Teching and advanced DI (Double Stick DI, Multiple Smash DI) in Super Smash Bros. Melee

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  • Опубликовано: 1 янв 2025
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Комментарии • 153

  • @AZaxe
    @AZaxe 10 лет назад +120

    This helped me a lot. Thank you!

    • @ZachStarAttack
      @ZachStarAttack 4 года назад +5

      Howdy pikaman! Glad to be studying in the new world of rollback

    • @frog458
      @frog458 4 года назад +3

      Yo Axe in his old learning years!

  • @mrbiznessguy
    @mrbiznessguy 6 месяцев назад +1

    thank you for putting the button overlay near the animation. its the little things.

  • @lozganon64
    @lozganon64 9 лет назад +14

    living peach's dsmash by way of taunting is the swaggest thing i've ever heard of

  • @guobadia53156
    @guobadia53156 10 лет назад +1

    This helps me immensely. Though I'm quite new and don't understand everything in this video, your explanation of SDIing and walltech make sense to me slowed down. Going to try to lab this after class with a friend. Earned another subscriber definitely.

  • @ethicks
    @ethicks 10 лет назад +3

    This is a really good explanation of various SDI for all the people who ask if the c-stick effects it.

  • @TechMage299
    @TechMage299 10 лет назад +2

    This is are really helpful videos for experienced players, I know I wanted to know everything about ledge teching when I heard about it.

  • @idkwhothisis347
    @idkwhothisis347 8 лет назад +6

    The whole Kill la Kill motif here is making me think about Ryuko and Mako being precious gays, and now I can't even wavedash properly.

  • @XxRyAlxXisryan
    @XxRyAlxXisryan 8 лет назад +38

    This game could be a 2 year probably more college program lol

  • @yomedrath
    @yomedrath 10 лет назад

    The Multi Ultra Giga God is in the video :D awesome! ^^
    Also, you know you've made an in-depth video about something if axe tells you it helped him out :D
    Looking forward to see insane walltechs and "doublestick" techs from AZaxe

    • @meleemechanics
      @meleemechanics  10 лет назад

      yomedrath “Multi Ultra Giga God”? What’s that?

  • @sliickers
    @sliickers 10 лет назад +41

    And people think smash is just a party game

    • @PokeFear
      @PokeFear 10 лет назад +21

      It can be.

    • @InamorastraStardustLucille
      @InamorastraStardustLucille 9 лет назад +9

      sliickers it's supposed to be. It just has room to be a solid competitive game as well, mainly melee.

    • @chis5050
      @chis5050 9 лет назад +4

      PokeFear The reason it's such a brilliant game...

    • @johnnyloveee
      @johnnyloveee 6 лет назад +2

      It can be and that's the best part. I can play netplay and I can show the game to my little cousins and family members and play randoms with items if I want.

  • @captainweaboo7348
    @captainweaboo7348 8 лет назад +2

    Amazing video with even more amazing music.

  • @ThisIsWEB
    @ThisIsWEB 10 лет назад +10

    Nooo!
    Why are you showing the world an immensely useful guide when the deserving players had to look up the details on smash boards!? Stop making it easier for the potential enemies!
    That was completely sarcastic. I love these videos. The work is fantastic, and will probably be more influential than you'd assume.

    • @meleemechanics
      @meleemechanics  10 лет назад +2

      ThisIsWEB Even though Magus’ posts are the absolute best, I always thought text alone doesn’t really do it for Melee. Especially when we have all those excellent visual tools accessible in develop mode. I’d rather do these guides with time and timeline dimensions, but I don’t think there’s an implementation for that yet, so RUclips videos are the next best thing I know of.

    • @PMDepot
      @PMDepot 10 лет назад +1

      Melee Mechanics (Kadano) Timeline dimensions? Also what's the red scissor sword image suppose to be?

    • @meleemechanics
      @meleemechanics  10 лет назад +1

      Yes, if it’s not clear what I mean: I’d like to incorporate multiple outcomes of a situation into a frame skippable video file. Like a .mp4 can have multiple audio tracks, I’d like to have one with multiple video tracks that increase in number whenever a situation has two or more possible outcomes that I wan’t to cover.

  • @rawsp33d3
    @rawsp33d3 8 лет назад

    I love how mathy these are! These should be getting way more views...

  • @ArAKenek
    @ArAKenek 10 лет назад

    Thank You for the video! Your in depth guides are always amazing!
    Ottotto xD

  • @RyanPRaygun
    @RyanPRaygun 10 лет назад +1

    Incredible video. Thank you so much Kadano~

  • @Nognamogo
    @Nognamogo 9 лет назад +6

    Don't lose your way!

  • @sawfrey
    @sawfrey 10 лет назад

    I believe it is often plausible to fastfall to ledge when you are about to slide off backwards, and that this may be easier than momentum stalling (easier to time / larger window?)

    • @meleemechanics
      @meleemechanics  10 лет назад +2

      tm this is only possible for low to medium latent momentum. I will do a follow-up video where I explain this more thoroughly.

  • @TheUtmostUlrich
    @TheUtmostUlrich 10 лет назад

    Very useful compilation of data, thanks!

  • @kylejon3554
    @kylejon3554 10 лет назад

    Are you able to Quarter Circle DI like everybody says you're able to? For example: to Quarter Circle up, you'd roll the stick from Up-Left, to Up, to Up-Right. The left and right cancel, leaving 3*UP. But in the wiki it states:
    "because diagonals are considered to be two vectors, changing from an orthogonal position to an adjacent diagonal one will generate a new SDI "pulse", while changing from a diagonal position to an adjacent orthogonal one will not. This results in a technique called quarter-circle DI, which involves quickly rotating the stick between two orthogonal positions for increased distance. "
    If that's true, the original instructions to Quarter Circle wouldn't work because you'd be moving from a diagonal position to an orthogonal position. Yet in the wiki it still says that it does exist. Does Quarter Circle DI exist? If so, how do you perform it?
    smashboards.com/threads/a-complete-guide-to-di-and-survival-updated-mar-6th-2009.221969/
    QCDI

    • @meleemechanics
      @meleemechanics  10 лет назад

      See 15:00. Quarter Circle DI used like you described it would only trigger two SDI inputs, not three.
      The thread you linked is about Brawl. My videos are exclusively about Melee (as the channel name is supposed to give away).

    • @kylejon3554
      @kylejon3554 10 лет назад

      Thanks! Do you think this also applies to Project M?

    • @meleemechanics
      @meleemechanics  10 лет назад

      I think so, but I really don’t know.

    • @kylejon3554
      @kylejon3554 10 лет назад

      Melee Mechanics (Kadano)​ Oh ok

  • @mellymachine2377
    @mellymachine2377 6 лет назад

    just making sure at 2:34 when you talk about how to wall jump, pressing L, R or Z is implied right? Because if I can walljump tech just with y then that's amazing

  • @moraigna66
    @moraigna66 10 лет назад

    About the 1 frame window for doing an attack before sliding off the edge discussed at 12:17
    My idea: using the C-stick. Would it input many attempts to do a smash attack over the frames it is being pushed, thus making it easier to hit that 1 frame?
    Even further: can I rotate the C-stick all around, being always inputting smash attack attempts?
    I'm sorry if my comprehension of the C-Stick is unaccurate.

    • @meleemechanics
      @meleemechanics  10 лет назад

      moraigna66 C-stick doesn’t buffer by itself. Rotating it would work, but you would have to rely on passing one of the four trigger points just on that frame.There is no way to mash at all. Either you practice your timing so you can react to the animation frame-perfectly (doable, but not easy), or you mash all inputs that work (up on d-pad to taunt, A for jab, C-stick for smash attack, Z for grab).

    • @moraigna66
      @moraigna66 10 лет назад

      Melee Mechanics (Kadano)
      Thx for answering,
      I had this feeling it would work because I have the feeling when I play (I'm never on emulator) that C-stick triggers smashes and attacks any time it is moving away from center, while out of the dead zone obviously.
      I also thought this is might be an effect you didn't consider because, if you do your tests mostly on emulator, (which would be logical to do), I don't see why you would input half values for C-stick, as it naturally occurs in real gameplay.
      I'm not sure you'll get what I mean so here is an example. Let's say I ledge cancel an aerial triggered with C-stick, the same aerial will sometimes come out almost immediately after the ledge cancel. When it does, I feel it's because my C-stick was still moving and I don't think it went back to the dead zone.
      Again, I could be wrong, I have no way to prove it. I'll try and do some experiments. If you are interested in this you could do the same. Or if you know I'm wrong maybe explains what you think really happens in this phenomenon I described.
      Again, thank for the time you put in your tests and your videos. You increased my comprehension of the game by a lot in an short amount of time when I thought I knew almost everything.

    • @meleemechanics
      @meleemechanics  10 лет назад

      moraigna66 I knew exactly what you meant from the beginning of your first paragraph.Smash attacks are triggered by C-stick inputs that deviate from the neutral zone by 64 (if cardinal direction, diagonals scale to a circle, more or less) or more. For our example, to trigger an fsmash to the left, we need to have X

    • @moraigna66
      @moraigna66 10 лет назад

      Melee Mechanics (Kadano)
      Ok, well that settles it.
      I did some testing in the meantime and indeed, I felt I needed to pass a particular position.
      Thx for your time, keep up the good work, this is amazing.

  • @fmafan123456789
    @fmafan123456789 7 лет назад +2

    why does Kadano input Jump before the Shield input? I don't understand why he says he "inputs Wavedash" to demonstrate, rather than to just input the shoulder button while in hitstun like normal??? Something about the window being smaller during hitstun?

    • @meleemechanics
      @meleemechanics  7 лет назад +2

      I needed to input the digital press without causing shield (which would have prevented getting hit). Wavedash did just that.

  • @RyanPRaygun
    @RyanPRaygun 9 лет назад +1

    "it is not possible to SDI into the ground to tech, just as it's impossible to SDI up from the ground into the air (Forbidden SDI)"
    Then what are falcons and other characters doing when they SDI a jab reset upward into a standing position?

    • @meleemechanics
      @meleemechanics  9 лет назад +2

      +Ryan Raygun you’re right, I made a mistake. I forgot to include “*for attacks that have launch angles of horizontal or below”. Sorry about that, I’ll edit it in as a text overlay.

  • @lambmaster27
    @lambmaster27 7 лет назад +2

    +Melee Mechanics by Kadano Where did you get that Input Display?

  • @goosekhan6396
    @goosekhan6396 3 года назад

    songs/music used in this video?

  • @TheAwesomefroggy
    @TheAwesomefroggy 2 года назад

    Is it possible to get a tech in place out of an Amsah tech? I just setup a situation where I had Peach hit Fox with the outer hitbox of her unstaled downsmash while Fox was at 26%. The characters were positioned in a way such that Peach's downsmash sent Fox to the left horizontally. I held the c stick straight down and the analog stick at (0,-1), and also held the c stick down while leaving the analog stick in neutral. Both times, Fox Amsah tech rolled left, which is why I think you might be forced to tech roll when doing an Amsah tech?

  • @briandubII
    @briandubII 10 лет назад +6

    dat scissorblade

    • @Scrub_Jake
      @Scrub_Jake 10 лет назад

      WOOT!

    • @999a0s
      @999a0s 9 лет назад

      wxlfield M O N A N D O B O I Z

    • @briandubII
      @briandubII 9 лет назад +1

      999a0s kill la kill and xenoblade are two totally different things man

    • @999a0s
      @999a0s 9 лет назад +1

      wxlfield
      potato, potahtoe. monando, monahndo

  • @mattdotzeb
    @mattdotzeb 10 лет назад +1

    Was 2:32 on purpose, how you had "PassiveWallJump can be triggered..." show up a split second after the text?

    • @meleemechanics
      @meleemechanics  10 лет назад

      No, that was a mistake. I forgot to include the FadeIn command for the blocky text.

    • @mattdotzeb
      @mattdotzeb 10 лет назад

      Ah. I actually thought it worked well. Blocky text popped up and then that line fades in & draws your eyes to it.

    • @meleemechanics
      @meleemechanics  10 лет назад +1

      mattdotzeb Well … all the better. =)

    • @mattdotzeb
      @mattdotzeb 10 лет назад +1

      Indeed. I was just quite amazed at it by thinking you had done it intentionally. I noticed how it caught my attention and it was like "No way he just did that!"

  • @BattousaiMatt
    @BattousaiMatt 10 лет назад

    Amazing guide! do you have a guide on smashboards, or another video, that explains why the ledges on battlefield are, or at least appear to be, so freaking weird?

    • @meleemechanics
      @meleemechanics  10 лет назад

      BattousaiMatt Not yet. Copied from my series overview text file:
      “8. Movement and ledge mechanics~
      […]8.8. Getting battlefielded / YS’d”

  • @jaysean9589
    @jaysean9589 8 лет назад +7

    I'm getting too deep into melee. Don't know whether or not to keep going forward or stop here and be a casual. Haha...casual...that word has changed meanings on me since melee. Also, my handshakes are a mess now.

    • @sofastbye
      @sofastbye 7 лет назад +3

      But I bet they're frame perfect handshakes.

  • @TaylorAdams8171
    @TaylorAdams8171 4 года назад

    Who knows if anyone will see this at this point, but out of curiosity why does the ecb update in hitstun not occur at frame 10 for game&watch and Mewtwo? (like in the falcon knee example). I know that Jiggs, Kirby, and DK have a fixed ecb, but why for the other two?

  • @Pcstman
    @Pcstman 8 лет назад

    Will holding the c-stick towards a wall help with wall techs at all?

  • @fmafan123456789
    @fmafan123456789 7 лет назад +1

    what is TDI

    • @Tripleyou
      @Tripleyou 7 лет назад

      actually never heard that term being used before. But it should mean Tracejtory DI (which is silly since DI stands for Directional Influence)

  • @andressalgado8323
    @andressalgado8323 10 лет назад

    can you make the same video to spanish?

  • @louokayyo3954
    @louokayyo3954 8 лет назад

    What do it mean "press the L or R to digital level"?

    • @dingo_duck
      @dingo_duck 8 лет назад

      Until it clicks. In other words, nearly all the way down.

  • @xJin678
    @xJin678 10 лет назад

    What's the maximum knockback and launch angle required for a possible Double Stick DI tech?

    • @meleemechanics
      @meleemechanics  10 лет назад

      xJin678 See this excellent post by Magus, which I also added to the video description (and tried to link in the side bar of the video, but unfortunately RUclips doesn’t allow that): smashboards.com/posts/7078167

  • @jsun1993
    @jsun1993 8 лет назад

    in the first two clips (falco -fd and falcon -hyrule) are we not able to tech the initial ground/ceiling collision? if so, why not?

  • @defy8743
    @defy8743 9 лет назад

    Instead of "mashing" A or taunt, couldn't you press down to fast fall ledge grab to kill all of your momentum in the Falco d-smash example, and if so, how frame lenient do you think the window, to input down, would be?

    • @meleemechanics
      @meleemechanics  9 лет назад

      +Defy no, that would not work because the horizontal momentum is too great. I did test it.

  • @JustAaron94
    @JustAaron94 8 лет назад

    Can you hold L/R or do you have to just tap it

    • @jeffreycanfield1939
      @jeffreycanfield1939 8 лет назад

      You can buffer it, by holding the button beforehand, or you can tap it as you hit the ground/wall.

  • @SanteGlobal112
    @SanteGlobal112 6 лет назад

    Idk if you read comments but for the double stick DI, you said that you need to input the L/R trigger during the last 2 frames of hitlags, but i was wondering, can you triggers it before the hit like a walltech ? I imagine the answer is no because you would be grounded and thus won't be in a strong KB is that it?

  • @Halopedian
    @Halopedian 9 лет назад

    This is amazing. So if I'm falco and recover while wall hugging, and I see my opponent is about to attack with a falcon stomp or something, I can input the y and r buttons almost once I start moving vertically and still get the wall jump?

  • @DefiantWrecks
    @DefiantWrecks 9 лет назад

    What if you were to tech roll to the left, assuming you were on the right side of Falco, and you were facing him during his down-smash. Would you be able to start spamming A whilst being sent at high velocity towards the edge of the stage and reach "Rapid Jab" before you're thrown off?

    • @meleemechanics
      @meleemechanics  9 лет назад

      DefyPls Yes, this would still be possible.

    • @DefiantWrecks
      @DefiantWrecks 9 лет назад

      Thank you, great stuff, and I'd also like to apologize for all of the questions I've asked on RUclips and Smashboards.

  • @sawfrey
    @sawfrey 10 лет назад

    Also, what is the joystick UP value threshold for starting the walljump during a wall tech? If the joystick is being help up and inwards, what degree angle would that be?

  • @leagueidiot3052
    @leagueidiot3052 9 лет назад

    How you get all those information like frame on screen ? Like attack info and hitboxes ?

  • @XLNC_YL
    @XLNC_YL 9 лет назад

    Now I can survive Marth FSmash at the ledge... Just edgehogs me instead...

  • @FishamanP
    @FishamanP 10 лет назад

    So, if my Jigglypuff misses a Rest, and a Falcon decides to Knee me, I can techroll if I hold the C-Stick down (perfect ASDI) and the Control Stick at 305° (perfect TDI), with no need for SDI? But Marth would have to SDI in order to do the same? What SDI angles work?

    • @meleemechanics
      @meleemechanics  10 лет назад

      FishamanP Knee launch angle is 32°, so the perfect TDI angle is 32°+270°=302°. For Jigglypuff, holding in that direction would be ideal; SDI is not necessary, yes.Marth would have to SDI, yes. If his ECB downward extension upwards shift is the same as Fox’, then he needs to SDI with 305° as well. If it’s less, this angle increases, and if the downward extension is more, this angle decreases. If he still doesn’t collide with 270° SDI, he would need MSDI in order to collide. (Unlikely, though.)

    • @2476748152
      @2476748152 10 лет назад

      Melee Mechanics (Kadano) I thought that if you SDI it wouldn't matter cause is overwritten by ASDI. But for certain attacks, is better to SDI instead. Lol at the taunt possibly helping you survive ridiculously powerful knockback 12:17. I'm going to try this tomorrow, I got that shine out of roy's full charged neutral B (that's a 1 frame window right?). That info about MSDI was very useful, I thought you could keep mashing in the same direction and still get it if you were fast enough, but this proves what I thought wrong. This video is freaking awesome by the way. Great work.

    • @correadoggsten
      @correadoggsten 10 лет назад

      Melee Mechanics (Kadano) lol holy shit this is the most complex melee shit I've ever read. sounds like math homework haha

    • @firzenmg
      @firzenmg 9 лет назад +2

      alej745 fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/11156387_453918914777470_2290938091854422618_n.jpg?oh=e767c10d7389b91a74c8ca75f301a57b&oe=55E19542&__gda__=1437163934_3f31e90368301675ebbb17dc192fd5c0

  • @yaaashua
    @yaaashua 9 лет назад

    I want to translate this to spanish :/ is there a proper way to add subtitles in this video?
    (or if I translate it and send to you the script to you can you update it as subtitles options? )

    • @meleemechanics
      @meleemechanics  9 лет назад

      +Yeshua Padilla I would have to send you the .ass subtitles I used for the creation of this video. You would need to edit them to Spanish with Aegisub and send them back to me.

    • @yaaashua
      @yaaashua 9 лет назад

      +Melee Mechanics by Kadano
      can you send it to me please :) ?

    • @meleemechanics
      @meleemechanics  9 лет назад

      +Yeshua Padilla I sent it to you on the day you asked iirc.

    • @Stormghetti
      @Stormghetti 9 лет назад

      +Melee Mechanics by Kadano 2 months have passed... Still not translations. Oh, well.

  • @ELStalky
    @ELStalky 10 лет назад

    So, can that 1 frame tech buffer resulting from input during hitlag be used to walltech given sufficient smash-DI?

    • @meleemechanics
      @meleemechanics  10 лет назад +1

      ELStalky Yes, and that’s exactly what happened at 3:43 and 4:03.

  • @Walmart_Shoes
    @Walmart_Shoes 9 лет назад

    I apologize if this has been asked already but: After the grounded tech-roll after getting hit by a move, is it possible to buffer a (or a few) roll(s) (shoulder button + C-stick) to whittle down your remaining momentum? or is that too slow for the 1 frame window?
    P.S. Thanks for this guide - I used that tech in a marth ditto the other day and got complemented for it :D

    • @meleemechanics
      @meleemechanics  9 лет назад +1

      PsychicPineapple4110 It is not, since this requires the shield to be active for one frame. At that frame, you would slide off the stage.

  • @shadoninja
    @shadoninja 9 лет назад

    If I am Falco and I get blasted by a Fox forward smash to the left while I am at 80%, will it benefit me to have my c-stick held at 90 degrees (straight up) in addition to holding my main joystick at 45 degrees (up-right), or will that give me the same DI benefit as just holding the main joystick at 45 degrees with no c-stick input?

    • @meleemechanics
      @meleemechanics  9 лет назад

      Shadoninja It will make a minor difference because the ASDI direction will be different (up instead of up-right). I think holding the C-stick straight right would be better in most cases, but the end result difference is really small.

    • @shadoninja
      @shadoninja 9 лет назад

      Melee Mechanics by Kadano Ok cool. At the end of the day, is it best practice to always hold the left stick diagonally against whatever attack hits me?

  • @marcobernalolio7368
    @marcobernalolio7368 10 лет назад

    to get PassiveWallJump, is the X/Y input buffer independent from the L/R input or does X/Y need to be input after L/R?

  • @vulcanprincess1584
    @vulcanprincess1584 9 лет назад

    Do the 40 frame L/R tech inputs within hitlag (save for the last 2 frames where one can't input a tech) last outside of hitlag?

    • @meleemechanics
      @meleemechanics  9 лет назад

      Vulcan Prince[ss] the downtime, yes.

    • @vulcanprincess1584
      @vulcanprincess1584 9 лет назад

      Melee Mechanics by Kadano A reply from the man himself, thank you thank you!

    • @jsun1993
      @jsun1993 8 лет назад +1

      I don't think you're understanding this part correctly. basically all tech buffers (L/R inputs) during hitlag only allow you to tech for the next frame, and don't allow you to input another tech opportunity for 40 frames. in the final 2 frames of hitlag, your opportunity for a tech lasts for 20 frames.
      ie.
      all hitlag except last 2 frames: input L/R 1 frame of "techability" + 39 frames of no teching
      last 2 frames of hitlag: input L/R 20 frames of "techability" + 20 frames of no teching
      basically you don't want to input a tech during hitlag UNLESS you're about to hit a surface on the very next frame. very hard to do.

    • @vulcanprincess1584
      @vulcanprincess1584 8 лет назад

      Jeff Sun Ah. Thanks for explaining :)

  • @ninwario570
    @ninwario570 8 лет назад +1

    what.. the hell... is this music

  • @thespymachine0
    @thespymachine0 10 лет назад

    Thank you so much!

  • @r0flcopter
    @r0flcopter 9 лет назад

    If you wanted to survive a Ganon Fair for example, what control stick inputs would be ideal for Multiple SDI? Could you move between the 12 o'clock position and the 3 o'clock position very quickly to help your survivability?

    • @meleemechanics
      @meleemechanics  9 лет назад +1

      SSBMT Vods your goal is to increase the flying distance to the blast zone as much as possible, right? If so, and we assume you get hit towards the right (45°), you’d want to do MSDI like this:
      1. straight left (180°)
      2. left and down (200°)
      3. left and up (160°)
      4. left and down (200°)
      5. left and up (160°)
      6. left and down (200°)
      7. left and up (135°)
      The very last one does not give perfect SDI, but causes maximum TDI so you get sent as upwards as possible.
      You would not want to alternate between 90° (12 o’clock) and 0° (3 o’clock) since that would push you closer to the upwards blast zone.

    • @r0flcopter
      @r0flcopter 9 лет назад

      Ah okay thank you so much. So basically you need to smash DI as much to the left as possible (by wiggling the stick to those degrees) then adjust for TDI right as hitlag ends

    • @meleemechanics
      @meleemechanics  9 лет назад +2

      This Channel Has Been Moved to a new one! correct.

    • @kevinyoutube8365
      @kevinyoutube8365 9 лет назад

      +Melee Mechanics by Kadano How were you able to figure out that maximum TDI angle is 145degrees? We assumed a starting trajectory of 45degrees, and I'm assuming we ended with an ending trajectory (prior to TDI) of 145-90 = 55 degrees. How do we know what angle SDI shifts the initial trajectory? Also, isn't the goal of survival DI to DI towards the corner of the screen? So isn't 45 degrees the exact trajectory we want?

    • @meleemechanics
      @meleemechanics  9 лет назад

      ***** Sorry, it was a typo. 135° DI is correct.

  • @goten911341
    @goten911341 10 лет назад

    KILL LA KILL!

  • @Thepuddingfighter
    @Thepuddingfighter 10 лет назад

    the music tho

  • @axcelotl
    @axcelotl 6 лет назад

    Holy shit

  • @moonlessnightfall1216
    @moonlessnightfall1216 6 лет назад

    And my friend thinks Rainbow Six Siege is more complicated than Smash

  • @yordvandamme
    @yordvandamme 6 лет назад

    Yeah I don't get it

  • @akerbeltz1233
    @akerbeltz1233 9 лет назад

    Ffs... that "controller cam" is really bad..

    • @meleemechanics
      @meleemechanics  9 лет назад

      +Víctor Vela care to elaborate? Your statement doesn’t help me the slightest bit how I could improve it.

    • @rot1010
      @rot1010 9 лет назад

      +Melee Mechanics by Kadano maybe an IRL control view? If not, awesome video man, you help me a lot

    • @meleemechanics
      @meleemechanics  9 лет назад +2

      beto ortiz I don’t want to do that because the point of the display is showing accurately which inputs work. Full-size controller picture couldn’t resolve the control stick’s resolution (unless it spans 60% of the screen).

  • @svbtext
    @svbtext 9 лет назад +1

    this is so boring just play the game like a normal person

    • @blank0x34
      @blank0x34 9 лет назад +7

      You can't just play like a normal person at a tournament though, so even though it was quite boring it was helpful

    • @ishatonyou29
      @ishatonyou29 9 лет назад

      why are you here if your only goal is to judge

    • @ishatonyou29
      @ishatonyou29 9 лет назад

      why are you here if your only goal is to judge

    • @ishatonyou29
      @ishatonyou29 9 лет назад

      why are you here if your only goal is to judge.

    • @ishatonyou29
      @ishatonyou29 9 лет назад

      why are you here if your only goal is to judge.