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I believe the BeastBall tips is just a mistranslation. In the japanese version it actually says something like: "If you hit (someone) before it disappear, (it) will reappear around the target (referring to the person you hit). If you do a direct hit, after it reappears it will combo." And I wanna put emphasis on the last word "連続ヒット" of the tip. Although the direct translation is "multihit" or "hitting multiple times", in the context of the tip it probably means "combo". That's probably why in the english version it says that it will hit multiple times.
Ah, I totally didn't catch that last bit, but you're totally right, "連続ヒット" is how the game itself refers to "combos," so that's definitely what it means. Thank you! So it likely was just a mistranslation, neat
A strange thing is if you have Echo Fighters stacked, go under Fighter Tips, and select Mii Fighters, the "Mii" announcer clip from Smash 4 is used. This is the only time that happens.
crouch cancelling is pretty usefull for kirby, who can use crouching in neutral to pancake under some moves, so youll be crouching alot of the time anyway
I'm not sure if this is true, but I'm pretty sure summons (PokeBalls and Assist Trophies) get boosted by your spirit set. I've played without spirits against CPUs that have spirits equipped and they seem to do more damage than normal. I'm pretty sure they do take on your spirit power though.
I think the first beastball tip about it changing positions and suddenly flying towards the target meant that if you hit someone it will immediately change warp and combo itself, since if you don’t hit an opponent it takes longer for the ball to warp since it has to travel its full distance
I honestly don't think crouching reducing knock back is completely useless. I sometimes default to crouching in 3- 4 player matches in case I don't react to a random attack flying across the field in time. I know its not the best mechanic but I find use in it.
The only semi useful form of grab parrying is when your opponent is next to the ledge and gets pushed offstage because of the grab parry. Can maybe set up for ledge traps but otherwise not much else.
Having more players actually does decrease hitlag overall. For example, with 8 players, all moves have a 0.75x hitlag multiplier. I assume this is just for less downtime, sorta like how Special Zooms from strong moves like Falcon Punch are shorter and don't zoom in during free for alls.
5:41 if aerial attacks are .33 as effective and projectiles are .29, what about an aerial projectile, like mega man lemons or villager fair or mii gunner fair? Not just a projectile fired from the air
crouch cancels aren't useless EDIT: how is that useless??? look at how much it reduced the knockback. you can't always shield due to pressure and shields having a lifebar. you can't always spotdodge due to roll penalty and people baiting. because of the knockback reduction you can mess up peoples combos, keep yourself alive longer, invalidate some combo openers at 0%, etc. crouch cancelling is especially strong both on and against kazuya too since he has crouching moves that are all very good and he's a combo demon with +frames out the wazoo
Grab parrying can be beneficial, because it puts you both back at a neutral situation (rather than being at a disadvantage), and a grab can beat spotdodge reads (if you're predictable with spotdodges one can easily adapt and punish you for it). Also for someone like Pac-Man you can't actually spot dodge or run away fast enough to escape in most situations, so it isn't entirely a bad idea to go for a grab parry.
Oh I get it, by "neutral" situation, you mean you and your opponent have the same faf after the grab parry, thus setting up a reaction/guessing situation...right lol? When I saw the words "neutral situation," I thought of stage control and how a grab parry where your opponent has 40% of the stage would still be disadvantageous for them...kinda. Unless they make a read on what you do out of the parry lol. Also, you can grab parry Pac's grab? I always thought it would be a bad idea cus of its range...gotta try that
honestly i think the game's use of the term hitstun makes more sense. being stunned generally keeps you in place, while other terms relating to lag can have you still in motion, like lag frames on aerial moves.
@@wanderingmarshadow Hitstop is also sometimes called Hitfreeze, but this is still was Smash players call Hitlag. Hitstun refers to when you can't move right after being hit
@@wanderingmarshadow But Smash also says invincibility to refer to both invincibility and intangibility. And refers to all armor as super armor, while players refer to armor without a threshold as super armor and armor with a threshold as heavy armor, which is actually a very important distinction and many more casual players just say super armor no matter what
Just as a note, crouch canceling is super useful against moves that paralyze It stops characters like Zero Suit and Kazuya from some of their conversions
There are some specific situations where I find myself almost getting comboed from a low knockback move into a grab (usually with tether grabs) and especially when I'm playing a large slow character like ganondorf, my only option to escape the incoming grab once I'm actionable is to mash my own grab button and barely squeeze out a parry. And in some match ups this can save your stock or a ton of percent... Looking at you, Young Link & Luigi. It's very situational but it is indeed useful and for some characters more than others.
I still feel like in any situation where a character can throw out their own grab, they can also spotdodge, which, combined with spotdodge canceling, means you can get a punish rather than resetting neutral. For example, for Ganondorf, the grab comes out on frame 8. But a spot dodge has invincibility starting frame 3, and most rolls are similarly low. With either of these options, you can either gain ground away from the opponent, or just straight up punish them, whereas with a "grab parry," especially with larger and slower characters as you mentioned, being put in a neutral position right next to the opponent can be really bad if your frame data is slower than theirs. I don't think it's *useless* per se, but in reading these comments I still have yet to see an example where it's actually the better option, imo
@@Casual_PKBeats But if spot-dodges and rolls stale, I think grab is the only consistent option. Unless the invincibility only stales at the end of the move, but I'm not sure.
I think it would be cool to go in-depth on Spirit Teams! There is a surprising amount of nuance there, like what determines team power, “same-series” boosts with primary spirits, whether effects stack or not with support spirits… They recently did one of their online tourneys where they actually allowed people to equip spirit teams, and it was chaos lmao
Ohh, I loved that tourney XD Definitely one of if not my favourite online tourney, personally! And I would love to see a Spirit Teams-themed video, too, personally, if you feel you'd ever like to make one, though it's totally okay if not, of course! ^^
The beast all changing position after a direct hit is referring to how there is no delay from when it hits the opponent to when it teleports while if you throw it away from the opponent, it travels a distance first. I think, that is
I think this explanation makes sense, though given that it's also the _only_ tip on the Beastball, it almost came off as describing how it worked in all cases. That paired with how... confusing the second half is, and I was thrown for a loop lmfao
Hitlag actually does decrease based on player count. The wiki goes over it in the hitlag article, but with 2 players (1v1) the Multiplier for hitlag is 1.0, and with 3 it's 0.925, down to 0.75 for 8 players
Not really useful but can still be used intentionnaly. Crouch canceling can help Bowser since receiving less knockback means Bowser can potentially ignore a move with tough guy that otherwise would send him flying. However, there is still a very few occasion that is true and most likely useless. However, it could have been more useful if it worked while crawling since bowser can crawl...
I think you misunderstood what dodge staling was referring to. The Smash Wiki has a full article on it explaining the multipliers, but it's essentially like stale moves but for rolls, spotdodges, and air dodges.
9:05 I think what that means is that after using the beastball once, you can keep using it until it disappears, because most items are one use only. At least that's my interpretation. Another posibility is that the ambiguity of these tips could be attributed to mistranslations. Edit: Nevermind, you covered the translation thing right after lol
The Japanese tip for the Lightning item actually does separate the two possible effects, so it is a translation issue. Still, I can see how the translators might have misinterpreted it. It says, 自分が小さく、相手ファイターが大きくなってしまう。It's phrased as a list of possibilities (like, "You may become smaller; your opponent may become bigger"), but it doesn't really make that clear since there's no conjunction like それとも for "or", just a comma. The English version of the tip is a perfectly valid translation based on how it's worded, but it's not actually how the item works. The Beast Ball, on the other hand, does say the same thing about hitting consecutively after a direct hit in the Japanese version...I think. I'm wondering if the 連続 could be referring to how the ball connects a second time after you throw it at them initially, but it's hard to tell. Edit: after reading other comments, I'm pretty sure this second interpretation is correct (so, another translation issue). It basically says, "if you hit someone directly, it will make a 'connecting hit' once it reappears". I'm guessing the translators of these tips didn't have access to actual gameplay of the items in action, meaning they were missing the crucial context they needed to translate accurately. Context is everything in Japanese, and without it, the same sentence can be interpreted in multiple ways. Also, I checked the Japanese tip for Girahim, and it *does* unambiguously say that he specifically reflects projectiles from the front, so that one's on the devs, not the translators.
6:05 That isn't how the 1v1 multiplier works. It only affects damage TAKEN, not given. So if a move does 10% normally it will still do 10% for things like knockback, hitlag, and shieldstun, but you'll have 12% added on to your damage after you get hit by it.
Specials are treated the same if they behave the same. However some that are different like Link's Spin Attack or Bayonetta's side special may have different numbers due to being different attacks. I'm not going to test it personally and grab exact numbers
My favorite tip is the bayo one where it mentions her forward throw is Akira move from virtua fighter she has a chance to say his line and make the sound effect from vf
In addition to the tips section, there's also the "help" section in the side menu you access by pressing Z, which has some overlap with tips as well as its own unique stuff, but has some weird gaps, too. For example in the "techniques" subsection of "Help", it covers both SDI (aka Hitstun Shuffling) and DI (Launch Shuffling) while the techniques listed in the tips only cover hitstun shuffling. The help section's techniques also cover getup options out of missed tech, mashing out of stun, angling grounded attacks, stage spiking, fast falling and probably others. The help section's techniques also include video overviews on certain fighter mechanics, and those overviews have also been included for the DLC. Some of the footage for the DLC seems to be the same footage that was recorded for their respective "Mr Sakurai presents" videos. The "techniques" subsection in the tips covers attack trading, helpless falling, stale moves, spotdodge cancelling, and more that the "help" section does not. The help section also has a "move list" which only lists special moves, unlike the tips which list some normal attacks. The help section also generally has much briefer descriptions for special moves. The "mode guide" in the help section also has an "FAQ" section which I think is interesting. The mode guide even has a keyword search feature. Perhaps most importantly, the FAQ section CONFIRMS that better GSP=better player. Altogether I feel like the information in this game is fairly comprehensive for beginners. I'm pretty sure it has everything in IzawSmash's "Art of Smash: Part 1" in it and more. All these tips and fun facts are just split up and overall weirdly inconvenient to access. I have a lot of fun perusing through it all but I seriously cannot imagine people actually read these tips because they're so out of the way and vary wildly in their helpfulness.
There was a decent use for crouch cancelling back in Smash 4 when you were at 0% vs a character who had a rage jank kill combo that did not start from a grab, such as Samus' dash attack into up b. If you just crouched, doing nothing else at all, they couldn't kill you because the rage jank combos rely on you travelling a very specific distance with the first hit. The worst case scenario would be that they knew what you were doing and did a different combo instead, but who cares? Then you're at 30% and in much less danger of dying than when you were at 0%. Unfortunately, Ultimate is not a port of Smash 4 so this doesn't matter anymore.
Makes sense that Shovel Knight only reflects projectiles when he's in the middle of digging, since that's basically exactly how it is in his home game On a semi-related note, I'm still so happy that he not only made an appearance in Smash Bros., but as an Assist Trophy Obviously being a fighter would've been better, but the fact he can show up in the middle of a match and kinda be like one at all is great too, and I'm hoping _if_ there's another Smash after Ultimate, either Plague Knight or Specter Knight could possibly get the Assist Trophy treatment too, or at the very least Mii costumes [if the Mii Fighters would still be around, anyway]
Regarding the Beastball, the last sentence I believe it refers to "multiple" times as in you hitting the opponent counts as "first" hit, and the beastball appearing hitting it from another angle counting as the "second" hit, so seeing it like that, you could say it "hits multiple times".
I wonder if it's about multiple opponents, as in the ball won't stop until it hit its target so it can hit several opponents if somebody is in the way after it reappeared.
Also, the first part of the sentence is just saying the the ball instantly disappears and reappears to strike the same target if you land a direct hit, rather than taking a short moment to disappear, then another moment before it reappears to strike a random target
11:37 in the original game, clyde's ai actually works the same way as blinky, unless clyde is in an 8 tile radius around pacman, which clyde then follows the "scatter" ai from the original game
Yeah Clyde and Inky's AI is not accurate to the arcade game, as people seem to think it is. Clyde will generally move away from the player like you said and flee to the bottom left if near Pac-Man. But Inky's movement is actually based on a combination of Pac-Man's location and Blinky's. I doubt they got that complicated in smash but it's still not 100% accurate like people claim.
There's actually another tips section in the game. If you go to Help the Techniques, you have another list of tips, many of which you already went over, but there's some new ones, too. I don't know why there's 2 techniques sections, but I didn't make the game
Only situation i can think of where grab parry is more beneficial is stamina mode, you are ganon, or someone extremely slow with no projectiles, opponent is Samus. Samus has 3%, you have more, but are still in throw kill percent range. samus is walling you out with projectiles so you have no great way of approaching and getting safe damage without risking losing. Samus slips up and grabs, you are within range so you grab to counter it and Samus takes the 3 percent and loses. Other than that, yeah no.
(10:00) I'll assume that American and British English are nearly identical in the tips section (aside for things like release dates). Because in previous games, the two versions could have very different trophy descriptions.
I'm pretty sure the grab parry is supposed to be a possible technique similar to traditional fighters. To break throws in street fighter you have to throw at the same time as the opponent. They took that and put it into ultimate except it kinda sucks.
I learnt that you can drop the Hammer when you're in the middle of being launched, which removes one of the hammer's easiest counters - unable to recover while swinging it.
2:32 if you wanna annoy the shit out of your opponent, instead of actually playing the game you can make both of you delay the match you're playing for fun and slightly deplete the mood of both of you, making him slowly tired for a tactical advantage
you don't like spirits? you're missing out on tons of useful things! did you know the mega Diancey has the actual highest team power? it raises after being selected. also, did you know that team power doesn't affect your character's attack and defense directly? there's other stats that do.
I believe making crouching canceling not work while crawling was a very smart gameplay decision. Certain crawls like snakes and zss’s can be really effective on some characters who struggle to hit low. Making that technique even more safe or even possibly making it so people get punished for hitting them would have been a very frustrating gameplay decision.
The fake smash ball had to switch the lines rather than be rotated since when a smash ball/fake smash ball spawns with gravity, it'll rotate as it gets hit
As an amiibo trainer, I'm aware of the whole journey thing, because it's something to avoid when training an FP. The best way to train FPs is to ditto them and teach them moves you want them to use, and avoid moves you don't want them to use. But you don't use amiibo, so no wonder you forgot the journey option existed.
I sometimes go for a grab parry to cover command grabs if I have a ranged grab. For instance, an aggressive incineroar is charging at my Min Min and I don't know if they are going to dash-grab, dash attack, revenge, or alolan whip. If I input my grab early enough, it will linger in the space in front of me long enough to counter (or at least parry) any of these options. In the case of the alolan whip, it will parry, and since both of our grabs were executed from a distance, I still have the space that I want. Other options will also work--and might even be better--but everyone assumes that the grab parry was an accident, so it can work several times against the same opponent. In contrast, if I usually spot-dodge or roll my opponent is going to mix up their approach to punish my preferred defensive option. At the very least, it's a mix-up tool. But yes, it is very niche and rarely optimal. I'm not too competitive and I enjoy using obscure mechanics. That's why I'm here. (Nice work btw).
2:26 I'd say for command grabs, I'd try doing them. For example, Bowser's Side B, it can be used in midair, comes out very fast, cannot be shielded and gives an easy 21% but if you grab and clank it won't happen
Regarding 5:46 (about hitlag and player count), first 1v1 multiplier has no affect on hitlag (as well as a plethora of things), second is that there is in fact less hitlag with more players but there are some nuances. First is that it is a fairly small decrease; the value at 3 players it is 0.925, 4 is 0.862, 5 is 0.8116, 6 is 0.77464, 7 is 0.752464, and 8 players is 0.75. Second issue is that they aren't straight multipliers; the formula takes what the frames *should've been* without the values and tosses it into a second-degree polynomial (ax^2 + bx +c). Because of this, there is literally no effect below 11 frames of hitlag and from 11-15 frames it is *at most* a 1 frame difference even at 8 players. As it approaches the 30 frame limit it will start to be a straight multiplication (30 -> 22(.5) with 8 players), but that requires something like a fully charged, fresh, DDD f-smash or a fresh Falcon f-air. All of the currently known info is on the wiki, but the exact formula hasn't been worked out yet. EDIT: Oh, and projectiles ignore it. So a max Charge Blast has the same hitlag in 1v1 as it does in 8 player. For added nonsense, using spirits also affects hitlag; this is also documented (in full this time) on the wiki.
At 6:40 they're not talking about back rolls. The tip is simply explaining that dodges get worse the more you use them. Similar to stale move negation. This was a change from Smash 4 where rolling was like... heavily over-used
If you're still looking for things, King Dedede's inhale can Reflect Projectiles. However, if he inhales a Vertical Projectile like Megaman's Air Shooter (his Up Air) or Robin's Elwind, he'll spit it out going Horizontally.
@@velvetbutterfly Not many people know that Air Shooter is Megaman's Up air. Most Projectiles are special moves. That, and Megaman doesn't announce that he's using his up air every time he uses it.
@@waynemidnight7454 a lot of people do actually. His Reveal Trailer was one of the most viewed Smash trailers there was, also Palutena's Guidance was a popular easter egg at launch for both WiiU and Ultimate. Also MegaMan2 is considered one of the best games ever made so anything from it has clout by default. And a bit more niche, there is a song that got famous about Airman specifically which could lead to some people learning about his weapon. Oh, I forget if it was PKBeats or PJiggles but someone had a video/series where they went through and listed every non-special move that had a name listed in-game. And then you just have some people that went and read tips for various characters (or naturally uncovered them in loading screens) during the course of this series of interesting tips Is it a majority? I doubt it, but a lot of people do know
11:10 Correction: In pac man, the ghosts do not all move the way described here. Specifically, inky targets an area dependent on pac man and blinky's locations, and clyde will attempt to go towards pac man exactly like blinky, but once close enough will lose interest and try to give up on the chase.
the grab parry reminds me of throw teching in traditional 2d fighters. in most fighting games, the standard way to avoid a throw and punish it afterward is to jump, since you can't throw aerial opponents. but this carries some risk, as jumping makes you vulnerable to strikes. in more traditional games like street fighter, you're unable to block while in the air, depriving you of the most reliable way to defend against strikes. there are other games that do allow you to block in the air, particularly anime games like guilty gear and dragon ball fighterz, but those still carry risk when trying to jump throws, since you cant air block during your prejump frames in these kinds of games (the thing smash players call "jumpsquat", because no single concept can share terminology between traditional fighters and smash even when nothing about said thing changes). this means jumping will still make you vulnerable to strikes briefly, and thus you're forced to guess between whether they'll throw you (and so you should jump) or hit you (and so you should stay grounded and block). this is the basis for what's called a strike-throw mixup. but there's another way to deal with strike-throw situations as the victim, and that's by going for a throw tech. this is essentially identical to what the tip calls a grab parry, a state where two players input a throw at the same time and bounce off each other harmlessly. throw techs are essentially the lower risk option compared to the higher risk and higher reward of jumping. if you attempt to throw your opponent as they go for a strike-throw mixup, then you'll either tech their throw, or if they go for a strike, you'll throw them instead. this is because throws are basically instant in most games, as i mentioned earlier, and thus will beat just about any other move when you're in throw range. you wont get as much reward for throwing them, since jumping over their throw would allow you to punish with a full combo and deal more damage than a throw would, but you'll at least either get a throw or escape the mixup unscathed rather than risk them getting a hit on you. with all this in mind, i can see the idea behind the grab parry in this game. if you predict a throw and try to spotdodge it, but your guess was wrong, you'll open yourself up to being punished during the recovery... err, endlag (smash terminology i swear) of the spotdodge. if you instead input your own grab, then the situation will be even if you guessed right, and will get you a grab of your own if you guessed wrong.
So.. uh.. I was messing around with poke balls in smash and got mimikyu, and the AI was at 999% and while mimikyu was killing them, and I set the cpu % back to 0 while this was happening and then they stayed in mimikyu for WAY longer
Unfortunately you didn't mention a tip I completely didn't know about in Spirits: If you equip a spirit from the same series as your fighter, you'll get a small power boost! This works for primary and support spirits, although that might only apply if both are from the same series? I dunno the language is confusing.
Regarding being whelmed, I thought it would be interesting to point out that it actually doesn't mean what you think, and actually means the same thing as overwhelmed, but that's okay! Language is constantly evolving and it's fascinating to see words change meaning, even if it's to something that's the opposite of what they originally were! Here's this video where I learned about it: ruclips.net/video/mrzvowM1JVE/видео.html
11:29 inky's movement is unpredictable, but not random. Inky's target is basically the opposite side of the character that blinky is on. You can find a better explanation in retro game mechanics video on how the ghost ai works in pac-man
For the grab parry, I feel like the tip was more about saying how it can be helpful to avoid getting thrown when at kill percent and to be given a second chance, or how it can give a brief moment to regain your bearings if an opponent is basically all over you or has complete stage control (it’s basically similar to when two attacks collide and there being a chance the two characters are shortly stunned, whoever has a faster reaction time and/or faster option will most likely then start being the one all over their opponent) Also the beast ball when saying it hits “multiple times” it’s most likely talking about how if you land a direct hit it’ll immediately attack again and then hit a total of two times, so with it saying “multiple times” it’s most likely talking about how it could attack a total of two times And then with crouch canceling, it could probably be quite useful if you accidentally mess up your dodge, if you won’t have enough time to dodge again you could quickly hold down so that you can at least get some benefit out of it
I think the multi-hit beast ball thing refers to how if you throw a ball directly at someone, it'll hit them on the initial throw and then hit them again after it vanishes and reappears.
I think crouch canceling might be useful at lower precents, kinda like in melee but far less useful. Maybe it makes some moves negative on hit, don't know, probably not worth looking into but for sure would be more useful than using it as a survival tool
Crouching against bowsers final smash is somewhat effective Note that it is an automatic screen KO if you're abowe 60% and at that point crouching will not work
You could use the grab parry for max level mind games, say your playing as Ridley and grab parry on purpose while your opponent in right next to the ledge, then they spot dodge thinking you will go for a second grab, but instead you go for the tail stab!
As much as you dislikes spirits it would be a cool video to go into a lot of the references within them, like how dan from street fighter is the worst spirit in the game, ness's dad has the ability running start, and the absolutely safe capsule having a defense of 10,000 and attack of 0
2:35 I think this tip just stems from throw techs in more traditional fighters where grabs are not reactable for the most part. In those games the throw tech usually resets neutral which doesn’t put either character in advantage, but it’s a whole lot better than getting grabbed and being put into disadvantage.
Yeah, a handful of tips seem to thinking of Smash in a more typical fighting game sense. Though I would be some specific match ups could have the grab react be preferred. Like if the grabber is fast enough and could cover an arial or roll a slower reacting character could do. Or likewise, perhaps a fast fighter could do a grab cancel and rush down for a dash attack or use a fast projectile where as trying to avoid and go for an attack after reclosing in could result in getting beat out by a longer range or super armour attack
I actually feel like if you could crawl and get the crouch cancel, crawling would basically become the way you move as Lucario because his down a is a decent combo starter and this would make fishing for it less risky
I think grab parrying could work well in at least 1 situation Facing Pac-Man, his grab is active enough to catch spot dodging so it could be your best option against it
A lot of the weird wording, uses of terms, and probably even outright errors are most likely due to it getting lost in translation, especially wording issues. Since the tips section is so large its way easier for mistake to go unnoticed.
When I uploaded a song a few weeks ago that I poured all my little heart into I ended up losing 200 subscribers for it and it made me very sad so please subscribe immediately to remedy this thank you
I'm already subscribed though..
:o
That’s awful! People suck. Good on you for still chugging along, good luck in your future endeavors!
That's terrible!
Awww D: don't let it discourage you.
I’M GONNA THROW SOME FISTS TILL PEOPLE SUB
I believe the BeastBall tips is just a mistranslation.
In the japanese version it actually says something like:
"If you hit (someone) before it disappear, (it) will reappear around the target (referring to the person you hit). If you do a direct hit, after it reappears it will combo."
And I wanna put emphasis on the last word "連続ヒット" of the tip. Although the direct translation is "multihit" or "hitting multiple times", in the context of the tip it probably means "combo". That's probably why in the english version it says that it will hit multiple times.
Ah, I totally didn't catch that last bit, but you're totally right, "連続ヒット" is how the game itself refers to "combos," so that's definitely what it means. Thank you! So it likely was just a mistranslation, neat
crouch cancelling is actually a great help for dedede, since optimal dedede play means crouching as often as possible
A strange thing is if you have Echo Fighters stacked, go under Fighter Tips, and select Mii Fighters, the "Mii" announcer clip from Smash 4 is used. This is the only time that happens.
Is nobody gonna mention that beastball combo?
Definition of HYPE
crouch cancelling is pretty usefull for kirby, who can use crouching in neutral to pancake under some moves, so youll be crouching alot of the time anyway
I'm not sure if this is true, but I'm pretty sure summons (PokeBalls and Assist Trophies) get boosted by your spirit set. I've played without spirits against CPUs that have spirits equipped and they seem to do more damage than normal. I'm pretty sure they do take on your spirit power though.
I think the first beastball tip about it changing positions and suddenly flying towards the target meant that if you hit someone it will immediately change warp and combo itself, since if you don’t hit an opponent it takes longer for the ball to warp since it has to travel its full distance
If you don't auto cancel an aerial or if you fall from a great height, I'm pretty sure the game lets you crouch quicker than shield.
Glad I decided to become a member
I honestly don't think crouching reducing knock back is completely useless. I sometimes default to crouching in 3- 4 player matches in case I don't react to a random attack flying across the field in time. I know its not the best mechanic but I find use in it.
The only semi useful form of grab parrying is when your opponent is next to the ledge and gets pushed offstage because of the grab parry. Can maybe set up for ledge traps but otherwise not much else.
Having more players actually does decrease hitlag overall. For example, with 8 players, all moves have a 0.75x hitlag multiplier. I assume this is just for less downtime, sorta like how Special Zooms from strong moves like Falcon Punch are shorter and don't zoom in during free for alls.
1:20 Pretty sure the game thought players wouldn't be that stupid and could connect the dots.
5:41 if aerial attacks are .33 as effective and projectiles are .29, what about an aerial projectile, like mega man lemons or villager fair or mii gunner fair? Not just a projectile fired from the air
crouch cancels aren't useless
EDIT: how is that useless??? look at how much it reduced the knockback. you can't always shield due to pressure and shields having a lifebar. you can't always spotdodge due to roll penalty and people baiting. because of the knockback reduction you can mess up peoples combos, keep yourself alive longer, invalidate some combo openers at 0%, etc. crouch cancelling is especially strong both on and against kazuya too since he has crouching moves that are all very good and he's a combo demon with +frames out the wazoo
It's real food
the terminology is not confusing lol we call things the wrong names and nintendo uses the correct ones. They created the game not us
What the heck!? Crawling makes you stop benefiting from crouching!? That's SO weird
Grab parrying can be beneficial, because it puts you both back at a neutral situation (rather than being at a disadvantage), and a grab can beat spotdodge reads (if you're predictable with spotdodges one can easily adapt and punish you for it). Also for someone like Pac-Man you can't actually spot dodge or run away fast enough to escape in most situations, so it isn't entirely a bad idea to go for a grab parry.
Oh I get it, by "neutral" situation, you mean you and your opponent have the same faf after the grab parry, thus setting up a reaction/guessing situation...right lol? When I saw the words "neutral situation," I thought of stage control and how a grab parry where your opponent has 40% of the stage would still be disadvantageous for them...kinda. Unless they make a read on what you do out of the parry lol. Also, you can grab parry Pac's grab? I always thought it would be a bad idea cus of its range...gotta try that
I think grab parrying works against Luigi min min and samus to work around their stupid grab range
Also side-b spamming incineroars
Haha plays melee, port priority… 🥲
This man has never heard of teching the the throw.
honestly i think the game's use of the term hitstun makes more sense. being stunned generally keeps you in place, while other terms relating to lag can have you still in motion, like lag frames on aerial moves.
Hit lag can also be referred to as freeze frames.
Other fighting games use the term hitstop for hitlag and hitstun for hitstun
@@wanderingmarshadow Hitstop is also sometimes called Hitfreeze, but this is still was Smash players call Hitlag. Hitstun refers to when you can't move right after being hit
@@wanderingmarshadow you mixed it up, smash players call hitstop “hitlag” and hitstun “hitstun”, Nintendo calls both “hitstun”
@@wanderingmarshadow But Smash also says invincibility to refer to both invincibility and intangibility. And refers to all armor as super armor, while players refer to armor without a threshold as super armor and armor with a threshold as heavy armor, which is actually a very important distinction and many more casual players just say super armor no matter what
Just as a note, crouch canceling is super useful against moves that paralyze
It stops characters like Zero Suit and Kazuya from some of their conversions
also, Kirby can use that so sometimes dodge attacks lel
That’s not crouch cancelling
That’s called pancaking and basically refers to when characters just stop having bones for a bit
@@jmurray1110No, is crouch cancelling
Since you receive less knockback the paralysis effect is lower
@@Mattroid99 I meant for Kirby
The guy above says Kirby crouch cancels as a means of dodging where as flatting hitboxes like that is pancaking
@@jmurray1110 Ohh I see
Yeah, you are ocmpletely correct in that case, I didn't see the direct mention and thought you answered the original comment
There are some specific situations where I find myself almost getting comboed from a low knockback move into a grab (usually with tether grabs) and especially when I'm playing a large slow character like ganondorf, my only option to escape the incoming grab once I'm actionable is to mash my own grab button and barely squeeze out a parry. And in some match ups this can save your stock or a ton of percent... Looking at you, Young Link & Luigi. It's very situational but it is indeed useful and for some characters more than others.
I still feel like in any situation where a character can throw out their own grab, they can also spotdodge, which, combined with spotdodge canceling, means you can get a punish rather than resetting neutral. For example, for Ganondorf, the grab comes out on frame 8. But a spot dodge has invincibility starting frame 3, and most rolls are similarly low. With either of these options, you can either gain ground away from the opponent, or just straight up punish them, whereas with a "grab parry," especially with larger and slower characters as you mentioned, being put in a neutral position right next to the opponent can be really bad if your frame data is slower than theirs. I don't think it's *useless* per se, but in reading these comments I still have yet to see an example where it's actually the better option, imo
@@Casual_PKBeats But if spot-dodges and rolls stale, I think grab is the only consistent option. Unless the invincibility only stales at the end of the move, but I'm not sure.
@@Casual_PKBeats Unless you're playing Bayo or Mythra
I think it would be cool to go in-depth on Spirit Teams! There is a surprising amount of nuance there, like what determines team power, “same-series” boosts with primary spirits, whether effects stack or not with support spirits…
They recently did one of their online tourneys where they actually allowed people to equip spirit teams, and it was chaos lmao
Ohh, I loved that tourney XD Definitely one of if not my favourite online tourney, personally!
And I would love to see a Spirit Teams-themed video, too, personally, if you feel you'd ever like to make one, though it's totally okay if not, of course! ^^
The beast all changing position after a direct hit is referring to how there is no delay from when it hits the opponent to when it teleports while if you throw it away from the opponent, it travels a distance first.
I think, that is
That makes good sense
I think this explanation makes sense, though given that it's also the _only_ tip on the Beastball, it almost came off as describing how it worked in all cases. That paired with how... confusing the second half is, and I was thrown for a loop lmfao
And the hitting multiple times thing probably refers to how that instant teleportation means it will (almost) always hit twice total
Hitlag actually does decrease based on player count. The wiki goes over it in the hitlag article, but with 2 players (1v1) the Multiplier for hitlag is 1.0, and with 3 it's 0.925, down to 0.75 for 8 players
My favorite tip in Smash Ultimate is the one on Marth's sword.
Why?
I admit the joke took a second but still, the tip isn't reliable enough for me
@@velvetbutterfly Good one
Not really useful but can still be used intentionnaly. Crouch canceling can help Bowser since receiving less knockback means Bowser can potentially ignore a move with tough guy that otherwise would send him flying. However, there is still a very few occasion that is true and most likely useless. However, it could have been more useful if it worked while crawling since bowser can crawl...
I think you misunderstood what dodge staling was referring to. The Smash Wiki has a full article on it explaining the multipliers, but it's essentially like stale moves but for rolls, spotdodges, and air dodges.
9:05 I think what that means is that after using the beastball once, you can keep using it until it disappears, because most items are one use only. At least that's my interpretation.
Another posibility is that the ambiguity of these tips could be attributed to mistranslations.
Edit: Nevermind, you covered the translation thing right after lol
The Japanese tip for the Lightning item actually does separate the two possible effects, so it is a translation issue. Still, I can see how the translators might have misinterpreted it. It says, 自分が小さく、相手ファイターが大きくなってしまう。It's phrased as a list of possibilities (like, "You may become smaller; your opponent may become bigger"), but it doesn't really make that clear since there's no conjunction like それとも for "or", just a comma. The English version of the tip is a perfectly valid translation based on how it's worded, but it's not actually how the item works.
The Beast Ball, on the other hand, does say the same thing about hitting consecutively after a direct hit in the Japanese version...I think. I'm wondering if the 連続 could be referring to how the ball connects a second time after you throw it at them initially, but it's hard to tell. Edit: after reading other comments, I'm pretty sure this second interpretation is correct (so, another translation issue). It basically says, "if you hit someone directly, it will make a 'connecting hit' once it reappears".
I'm guessing the translators of these tips didn't have access to actual gameplay of the items in action, meaning they were missing the crucial context they needed to translate accurately. Context is everything in Japanese, and without it, the same sentence can be interpreted in multiple ways.
Also, I checked the Japanese tip for Girahim, and it *does* unambiguously say that he specifically reflects projectiles from the front, so that one's on the devs, not the translators.
6:05 That isn't how the 1v1 multiplier works. It only affects damage TAKEN, not given. So if a move does 10% normally it will still do 10% for things like knockback, hitlag, and shieldstun, but you'll have 12% added on to your damage after you get hit by it.
Would aerial splattershot give less shield stun than grounded splattershot?
I believe splattershot would be considered an "indirect attack," as it's a projectile, so its shield stun number would be the same either way
Specials are treated the same if they behave the same. However some that are different like Link's Spin Attack or Bayonetta's side special may have different numbers due to being different attacks.
I'm not going to test it personally and grab exact numbers
Um... PK, there's an easier way to say "29 one hundredths" it's 29%
My favorite tip is the bayo one where it mentions her forward throw is Akira move from virtua fighter she has a chance to say his line and make the sound effect from vf
In addition to the tips section, there's also the "help" section in the side menu you access by pressing Z, which has some overlap with tips as well as its own unique stuff, but has some weird gaps, too.
For example in the "techniques" subsection of "Help", it covers both SDI (aka Hitstun Shuffling) and DI (Launch Shuffling) while the techniques listed in the tips only cover hitstun shuffling. The help section's techniques also cover getup options out of missed tech, mashing out of stun, angling grounded attacks, stage spiking, fast falling and probably others. The help section's techniques also include video overviews on certain fighter mechanics, and those overviews have also been included for the DLC. Some of the footage for the DLC seems to be the same footage that was recorded for their respective "Mr Sakurai presents" videos.
The "techniques" subsection in the tips covers attack trading, helpless falling, stale moves, spotdodge cancelling, and more that the "help" section does not.
The help section also has a "move list" which only lists special moves, unlike the tips which list some normal attacks. The help section also generally has much briefer descriptions for special moves. The "mode guide" in the help section also has an "FAQ" section which I think is interesting. The mode guide even has a keyword search feature. Perhaps most importantly, the FAQ section CONFIRMS that better GSP=better player.
Altogether I feel like the information in this game is fairly comprehensive for beginners. I'm pretty sure it has everything in IzawSmash's "Art of Smash: Part 1" in it and more. All these tips and fun facts are just split up and overall weirdly inconvenient to access. I have a lot of fun perusing through it all but I seriously cannot imagine people actually read these tips because they're so out of the way and vary wildly in their helpfulness.
There was a decent use for crouch cancelling back in Smash 4 when you were at 0% vs a character who had a rage jank kill combo that did not start from a grab, such as Samus' dash attack into up b. If you just crouched, doing nothing else at all, they couldn't kill you because the rage jank combos rely on you travelling a very specific distance with the first hit. The worst case scenario would be that they knew what you were doing and did a different combo instead, but who cares? Then you're at 30% and in much less danger of dying than when you were at 0%.
Unfortunately, Ultimate is not a port of Smash 4 so this doesn't matter anymore.
Oof, that gave me memories. "Ultimate is just a port" kinda shit lol
I love how you decided to show Clyde like that
Makes sense that Shovel Knight only reflects projectiles when he's in the middle of digging, since that's basically exactly how it is in his home game
On a semi-related note, I'm still so happy that he not only made an appearance in Smash Bros., but as an Assist Trophy
Obviously being a fighter would've been better, but the fact he can show up in the middle of a match and kinda be like one at all is great too, and I'm hoping _if_ there's another Smash after Ultimate, either Plague Knight or Specter Knight could possibly get the Assist Trophy treatment too, or at the very least Mii costumes [if the Mii Fighters would still be around, anyway]
I think by "projectiles he's facing" they mean projectiles from opponents
Regarding the Beastball, the last sentence I believe it refers to "multiple" times as in you hitting the opponent counts as "first" hit, and the beastball appearing hitting it from another angle counting as the "second" hit, so seeing it like that, you could say it "hits multiple times".
I wonder if it's about multiple opponents, as in the ball won't stop until it hit its target so it can hit several opponents if somebody is in the way after it reappeared.
Also, the first part of the sentence is just saying the the ball instantly disappears and reappears to strike the same target if you land a direct hit, rather than taking a short moment to disappear, then another moment before it reappears to strike a random target
Nice vid bro!
11:37
in the original game, clyde's ai actually works the same way as blinky, unless clyde is in an 8 tile radius around pacman, which clyde then follows the "scatter" ai from the original game
Yeah Clyde and Inky's AI is not accurate to the arcade game, as people seem to think it is. Clyde will generally move away from the player like you said and flee to the bottom left if near Pac-Man. But Inky's movement is actually based on a combination of Pac-Man's location and Blinky's. I doubt they got that complicated in smash but it's still not 100% accurate like people claim.
There's actually another tips section in the game. If you go to Help the Techniques, you have another list of tips, many of which you already went over, but there's some new ones, too. I don't know why there's 2 techniques sections, but I didn't make the game
I think by "facing" in Girahim's tips they mean the word as in "up against/fighting" but yeah its a pretty poor word choice.
english sucks
Actually, the Japanese tip specifically uses the word 正面 shoumen, meaning "front side", so the translation is correct even though the tip isn't.
Only situation i can think of where grab parry is more beneficial is stamina mode, you are ganon, or someone extremely slow with no projectiles, opponent is Samus. Samus has 3%, you have more, but are still in throw kill percent range. samus is walling you out with projectiles so you have no great way of approaching and getting safe damage without risking losing. Samus slips up and grabs, you are within range so you grab to counter it and Samus takes the 3 percent and loses. Other than that, yeah no.
I thought grab parries only dealt 1%.
(10:00) I'll assume that American and British English are nearly identical in the tips section (aside for things like release dates). Because in previous games, the two versions could have very different trophy descriptions.
For the grab parry one, I'm pretty sure that they were referring to how in early patches, different characters had different clash end lags
I'm pretty sure the grab parry is supposed to be a possible technique similar to traditional fighters. To break throws in street fighter you have to throw at the same time as the opponent. They took that and put it into ultimate except it kinda sucks.
I learnt that you can drop the Hammer when you're in the middle of being launched, which removes one of the hammer's easiest counters - unable to recover while swinging it.
2:32 if you wanna annoy the shit out of your opponent, instead of actually playing the game you can make both of you delay the match you're playing for fun and slightly deplete the mood of both of you, making him slowly tired for a tactical advantage
2:35 Since characters like kazuya, bowser and Ganondorf has a command grab you can parry that by using a grab.
you don't like spirits? you're missing out on tons of useful things!
did you know the mega Diancey has the actual highest team power? it raises after being selected.
also, did you know that team power doesn't affect your character's attack and defense directly? there's other stats that do.
So you're saying I can block low?
EDIT: teching throws too? Who said smash isn't a traditional fighting game?
I believe making crouching canceling not work while crawling was a very smart gameplay decision. Certain crawls like snakes and zss’s can be really effective on some characters who struggle to hit low. Making that technique even more safe or even possibly making it so people get punished for hitting them would have been a very frustrating gameplay decision.
Imagine playing ocarina of time and pause the game and watch a PKBeats video (which has a 0.0.1 chance of showing up)
i really am shocked at the amount of people who don't like spirts, jeez.
The fake smash ball had to switch the lines rather than be rotated since when a smash ball/fake smash ball spawns with gravity, it'll rotate as it gets hit
As an amiibo trainer, I'm aware of the whole journey thing, because it's something to avoid when training an FP. The best way to train FPs is to ditto them and teach them moves you want them to use, and avoid moves you don't want them to use.
But you don't use amiibo, so no wonder you forgot the journey option existed.
5:42 29 100ths? There's a symbol for that lol. 29%
There using fraction form :v
@@Plugytheplug I know. That's why I made the comment.
So….the game _does_ have crouch cancelling it’s just not as useful?
The beast ball tip might mean if you hit them that's one hit, then it will hit them again after it reappears
Please make a video being nitpicky about the tips
10:26 it probably meant any projectiles he's faced with
I sometimes go for a grab parry to cover command grabs if I have a ranged grab. For instance, an aggressive incineroar is charging at my Min Min and I don't know if they are going to dash-grab, dash attack, revenge, or alolan whip. If I input my grab early enough, it will linger in the space in front of me long enough to counter (or at least parry) any of these options. In the case of the alolan whip, it will parry, and since both of our grabs were executed from a distance, I still have the space that I want.
Other options will also work--and might even be better--but everyone assumes that the grab parry was an accident, so it can work several times against the same opponent. In contrast, if I usually spot-dodge or roll my opponent is going to mix up their approach to punish my preferred defensive option. At the very least, it's a mix-up tool. But yes, it is very niche and rarely optimal. I'm not too competitive and I enjoy using obscure mechanics. That's why I'm here. (Nice work btw).
2:26 I'd say for command grabs, I'd try doing them. For example, Bowser's Side B, it can be used in midair, comes out very fast, cannot be shielded and gives an easy 21% but if you grab and clank it won't happen
9:22 Can we please talk about that combo.
You should do a video on stage background secrets
Regarding 5:46 (about hitlag and player count), first 1v1 multiplier has no affect on hitlag (as well as a plethora of things), second is that there is in fact less hitlag with more players but there are some nuances. First is that it is a fairly small decrease; the value at 3 players it is 0.925, 4 is 0.862, 5 is 0.8116, 6 is 0.77464, 7 is 0.752464, and 8 players is 0.75. Second issue is that they aren't straight multipliers; the formula takes what the frames *should've been* without the values and tosses it into a second-degree polynomial (ax^2 + bx +c). Because of this, there is literally no effect below 11 frames of hitlag and from 11-15 frames it is *at most* a 1 frame difference even at 8 players. As it approaches the 30 frame limit it will start to be a straight multiplication (30 -> 22(.5) with 8 players), but that requires something like a fully charged, fresh, DDD f-smash or a fresh Falcon f-air. All of the currently known info is on the wiki, but the exact formula hasn't been worked out yet.
EDIT: Oh, and projectiles ignore it. So a max Charge Blast has the same hitlag in 1v1 as it does in 8 player. For added nonsense, using spirits also affects hitlag; this is also documented (in full this time) on the wiki.
9:40 I can see here that if you hit someone with the ball before it disappears, it will disappear and hit again. I think that's what it refers to.
the grab parry's helpful if you're in stamina mode and the other person has 1.2 hp or less
"Crouching reduces knockback"
"ok"
*scuttles away as luigi at 90%*
At 6:40 they're not talking about back rolls. The tip is simply explaining that dodges get worse the more you use them. Similar to stale move negation. This was a change from Smash 4 where rolling was like... heavily over-used
The beastball can hit multiple times after it falls after hitting someone, like the soccer ball. That's how I understand it
Ah, yes, I see that you like Team Fortress 2. That means you, sir, are a man of culture. You have gained my full trust.
If you're still looking for things, King Dedede's inhale can Reflect Projectiles. However, if he inhales a Vertical Projectile like Megaman's Air Shooter (his Up Air) or Robin's Elwind, he'll spit it out going Horizontally.
I like how you specified Elwind but now Air Shooter
@@velvetbutterfly Not many people know that Air Shooter is Megaman's Up air. Most Projectiles are special moves. That, and Megaman doesn't announce that he's using his up air every time he uses it.
@@waynemidnight7454 a lot of people do actually. His Reveal Trailer was one of the most viewed Smash trailers there was, also Palutena's Guidance was a popular easter egg at launch for both WiiU and Ultimate. Also MegaMan2 is considered one of the best games ever made so anything from it has clout by default.
And a bit more niche, there is a song that got famous about Airman specifically which could lead to some people learning about his weapon.
Oh, I forget if it was PKBeats or PJiggles but someone had a video/series where they went through and listed every non-special move that had a name listed in-game.
And then you just have some people that went and read tips for various characters (or naturally uncovered them in loading screens) during the course of this series of interesting tips
Is it a majority? I doubt it, but a lot of people do know
11:10
Correction:
In pac man, the ghosts do not all move the way described here.
Specifically, inky targets an area dependent on pac man and blinky's locations, and clyde will attempt to go towards pac man exactly like blinky, but once close enough will lose interest and try to give up on the chase.
what happens if you use daybreak (3 item cannon) on someone with a franklin badge equipped?
Don't know if you have tested it already.
The laser isn't a projectile so the targets will just get hit
the grab parry reminds me of throw teching in traditional 2d fighters. in most fighting games, the standard way to avoid a throw and punish it afterward is to jump, since you can't throw aerial opponents. but this carries some risk, as jumping makes you vulnerable to strikes. in more traditional games like street fighter, you're unable to block while in the air, depriving you of the most reliable way to defend against strikes. there are other games that do allow you to block in the air, particularly anime games like guilty gear and dragon ball fighterz, but those still carry risk when trying to jump throws, since you cant air block during your prejump frames in these kinds of games (the thing smash players call "jumpsquat", because no single concept can share terminology between traditional fighters and smash even when nothing about said thing changes). this means jumping will still make you vulnerable to strikes briefly, and thus you're forced to guess between whether they'll throw you (and so you should jump) or hit you (and so you should stay grounded and block). this is the basis for what's called a strike-throw mixup.
but there's another way to deal with strike-throw situations as the victim, and that's by going for a throw tech. this is essentially identical to what the tip calls a grab parry, a state where two players input a throw at the same time and bounce off each other harmlessly. throw techs are essentially the lower risk option compared to the higher risk and higher reward of jumping. if you attempt to throw your opponent as they go for a strike-throw mixup, then you'll either tech their throw, or if they go for a strike, you'll throw them instead. this is because throws are basically instant in most games, as i mentioned earlier, and thus will beat just about any other move when you're in throw range. you wont get as much reward for throwing them, since jumping over their throw would allow you to punish with a full combo and deal more damage than a throw would, but you'll at least either get a throw or escape the mixup unscathed rather than risk them getting a hit on you.
with all this in mind, i can see the idea behind the grab parry in this game. if you predict a throw and try to spotdodge it, but your guess was wrong, you'll open yourself up to being punished during the recovery... err, endlag (smash terminology i swear) of the spotdodge. if you instead input your own grab, then the situation will be even if you guessed right, and will get you a grab of your own if you guessed wrong.
So.. uh.. I was messing around with poke balls in smash and got mimikyu, and the AI was at 999% and while mimikyu was killing them, and I set the cpu % back to 0 while this was happening and then they stayed in mimikyu for WAY longer
Unfortunately you didn't mention a tip I completely didn't know about in Spirits: If you equip a spirit from the same series as your fighter, you'll get a small power boost! This works for primary and support spirits, although that might only apply if both are from the same series? I dunno the language is confusing.
Regarding being whelmed, I thought it would be interesting to point out that it actually doesn't mean what you think, and actually means the same thing as overwhelmed, but that's okay! Language is constantly evolving and it's fascinating to see words change meaning, even if it's to something that's the opposite of what they originally were!
Here's this video where I learned about it:
ruclips.net/video/mrzvowM1JVE/видео.html
My favourite tip is the one saying Marth’s Dancing Blade upwards fourth hit is “excellent at netting KOs” yet it doesn’t kill even at like 300%…
11:29 inky's movement is unpredictable, but not random. Inky's target is basically the opposite side of the character that blinky is on. You can find a better explanation in retro game mechanics video on how the ghost ai works in pac-man
Clyde in original Pac-Man actually had a really wonky AI that was based off Pac-Man’s position AND blinky’s position
For the grab parry, I feel like the tip was more about saying how it can be helpful to avoid getting thrown when at kill percent and to be given a second chance, or how it can give a brief moment to regain your bearings if an opponent is basically all over you or has complete stage control (it’s basically similar to when two attacks collide and there being a chance the two characters are shortly stunned, whoever has a faster reaction time and/or faster option will most likely then start being the one all over their opponent)
Also the beast ball when saying it hits “multiple times” it’s most likely talking about how if you land a direct hit it’ll immediately attack again and then hit a total of two times, so with it saying “multiple times” it’s most likely talking about how it could attack a total of two times
And then with crouch canceling, it could probably be quite useful if you accidentally mess up your dodge, if you won’t have enough time to dodge again you could quickly hold down so that you can at least get some benefit out of it
I think the multi-hit beast ball thing refers to how if you throw a ball directly at someone, it'll hit them on the initial throw and then hit them again after it vanishes and reappears.
I think crouch canceling might be useful at lower precents, kinda like in melee but far less useful. Maybe it makes some moves negative on hit, don't know, probably not worth looking into but for sure would be more useful than using it as a survival tool
It’s grab tech. It’s a basic mechanic in regular fighting games such as Street Fighter. It’s to avoid getting grabbed into a combo
Crouching against bowsers final smash is somewhat effective
Note that it is an automatic screen KO if you're abowe 60% and at that point crouching will not work
This tips series is really interesting!
You could use the grab parry for max level mind games, say your playing as Ridley and grab parry on purpose while your opponent in right next to the ledge, then they spot dodge thinking you will go for a second grab, but instead you go for the tail stab!
As much as you dislikes spirits it would be a cool video to go into a lot of the references within them, like how dan from street fighter is the worst spirit in the game, ness's dad has the ability running start, and the absolutely safe capsule having a defense of 10,000 and attack of 0
2:35 I think this tip just stems from throw techs in more traditional fighters where grabs are not reactable for the most part. In those games the throw tech usually resets neutral which doesn’t put either character in advantage, but it’s a whole lot better than getting grabbed and being put into disadvantage.
Yeah, a handful of tips seem to thinking of Smash in a more typical fighting game sense. Though I would be some specific match ups could have the grab react be preferred. Like if the grabber is fast enough and could cover an arial or roll a slower reacting character could do.
Or likewise, perhaps a fast fighter could do a grab cancel and rush down for a dash attack or use a fast projectile where as trying to avoid and go for an attack after reclosing in could result in getting beat out by a longer range or super armour attack
I actually feel like if you could crawl and get the crouch cancel, crawling would basically become the way you move as Lucario because his down a is a decent combo starter and this would make fishing for it less risky
I think grab parrying could work well in at least 1 situation
Facing Pac-Man, his grab is active enough to catch spot dodging so it could be your best option against it
Your voice is much clearer and cheerful in this video, and I dig that. Thanks for your content. I'm a fan! 🔥
A lot of the weird wording, uses of terms, and probably even outright errors are most likely due to it getting lost in translation, especially wording issues. Since the tips section is so large its way easier for mistake to go unnoticed.
😌 my RUclips comfort food
2:27 - 2:35
If you require your opponent to be at an exact percentage, for a very specific combo.
... I guess.