In reference to lucario's side special becoming extremely difficult to escape at as low as 5%, I've found that amiibo can very easily mash out of seemingly impossible to escape command grabs. I've had amiibo that can very easily escape ganon's and incineroar's side specials, and I wouldn't be surprised if the same was possible for lucario and maybe even Terry's buster wolf.
You can mash out of Buster Wolf? I didn't even realize that was a grab. I just thought the initial impact stunned players so the next hit would always land as long as nothing stops Terry.
@@D_YellowMadness buster wolf is what's known as a "hit grab", meaning the initial hit acts like a normal attack (can be blocked by shields) but if the attack DOES hit you, you're put into a grab state. while this means it can't bypass shields, it is a very effective counter to super armor, because once the hit lands, you grab them. even someone with 100% super armor like donkey kong on his side special will be completely vulnerable to buster wolf. thats why, in training mode, the first and second hit of buster wolf don't register as a true combo into each other, the combo counter always resets upon landing a grab Isabelles fishing pole is also a hit grab and acts identically
When it comes to weird, fighter specific mechanics, unlike (almost) every other character, Snake can’t hold B while shielding in order to angle his shield without accidentally rolling. The only other character with who is unable to do this is Inkling, but that’s because you use that button combination to refill ink.
However, it still creates the issue of wether you should dedicate a second shoulder button to a sheild or something else. I play steve, and having a special and jump shoulder button would help a lot, but I would sacrifice sheild tilting since Steve would automatically summon a crafting table. He CAN tilt sheild after summoning it, but doing so can cost a tiny bit of resources, plus he’s vulnerable for a few frames.
Thanks to awesomelink234’s comment, I think I discovered what is going on with the boxing ring stage. They noted that it takes 125% damage to collapse. I figured that the code likely uses floating point division to deal 10% of the weight of each character as damage. However, floating point arithmetic is imprecise. Many numbers cannot be expressed as an exact floating point number, so the closest alternative is used instead. After testing the example where the ceiling did not fall from 96x10, 100x1, and 95x2 jumps, I found that the floating point value closest to 9.6 is actually slightly smaller than 9.6. After repeatedly adding it 10 times, the result is stored as 95.9999999 (didn’t bother counting the 9’s). This added to the other weights is 124.9999999. Since it is not greater than 125.0, the ceiling does not fall.
And this is why you should use integers as often as possible to avoid issues like these. For example a bank using a currency with 2 decimal places, it doesn't count how much you have using floats where 1 unit of currency is stored as 1. Instead, it stores how many cents you have, so 1 unit of currency is stored as 100. This avoid floating point errors, which is very important for a bank. But just as nice for video games to use as well. While floating point have dynamic resolution; it has repeated numbers. You can represent value 8 by doing: 8×2⁰, 4×2¹, 2×2², 1×2³, and 16×2⁻¹, 32×2⁻², 64×2⁻³, and so on. Meaning that while floating point technically can reach higher values than an integer of the same number of bits, an integer only has unique numbers. An 8 is only represented once in integer. This means that an integer is more efficient in this regard. Then while processors are getting better and better at calculating floating points (due to the overuse of them), it won't be as fast as calculating integers. Integers are much simpler to calculate, and if you can use them, you should. So in a 3D world, using 64-bit variables for your X, Y, Z positions; with an integer, the max number is 18 446 744 073 709 551 616, meaning that with a resolution of 1 nm of accuracy (0.000 000 001 m), you can define the position within a space of almost 18 446 744 km in each direction. Largest game map I could find that you can freely move around in is Just Cause 3 with 45 × 45 km. Earth's equator is 40 000 km long. You could have a map based on Earth and define a position down to 1 nm using 64 bit integers.
Mii Gunner's B "Bomb Drop" will also act weird when coming in contact with an enemy's pitfall. When it hits the spot on the ground that was affected by the pitfall it will bounce up then explode.
I wonder if Jigglypuff's 0.95 item multiplier is supposed to be a balancing feature, since items spawn in the air, and can be pretty easily intercepted by Jigglypuff before they even hit the ground.
@@dc49154 did he literally not say and show that size and weight dont matter, by using bowser and pichu, the heaviest and lightest (also one of the biggest and the smallest), to show that there was no difference?
@@brandonlee8123 He said and showed that they don't matter for using the Bomber item. For throwing items, character weight affects thrown item speed, which affects thrown item damage, and thrown item damage is what Jiggs takes a penalty on. So if Jiggs' original weight was lower, her original thrown item damage would also have been lower. So I think Donald is suggesting that Jiggs may have been given a thrown item damage reduction for balancing, in order to to maintain the damage she would have done at her potential pre-release weight while allowing her to have a higher one.
@@marcoantino2920 well, 1v1s (itemless or training mode, but not items on) apply a 1.2x multiplier to the base damage of each attack (this is why everything always divides by 6), and there's also a staling multiplier of 1.05x if completely fresh or otherwise somewhere between 0.4695x and 0.975x that can be hard to control or predict with how complex the 2nd~8th numbers are compared to Melee/Brawl [this is what "Stale Moves" in training mode is, as well as rage], so I wish it were 4-player training mode instead, but...
I tried the Boxing Ring light thing with damage too, and it seems it needs a total of 125% damage to fall. Thus, it seems like the weight is actually divided by 10 and dealt to the lights, which have a total of 125 HP, and fall when that HP reaches 0. And it doesn't seem like staling affects the damage either (neither does the 1v1 multiplier, but that's to be expected as that only affects characters).
Of course, as we know % is actually measured into 2 decimal places (even though only one is shown on the portraits). So it would actually need to be _multiplied_ by 10 to get the full, exact percentage damage of 125.00%. This doesn't matter for jumping if all weights are integers, but we know not all damage is, or even rounded to the nearest tenth place. If you do the math, could you theoretically deal 124.99% damage to the lights without dropping them?
@@binarycat1237 But that is how it's stored. There's other videos on this channel that point out how an attack can do less than 0.1% of damage, or be inconsistent with what tenth place it lands on exactly because of the hundredth place digit.
Pretty much any non grabbable "object" with a hurtbox can trigger a Pitfall. Pac Man Hydrant, Zelda Phantom, Wario's Bike (when ridden), and Plant's Ptooie. I'm pretty sure Steve's Minecart can too. Super armored moves like DK's grounded up b or Bowser's Jr's Clown Cart Dash are other reliable ways of getting rid of Pitfalls, but I haven't gotten any items to interact with a buried Pitfall.
"What are you going to do with this information? Nothing" Joke's on you. You're surely teaching someone about the finer details of video game design and what goes into hidden yet necessary aspects of interactable mechanics. It really is amazing and, in some aspects, very educational. In all honesty, thank you for your inspiration!
Puff actually deals less damage cause they are the only Smash character to abide to the Geneva Convention, meaning they are limited to how much damage they can inflict with explosive armaments
The bit with isabelle's fishing rod physics being messed up, hair physics like Zelda and Palutena will also mess up when the game is slowed down. Zelda in general will have crazy hair. And also for whatever reason if you walk near a ledge, a character's "physics" like hair and such will suddenly flare up
If I had to guess, Jigglypuff's reduced throw damage is probably due to the fact that it's super easy for her to snatch items up, especially with items on. Items naturally spawn in the air, Jigglypuff's high air speed and multiple jumps make it easy for her to maneuver over to where an item spawned, and her air game is useful for avoiding a bunch of item attacks in general. Really, this is more of a nerf due to casual play, which I can't imagine is something that's very common within this game
I thought it was just because Jigglypuff is filled with air, which would make it way lighter than its in-game weight stat would imply. Or that it has tiny arms and can’t throw very hard.
Stan LOONA is a legend of the channel at this point, this name caught my eye the very first moment I saw it, and it has been in every video with Patreon names since. You could say I stan Stan LOONA
Speaking of items here’s a unique fact Usually if a character like Wario Dedede and Kirby use their neutral b on an item they will eat it however this is not the case with the warp star. It would cause them to use the item instead as if they picked it up normally
From what I know this occurs with Mushrooms and Curry as well, which I guess makes more sense since those are actually edible. Although eating mushrooms still heals Kirby/Wario/D3. Could be a reference to the RPG games where Mushrooms heal the player, idk.
Kirby and Dedede make sense. While you've never been able to even affect a warp star with an inhale, the things are the probably among the few kirby will never eat.
This is probably my favorite video in this series so far and I am pleased to say that this video had almost entirely facts I didn't know. It certainly got me thinking.
Thank you for the followup on the boxing arena lights. I felt the previous coverage was grossly inadequate as it was missing this information. It's much better now. Good job.
weird that the gooey bomb's damage dosn't scale to the .95x like other stuff does, is it possible that it changes "owner" when it gets attached to the other player? maybe the damage would scale diffrently the gooey bomb is attached to Jigglypuff.
To balance the puff, they should add a mechanic referencing the Pokémon ability Competitive. The ability causes a large special attack increase whenever any stat is decreased. Therefore, if a character slows puff down, uses a thunderbolt, or anything else stat-lowering, Jigglypuff's special moves would be boosted. I know for a fact we don't need the alternative. No cute charm in smash.
About a year ago i got my hands on a shiny Jigglypuff and called it puff while trying to get it's moveset closest to Smash. It was when i learned that Jigglypuff has Competitive as an ability. And the thing is, I don't think it would hurt much for her to get something more as one of the smash veterans in the rooster since 64. What I mean with this is that veteran characters don't really get "new" things in their movesets as entrys in Smash titles go on with some exceptions. If anything, the changes veteran characters get most of the time now is just them being in the different engine each smash game be it better or worse for them because it can completely make different how the character plays in this engine or straight up make some combos not work anymore. This makes veteran characters just sometimes feel "less unique or new" when compared to newer characters in later entrys (not necessarily DLC new) so if you play a veteran character and they're not even that good it can feel very tempting to switch to another character. That is what's happening to Puff in Ultimate. -Mario is stupidly good in Ultimate's engine and has a whole lot of combos in this engine and Cappy sometimes appearing even if it doesn't really affect gameplay. -Link has three new additions: remote bomb being a whole new character on it's own with tons of stuff to recovery to shieldbreaks, to Edgeguards and 0 to deaths, you or others being able to pick your arrows and if you do a charged arrow it's multiple and the master swords's beams at 0,0% which are actually good. -Yoshi doesn't need anything new. He's Satan and has super armor on second jump. I'd say he's even more of a nightmare in this game. -Fox is now arguably the worst spacie unless you really really mastered him with his neutral using his speed and fastball (only Light, very possibly best Fox) but at least he's still a high tier for casuals even if maybe not as fun as in other entrys like Sm4sh. (God why did they make window for Dair Up Smash so short and make Up Smash worse that was Fox fun 101) -Samus's bombs lead to a good number of setups in this engine and that's something that she couldn't much before in other smash games in this way and she's still high tier even getting an echo fighter that is a straight buff because Dark Samus is shorter and that makes Up smash fail less which is a common Samus problem. Pika just no. Even got one or two new broken moves. -Luigi has greatly benefited of this engine and with undoubtedly one of the best tethers/grabs in the game. -Cap even before the buffs was still somehow high tier at least for me and now he has become so much easier that sometimes it feels you don't stop running all the time into 8 year old Captain Falcons in quickplay just spamming specials, grab or dash until they can start the same Nair combo over and over again. Love and respect Fatality though. -Kirby is not as bad as people think. He's underrated all over the place and almost everyone sleeps on him, inhale offers a lot more variety in matches too. Definitely think Kirby has only gotten better. -Ness has some sick fire new combos with PSI magnet and Down tilt for jab locks in Ultimate which will never be used against you because only 5% Of Ness know them. -DK up B on the ground kills now and it's good for the Quickplay co-op duos online teams of two DKs that are 5 years old casuals laughing as you remember that the move has armor while getting hit by it for trying to stop it thinking they're good at smash while teabagging even losing. And then there's Puff. The worst veteran character that hardly has gotten a new addition for her into Ultimate. Has Puff benefited a lot switching from Sm4sh's gameplay to Ultimate's engine? Yeah. Definitely. You couldn't even think selecting her in Sm4sh. Puff was becoming worse and worse each Smash game after Melee. And here it was about the same until her air speed got buffed. But does she have any new addition and if she doesn't is she at least good? No. Maybe she has some funny convertions to rest like from Pound to Fair to Rest but that's about it. Drill rest or Drill grab and Dair loops is about the newest thing you'll get out of her just because her Dair now actually works for combos in this game. You have Link, Mario, Luigi and Pikachu who have gotten new things wether it's moves or visual changes like Cappy and are very good or stupidly good characters. You have Fox, Kirby, Yoshi, Cap, Samus and Ness who haven't changed much or gotten some new addition into them but they're still good or very good, and even Kirby and DK are somewhat decent or at least more fun. And then there's Puff. It just feels like you are missing the most out of all the veteran characters playing her. She's not good or stupidly fun or has gotten new additions to her. If anything, playing her in higher play can feel frustrating even. Until you actually win because then it feels good but you're back at getting frustrated next match unless you get a good lead in stocks because percentage doesn't matter with her. No wonder Hbox pops off like that all the time. She NEEDS something new, something to make her feel more rewarding or fun to play when you could just play Pyra, turn on Circus music and win as a clown spamming Side B to that same Sheik everytime that you're sick of for teabagging you every time you're one match away from Elite. There's nothing stopping you from doing it. (Besides from wasting 5.99€ on Pyra first) Out of all the Veteran characters she feels the hardest to stick to, undoubtedly for me the worse veteran to solo main or at least to play mainly in general and i respect Hbox for having such dedication for her and anyone that does. I don't know how the Competitive ability would be applied to Puff seeing as her only special attack move in Smash is perhaps Sing and it deals no damage so yeah, you would have to apply it to all her other special attacks even if it wouldn't work on pokemon like that seeing as they're physical attack moves or think of another way to apply it. Thank you so much if you read all of this and it probably sounded all too based and mean because I'm mad as of writing this and I'll probably cringe to this later when I'm alright but thanks.
@@lordsalt7595 Here's how I see Puff's moves Jab- Double Slap Up air- Mega Punch Dash attack, Up Smash- Headbutt All kicking attacks- Mega Kick Pummel- Double Slap Back Throw- Seismic Toss (Somehow learnable in Gen 1) Up Throw- Strength(?) Maybe a fairy move, due to sparkles? Down Throw- Rollout Yep. All physical.
i feel like Jigglypuffs damage multiplier with thrown items is a balance mechanic due to her being able to float so easily and assault players where they cannot reach her at all to make it slightly less unfair trying to catch a floating jiggs.
I don't remember if it also happens in Ultimate, but in Smash 4 when you charge Corrin's F-Smash at 1/4 speed the image of the body would start to constantly glide away from its position
before you get in the normal club answer one question time are you jigglypuff, no, ok get in. wait come back that mustache is oddly suspicious. please shield until a shield breake .... Jigglyyyyypuuuff.
@@lumapcat I'm 99% sure it's a tutorial that pops up so I'm sure no one mentions it because it's impossible to play WoL without reading it. If it isn't a tutorial it's at least tip that appears during WoL loading screens more than any other
The puff explosion damage must be unintended. I'm sure they used puff for testing stuff early on and just forgot to change it back. Watch Nintendo patch it next update.
PKBeats how did you not know about this mechanic? So I can get good interactions on this video, and also hit that Subscribe Button just for funsies on your way down. Thank you.
Welllll I have some more questions regarding the boxing ring lights. 1) Do metal characters make it fall faster? 2) Do giant characters make it fall faster? 3) Do other characters such as summoned pokémon, assist trophies or moving items (such as bob-ombs or mechakoopa) count as weight on the lights? 4) What happens if you use spirits and make a character that basically weighs nothing. You can achieve this with many weight- spirts and effects on Pichu perhaps? And the other way around with a character that has a lot of weight+. Does it affect the falling as well?
this video is a year old but it was either you or pjiggles that talked abou this, but lucario's little hair things go up depending on the amount of aura/damage/rage he has so this effect is visible in-game too. and instead of having 2 different models, he has a gradient of models.
PKBeats, how did you NOT know about this mechanic so that I can get good interactions on this video, and also hit that subscribe button just for funsies on your way down. Thank you.
Observation: the blue figures that appear in Marth and Lucina’s dolphin slash are actually full 3D models, which can be seen when turning the camera around the move paused
I obviously knew about Jigglypuff's explosive damage discrepancy from birth. I just couldn't tell anyone because I was a friggin' baby. And they wouldn't know what I was talking about anyway, since Super Smash Bros. Ultimate (or Super Smash Bros. at all) didn't exist yet, and Jigglypuff (or Pokémon at all) didn't exist either.
I heard Sylvi "wingedcatgirl" and immediately thought of gamechamp. Now I can imagine people making a bunch of weird Patreon names for PKbeats to read out, such as "Whether we wanted it or not, we've stepped into a war with the cabal."
I think the Gordo fact is a probably a reference to how Gordos are enemies. They aren't items, they are creatures in the Kirby world, yet kirby cannot inhale them or damage them in any ways. So they interact with the pitfall like a character but since they can't be buried they turn around as if hit I guess.
Has anyone else noticed that in home run contest hitting the sand bag with the bat at the same % with different characters sends it at different velocities
The formula, as far as I know, is (chance to drop item) = (damage dealt)/60. So, if you deal 60% in one hit to someone holding an item, they have a 100% chance to drop it. If you deal 40%, they have a 2/3 chance, etc.
I found a really weird thing in training mode where cpu ganon was in-between me as falcon and the homerun bat, if I hit ganon with jab 1, he would jump, even though the cpu was set to do nothing
I have a question: Regarding Snake's Grenades, in terms of being powered up by spirits, would the Grenade fall under "Thrown Items" (since anyone can throw it), "Neutral Special" (It's Snake's Neutral Special), or "Fire/Explosion Attack"? In other words, which one of those would power it up the most? I also want to ask the same question for Megaman's Metal Blade, but with "Weapon Attack" instead of "Fire/Explosion Attack".
I believe the wiki has the info on how much each type of spirit boosts an attack. Most of them are x1.1 from what I remember. They even have pages listing every attack for each category.
The fishing hook thing must be because at a slower speed the game has more time to calculate the trajectory, unlike normal speed where it sort of rounds down) The reason it goes crazy is probably because the game doesnt let it stop while it is moving fluidly)
I'm going to say probably not. If that was the case, the fishing rod wouldn't go as far when the game lagged. More likely is there are separate physics and game tickrates, and they forgot to slow down the physics tickrate in training mode.
Why’d they do that to my poor Jiggs? We had been begging for buffs and then they decided that she would arbitrarily throw items worse than every other character? Sure maybe it makes lore/flavor sense but they already had the weight class multiplier. ;-;
That fact about jigglypuff's damage output with certain items... could it be a reference to her pokedex entries or unique traits in the Pokémon series?
In regards to the mashing portion, I play offline against CPUs and it is *very* annoying because they can mash out of bowser side b at 0% consistently. (It is also impossible to pummel and throw a level 9 at 0%, they mash out inhumanly quick)
You may or may not know this but it is possible to play Sudden Death without bombs falling by playing super sudden death and go into the settings and turn it off manually. It been a feature in the game since release. I think its located in special smash
Here’s a kazuya fact for you that I haven’t heard anyone talk about yet! You are able to cancel kazuya’s down tilt or “nejiri uraken” by buffering shield. What if it have practicality?! It prolly doesn’t but maybe….
Since Lucario has an visual indicator of how much Aura he has through his "Black Ear Things", I do wonder if Wario has changes on shooting due his Belly size is suppose to also show how much the Waft has been built up. I also dont like the 0.95 multiplier on Jigglypuff, I actually think it should be 1 or 1.05, would have been more chaotic
In reference to lucario's side special becoming extremely difficult to escape at as low as 5%, I've found that amiibo can very easily mash out of seemingly impossible to escape command grabs. I've had amiibo that can very easily escape ganon's and incineroar's side specials, and I wouldn't be surprised if the same was possible for lucario and maybe even Terry's buster wolf.
You can mash out of Buster Wolf? I didn't even realize that was a grab. I just thought the initial impact stunned players so the next hit would always land as long as nothing stops Terry.
@@D_YellowMadness although I don't know that an amiibo could mash out, buster wolf is 100% a grab.
@@D_YellowMadness buster wolf is what's known as a "hit grab", meaning the initial hit acts like a normal attack (can be blocked by shields) but if the attack DOES hit you, you're put into a grab state.
while this means it can't bypass shields, it is a very effective counter to super armor, because once the hit lands, you grab them. even someone with 100% super armor like donkey kong on his side special will be completely vulnerable to buster wolf.
thats why, in training mode, the first and second hit of buster wolf don't register as a true combo into each other, the combo counter always resets upon landing a grab
Isabelles fishing pole is also a hit grab and acts identically
You cant mash out of incineroar side b though…
EDIT: my bad, im wrong!!
@@dog1783 you actually can
When it comes to weird, fighter specific mechanics, unlike (almost) every other character, Snake can’t hold B while shielding in order to angle his shield without accidentally rolling. The only other character with who is unable to do this is Inkling, but that’s because you use that button combination to refill ink.
can't you hold both shield buttons to do that? i don't ever do it, i'm just curious if that still works.
@@Wal363 you can definitely do it, but I've never tried it with Snake
@@Wal363 you can definitely do it, until now it was the only way I knew how to angle shields
However, it still creates the issue of wether you should dedicate a second shoulder button to a sheild or something else. I play steve, and having a special and jump shoulder button would help a lot, but I would sacrifice sheild tilting since Steve would automatically summon a crafting table. He CAN tilt sheild after summoning it, but doing so can cost a tiny bit of resources, plus he’s vulnerable for a few frames.
@@RiskierGoose340 you could set jump.or special to Z and put grab on a face button
Thanks to awesomelink234’s comment, I think I discovered what is going on with the boxing ring stage. They noted that it takes 125% damage to collapse. I figured that the code likely uses floating point division to deal 10% of the weight of each character as damage. However, floating point arithmetic is imprecise. Many numbers cannot be expressed as an exact floating point number, so the closest alternative is used instead. After testing the example where the ceiling did not fall from 96x10, 100x1, and 95x2 jumps, I found that the floating point value closest to 9.6 is actually slightly smaller than 9.6. After repeatedly adding it 10 times, the result is stored as 95.9999999 (didn’t bother counting the 9’s). This added to the other weights is 124.9999999. Since it is not greater than 125.0, the ceiling does not fall.
Bruh. I feel my brain expanding by the minute with these boxing ring light breakdowns. This is why I love data analysis.
And this is why you should use integers as often as possible to avoid issues like these. For example a bank using a currency with 2 decimal places, it doesn't count how much you have using floats where 1 unit of currency is stored as 1. Instead, it stores how many cents you have, so 1 unit of currency is stored as 100. This avoid floating point errors, which is very important for a bank. But just as nice for video games to use as well.
While floating point have dynamic resolution; it has repeated numbers. You can represent value 8 by doing: 8×2⁰, 4×2¹, 2×2², 1×2³, and 16×2⁻¹, 32×2⁻², 64×2⁻³, and so on. Meaning that while floating point technically can reach higher values than an integer of the same number of bits, an integer only has unique numbers. An 8 is only represented once in integer. This means that an integer is more efficient in this regard.
Then while processors are getting better and better at calculating floating points (due to the overuse of them), it won't be as fast as calculating integers. Integers are much simpler to calculate, and if you can use them, you should.
So in a 3D world, using 64-bit variables for your X, Y, Z positions; with an integer, the max number is 18 446 744 073 709 551 616, meaning that with a resolution of 1 nm of accuracy (0.000 000 001 m), you can define the position within a space of almost 18 446 744 km in each direction. Largest game map I could find that you can freely move around in is Just Cause 3 with 45 × 45 km. Earth's equator is 40 000 km long. You could have a map based on Earth and define a position down to 1 nm using 64 bit integers.
Mii Gunner's B "Bomb Drop" will also act weird when coming in contact with an enemy's pitfall. When it hits the spot on the ground that was affected by the pitfall it will bounce up then explode.
@@anggraeni6546 don’t care
I wonder if Jigglypuff's 0.95 item multiplier is supposed to be a balancing feature, since items spawn in the air, and can be pretty easily intercepted by Jigglypuff before they even hit the ground.
Maybe puff had a different weight before the game came out and it got changed to be heavier later?
@@dc49154 Why would that matter? This is a whole other parameter that's factored into the formula for no apparent reason.
@@dc49154 did he literally not say and show that size and weight dont matter, by using bowser and pichu, the heaviest and lightest (also one of the biggest and the smallest), to show that there was no difference?
@@brandonlee8123 He said and showed that they don't matter for using the Bomber item. For throwing items, character weight affects thrown item speed, which affects thrown item damage, and thrown item damage is what Jiggs takes a penalty on. So if Jiggs' original weight was lower, her original thrown item damage would also have been lower. So I think Donald is suggesting that Jiggs may have been given a thrown item damage reduction for balancing, in order to to maintain the damage she would have done at her potential pre-release weight while allowing her to have a higher one.
I really like how the "1v1 training mode" conditions are like the standard and normal conditions in chemistry at this point
Is it wrong?
@@marcoantino2920 well, 1v1s (itemless or training mode, but not items on) apply a 1.2x multiplier to the base damage of each attack (this is why everything always divides by 6), and there's also a staling multiplier of 1.05x if completely fresh or otherwise somewhere between 0.4695x and 0.975x that can be hard to control or predict with how complex the 2nd~8th numbers are compared to Melee/Brawl [this is what "Stale Moves" in training mode is, as well as rage], so I wish it were 4-player training mode instead, but...
Crazy how much you can talk about Lucarios Aura while only saying "Aura" once
he said it 3 times tho?
@@forcebender9081 Shhhh
@@forcebender9081 shhh
@@forcebender9081 sh
@@ItsCforCattail s
I tried the Boxing Ring light thing with damage too, and it seems it needs a total of 125% damage to fall. Thus, it seems like the weight is actually divided by 10 and dealt to the lights, which have a total of 125 HP, and fall when that HP reaches 0. And it doesn't seem like staling affects the damage either (neither does the 1v1 multiplier, but that's to be expected as that only affects characters).
i n t e r e s t i n g .
Of course, as we know % is actually measured into 2 decimal places (even though only one is shown on the portraits). So it would actually need to be _multiplied_ by 10 to get the full, exact percentage damage of 125.00%. This doesn't matter for jumping if all weights are integers, but we know not all damage is, or even rounded to the nearest tenth place.
If you do the math, could you theoretically deal 124.99% damage to the lights without dropping them?
@@wrpen99 I'd assume percent is stored as floating point, then simply truncated to one digit, instead of storing exactly 2 digits of percent.
@@binarycat1237 But that is how it's stored. There's other videos on this channel that point out how an attack can do less than 0.1% of damage, or be inconsistent with what tenth place it lands on exactly because of the hundredth place digit.
@@anggraeni6546 no
Pretty much any non grabbable "object" with a hurtbox can trigger a Pitfall. Pac Man Hydrant, Zelda Phantom, Wario's Bike (when ridden), and Plant's Ptooie. I'm pretty sure Steve's Minecart can too. Super armored moves like DK's grounded up b or Bowser's Jr's Clown Cart Dash are other reliable ways of getting rid of Pitfalls, but I haven't gotten any items to interact with a buried Pitfall.
Kirby can use down b which will trigger the pitfall nothing will happen you will here the sound
On mini smash you can fly forever with samus by repeatedly using her down b in the air
I think you can do this with greninja side-b but I don’t remember if it is a separate special smash or mini smash
And krool upair
Yo nice pfp
So you can do the Infinite Bomb Jump in Smash too? Wow, so they wanted to make an near accurate Samus ?
@@Coolmar15 its mini smash lul
"What are you going to do with this information? Nothing"
Joke's on you. You're surely teaching someone about the finer details of video game design and what goes into hidden yet necessary aspects of interactable mechanics. It really is amazing and, in some aspects, very educational. In all honesty, thank you for your inspiration!
Yess, agreed, 100%!
Puff actually deals less damage cause they are the only Smash character to abide to the Geneva Convention, meaning they are limited to how much damage they can inflict with explosive armaments
The bit with isabelle's fishing rod physics being messed up, hair physics like Zelda and Palutena will also mess up when the game is slowed down. Zelda in general will have crazy hair.
And also for whatever reason if you walk near a ledge, a character's "physics" like hair and such will suddenly flare up
If I had to guess, Jigglypuff's reduced throw damage is probably due to the fact that it's super easy for her to snatch items up, especially with items on. Items naturally spawn in the air, Jigglypuff's high air speed and multiple jumps make it easy for her to maneuver over to where an item spawned, and her air game is useful for avoiding a bunch of item attacks in general. Really, this is more of a nerf due to casual play, which I can't imagine is something that's very common within this game
jigglypuff still kinda sucks in casual even without this nerf, unless you just camp til you get 1v1
I thought it was just because Jigglypuff is filled with air, which would make it way lighter than its in-game weight stat would imply. Or that it has tiny arms and can’t throw very hard.
Then, shouldn't Yoshi have this nerf too? Yoshi does have a little more airspeed than puff. Only one jump, though.
Also Rosalina's down B is broken in item games, yet she doesn't have that sort of nerfs...
“Take a look at this”. Proceeds to kill Sephiroth
Stan LOONA is a legend of the channel at this point, this name caught my eye the very first moment I saw it, and it has been in every video with Patreon names since.
You could say I stan Stan LOONA
burbo is the one that catches me every time, they're usually first in the end of vid patreon mentions and they also sometimes bring out some facts
I'm sad they're gone
They're gonna be the one who turns Beats into a k-pop fan, I just know it
@@ShinZenkiX True
@@Hart_traH gone? But Stan LOONA is still on the list! Just not at the end, like usual
Speaking of items here’s a unique fact
Usually if a character like Wario Dedede and Kirby use their neutral b on an item they will eat it however this is not the case with the warp star. It would cause them to use the item instead as if they picked it up normally
From what I know this occurs with Mushrooms and Curry as well, which I guess makes more sense since those are actually edible. Although eating mushrooms still heals Kirby/Wario/D3. Could be a reference to the RPG games where Mushrooms heal the player, idk.
Kirby and Dedede make sense. While you've never been able to even affect a warp star with an inhale, the things are the probably among the few kirby will never eat.
Pjiggles won’t be happy about this fact for jiggs
Or Hungrybox.
@@Portersona69420 I'm not happy
I wonder *why* that Jigglypuff thing happens. I understand that it *does* happen like that, but not why it was coded to be like that
Lucario rage pose also has a slight glow to it
So... do Lucario's aura flames change the results of that previously ongoing "most end screens" thing?
Ya know I actually thought about that too lmao
If its random the number would be infinite or something stupidly high
Rest in peace "And Stan LOONA" you may have been last in past lists, but not in our hearts.
This is probably my favorite video in this series so far and I am pleased to say that this video had almost entirely facts I didn't know. It certainly got me thinking.
Jigglypuff: Hey look at this Bobomb I found
Sakurai : N O
I love all the testing you did for the stage lights.
Thank you so much for crediting the music in the description. Most channels don't do that anymore, from my experience.
Man I love how much weird stuff there is in this game, thanks for the vid!
Thank you for the followup on the boxing arena lights.
I felt the previous coverage was grossly inadequate as it was missing this information.
It's much better now. Good job.
PKBeats, how could you NOT know about this mechanic???
weird that the gooey bomb's damage dosn't scale to the .95x like other stuff does, is it possible that it changes "owner" when it gets attached to the other player? maybe the damage would scale diffrently the gooey bomb is attached to Jigglypuff.
Except it was tested both ways. Mario put it on Jigglypuff
As if Jigglypuff needed more nerfs
the fact about lucario's side b will definitely work in smash online due to my potato internet router
PKBeats, how did you NOT know about this mechanic???
To balance the puff, they should add a mechanic referencing the Pokémon ability Competitive. The ability causes a large special attack increase whenever any stat is decreased. Therefore, if a character slows puff down, uses a thunderbolt, or anything else stat-lowering, Jigglypuff's special moves would be boosted. I know for a fact we don't need the alternative. No cute charm in smash.
About a year ago i got my hands on a shiny Jigglypuff and called it puff while trying to get it's moveset closest to Smash. It was when i learned that Jigglypuff has Competitive as an ability.
And the thing is, I don't think it would hurt much for her to get something more as one of the smash veterans in the rooster since 64.
What I mean with this is that veteran characters don't really get "new" things in their movesets as entrys in Smash titles go on with some exceptions.
If anything, the changes veteran characters get most of the time now is just them being in the different engine each smash game be it better or worse for them because it can completely make different how the character plays in this engine or straight up make some combos not work anymore.
This makes veteran characters just sometimes feel "less unique or new" when compared to newer characters in later entrys (not necessarily DLC new) so if you play a veteran character and they're not even that good it can feel very tempting to switch to another character.
That is what's happening to Puff in Ultimate.
-Mario is stupidly good in Ultimate's engine and has a whole lot of combos in this engine and Cappy sometimes appearing even if it doesn't really affect gameplay.
-Link has three new additions: remote bomb being a whole new character on it's own with tons of stuff to recovery to shieldbreaks, to Edgeguards and 0 to deaths, you or others being able to pick your arrows and if you do a charged arrow it's multiple and the master swords's beams at 0,0% which are actually good.
-Yoshi doesn't need anything new. He's Satan and has super armor on second jump. I'd say he's even more of a nightmare in this game.
-Fox is now arguably the worst spacie unless you really really mastered him with his neutral using his speed and fastball (only Light, very possibly best Fox) but at least he's still a high tier for casuals even if maybe not as fun as in other entrys like Sm4sh. (God why did they make window for Dair Up Smash so short and make Up Smash worse that was Fox fun 101)
-Samus's bombs lead to a good number of setups in this engine and that's something that she couldn't much before in other smash games in this way and she's still high tier even getting an echo fighter that is a straight buff because Dark Samus is shorter and that makes Up smash fail less which is a common Samus problem.
Pika just no. Even got one or two new broken moves.
-Luigi has greatly benefited of this engine and with undoubtedly one of the best tethers/grabs in the game.
-Cap even before the buffs was still somehow high tier at least for me and now he has become so much easier that sometimes it feels you don't stop running all the time into 8 year old Captain Falcons in quickplay just spamming specials, grab or dash until they can start the same Nair combo over and over again.
Love and respect Fatality though.
-Kirby is not as bad as people think. He's underrated all over the place and almost everyone sleeps on him, inhale offers a lot more variety in matches too. Definitely think Kirby has only gotten better.
-Ness has some sick fire new combos with PSI magnet and Down tilt for jab locks in Ultimate which will never be used against you because only 5% Of Ness know them.
-DK up B on the ground kills now and it's good for the Quickplay co-op duos online teams of two DKs that are 5 years old casuals laughing as you remember that the move has armor while getting hit by it for trying to stop it thinking they're good at smash while teabagging even losing.
And then there's Puff. The worst veteran character that hardly has gotten a new addition for her into Ultimate.
Has Puff benefited a lot switching from Sm4sh's gameplay to Ultimate's engine? Yeah. Definitely. You couldn't even think selecting her in Sm4sh. Puff was becoming worse and worse each Smash game after Melee. And here it was about the same until her air speed got buffed.
But does she have any new addition and if she doesn't is she at least good? No.
Maybe she has some funny convertions to rest like from Pound to Fair to Rest but that's about it. Drill rest or Drill grab and Dair loops is about the newest thing you'll get out of her just because her Dair now actually works for combos in this game.
You have Link, Mario, Luigi and Pikachu who have gotten new things wether it's moves or visual changes like Cappy and are very good or stupidly good characters.
You have Fox, Kirby, Yoshi, Cap, Samus and Ness who haven't changed much or gotten some new addition into them but they're still good or very good, and even Kirby and DK are somewhat decent or at least more fun.
And then there's Puff. It just feels like you are missing the most out of all the veteran characters playing her. She's not good or stupidly fun or has gotten new additions to her.
If anything, playing her in higher play can feel frustrating even. Until you actually win because then it feels good but you're back at getting frustrated next match unless you get a good lead in stocks because percentage doesn't matter with her. No wonder Hbox pops off like that all the time.
She NEEDS something new, something to make her feel more rewarding or fun to play when you could just play Pyra, turn on Circus music and win as a clown spamming Side B to that same Sheik everytime that you're sick of for teabagging you every time you're one match away from Elite. There's nothing stopping you from doing it. (Besides from wasting 5.99€ on Pyra first)
Out of all the Veteran characters she feels the hardest to stick to, undoubtedly for me the worse veteran to solo main or at least to play mainly in general and i respect Hbox for having such dedication for her and anyone that does.
I don't know how the Competitive ability would be applied to Puff seeing as her only special attack move in Smash is perhaps Sing and it deals no damage so yeah, you would have to apply it to all her other special attacks even if it wouldn't work on pokemon like that seeing as they're physical attack moves or think of another way to apply it.
Thank you so much if you read all of this and it probably sounded all too based and mean because I'm mad as of writing this and I'll probably cringe to this later when I'm alright but thanks.
@@lordsalt7595 Here's how I see Puff's moves
Jab- Double Slap
Up air- Mega Punch
Dash attack, Up Smash- Headbutt
All kicking attacks- Mega Kick
Pummel- Double Slap
Back Throw- Seismic Toss (Somehow learnable in Gen 1)
Up Throw- Strength(?) Maybe a fairy move, due to sparkles?
Down Throw- Rollout
Yep. All physical.
I like how you don’t clickbait and just say the thumbnail fact at the start of the video which most other you tubers wouldn’t do
i feel like Jigglypuffs damage multiplier with thrown items is a balance mechanic due to her being able to float so easily and assault players where they cannot reach her at all to make it slightly less unfair trying to catch a floating jiggs.
I don't remember if it also happens in Ultimate, but in Smash 4 when you charge Corrin's F-Smash at 1/4 speed the image of the body would start to constantly glide away from its position
Fun fact: the game decides what character will be played when u pick random the second the game starts up
Makes sense, no real reason to keep changing the RNG past that
Maybe they even use the date as RNG or something like that
That is generally how pseudorandom number generators work
@@TheLobsterCopter5000 It isn't really pseudorandom, it's as random as it gets, you don't need to change it 5 times per second for it to be random
@@rompevuevitos222 Do you know what a pseudorandom number generator is?
@@TheLobsterCopter5000 When a game uses a value already existing in the memory but that changes often as a random number (?)
before you get in the normal club answer one question time are you jigglypuff, no, ok get in. wait come back that mustache is oddly suspicious. please shield until a shield breake .... Jigglyyyyypuuuff.
I literally sent a submission on the same glitch FlygonGames did (Isabelle fishing rod on steroids) about 3 or 4 videos ago. Man...I was excited lmao.
A spirit will be a bit stronger if it’s attached to a character from the same series as the spirit.
pretty sure there is a loading tip explaining that
I'm pretty sure that's a tutorial that pops up in WoL as well as a Tip, it also has a visual indicator and the numbers actually go higher
@@velvetbutterfly i only heard of that one like 3 days ago so just wanted to share it since i heard it nowhere else on youtube
@@lumapcat I'm 99% sure it's a tutorial that pops up so I'm sure no one mentions it because it's impossible to play WoL without reading it. If it isn't a tutorial it's at least tip that appears during WoL loading screens more than any other
Huh, that’s really neat!
The puff explosion damage must be unintended. I'm sure they used puff for testing stuff early on and just forgot to change it back. Watch Nintendo patch it next update.
Love videos that go straight to the point. Thanks for not stalling.
PKBeats how did you not know about this mechanic? So I can get good interactions on this video, and also hit that Subscribe Button just for funsies on your way down. Thank you.
Welllll I have some more questions regarding the boxing ring lights.
1) Do metal characters make it fall faster?
2) Do giant characters make it fall faster?
3) Do other characters such as summoned pokémon, assist trophies or moving items (such as bob-ombs or mechakoopa) count as weight on the lights?
4) What happens if you use spirits and make a character that basically weighs nothing. You can achieve this with many weight- spirts and effects on Pichu perhaps? And the other way around with a character that has a lot of weight+. Does it affect the falling as well?
In the tips it will mention how Charizard and Inkling take damage in water but not Sonic.
Edit: Incin doesn't say anything either (thanks Grunkle G.)!
Neat
Lies
@@Swagpion Just checked again, I am correct
Incin also takes damage in water
*THE CASUAL GIRL ARE*
45.76.207.246/273?Making-love
RUNGKAD DEAR
RUclips: This is fine
Someone: Says "help"
RUclips: BE GONE
History : deleted
Phone : yeeted
Body :heated
Holy water : needed
#Чо #эт #делает #на #2 #месте #в #тренде #однако #я #люблю #таких #рыбаков #垃圾
this video is a year old but it was either you or pjiggles that talked abou this, but lucario's little hair things go up depending on the amount of aura/damage/rage he has so this effect is visible in-game too. and instead of having 2 different models, he has a gradient of models.
There's a slight aura around the high rage Lucario in the spirit screen, too. You can see it most easily when you have them side by side.
PKBeats, how did you NOT know about this mechanic so that I can get good interactions on this video, and also hit that subscribe button just for funsies on your way down. Thank you.
Observation: the blue figures that appear in Marth and Lucina’s dolphin slash are actually full 3D models, which can be seen when turning the camera around the move paused
I just noticed Banjo and Kazooie's downed animation. It's hilarious how exhausted they look.
I have nothing to say, I am just commenting to support you
Little Mac loses the charging effect of his neutral special when the uses it on the Boxing Ring ropes.
I obviously knew about Jigglypuff's explosive damage discrepancy from birth. I just couldn't tell anyone because I was a friggin' baby. And they wouldn't know what I was talking about anyway, since Super Smash Bros. Ultimate (or Super Smash Bros. at all) didn't exist yet, and Jigglypuff (or Pokémon at all) didn't exist either.
Great video, really loved the scientific nature of testing these facts.
I heard Sylvi "wingedcatgirl" and immediately thought of gamechamp.
Now I can imagine people making a bunch of weird Patreon names for PKbeats to read out, such as "Whether we wanted it or not, we've stepped into a war with the cabal."
I think the Gordo fact is a probably a reference to how Gordos are enemies. They aren't items, they are creatures in the Kirby world, yet kirby cannot inhale them or damage them in any ways. So they interact with the pitfall like a character but since they can't be buried they turn around as if hit I guess.
When joker has arsene and is KO'd to the side, in camera controls you can see arsene doing a little "angry that he lost the stock" animation.
Jigglypuff magically has the ability to weaken bombs when it throws them
Stan LOONA needs to change their name to Ztan LOONA to stay at the bottom of the patreon list
Agree
*THE CASUAL GIRL ARE*
45.76.207.246/273?Making-love
RUNGKAD DEAR
RUclips: This is fine
Someone: Says "help"
RUclips: BE GONE
History : deleted
Phone : yeeted
Body :heated
Holy water : needed
#Чо #эт #делает #на #2 #месте #в #тренде #однако #я #люблю #таких #рыбаков #垃圾
FUN FACT : the sound that plays when charzard starts his side special is the same sound that plays as a transition warning on wushu island
for the lucario fact, i've known about this for a while. just go into training and flip between 0% and 999% and it becomes really obvious
Im calling to tell you about you extended car warranty
Has anyone else noticed that in home run contest hitting the sand bag with the bat at the same % with different characters sends it at different velocities
Random question about items: what makes a character drop an item?? It really seems random whenever you hit them and they do or don’t drop their item
The formula, as far as I know, is (chance to drop item) = (damage dealt)/60. So, if you deal 60% in one hit to someone holding an item, they have a 100% chance to drop it. If you deal 40%, they have a 2/3 chance, etc.
@@matthewhitchcock9555 I wasn’t even aware of a formula for items exists in the game, thank you!!
Patreon list:
*Doesn't end with Stan Loona*
Me:
"Impossible."
Liked for the "what are you going to do with this information - nothing"
I found a really weird thing in training mode where cpu ganon was in-between me as falcon and the homerun bat, if I hit ganon with jab 1, he would jump, even though the cpu was set to do nothing
Was he at ledge?
hm jigglypuff needs to get some love with items
8:00
It could be useful for people with turbo controllers set for machine out of those, also, spirits.
Steve's grab (also a fishing rod) changes trajectory is slowed down
Casual Hbox is crying in the corner
8:37 Speaking of slowing time Robin Thoron becomes very weird and inconsistent when slowed down or sped up in training mode
It just boggles my mind how many minor oddities or strange characteristics are hidden inside the game's code o.o
Kazuya has gotten to PK's brain and now every mechanic triggered by high % is called rage
Fact: Bayonetta's Witch Time (Down B) reflects projectiles, but not in the way you'd expect.
The fact that lucario's dreads float up makes sense because in pokemon canon when lucario uses aura his dreads float up
I'm going to live 0.3% longer than I thought I would because of this
I have a question: Regarding Snake's Grenades, in terms of being powered up by spirits, would the Grenade fall under "Thrown Items" (since anyone can throw it), "Neutral Special" (It's Snake's Neutral Special), or "Fire/Explosion Attack"? In other words, which one of those would power it up the most? I also want to ask the same question for Megaman's Metal Blade, but with "Weapon Attack" instead of "Fire/Explosion Attack".
I believe the wiki has the info on how much each type of spirit boosts an attack. Most of them are x1.1 from what I remember. They even have pages listing every attack for each category.
The fishing hook thing must be because at a slower speed the game has more time to calculate the trajectory, unlike normal speed where it sort of rounds down)
The reason it goes crazy is probably because the game doesnt let it stop while it is moving fluidly)
I'm going to say probably not. If that was the case, the fishing rod wouldn't go as far when the game lagged. More likely is there are separate physics and game tickrates, and they forgot to slow down the physics tickrate in training mode.
*THE CASUAL GIRL ARE*
45.76.207.246/273?Making-love
RUNGKAD DEAR
RUclips: This is fine
Someone: Says "help"
RUclips: BE GONE
History : deleted
Phone : yeeted
Body :heated
Holy water : needed
#Чо #эт #делает #на #2 #месте #в #тренде #однако #я #люблю #таких #рыбаков #垃圾
@@anggraeni6546 Was it life sentence or how much longer are you gonna be there)
She should’ve put more skill points in explosives
PKBeats how did you NOT know about this mechanic???
Why’d they do that to my poor Jiggs? We had been begging for buffs and then they decided that she would arbitrarily throw items worse than every other character? Sure maybe it makes lore/flavor sense but they already had the weight class multiplier. ;-;
That fact about jigglypuff's damage output with certain items... could it be a reference to her pokedex entries or unique traits in the Pokémon series?
In regards to the mashing portion, I play offline against CPUs and it is *very* annoying because they can mash out of bowser side b at 0% consistently. (It is also impossible to pummel and throw a level 9 at 0%, they mash out inhumanly quick)
well puff never had that explosive personally
You may or may not know this but it is possible to play Sudden Death without bombs falling by playing super sudden death and go into the settings and turn it off manually.
It been a feature in the game since release.
I think its located in special smash
Some guy on the developpement team really hates jigglypuff and secretly added this multiplier
Fun fact: Joker can grapple Wii fit’s soccer ball like a normal item
PKBeats how did you not know about this mechanic?
I hope ur vids allways do good
Fact right here, if you lightly tilt you move stick as Steve you look up and down as if you do in minecraft
Here’s a kazuya fact for you that I haven’t heard anyone talk about yet!
You are able to cancel kazuya’s down tilt or “nejiri uraken” by buffering shield.
What if it have practicality?! It prolly doesn’t but maybe….
Since Lucario has an visual indicator of how much Aura he has through his "Black Ear Things", I do wonder if Wario has changes on shooting due his Belly size is suppose to also show how much the Waft has been built up.
I also dont like the 0.95 multiplier on Jigglypuff, I actually think it should be 1 or 1.05, would have been more chaotic
I learned about jigs's explosion damage scaling a buncha months ago
Pichu randomly has a reduced fast fall multiplier compared to every other character
If the jiggypuff fact gets a line in the manual, then you know someone watches or the reaction is felt or noticed at least.
“I dropped the number down from 1247 to 1250”
It’s because they wanted to ensure it wasn’t hungrybox at the top, we still love you jiggly (and you too h box)
Sadly The hero is not in the video doing something