SSBU But Every Hitbox Is The Forbidden 362 Angle
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- Опубликовано: 8 фев 2025
- Had to reupload cause apparently RUclips can't process my videos properly. Thanks
Thanks to my viewer Guardian for bringing this mechanic to my attention, and thanks to B&D games for his original video, make sure to check out his channel and videos here: • The Forbidden Angle 36...
Music used: • Training - Super Smas...
• Stardust Battle - Mari...
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Download: Soon
Yeah so word of advice, don't render your videos with variable framerate because apparently RUclips doesn't like to process them and you get stuck with 12fps uploads
noted thanks bro
Thanks for the advice!
Classic RUclips
Thanks for the tip!
Has already happened but thanks for telling the reason
the 362 angle does actually get used by the bumpers in ultimate's stage builder
Oh neat
Does the bob-omb use it too? I think it spikes if you throw it at someone from above so
@@blacephalussy Nope, it’s just programmed to spike if you throw it downwards. It launches diagonally upwards when thrown normally.
I hope to see this mechanic in Tr4sh somewhere :)
@@gbx4858 isn't that all explosives im this game?
i love how this has 2 extremes
hitboxes that are actually consistent with where the move lands
*ganon's nair* and etc
Yeah
@@DiegoG2004 Yeah
Yeah
@@Samuelinox-th3ww Yeah
Yeah
Sometimes I think “oh hey that move should actually launch that way” and then captain falcon’s stomp sends sideways
It makes sense when you know the hitbox. They got hit on the side. They were not below. At least it isn't Ganon Nair.
Little Mac must be good in this mod because every character is just as screwed as he is once they’re hit offstage
Fax
Depends if Mac can even land an attack offstage
Laughs in Greninja's Substitute
@@Kygpt A frame 2 nair goes a long way LMFAO
0:47 Charizard spiking with Flamethrower is a Gamefreak-esque move
What does that even mean
@@dialaforawesome referencing how Gamefreak would probably give Charizard a busted move of some sort if they made smash, because he's a favorite Pokémon
@@dialaforawesome It's CHARIZARD from KANTOOOOOOOOOOOOO so he gets to kill the other characters by looking at them.
@@jaysefgames1155 assuming they wouldn't die before they spawn in
It’s actually really accurate to how they see Charizard
Little Mac, Ganondorf, Belmont and Incineroar: “YES! That’s how it feels!”
man included incin and not dr mario
@@monky4640 forgettable character
@@monky4640 down b is practically a third jump, hes plenty mobile off stage
@@TimBagels Nah, you are dead if you Down B after you are out of jumps. Too much endlag.
Oh geez I was right, some of these angles are downright dirty.
Thanks for the request sir
@@VisheraGames94 👍 No problem! It was a great idea!
Gaming
Me: looks at "b+d"
My brain: bave and duster's
bungeons and dragons
burgers and dries
Bomeo + Duliet
bloons + defense
Bario + Dabbids
So, now that I can see this without getting motion sickness, what if everyone's Hitboxes were Sakurai Angles? This alone is chaos and I love it, but I've always been fascinated with the Sakurai Angle.
Sorry, but could you please explain what a sakurais angle is?
@@0yaSumi6908 I can link you the Smash Wiki page on it, if you'd like.
@@0yaSumi6908 The sakurai angle is a launch angle that scales up with damage. At lower knockback, it launches completely horizontally, while at higher knockback, it launches at a 45 degree angle. It’s used a lot for moves that kill off the side
@@chacha4343 thanks, I think I'll look it up on wiki for more
Cursed Smash Bros Ultimate, I see.
If I remember correctly, this was used by one of the enemies in smash run for 3ds. I never had the 3ds version, but I used to have fun with this angle when I made mods for smash 4
Something about the when Ken just *skipped* off the stone in they last clip was just more visceral than any Steve anvil to me
you get hit against the stone like that and your skin is gone.
These are some of the most comical kills ever. Like, Falcon Rapid jab just obliterating Sonic, Shulk sending YL in the other direction, and flamethrower spiking is ridiculous.
I love how there's two versions of how this works, it either looks like how the move would, "realistically," knock someone back and then that's next to a spike from Ganondorf's second Nair hitbox.
these are some of the most cursed angles ive seen in a while and thats saying something cause ive seen random launch angles and that shit was crazy
“This looks kind of normal, actually.”
*Ganondorf Nair hits*
“Oh. Oh no.”
the knockback is either really accurate or completely nonsense. i love it
I want this to become a competitive mode, please, it'd be so funny
It would honestly be terrifying to see what a competitive tournament player would be able to do with this.
At least a strange game mode or rule would be fun
It's like random knockback but somehow both more and less consistent
The Ike using Utilt and sending chrom directly backwards had me spittake. Holy jesus that was so funny
Horizontal knockback Rest is the thing none of us knew we needed until now.
1:50 The cursed Ganon f-air restand
It’s crazy to watch this and then realize that you know every single hit angle in the game for each move.
I can see why its called the forbidden angle. Thats hella whack!
great idea. It'd be great to see some sets played out with this mod
Smash but hitboxes work how they're supposed to
I was waiting for someone to say this, if smash was realistic that’s the angle everyone would be sent at LMAO
Ok this is actually super interesting and cool. I like how surprisingly satisfying this is
Seeing Rest kill off the side feels so cursed.
Melee players: What do you mean?, this is normal.
This is just Super Smash Flash 1's physics. Ah, good ol' Mr. Incredible.
Only ogs remember the frame rate drop of the previous version...
got that right.
Oh gosh, some of these angles are just awful to recover from, it's like Steve's Down Smash VS Mac at ledge all over again 💀
I was gonna say, moves actually have more realistic physics with this. Then the multihit moves entered...
This just feels like I’m watching the “smash ultimate hit every move sends at a random angle” but the angles are predetermined
0:47 even though he has arsene you can hear and see joker does his normal up special that's odd
Some of the move's trajectories actually look more realistic than the actual game, like fox f-smash or ganon bair,
others... don't....
This mod at the same time makes some moves launch at much more realistic angles, and also completely unrealistic angles like Ganondorf n-air.
Staring at buff pikachu for 23 seconds gave me great joy
My favorite part of these types of video is seeing moves that don't normally spike just absolutely *send* them to the Departed Realm
That was downright wacky
I love how some times the direction they were sent at makes sense
Yep, reupload is def better. Great video 🔥
This would make for a dope ass bonus mode in Ultimate.
can't believe they made directions 2
Finally this angle gets some kind of recognition lol
no, put it BACK where it came from, this shit's nasty
@@artanaillazentujin3449 Aerial PK Fire spikes now.
It’s funny how natural this looks.
High key, I think I like the Jigglypuff rest idea of being 362 and I do not even play jiggly. Even if rest was like RNG directions it could launch you in, I’d be cool lol.
Hot take: if they could make the 362 angle more logical there would be no need for other angles. Factor in velocity of the hitbox and angle of impact to determine direction of launch. Every move would instantly make sense as to how it launches and it would be so visually pleasing if they got all the kinks worked out
The purpose of the angles as they are is to make moves logical and predictable in their use. If you were to make the 362 angles more logical to function more predictably, they would just become the angles that the moves already are.
Moves have consistent launch angles for a reason, implementing this would make launch angles incredibly inconsistent and dependent on where the move lands. Game would be unplayable with how little hitstun there is in Ultimate
that's already in the game
it's called setting the knockback to the velocity and setting the angle to the angle of impact
@@hi-i-am-atan And where can you set this as a setting?
@@TranscientFelix Then what are sour spots? Why does a blade that is currently moving left send you downward? Why does a blade thats moving downward send you up and out? Because these hitboxes are static and we don't reprogram then every frame to make the knockback accurate
Ohh, this is FOUL...
This is absolute poison for Directional Input Characters (Ryu, Ken, Terry, Kazuya)
I think you mean motion input characters, though DI characters would be a good tag for the rest of the character since they actually have to deal with DI, unlike the FGC's
@@Bladieblah Yes, thank you
This is quite the interesting mod, and I'm hoping it becomes available to download. Should make for some seriously fun gameplay!
I kinda like this. Some moves have realistic knockback, but then there's Ganon nair.
This reminds me of "Every move sends in the exact direction the animation shows", but with a few random angles in there
I had been wondering if the 362 angle existed for so long.
Oh god thats cursed
Just to make sure I understand correctly, this is basically "You're sent where the hit box is in relation to you", right?
The idea being that if a hitbox is above, then you're launched down, and vice versa, yeah?
Yes
fox fsmash sending at that spike angle is actually very raw, at least visually
Of all the modders, I've been loving these. Although now I can't cause of an issue with Smashline. If anyone has a solution, I'd be super happy.
Try older versions of the plugin
@@VisheraGames94 I tried the 1.0, 1.1, and the 1.1.1- I might just have to troubleshoot some more. Thanks for the reply though!
@@lukirbio also could try an older acropolis version. But if you do that you have to delete the config files in the ultimate folder
"if only flame breath was better at ledge," Vishera thought as they made this nightmare
Rest actually looks really good with this angle!
Marth but his grab is the whole stage
That mod looks downright amazing! Would be enjoyed by both casual and competitive players alike. In fact, I'd like to see how a competitive meta revolving around those variable angles would look like! BSD, you're up!
"hey a lot of these look pretty normal"
"oh"
0:53 , that gave me melee vibes
My brain screams out in pain at the sight of this
1:31 This is how rest should be you will never change my mind
maybe try applying it to certain moves that feel like they would've used the 362 angle? like fox's/wolf's reflector, most moves that expand outwards, sex kick nairs, etc.
So every hitbox is a sour spot launch-wise now, awesome.
Somewhat more realistic and satisfying on average, but capable of some serious jank
I like it!
This would work so much funnier if SSBU would let the players walk on all 3 axis.
2:10 A fart that would make Wario jealous.
Some observations:
-dash attacks are op
-f-smashes are op
-Melee rest is back
-spikes almost never send you down
So ssbu but every attack is a bumper
I don’t know what is happening, but I see funny cursed angle, and I like
I'm so confused yet entertained by this
Really reminds me of Super Smash Flash 1, with how multi hits never connect, and moves send in all kinds of strange and unusual angles.
Reupload with frames 🥳
Watching the reupload after the original 5pfs video is beautiful.
*gets hit by up smash, launched directly to the right*
This is fine.
Ha! Now I can DI Dedede’s Up air, Jokes on you!
This is horrifically cursed.
I love it.
I had no idea what this was and seeing the thumbnail made me think that it was the special camera used on Kazuya's throws (which would be a hilarious mod btw).
You say Melee Flipper, I say Kazuya special Grab 👹
rest launching to the side i can see this giving jig's a zero to death combo
not sure if it's my memory being weird or not but i recall links remote bomb spiking when hitting from straight above. might've been the forbidden 362 or just explicitly programmed behavior but i found it interesting. btw this memory is from Zurich Game Show 2018, so might've been a demo-thing they changed, since the game released later that year
imo they should've made every surrounding hitbox nair this angle, it would've been legitimately hilarious to kill with mew2's nair
I wish Ganondorf's Nair worked like in this mod. So many Tech chase scenarios and easier edge guards/gimps.
Perfect spacing simulator.
Fox’s Fsmash looks like it would send that way to begin with.
This looks like it would be so fun for actual smash!
This actually seems like a pretty fun mod
I'm here thinking "ok so it sends the characters directly away from the center hitbox of the attacker *ganondorf nair spikes an enemy directly in front of him* right so anyway".
I was watching this so intensely that i grabbed a fork for my ice cream lol
In Ultimate, I believe Bob-Om item uses this. It can send you any angle.
With the way that some of the moves in smash have worked those launch angels actually realistically make sense (not all of them obviously duh remember shulk fsmash). If the game “made sense” tho the game probably wouldn’t be fun. There’s a reason why Luigi nair pops you up instead of hitting you away or why Mario’s sends you at just the right angle for the uair and fair combo, it’s because if they were angled in 362 there’d be no combo. Also because of how smash has worked if everything sent you at that sideways angle edgeguarding would almost be too easy and consistent, everyone would go off stage because if you throw out any move and it hits, you win. Definitely a fun video idea, but I’m glad sakurai understood this since 64.
a lot of these also only incidentally made sense, because of how things ended up lining up. there's really only a specific type of move where the 362 angle consistently makes sense, and those are the ones where there's absolutely no directionality involved - which generally means nairs with spinning ( at least, when the axis of rotation is towards the screen ) or bursts of energy emitting all around the fighter. beyond that, you have like ... fox and wolf's reflectors, the occasional explosive, and a handful of other things
granted, the fundamental mechanics behind the 362 angle _could_ work on a lot more moves, provided one single change: having their hitbox's "origin of force" being made a point that _isn't_ the center of the hitbox. that's the main source of jank with the 362 angle; it always treats the knockback as if the force is emitting out from the center of the hitbox, resulting in all those kos where the victim veers off in a completely nonsensical direction, including in the direct opposite direction as the attack itself. if that origin could be moved - like, say, to be closer to the attacker's center - then while you could definitely still get odd angles, you'd at least be able to prevent the most flagrant jank with a bit of elbow grease
Exactly. damn learn something new everyday I didn't even know that much about it until you came in, good work.
If you showed this to me with no context I would be like “there is something horribly horribly wrong here but I just can’t put my finger on it. Thanks, I hate it.”
this video just makes me want more semispikes in smash
Those are some very Melee angles.
The angle of death, no one can survive getting hit at that specific angle.
Every action has it's equal and opposite reaction
Please help my head hurts