D game, and so he's placing them against the barrier blocks
I adopt this head cannon
9:59
Off topic, but it caught me SO off guard when Pit’s Star KO audio was he screaming,
“I never learned how to read!”
I’ve never actually gotten or seen a Star KO against Pit, so hearing it here was unexpected to say the least. 😅
Obviously, there are barrier blocks in front of and behind the fighting stage for Steve to place blocks against.
Also so that he can't escape.
(5:50) Because the attack itself wasn't running in slow motion.
(10:55) I can only assume the sound is played when the animation is over and the character "crouches" again, forcing the sound to play again. But WFT has such long ending animation that the crouching happens late.
Greninja, being a ninja, should be able to crouch-walk silently!
In addition to slo-mo affecting hit boxes like Luigi’s grab, I’ve found that using luigi’s grab in training mode and immediately resetting and grabbing again sometimes results in the same effect as when the grab is used in slo-mo
1:30 the reason Luigi's grab works like this in slow motion is most likely that the grab's extension is on a timer and once that timer ends it retracts. If the motion gets slowed down but the timer doesn't, that would make it not reach as far.
That doesn't explain why it isn't half the length at 1/2, isn't quarter the length at 1/4 and isn't more than normal length at higher speeds.
@@Liggliluff it was the only explanation I could think of
Similar to Joker's f-air, Bayonetta sometimes gets an overly elongated visual effect when using After-burner Kick. It's probably my biggest pet peeve out of these sorts of mistakes since it's so noticeable.
Another thing with the door in Steve’s victory animation, when he opens it it pops outside of the house, but when it’s closed it’s flush with the house, which isn’t possible in mc. It should open into the house
I'm surprised you didn't mention the inconsistencies with the Minecraft textures used in Smash. While most of them are the current default textures, some of the textures are instead pre-1.14 "programmer art". It's especially noticeable with the iron and gold ingots, since in current versions of Minecraft they look completely different.
Wdym?
I think they likely didn't have information about some of these at the time, if they had even been created yet, and personally I think any they did have was a conscious choice to not use, as opposed to a mistake, but I do see how that would be possible.
For duck hunts multi hit is has a constant hit box meaning that its probably related to how when it lasts twice as long at 1/2 speed but the opponent gets knocked out when hit with stopwatch on since your opponent has got knocked out of the attack and isn't in that weird standstill before a launch.
What I mean by "constant" is that the attack actually may have a constant hit box through the whole move while it gives I frames until the second hit of the smash attack
I swear last comment that's the reason that's robin's attack can hit multiple times, is because of a constant hitbox. The smash team forgot to debug I frames :skull:
Best thing in the video was the sponsor segment being titled “PJiggles gets that bag”, had my dying laughing once I figured that out
10:05 i don't think wii fit crouching sound after her down tilt is actually misstimed
if you do the move and press nothing she will crouch on her own for a while before standing back up and that may cause the "delay" in the sound effect as it seems to play after the animation is completely over
Here’s one. Mythra’s side special’s (AKA Photon Edge’s) description says “It cuts five times in front”. Although it does six times
9:56 "I NEVER LEARNED HOW TO READ!"
*This is cannon to Kid Icarus.*
'ha Robin got slowed down let's get 'em'
"A GOOD TACTICIAN HAS NOTHING TO FEAR"
For a translation mistake🧐:
Byleth's 24th tip mentions that the axe Amyr is used in down special, down air and down smash.
If you play the game in german however, it says Amyr is used in "Spezialangriff unten"(down special), "Luftangriff unten"(down air) and "starker Angriff unten" ("downward strong attack").
This last one is pretty interesting, as smash attacks are just called "Smash-Angriffe" in german, while tilt attacks are usually referred to as "stark * Richtung *"(strong * direction *).
So it looks like in the german version of smash, Byleth's down smash is kind of mistranslated as down tilt, but funnily enough, the same happens for his 23rd tip, which points out when the lance Areadbhar is used.
Again, "side smash attack" is mistanslated as "starker Angriff seitwärts"("strong attack sideways") which is used to translate "side tilt attack" in every other tip.
I have no idea why this happened not once, but even twice in a row!😅
I feel like they have you place normal stone blocks, so it's easier to see when it's going to break. The cracks on the cobblestone texture might blend in with the cracks as the timer for blocks
It could be that Pikachu's an electric type, but then again, so is Pichu, and if anyone should be hit a lot, Greninja and Squirtle should be.
This also doesn't explain Shulk's oddities with the same attack
so my theory for why luigi's range changes is the dev's set it so after a set amount of time it the animation for the plunger to fall plays however they also set a max distance for it's range
15:00 i assumed this was because the breaking texture might be harder to see on cobblestone since it's so detailed
6:18 This is more damage than Peach's down smash in Melee.
9:59
"I NEVER LEARNED HOW TO REAAADD!!!"
Honestly I think the explanation for the cobblestone/normal stone thing is the same as the door one: just more aesthetically pleasing
For the first time ever I’m early to a PJiggles video- I’m complete
Same
Same
Same
Same
Yeah normally I come like two years later or something like that
you can actually mine diamonds without tools, as you just need a creeper to blow up the ore.
For Steve’s house animation, there was probably someone else with an invisibility potion helping out
If I were to guess maybe Luigi’s plunger is affected due to its physics on sone way
Like maybe it’s compensating distance due to a lower speed or velocity factor
But then there's Isabelle's fishing rod that goes crazy
Glad to know that the Iceberg is actually happening, at least eventually!
"i never learned how to rea-he-heaadddd" was always such a funny line to me it's so charming
That’s my favorite taunt whenever I play Dark Pit
There's actually another mistake for Steve, and it's about that door.
*Steve opens the door outwards.*
Unless Steve placed the door on the stairs, which would almost fix both mistakes. The reason I said almost is because if Steve placed the door on the stairs from the inside, the door would pop out a little.
You forgot when they used a fan made sprite for the Masked Man spirit. Also, 2 of the Mother 3 tracks in Smash have the wrong names (that being "Porky's Theme", which is actually "His Highness's Theme," and the "Mother 3 Love Theme," which is actually "Mom's Hometown")
Rosalina crawling is probably her heel sliding against the ground
Bizarrely, (and i believe this was discovered after this video) thoron makes robin never get tripped by any moves that have a chance to.
Not only did Steve defy the door orientation when placing it, but he also opens the door outwards and into another block which is completely impossible, it should have instead opened towards him.
Cool. Love to see more Luigi
this is a bit of a more known thing now, but for Greninja specifically, he can't throw Wario's bike to the left because they just forgot to give it a hitbox. This means that the bike will just clip through Wario without doing anything other than give him back his bike
No way he accepted a sponsorship from Genshin Impact 2 💀
Bro got that bag bruh
THE HUMANITY
Ong@@windowstechsupport3562
The door also opens the wrong way. In minecraft a door opens within its block, but in the victory screen it opens out over the stair which shouldn't happen.
the door does open outwards, so technically it's placed from the correct direction, he just somehow placed it on the stairs.
My understanding of the slow motion causing extra hits is this. In a fighting game every attack has 3 phases, start up frames, like winding up a punch. Active frames, when it can do damage and recovery frames, usually called end lag in Smash Bros. There's also a certain buffer after being hit by a move so you can't be hit by every single active frame. The game at 50% speed doubles all of these phases, most importantly the active frames, but does not change the duration of this buffer so it ends soon enough to be hit twice by a single attack. This is just speculation from my understanding of fighting games though.
Getting an iron ingot also allows Steve to create an anvil, which normally requires 31 iron ingots. Additionally, making a minecart takes 5 iron in Minecraft.
Also, Steve’s door proceeds to swing outwards. In Minecraft, it would have swung inwards.
0:06 not gonna lie they could add ONE MORE to get that 90 characters
I think for the cobblestone stone thing, it’ll be too hard to see the cobblestone breaking in the heat of battle
At 12:15 when Pyra holds the death scythe, the grunt she makes early isn’t even her f smash grunt, it’s her down smash
Here's something you didn't notice about Steve's victory screen, he places the door in the wrong orientation, which you seen, but when he opens it, it opens the wrong way, going into the adjacent block
There's also the fact that the door opens outwards. Which would only be possible if he placed the door on the stairs explaining the position, but that is also not possible in mc and the door would stick out by a few pixels
I think greninja’s weird sound crawl is a remnant of a silent crawl
12:25 it happens with Nana too
And it happens with the home run bat though he covered it in another vid
The door actually does open outward in the victory screen as if Steve did place it from inside. The real mistake is that the door should be placed on the stairs leading up to the house instead of flush with the wall.
One thing I noticed about Steve’s error with the door is that not only is it oriented the wrong way, but he opens it as if it was placed facing him, making the door fling open towards the outside rather than the inside
Not only is steves door placed incorrectly it also opens the wrong way
One more thing about Steve's door in his victory screen: It crosses the block border. Typically, a door will only take up two blocks, the bottom and top ones. When opened, it opens into the rest of the block sideways. Steve's victory screen is placed on the cobblestone behind the stairs but we clearly see it open into the block above the stairs.
16:50 Another inaccuracy with the door is that it opens outward instead of inward. Doors in minecraft always open into the block they are placed in, never out.
Actually, you CAN place the door like steve does fom the inside, you have to look down at the block you place the door to. So I guess the door thing is legit
The first song is Dimble Woods
The second song is Plack Beach
The third song is Thwomp Volcano
The fourth song is Shopping in Wakeport
The fifth song is Dimble Woods Inside
If you want to talk about Steve, take a close look at the Acacia Logs in the Minecraft World savannah.
Pjiggles, you definitely missed the most important part if how Steve's victory screen door worked. The door swings outward onto the stair, despite being placed on the cobblestone, which is impossible for any door to do in Minecraft becuase it always stays in it's own block area
Another mistake with the steve victory animation is that when he opens the door it opens outward, when it should open inward. Although this was probably to make the animation more clear
I'm guessing the reason that the placed blocks are smooth stone rather than cobble is that the breaking animation overlayed on blocks is a little bit difficult to make out on cobblestone
Can we talk about the fact that said door opens towards the outside where it should open towards the inside
I’m fairly certain the reason End of Day doesn’t tilt the training room camera is because it’s at a fixed angle to the stage, whereas every other stage (outside of special smash) has a non-fixed angle or special consideration from the devs, which training room didn’t get.
Greninja got that squidward step
I noticed that Wii fit trainer thing in my own play, but I always just thought it was the sound of her exhaling for whatever reason
17:08 I'm surprised you also didn't notice how the door opens to the outside, even though it wasn't placed on the stairs.
I just noticed that when Steve opens the door in the win credits it opens over the stairs which is impossible
Just noticed in Steve's victory screen when he exits the house the door swings outward when it should actually swing inward based on where and how it's positioned.
One developer mistake is that when you use cloud and back throw your opponent in slow mo, he will flick back to a pose for one frame and different speeds change the way he's facing during the one frame. Mock rock covered it on his second channel when he ranked every back throw animation in the game.
My guess for why it only hits Pikachu 5 times has something to do with hitting the hurt-box on his body and tail at the same time. Then again, I wonder if this happens when you hit people’s legs, doing less damage for not hitting them directly. If not, then hooray, Pikachu has another advantageous matchup (like he needed another)
The Luigi grab thing also happens with Isabelle’s fishing rod or it used to, it might’ve been patched
Another thing about Steve is his block textures are inconsistent, the logs and ingots use their pre texture update appearances but the iron block and planks use their modern textures
joker's swoosh effects are a reference to the cartoony aesthetic of Persona 5. them not lining up is completely intentional, like in comics how sometimes you see multi-layer text with a slight offset
9:59 pit will never learn how to read