Thankfully, Dedede is one of the better characters in this game, as oppose to him being a contender for being the worst character in Smash 4 I miss Brawl King Dedede tho!
@@theStridingRebel If you get hit by ganons up tilt then you should probably throw your switch on the freeway. A 60 frame start-up move with no super armor is bound to have a giant hitbox.
@@NovaSolarsis835 The problem with the plant is he doesn't deform his body while attacking, giving it poor range. Combined with a mediocre frame data, poor movility and bad angles, and you have the perfect formula for a low tier. Specially that F-Air, that move is just terrible, and his Up-air and D-air aren't much better.
I HATE THAT SPINNY SHIT WHERE HE GOES 100 LIGHTYEARS BUT NOT OFF OF LEDGES AND MY BROTHER SPAMS IT WAY TOO MUCH BUT LIKE IT'S ACTUALLY A VIABLE STRATEGY AND I HATE thank you for coming to my Ted talk
I'd actually like to see Luigi's hitboxes. One thing I've wondered for some time is just how big the windbox on Luigi Cyclone actually is. And Super Jump Punch seems weird sometimes. Sometimes the sweetspot misses when Luigi's literally right on top of his opponent, and sometimes it hits when it really seems like it shouldn't.
His Forward tilt is pretty great. In some situations, if you read the opponent roll dodging behind DDD, once their roll completes you can usually hit them with the hitbox that is inside his body which catches opponents off guard. I am pretty happy Ultimate gave DDD a Back air that can be angled pretty offensively. While I'm still a fan of Brawls Down tilt (he sticks his foot out to poke the opponent in front of him), the new Down tilt helps him close gaps. A fair trade off. Thanks for also putting a line in the hitbox bubble, I've seen a couple of hitbox viewers that don't always show knock back associated with that hitbox.
Honestly as a Dedede main, the only thing I use down tilt for is taunting at the end of a match because of how bad it is. I'd prefer it if they either made the hitbox more realistic and reasonable to use, or changed the animation entirely because it's just not a usable move unless you're playing against some noob or your little cousin.
There is actually a bonus to the windboxes on dedede's forward smash. If the opponent is caught off guard and doesnt land a hit, it will pull them to the ground as the hammer swings down, and it causes them to get slammed by the final huge hitbox, pretty much front and center. I never knew why it did that, but now I do. I think it is intentional.
The 0% hitbox on fsmash is meant to drag players down into the weak hitbox of the move. It doesn’t work when the opponent is able to hit you out of the move or is on a platform above Dedede, however, so I would much rather have a standard hitbox.
In my experience, the weird hit-boxes on DeDeDe’s forward smash act to slam the target into the ground where they are then hit by the full blunt of the actual hit box. I could be wrong about which hit-boxes are doing this but I know I’ve done it several times in the past.
Dedede's been my "main" since Brawl, which is odd since I usually prefer smaller faster characters in games. Maybe he's just more lenient with sloppy play lol. I wasn't expecting him to be so highly requested but happy to see a vid on him.
I think that for his forward smash, the two hit boxes on the handle are used for when an opponent is more above you rather than on the ground in front of you. This way, if Dededes hammer is at its highest and someone is near the top of the hammer, it will pull them down into the forward smash, but just as a sour spot.
10:15 actually it's meant to put a smashing effect and extend the window of the attack, meaning if the opponent is in the air and close dedede will first bring them to the floor and that connects with the hit afterwards
and now we know *why!* the gordo has three separate hitboxes, and dedede got hit by the first gordo spike, then the second because of the angle he was launched at! so cool
Sometimes a reflected gordo hits you multiple times and thats how you give free 40% to an opponent. For some reason is easier to hit olimar multiple times with a single gordo.
Gordos are like a 50/50 chance for me. They either hit the opponent and shoo them off the edge of the platform for me to recover back, or they easily get reflected and I get like 20% damage. It’s a risk but it has it’s advantages.
ike's hitboxes are so mind boggling that they deserve a video. I literally tell everyone who complains about the hitboxes "Don't act like Ike has ever had accurate hitboxes".
I want his old up air back.... It was better and had literally the same frame data, damage, and knockback but instead of giving him back that lingering hitbox that caught airdodges so well, Nintendo appeals to the AD HD crack cocaine kids and now our game is all about offense and nothing else means anything. It bugs me so much that it's not there, like I would probably main him if the up air got changed back because of how it kind of represented how slow can also be good. Ike is a cool boy.
@@greyscaleadaven his old up air would be barely useful in this game for one reason: directional airdodging. it was great for smash 4 and brawl, but doesn't hold up for ultimate.
Those hitboxes on Dedede's forward smash are controlled by a flag below the hitboxes which effectively overrides the properties of the hitbox, so they can have literally any knockback values and it wouldn't matter
Those forward smash hitboxes, I think, are intended. If the opponent connects with them, it launches them toward the ground setting up for Dedede's hammer to slam into them. They pretty much simulate the hammer dragging oppenents to the ground.
Poor Dedede. He's so big and special. Why did they have to nerf him? Those hitboxes on the gordo now look so minimal compared to how they functioned before. Big sad.
Huh looking throught that code i was pretty surprised at windboxes using the same code for an attack. I think it is just a regular attack but with most properties stripped from it such as flinching, doing damage, being counterable ect. Dedede uses an "average" speed of pushing and when it touches the main hitbox the sucked fighter changes face model to their hurt face, spins the model around removes their collision and changes their state to being sucked by dedede which shrinks cetain parts of a model so their hidden inside of dedede. This may be entirely wrong thought so idk, smash has really confusing coding
Actually, the wierd wind-boxes on DDD’s f-smash are there to let the sweet spot (the base of the hammer when it hits the ground) connect better, so they are meent this way.
King Dedede is the best heavyweight in smash, here is why: King Dedede can spike at 0 King Dedede can do up to 50% in 1 hit King Dedede has good Recovery King Dedede has a good projectile King Dedede Is the One King Dedede is a Super Star Warrior King Dedede is gonna Clobber dat dair Kirby King Dedede can taunt online King Dedede has best crouch King Dedede has Boss themes King Dedede has lots of funny memes
I hope that in the future, you do a Mr Game and Watch hitbox analysis. I honestly think those hitboxes are really weird, janky and outright broken. For example, down smash.
You could do Roy. He has weird stuff like almost no sweetspot on the front hit of up tilt while still having a bunch of different hitboxes, jab's almost complete inability to sweetspot prone opponents, or the fact that nair has normal instead of set knockback on the first hit, but the launching (aka second) hit treats every character's weight as 100 like finishing touch (unpaid intern again)
About F Smash and Inhale. For Inhale, I think all of those hitboxes help to make the inhale hit opponents above or below Dedede, and pull them in at the proper angle. Like a pulling a character downward and inward, as opposed to always being pulled in the exact same way. Another one effects projectiles, which Dedede inhales. For F Smash, the hitboxes on his arm help with whiffing the move. They send the opponent downward, and slightly away like a wind box, and into where the hammer will hit. They work on certain items too, which leads to jank sometimes...
On team battles go Dedede and your teammate goes villager. Villager plants a tree while Dedede is inhaling villager cuts it down. Then carnage. Pure carnage
King Dedese actually had the second strongest smash attack in the game Number one is Lucario with full aura and rage Number two is, of course, Ganondorf
The point of the two weird hitboxes on f smash are to pull the opponent down into the second hit of f smash when the hammer impacts with the ground, to make it seem as if the hammer swing is dragging them down as he swings it and then smashes them into the ground. Thats why they snap down quickly.
The sakurai angle has changed (again) in ultimate. Now it sends both aerial opponents at 38°, as well as grounded opponents with a knockback greater than 88. I'm gotta admit, i love that the angle is consistent once more like it was on Smash 64 and Melee.
This series is very interesting and helpfuö for understanding spacing. I'd love to see Snake's hitboxes (to laugh about) and Bayo's hitboxes (to cry about) next.
Dedede's DAir cannot spike grounded opponents. That's why there are 2 hitboxes overlapping. One's for aerial clods, the other's for grounded clods. The Sourspot can hit both.
@@marzipancutter8144 For every time I see this comment, I should be owed a quarter lol, but he should be consistent considering the last two Smash games he was fine
@@overlordx19964 I'm guessing the reason for his inconsistencies is due to some errors with the autolink angles being placed weirdly or something. I rarely ever play as Sonic, but when I do, I don't get any problems usually.
@@charKT-7461 It's more his autolink angles are kind of odd like up air 1 having next to no kb but a lot of hitstun and spin charge seeming to drag people down so they can tech at higher percents or they don't get hit by the jump from spin charge
The point of the handle hitboxes at the beginning of his f-smash is to snap the opponent to the ground so that they get hit by the strongest hit box at the end of the animation. Very useful, but also very inconsistent.
The reason why there’s a wind box on the side smash is because it’s meant to push opponents towards the sweet spot. That way, the move hits more consistently
Greninja’s dair and up tilt. Dair hitbox seems so dam tiny and up tilt whiffs opponents unless ur waaaay up close. Heck it can whiff if u stand still after running into someone and use it.
Mii swordie has some neat stuff.. aand by neat i mean justifiably powerful. Anything where you press up, tornado and hero spin have all got some spunk to em
not many people mention duck hunt, but i have seen some very strange interactions involving duck hunt: side B almost always shield pokes, the can has a "shot" hitbox that can cause the can to go through the enemy, down air NEVER hits both hits, and the ducks seemingly massive beak on bair and fair
The "instantly snap to the ground" thing on the weird F-smash hitboxes actually sounds potentially useful for catching someone out of the air into the rest of the move? Maybe it doesn't work out that way in practice but it sounds not-impossible that it's intended to reduce weird whiffs.
ima have to test his down tilt, this video makes it look like they fixed it from smash 4 where thin characters that were touching u were too close to get hit by it n just got pushed instead
As a Dedede main I hit people with UpB all the time. If you hold down when you use it you will fly past the ledge and instantly land with a very powerful hitbox. It's excellent for punishing people ledgeguarding you.
Apart from one of my favorite Kirby songs being muffled in the video, this was a nice return to hitboxes. Now I'm curious about Luigi and Lucas. I've had some funky experiences with both.
Weird question. So Mewtwo's tail lives in the Z axis for most of the time, running, idle, etc. I wonder if moves like down smash from DDD can actually hit it when the move has active hitboxes on that axis? Told ya it would be weird.
Inkling and DK pls. These videos from an outside like dont seem like much help for gameplay but they absolutely help me ALOT when looked deep down. Thank you for the info. Keep it up!
That part about janky multi-hit airels is annoyingly true. Someday Samus will be able to use down throw into fair on super lightweights consistently, and it will be a glorious day.
"Why would you ever use Up-B offensively?"
Allow my to introduce you to our lord and savior, Girthquake.
Neo G and to a lesser extent, Khonjin
Grayfruit is a really close second.
Neo G and his only begotten son. Grappling Hook.
I main dedede and that is a pretty good move giving that it can ground opponents and is a good recovery and is hard to punish because of the stars
Its amazing how many people don't realise the stars have a hitbox.
If this was about Smash 4 Dedede, it would've been one depressing video.
You mean Dededepressing.
@@bluekirby_64 ye
And density as well
@@bluekirby_64 FUCK YOU BEAT ME TO IT
Thankfully, Dedede is one of the better characters in this game, as oppose to him being a contender for being the worst character in Smash 4
I miss Brawl King Dedede tho!
Dedede's jab as a pokemon.
Base: De.
S.1: Dede.
S. 2: Dedede.
Mega: King Dedede.
Klinklang much?
@@CrystalTheErudite oi don't insult my child Klink like that
Klink for smash?
Z attack: metal spin hammer
Gigamax: giant masked dedede, or macho dedede.
You know, it's pretty fitting to start the individual character hitbox videos with the one voiced by Sakurai.
Rei The Bookish Bohemian oh yeah sakurai DID voice dedede
DeDeDe is Sakurai’s child
@@PKmaster12 Actually it's Kirby but i understand you.
Explaining Ganon's hitbox: You can't, that F-smash has too big of a hitbox to explain with the modern relativity theorem.
And that fuckin up tilt hitbox
Also has a blindspot if you didnt know. Sometimes it even whiffs in the Z-axis.
@@theStridingRebel If you get hit by ganons up tilt then you should probably throw your switch on the freeway. A 60 frame start-up move with no super armor is bound to have a giant hitbox.
@@andrewsavage6983 jokes on you pal, I don't own a switch
Also, what even is nair's hitbox? I've seen it hit in some pretty stupid ways
I'm curious about Wolf's hitboxes. I know they're, let's just say, generous, but I want to see just how generous.
Pork Fried Riceballs EVERYTHING IS MASSIVE
Nair beats Samus' up smash in my experience. It's dumb.
@@magmivire his fucking nair beats samus upsmash? Are you serious?
Generous enough to fill a goodwill.
His up-tilt also hits opponents on the Smashville platform, something Snake's up-tilt usually cannot do.
At full volume, it's strangely quiet.... Is it just me?
No. I'm over half volume on my headphones, which would be destroying my eardrums on a video with normal volume.
Yeah, me too
You can barely hear music in the background
guys, r/wooosh is old, stop
Wait there's music in the background?
Do Piranha Plant.
Show the world how desperately those hitboxes need fixed (especially its aerials).
To show the hitbox that up air doesn’t have.
That sounds fun
@@HaydenH ty
@@NovaSolarsis835 The problem with the plant is he doesn't deform his body while attacking, giving it poor range. Combined with a mediocre frame data, poor movility and bad angles, and you have the perfect formula for a low tier. Specially that F-Air, that move is just terrible, and his Up-air and D-air aren't much better.
Footstool attack exists? I didn’t know that.
Mii sword fighter has some questionable hit boxes
in both games too, too small in smash 4 and too big in ultimate
I just want see back air
sm4sh: hitbox looks huge but was very small
Ultimate: hitbox looks tiny but is actually unreasonably disjointed
I HATE THAT SPINNY SHIT WHERE HE GOES 100 LIGHTYEARS BUT NOT OFF OF LEDGES AND MY BROTHER SPAMS IT WAY TOO MUCH BUT LIKE IT'S ACTUALLY A VIABLE STRATEGY AND I HATE thank you for coming to my Ted talk
@@thenuggernaut9084 what move are you talking about?
I'd actually like to see Luigi's hitboxes. One thing I've wondered for some time is just how big the windbox on Luigi Cyclone actually is. And Super Jump Punch seems weird sometimes. Sometimes the sweetspot misses when Luigi's literally right on top of his opponent, and sometimes it hits when it really seems like it shouldn't.
luigi's hitboxes are as big as the entire stage, so he can win without doing absolutely nothing
jakeroo123 his up b sweetspot is tiny I think and doesn’t match the animation
can we compare Cloud or Bayo's hitboxes to their S4 counterparts?
If you'd rather do a new character, I'd like to see Incineroar
I guess you could say its...
*DEDEDEVIOUS!!!*
get out of here
the Gordo does have a circle hitbox in the middle btw.
I don't think that's a hitbox. It probably is the active value that determines if the Gordo gets knocked back.
@@gamrage it's a hitbox, it's been confirmed months ago by Meshima
His Forward tilt is pretty great. In some situations, if you read the opponent roll dodging behind DDD, once their roll completes you can usually hit them with the hitbox that is inside his body which catches opponents off guard.
I am pretty happy Ultimate gave DDD a Back air that can be angled pretty offensively. While I'm still a fan of Brawls Down tilt (he sticks his foot out to poke the opponent in front of him), the new Down tilt helps him close gaps. A fair trade off.
Thanks for also putting a line in the hitbox bubble, I've seen a couple of hitbox viewers that don't always show knock back associated with that hitbox.
Honestly as a Dedede main, the only thing I use down tilt for is taunting at the end of a match because of how bad it is. I'd prefer it if they either made the hitbox more realistic and reasonable to use, or changed the animation entirely because it's just not a usable move unless you're playing against some noob or your little cousin.
I wonder how other roll attacks like Donkey Kong’s and Banjo’s are
“The triple D” *looks how many d’s are on king dedede
How about the too big for Smash dragon with weirdly small hitboxes?
@@TalkingEthan you sure about that? His up smash doesn't hit 60% of the cast if they're grounded.
Surprised his attacks don't hit the whole stage
@Gabriel Mota he's so small. He's 2 kirbys tall
He deseves height buffs, weight buffs (the fact that p.plant is heavier than him and he's like the same weight as samus) and even more dmg buffs
AaW1Cat basically just get ridley to his smash 4 size
Donkey Kong hitboxes would be very interesting to see.
The interesting part is that they get bigger, faster, and stronger over time
@@LARAUJO_0 just like his dong
LARAUJO he got bigger, faster, and stronger too. Because he’s the first membah of the DK crew
I swear I hit a Ridley with side b and it didn’t even touch him
His expanding Dong, it fires in spurts, if it shoots yah, it's gonna hurt!
There is actually a bonus to the windboxes on dedede's forward smash. If the opponent is caught off guard and doesnt land a hit, it will pull them to the ground as the hammer swings down, and it causes them to get slammed by the final huge hitbox, pretty much front and center. I never knew why it did that, but now I do. I think it is intentional.
Dedede, that’s the name you should know
Dedede, he’s the star of the show
And Sonic hitbox vid when?
You'll holler and hoot, he'll give Kirby the boot
Dedede is the one
If this continues into the entire song I’m going to commit creeper boom
@@Edgeperor creeper, aww man
The 0% hitbox on fsmash is meant to drag players down into the weak hitbox of the move. It doesn’t work when the opponent is able to hit you out of the move or is on a platform above Dedede, however, so I would much rather have a standard hitbox.
Snake. His hitboxes are way to generous and I need to see those big fat hitboxes with my own eyes
People wanted smash 4 dedede's hitboxes because those are broken
In the wrong way
Could you cover Puff or Pac Man? Those two have really weird hitboxes.
Moksum do puff
@@owenmcgovern8140 jigglypuff. It's called differently in different languages if you don't know it. It's the pink ball pokemon.
What's with me and maining characters with weird hotboxes?
Puff has really normal hitboxes wtf
Yeah, pls Pac man
"Most up-B's are not supposed to be used offensively"
OOS up-B's: Am I a joke to you?
What is an OOS up b
@@guywhohasyoutube7723 OOS means out-of-shield
In my experience, the weird hit-boxes on DeDeDe’s forward smash act to slam the target into the ground where they are then hit by the full blunt of the actual hit box. I could be wrong about which hit-boxes are doing this but I know I’ve done it several times in the past.
Dedede's been my "main" since Brawl, which is odd since I usually prefer smaller faster characters in games. Maybe he's just more lenient with sloppy play lol. I wasn't expecting him to be so highly requested but happy to see a vid on him.
I think that for his forward smash, the two hit boxes on the handle are used for when an opponent is more above you rather than on the ground in front of you. This way, if Dededes hammer is at its highest and someone is near the top of the hammer, it will pull them down into the forward smash, but just as a sour spot.
10:15 actually it's meant to put a smashing effect and extend the window of the attack, meaning if the opponent is in the air and close dedede will first bring them to the floor and that connects with the hit afterwards
7:56 I can’t stop thinking about this part
Dedede gets countered
The counter hits Dedede and the Gordo
Then the Gordo hits Dedede twice
and now we know *why!* the gordo has three separate hitboxes, and dedede got hit by the first gordo spike, then the second because of the angle he was launched at! so cool
Sometimes a reflected gordo hits you multiple times and thats how you give free 40% to an opponent.
For some reason is easier to hit olimar multiple times with a single gordo.
Gordos are like a 50/50 chance for me.
They either hit the opponent and shoo them off the edge of the platform for me to recover back, or they easily get reflected and I get like 20% damage. It’s a risk but it has it’s advantages.
I'd recommend _not_ using Gordo's against swordies at all because it's stupidly easy for them to deflect it unharmed.
His standing grab is honestly farther than most i love it
ike's hitboxes are so mind boggling that they deserve a video. I literally tell everyone who complains about the hitboxes "Don't act like Ike has ever had accurate hitboxes".
I want his old up air back.... It was better and had literally the same frame data, damage, and knockback but instead of giving him back that lingering hitbox that caught airdodges so well, Nintendo appeals to the AD HD crack cocaine kids and now our game is all about offense and nothing else means anything. It bugs me so much that it's not there, like I would probably main him if the up air got changed back because of how it kind of represented how slow can also be good. Ike is a cool boy.
@@greyscaleadaven his old up air would be barely useful in this game for one reason: directional airdodging. it was great for smash 4 and brawl, but doesn't hold up for ultimate.
Can we just talk about the interaction at 7:57 were DDD just casually eats 55% and is hit by his gordo twice.
Dodaca he gets hit by the gordo 3 times actually
@@trashcant4678 I believe the first hit is not the Gordo but actually Jokers counter that also hits Gordo.
Dodaca Oh yeah actually you are right, I'm really sorry for trying to correct you like that.
@@trashcant4678 No it's fine, that was actually my first bet as well before i took a closer look. XD
I will definitely say Dedede’s gordo hitbox in ultimate is a blessing
And a curse, seeing as disjointed hitboxes make it stupidly easy to reflect.
Those hitboxes on Dedede's forward smash are controlled by a flag below the hitboxes which effectively overrides the properties of the hitbox, so they can have literally any knockback values and it wouldn't matter
In game announcer: pronounces King Dedede
ESAM: I'm gonna pretend I didn't hear that
Yeah dedede! Maybe a piranha plant hitbox video? His aerials (especially fair and uair) are really janky
I'm glad you're back to making these videos I love them, keep it up man
Those forward smash hitboxes, I think, are intended. If the opponent connects with them, it launches them toward the ground setting up for Dedede's hammer to slam into them. They pretty much simulate the hammer dragging oppenents to the ground.
Poor Dedede. He's so big and special. Why did they have to nerf him? Those hitboxes on the gordo now look so minimal compared to how they functioned before. Big sad.
Huh looking throught that code i was pretty surprised at windboxes using the same code for an attack. I think it is just a regular attack but with most properties stripped from it such as flinching, doing damage, being counterable ect. Dedede uses an "average" speed of pushing and when it touches the main hitbox the sucked fighter changes face model to their hurt face, spins the model around removes their collision and changes their state to being sucked by dedede which shrinks cetain parts of a model so their hidden inside of dedede. This may be entirely wrong thought so idk, smash has really confusing coding
Discussing Dedede's devious damage boxes
Fun fact. Dedede has invisibility around his head when using Up-Tilt.
Invincibility* and it’s head and back arm. Very useful, I’m glad someone mentioned it.
Actually, the wierd wind-boxes on DDD’s f-smash are there to let the sweet spot (the base of the hammer when it hits the ground) connect better, so they are meent this way.
palutena's aerial multihits dont always work. its rare but you can still inexplicably fall out
Very well made analysis of his moveset and his hotboxes, can't wait to see the others.
King Dedede is the best heavyweight in smash, here is why:
King Dedede can spike at 0
King Dedede can do up to 50% in 1 hit
King Dedede has good Recovery
King Dedede has a good projectile
King Dedede Is the One
King Dedede is a Super Star Warrior
King Dedede is gonna Clobber dat dair Kirby
King Dedede can taunt online
King Dedede has best crouch
King Dedede has Boss themes
King Dedede has lots of funny memes
Please do King k rool, belly armor and all because that shit is crazy bad and I want to see the wacky hitboxes that he has on f tilt
I hope that in the future, you do a Mr Game and Watch hitbox analysis. I honestly think those hitboxes are really weird, janky and outright broken. For example, down smash.
You could do Roy. He has weird stuff like almost no sweetspot on the front hit of up tilt while still having a bunch of different hitboxes, jab's almost complete inability to sweetspot prone opponents, or the fact that nair has normal instead of set knockback on the first hit, but the launching (aka second) hit treats every character's weight as 100 like finishing touch (unpaid intern again)
I guess that's why I can never get Roy neutral air combos...
About F Smash and Inhale. For Inhale, I think all of those hitboxes help to make the inhale hit opponents above or below Dedede, and pull them in at the proper angle. Like a pulling a character downward and inward, as opposed to always being pulled in the exact same way. Another one effects projectiles, which Dedede inhales.
For F Smash, the hitboxes on his arm help with whiffing the move. They send the opponent downward, and slightly away like a wind box, and into where the hammer will hit. They work on certain items too, which leads to jank sometimes...
On team battles go Dedede and your teammate goes villager. Villager plants a tree while Dedede is inhaling villager cuts it down. Then carnage. Pure carnage
Mmmmm! Daddy Rekzuis, tell me about those hitboxes one more time!
I’ve heard that Dr. Mario has some very different hitboxes. Some vary from Mario’s
I've always wondered how Ness's yo-yo hitboxes worked.
We honestly need Pac Man next. Like, I need an in-depth analysis on his Side B hitbox alone.
King Dedese actually had the second strongest smash attack in the game
Number one is Lucario with full aura and rage
Number two is, of course, Ganondorf
bowser's big hitboxes lets go
Glad to see this series back, keep up the good content!
The point of the two weird hitboxes on f smash are to pull the opponent down into the second hit of f smash when the hammer impacts with the ground, to make it seem as if the hammer swing is dragging them down as he swings it and then smashes them into the ground. Thats why they snap down quickly.
The sakurai angle has changed (again) in ultimate. Now it sends both aerial opponents at 38°, as well as grounded opponents with a knockback greater than 88. I'm gotta admit, i love that the angle is consistent once more like it was on Smash 64 and Melee.
I think Wario, Wolf and maybe Palutena really deserve their video...
Palu👏nair👏
Me seeing this video actually makes me better at facing dedede and playing him so thank you so much
This series is very interesting and helpfuö for understanding spacing. I'd love to see Snake's hitboxes (to laugh about) and Bayo's hitboxes (to cry about) next.
You missed out on the pun of the title being "Dedede's Dededevious Hitboxes"
Dedede's DAir cannot spike grounded opponents. That's why there are 2 hitboxes overlapping. One's for aerial clods, the other's for grounded clods. The Sourspot can hit both.
Is that a su reference?
@@eonstar clods? It started that way but now it's in my vocabulary for real soooooo
@@zeckemyro7031 Okay, but I think using it in such a fashion really just looks more like a SU reference than anything.
I'm wondering a lot about Sonic's hitboxes with how inconsistent they can be and what could be the reason
It is to match the inconsistent quality of Sonic games.
@@marzipancutter8144 For every time I see this comment, I should be owed a quarter lol, but he should be consistent considering the last two Smash games he was fine
@@overlordx19964 I'm guessing the reason for his inconsistencies is due to some errors with the autolink angles being placed weirdly or something. I rarely ever play as Sonic, but when I do, I don't get any problems usually.
@@charKT-7461 It's more his autolink angles are kind of odd like up air 1 having next to no kb but a lot of hitstun and spin charge seeming to drag people down so they can tech at higher percents or they don't get hit by the jump from spin charge
The point of the handle hitboxes at the beginning of his f-smash is to snap the opponent to the ground so that they get hit by the strongest hit box at the end of the animation. Very useful, but also very inconsistent.
(8:40) If the hitboxes were made longer, thinner and if they copied those two and rotated them 45°, it would look very accurate
I had no idea you could get hit by Dedede's fsmash and take zero damage. Great QA, Nintendo. 😑
Aaron Rotenberg 100 IQ plays
The reason why there’s a wind box on the side smash is because it’s meant to push opponents towards the sweet spot. That way, the move hits more consistently
Honestly my favorite part of this video is just seeing Dedede's goofy animations in slow motion
Greninja’s dair and up tilt. Dair hitbox seems so dam tiny and up tilt whiffs opponents unless ur waaaay up close. Heck it can whiff if u stand still after running into someone and use it.
Mii swordie has some neat stuff.. aand by neat i mean justifiably powerful. Anything where you press up, tornado and hero spin have all got some spunk to em
As interesting as this is, without hurtbox data it's hard to see how effective these hitboxes are as disjoints or otherwise how safe they are.
not many people mention duck hunt, but i have seen some very strange interactions involving duck hunt: side B almost always shield pokes, the can has a "shot" hitbox that can cause the can to go through the enemy, down air NEVER hits both hits, and the ducks seemingly massive beak on bair and fair
I think Luigi is in need of one of these videos lol. Some of his hitboxes just don’t make much sense
It’s a good thing his enemy is Kirby, who has the squishiest hit box ever. (Do Kirby next!)
Please do one on all of Snake's Hitboxes.
OH SHIT I'M IN THE VIDEO!
I'M FAMOUS :D
thanks man! what an honor to be featured! I've never had that happen before
I would really like to see a Mega Man hit box video. He has some very unique moves. (And I personally think he's the best character)
But he isnt the best character in the Game?
Not best by tier, but best by heart.
The blue hit box for deedeedees neutral B is the time where you are screwed and can’t get out. It sort of lifts you up.
For the Dair weird Sakurai angle: Dair doesnt spike grounded opponents, but sends them at the sakurai angle
The reason there is no damage on the handle hit boxes is so the move hits on the bottom more consistently
Im honor of links sword getting bigger, please do him! And make sure to talk about his ridiculous up b!
Could they have not forward aerial sweep around D3 like in the Kirby games? ALSO HAMMER TWIRL DOWN AIR PLS.
The "windbox" on Fsmash is to plant the other character on the ground to get hit by the big nasty sweetspot
i would honestly really like to see zero suit samus's hitboxes, they just seem so odd, especially forward air
The "instantly snap to the ground" thing on the weird F-smash hitboxes actually sounds potentially useful for catching someone out of the air into the rest of the move? Maybe it doesn't work out that way in practice but it sounds not-impossible that it's intended to reduce weird whiffs.
ima have to test his down tilt, this video makes it look like they fixed it from smash 4 where thin characters that were touching u were too close to get hit by it n just got pushed instead
As a Dedede main I hit people with UpB all the time.
If you hold down when you use it you will fly past the ledge and instantly land with a very powerful hitbox. It's excellent for punishing people ledgeguarding you.
z axis on dsmash is good for if they roll into it
Apart from one of my favorite Kirby songs being muffled in the video, this was a nice return to hitboxes.
Now I'm curious about Luigi and Lucas. I've had some funky experiences with both.
Looking forward to future videos in the series as we finish more characters!
Weird question. So Mewtwo's tail lives in the Z axis for most of the time, running, idle, etc.
I wonder if moves like down smash from DDD can actually hit it when the move has active hitboxes on that axis?
Told ya it would be weird.
Up-B can be used out of a Gordo tilted upwards for a flashy, awesome suicide KO.
Inkling and DK pls. These videos from an outside like dont seem like much help for gameplay but they absolutely help me ALOT when looked deep down. Thank you for the info. Keep it up!
There was no explanation on How gordo can hit multiple times
Every hitbox in a nustell
That part about janky multi-hit airels is annoyingly true. Someday Samus will be able to use down throw into fair on super lightweights consistently, and it will be a glorious day.