A few complaints: 1. It isn’t fair to use the least amount of hits possible with inkling’s neutral special, while using charizard’s and bowser’s for as long as possible. 2. Base knockback at zero doesn’t really say much at all. Squirtle would have placed much lower, and characters like ike, ness, jigglypuff, etc. would have scored much higher, since their knockback growth is much higher. Had K.O% been used, the results would have been more useful for actual gameplay. At this point, I would have enjoyed watching a “highest damage” video more.
@@Springdude11 Not quite about doing damage more so the type of move, Shulk's isn't really an attack and Peach/Daisy's is Toad Counter which of course won't do anything unless attacked.
Fun fact: Kirby's copy ability strengthens the special he copied, so in theory Kirby with Roy/Chrom's ability could be stronger, though I'm not sure if it is an increase in damage or knockback
It increases the damage that they would originally do by 22% or 24%, I don't remember which. And the knockback is almost an insta-kill from the starting point of the training stage.
@@pangolin5434 its not bad content for casual players like us who just enjoy seeing gameplay you dont need to care about knockback growth,landing lag, and invincibility frames to just enjoy the game
@@williamturner7557 see the problem is the video is structured and intended for competitive, so the fact that they aren't making helpful videos is extremely scummy. And also look at the description. These videos are basically copy and pastes of each other
Guillermo Duncan he goes by where the mii fighter is when he stands up, he uses the placement of feet to indicate where he ends up after the move is used
Aren't the Links able to charge theirs to be really strong if you hold it for 10 minutes or did they change that? Also Lucarios Aura doesn't max until 190%
These statistics should be based from kill percents at center stage. Some moves kill earlier vertically that horizontal and moves like fluud or watergun only push which already will be better at moving at lower percentages but not acting as an actual kill move until later
Because its a gaint flaming sword coming down like a mfuggin meteror And like the guy above me said, if sakurai made it take '47 days to charge' they might as well make it the best single hit punish in the game for shield breaks, etc.
Yeah, but these need to be done by damage, not knock back. Also, why’d you only use a second of inklings gun if you used the full flame attack with bowser and charizard?
I think I have a mathematical method for measuring move "strength" that can account for BOTH knockback and damage dealt: Damage and Knockback are both directly proportional to Strength. Therefore, we can say: S=KD (K=knockback, measured in grid units of the training stage) (D=damage % given per one hit of the move) The "S" is a unitless factor that only measures strength relative to other "S" values; the number by itself has no true meaning. However, the relationship S=KD assumes knockback is constant, but as you may know, some moves have higher knockback when the total damage of the victim is higher. Therefore, you must take the average value of K with an integral: S=D×(Int(K,dT, 0, Tf))/(Tf-0) Here, T means Total Damage that a target has. Tf is the highest damage level possible (999%). What I have done above is I have treated K as a function of T and then integrated K from 0 to Tf with respect to the variable T. (The integral starts at 0 because those are initial conditions for experiment). Then I divided the integral by (Tf-0) to convert it to an average value of K. Now let's assume that K is a linear function: K=CT+K0, where C is a constant and K0 is the knockback that happens immediately after the first hit (at 0 damage) (The reason why I chose a linear function is because you can make a linear trendlines in experimental data much more easily than curved trendlines, and calculations are simpler.) If you plug in K=CT+K0 and carry out all the integration, you should get: *S=D×(Tf×(C/2) + K0)* Where D is damage given per hit, C is a proportionality constant, Tf is the maximum damage (999), And K0 is the knockback given when the target is first hit at 0 damage. C can be found experimentally by collecting data of Knockback vs Total damage of target, then graphing and finding the slope of the trendline. However, when doing experiments, you MUST choose a specific character as the standard target. I suggest using a more "normal" character like Mario as a baseline for comparison. By comparing how much knockback each character can do to a single, standardized character like Mario, we will be able to correctly compare the strength of their moves. So there we have it: *S=D×(Tf×(C/2) + K0)* Our beautiful equation that measures relative strength while taking changing knockback at different damage levels into account. Notice how, when knockback doesn't change with total damage T, C will equal zero, and you get back the old S=KD equation from last time. If someone could find the exact in-game knockback equation for Smash Ultimate, then you could plug that equation into the integral and solve for the Strength factor with ABSOLUTE precision (but I have yet to find it). And yes, sry, I am big nerd :P
Do keep in mind, of course, that the magnitude of damage and knockback are not always mutually exclusive. Many moves can be placed into 4 "quadrants" based on these factors: - Low damage and low knockback (LL), such as Mario's Fireball - Low damage and high knockback (LH), such as Cloud's Finishing Touch - High damage and low knockback (HL), such as Shulk using Monado Buster - High damage and high knockback (HH), such as Roy and Chrom's Flare Blade Knockback uses two main values: base knockback (BKB) and knockback scaling, also called knockback growth (KBG). Despite what one might think, knockback at 0% depends on both of these factors. Knockback scaling also affects the impact of weight on knockback. - Moves with low BKB and low KBG deal little knockback at low percentages, and knockback doesn't increase much with damage. For example, Luigi's sourspotted Super Jump Punch never deals more than a few units of knockback, even at 999%. - Moves with low BKB but high KBG don't deal much knockback at low percentages, but knockback increases quickly with damage. For example, Cloud's Finishing Touch can KO around 70%, despite only dealing 1%, due to having 431 units of knockback growth. - Moves with high BKB but low KBG deal large amounts of knockback at low percentages, but knockback increases slowly with damage. An example is Ganondorf's Final Smash; Ganon, the Demon King; which cannot KO at 100%, even though it deals 55% total. - Moves with high BKB and high KBG deal a lot of knockback regardless of percentage, and KO extremely early. Marth and Lucina's Critical Hit is an example, dealing ludicrous knockback, even at 0%.
I’m pretty sure it doesn’t change anything, but since lucario was at 70 percent for half aura, the other characters would also have to be at 70 percent so they had the same amount of rage as lucario
3:16 Gigglypuff did better knockback than Pacman yet Pacman is number 22 and Gigglypuff 23* Psst: This kind of video must be difficult to make but surely a mistake can be make, ehe i just notice it
But no-one will be able to hit a Falcon or Warlock Punch in a match, unless it’s a shield break. And the chances of getting a shield break when the opponent is at 0% is unlikely.
You have to use street fighter comand, in that case you have to move the jostick all the way from down to wherever you are looking at and press A just when you are finishing is a bit hard to explain with words look for it on Google or something
Just do these commands When facing right: for the Shakunetsu Hadoken (Red Hadoken) its ⬅️↙️⬇️↘️➡️ For the mighty shoryuken its➡️⬇️↘️ for his Tatsumaki Senpukyaku its ⬇️↙️⬅️and last but not least, his strong Blue Hadoken its ⬇️↘️➡️ I know this outta my Head cuz I Play ken and a lil bit of Ryu but u Can check their moves When in training by pressing (ZR) and scrolling down. Ken has more input moves btw.
Very saddened about how the Miis only have the 1 set. Mii Swordfighter could have benefited greatly with Blurring Blade, as it has higher base knockback (fully charged) Same with Brawler who can use Exploding Side Kick Gunner is good
I know you guys are probaby meticulous about stats, but i dont think you got ness's pk flash at max build, if you jump a little, so that the flash detonates itself, instead of you releasing or it detonating from hitting the ground, then it will usually make a different sound on impact
With PK Flash it’s kinda unfair to do base knockback at zero because of Knocback growth and everything, but I know that’s hard to do, SO why don’t you do what kills the earliest AND what does the most at zero percent? Also ROYS GONNA WIN WITH CHROM (why the hell are they echoes again?)
It doesn't matter if he did it on damage, because everyone will stay in the same rank as before, because the distance of the knockback corresponds with the damage given, If you payed close attention and not just watching to fill up time.
martin elechi What? Squirtle is 8th here and doesn’t even do any damage. Damage doesn’t correspond with knockback at all. Did you even watch the video?
I don't think base knockback is the best thing to compare. You ignore knockback growth that could make some of these weaker moves significantly better early KO options, leaving moves that relie on base knockback in the dust
I hate that these videos don't include all the Mii's special I was interested in seeing where Mii Brawlers Fire Kick would rank but he only uses the default moves.
Why would you rank these based on launch distance instead of damage? Neutral Specials are not meant to launch they’re usually very low damage range/ spam attacks that aren’t usually even meant to hit stun, let alone actually kill. It would make sense to rank F smashes as the launch distance, but not the neutral special.
the win screen would've looked better if they put Roy and Chrom on a team, right?
I agree
Agreed
Then it won’t show the other four who’s top 5
@@reitsuki1700 you can have up to 8 player smash tho
Jon Skellington but only 4 teams
Shulk: *cries in monado boy*
_I'm really feeling it_
I main shulk so I'm sad
Villager main :/
He wasn’t really feeling it today
Peach: cries in Toad slavery
I just noticed it’s probably based on knock back
Isaiah Threats I was so confused at the beginning too 😂
Same
It says it right at the beginning “based on knockback at 0%
bruh it says so at beginning
Do you even have eyes? Look at the beginning.
Why do you choose to hold Bowser’s neutral B but you don’t hold Inkling or Bayonetta’s?
Yeah, or greninja's
He holded bayonneta's and greninja's but i agree for inkling
Probably because inkling doesn't need it to be held
He holded bayonetta's one
@@ffoo66azerty yeah
Technically Kirby has all the nuetral specials ;p
They are not his. So, it doesn't count.
@@poeticdavide that's why they're called "copy" abilities
its cheating and stealing.
@@Zero-gl2ou don't know how something that is part of your moveset is cheating
Sakurai designed it that way so it’s technically not cheating
>Holds Bowser and Charizard
>Taps for Inkling
If i were you I'd only tap with all of them
Little mac would have a better knockback than roy
Hyrayato 73 no that’s not true, Roy neutral b kos at 0
@@Somet647 if tapped?
Hyrayato 73 oh never mind, yes I think little Mac would have more knockback in that case
A few complaints:
1. It isn’t fair to use the least amount of hits possible with inkling’s neutral special, while using charizard’s and bowser’s for as long as possible.
2. Base knockback at zero doesn’t really say much at all. Squirtle would have placed much lower, and characters like ike, ness, jigglypuff, etc. would have scored much higher, since their knockback growth is much higher. Had K.O% been used, the results would have been more useful for actual gameplay.
At this point, I would have enjoyed watching a “highest damage” video more.
Yeah, I was looking for someone else who saw the problem with Inkling.
Trust me I think everyone is in the same annoyed boat
Base knockback on zero shows base knockback on zero B)
I don't think inklings neutrul b even stops
matt attack have you seen gameplay of splatoon or seen how the inklings work?
Peach? WHERE'S MY PEACH?
And Daisy
it doesn’t do any knockback on its own so there’s no point in putting her in the video
then again fox doesn’t either so idk
@@alexstrigle5599 Fox's neutral B at least does damage on It's own, so maybe that's why Peach, Daisy, Shulk, etc weren't included.
@@Springdude11 Not quite about doing damage more so the type of move, Shulk's isn't really an attack and Peach/Daisy's is Toad Counter which of course won't do anything unless attacked.
Another castle...
Fun fact: Kirby's copy ability strengthens the special he copied, so in theory Kirby with Roy/Chrom's ability could be stronger, though I'm not sure if it is an increase in damage or knockback
TO THE LAB I GO. I think it's both tho. Specifically by 20%
It increases the damage that they would originally do by 22% or 24%, I don't remember which. And the knockback is almost an insta-kill from the starting point of the training stage.
@@JeJaJeJa did it happen?
Roy and Chrom Kill it
Pd: falcon... PUNCH
Just in case you are confused, this is actually based on knockback.
Yeah it is written at the beggining
@@cupcake769 r/whooshhhhhh
Huy Khang, Honestly, That’s bot even R/wooosh worthy
@@johndevanwayne4272, exactly, it's not even towards someone who didn't get a joke, just someone adding on to what the commenter said
obviously shulk wins
Perseus3248M shulk didn’t win
Matthew Woods you dont know jokes do you?
@@mattgaming6127 wooosh
@@jr-xy6iv what if it was a trick, meaning you got double wooshed.
@@jacobbush4787 then it would be called playing dumb
Why do you do these at 0%? Why not do it by the percent they kill at? This just uses base knockback and not knockback growth.
To make it into diffrent series, base knockback, knockback growth, damage
It's easier for them to pump out bad content this way
Indeed. Base kb at 0% is an utterly useless stat.
@@pangolin5434 its not bad content for casual players like us who just enjoy seeing gameplay you dont need to care about knockback growth,landing lag, and invincibility frames to just enjoy the game
@@williamturner7557 see the problem is the video is structured and intended for competitive, so the fact that they aren't making helpful videos is extremely scummy. And also look at the description. These videos are basically copy and pastes of each other
I don't understand #22, Pac-Man's attack did way less knockback than Jigglypuff's
Ikr?
I thinks its because with Jyglypuff the Mii Fighter bounced once, so he takes into account where he landed on the first time he hits the ground
It makes no sense, even wolf is #26 and does more knockback than pacman
Guillermo Duncan he goes by where the mii fighter is when he stands up, he uses the placement of feet to indicate where he ends up after the move is used
I think he just made a mistake
What about spitting out with Kirby’s neutral?
That varies on different percents
Thats what I thought but I guess It wouldn’t have made him that much higher
Damage:
1- Chrom and Roy
2- Bowser and Ridley
3- Ike
4 gannon
2- Sephiroth with Gigaflare
God tier in 1st is actually Kirby
How about based on porcentual?
@Yeemo Code: Laugh Cry Scream Repeat Probably means damage
Yeemo Code: Laugh Cry Scream Repeat yeah,sorry, I don’t speak English
@@tatsuyaameno4841 Still Roy/Chrom
He thinks Americans don't know spanish
:|
Joker’s is actually, because, “for a neutral special, he wields a gun.”
It was lauched before his reveal trailer
?i
Why does Ridley Neutral B do as much damage as a Foward Smash?
And because he's Ridley
Because it's strong
He's too big
He have a dragon pennis
Yes
Aren't the Links able to charge theirs to be really strong if you hold it for 10 minutes or did they change that? Also Lucarios Aura doesn't max until 190%
The Determined Ninja do you mean 10 seconds
1. That was a hack
2. Even though chrom still wins, they put lucario at base power
But still he doesn't come close to Roy and Chrom
You know you can select other neutral specials for the Miis right?
boooooy exactly every single one of these vids give no respect for the miis at all
Its the default
These statistics should be based from kill percents at center stage. Some moves kill earlier vertically that horizontal and moves like fluud or watergun only push which already will be better at moving at lower percentages but not acting as an actual kill move until later
why does Roy's neutral B have more knockback than the best F-smash
Because it takes about 47 days to charge
Because its a gaint flaming sword coming down like a mfuggin meteror
And like the guy above me said, if sakurai made it take '47 days to charge' they might as well make it the best single hit punish in the game for shield breaks, etc.
It's actually a one shot from 0 percent
It is a 1-Hit-KO at a normal stage
Because it has a pretty small hitbox, and it's a giant flipping explosion slamming down on you
0:50 . THAT is REALLY unfair. Sure hold the button for other characters. Also, based on knockback?
That mii's percent just shot up to 49 from 0 with a revenge lariat...
What the heck incineroar?
No only 19
@@thealmightyscooobb3072 6:51
/\
He did it with revenge here |
@@Ultra2263 Oh Now I am scared of Incineroar
Finally people asking the right questions
I just noticed that my two boys are always next to eachother.
1:01
"Cool Guys dont look at Exposions..."
-Solid Snake
I just noticed that lucas's rank was #27 and his damage is 27% too
5:13 TORIYAAAAAAHHH!!!!!! - Ray Chase
3:48
Me eating hot dog 😆
Fun Fact: In warioware, theres a minigame exactly like that.
@@CJChilliYT I didn't know that.
Yeah, but these need to be done by damage, not knock back. Also, why’d you only use a second of inklings gun if you used the full flame attack with bowser and charizard?
The 120 dislikes are only Melee fans
Toys Were Us the 120 dislikes are people who got clickbaited into thinking this was an actual test
Toys Were Us the dislikes were also people realizing that this is the lowest effort and least interesting content on the platform
True
4:15 dude, you know if you mash B it does 5x more damage right?
I think Kirby's knockback should've been judged with him at the 0
9th, that's pretty darn good.
Sakurai needs to make the Falcon punch as strong as Roy/Chrome's neutral special, but you would have to charge it or release it early
Germi Sana no he really shouldn’t
I think I have a mathematical method for measuring move "strength" that can account for BOTH knockback and damage dealt:
Damage and Knockback are both directly proportional to Strength.
Therefore, we can say:
S=KD
(K=knockback, measured in grid units of the training stage)
(D=damage % given per one hit of the move)
The "S" is a unitless factor that only measures strength relative to other "S" values; the number by itself has no true meaning.
However, the relationship S=KD assumes knockback is constant, but as you may know, some moves have higher knockback when the total damage of the victim is higher.
Therefore, you must take the average value of K with an integral:
S=D×(Int(K,dT, 0, Tf))/(Tf-0)
Here, T means Total Damage that a target has.
Tf is the highest damage level possible (999%).
What I have done above is I have treated K as a function of T and then integrated K from 0 to Tf with respect to the variable T. (The integral starts at 0 because those are initial conditions for experiment). Then I divided the integral by (Tf-0) to convert it to an average value of K.
Now let's assume that K is a linear function:
K=CT+K0, where C is a constant and K0 is the knockback that happens immediately after the first hit (at 0 damage)
(The reason why I chose a linear function is because you can make a linear trendlines in experimental data much more easily than curved trendlines, and calculations are simpler.)
If you plug in K=CT+K0 and carry out all the integration, you should get:
*S=D×(Tf×(C/2) + K0)*
Where D is damage given per hit,
C is a proportionality constant,
Tf is the maximum damage (999),
And K0 is the knockback given when the target is first hit at 0 damage.
C can be found experimentally by collecting data of Knockback vs Total damage of target, then graphing and finding the slope of the trendline.
However, when doing experiments, you MUST choose a specific character as the standard target. I suggest using a more "normal" character like Mario as a baseline for comparison. By comparing how much knockback each character can do to a single, standardized character like Mario, we will be able to correctly compare the strength of their moves.
So there we have it:
*S=D×(Tf×(C/2) + K0)*
Our beautiful equation that measures relative strength while taking changing knockback at different damage levels into account.
Notice how, when knockback doesn't change with total damage T, C will equal zero, and you get back the old S=KD equation from last time.
If someone could find the exact in-game knockback equation for Smash Ultimate, then you could plug that equation into the integral and solve for the Strength factor with ABSOLUTE precision (but I have yet to find it).
And yes, sry, I am big nerd :P
Do keep in mind, of course, that the magnitude of damage and knockback are not always mutually exclusive. Many moves can be placed into 4 "quadrants" based on these factors:
- Low damage and low knockback (LL), such as Mario's Fireball
- Low damage and high knockback (LH), such as Cloud's Finishing Touch
- High damage and low knockback (HL), such as Shulk using Monado Buster
- High damage and high knockback (HH), such as Roy and Chrom's Flare Blade
Knockback uses two main values: base knockback (BKB) and knockback scaling, also called knockback growth (KBG). Despite what one might think, knockback at 0% depends on both of these factors. Knockback scaling also affects the impact of weight on knockback.
- Moves with low BKB and low KBG deal little knockback at low percentages, and knockback doesn't increase much with damage. For example, Luigi's sourspotted Super Jump Punch never deals more than a few units of knockback, even at 999%.
- Moves with low BKB but high KBG don't deal much knockback at low percentages, but knockback increases quickly with damage. For example, Cloud's Finishing Touch can KO around 70%, despite only dealing 1%, due to having 431 units of knockback growth.
- Moves with high BKB but low KBG deal large amounts of knockback at low percentages, but knockback increases slowly with damage. An example is Ganondorf's Final Smash; Ganon, the Demon King; which cannot KO at 100%, even though it deals 55% total.
- Moves with high BKB and high KBG deal a lot of knockback regardless of percentage, and KO extremely early. Marth and Lucina's Critical Hit is an example, dealing ludicrous knockback, even at 0%.
Donkey Kongs neutral special wasn't fully charged yet!
It launches farther if you dont fully charge it
You have to aim Squirtle’s water gun down and it sends grounded opponents farther
what's the song?
Flash man stage from mega man 2
Flashman stage new remix from SSBU
Sandstorm
good video. Keep them coming
Im'a luigi da number 69
SUOMI PERKELE
@@niilo8079 en vitus oo suomalainen
@@Sillyboi05 mutta mä oon. Ehkä mä vastaan joka kommenttiin näin. ;)
@@niilo8079 suomi perkele
Poor Luigi. He doesn’t have enough money for chiki nuggies 😢
**Everyone is started on how bad they are gonna do** Roy and Chrom: Botta Bing, Botta boom, we do more Knockback than you
Knockback based on 0% or 100% is pretty bad to measure stuff in tbh
Hey uh, Doesn't Little Mac's KO punch come from his neutral B too? I don't play smash too often so I may be misinformed
Can you have the percent it kills from like the center of the the stage this doesn’t really help for kbg
I’m pretty sure it doesn’t change anything, but since lucario was at 70 percent for half aura, the other characters would also have to be at 70 percent so they had the same amount of rage as lucario
4:55 you didn’t jump in the air first
But you did for ganon
IIRC the Falcon Punch is weaker if started in the air while the Warlock Punch is stronger in the same situation.
Why didn’t you account for windbox of Mii Sword’s Neutral Special? It still has a wind box right?
I knew my main would do great from the start, so I'll take 9th.
3:16 Gigglypuff did better knockback than Pacman yet Pacman is number 22 and Gigglypuff 23*
Psst: This kind of video must be difficult to make but surely a mistake can be make, ehe i just notice it
Let's be honest... no one is gonna wanna kill anyone with a neutral b... next time do damage output!
Nah
We can’t kill at 0% anyway
Ganon and Falcon will kill
But no-one will be able to hit a Falcon or Warlock Punch in a match, unless it’s a shield break. And the chances of getting a shield break when the opponent is at 0% is unlikely.
Except with The Captain or Ganon
Dark Pits arrow actually does proper knock back now
5:35 My Boy!!!
1:02 #53 getting hit by a grenade
1:12 #51 having somebody throw a pill at you
Seems right
Uhm... one question... how does the #36 works?? i see it when the cpu it does but i'm to stupid.. can someone tell me pls???
You have to use street fighter comand, in that case you have to move the jostick all the way from down to wherever you are looking at and press A just when you are finishing is a bit hard to explain with words look for it on Google or something
Pablo Benito i made it... thanks! and i never played street fighter 😅
Just do these commands When facing right: for the Shakunetsu Hadoken (Red Hadoken) its ⬅️↙️⬇️↘️➡️ For the mighty shoryuken its➡️⬇️↘️ for his Tatsumaki Senpukyaku its ⬇️↙️⬅️and last but not least, his strong Blue Hadoken its ⬇️↘️➡️ I know this outta my Head cuz I Play ken and a lil bit of Ryu but u Can check their moves When in training by pressing (ZR) and scrolling down. Ken has more input moves btw.
Zohra B thank you
Very saddened about how the Miis only have the 1 set. Mii Swordfighter could have benefited greatly with Blurring Blade, as it has higher base knockback (fully charged)
Same with Brawler who can use Exploding Side Kick
Gunner is good
I know you guys are probaby meticulous about stats, but i dont think you got ness's pk flash at max build, if you jump a little, so that the flash detonates itself, instead of you releasing or it detonating from hitting the ground, then it will usually make a different sound on impact
I like how Ryu and Ken are high up on this list. I don’t see too many comments mentioning them
With PK Flash it’s kinda unfair to do base knockback at zero because of Knocback growth and everything, but I know that’s hard to do, SO why don’t you do what kills the earliest AND what does the most at zero percent? Also ROYS GONNA WIN WITH CHROM (why the hell are they echoes again?)
Pk freeze and flash kill at low percentages. 40 if you ate luck uh or on the eve of the stage
Bad spelling. Autocorrect is weird
Bayo can do more DMG if you keep shooting after the charged attack
Um u must be mistaken I’m pretty sure Shulk wins just sayin and peach she comes close and she definitely takes 2nd
Snake really said” cool guys don’t look at explosions”
You didn't fully charge PK Flash
Ah yes Luigi’s 69, kirby favorite thing to look up on rule 35
Human Character s win but i feel bad for Zero Suit Samus
At least she's fast and has a good recovery
@@ethanc.1443 And looks good
3:40 i KNOW he didnt fully charge up donkey kong's punch >:(
And two arrows link?
ML Sosoba He did
I think the rankings should be based on KO% because knockback at 0% doesn't account for knockback growth and is basically useless.
It may be but its still an interesting fact to know.
Also it would totally be the falcon punch. That thing murders
everyone knows roy and chrom is 1st
Marth and Lucina’s shield breaker deal 1.15x more damage or something when you aim for a character’s head so I think that would help them
Yeeeeees roy is a best YOU KNOW
Weren't Corrin, Pokémon Trainer, and Robin male?
How did the Mii Brawlers get the same colour?
No single ice climber inclusion?
They were at start of video..
@@everettwatsonrazorearcwolf6553 single
Isn't DK's punch strongest at the elbow hitbox when you unleash it right before it's fully charged?
Wow.
Ryu:Coconuts!
Wii Fit:Fuck meditation!
This is so inconsistent
Ikr, Lucario’s aura wasn’t tested, and the Link’s arrows weren’t fully charged. Neutral B knockback at 0% is pretty much useless information
This only accounts for forward knockback not upwards knockback so it’s kind of misleading to put mii sword fighter so low
I want one but based on damage
Then make it
Roy and Chrom still win, there you go
Top Smug lol was about to say that then realized someone already did
3:05 3:09 this proves Yoshi is stronger than a walking Wolf that drives around in a space ship
Man...this sucks... why on knockback... do that on the damage the move does, pr on the kill percentage...why on knockback
It doesn't matter if he did it on damage, because everyone will stay in the same rank as before, because the distance of the knockback corresponds with the damage given, If you payed close attention and not just watching to fill up time.
martin elechi What? Squirtle is 8th here and doesn’t even do any damage. Damage doesn’t correspond with knockback at all. Did you even watch the video?
Why did you give handicap to Ganondorf?
Why did you turn off the knockback lines?
How come you only pressed quickly for inkling but for Bowser and Charizard you held it
RIP
Peach
Daisy
Olimar
Song title? It sounds really familiar.
Lucas doesn't have actual "knockback", because it would have lauched further offstage. The ice won't stop moving until it dissapears...
I don't think base knockback is the best thing to compare. You ignore knockback growth that could make some of these weaker moves significantly better early KO options, leaving moves that relie on base knockback in the dust
Dedede has the best one that doesn’t take charging up
What song is playing?! I can't wait to get this game for Christmas
U forgot clouds normal b what was it supposed to be rank wise?
I hate that these videos don't include all the Mii's special I was interested in seeing where Mii Brawlers Fire Kick would rank but he only uses the default moves.
Why didn’t u hold greninja a all the way? It does way more knock back at full strength
So you hold onto charizards and bowsers neutral b but not inklings?
Well, technically, you have to activate a final smash with a neutral special, so...
Why would you rank these based on launch distance instead of damage? Neutral Specials are not meant to launch they’re usually very low damage range/ spam attacks that aren’t usually even meant to hit stun, let alone actually kill. It would make sense to rank F smashes as the launch distance, but not the neutral special.
yeah that’s cool and all but can we include alternate mii specials?
extreme disappoint of you using shot put and not exploding side kick
What's the first song used in this video?