With Falco's throw what's probably happening is his laser does more knockback which makes the opponent flinch and thus interrupting the throw, it's kind of similar to Incineroar's side b when it gets interrupted
Just speculation but maybe when Yoshi’s Egg Lay does damage, it’s treated as if the egg is being hit, so doing more damage would be treated as if someone hit the egg with a strong attack, making it break faster.
That's what I was thinking too, because dealing damage to the egg frees the trapped character quicker, such as up-smash punishes after normal egg lay plays.
During Falco's throw, he and his opponent are still technically in the Grab and Grabbed States respectively as he brings them down to fire his weapon. When a character in the grab state is dealt an unexpectedly high amount of knockback, they're (in most cases) launched, and if the grabber isn't hit by the same attack that caused it, they enter the Grab Release animation. I see this incredibly often in team battles. As an example, if Marth grabs a character and pummels them until his allied Captain Falcon runs up and smash attacks the enemy, the same phenomenon occurs. The reason this happens for Falco is because the knockback threshold for that part of his throw doesn't account for what happens when Falco's all around knockback output goes up. You can see him launch the opponent a considerable distance out of his own grab starting at around 30-40%. The reason characters don't go very far before that is because, while they're technically being launched, the knockback isn't enough to send them airborne.
Maybe for the Sephiroth thing they just thought the characters looked better from a different angle. In the case of Sephiroth himself it highlights his sword better, and it would probably look better for Rosalina and Toon Link too if their heads weren't facing off into the distance
Regarding Dedede's up B, G&W has the same property. If you land just before the parachute comes out, G&W will be stuck in a long landing animation, and just like Dedede, he's completely inactionable. This happens to me sometimes when I play on T&C (because of course it's that stage)
He has so many facts he had to close submissions, it won't end for a while. It may slow down and he will do other games, but I don't see it formally ending, not unless he releases the full list of facts publicly and lets other people cover them
i think the animation thing with greninja is because ultimate has something that makes it so that the slower the animation is played, the smoother it it is, so the game isn't a powerpoint for things like the timer item and slow smash, which this animation smoothing seems is presumably done by an algorithm because the game would have so many different animations for the many different speeds the game can be played, and the streak weapons have the streak applied by painting a texture from point a, which is in one place on one frame, to point b, which is where it is on the next frame
In 8 player smash, Morgana won't show up next to Joker when he taunts. i was wondering if it is the same for the Pyra Mythra rex taunt? and if so, can you force 8 pythras to use that taunt at the same time, effectively lagging the game to a standstill?
Correct me if I'm wrong but the only characters that are "broken" during sephiroths final smash are characters who's backs are facing the camera when facing the opposite way. For example, Marths cape is completely shown when turned one way, where his whole front is shown when turned another. So it could be due to whatever they have done with the rotation of the characters during the final smash and how some characters are just naturally rotated differently.
Got one: Myth: Inkling's Roller can, timed properly, block Chrom's Final Smash. It may work on other Final Smashes that dash (Incineroar likely not included due to it's grab), all while grounded. I've seen it happen, but am unsure as to just why it happens, and it can happen at any point in the dash, it was practically point blank on my first sighting.
I don't know if you already covered this fact, but if you use Mario's Cape on Kazuya while he's doing his Up B, he is able to do the Up B again, unlike all of the other characters whose recovery does not leave them helpless (aside from tether Up Bs, of course)
Hey, found a fun fact a while ago and never got around to commenting it. Nothing to test here, just a neat little thing that you don't see come up that often: If Kirby inhales another Kirby then usually you cannot get a copy ability, but if the Kirby you inhale has a copy ability, you can steal that ability, removing it from the other Kirby.
One thing i saw that made me remember some little secrets. When you assesd the fact that sonic "secret" animation it reminded me of how throughout all of smashbros ultimate theirs little short eastereggs/neat animations. Luigi does a little finger wave when he does his forward air on the ground along with how he spins during his misfire and when his poltergeist at the end of his final smash fails. Theirs a lot of these extra animations, incinroar has these and I think a couple more, just thought it was a good place to talk about this topic :D.
I discovered another move that has a messed up animation when slowed down, that being marth's down tilt. he zigzags his sword forward instead of a regular thrust.
It seems to be the default for the Japanese settings on RUclips, so I've been seeing it quite a bit now! I like it too, though I hardly have any preferences
Got a fact that wasn’t featured yet If you deal a final blow to the opponent with pyra but switch to Mythra before the ko happened, the game will register it as a ko from Mythra, even though she didn’t dealt the finishing blow (work the same way if it’s Mythra who dealt the blow and you switch to pyra) Likely to be the same for Pokémon trainer (and I wonder if it’s the same for character from older games that can switch between different characters like Zelda&sheik and samus&ZZsamus in brawl)
I have a theory as to why the egg lay thing happens. I think its because, if you look closely, they take damage the frame yoshi poops them out, not when they are inside him. So they are in the egg, and then they take damage, and taking the eggtra damage makes them break out of the egg quicker. Maybe this is a mechanic, where yoshis egg pops quicker if you take damage in it?
I wish that when you got a final smash (meter it from a ball) while Palutena's guidance was active, Palutena and Viridi would gasp and then stop talking. It would be like they were in suspense to see if the final smash hits or not.
11:57 I'm guessing that Falco's down throw can technically be escaped from by mashing, similar to Yoshi's Egg Lay, so it gets interrupted because of that. The rest of the throws you tested probably don't have that property.
I wouldn't suggest attempting to mash out of down throw. This actually happens because the knockback caused by that part of the throw exceeds the expected maximum (before scaling with damage%) while both Falco and his opponent are in their respective states in relation to grabbing and pummeling. The game treats it as if Falco is still holding his opponent and his opponent is hit by an attack that would knock them out of his grab, like when you hold someone in a team battle and your ally smash attacks them. In other words, due to an oversight, Falco's down throw, when powered up, deals more knockback than it is scripted to be able to handle before it finishes and ends prematurely.
11:04 although someone probably already commented about this, i'll say it again for them- the faster breakout was probably coded in to balance the effects out, so they aren't too frustrating to handle for whoever is on the receiving end of the egg lay attack-
0:56 An Immortal Hammerbro is beyond terrifying... 9:31 Well each of them faced "gods" before, so maybe they aren't interested? Granted, in this case a lot of characters would be "missing".
Random fact: If you use wolfs down tilt on wolf at ledge, the wolf being hit will just sort of stand there for around 7 frames I don’t know why this happens but it’s kind of interesting. I also couldn’t get any other character to stand there with no animation but if you want to look into it, go for it. Update: fox and falco will stand there like wolf does but only when wolfs down tilt is being used. The weird standing animation might have something to do with their final smashes since they are all very similar.
I think the egg lay could be intentional. Think about it: if the opponent’s damage is high, then you have played well, and the high damage buff means you’re not playing as well, and vice versa
a sidenote about the Alternate Sonic landing, if a sonic takes the fall from Pac-man's Up Special, no matter how many flips he does he always does the longer landing
no I think your initial assessment of Greninja's FSmash actually tracks perfectly with how Smash handles animations. The animation only actually _has_ the usual frames you see at 60 fps, and the game has to tween the in-between frames on the fly during slow motion. It's not a _huge_ surprise that that process doesn't always go perfectly. Similarly, it's possible that at 1.5x speed the game _also_ lands on a frame that doesn't exist and has to invent it via motion tweening, or that it skips a frame in such a way that it again creates that weird arc. It might also be that the game has specific coding it uses to make sure hitboxes stay intact when animations play fast? After all, normally skipping frames of animation risks skipping the hitbox ever actually being in a certain location, so it might be that the game is designed to handle that by ensuring it generates the correct frame as part of the animation, even in fast or slow motion, and that simply isn't working right in the case of Greninja's FSmash.
6:10 well I’m going to assume you know this already and I’m not sure about actual Mario games but in Mario maker 1 and 2 Any spinning blocks will never stop spinning if Mario or some other object is inside it
With the whole Lightning Chariot thing. I theorize that when Pit gets his Final Smash, he actually takes it away from Viridi. It's why you cannot activate the Palu easter egg and when Pit gains it during the Easter egg, it cuts off. It's no longer in her control.
Well, it doesn't even need to be that complex. The Lightning Chariot may still be in her control, but anyone who has played Uprising knows that Viridi is very sweet on Pit, even if she doesn't like admitting it.
That sonic landing cancel seems really useful. You can use it to bait someone into an attack because it makes him look vulnerable, but the fact that you can shield cancel it at any time, means you can get them to hit your shield then, get a free out of shield option. Either up b, or maybe up smash, I dunno I don't play sonic, could be grab, jab, or short hop nair or fair.
if i was to guess, the trail on greninja's fsmash has interpretation calibrated specifically to look correct with its normal animation without concern for how changing the speed would alter the result; a 1-frame difference during that specific part of the animation means that a straight line/smooth arc will be drawn from one point to another. When slowed down or sped up, the animation either has additional frames within that gap or one of the gap's frames is skipped over entirely, meaning either way the interpretation takes over and more accurately follows the movement of Greninja's blade... Which isn't as clean of an arc in how it moves because I can vouch myself that animating a clean arcing movement involving the entire upper body of a character is a lot harder than you'd expect. my gf is a vfx artist (myself an amateur character animator) so ive gotten a lot of intel on how video game vfx tends to work. Though I imagine this trail oddity wouldn't occur for moves that don't use *real* trails and instead use predrawn smear textures (or meshes) for their vfx, which a fair number of moves in smash do.
The smash ball also interrupts Snake's codec, suffering a KO does as well. And if Pit/Snake gets interrupted during their special animation before the conversation begins the conversation cannot be triggered for the duration of that fight
I may be wrong, but I think the reason for the Sephiroth glitch is due to not the characters looking towards the Z-Axis, but more the game turning the X-Axis away from the screen. So characters that position themselves sideways will likely turn to the left, like the game screen is on the left because their body is normally directly pointing at the player, either front or back.
You can make Incenaroar make the assist trophies run the ropes. this is really hard to do cause you have to get really close to them in order to it. i like that idea it makes them like playable charaters.
I have a theory about the greeninja thing. I have no idea if it's true because I don't know how the move works, but it would make sense. Basically, the arc that you get in normal speed could be determined by the graph of y = sin x or y = cos x. It could basically be saying, at this time of the move have x = π/6, plug that into the graph, get the y value, put that part of the arc here, move to the next time, have x equal the next part of the unit circle, plug it in, ect. But if the time was slowed down, it would mess up the entire thing, you'd have y equal things that it's not supposed to equal. Idk if I explained this fully, and I also don't really know anything about how that move functions, but this is just a plausible explanation that might work, just a hypothesis.
It's more to do with interpolation. Because you're seeing between the frames of the animation, the game has to sort of guess what those inbetween frames would look like. It usually does this pretty well, but sometimes it messes up.
On the topic of characters not looking at Seph’s final smash, it appeared that all those characters were asymmetrical. Instead of mirroring their models when they turn around, the actually turn 180 degrees. The glitch still doesn’t work on all the asymmetrical characters though, but that’s as good a theory as I can get.
Just a random guess, but I think particles are being generated during the motion of certain moves. Changing the speed of the game or animation of the move may not be changing the rate in which the effects are being generated with the same scale. If anyone has access to the code, you may be able to decipher the difference in effect generation and move animation.
The reason the lines about the Lightning Chariot is identical to Smash 4 is because it is the same lines from that game. They just reused the guidance from last game in Ultimate but I think someone didn’t tell who wrote the line about that Pit can still use the Lightning Chariot.
re: the Sephi FS, it looks like it's actually intended behaviour for Bayo and Sephi and such (they still end up facing Sephiroth, just not with the side-angle to the camera they usually have. They end up technically facing sort of diagonally left and back with their head turned to face Sephi). What's weird is Marth, Roy, and Lucina, who all turn their _heads_ as far as they can to look over at Sephiroth, even though their bodies aren't placed correctly at all.
I think Marth, Lucina, and Roy are all _intended_ to be in the same pose as Chrom- standing sideways, swords out, looking over their shoulder at Safer Sephiroth. But they're all rotated 90 degrees! Instead of standing facing right, and looking forward over their left shoulder, they're standing facing the camera, looking left over their right shoulder. It's effectively the same pose, just rotated.
Fun Fact: If Shulk appears on screen and when he shows the Monado Art wheel, pause the game and fully zoom in on a Monado. The other characters will be black with the colour of the Monado. Not sure if it works for solo battles, it works for Team Battles.
With all of the fire emblem characters that looked away with sephiroths final smash Roy Marth and lucina didn't even LOOK at sephiroth, in which their backs were TOWARD him so you know, funny other little detail you didn't mention in the video so :))))
Marth, Roy and Sephiroth all have their back to the screen when they look right and their face to the screen when they look left, which is the opposite for everyone else (except those who get Mirror ex: Yoshi) and is probably why it breaks during the Final Smash for them, not sure about Rosalina or Toon Link. (Can't remember if Lucina follows the same principle as Marth)
I found this one visual glitch a while ago, you go on the ice climber stage, get a bowser jr final smash, and activate it right as you go into the water on the ice block that falls into the water
For the Sephiroth final smash it could be something to do with each character facing a different way when they turn around rather than flipping when turning around while also holding objects that could be messing with them turning to face the camera properly. Just a guess as to what could be causing it.
The reason why greninja f-smash changes is bc of the change of Frames, when it does the f smash 1 Frame, the Game does an arch From point A to point B, but when it has more frames, it Connects every point of movement in between, doing that Hop
Hero can do 1,200 damage with a crit fsmash using attack buffed Rodin the Infinite One with Max Brass’s ability active as well as Oomph and Psych Up activated, given this hit is used against the weakest grab type spirit. I’m sure custom balance can allow this hit to exceed 1,200.
For the spinning blocks, I would assume this is to prevent people from getting stuck underneath if a block suddenly solidified it would be impossible to recover. Contrary, on mario maker if the block does get repaired, you can still recover it.
Here's a random fact: Grabs can be activated by pressing shield and attack, but if you 1. Pick a character with a zair 2. Shield 3. Press attack 4. IMMEDIATELY jump out of shield Your character will do a zair oos. Extra question if you do end up testing this: does holding sheild and pressing attack lead to a zair if you are airborne the whole time?
When you KO an assist in a timed battle it gives you a point. Does the game think the assist Is dead when the zoom in happens or you still gotta kill it?
um, yea. he said that in the video as well. that's one of the main mechanics of assist trophies. if you kill one you get a point similar to if you KO-d a player. after the battle if you look at the stats, a person who KO-d an assist trophy will have the trophy icon in their KOs
He's standing facing left, looking over his right shoulder. It's literally the same pose as Marth, Lucina, and Roy, it's just that he's the only one facing the right direction.
About that Palutena’s Guidance thing with a Smash Ball: I don’t know for sure, but I’m pretty sure it also stops when Pit dies. Yet when Snake does his Codec call and dies, the Colonel or whoever you’re talking with yells “SNAKE!? SNAAAAAKE!!!” So what happens when Snake attempts to interrupt his Codec with a Smash Ball?
i noticed a weird meta-knight "visual glitch" another slow down time glitch thing specifically with forward air, when you go to 1/4 speed and use it, he kinda flails his sword around before the attack coms out
Here’s a question I came up with fighting Fei Lon during my 6th World of Light run: do Lucario’s aura attacks count as aura attacks, fist & foot attacks, or both? Since it’s a SF spirit I’m inclined to believe both, but since I’m also replaying Legends: Arkoos, I don’t have time to test this.
Maybe i'm overthing but you sound kinda tired? i hope you're okay and also aaa even if you come back to normal content i hope you still do other videos talking about other games like the pokemon one, i really liked it!
Well PKBeats, you can grab your OWN assist when it's at low health. God you wasted so much of my time and yours lol. If you actually stay and read my comment you'll know that I did watch to that point and something about the bit inspired me to leave this comment.
Well PKBeats, you can grab your OWN assist when it's at low health so ya shoulda done that lmfao ratio c
ratio+dk
@@itloaf Deez Knuts
* dies from cringe *
@@youtubecat3809 Amogus
turns to dust
With Falco's throw what's probably happening is his laser does more knockback which makes the opponent flinch and thus interrupting the throw, it's kind of similar to Incineroar's side b when it gets interrupted
CHUMIMI
I was thinking the same thing with the game maybe treating the extra damage his lasers do as if they're from his nutral special, or his up throw. 🤔
Just speculation but maybe when Yoshi’s Egg Lay does damage, it’s treated as if the egg is being hit, so doing more damage would be treated as if someone hit the egg with a strong attack, making it break faster.
That's what I was thinking too, because dealing damage to the egg frees the trapped character quicker, such as up-smash punishes after normal egg lay plays.
During Falco's throw, he and his opponent are still technically in the Grab and Grabbed States respectively as he brings them down to fire his weapon. When a character in the grab state is dealt an unexpectedly high amount of knockback, they're (in most cases) launched, and if the grabber isn't hit by the same attack that caused it, they enter the Grab Release animation. I see this incredibly often in team battles. As an example, if Marth grabs a character and pummels them until his allied Captain Falcon runs up and smash attacks the enemy, the same phenomenon occurs.
The reason this happens for Falco is because the knockback threshold for that part of his throw doesn't account for what happens when Falco's all around knockback output goes up. You can see him launch the opponent a considerable distance out of his own grab starting at around 30-40%. The reason characters don't go very far before that is because, while they're technically being launched, the knockback isn't enough to send them airborne.
Maybe for the Sephiroth thing they just thought the characters looked better from a different angle. In the case of Sephiroth himself it highlights his sword better, and it would probably look better for Rosalina and Toon Link too if their heads weren't facing off into the distance
Regarding Dedede's up B, G&W has the same property. If you land just before the parachute comes out, G&W will be stuck in a long landing animation, and just like Dedede, he's completely inactionable.
This happens to me sometimes when I play on T&C (because of course it's that stage)
I thought this series was over. So glad to see it. It always makes my day.
He has so many facts he had to close submissions, it won't end for a while. It may slow down and he will do other games, but I don't see it formally ending, not unless he releases the full list of facts publicly and lets other people cover them
I'm assuming the egg lay damage boost glitch is due to having taken more damage while in the egg state, so they're closer to breaking out.
6:29
This is likely because if a player was grabbing the ledge while it became solid, it would glitch out, so this just prevents that.
Better than in Melee, I guess, where it ejects you straight up or down.
8:00 that sonic one has been a thing since Brawl. The tip I was expecting to hear was that if you hold down when landing, it lowers the end lag.
The visual for the shield is actually on frame 2, on frame 1 the animation changes and you can block attacks, but the visual bubble isn't out yet.
5:56 This is my new favorite fact maybe
I think for egg lay perhaps the damage itself is actually counting towards “damage within the egg” which breaks the egg faster?
The assists trophies actually makes me think of two things.
1: how much health do they actually have.
2: which trophies can be grabbed.
i think the animation thing with greninja is because ultimate has something that makes it so that the slower the animation is played, the smoother it it is, so the game isn't a powerpoint for things like the timer item and slow smash, which this animation smoothing seems is presumably done by an algorithm because the game would have so many different animations for the many different speeds the game can be played, and the streak weapons have the streak applied by painting a texture from point a, which is in one place on one frame, to point b, which is where it is on the next frame
3:41 HOLY SHIT LOL IS THAT A PETER GRIFFIN IMITATION
THAT'S AMAZING LOL
In 8 player smash, Morgana won't show up next to Joker when he taunts. i was wondering if it is the same for the Pyra Mythra rex taunt? and if so, can you force 8 pythras to use that taunt at the same time, effectively lagging the game to a standstill?
the rexs all get confused on which pyra/mythra to cheer for, making them effectively stress themselves enough to crash the game
amongus
no rex doesn't disappear. I feel like pk beats has already done that in a previous video
So you are still alive
Correct me if I'm wrong but the only characters that are "broken" during sephiroths final smash are characters who's backs are facing the camera when facing the opposite way. For example, Marths cape is completely shown when turned one way, where his whole front is shown when turned another. So it could be due to whatever they have done with the rotation of the characters during the final smash and how some characters are just naturally rotated differently.
unfortunately Captain Falcon also fully turns around, so this prolly isn't quite right
Sheik is another character who doesn't mirror like Mario, but apparently works fine.
That wouldn't explain Chrom, though. Also, doesn't Robin work properly but also turns away from the camera when turning?
It could be possible that this is the reason, and they accounted for it in some cases but just missed a few of them.
Got one: Myth: Inkling's Roller can, timed properly, block Chrom's Final Smash. It may work on other Final Smashes that dash (Incineroar likely not included due to it's grab), all while grounded. I've seen it happen, but am unsure as to just why it happens, and it can happen at any point in the dash, it was practically point blank on my first sighting.
I don't know if you already covered this fact, but if you use Mario's Cape on Kazuya while he's doing his Up B, he is able to do the Up B again, unlike all of the other characters whose recovery does not leave them helpless (aside from tether Up Bs, of course)
Hey, found a fun fact a while ago and never got around to commenting it. Nothing to test here, just a neat little thing that you don't see come up that often:
If Kirby inhales another Kirby then usually you cannot get a copy ability, but if the Kirby you inhale has a copy ability, you can steal that ability, removing it from the other Kirby.
That’s actually a really nice fact
7:12 This is such an excellent example of one of the absolutely boring outcomes from the Mario Maker stage
One thing i saw that made me remember some little secrets. When you assesd the fact that sonic "secret" animation it reminded me of how throughout all of smashbros ultimate theirs little short eastereggs/neat animations. Luigi does a little finger wave when he does his forward air on the ground along with how he spins during his misfire and when his poltergeist at the end of his final smash fails. Theirs a lot of these extra animations, incinroar has these and I think a couple more, just thought it was a good place to talk about this topic :D.
I discovered another move that has a messed up animation when slowed down, that being marth's down tilt. he zigzags his sword forward instead of a regular thrust.
12:00 reminds me of what happens when bowser downthrows snake when snake is holding a grenade
the throw breaks early, but the damage is still applied
3:51 will now eternally be my favorite pkbeats moment
Well PKBeats, you can grab your OWN assist when it’s at low health so ya shoulda done that lmfao ratio c
Neat
Lol
cringe (?)
Cring
@@Thefishforthedish it’s just based on the thing in the vid, so it’s a reference, therefore making you cringe.
(12:15) YYYY/MM/DD is a lovely date format, and I hope to see you use it more often
It seems to be the default for the Japanese settings on RUclips, so I've been seeing it quite a bit now! I like it too, though I hardly have any preferences
Got a fact that wasn’t featured yet
If you deal a final blow to the opponent with pyra but switch to Mythra before the ko happened, the game will register it as a ko from Mythra, even though she didn’t dealt the finishing blow (work the same way if it’s Mythra who dealt the blow and you switch to pyra)
Likely to be the same for Pokémon trainer (and I wonder if it’s the same for character from older games that can switch between different characters like Zelda&sheik and samus&ZZsamus in brawl)
how can you tell whether it counts as a kill for Pyra or Mythra? don't they count as the same character?
@@david_vassey You can tell by the after game statistics, where they have different icons for their kills.
@@david_vassey Owen response (the same for Pokémon trainer)
I thought this was covered when they talked about how you can change the character that appears on the results screen, but maybe it was someone else
@@velvetbutterfly nope, PK never talked about it.
12:10 is just how it feels to get hit by normal Kazuya
9:12 ”but NOT Chrom, he’s fine.”
-Chrom: is looking left
I have a theory as to why the egg lay thing happens. I think its because, if you look closely, they take damage the frame yoshi poops them out, not when they are inside him. So they are in the egg, and then they take damage, and taking the eggtra damage makes them break out of the egg quicker. Maybe this is a mechanic, where yoshis egg pops quicker if you take damage in it?
Thanks for mentioning that
Even tho other RUclipsrs know about the war it still feels weird that they don’t talk about it maybe that just me.
I wish that when you got a final smash (meter it from a ball) while Palutena's guidance was active, Palutena and Viridi would gasp and then stop talking. It would be like they were in suspense to see if the final smash hits or not.
7:05 yo what? that's my favorite hobby
That DK fact was fascinating, I never knew that before, thank you for the information
11:57 I'm guessing that Falco's down throw can technically be escaped from by mashing, similar to Yoshi's Egg Lay, so it gets interrupted because of that. The rest of the throws you tested probably don't have that property.
I wouldn't suggest attempting to mash out of down throw.
This actually happens because the knockback caused by that part of the throw exceeds the expected maximum (before scaling with damage%) while both Falco and his opponent are in their respective states in relation to grabbing and pummeling.
The game treats it as if Falco is still holding his opponent and his opponent is hit by an attack that would knock them out of his grab, like when you hold someone in a team battle and your ally smash attacks them.
In other words, due to an oversight, Falco's down throw, when powered up, deals more knockback than it is scripted to be able to handle before it finishes and ends prematurely.
@@crackedmateria4991 That makes more sense.
5:56 NOOOO, it stands for "Konkey Dong"
The reason the blocks don't stop is because if they closed while you were under them, you would get trapped and it would be unfair
11:04 although someone probably already commented about this, i'll say it again for them-
the faster breakout was probably coded in to balance the effects out, so they aren't too frustrating to handle for whoever is on the receiving end of the egg lay attack-
0:56 An Immortal Hammerbro is beyond terrifying...
9:31 Well each of them faced "gods" before, so maybe they aren't interested? Granted, in this case a lot of characters would be "missing".
Random fact:
If you use wolfs down tilt on wolf at ledge, the wolf being hit will just sort of stand there for around 7 frames
I don’t know why this happens but it’s kind of interesting. I also couldn’t get any other character to stand there with no animation but if you want to look into it, go for it.
Update: fox and falco will stand there like wolf does but only when wolfs down tilt is being used. The weird standing animation might have something to do with their final smashes since they are all very similar.
take as many breaks as you need! Love ur content
Quality is definitely better than quantity
I think the egg lay could be intentional. Think about it: if the opponent’s damage is high, then you have played well, and the high damage buff means you’re not playing as well, and vice versa
a sidenote about the Alternate Sonic landing, if a sonic takes the fall from Pac-man's Up Special, no matter how many flips he does he always does the longer landing
no I think your initial assessment of Greninja's FSmash actually tracks perfectly with how Smash handles animations. The animation only actually _has_ the usual frames you see at 60 fps, and the game has to tween the in-between frames on the fly during slow motion. It's not a _huge_ surprise that that process doesn't always go perfectly. Similarly, it's possible that at 1.5x speed the game _also_ lands on a frame that doesn't exist and has to invent it via motion tweening, or that it skips a frame in such a way that it again creates that weird arc.
It might also be that the game has specific coding it uses to make sure hitboxes stay intact when animations play fast? After all, normally skipping frames of animation risks skipping the hitbox ever actually being in a certain location, so it might be that the game is designed to handle that by ensuring it generates the correct frame as part of the animation, even in fast or slow motion, and that simply isn't working right in the case of Greninja's FSmash.
6:10 well I’m going to assume you know this already and I’m not sure about actual Mario games but in Mario maker 1 and 2 Any spinning blocks will never stop spinning if Mario or some other object is inside it
i like the new way of showing patrons!
3:51 Well you can actually grab your own asist trophy so you should've done that
I have somehow never noticed that list of odd characters who refuse to look at Sephiroth
6:00 best fact throughout the whole vid tbh
With the whole Lightning Chariot thing. I theorize that when Pit gets his Final Smash, he actually takes it away from Viridi. It's why you cannot activate the Palu easter egg and when Pit gains it during the Easter egg, it cuts off. It's no longer in her control.
Well, it doesn't even need to be that complex. The Lightning Chariot may still be in her control, but anyone who has played Uprising knows that Viridi is very sweet on Pit, even if she doesn't like admitting it.
@@elijahpadilla5083 True.
Your content is amazing. The fact that you have 1k likes after 3 hours and 5k views really says something.
Bro this had me rolling
5:56
That sonic landing cancel seems really useful. You can use it to bait someone into an attack because it makes him look vulnerable, but the fact that you can shield cancel it at any time, means you can get them to hit your shield then, get a free out of shield option. Either up b, or maybe up smash, I dunno I don't play sonic, could be grab, jab, or short hop nair or fair.
if i was to guess, the trail on greninja's fsmash has interpretation calibrated specifically to look correct with its normal animation without concern for how changing the speed would alter the result;
a 1-frame difference during that specific part of the animation means that a straight line/smooth arc will be drawn from one point to another.
When slowed down or sped up, the animation either has additional frames within that gap or one of the gap's frames is skipped over entirely, meaning either way the interpretation takes over and more accurately follows the movement of Greninja's blade...
Which isn't as clean of an arc in how it moves because I can vouch myself that animating a clean arcing movement involving the entire upper body of a character is a lot harder than you'd expect.
my gf is a vfx artist (myself an amateur character animator) so ive gotten a lot of intel on how video game vfx tends to work. Though I imagine this trail oddity wouldn't occur for moves that don't use *real* trails and instead use predrawn smear textures (or meshes) for their vfx, which a fair number of moves in smash do.
The smash ball also interrupts Snake's codec, suffering a KO does as well.
And if Pit/Snake gets interrupted during their special animation before the conversation begins the conversation cannot be triggered for the duration of that fight
I may be wrong, but I think the reason for the Sephiroth glitch is due to not the characters looking towards the Z-Axis, but more the game turning the X-Axis away from the screen. So characters that position themselves sideways will likely turn to the left, like the game screen is on the left because their body is normally directly pointing at the player, either front or back.
He got me with "DK" not laughing, I said "I got gotted"
It was an ingame message in 3ds that you can ko ur own at
If only Waluigi could last forever.
Waluigi truly will never last forever
Press "Wah" to pay respects
You can make Incenaroar make the assist trophies run the ropes. this is really hard to do cause you have to get really close to them in order to it. i like that idea it makes them like playable charaters.
I have a theory about the greeninja thing. I have no idea if it's true because I don't know how the move works, but it would make sense. Basically, the arc that you get in normal speed could be determined by the graph of y = sin x or y = cos x. It could basically be saying, at this time of the move have x = π/6, plug that into the graph, get the y value, put that part of the arc here, move to the next time, have x equal the next part of the unit circle, plug it in, ect. But if the time was slowed down, it would mess up the entire thing, you'd have y equal things that it's not supposed to equal. Idk if I explained this fully, and I also don't really know anything about how that move functions, but this is just a plausible explanation that might work, just a hypothesis.
I understand none of this. You deserve a like
It's more to do with interpolation. Because you're seeing between the frames of the animation, the game has to sort of guess what those inbetween frames would look like. It usually does this pretty well, but sometimes it messes up.
On the topic of characters not looking at Seph’s final smash, it appeared that all those characters were asymmetrical. Instead of mirroring their models when they turn around, the actually turn 180 degrees. The glitch still doesn’t work on all the asymmetrical characters though, but that’s as good a theory as I can get.
Let's just bit talk about the command grab for Kazuya doing 0%-120% menung the amiibo will be crazy
Just a random guess, but I think particles are being generated during the motion of certain moves. Changing the speed of the game or animation of the move may not be changing the rate in which the effects are being generated with the same scale. If anyone has access to the code, you may be able to decipher the difference in effect generation and move animation.
The reason the lines about the Lightning Chariot is identical to Smash 4 is because it is the same lines from that game. They just reused the guidance from last game in Ultimate but I think someone didn’t tell who wrote the line about that Pit can still use the Lightning Chariot.
Maybe the strange behavior during some animations at different speeds is caused by the animation interpolation system.
re: the Sephi FS, it looks like it's actually intended behaviour for Bayo and Sephi and such (they still end up facing Sephiroth, just not with the side-angle to the camera they usually have. They end up technically facing sort of diagonally left and back with their head turned to face Sephi). What's weird is Marth, Roy, and Lucina, who all turn their _heads_ as far as they can to look over at Sephiroth, even though their bodies aren't placed correctly at all.
I think Marth, Lucina, and Roy are all _intended_ to be in the same pose as Chrom- standing sideways, swords out, looking over their shoulder at Safer Sephiroth. But they're all rotated 90 degrees! Instead of standing facing right, and looking forward over their left shoulder, they're standing facing the camera, looking left over their right shoulder. It's effectively the same pose, just rotated.
Finally, Kawashima can bring infinite math
Fun Fact:
If Shulk appears on screen and when he shows the Monado Art wheel, pause the game and fully zoom in on a Monado. The other characters will be black with the colour of the Monado.
Not sure if it works for solo battles, it works for Team Battles.
Unrelated; my ringtone is beetle's shop and I was cooking when the song started in the video and I got pissed thinking someone was calling
With all of the fire emblem characters that looked away with sephiroths final smash Roy Marth and lucina didn't even LOOK at sephiroth, in which their backs were TOWARD him so you know, funny other little detail you didn't mention in the video so :))))
Marth, Roy and Sephiroth all have their back to the screen when they look right and their face to the screen when they look left, which is the opposite for everyone else (except those who get Mirror ex: Yoshi) and is probably why it breaks during the Final Smash for them, not sure about Rosalina or Toon Link. (Can't remember if Lucina follows the same principle as Marth)
I found this one visual glitch a while ago, you go on the ice climber stage, get a bowser jr final smash, and activate it right as you go into the water on the ice block that falls into the water
For the Sephiroth final smash it could be something to do with each character facing a different way when they turn around rather than flipping when turning around while also holding objects that could be messing with them turning to face the camera properly. Just a guess as to what could be causing it.
The reason why greninja f-smash changes is bc of the change of Frames, when it does the f smash 1 Frame, the Game does an arch From point A to point B, but when it has more frames, it Connects every point of movement in between, doing that Hop
Hero can do 1,200 damage with a crit fsmash using attack buffed Rodin the Infinite One with Max Brass’s ability active as well as Oomph and Psych Up activated, given this hit is used against the weakest grab type spirit. I’m sure custom balance can allow this hit to exceed 1,200.
The Sephiroth one is probably because of how their idle animations have them stare at a weird angle compared to where they stand.
It's kind of fitting that bayo doesn't look at Sephiroth because her fighting gods is a fairly frequent occurence
It's almost concerning how many of the cast have toppled a god or three.
@@crackedmateria4991 what about how many are on par with gods?
@@crackedmateria4991 bayonetta,Sonic,the entire Kirby cast,most of the Mario cast,Sora,Cloud,Shulk,Link,Ness,Pit and much more
@@glimmerstantroop46321 Don't forget literally the entire cast of Fire Emblem characters.
I’m guess what the off looking characters are doing during Sephiroth’s final smash is doing a “cooler” stare down from the corner of their eye.
You actually get the same weird extended animation with Sonic when he lands after landing on Pac-Man’s trampoline when it’s red.
For the spinning blocks, I would assume this is to prevent people from getting stuck underneath if a block suddenly solidified it would be impossible to recover. Contrary, on mario maker if the block does get repaired, you can still recover it.
The DK joke made me laugh way harder than it should
Here's a random fact:
Grabs can be activated by pressing shield and attack, but if you
1. Pick a character with a zair
2. Shield
3. Press attack
4. IMMEDIATELY jump out of shield
Your character will do a zair oos.
Extra question if you do end up testing this: does holding sheild and pressing attack lead to a zair if you are airborne the whole time?
The king is back
Here's a random fact in Smash for Wii U if you use Wii remotes for players 5 to 8 the lights align differently.
But doesn't it just light them up as players 1 through 4 as normal?
@@Liggliluff from what I remember player 5 at least lights up the 1 and 4. I could be wrong though
When you KO an assist in a timed battle it gives you a point. Does the game think the assist Is dead when the zoom in happens or you still gotta kill it?
um, yea. he said that in the video as well. that's one of the main mechanics of assist trophies. if you kill one you get a point similar to if you KO-d a player. after the battle if you look at the stats, a person who KO-d an assist trophy will have the trophy icon in their KOs
9:12 I dunno about this one. I'm pretty sure Chrom also looks to the left.
He's standing facing left, looking over his right shoulder. It's literally the same pose as Marth, Lucina, and Roy, it's just that he's the only one facing the right direction.
@@elijahpadilla5083 Chrom has a different Idle pose from the others. His body is angled more in the direction he's facing.
About that Palutena’s Guidance thing with a Smash Ball:
I don’t know for sure, but I’m pretty sure it also stops when Pit dies. Yet when Snake does his Codec call and dies, the Colonel or whoever you’re talking with yells “SNAKE!? SNAAAAAKE!!!”
So what happens when Snake attempts to interrupt his Codec with a Smash Ball?
A smash ball (or FS Meter) will interrupt the call as well.
@@velvetbutterfly But how would the Colonel react?
@@tjackknife6590 the dialog just ends abruptly no matter who is talking (I didn't test to see if Slippy was an exception but I doubt it)
i noticed a weird meta-knight "visual glitch" another slow down time glitch thing specifically with forward air, when you go to 1/4 speed and use it, he kinda flails his sword around before the attack coms out
Why, a Lucas main with interesting content.
We have at least one thing in common.
Here’s a question I came up with fighting Fei Lon during my 6th World of Light run: do Lucario’s aura attacks count as aura attacks, fist & foot attacks, or both? Since it’s a SF spirit I’m inclined to believe both, but since I’m also replaying Legends: Arkoos, I don’t have time to test this.
Damn its been a minute since we've seen one of these
Maybe i'm overthing but you sound kinda tired? i hope you're okay
and also aaa even if you come back to normal content i hope you still do other videos talking about other games like the pokemon one, i really liked it!
2:29 Waluigi is Gaster confirmed
Well PKBeats, you can grab your OWN assist when it's at low health.
God you wasted so much of my time and yours lol.
If you actually stay and read my comment you'll know that I did watch to that point and something about the bit inspired me to leave this comment.
Waluigi just fucked off to another plane of reality
Falco down throw is prob the lazer being strong enough so it's like an outside attack hitting opponent out of the grab, but that's just speculation
Wtf was that deez knuts in the middle of the episode? XD That got me good.