Yeah, I think zero frames makes the most sense if you have the opportunity to mash. As a mechanic chance, it would be cool if invincibility was only given for a short duration on the first footstool attempt, and only if you time it correctly (maybe reduce the buffer window?) That way you can't just mash.
Not really. Imagine burning a double jump, getting put off stage bc you're sat there fucking mashing jump only, then getting fludded to your death bc you have no jump...
Not rly because not hqving a double jump against mario is one of the trashest situation evet, he is one of the best character to punish the lack of jump : he has fludd, fire balls and cape so not sure about it
@360 Overdrive I gotta admit DACUS was a pretty cool tech it was in early 3ds smash 4 but got patched out i would like if they would add DACUS back but snake would abuse that
Can confirm against DK bot. Trying to to use Marth's tipper uptilt against that obnoxious maneuver is very annoying. I honestly thought I was tripping when I saw DK bot jumping for what seemed to be 6 times in a row spaming back air in the process. Now I know why it can do that.
The context is fairly different though - GimR's point is that you can have it active 100% of the time by mashing. Maybe Captain L knew that, but he certainly didn't talk about its broader usefulness.
Yes and that's actually a great application Gimr didn't cover. These footstools can be a better escape option for some characters/combos than airdodge since they're invincible frame 1.
Or whenever you try to raw up tilt them they "magically" jump out 6 times in a row before getting hit by any of them. Least now I know why that happens.
@@Niceguyhidden Peach is literally the only character in the game where you literally can't spam jump after your double jump is gone though. And i guess characters with multiple jumps.
Season 4 Episode 1 of SSBU: The anime Gimr: "Hey I found some new tech-" Ice Climbers: Teleports behind him *"DO NOT RESIST MORTAL. YOU KNOW WHAT I WANT. NOW TEACH ME OR I WILL TEACH **_YOU_** THE TRUE MEANING OF PAIN"*
I’m gonna call this the Girlfriend tech. My girl who’s been playing Dark Pit ever since she started playing the game had an uncanny knack to footstool people. I realized because of Pit’s double jumps and that she’s a button masher, that’s how she gets those off.
@@adamfellenbaum2725 If a (arguably) broken mod counts as a game, then yeah, I guess that counts. Still have no idea why PM counts as a Smash title in the minds of some people when it isn't its own game.
@@cameronbartlett856 First, I said nothing about Melee. Second, PM is a (arguably broken) mod of Brawl that's supposed to make it like Melee. Bad attempt at throwing shade dude.
Bruh, I cannot believe that RUclips refuses to notify me of your videos. How many bells and buttons do they want from me. Thanks for the awesome video as always
@@imperialphoenix1229 And even if it did, RUclips would arbitrarily change some part of the function of the layout for the worst because god forbid the website UI an it's functionality stay the same for more than 2 months.
Alright, hear me out. This isn't another get-up attack joke, but you just said phantom footstools don't work while characters are invincible, and get-up attack is invincible from frames 1 to 22, therefore it beats phantom footstools, which means the meta is stable again. *sorry*
@@jackstoutamore8541 yeah when you burn all your side bs you can side b toward stage at a specific height making you land hard in which you can just get up atttack
You know, a lot of times I see these videos and think "this won't ACTUALLY change anything", but I feel like this could definitely have a pretty big impact on the meta. Gotta try it out myself soon
The best part about it is that it takes very little effort so even someone as incompetent as me can abuse it. At least now I know why LV 9 DK bot jumped 6 times in a row avoiding all my uptilts.
@@bucketfullabiscuits7865 He'll still have to land lol. And people don't have to attack little mac from underneath. Little Mac does. RIP Mac... even moreso
@@bucketfullabiscuits7865 Macs never want to be in the air anyways, and the one good thing about Mac was that he could punish unsafe landings real hard. That's gone now
@@fartenthusiast-zl2qv You misunderstood why they thought it was good. It wasn't that you'd purposely burn your double jump to do it, but that if your double jump ended up being burned but you were still in disadvantage, you'd still have another option available to you.
@@Liezuli yeah, I get that but he also goes into "phantom farming" purpose fully burning ur jump. Also knew it wasnt gonna change shit cus it's so easy to react if you know your opponent is trying to go for a phantom footstool. Baiting would be so easy. It's just funny how people lost their mind. Lol I was sleep the whole time.
Playing around with this tech a bit, the footstool intangibility continues throughout those 4 frames regardless of if you use a move afterwards, essentially giving any character at best 3 frames of intangible startup on whatever they use next, so a fully intangible air dodge would be possible. Or characters who have moves that stall their momentum, could potentially get a footstool and punish right after given the opponent's hitbox isn't still lingering in the area. Though this would be extremely hard to time, it's something to note.
Me Yesterday: Sure, Ultimate is bait-and-punish focused, but there's so many matchups, mixups, and rushdowns I wouldn't describe it as "campy." GimR today: Hey here's how to easily camp over half the cast and make disjoints OP okay have fun! Me today: >:(
By the way, I’m pretty sure the jump height of characters is based only on jump force, for example, Fox and Sonic have the same full hop jump force, but the gravity and jumping animations makes it look like fox jumps higher, but he’s just less floaty. But I think every character reaches their apex on the same frame no matter what (assuming the jump was from the ground)
@@GimR i'm pretty sure you can only footstool off of the CENTER of a character's hurtbox . . . not their arms when they are to the left/right of the character
Footstool as a function in the game actually would check Mario’s character model (x,y) coordinates. And it just so@happens that when wolf lands on top of Mario’s up smash hit frame while his character is inputting a direction, the coordinates for the damage animation get detected first, and it plays as many frames as it can before the program state of footstool is evaluated So what is happening is that since Mario’s up smash is obviously bigger than Mario’s character model, the range of those coordinates are bigger, so the game starts rendering that damage state and showing wolf being hurt. But the program continues to process the entire coordinates until it reaches Mario's character model, and Wolf is inputting “control stick up”, then it stops rendering damage and instead renders a footstool ... For example Palutenas up air frames are either too small, or coming out too slowly, so the game never renders a damage animation but it renders the up air as well as the foot stool. I’m a programmer so I am very familiar with algorithmic methods of rendering things and performing state modification, especially in a multi-threaded environment like a@video game Gimr isn’t wrong but he isn’t right either. The game detects both situations, and whichever value is the last value to be changed is the one that will be rendered, because render processes always happens last in an algorithm.
Furthermore, you might not actually invulnerable. What has happened is that the program's boolean flag for "damaged" is set to 0, because the game started rendering Wolf performing a footstool. So what happens now is, the game render function never re-enters the damage animation calculation after that boolean flag is modified. Additionally, the game updates Wolf's position and gives him new coordinates with acceleration and velocity vectors corresponding to a footstool. The 4 frames of invincibility" is actually the time it takes for the algorithm being evaluated before it finds a collision between mario's character model, wolfs character model, reads wolf's control stick input, and then update's wolf's footstool flag, which subsequently causes wolf's damage flag to return to the its initial state, which is false. You can message me directly if you have any questions. Feel free.
P.S Footstool being "buffered under you for 7 frames" is because there are two options from a Y input: jump, and footstool. So when you burn your second jump, the render function is no loner checking the program state of the jump function for the Y input. It is going to start looking for a footstool check. Which happens over and over again. Rendering in a video game is something that is repeated over and over and over again, many times per second. 7 Frames is how long it takes for the (x,y) coordinates to enter the range of the character model's (X,Y) coordinates, which triggers footstool's program state to evaluate to true. Note: in this method you have 7 frames because all you're doing is repeatedly rendering without ever performing a damage animation calculation, so each time it renders it's just updating coordinates and performing a footstool check.
P.P.S You fall through real invulnerability because damage animation calculation in the case of invulnerability will not modify the invulnerable character's position/velocity /acceleration vectors, so the (x,y) coordinates of the character model of the invulnerable character is never checked against wolf's. So it would be impossible to trigger a footstool because once an invulnerability flag is turned on, we are only going to check wolf's (x,y) coordinates against the (x,y) coordinates of the frames of the invulnerable character's attacks, rather than also checking their character model coordinates. Again, feel free to DM me. Would be cool to assist with your findings.
This will definitely change the off-stage game. Also I saw a video of Void doing this on twitter. I didn't think he was just invulnerable. I thought that he was actually footstooling out of range every single time the opponent tried to hit him.
Actually captain L had made a video about it when discussing how to escape Pichu’s lightning loops where if u time he footstool, you can escape since there is one frame gap during the combo. Kinda surprised no one talked about the application of that technique to avoiding Mario upsmash or other non disjointed moves.
Basically, Bowser's arms are swords in all of his tilts. His arm is intangible during those moves. That's why you can't footstool his arms during tilts.
As far as I know, DK's arms count as disjoints and shouldn't be able to be footstooled off of and this helps him in disadvantage as well. This could actually be a really big indirect buff for DK.
Low key kinda already knew about this, I noticed lvl 9s did the phantom footstool a lot to me to recover so I tested how I could do it more consistently and found that when I don’t have a double jump I can just mash jump if they try to edge guard me
This is great for King Dedede mains. He has a weapon which functions like swords so this won’t work against him but it’ll work great for him because of the multi jump buffer.
This sucks for Yoshi. Bad. It's gonna give people the muscle memory to footstool Yoshi as he recovers, a weakness that nobody really uses now. If someone goes after you with this tech they can threaten a very lethal real footstool, forcing you to throw out a hit box really far down, which you don't even get rewarded for because it's a phantom footstool. With the height they gain back, they can just recover while you need to use your vulnerable up B to get back, where any trade is death. This can then evolve where they just bait out that protective aerial and then go back to the edge and ledge trap you. Knowing this also gives them a hard lethal read on a low double jump to just land onstage, as the armor that would normally block an attack is useless against a footstool. Hell, if the character can recover far enough with just UpB then they can burn all their double jumps, fall down on top of you as you try to recover, and continously threaten a kill by spamming footstool and timing an aerial to clip your double jump armor. If people utilize this tech expect to die early a whole lot more.
@@genuineangusbeef8697 for sure, the Yoshis will need to adapt if they notice their opponent is onto this, maybe air dodging instead and punishing the opponent who is now beneath them. Being beneath the ledge is a whole other problem now though, I agree
It seems the footstool height is dependent on the character's jump strength. It seems like double jump, but it could be grounded jump potentially. I need to do a bit more testing.
@@IAm-zo1bo don't you know that getup attack is a shield breaker? I don't expect you to understand such a complex technique but even suggesting that it has a counter is just naive
Alternative idea for a patch: Footstool invincibility only works on the first fotstool. That way you have a new option to get out of gimmicky ladder combos and blowing away your double jump gives you one last chance to land safely
This is so awesome! Thank you for this! The more options the better. SSBU is so layered. I can't wait to see how this evolves the meta. I can only imagine complaining about this if you want to play the same game for the next decade.
Luigi might honestly be amazing because of this, of course his recovery is still horrendous but his disadvantage might no longer be that big of a problem coupled with his I-frames on his tornado
I already knew about this to some extent. I wonder how many others knew about this generally. I've tried doing it before and it wasn't all that effective, but I wasn't so fearless against active attacks so it probably is better than I thought. I already used it on Mario up smash before, but I didn't think it would be consistent and I mostly didn't want to use it because it doesn't cause the opponent to get stuck in an animation.
Ice Climbers are ABSOLUTELY going to get the most out of this. No doubt. This gives them so much to work with and gives them so much more survivability.
I was in a free for all with some friends and we had to pause real quick so I started bouncing off of each character with what I learned and they were like woahhh how can u control that so well like I made it seem all hard lol
In fact, this is just 7 minutes of gimr saying that spamming the jump button is cool
This is me every match tho
Now I know it's safer to do on more stuff
Okay then how many frames of intangibility are there in a phantom foot stool move?
@@Buddlebot I think 4
Pro trick: watch movies at Flixzone. Been using it for watching lots of of movies these days.
@Jakob Aarav Yup, I have been watching on Flixzone} for since november myself =)
Ghosting: because you are jumping and running away instead of interacting (also it uses Phantom Footstools so it makes sense)
This has my vote.
This
Yes
"Ghosting" or "VPN Express". VPN express cause it vanishes your tracks from your thirsty opponent trying to collect and punish frame data on you.
yeet
Is this the "Day of reckoning" Papa John was talking about?
No, this is the warning. The prophecy is true.
OH FRICK
hahaha funny destiny look at me go i play the mario kart of all fps'
Rialster 2000 Dave’s Wreckoning, Holiday 2019
@@Disorganized_Goblin GimR: I mained 40 characters in 30 days.
Next patch:
Universally reduced footstool invincibility from 4 frames to 2
I still feel like that's too much... It should just be one if not zero
I agree, why should a footstool make you invulnerable in the first place?
Please lol
Honestly that would fix a lot
Yeah, I think zero frames makes the most sense if you have the opportunity to mash. As a mechanic chance, it would be cool if invincibility was only given for a short duration on the first footstool attempt, and only if you time it correctly (maybe reduce the buffer window?) That way you can't just mash.
*completely destroys Mario Mains everywhere*
Gimr: anyways I’m really busy. Gotta Lotta important stuff to do so it’s back to the lab with me
Not really. Imagine burning a double jump, getting put off stage bc you're sat there fucking mashing jump only, then getting fludded to your death bc you have no jump...
Jugle game is cancel....not gonna share this because I'm a mario main
Bruh Pichu?
dark wizzy in shock
Not rly because not hqving a double jump against mario is one of the trashest situation evet, he is one of the best character to punish the lack of jump : he has fludd, fire balls and cape so not sure about it
Ah, so we're introducing another advantage of mashing to the public
yea ok thats it im turning on da gamecube now no more ult
Kind of, you could also just turn tap jump on and hold up.
“Can’t footstool off swords” ALRIGHT we’re good boys
smh Lucina privilege
I love your channel dude :)
Corrin finally has something going for her
Bowser mains like me are also happy:>
LET'S GOOOOO
#CHROYGANG
Smash 4 and brawl players: finnaly stupid footstools are gone
Gimr: well actually no
Meanwhile melee players: so this is tech? Pffffff i have something better wavedashing *cough cough*
@360 Overdrive I gotta admit DACUS was a pretty cool tech it was in early 3ds smash 4 but got patched out i would like if they would add DACUS back but snake would abuse that
@360 Overdrive well the thing with falco is that his u smash sucks
@360 Overdrive imo falco is in a good spot he is def top of high tier if they would fix his things he would be top tier but i think he is good enough
meanwhile, i want footstooling play out like brawl.
What should we actually call it?
It'll for sure be known as "The GimR Footstool"
@@kaleb2758
You seem like a nice person
Call it "Sakurai Jumping"
Give it a name similar to Scrooging or Planking
GimR's Lab Footstool Dodge?
Exactly what we needed, a universal sword character buff
RISE UP ROBIN MAINS
@@uberlephrad8218 sit down
@@flowtr2 sit up
@@uberlephrad8218 rise down
@Robin Rad yus
"Just burn your double jump"
*cries in Yoshi*
The Level 9 CPU already does this quite a bit btw
same with amiibos
Can confirm against DK bot. Trying to to use Marth's tipper uptilt against that obnoxious maneuver is very annoying. I honestly thought I was tripping when I saw DK bot jumping for what seemed to be 6 times in a row spaming back air in the process. Now I know why it can do that.
Wait... does that mean this is an intended mechanic?
Low level players who spam jump offstage get it a lot too, obviously on accident but outcome is the same.
"The meta is changing"
_What's new scooby doo?_
*drastically changing
We're coming after you
We’re gonna solve that mystery
I see you _Scooby Doo_
We're coming after you
Captain L posted about this months ago on his how to escape pichu combos
The context is fairly different though - GimR's point is that you can have it active 100% of the time by mashing. Maybe Captain L knew that, but he certainly didn't talk about its broader usefulness.
Yeah, it might be posible since one is over pichu's combo game itself, this in other hand, this is quite big
Yes and that's actually a great application Gimr didn't cover. These footstools can be a better escape option for some characters/combos than airdodge since they're invincible frame 1.
Also D3nsity said it out of freeze
he did say it was a known mechanic
What have you done releasing this on us
*FOOTSTOOLS?! BOI, THAT'S JUST CRAZY!!!*
Poo
this technique will be known as “The Footstool Shuffle 2020” for now on
that genius
Righ here boys, this is the one
Still 2019
Lil Uzi
LMAO
Oh boy here I go footstooling again
Now THIS is truly woke, everyone sleeps on my boy Krombopulous. KM for smash 2020
Wanted to like this comment but it had 333 likes so idk
Krombopulus Michael reference?
GimR: Btw it is NOT EASY to do this against Arsene Joker back-air...
Me to my friend: Yo play Joker, wanna try something real quick
He did say that though
LOL
RIP Disadvantage in Ultimate
December 2018 - December 2019
Inb4 patched
KINGOFDASLIPPYS I don’t think it will be patched I’ve don’t this way before this
@@Robbie_Haruna Joker ain't nerfed hard, this shit ain't going away either. XD
Swordie and other big disjoints juggling don't care
@@mathunit1 I dunno.
This is a universal mechanical change and they love those in their past patches
The "Everyone can be ZSS" tech.
YES. Everyone has her down-B now, provided you can mash buttons.
that ligit sounds like a nightmare
Now I get more flip jumps😈
2 moves for flip jump, airdodge and footstool
Lvl 9 CPUs: "Do not cite the deep magic to me Witch. I was there when it was written"
7:56 Approximately 2 years later, on May 4th 2022
Oh no not the PTSD not again
The CPU opponents will do this if you ever happen to go for an edgeguard and they just happen to make it slightly above you.
Or whenever you try to raw up tilt them they "magically" jump out 6 times in a row before getting hit by any of them. Least now I know why that happens.
In another universe this tech would have been useful
"top players might take advantage of it" just say dabuz
Just say Samsora
@@Niceguyhidden Peach is literally the only character in the game where you literally can't spam jump after your double jump is gone though. And i guess characters with multiple jumps.
Season 4 Episode 1 of SSBU: The anime
Gimr: "Hey I found some new tech-"
Ice Climbers: Teleports behind him
*"DO NOT RESIST MORTAL. YOU KNOW WHAT I WANT. NOW TEACH ME OR I WILL TEACH **_YOU_** THE TRUE MEANING OF PAIN"*
My favorite part was when Gim was reading his own Tweet in some make believe voice he thinks is his own lmao
I'm smelling a new dark age of swordies and disjointed hitboxes.
so basically nothing will change?
Holy shit haha
I’m gonna call this the Girlfriend tech. My girl who’s been playing Dark Pit ever since she started playing the game had an uncanny knack to footstool people. I realized because of Pit’s double jumps and that she’s a button masher, that’s how she gets those off.
Fenix ReZ | ReZonate your girl knew about the tech before anyone marry that woman and she will have you winning evo in no time
@@SteezeLouise there kids will be winning future smash games with the new mash meta future of smash
Damn gimr really killed two smash games
Smashachu what was the first stopped after melee and continued with ultimate.
@@tobiboter9699 There's a meme that gimr killed pm by removing it from the xanadu lineup.
@@adamfellenbaum2725 If a (arguably) broken mod counts as a game, then yeah, I guess that counts. Still have no idea why PM counts as a Smash title in the minds of some people when it isn't its own game.
@@chrismdb5686 (arguably broken mod) as if melee is not broken to begin with?
@@cameronbartlett856 First, I said nothing about Melee. Second, PM is a (arguably broken) mod of Brawl that's supposed to make it like Melee.
Bad attempt at throwing shade dude.
Bout to destroy my friends who haven't seen this video
Remember when the vid was titled “the meta is about to change”
if this video isnt about jab jab power dunk imma be mad
Is this better or worse?
*ANGER*
Musicman928 *[A N G E R Y]*
@Hemanth kamana bruh i dont even play ultimate
@@SUPERSONIC100123 then why do you care
Bruh, I cannot believe that RUclips refuses to notify me of your videos. How many bells and buttons do they want from me. Thanks for the awesome video as always
Check your subscriptions tab
you might have notifications turned off on the mobile app itself
@@heinrichdubloon3139 that doesn't even work 1/2the time.
@@imperialphoenix1229 And even if it did, RUclips would arbitrarily change some part of the function of the layout for the worst because god forbid the website UI an it's functionality stay the same for more than 2 months.
Thats because youtube needs you to watch more Jimmy Kimmel, CNN, and other TV channels on youtube instead, WHAT FUN!
The way this didn’t do anything to the game
Imagine this with Lucario and his momentum stopping Dair.
Piranha plant is now top tier, he has an attack that is specifically meant for footstools
Alright, hear me out. This isn't another get-up attack joke, but you just said phantom footstools
don't work while characters are invincible, and get-up attack is invincible from frames 1 to 22, therefore it beats phantom footstools, which means the meta is stable again.
*sorry*
ggwp
Banjo can get up attack on demand too lol
Donovan Mahan
He can???
@@jackstoutamore8541 yeah when you burn all your side bs you can side b toward stage at a specific height making you land hard in which you can just get up atttack
You know, a lot of times I see these videos and think "this won't ACTUALLY change anything", but I feel like this could definitely have a pretty big impact on the meta. Gotta try it out myself soon
The best part about it is that it takes very little effort so even someone as incompetent as me can abuse it.
At least now I know why LV 9 DK bot jumped 6 times in a row avoiding all my uptilts.
lol. lmao.
Little Mac mains are sitting in a corner crying right now
Can't catch landing if they just "ghost" above him feelsbadman.
Lemme just cry real quick
This has some benefits to Mac’s disadvantage too. He doesn’t like landing
@@bucketfullabiscuits7865 He'll still have to land lol. And people don't have to attack little mac from underneath. Little Mac does. RIP Mac... even moreso
@@bucketfullabiscuits7865 Macs never want to be in the air anyways, and the one good thing about Mac was that he could punish unsafe landings real hard. That's gone now
My vote also goes to "ghosting" cause the current meta boutta get killed
This didn't age well
@@fartenthusiast-zl2qv Thank god it aged like milk
@@Liezuli kinda knew it would, like any situation where u have to burn your double jump isnt a good one
@@fartenthusiast-zl2qv You misunderstood why they thought it was good.
It wasn't that you'd purposely burn your double jump to do it, but that if your double jump ended up being burned but you were still in disadvantage, you'd still have another option available to you.
@@Liezuli yeah, I get that but he also goes into "phantom farming" purpose fully burning ur jump. Also knew it wasnt gonna change shit cus it's so easy to react if you know your opponent is trying to go for a phantom footstool. Baiting would be so easy. It's just funny how people lost their mind. Lol I was sleep the whole time.
FE characters stay winning out here huh
Lmao
My thoughts exactly.
It's almost like they're the only ones who brought swords to a fist fight.
FE broken haha gimme likes
Confirmation that sword normals op
"Ghosting" or "VPN Express". VPN Express cause it vanishes your tracks from your thirsty opponent trying to collect and punish that frame data on you.
Playing around with this tech a bit, the footstool intangibility continues throughout those 4 frames regardless of if you use a move afterwards, essentially giving any character at best 3 frames of intangible startup on whatever they use next, so a fully intangible air dodge would be possible. Or characters who have moves that stall their momentum, could potentially get a footstool and punish right after given the opponent's hitbox isn't still lingering in the area.
Though this would be extremely hard to time, it's something to note.
Cant u also mash jump from ledge jump to counter those who try to read/react to it?
*_Lucario dair intensifies_*
Great we basically have an aerial get up attack now
Heavy and floaty Bois: Aww man how do I land?
GimR: It's dangerous to land alone, take this.
Heavy and floaty Bois: :D
except floaties don't go too far and can get cliped
The Bowser Gang movin up a few tiers lol
the meta never changed
Uh oh Gimrs in the lab again, cookin up anything he’s imaginin
Rool Cord is bound to start looking in on this soon
@T Nitram our uair actually beats this from what I understand, so your point is?
Me Yesterday: Sure, Ultimate is bait-and-punish focused, but there's so many matchups, mixups, and rushdowns I wouldn't describe it as "campy."
GimR today: Hey here's how to easily camp over half the cast and make disjoints OP okay have fun!
Me today: >:(
3 months later, this discovery doesn't seem to have dramatically altered how the pros play.
Yeah, kinda funny how gimr thought he did something. Like burning your double jump isnt a good tactic? Lol
@@VampireDrip that was like a year ago bro
@@fartenthusiast-zl2qv Man's just looking out for your hygiene
@@purplpasta 0-o aukward turtle
Bowser’s arms are invincible (exactly the same as dodges) during his tilts which is why they can’t be footstooled. It is most noticeable with f-tilt.
Phantom footstooling against palutena is an actual anime moment
“Nair this you filthy casual”
Turns out burning your second jump to use this is a bad idea and you still need to land sooner or later
By the way, I’m pretty sure the jump height of characters is based only on jump force, for example, Fox and Sonic have the same full hop jump force, but the gravity and jumping animations makes it look like fox jumps higher, but he’s just less floaty. But I think every character reaches their apex on the same frame no matter what (assuming the jump was from the ground)
I had a feeling that footstol invincibility was a bad idea when we first learned about it
I see the algorithm has brought you here too buddy LUL
@@BlueFireDudester nah I follow his Twitter
Jiggs is now untouchable good to know
No? Jigglypuff can’t just burn a double jump cause she has 6 jumps. She can’t use this as effectively as other fighters.
And she doesn't have disjoints.
Gimr: "How will we name it, i suggest-"
Everyone: "to Gimr"
You did it, you broke Super Smash Bros Ultimate down to its bare essentials
bowser's arms are not part of his hurtbox, havent been since smash 4. they are basically big meaty swords for the purpose of this video.
Nah he has hurtboxes. They just go invincible during active frames of his attacks. I couldn't footstool off them far after the invul was gone
@@XenoPlayed So basically Bowser has two Ragnells (Ike's sword) for arms. That's reassuring...
@@GimR it's weird they didn't do that for Mewtwo
@@silversolarfire5473 Probably because Mewtwo isn't a big meaty boy
@@GimR i'm pretty sure you can only footstool off of the CENTER of a character's hurtbox . . . not their arms when they are to the left/right of the character
Footstool as a function in the game actually would check Mario’s character model (x,y) coordinates. And it just so@happens that when wolf lands on top of Mario’s up smash hit frame while his character is inputting a direction, the coordinates for the damage animation get detected first, and it plays as many frames as it can before the program state of footstool is evaluated
So what is happening is that since Mario’s up smash is obviously bigger than Mario’s character model, the range of those coordinates are bigger, so the game starts rendering that damage state and showing wolf being hurt. But the program continues to process the entire coordinates until it reaches Mario's character model, and Wolf is inputting “control stick up”, then it stops rendering damage and instead renders a footstool
...
For example Palutenas up air frames are either too small, or coming out too slowly, so the game never renders a damage animation but it renders the up air as well as the foot stool.
I’m a programmer so I am very familiar with algorithmic methods of rendering things and performing state modification, especially in a multi-threaded environment like a@video game
Gimr isn’t wrong but he isn’t right either. The game detects both situations, and whichever value is the last value to be changed is the one that will be rendered, because render processes always happens last in an algorithm.
Furthermore, you might not actually invulnerable. What has happened is that the program's boolean flag for "damaged" is set to 0, because the game started rendering Wolf performing a footstool. So what happens now is, the game render function never re-enters the damage animation calculation after that boolean flag is modified.
Additionally, the game updates Wolf's position and gives him new coordinates with acceleration and velocity vectors corresponding to a footstool. The 4 frames of invincibility" is actually the time it takes for the algorithm being evaluated before it finds a collision between mario's character model, wolfs character model, reads wolf's control stick input, and then update's wolf's footstool flag, which subsequently causes wolf's damage flag to return to the its initial state, which is false.
You can message me directly if you have any questions. Feel free.
P.S
Footstool being "buffered under you for 7 frames" is because there are two options from a Y input: jump, and footstool. So when you burn your second jump, the render function is no loner checking the program state of the jump function for the Y input. It is going to start looking for a footstool check. Which happens over and over again. Rendering in a video game is something that is repeated over and over and over again, many times per second. 7 Frames is how long it takes for the (x,y) coordinates to enter the range of the character model's (X,Y) coordinates, which triggers footstool's program state to evaluate to true. Note: in this method you have 7 frames because all you're doing is repeatedly rendering without ever performing a damage animation calculation, so each time it renders it's just updating coordinates and performing a footstool check.
P.P.S
You fall through real invulnerability because damage animation calculation in the case of invulnerability will not modify the invulnerable character's position/velocity /acceleration vectors, so the (x,y) coordinates of the character model of the invulnerable character is never checked against wolf's. So it would be impossible to trigger a footstool because once an invulnerability flag is turned on, we are only going to check wolf's (x,y) coordinates against the (x,y) coordinates of the frames of the invulnerable character's attacks, rather than also checking their character model coordinates.
Again, feel free to DM me. Would be cool to assist with your findings.
Bowsers arms are intangible for all attacks that use them. I'm surprised you didn't know this.
This will definitely change the off-stage game. Also I saw a video of Void doing this on twitter. I didn't think he was just invulnerable. I thought that he was actually footstooling out of range every single time the opponent tried to hit him.
BRUH
Ness's disadvantage state is now non-existent with this tech.
Actually captain L had made a video about it when discussing how to escape Pichu’s lightning loops where if u time he footstool, you can escape since there is one frame gap during the combo.
Kinda surprised no one talked about the application of that technique to avoiding Mario upsmash or other non disjointed moves.
The meta finally changes... tomorrow!
Back to the lab again
@@diouglousser2373 Oh no! Back to the lab again...
I like how leffen wen't from "this title is such clickbait, it is not even going to change the meta much" to "Why did GimR kill another smash game?"
Starts using this with mega man’s air speed:
SERIOUS SIDEWAYS JUMPS!!!
Basically, Bowser's arms are swords in all of his tilts. His arm is intangible during those moves. That's why you can't footstool his arms during tilts.
Every time I watch your videos I think I’ll never play the game the same. Then I go online and lose 3 million gsp
I wish I could lose 3 million, I don't even have it to start with :(
Another thing I noticed that indirectly buffs this is the fact that you can no longer buffer full hop aerials.
So... What I'm hearing is that plant is broken
Who knew that mechanic of plant was made just to counter this Broken strat! Plant now is top tier
Crouching Leafy Hidden Chomp
Both because Ptooie can stuff this out really easily, and because of footstool attack.
How so?
@@Fullmetal719
If you footstool plant you automatically get attacked
As far as I know, DK's arms count as disjoints and shouldn't be able to be footstooled off of and this helps him in disadvantage as well. This could actually be a really big indirect buff for DK.
You forgot about the get up attack footstool combo you can do after teching.
Low key kinda already knew about this, I noticed lvl 9s did the phantom footstool a lot to me to recover so I tested how I could do it more consistently and found that when I don’t have a double jump I can just mash jump if they try to edge guard me
Should've titled it "The game is about to be not fun"
*Wait it was fun before?*
Ultimate was never fun it’s been pure dog shit since release.
PyroFierceDeity honestly with this stupid input lag
@@BogusLettuce hold up let me get some fries i don't wanna waste all this salt
Starting to see more people understand ultimate true colors.
I'm glad I'm not the only one.
This is great for King Dedede mains. He has a weapon which functions like swords so this won’t work against him but it’ll work great for him because of the multi jump buffer.
Maybe if gimr kept this to himself he might start winning
wdym he always wins
"This buffs swords, projectiles and Pikmin." Yes, because those definitely needed buffs.
Ahh yes, a good disadvantage option for Yoshi
Nate Long It also completely ruins his advantage state
This sucks for Yoshi. Bad.
It's gonna give people the muscle memory to footstool Yoshi as he recovers, a weakness that nobody really uses now. If someone goes after you with this tech they can threaten a very lethal real footstool, forcing you to throw out a hit box really far down, which you don't even get rewarded for because it's a phantom footstool. With the height they gain back, they can just recover while you need to use your vulnerable up B to get back, where any trade is death. This can then evolve where they just bait out that protective aerial and then go back to the edge and ledge trap you. Knowing this also gives them a hard lethal read on a low double jump to just land onstage, as the armor that would normally block an attack is useless against a footstool. Hell, if the character can recover far enough with just UpB then they can burn all their double jumps, fall down on top of you as you try to recover, and continously threaten a kill by spamming footstool and timing an aerial to clip your double jump armor. If people utilize this tech expect to die early a whole lot more.
@@genuineangusbeef8697 for sure, the Yoshis will need to adapt if they notice their opponent is onto this, maybe air dodging instead and punishing the opponent who is now beneath them. Being beneath the ledge is a whole other problem now though, I agree
It seems the footstool height is dependent on the character's jump strength. It seems like double jump, but it could be grounded jump potentially. I need to do a bit more testing.
Not even getup attack can beat this move...
Getup attack does beat this though. You can't footstool invincible opponents. You honestly thought there could be a counter to the ultimate technique?
@@deathrod123 shield
@@IAm-zo1bo don't you know that getup attack is a shield breaker? I don't expect you to understand such a complex technique but even suggesting that it has a counter is just naive
This really does change so much play, honestly shocked watching the wolf do it towards the intro
This is the time where Tap Jump is OP.
I'd never thought I'd see the day
Y to jump is still just as good lmao.
Gimr truly is a scientist.
"Idk how this will affect the meta but I'm gonna let you know anyway"
Alternative idea for a patch: Footstool invincibility only works on the first fotstool. That way you have a new option to get out of gimmicky ladder combos and blowing away your double jump gives you one last chance to land safely
Nah dude
This is so awesome! Thank you for this! The more options the better. SSBU is so layered. I can't wait to see how this evolves the meta. I can only imagine complaining about this if you want to play the same game for the next decade.
Call it "get up attack"
Luigi might honestly be amazing because of this, of course his recovery is still horrendous but his disadvantage might no longer be that big of a problem coupled with his I-frames on his tornado
Oh boy, I can already tell that this nerfs Little Mac
So like
Imagine if Meta Knight could do this
In Brawl
Glad we live in better times
I already knew about this to some extent. I wonder how many others knew about this generally. I've tried doing it before and it wasn't all that effective, but I wasn't so fearless against active attacks so it probably is better than I thought. I already used it on Mario up smash before, but I didn't think it would be consistent and I mostly didn't want to use it because it doesn't cause the opponent to get stuck in an animation.
"For some reason bowsers arms ar not footstoolable"
Me: "I Approve of this >:)"
Hungrybox is back and ready to time out his opponents
How is there not a single comment informing gimr of bowsers intangibility on all arm moves
"Characters with (swords and projectiles) will indirectly benefit from this"
> Link main intensifies
GimR you just made online even worse.
Ice Climbers are ABSOLUTELY going to get the most out of this. No doubt. This gives them so much to work with and gives them so much more survivability.
I was in a free for all with some friends and we had to pause real quick so I started bouncing off of each character with what I learned and they were like woahhh how can u control that so well like I made it seem all hard lol
I saw someone else say ghosting and I really love that name, anyways I guess what was previously disrespect is now just optimal
yeah this didn't change how people played the game LOL