I think Navi is stored in YL’s boot or something. And when the game is slowed, it interpolates the travel. But in frame by frame, there is no interpolation. Same thing with Doc’s mega vitamin.
Navi is stored at Young Link's origin, which is the bottom of his model. All characters with alternate objects besides weapons have their extras stored at the origin point and are called whenever the game needs them.
I'm surprised that Lucina's Wiki didn't include the fact that her Tharja alternate outfit has a different Cape than her other outfits. They all have the Ylissean icon, while the Tharja one has the Plegian eyes on it.
Did you know that if you win as sephirot, close the game, reopen it, play as cloud against any character and then set your switch on fire, it will stop working?
@@diamondmemer9754 you must be dehydrated. you need to be at least 70% water for this life hack to work. of course, it doesn't stop at electronics. it also works on houses, forests, anything that burns by percentage.
During Meta Knight's final smash, you can tell which of the many Meta Knight clones is actually Meta Knight by looking for his eyes and wings. All the clones have no eyes and the regular 2 wings
I know editing takes a while so this isn't exactly an "easy" series but I hope this series gives you enough free time to take care of yourself and what you want to do all the same
Probably, the only reason it wouldn’t would be if the damage hit box is larger than the collision hit box so that the space given from his taunt doesn’t save him
It's interesting how Dr Mario's red pill is sort of a placeholder in his animations, I'd say it's due a color id being red via default but idk Also, completely unrelated but that spy kill at the end (16:33) is really funny lmao
Okay the fact that mewtwo's stress face is just his normal face but with a bit of panic in the eyes is actually surprisingly in character, good job sakuri.
Ooh! I know why the young link sword twirl one is the way it is (it's a technicality in 3d animations, so sorry for the text dump below ^^). In Ultimate, they use 'interpolated frames' between animations, instead of making, say, a custom 'baked' (predetermined) transition animation for every action you can do out of another animation's cool-down. The team decided to interpolate the frames between all key frames not baked instead because it takes up less memory and isn't noticeable at higher frame rates anyway. The engine is tasked to take the smoothest path between the two poses within the amount of frames specified, for a clean transition. In these interpolations, there's a quirk with rotating bones on their poles. if there is twisting, and it goes above a 180° turn on the last keyframe, the computer finds that the shortest path to take, is to simply complete the 360° twist continuing around, adding 179° or less as the shortest path between keyframes over spinning in the opposite direction at -181° or more. It's at the very least 2 degrees more efficient in that case and thus is deemed more smooth by the interpolation algorithm than backtracking and spinning in the correct direction. The attack must either turn young link's sword enough to go over that threshold in it's last keyframe or they must have accidentally started the up tilt's baked animation with his sword's pose in his hands flipped 180° to start out by accident and the interpolation is a breadcrumb to that mishap because it corrects the orientation in a weird way at the last frame when interpolation starts.
I'm not sure how exactly it's handled in game engines but this quirk tends to happen in 3D animation when looping an animation back to the initial pose after having gone over 360 in rotation (usually due to having done a lot of twirling or flipping) so by telling it to go back to 0, instead of saying "go from -180 to 0" or something, you're actually saying "go from 540 to 0" which obviously goes the wrong way
I think the differences in item animations for Marth have to do with the item's size. Smaller items can just use Marth's regular crouch animation, but bigger items need to use a special animation where he opens his hand further. They simply forgot to update this animation in Ultimate, which is why it only affects those items.
Something with the Ganondorf up-taunt thing as well: it can also dodge certain low attacks! Things such as Cloud down-tilt and Kirby d-tilt are two such examples.
I'm here for your laid back style of commentary and for the smash facts. Whether those facts come from us or the wiki makes no difference, as long as youre making videos about smash I want to watch them
A dedede trivia fact not listed on the wiki: If you use his side special 5 frames before touching lava on a stage like great cave offensive (not training mode or Mario maker) at over 100% and spam b, nothing happens.
PK, it's trivia, it's not about whether or not we're interested, it's trivial. We're here for whatever you wanna throw at us lmfao just do what you do, you're good with presentation.
When you mentioned Lucas I remembered that Lucas's PSI attacks used to be yellow and purple like in smash 4, but it changed to yellow and blue by the time the game released, though the yellow and purple attacks can be seen in his character trailer and the build that you would see in events
The thing with Navi may be explained by the game's way of interpreting animations when slowed down. So basically, Navi normally is moved from wherever she is off screen to in front of Yink in 1 frame, but in 1/4 speed, that 1 frame becomes 4 frames, so the game tries to fill in the gaps (yes, Smash Ultimate does have that), so it creates a path for Navi to go on so that it goes from her original position to her final in now 4 frames instead of 1.
Fun Fact! All instances of frames inside of smash are float variables, meaning they have decimal points (for instances like when the game slows down. It's very possible that Navi's transition lasts something like .4 frames and it's just rounded to 0 in gameplay, so usually it's not possible to see, but when the game is slowed down the animation would actually last 1.6 frames and it's then rounded to 2 and actually viewable
13:57 It's interesting to hear the announcements for the different languages. Out of the four, I only know Spanish, but because of context I know what the others are saying. Because of how these languages are formatted, the subject comes after the verb in all of them. German and Russian change how the name is spelled and the Russian version is nigh unrecognizable as the same name. All of these announcers are individuals who were made to say these lines as their announcer character rather than trying to copy anyone else so they're all distinctive. I don't know why I find all of this fascinating, but I really do. Everyone's hearing extremely different things, but getting the same result. That's kind of incredible.
I dont particularly enjoy or care too much for the trivia in smash but these videos are somehow comforting to me. I feel my stress levels drop while listening to your narration. Peculiar 😄
Bro I just want to say…. Thanks. I really watch your vids everyday. U just sort of make my day better. U just make vids that are very good and by u doing it, you not only make my day better but my life better. I’m sure you don’t just make my life better but others as well. Just wanted to let u know this bc trust me ur vids are not for nothin and you should keep the good content rolling out! Just wanted to say thanks. Thanks for everything. And no quiet about me being a bot :/ I’m not one
I wonder if the Navi thing has to do with how slowing down the game forces the rendering of more frames that weren't originally there as to keep the allusion of consecutive movement.
It's a nice series, I know pretty much all of these as i got bored one day and read parts of each page (including trivia) for the fighters, their iterations, game, universes, collectibles etc.
9:02 One word: interpolation. The taunt was made for 60 FPS but when the game is slowed down rather than playing the frames slower (Which is what frame by frame does) it will add inbetweens to make it look actually slowed down. Other examples would be Greninja's trails for F-smash looking weird in slowmo.
I'm surprised the wiki doesn't mention that Fox adds his own sound effect to Fox illusion. It makes the same sound as Falco's with voices off/using metal coat (mutes voices), but normally he says "shooo" everytime with voices.
I mean why wouldn't it be a thing? Like in the development phase of the game obviously they're going to use something to view them. That's literally where hitbox visuals get ripped from.
Navi doesn't really come from the background, she's likely coming from Young Link's root joint, as a graphic effect she's probably attached to it and then translated to her position through animation keyframes. When Smash slows down the game it pushes animation keyframes further apart from each other, Navi is likely set on the first frame at position 0,0,0 and at a very small scale and then on frame 2 she's set at her position and at 1,1,1 scale, it seems that the game somehow desynchronized the visibility command frame from the others at slower speeds, so you see she moving and growing larger. A similar phenomenon can happen when something like a sword is set a 0 rotation in one frame in an axis and 360 rotation at the following frame, in full speed it looks the same, but when the game slows down and the keyframes are set far apart, the sword spins to interpolate from one value to the other in these new frames.
Idk if the wiki mentions it but Robin has a similar phenomenon to Doc's pills with their books when they throw them away : they all appear as the Thunder tome (yellow) before becoming the right color (staying yellow, or turning red for Arcfire, green for Elwind, or purple for Nosferatu)
I’ve noticed the game slowdown effects adding extra frames to animations before. One example that’s stuck in my mind is that R.O.B.’s down tilt becomes an overhead swing instead of a jab forward when you slow it down. I’m sure that there are some other interesting move animations from this effect, but I haven’t messed with it enough.
Great video! In my opinion you can do away with the model inconsistencies. They're not the most interesting and we can assume most characters have at least one.
Some of these are probably due to the game creating in-between frames in slow-mo. Like Navi is offstage, and the taunt 'warps' her to the right location, but if you slow it down to 1/4 speed, it thinks that that warp is *movement* and so since it's doing it over the course of 4 frames, moves it 1/4 the distance each frame, leaving it visible for the frame before it gets to the first 'keyframe'.
Im not sure if this is still in Ultamite, but simalar to the Young Link taunt situation, Luigi would get more frames for his Up Taunt only in 1/4, moving between each expression rather than going immedietly from one to another
The Banana and Boomerang are probably in the Battering animation class due to their size - they're long enough that holding them like a Beastball would just look weird. I have no idea why the Motion-Sensor Bomb is included in this.
About that Navi thing the reason it doesn't happen in frame by frame but happens in slow mo is cuz they're is a mechanic with slow mo modes where the game makes up frames in the frame by frame those frames where all made by animators in slow mo a computer fills in the gaps I don't know too much about it but that's basically it.
One thing you forgot to mention about Young Link's down taunt is that unlike in Melee, he doesn't open his mouth when he clears his throat after finishing the milk bottle.
the part at 7:37 actually happens with King Dedede, all the time for some reason, the star emblems on his hammer can spin around? it's easiest to see it spin around on Jab 2, but it still rotates slightly for others i don't know why it spins. it just does
9:08 I believe this is because when you slow the game down it has to generate new interpolated frames. It's slowing down a 60 fps animation, it would look really weird if the character ran in 15 fps, so instead it interpolates between those frames to have the character stay smoothly animated. The reason it doesn't show up in frame-by-frame is because the frames of Navi showing up are interpolated, and not an actual part of the animation. The evidence that supports this theory is the fact that in 1/4x, she has 3 frames of moving, which at 60 fps would be the gaps between the quarter speed 60 fps animation, or a 60 fps animation played at 240 fps. A frame of 60 fps animation would be every 4 frames of 1/4 speed 60 fps. The 1/2 speed only has one frame where Navi moves to her intended position, so this is most likely caused by interpolation, rather than being a glitch. It's unintentional, but the interpolation is working as intended.
I've been asking about this for a while but the clocks on P3 Mementos. From my own research they don't change with the Switch's time, however they do change, I can't figure out what triggers it though.
About the slow motion taunt stuff. When you use the game's slow motion, it has to add frames via interpolation. So, that's where that extra frames come from.
The three throwing items are all obtainable from other characters. Snakes sticky bomb, Diddy’s banana peel, and King K’Rool’s crown. No clue why that changes something, but apparently it does.
The "objects rotate to the wrong side" is a very common interpolation bug, especially when rotating 180° or 360°. It has to do with how modern languages handle rotation and angles.
With the spinning sword for Young Link, the animators must have set the sword's rotation to be 180 degrees offset between animations without noticing. The sword would still be in his hand as they intended, but the animation transitioning between them, likely with some automated processes in it, would try and change the rotation.
The navi and bottlecap animation bugs are likely because the props are supposed to be hidden and reset to it's stored location on the same frame, but altering the speed breaks them into separate frames.
Fries are more consistent, but some really crispy tator tots or hash browns can really hit the spot. Mashed potatoes are great for different meals, usually healthier ones with a meat and veggie of sort
Now I’m interested to see if the thing that happens with mewtews teleport animation for his dodge also happens with Rosalina, as she also disappears for her dodge
you may of already done this so i hope im not late but as you know sonics final smash uses the 7 chaos emeralds (including green) and shadow's chaos control uses the green chaos emerald so just like with the robins final smash vs chrom thing what happens with shadow and sonic
I think Navi has something to do with how the tweening or uhhh, transition works? It mostly happen when there's 1 frame difference and that 1 frame still plays out if the speed is slow enough when it should just quickly move from origin to next position. It sometimes happen when trying to scale a weapon to disappear, it works but sometimes slowing shows it shrinks instead of disappearing entirely in 1 quick frame.
Pac-Man has this weird quirk where he can dodge projectiles while charging smash attacks when pushed by the hydrant water. You should make an episode about that! (He can't dodge every projectile though as far as I know.)
That Young Link thing must be part of why you cant ssve after using frame by frame. As the game wouldnt be able to mimmick control input with the different way some actions happen)
I think Navi is stored in YL’s boot or something. And when the game is slowed, it interpolates the travel. But in frame by frame, there is no interpolation. Same thing with Doc’s mega vitamin.
That's exactly what I was thinking. 1/4 speed makes things look weird because the game has to fill in the blanks
I bet it's stored in a x=0 y=0 z=0 position, which would be on the ground between his boots
Navi is stored at Young Link's origin, which is the bottom of his model. All characters with alternate objects besides weapons have their extras stored at the origin point and are called whenever the game needs them.
I got ninja'd
N A V Y I S S T O R E D I N T H E B A L L S
I'm surprised that Lucina's Wiki didn't include the fact that her Tharja alternate outfit has a different Cape than her other outfits. They all have the Ylissean icon, while the Tharja one has the Plegian eyes on it.
I didn't know that either, sweet
I could have and PK just didn't cover it
It's mentioned on the alternate costume SSBU page, her Tiki outfit also alters her cape.
Ah, maybe he'll do something with the Costumes Wiki at some point.
Nerd
Did you know that if you win as sephirot, close the game, reopen it, play as cloud against any character and then set your switch on fire, it will stop working?
You do have to let it burn for at least 2 minutes, but yes, I can confirm this is true
@@Liggliluff do you happen to have a second switch that you don't need?
I lost mine in unfortunate circumstances
did you also know that as long as it is 68% on fire or less, you can put it out with your body?
@@seifer1281 I didn't feel like it so I used someone else's
The switch is still broken tho
@@diamondmemer9754 you must be dehydrated. you need to be at least 70% water for this life hack to work. of course, it doesn't stop at electronics. it also works on houses, forests, anything that burns by percentage.
10:57 Gotta say: The "microscopic megavitamin" is closer in size to what you would suspect a pill to be compared to what Dr. Mario is usually using.
You don't use pills that are larger than your head? What a weirdo
@@averonisgaming9023 That remark fits surprisingly well with the "Hugemini" in your Profile Picture.
@@catriamflockentanz that was an old username that I never bothered to change lol
During Meta Knight's final smash, you can tell which of the many Meta Knight clones is actually Meta Knight by looking for his eyes and wings. All the clones have no eyes and the regular 2 wings
Navi's movement is...probably an interpolation thing? since it doesn't appear in normal frames. it does imply that Navi is stored offscreen somewhere.
I know editing takes a while so this isn't exactly an "easy" series but I hope this series gives you enough free time to take care of yourself and what you want to do all the same
🤓
@@leogallagher2059 ever seen kindness?
@@leogallagher2059 ah yes, i'll add the nerd emoji despite this person being kind and being a gigachad because comment contain many words
If Ganon floats the entire time his taunt is active, could he theoretically stand on lava?
Probably, the only reason it wouldn’t would be if the damage hit box is larger than the collision hit box so that the space given from his taunt doesn’t save him
@@maphu7487 someone test pls
WOAH THAT'S A SERIOUSLY GOOD QUESTION
I tested it on Mario Maker lava ... Ganondorf cannot remain on lava
is there a way to have him standing on lava without taking knockback? can you stand on lava with a superstar?
It's interesting how Dr Mario's red pill is sort of a placeholder in his animations, I'd say it's due a color id being red via default but idk
Also, completely unrelated but that spy kill at the end (16:33) is really funny lmao
Dr Mario based & redpilled confirmed??
@@J242D oh hell nahhhhh
@@J242D Funny you say that, as I finished watching Matrix Resurrections yesterday.
Okay the fact that mewtwo's stress face is just his normal face but with a bit of panic in the eyes is actually surprisingly in character, good job sakuri.
Ooh! I know why the young link sword twirl one is the way it is (it's a technicality in 3d animations, so sorry for the text dump below ^^).
In Ultimate, they use 'interpolated frames' between animations, instead of making, say, a custom 'baked' (predetermined) transition animation for every action you can do out of another animation's cool-down. The team decided to interpolate the frames between all key frames not baked instead because it takes up less memory and isn't noticeable at higher frame rates anyway. The engine is tasked to take the smoothest path between the two poses within the amount of frames specified, for a clean transition.
In these interpolations, there's a quirk with rotating bones on their poles. if there is twisting, and it goes above a 180° turn on the last keyframe, the computer finds that the shortest path to take, is to simply complete the 360° twist continuing around, adding 179° or less as the shortest path between keyframes over spinning in the opposite direction at -181° or more. It's at the very least 2 degrees more efficient in that case and thus is deemed more smooth by the interpolation algorithm than backtracking and spinning in the correct direction.
The attack must either turn young link's sword enough to go over that threshold in it's last keyframe or they must have accidentally started the up tilt's baked animation with his sword's pose in his hands flipped 180° to start out by accident and the interpolation is a breadcrumb to that mishap because it corrects the orientation in a weird way at the last frame when interpolation starts.
I'm not sure how exactly it's handled in game engines but this quirk tends to happen in 3D animation when looping an animation back to the initial pose after having gone over 360 in rotation (usually due to having done a lot of twirling or flipping) so by telling it to go back to 0, instead of saying "go from -180 to 0" or something, you're actually saying "go from 540 to 0" which obviously goes the wrong way
Mewtwos eyes turning green when he uses disable is one thing I didn’t actually know aside from the other usually animation/model errors
Always such a treat to see you upload. Great high quality content jam packed with neat information. Keep up the great work man
I'm never gonna be able to unsee that Megavitamins fact so thanks for that
ayo fancy meeting you here lol
These sudden perfectly cut moments before disaster are so hilarious XD
I think the differences in item animations for Marth have to do with the item's size. Smaller items can just use Marth's regular crouch animation, but bigger items need to use a special animation where he opens his hand further. They simply forgot to update this animation in Ultimate, which is why it only affects those items.
Something with the Ganondorf up-taunt thing as well: it can also dodge certain low attacks! Things such as Cloud down-tilt and Kirby d-tilt are two such examples.
I can't believe they gave Lucina a midriff window
Don't forget to mention Ike's really sick lookin' Eruption glitch infused, blue flamin' Ragnell
When you get there of course
The "Ultimate S" rebalance mod turns this into an intentional mechanic which is really cool
I'm here for your laid back style of commentary and for the smash facts. Whether those facts come from us or the wiki makes no difference, as long as youre making videos about smash I want to watch them
A dedede trivia fact not listed on the wiki:
If you use his side special 5 frames before touching lava on a stage like great cave offensive (not training mode or Mario maker) at over 100% and spam b, nothing happens.
I just learned that Acceleratle isn’t Accelerate. I always thought that people were mispronouncing it, but it’s actually just Acceleratle.
Palutena’s airdodge makes a teleport sound even if she doesn’t actually teleport.
PK, it's trivia, it's not about whether or not we're interested, it's trivial. We're here for whatever you wanna throw at us lmfao just do what you do, you're good with presentation.
When you mentioned Lucas I remembered that Lucas's PSI attacks used to be yellow and purple like in smash 4, but it changed to yellow and blue by the time the game released, though the yellow and purple attacks can be seen in his character trailer and the build that you would see in events
from all the hilarious zoom-ins to the insane tf2 clip, everything in this video made my jaw drop
The thing with Navi may be explained by the game's way of interpreting animations when slowed down.
So basically, Navi normally is moved from wherever she is off screen to in front of Yink in 1 frame, but in 1/4 speed, that 1 frame becomes 4 frames, so the game tries to fill in the gaps (yes, Smash Ultimate does have that), so it creates a path for Navi to go on so that it goes from her original position to her final in now 4 frames instead of 1.
Fun Fact! All instances of frames inside of smash are float variables, meaning they have decimal points (for instances like when the game slows down. It's very possible that Navi's transition lasts something like .4 frames and it's just rounded to 0 in gameplay, so usually it's not possible to see, but when the game is slowed down the animation would actually last 1.6 frames and it's then rounded to 2 and actually viewable
13:57 It's interesting to hear the announcements for the different languages. Out of the four, I only know Spanish, but because of context I know what the others are saying. Because of how these languages are formatted, the subject comes after the verb in all of them. German and Russian change how the name is spelled and the Russian version is nigh unrecognizable as the same name. All of these announcers are individuals who were made to say these lines as their announcer character rather than trying to copy anyone else so they're all distinctive. I don't know why I find all of this fascinating, but I really do. Everyone's hearing extremely different things, but getting the same result. That's kind of incredible.
IIRC, the Spanish announcer is the same as the one used for Smash 4, though I only know him from the 3DS version and can't confirm it for the Wii U.
I dont particularly enjoy or care too much for the trivia in smash but these videos are somehow comforting to me. I feel my stress levels drop while listening to your narration. Peculiar 😄
I'm flattered you'd say so! I'm glad you enjoy my videos even if you don't care for the trivia specifically :>
Bro I just want to say…. Thanks.
I really watch your vids everyday.
U just sort of make my day better.
U just make vids that are very good and by u doing it, you not only make my day better but my life better.
I’m sure you don’t just make my life better but others as well.
Just wanted to let u know this bc trust me ur vids are not for nothin and you should keep the good content rolling out!
Just wanted to say thanks.
Thanks for everything.
And no quiet about me being a bot :/ I’m not one
Nice PFP :)
@@amoura39 I he guy
I wonder if the Navi thing has to do with how slowing down the game forces the rendering of more frames that weren't originally there as to keep the allusion of consecutive movement.
It's a nice series, I know pretty much all of these as i got bored one day and read parts of each page (including trivia) for the fighters, their iterations, game, universes, collectibles etc.
9:02
One word: interpolation.
The taunt was made for 60 FPS but when the game is slowed down rather than playing the frames slower (Which is what frame by frame does) it will add inbetweens to make it look actually slowed down.
Other examples would be Greninja's trails for F-smash looking weird in slowmo.
I'm surprised the wiki doesn't mention that Fox adds his own sound effect to Fox illusion. It makes the same sound as Falco's with voices off/using metal coat (mutes voices), but normally he says "shooo" everytime with voices.
Fun Fact: If you spam Duck Hunt’s down B around 60 frames after appearing on the respawn platform, he will float in place.
These facts are cool and all, but you stopping that spy from sapping your teleporter was hilarious.
The fact that there is no option to visualize hit boxes in Ultimate makes me even more mad now that I know it was a thing.
The closes we got were hurtbox visuals
I mean why wouldn't it be a thing?
Like in the development phase of the game obviously they're going to use something to view them. That's literally where hitbox visuals get ripped from.
Navi doesn't really come from the background, she's likely coming from Young Link's root joint, as a graphic effect she's probably attached to it and then translated to her position through animation keyframes. When Smash slows down the game it pushes animation keyframes further apart from each other, Navi is likely set on the first frame at position 0,0,0 and at a very small scale and then on frame 2 she's set at her position and at 1,1,1 scale, it seems that the game somehow desynchronized the visibility command frame from the others at slower speeds, so you see she moving and growing larger.
A similar phenomenon can happen when something like a sword is set a 0 rotation in one frame in an axis and 360 rotation at the following frame, in full speed it looks the same, but when the game slows down and the keyframes are set far apart, the sword spins to interpolate from one value to the other in these new frames.
I thought the same thing. Likely root position, which would be set at the base of link's feet
LOLLL THE GANONDORF TAUNT AVOIDANCE IS ABSOLUTELY HILARIOUS
I CAN'T WAIT TO SHOW THAT OFF ONLINE LOL
Idk if the wiki mentions it but Robin has a similar phenomenon to Doc's pills with their books when they throw them away : they all appear as the Thunder tome (yellow) before becoming the right color (staying yellow, or turning red for Arcfire, green for Elwind, or purple for Nosferatu)
Actually laughed out loud at the red tape recorder spy clip lmao
I’ve noticed the game slowdown effects adding extra frames to animations before. One example that’s stuck in my mind is that R.O.B.’s down tilt becomes an overhead swing instead of a jab forward when you slow it down. I’m sure that there are some other interesting move animations from this effect, but I haven’t messed with it enough.
16:30 That spy got absolutely destroyed.
(0:55) It might not be the case. The colour might be red when it's size 0, where it technical "appear", it's just too small to see
(10:55) Look at that, I was almost correct. The size isn't 0, but very close to 0.
Did you know Dr. Mario's Down Air used to be called "Bone Drill", a name more fitting for his old Down Air? It was changed to "CLEAR!" in an update.
That ending was very big brain engineer energy, very simple yet effective solution.
YAY THANK YOU FOR CONTINUING
I LOVE THESE
I like the model gaps notes, as long as you keep 'em quick like you're already doing
Great video! In my opinion you can do away with the model inconsistencies. They're not the most interesting and we can assume most characters have at least one.
1/4 speed on Training Mode actually reveals how Mr. Game and Watch moves, he quickly moves into the desired pose.
I have a fact: Hero's sword does more damage at the tip with certain moves(Forward Air, Back Air, and Dash Attack)
Some of these are probably due to the game creating in-between frames in slow-mo. Like Navi is offstage, and the taunt 'warps' her to the right location, but if you slow it down to 1/4 speed, it thinks that that warp is *movement* and so since it's doing it over the course of 4 frames, moves it 1/4 the distance each frame, leaving it visible for the frame before it gets to the first 'keyframe'.
Im not sure if this is still in Ultamite, but simalar to the Young Link taunt situation, Luigi would get more frames for his Up Taunt only in 1/4, moving between each expression rather than going immedietly from one to another
I say keep the gaps in models. I think they're cool tidbits
Dedede inhale on kamikaze will cause you to look through his mouth from the back when he gets scarred
u can see k rools punching glove when bowser command grabs him
Bro i love u these videos are good and all im gonna say is i do not come for the model gap ones but they dont hurt
I dig fun facts, and these facts are fun
hype video pkbeats. i like this new series
9:15 I think her coming out of no where in specifically slowed down mode is because a bit of it is emulated by the game so it isn’t choppy
The disable eye animation could maybe mean that Mewtwo is focusing which it taps into while in pain/peril.
6:10 Grima flashbacks...
Luigi’s grab has less range when in 1/4 speed
He mentioned that in a video before
The Banana and Boomerang are probably in the Battering animation class due to their size - they're long enough that holding them like a Beastball would just look weird. I have no idea why the Motion-Sensor Bomb is included in this.
About that Navi thing the reason it doesn't happen in frame by frame but happens in slow mo is cuz they're is a mechanic with slow mo modes where the game makes up frames in the frame by frame those frames where all made by animators in slow mo a computer fills in the gaps I don't know too much about it but that's basically it.
Gotta mention as well that Mewtwo has voice lines in his victory screens in Japanese and every other language (as far as I know) don't play them lol.
One thing you forgot to mention about Young Link's down taunt is that unlike in Melee, he doesn't open his mouth when he clears his throat after finishing the milk bottle.
the part at 7:37 actually happens with King Dedede, all the time
for some reason, the star emblems on his hammer can spin around? it's easiest to see it spin around on Jab 2, but it still rotates slightly for others
i don't know why it spins. it just does
The slowed down animation stuff is definitely due to animation interpolation.
Isabelle’s distraught face is kinda depressing, because a normally happy dog becomes sad…
Fun fact: if you grab and throw any mii swordfighter wearing the diamond armor their sword will levitate in front of their hand weirdly
Entire video was great but can we please talk about that shot at 16:30 because holy hell that was sick
9:08 I believe this is because when you slow the game down it has to generate new interpolated frames. It's slowing down a 60 fps animation, it would look really weird if the character ran in 15 fps, so instead it interpolates between those frames to have the character stay smoothly animated. The reason it doesn't show up in frame-by-frame is because the frames of Navi showing up are interpolated, and not an actual part of the animation. The evidence that supports this theory is the fact that in 1/4x, she has 3 frames of moving, which at 60 fps would be the gaps between the quarter speed 60 fps animation, or a 60 fps animation played at 240 fps. A frame of 60 fps animation would be every 4 frames of 1/4 speed 60 fps. The 1/2 speed only has one frame where Navi moves to her intended position, so this is most likely caused by interpolation, rather than being a glitch. It's unintentional, but the interpolation is working as intended.
I've been asking about this for a while but the clocks on P3 Mementos. From my own research they don't change with the Switch's time, however they do change, I can't figure out what triggers it though.
Navi probably does instantly teleport to YL's hand, but the slowdown interpolates animations so it adds that motion
I've never been more bored than when you mention a model gap. Other than that, great vid
4:00 ohhhhh that’s why so many people have “tipper only” combos that use reversed up tilt so much
I have no interest in the texture holes. But I also know no other video I watch would ever have that kind of info so I'm glad they're in here
Real fans read the smash wiki before hand like manga and then watch the episode
About the slow motion taunt stuff. When you use the game's slow motion, it has to add frames via interpolation. So, that's where that extra frames come from.
The three throwing items are all obtainable from other characters. Snakes sticky bomb, Diddy’s banana peel, and King K’Rool’s crown. No clue why that changes something, but apparently it does.
As a ganondorf main, that thumbnail made me very happy
(6:30) I still don't get why he still has blue shorts on, if he's wearing leg coverings already.
The "objects rotate to the wrong side" is a very common interpolation bug, especially when rotating 180° or 360°. It has to do with how modern languages handle rotation and angles.
With the spinning sword for Young Link, the animators must have set the sword's rotation to be 180 degrees offset between animations without noticing. The sword would still be in his hand as they intended, but the animation transitioning between them, likely with some automated processes in it, would try and change the rotation.
The navi and bottlecap animation bugs are likely because the props are supposed to be hidden and reset to it's stored location on the same frame, but altering the speed breaks them into separate frames.
Love these videos
Fries vs hashbrowns vs tatortots vs mashed potatoes
Fries are more consistent, but some really crispy tator tots or hash browns can really hit the spot. Mashed potatoes are great for different meals, usually healthier ones with a meat and veggie of sort
I'm fairly sure that these animation oddities are all related to the animation interpolation that I think was covered previously.
Link: _gets slowed down_
Navi: WatchOut!!
Now I’m interested to see if the thing that happens with mewtews teleport animation for his dodge also happens with Rosalina, as she also disappears for her dodge
This a new level
The title of this video is exactly how I used the Backflip taunt in Smackdown Vs. RAW 2007 way back in the day...
you may of already done this so i hope im not late but as you know sonics final smash uses the 7 chaos emeralds (including green) and shadow's chaos control uses the green chaos emerald so just like with the robins final smash vs chrom thing what happens with shadow and sonic
I think Navi has something to do with how the tweening or uhhh, transition works?
It mostly happen when there's 1 frame difference and that 1 frame still plays out if the speed is slow enough when it should just quickly move from origin to next position.
It sometimes happen when trying to scale a weapon to disappear, it works but sometimes slowing shows it shrinks instead of disappearing entirely in 1 quick frame.
that cut from roy hitting chrom was hilarious
Pac-Man has this weird quirk where he can dodge projectiles while charging smash attacks when pushed by the hydrant water. You should make an episode about that! (He can't dodge every projectile though as far as I know.)
In OOT on N64, Young Link is slightly clipped in the wall when climbing on a fence, maybe Sakurai just wanted to patch it once and for all
You're also able to dodge certain attacks with ganon taunt such as greninja fully charged shurikun
That Young Link thing must be part of why you cant ssve after using frame by frame. As the game wouldnt be able to mimmick control input with the different way some actions happen)