What If You Use DEVIL BLASTER Against 7 PLAYERS? -- Random Smash Ultimate Facts
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- Опубликовано: 28 июн 2024
- Just how much can Devil Blaster's damage be reduced? What's another fun way to crash your game? And more stuff in today's episode, the 50th episode in the Random Facts series! Wowee!
I'll be vacationing after releasing this video, unlike you nerds who are probably not vacationing after this video, unless you are
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Ness: _Dodges the last hit_
Game: That's it, I'm done. *Crashes*
_You weren't supposed to do that._
No! This isn't how you're supposed to play the game!
So me and my brothers were messing around with items on and found out that if villager uses pocket while the animation for gaining daybreak is active he can steal it.
That's cool
You can also steal it with Rosa, but it's 5 frames to work
When the world is closing in on itself, PKbeats will be able to find a new crash method
Probably another Mii Brawler glitch at this rate
Hi! Kazuya’s throws are semi cutscenes except for up throw, and the models need to be reset by the extra hit on the throws so they don’t bug out and clip through the stage.
Are you sure about that? To me, they just seem like ordinary throws with some special camera movement.
@@Kirbman Kazuya’s throws are angled in such a way that with no hitstun, at specific angles it might send an opponent either into a wall or stage, which is the reason the third hit is there. To make sure the character model and hit box are above the stage
@@thebladers6738 Interesting.
@@thebladers6738 do you have a source for this? I don’t doubt you, but I’m genuinely interested in this and would love to learn more about this kind of move
No, every character has 2 hit throws. That's not the reason he has the extra hit. after all, it doesn't actually matter whether or not the camera changes. It's just because that's when the knockback starts because the knockback for throws is kinda weird.
Something I learnt yesterday while playing Pikachu was that he has two different animations for the super scope charging. One where he is grounded and one where he is falling or in the air. Pretty interesting stuff that I never knew existed.
Hope people enjoy this discovery. I fond it cool.
I remember discovering this, It was mind-blowing to me
Wouldn't this be the same for all characters?
@@Liggliluff I believe most of them do
I don't think ness has one, I main ness and I can't Picture him midair
Ivysaur has a unique aerial hammer animation but it didnt look like the other 2 did
If you use flashing mach punch against the blocks on Minecraft world, the move will be very slow, while still being invincible.
Sans head + Nias costume for some reason feels more cursed than any other Mii I've seen. Don't know why. But it sends a chill down my spine whenever I see it.
About Kazuya's throws that show 2 hits instead of the single hit you'd expect:
It's not just Kazuya, it's (probably, I'm not sure) a thing all of the characters have. It's probably one hit dealing damage and the second hit is just the one that launches.
Yes all characters have this, even kazuya's rage drive and many close range final smashes have this jank
I was gonna comment this lol, I saw it happen with just about every character I've played
Actually, the number of hits depends of wether or not the throw has a hitbox. For example, Pit's Bthrow only counts as one hit because it doesn't have an additional hitbox, but all of his other throws counts as 2 hits since those have a hitbox
Correct. The combo counter doesn't count how many times an hitbox hits an opponent, but rather how many times they enter hitstun.
I also thought about the reason being the hitboxes that are there to maybe hit a third person if there is one.
10:46 No, that move does not reflect or do anything similar in Tekken, nor does it have insane damage output. It seems Sakurai was just trying REALLY hard to make Kazuya strong at long range.
You have to give such a slow character something
@@velvetbutterfly not a 2.4x reflector tho
@@niconicer6463 he needs it
Well considering he's slow and isn't amazing in the air (bonus points for his 7 frame jumpsquat,) he kinda needed to have something.
@@Robbie_Haruna fun fact, everyone on the roster has a 14 Frame Window to Pivot Cancel, but Kazuya? He only has a 4 Frame Window. So yeah, he needs it.
Question? Would using ragedrive on a sandbag cause it to go forever, similar to our ridley using his command grab
I believe Beefy Smash Doods tested that on a smash review and I don't think it does.
@@vantablack3327 they did and it doesn't, so you're right
Yea beefy smash doods is really good for odd questions like these, if you are interested in more of these types of questions I would check them out
@@Scallywaggg52 It's not a side scrolling move.
I am pretty sure you can't grab sand bags
I'm in the middle of a test and then BAAAM new video
Priorities, respect
Do your test.
Test? Bro it’s summer… 😐
@@gargantuangerm7415 He probably means a covid test
@@gargantuangerm7415 hard to believe its summer coming from someone who didnt do that test
ness: *doesnt get hit by the final hit *
game: ( ಠ_ಠ)
game: " *WUT* "
Does the camera still make a cinematic when kazuya grabs someone in 1v1 while there is ditto?
I do think this is possible. I will test it someday.
I think he already said in the last facts video that while their is Ditto there isn't any zoom on Kazuya because it is counted as a 3rd player
@@Coolmar15 no, he didn't said anything about that, I checked ;)
@@Monokirb Ah sorry... then I guess because Ditto is counted as another player then this zoom doesn't happen. I mean, doesn't cinematical zoom like Captain Falcon's Punch or Little Mac armored Smash Attacks stop from happening while Ditto is here ?
Ditto is a third player though, but since Ditto required items, the 1v1 multiplier isn't enabled anyway. But it is in training. Does using a ditto in training remove the 1v1 multiplier?
A bunch of characters have that launching hit quirk on their throws, and some don’t even need training mode to be slowed doen
Sooner or later PKBeats will find the glitch that crashes the matrix.
About the game-crashing glitch.
What if you do the setup to avoid the final hit and then a third-party grabs mii brawler?
It would be interesting to see if the glitch only happens with a grab from whoever is supposed to be being punched or if any grab would work as long as the mii brawler is punching the air.
that was exactly what I was thinking!
Bit surprised he didn´t test that, because I immediately thought the same thing. Well no one can think of everything, I guess.
He literally tested that?
@@tylerbrown2899
If he tested it, he didn't show it
Other players cannot grab Mii Brawler to do the crash, as he showed near the end. If you're talking about assist trophies or Pokemon that grab the player, then it likely wouldn't work either or they grab the player stuck in the attack.
Fun Fact: PKBeats has gotten really good at using the market gardener
Guess: I wonder if the multiple hits on his throws have to do with the camera? Like that the launch being separate from most/all the damage is for a technical work around. And his up throw doesn’t have that zoom in, allowing it to work intuitively
Kazuya's kick is a better reflector than a metal bat.
That's some insane legs
how strong all reflectors should be. gotta teach them projectile chars to play the game
@@ink3487 is that gatekeeping i smell
Once again putting this out there but when Robin gets hit by Kazuya's side B, their book will flicker between the 4 types of book they got (Nosferatu, Thunders, Arcfire, Elwind)
I'm sure you've all heard of a JoJo reference but have you heard of a *Tekken Reference™*
The whole multiple hits on grabs thing happens on most of the cast, actually.
It's just not that noticeable under normal circumstances.
I think the reason Kazuya's reflector is so strong is that you are having to push 2 inputs towards your opponent, bringing you closer, and the animation also goes forward. You have to put yourself into a disadvantageous position to even use the move, so most people would have to get a read.
And you can't use it in the air like most reflectors.
And he's DLC.
Along with what Ginger said, it's also a precise(ish) timing, relative to other reflectors.
The fact that it's almost impossible to reflect at close range and forces you to get closer to your opponent for me makes it a counter-intuitive Smash reflector. Though you could argue that it'd better since you'd want to close in on a zoning opponent anyway. And I feel the startup is a bit longer than most other reflectors too, which matters a lot in actual fights. Because of the nature of the move, it's hard to actually react to a projectile, and you're more likely to commit to reads instead.
In Tekken, there aren't a lot of projectiles and the main way you'd deal with them is by blocking or sidestepping... but this game is 2D so sidestepping isn't a thing and your guard can be broken if you block too much.
@@Zelcra It's not that precise. The animation is slow and the reflectbox lasts a very long time. It isn't more precise than something like Mario's cape.
I feel the extra hit thing during throws also happens with either Fox’s, Falco’s, or Link’s forward throw, plus others, I’m sure.
It makes me smile every time you end off the patron list with Stan LOONA.
Just noticed that kazuya’s grab attack animations are so brutal
Always love these videos, thanks for 50 episodes:)
Great vid as usual and happy 50th episode!
Fun fact: some characters have unique quotes during their victory screens if they won against certain opponent (fox wins against wolf, lucina wins against marth, robin wins against lucina)
Been here since episode 1. Great work, dude!
Congrats on 50 episodes, I've enjoyed each one
I've been getting a chuckle out of the "Stan LOONA" user ever since they became a patreon, hearing PKBeats address them made me lose it, I so didn't expect that.
Congrats on Ep50!
Thank you for blessing me with this video when my lunch came, thank you
Huge props to you for using the thumbnail question early on in the video.
congrats on 50 episodes dude! it feels so long ago when this series started.
I'll have you know, I'm watching ur vids from europe so they release at night, and damn ur voice is so bizzarely relaxing it helps me falling asleep, albeit in front of really great content that I can't stop loving. Keep on that way !
Grats on the 50th episode :)
Wow, congrats on 50 episodes, I thought there were like 25,maybe 30, it's kinda surprising to see how many episodes you've done and how much time this series has been going for haha
Very cool
congrats on 50 vids!
we all need our daily dose of pkbeats
I haven’t even seen the video and I’ve given it a thumbs up!
Have you noticed that for Mii Fighter costume reveals, the splash screen shows the name of the character rather than the title of their game if the game is rated M? e.g. Dante, Dragonborn, Altair? Edit: at least in North America.
Not in some regions. I'm 100% sure that they show the actual game logos in Japanese, but I think I've even seen it in at least some Spain directs.
In the UK directs it's normal. Maybe a weird american thing idk
The extra hit throw quirk mite have to do with Kazuya's extra hitbox on most of his moves.
If you don't know, what the extra hitbox does is add the special tekken spark effect on his moves, which is probably why they do no damage.
Nice pfp
@@BobBob-bm9kz Thanks, you too!
I’m pretty sure that the extra hits registering on the combo counter on some of Kazuya’s moves are a hitbox that is there to give the extra effects on those hits. Rekzius talks about it in his Kazuya hitbox video.
Those hitboxes don't overlap with the rest, though. It seems to be something else entirely.
The extra hit on the throws is seen on a *lot* of the throws in the game, it's not a Kazuya specific thing.
Love your vids keep up doing great
Congrats on the 50th~!!!
9:44 other characters also have an additional "hit" tacked onto their throws, maybe not for all characters but I'm sure that cloud - at least - does.
Multiple characters have that actually, including sonic's up throw and down throw, Steve's down throw, pikachu's up throw and many others, it is one hit for a hitbox that plays with the animation, and a final one that is the launcher, other characters have way more hits tho, the launcher hit only hits the grabbed opponent, other fighters cab get hit by the other hitboxes tho
wowie 50 episode good job
What happens when you use peach’s up b and go through a portal? Dose it de-activate or do you keep gliding normally?
Keep gliding normally.
Well, Kazuya's throws counting as multiple hits makes sense. As far as I know, the game counts a hit if the enemy takes "playerdamage" or "playerknockback".
During Kazuyas forward-throw, he Kicks the enemy 2 times, wich counts as 2 hits, and then the opponent gets launched, wich counts as a separate hit.
During his back-throw, he launches the enemy behind him, wich counts as 1 hit, and then the opponent hits the ground, wich results in another hit.
I could be totally wrong with his back-throw since I don't know if actions like stage-spikes count towards the combo-meter.
8:32 yeah, a LOT of throws have extra “hits” that artificially inflate the combo meter.
getting into scientific calculations and sig figs for using kazuya on icies
I can't believe that this series is still going
PKBeats: Weird extra hits during Kazuya's throws
Me: *Wow, Kazuya looks REALLY angry!*
talking about kazuya feels like homework
50 more until 100 love your vids
2:09 daaaaaamn that transition (look at the cpu's when he picks donkey kong)
Yay 50th episode🥳
Grants on 50 man! Also been loving this series, been watching since the start
I noticed that mewtwo’s f-throw also has projectiles that go through the enemy how many enemies can it go through?
any other throws that have projectiles will go through all opponents
ONLY kazuya's laser has this "less damage with each opponent" property
@simongoldshark ah ok that’s cool
Somewhat along the lines of the flashing mach punch stall thing, buster wolf also has something along these lines
7:54 that shit looks badass ngl
Congrats on 50 episodes!
I found something said about pikachu's final smash. If you use the smash attack while their is a smart bomb near by the opponent will instantly die.
Happy 50th!
Love the fact about the multiple hits on certain moves (grabs). I realized by accident a while ago that Luigi’s down throw does the same thing. Curious to find out what other moves have the same properties
:)
didn't expect the laser disappearing. seems like such an odd thing, especially since it feels more like a move designed for free for alls rather than 1v1s. really cool that up throw still follows the staling effect
I've been waiting my whole life for this episode
whoooo 50 episodes
Poggers
Kazuya is not the only character with that mechanic in his throws. A lot of characters have throws where you can hit a third oponent if standing close enough. Then, the hitboxes hit everyone standing close and apply damage and knokback including the oponent being thrown, but then a launcher triggers before the oponent being thrown gets launch by the universal hit that only affects him and launches him in the right angle and adds the additional damage of the throw.
Then for example, Kazuya's forward throw hits two time everyone standing colse, but then adds additional damage and the right angle to the launched opponent being this the third hit. But his up throw does not hit anyone near, wich also does a lot of scene because he doesn't hit but grabs and launches.
The Kazuya down throw combo count makes sense. Foot Stomp into a Headbutt
Happy Random Facts episode 50!
I think the Kazuya's shenanigans for his throws is maybe the game thinking the launch as a normal throw, like Mario's f throw, and it could maybe think the before hits are like a multihit throw like kirbys down throw
Happy 50th episode
Likely the throws have another box added via acmd style code, which affects launch angle so the throw animations don’t look weird during the camera angle. No damage, only angle switching, but it counts in combo counts anyway.
50tn ep less go!
possibly the extra hits in the throws are part of the hit delay removal kazuya has
That’s a lot of episodes! Congrats!
I bet that punch was given so much priority specifically to *stop* that glitch from happening.
I think that the extra hits is the knock back given separately, because the hit is them being damaged and the second is the launch so the animation looks better.
Kazuyas special animations definitely have a role in the extra hit.
You'll notice that after the move visually ends (see 9:44, after Kazuya has kicked Ryu away), his opponent is not in any normal smash animation. I assume the extra hit serves to end the special animation and transition into normal launch animations.
I don't think it has anything to do with the camera, as camera behaviour only happens one on one, (maybe test if the extra hit appears when in multiplayer battles?)
As for it doing 1% sometimes I have no clue.
10:41 As for Kazuya's reflector kick, in Tekken, it is a normal hit launcher, so maybe they're referencing it's high damage potential? idk
For the throws with the combo counter, the same is true with wario up throw
8:00 Little Mac's throws are also like that. -I don't really want to test every throw in the game- , but maybe some characters are just like that?
Ok I tested every throw and command grab I could think of and this is every move I could find that this happens. At first I thought it was throws that caused collateral damage, but Mario, Banjo, and Bowser Jr apparently don't have this mechanic on those backthrows. Maybe it's a hitlag thing? If what people are saying about how slowing down game speed causes it to happen for more characters, then maybe?
All of Link's throws
Samus' and Dark Samus' up throws
Kirby's down throw (after multi-hits)
Fox's forward throw
Pikachu's up throw
Luigi's down throw
Ness' down throw (after multi-hits)
Captain Falcon's forward throw, back throw, and up throw
Jigglypuff's forward throw and down throw
All of Peach's and Daisy's throws
Bowser's down throw
Ice Climber's forward throw and up throw
All of Sheik's throws
Pichu's down throw and up throw
Young Link's down throw and up throw
Ganondorf's forward throw, back throw, and up throw
Mewtwo's down throw
Meta Knight's forward throw, back throw, and down throw (after multi-hits)
Pit's and Dark Pit's forward throws, down throws, and up throws
All of Zero Suit Samus' throws
Wario's forward throw, down throw, and up throw
Snake's up throw
All of Ike's throws
Squirtle's forward throw, down throw, and up throw
Ivysaur's forward throw and up throw
Charizard's up throw
Diddy Kong's up throw
Diddy Kong's Monkey Flip attack (A Button after grab)
Diddy Kong's Monkey Flip footstool (Jump Button after grab)
Sonic's up throw
King Dedede's forward throw, back throw, and up throw
Olimar's down throw and up throw
Lucario's forward throw and up throw
Toon Link's forward throw, down throw, and up throw
Wolf's forward throw, back throw, and up throw
Wii Fit Trainer's forward throw and back throw
All of Little Mac's throws
Greninja's forward throw
Pac-Man's down throw (after multi-hits)
All of Shulk's throws
Ryu's and Kens' down throws
Cloud's forward throw, back throw, and up throw (after multi-hits)
All of Corrin's throws
All of Bayonetta's throws
Inkling's forward throw and up throw
Ridley's up throw
Simon's up throw
Richter's up throw
Isabelle's Fishing Rod down throw
Incineroar's back throw
Piranha Plant's down throw (after multi-hits)
Banjo & Kazooie's forward throw and up throw
Terry's up throw
Byleth's forward throw, down throw, and up throw
All of Min Min's throws
Steve's forward throw, down throw, and up throw
Sephiroth's forward throw, back throw, and up throw
Pyra's and Mythra's forward throws, back throws, and down throws
Kazuya's forward throw, back throw, down throw, and Rage Drive (shown in video)
Mii Brawler's back throw, down throw, and Suplex
All of Mii Swordfighter's throws
Mii Gunner's forward throw
9:44 My theory about that second hit is, because of the camera changing angles during throws and Kazuya having no hit stun at all on his mooves, maybe the first hit just give the opponent damage and put him in sort of « waiting animation » until the camera get back to normal position and then the second hit just lunch the opponent
If the knockback was applied at the first it, maybe because of the camera, you might not really see the opponent get launched and when the camera get back to normal, the opponent is already far away, maybe already in falling animation and not launching animation
2 facts:
1. Villager’s collision is removed when using his rocket, but his hurtbox is normal.
2. Dr. Mario has the most victory screens.
well yes, but he already explained both on other videos
@@hylianmono bruh moment
@@hylianmono of course the only facts I know have already been done.
Thanks for giving me the ability to crash my game again :)
50th fact video :o
The existence of the extra hit on throws might have something to do with the lack of hitstun
About the mini brawler crash glitch, if your character hits the ground before the last hit of the neutral B punch hits, I can roll behind them, and grab, and it will still crash…
My guess for the extra hit on Kazuya's grabs could be that it's some necessary feature for his "zero hitstun". Probably something in the games code makes grabs special in some way where they basically have to have hit stun so to counter this they just have a hit box appear that overrides the hitstun from the grab and have it happen as soon as the grab is over. Though, this doesn't really make sense but I just thought I'd put out my theory.
"Welcome to Kentucky Balistics, today we're going to find out how many gorillas it takes to stop a 50 cal"
When King Dedede inhales a vertical projectile (like Elwind or G&W up air) he'll spit it out horizontally instead of its original Vertical trajectory.
The second hit of Kazuya's down throw does kind of make sense. If you look closely, you'll see that it's both a stomp and a headbutt.
Flashing Mac punch has a other incredibly weird property. If you know a bit about stage builder or custom stages then you may know about those stages that are ultra flat but have a charector stuck in the ground. You may remember from an alpharad video how if a hero uses zoom when stuck in this same ground it softlocks him. Anyway, if you use flashing Mac punch on somebody in this ground then it will lift them up and look like normal, then when the final hit happens they move back into the ground and if you test it with hotboxes they were inside the ground the whole time even though they appeared to be outside of it during the punch. This means that when the punch lifts you up it's not the hits that are doing it but rather some special property.
One thing you could test for next video is use the move on somebody already inside a final smash, and test it with Zelda's final smash to see the priority. I could link you the id to the stage that's ultra flat, but my Nintendo online just ran out and I don't feel like renewing it just yet. I'll probably have it again next video so you could see it because some really wierd things happen on that stage. Also I made one where a charector can be on the ground walking around but not have a second jump. I'll link the ids next video.
If I had do guess, I'd say that Kazuya's moves having extra hits is so one hitbox can do damage but not launch an opponent. Then the second or third hitboxes does little or no damage but actually do knock back so the opponent doesn't break out or something
8:52 this happens with most throws, the second "hit" is just the knockback
Smash Fact: If you play a character with a final smash that moves a character and spikes, like Greninja or Mii Brawler (I can't remember if there are other examples), and you use the final smash, usually the final smash moves to the middle of the stage. However, if you use it on a stage with a hole in the middle, such as Gaur Plain or Bridge of Eldin (post transformation), the final smash will actually move a bit to the left as to not spike the victim directly into the lower blast zone.
Good job