Since the extra jump glitch is theorized to put Steve in a pseudo-grounded state, what would happen if you attempt to hit him with a move that hits ground opponents? Like the pow block or a bury
And the other primary spirit that give another jump its a enchantable spirit (edit: i found the spirit its called maria renard it give another jump when you enchant it)
I think it’s interesting that characters with multiple jumps only have the circle appear below their feet for their double jump and not every other consecutive jump, while for Steve every extra jump is a double jump of sorts.
12:24 when Greninja bounces on the opponent with his down air, you can see the double jump ripple beneath his feet, so maybe that's what changes him to a full hop state? Maybe his down air causes a _pseudo_ double jump.
Here's an interesting thing about the short and hull hop states and footstools: For those who did not know, just like you can full hop or short hop off the ground, you can also full hop or short hop when performing a footstool. As it turns out, doing a full hop footstool puts you in the full hop state and doing a short hop footstool puts you in the short hop state regardless of the state you were in before the footstool. As far as I know, this is the only way to go from a full hop state to a short hop state while remaining airborne or to remain in a short hop state after performing any sort of jump. Another interesting thing about short and hop footstools is that even though they are put in their respective states, a character's short and full hop footstool heights are not directly related to their regular short and full hop heights, and seem to each have unique stats. Footstools in general aren't usually given as much attention as the other movement options, so it's easy for things like this to go completely under the radar.
Random fact: The Bullet Bill counting as a projectile is weirdly similar to Lost Souls in the first two Doom games, which change states from an enemy to a projectile when they charge (I think this is how the Pain Elemental spawns them, its own projectile attack is a charging Lost Soul which "reverts" to the normal enemy state when it stops).
9:57: I agree wholeheartedly. Ultimate's a big game with a lot of detail in characters, stages, items ect. Sometimes there's details you would know only if you played the game the thing originated from and sometimes you kinda just didn't know. I've had this game for 2 whole years and I still learn new stuff about it whether it be from you, other Smash channels like PJiggles or just looking for myself. Sometimes people just didn't know things even if it seems obvious and that's okay.
It’s been in since the start but to my knowledge, no one ever covered that ryu and Ken perfect shield makes a different sound than the rest of the fighters.
Just like with some characters having unique sound effects for when they land attacks, or with Snake speaking when he eats, it's known by most if not all veteran players, but for players that started with Ultimate these details may be new to them.
If you use Greninja's Down Air with Screw Attack equipped, the screw attack will activate after the hit. I don't if anyone else knows about it, but I remembered it when he brought up Greninja.
Thank you for that statement of what's obvious to you may not be obvious to someone else because I showed my Gaming Chat the Backslash video and about 4 of us had no idea about it and our one friend went off on us about how it was obvious and they literally said it in the Smash 4 trailer(That I watched and still never noticed and the other 2 hadn't seen at all to begin with).
Looks like melee is back. The invisible ceiling glitch is a glitch that is kinda prominent in melee, and it’s funny that I can still happen today, 20 years later
I think I know what gives Steve's jump back. Or at least I can give an estimated guess... All winged characters have a glide only that is set to 0. Charizard, Meta Knight, Pit, Pit, it's a code carried over from Brawl. Steve, must have an unique vertion of that glide for his up b, which when it's interrupted. The game confuses itself and gives Steve his up b back, which in turn resets his jumps by accident. If not, it could be the same exploit that Cap and Ganondorf had from doing down b in Melee...
My theory for the Steve thing is that when Steve uses his Up special, the startup frames with the shine is it's own state and they didn't assign any jump values to the state, which causes it to default to Steve's 2. But on the active frames they did assign 0 to the variable that stores the jump because it's an up special. But I haven't seen the game's code so I could be completely wrong
He seems to kinda stall in the air for those frames on the startup of the move, so maybe it’s because of that? Maybe they code him so he’s pseudo-grounded there, giving him access to two jumps, and then after he launches it reverts this state to make sure he isn’t grounded anymore, but if he’s interupted in those frames it doesn’t get the chance to.
I'd heard rumors about the extra jump, but this is much more in depth. You are like Samsung Snopws! Follow-up: Would Steve be able to fastfall with the miltank spirit while pseudo-grounded? Will spirit-added jumps be refunded as well?
woah! it's so cool that full hopping does more damage! Gotta love Ultimate with expert strategies hidden in the game. PKBeats love your content its really entertaining!
So, I think jumps works like that, in Smash Bros Ultimate. For most characters, you have 3-4 steps: 0 - On ground, you have two X/Y jumps remaining 1A - You're in the air (jump or got ejected) and didn't use your second jump 2A - You've used your second jump. A smoke particle appears 1B and 2B - You've used your special jump. Your character is blinking. For 2B, you'll still have your particle effect. I used 1b and 2b instead of 3, because you can save your double jump and still use it if your Up B gets interrupted. 1b is when you saved your double jump. 2b is when you used it. In game, I suppose it's different variables, but for the sake of the explanation, we're gonna use this notation. The number of jump is an integer, while the special jump is only a boolean, that's why I used A or B in my context. So for multiple jumps characters, it would be 1A -> 2A -> 3A -> 4A to count the number of jumps. So if you use your Up-B after the second jump for Kirby, you'll have 1A -> 2A -> 2B. You're interrupted, and goes back to your 2A state. Next jump will move you to 3A. So, for Steve, I guess his Up B put him back in his "0" state, and go back to his last state if the move gets interrupted (it gets memorized). However, for the first frames when it gets interrupted, no event seems to get triggered. So he even got his first jump back, like he was on the ground. However, we still see the "double jump effect" when he does it. So I guess that this effect is seen if the jump count is inferior to 3, AND you have to be in the air. So for multiple jump characters, you have : ( "->" means you pressed jump) 1A (in the ground, so no "2nd jump" effect) -> 2A (in the air, inferior to 3, so "2nd jump" effect) -> 3A (in the air, but not inferior to 3) For Steve, it goes like this, after getting your Up B interrupted: 0 (in the air, but your up-move still thinks your in the 0 state) -> 1A (in the air, inferior to 3, so "2nd jump" effect) -> 2A (in the air, inferior to 3, so "2nd jump" effect)
I’ve been playing this game since it released over 2 years ago, and I just noticed a couple of days ago that Peach and Daisy swing their crown in front of them for their FAir instead of open-palmed slapping. There’s always new seemingly obvious things to discover in this game.
Regarding the corrin glitch, similar results can be produced with moves that have the 366 autolink angle. A good example is Piranha Plant's ftilt hit 1, but note that due to it using an autolink, it's sensitive to how you space the move.
It's that fullhop is default-if you put a 3rd player in, the 1v1 multiplier deactivates, and a lot of fullhop aerials deal whole number damage (before staling) while shorthop aerials don't. Pac-Man's fullhop f-air deals 7.65% when staling and the 1v1 multiplier are off, and 7650-point things show up everywhere in Pac-Man-related Smash things.
The bullet bill reflection dealing damage to the Bill user reminds me of a clip on Beefy Smash Dudes' Smash Review. Krool shooting a player out of his blunderbuss while being pushed by a windbox can cause the player being shot to hurt themselves with the hitbox that they become when being shot.
Finally posted one I've been meaning to send for a while. The whole thing between Simon/Richter's and Greninja's down-air might be tied to how Greninja's counts as a sort of double jump.
I found some random facts about ladders Any move that pushes the character a bit (Being Corrin's bair, Mii Gunner's fair, R.O.B's bair and his dair) all push you off the ladder. Of course, any ground pound dairs, such as Sonic's or Sephiroth's, send you down as normal. Pressing up or down on the c-stick also moves you a bit each time. This may be due to something you mentioned in past videos, how using the c-stick just inputs other buttons at once, which in this case would be up or down and the attack button. Steve's dair also follows this rule. However, if he is out of iron, it will only move him slightly, as other non-ground pound dairs do, unless you mash it, in which case, Steve will just do the animation over and over in place.
I haven't really experimented with Steve yet, can he do something special (e.g. boosting with rockets) while using the Elytra? If so, that might be related to the jump reset glitch. (Probably the most basic knowledge about the move, but to someone who literally only saw the character in videos...)
That invisible ceiling glitch reminds me of a similar glitch in melee, it triggered so easily that all counters and most interactions with shields activated it And it would make you fly in so low angles you where fucked if it triggered cuz instead of bouncing off the ceiling it just limited your upwards momentum without any extra friction
Steve has a special property in that he counts as grounded while performing some moves like dair. This flag probably gets set to achieve the air-stall just before takeoff for his up b. And doesn't get cleared properly if he gets hit during it. What happens if you get hit during up b but after the flag is cleared when you should have a double jump?
Greninja's d-air has that ripple effect from a classic double jump when it connects, so it would make sense for him to not be considered in the short hop state anymore after it
I think I know what’s happening with the corrin invisible ceiling glitch, in melee this glitch exists as well (it’s activated very differently though). In melee, the characters velocity is set to 0 for a short instance, I think that the slow down of training mode also slows down when the when character gets pinned (aka have there velocity set to 0)
Love your content PK!! I'm a melee player with next to no interest in playing ultimate again, but I still catch every video you upload. Keep up the good work
I think what happens to Steve is a piece of vestigial code is still active. The code was a prototype where it gave Steve a jump and used it for the launch if he was grounded when you used elytra. This probably didn't work, but they accidentally left it active because it doesn't do anything in normal circumstances
As a Java coder, I have to say Steve’s command codes seem wayyyyyyyyy too simple by every single means, like theirs no way it’s even a single command is as simple as 7 lines, seriously not a single command!
I am pretty sure that the reason that Steve's jumps are restored is because at the very beginning of when he uses the elytra, grounded or not, there is still a few frames where he is not moving, causing the game to think he is grounded, therefore restoring his jumps, and since the elytra gets cancelled, he is able to use his two jumps mid-air, and since after you use the recovery for any character, once it is finished, you are unable to jump, so basically, at frame 8 mid-air, and frame 12 grounded is the time that Steve would start to take out the firework to boost himself, meaning that the game would count Steve being grounded until frame 7 for mid-air elytra, and frame 11 for grounded elytra, and when Steve's elytra is cancelled at either of these frames, the game would still count you as grounded and let you use your two jumps, and if what I am saying is true this effect may work on other characters that have frames where they are not moving after using their recovery, like Fox and Falco with their fire, the frame before they start to move may also count them as grounded, allowing them to jump twice once it is cancelled, If this is correct, then this would only work for characters that have their recovery allow them to float without moving for up to maybe 5 frames, unlike Ness and Lucas with PK thunder where they fall until they hit themselves with the lightning, so this should only work with a few characters consisting of (I can't count DLC characters other than Steve and Piranha Plant because I only have them and I don't really know how to research frames for characters because I am only 14) Steve, Fox, Falco, Pit, Dark Pit, Ridley, Diddy Kong, Lucario, Wolf, Greninja, Ice Climbers, Inkling, Mii Swordfighter with Stone Scabbard, Mii Swordfighter with Skyward Slash Dash, Corrin, Pichu, Pikachu, Bayonetta, Chrom, Ike, and possibly Rosalina and Luma (disclaimer, I did not try if any of these worked, all I did was check if they would stay midair for up to 5 frames until they would start to move).
The Item most people don't know how it works, even if they use it all the time, is the boomerang. It becomes more powerful each time you throw it and successful catch it without it going back onto the ground. A lot of people only use it once or twice or throw it straight into the ground so they think it's a weak projectile. They don't realize if they actually make it a point to keep it as long as possible it can become a kill item by the 5th/6th throw.
one way to test the Psuedo-ground theory is to give steve a tanooki leaf. If he floats, he's in the air. This does make me wonder what would happen if you gave steve a extra aerial jump spirit.
Steve may not have smoke while in his up-B state, because it may be something funky with his gliding state he is in, or the production team could have thought it clashed with Steve's firework pixelated smoke.
Perhaps the upward part of Elytra IS a jump. So it gives you a jump and immediately uses it, making it seem like you have the same amount of jumps as you did before using Elytra. Interrupting the move between giving you a jump and using it, you end up with another jump. This doesn't explain why it resets to two jumps when you have none left, but it makes sense to me.
In order to get into the "extra jump" state you have to get interrupted. He got interrupted by being launched by the TNT which put him into full hop state. You'd need to use a method that doesn't launch him to tell whether he defaults to full hop or not.
Ness’s bat probably does so much damage against bullet bill because ness’s reflect is something like 2x damage and the bullet bill probably get hit by the bat itself too.
Woah man, how did you not talk about how when you slam into the ground or wall as a reflected bullet bill, you take massive damage? If you are right next to ness and go up with the bullet as he swings his bat, you're just dead lol. even from the training stage at zero.
Whit the full hop/short hop damage difference: You don't get a bonus by doing a fullhop, it's the other way aroun: your short hopped attacks get a little nerf. I belive Sakurai explained that in a direct when he showed the new "press jump and then immediatly A to do a shorthop" thing in one of the first directs. I could be wrong thou, so you do your reaearch
There's a meme about the Bullet Bill taking 96% damage after being reflected, I'm sure of it. I just don't know what it is. Maybe "what if you wanted to hit someone with Bullet Bill but Ness said 'take 96% damage'"?
12:33 actually there’s a double jump ripple animation when greninja hits someone with his down air which resets it to the full hop because that’s what double jump usually does
I think the reason greninja dair gives you fullhop damage but belmont dair doesn't is because greninja dair is considered a jump, which is supported by jump height spirits affecting dair's bounce and dair activating screw attack.
13:45 ok I think the game actually looks at your original y position and where you end up, and if your height peaks above a certain distance, let's say 10 units, from where you started, it labels it as a normal jump and gives the multiplier
10:22 I think there's a similar glitch with duck hunt's smashes where each hit hits twice in 1/4 time. I'm not sure if it's character specific because I got it once and kinda just left it lmao
"He can hop around forever without touching the ground once"
Steve turned on creative mode
So Creative Mode REALLY is in Smash. Steve is SSS tier confirmed.
We need a game mode (training for example) where ressources characters have infinite ressources. Come on sakurai please it's easy
@@YounesLayachi infinite waft would be a nightmare
@@AndrewIHanna infinite waft would let you practice waft combos without waiting for it to charge every time
No no, he has a point.
fun fact: the short-hop multiplier affects Bayo's guns (when you hold A after an attack)
Fun fact 2:
The short-hop multiplier is just gives you 85% effectiveness of your air attacks.
Bruh
Since the extra jump glitch is theorized to put Steve in a pseudo-grounded state, what would happen if you attempt to hit him with a move that hits ground opponents? Like the pow block or a bury
Okay now, an aerial bury? That would be too much to comprehend
Now that's interesting
smort, u R
Literally was gonna comment this and you beat me to it. Would be interesting how bury moves affect that small window
@@Brosplosion And what would Arceus, Inkay, & banana peels do?
Steve is an exageratedly complex character, it's amazing
Thats kinda weird if you think that his game is pretty simple and hes just a blocky boi
@@florian4012 Ha I wish
@@florian4012 watch a redstoner at work and you will realize just how complex minecraft can be
He's always been one of the most anticipated characters for Smash, and now that he's in, we can confidently say that they did him justice.
This is exactly the type of exploits that shouldn't be fixed. This is great. Let this stay in the game, Nintendo.
I wonder if Steve can Jump 3 times in the air if you give him the Ho-Oh spirit
And the other primary spirit that give another jump its a enchantable spirit (edit: i found the spirit its called maria renard it give another jump when you enchant it)
@@Bokokirby my reply or the other comment
And adding the WoL extra jump too
@@danius88 The "WoL" ?
And the Skill Tree
I think it’s interesting that characters with multiple jumps only have the circle appear below their feet for their double jump and not every other consecutive jump, while for Steve every extra jump is a double jump of sorts.
Sephiroth with wing also has the ring platform for his third jump
Hmm, interesting.
@@equalsacone795 yeah he's kind of an exception, his third jump isn't small like other multi jump characters
I always go for kamikaze bullet bill because it's optimal af
It does 69% too
@@themarioking7127 nice
Ikr
Yes, I will!
@@themarioking7127 did you even watch the video? you are very clearly proven wrong
This video was basically “Steve’s Extra Jump Glitch Showcase”
Your account pic was my Facebook profile pic for 2 years 😬
Bruh, I did not know about the smoke effect regarding the double jump/recovery thing. For real, the tiny details in this game is nuts.
Pkbeats: says invisible ceiling"
Me: "melee vietnam war flashback"
The 2 dislikes are from abate and s2j
@@lordtajine9721 well thats a shame
@@lordtajine9721 how sad. Such sad beings.
mewtwo has a ptsd attack after re-experiencing the trauma of the ceiling glitch from melee: the game
12:24 when Greninja bounces on the opponent with his down air, you can see the double jump ripple beneath his feet, so maybe that's what changes him to a full hop state?
Maybe his down air causes a _pseudo_ double jump.
I remember killing my friend at 0% by reflecting his bullet bill with K.Rool’s belly.
Here's an interesting thing about the short and hull hop states and footstools:
For those who did not know, just like you can full hop or short hop off the ground, you can also full hop or short hop when performing a footstool. As it turns out, doing a full hop footstool puts you in the full hop state and doing a short hop footstool puts you in the short hop state regardless of the state you were in before the footstool. As far as I know, this is the only way to go from a full hop state to a short hop state while remaining airborne or to remain in a short hop state after performing any sort of jump.
Another interesting thing about short and hop footstools is that even though they are put in their respective states, a character's short and full hop footstool heights are not directly related to their regular short and full hop heights, and seem to each have unique stats. Footstools in general aren't usually given as much attention as the other movement options, so it's easy for things like this to go completely under the radar.
Random fact: The Bullet Bill counting as a projectile is weirdly similar to Lost Souls in the first two Doom games, which change states from an enemy to a projectile when they charge (I think this is how the Pain Elemental spawns them, its own projectile attack is a charging Lost Soul which "reverts" to the normal enemy state when it stops).
9:57: I agree wholeheartedly. Ultimate's a big game with a lot of detail in characters, stages, items ect. Sometimes there's details you would know only if you played the game the thing originated from and sometimes you kinda just didn't know. I've had this game for 2 whole years and I still learn new stuff about it whether it be from you, other Smash channels like PJiggles or just looking for myself. Sometimes people just didn't know things even if it seems obvious and that's okay.
I’ve been waiting for another one of these. I love this series!
"Brohemian Rhapsodude"
I love it
you can make cloud's cross-slash attack spike if your opponent has 999%.
Same with up airs like greninja and sheik
cool
Also the first hit of Link's forward air and Little Mac's down air.
@@simples6475 i think mac’s down air already spikes bro
@@supremechaosbeing2696 yeah but it's so weak I only found out about it when messing on training mode.
It’s been in since the start but to my knowledge, no one ever covered that ryu and Ken perfect shield makes a different sound than the rest of the fighters.
probably some street fighter reference
@@supremechaosbeing2696 i know, just saying I’ve seen no one pointing it out.
because everyone knows
@@aclonymous have you even watched PKBeats video??
Just like with some characters having unique sound effects for when they land attacks, or with Snake speaking when he eats, it's known by most if not all veteran players, but for players that started with Ultimate these details may be new to them.
If you use Greninja's Down Air with Screw Attack equipped, the screw attack will activate after the hit. I don't if anyone else knows about it, but I remembered it when he brought up Greninja.
Nice observation
I have yet to already know the facts before watching one of your Smash fact videos. (In all honesty, I play Smash extremely casually.)
Now I can annoy my friends with Steve even more
Thank you for that statement of what's obvious to you may not be obvious to someone else because I showed my Gaming Chat the Backslash video and about 4 of us had no idea about it and our one friend went off on us about how it was obvious and they literally said it in the Smash 4 trailer(That I watched and still never noticed and the other 2 hadn't seen at all to begin with).
You can't Pocket that fully-charged beam from Byleth either but it can ALSO be reflected.
Looks like melee is back. The invisible ceiling glitch is a glitch that is kinda prominent in melee, and it’s funny that I can still happen today, 20 years later
I think I know what gives Steve's jump back. Or at least I can give an estimated guess... All winged characters have a glide only that is set to 0. Charizard, Meta Knight, Pit, Pit, it's a code carried over from Brawl. Steve, must have an unique vertion of that glide for his up b, which when it's interrupted. The game confuses itself and gives Steve his up b back, which in turn resets his jumps by accident. If not, it could be the same exploit that Cap and Ganondorf had from doing down b in Melee...
Everytime I see an upload from this channel I *gasp* in excitement
My theory for the Steve thing is that when Steve uses his Up special, the startup frames with the shine is it's own state and they didn't assign any jump values to the state, which causes it to default to Steve's 2. But on the active frames they did assign 0 to the variable that stores the jump because it's an up special. But I haven't seen the game's code so I could be completely wrong
He seems to kinda stall in the air for those frames on the startup of the move, so maybe it’s because of that? Maybe they code him so he’s pseudo-grounded there, giving him access to two jumps, and then after he launches it reverts this state to make sure he isn’t grounded anymore, but if he’s interupted in those frames it doesn’t get the chance to.
I'm in a smash team and everyone apart from me didn't know you could rebattle the challenger approaching fights
pretty sure the smoke around him disappears because pressing the jump button during elytra cancels it and puts you in free fall
9:50 also didn't know that backslash did more damage on the back and i use shulk regularly
When Greninja dair's off an opponent while it's holding a Screw Attack, it'll activate the Screw Attack, so I think Greninja's dair counts as a jump
I'd heard rumors about the extra jump, but this is much more in depth. You are like Samsung Snopws!
Follow-up: Would Steve be able to fastfall with the miltank spirit while pseudo-grounded? Will spirit-added jumps be refunded as well?
Steve's kit seems to have a high skill celling it seems (even ignoring the elytra glitch)
woah! it's so cool that full hopping does more damage! Gotta love Ultimate with expert strategies hidden in the game.
PKBeats love your content its really entertaining!
So, I think jumps works like that, in Smash Bros Ultimate. For most characters, you have 3-4 steps:
0 - On ground, you have two X/Y jumps remaining
1A - You're in the air (jump or got ejected) and didn't use your second jump
2A - You've used your second jump. A smoke particle appears
1B and 2B - You've used your special jump. Your character is blinking. For 2B, you'll still have your particle effect.
I used 1b and 2b instead of 3, because you can save your double jump and still use it if your Up B gets interrupted. 1b is when you saved your double jump. 2b is when you used it. In game, I suppose it's different variables, but for the sake of the explanation, we're gonna use this notation. The number of jump is an integer, while the special jump is only a boolean, that's why I used A or B in my context.
So for multiple jumps characters, it would be 1A -> 2A -> 3A -> 4A to count the number of jumps. So if you use your Up-B after the second jump for Kirby, you'll have 1A -> 2A -> 2B. You're interrupted, and goes back to your 2A state. Next jump will move you to 3A.
So, for Steve, I guess his Up B put him back in his "0" state, and go back to his last state if the move gets interrupted (it gets memorized). However, for the first frames when it gets interrupted, no event seems to get triggered. So he even got his first jump back, like he was on the ground. However, we still see the "double jump effect" when he does it. So I guess that this effect is seen if the jump count is inferior to 3, AND you have to be in the air. So for multiple jump characters, you have : ( "->" means you pressed jump)
1A (in the ground, so no "2nd jump" effect) -> 2A (in the air, inferior to 3, so "2nd jump" effect) -> 3A (in the air, but not inferior to 3)
For Steve, it goes like this, after getting your Up B interrupted:
0 (in the air, but your up-move still thinks your in the 0 state) -> 1A (in the air, inferior to 3, so "2nd jump" effect) -> 2A (in the air, inferior to 3, so "2nd jump" effect)
What if when doing the extra jump glitch you have a spirit equipped that gives you an extra jump
thats what i was wondering
I’ve been playing this game since it released over 2 years ago, and I just noticed a couple of days ago that Peach and Daisy swing their crown in front of them for their FAir instead of open-palmed slapping. There’s always new seemingly obvious things to discover in this game.
Regarding the corrin glitch, similar results can be produced with moves that have the 366 autolink angle. A good example is Piranha Plant's ftilt hit 1, but note that due to it using an autolink, it's sensitive to how you space the move.
I love the little details in your vids, like how you point with hero’s arrow and stuff
It's that fullhop is default-if you put a 3rd player in, the 1v1 multiplier deactivates, and a lot of fullhop aerials deal whole number damage (before staling) while shorthop aerials don't.
Pac-Man's fullhop f-air deals 7.65% when staling and the 1v1 multiplier are off, and 7650-point things show up everywhere in Pac-Man-related Smash things.
14:05 Leaked footage of what really happened with Steve's meat.
Ridley the certified circumciser
The bullet bill reflection dealing damage to the Bill user reminds me of a clip on Beefy Smash Dudes' Smash Review. Krool shooting a player out of his blunderbuss while being pushed by a windbox can cause the player being shot to hurt themselves with the hitbox that they become when being shot.
"Invisible Ceiling"
**Melee Luigi Vietnam Flashbacks**
Steve turned on Creative mode, in Smash Bros.
I like it, and this video, and PKBeats.
that kirby face is hillarious
I have no idea if you covered it before or not but can you pocket Bowser Jr's clown car when he uses his up-special?
The tips section of the game is really slept on
Finally posted one I've been meaning to send for a while. The whole thing between Simon/Richter's and Greninja's down-air might be tied to how Greninja's counts as a sort of double jump.
I found some random facts about ladders
Any move that pushes the character a bit (Being Corrin's bair, Mii Gunner's fair, R.O.B's bair and his dair) all push you off the ladder. Of course, any ground pound dairs, such as Sonic's or Sephiroth's, send you down as normal. Pressing up or down on the c-stick also moves you a bit each time. This may be due to something you mentioned in past videos, how using the c-stick just inputs other buttons at once, which in this case would be up or down and the attack button. Steve's dair also follows this rule. However, if he is out of iron, it will only move him slightly, as other non-ground pound dairs do, unless you mash it, in which case, Steve will just do the animation over and over in place.
Brohemian Rhapsodude is something I will now use when talking to my friends, and it’s the best thing I got from this video
I haven't really experimented with Steve yet, can he do something special (e.g. boosting with rockets) while using the Elytra? If so, that might be related to the jump reset glitch.
(Probably the most basic knowledge about the move, but to someone who literally only saw the character in videos...)
That invisible ceiling glitch reminds me of a similar glitch in melee, it triggered so easily that all counters and most interactions with shields activated it
And it would make you fly in so low angles you where fucked if it triggered cuz instead of bouncing off the ceiling it just limited your upwards momentum without any extra friction
Steve has a special property in that he counts as grounded while performing some moves like dair. This flag probably gets set to achieve the air-stall just before takeoff for his up b. And doesn't get cleared properly if he gets hit during it. What happens if you get hit during up b but after the flag is cleared when you should have a double jump?
Greninja's d-air has that ripple effect from a classic double jump when it connects, so it would make sense for him to not be considered in the short hop state anymore after it
I think I know what’s happening with the corrin invisible ceiling glitch, in melee this glitch exists as well (it’s activated very differently though). In melee, the characters velocity is set to 0 for a short instance, I think that the slow down of training mode also slows down when the when character gets pinned (aka have there velocity set to 0)
10:25 competitive melee flashbacks
Love your content PK!! I'm a melee player with next to no interest in playing ultimate again, but I still catch every video you upload. Keep up the good work
I think what happens to Steve is a piece of vestigial code is still active. The code was a prototype where it gave Steve a jump and used it for the launch if he was grounded when you used elytra. This probably didn't work, but they accidentally left it active because it doesn't do anything in normal circumstances
As a Java coder, I have to say Steve’s command codes seem wayyyyyyyyy too simple by every single means, like theirs no way it’s even a single command is as simple as 7 lines, seriously not a single command!
I am pretty sure that the reason that Steve's jumps are restored is because at the very beginning of when he uses the elytra, grounded or not, there is still a few frames where he is not moving, causing the game to think he is grounded, therefore restoring his jumps, and since the elytra gets cancelled, he is able to use his two jumps mid-air, and since after you use the recovery for any character, once it is finished, you are unable to jump, so basically, at frame 8 mid-air, and frame 12 grounded is the time that Steve would start to take out the firework to boost himself, meaning that the game would count Steve being grounded until frame 7 for mid-air elytra, and frame 11 for grounded elytra, and when Steve's elytra is cancelled at either of these frames, the game would still count you as grounded and let you use your two jumps, and if what I am saying is true this effect may work on other characters that have frames where they are not moving after using their recovery, like Fox and Falco with their fire, the frame before they start to move may also count them as grounded, allowing them to jump twice once it is cancelled, If this is correct, then this would only work for characters that have their recovery allow them to float without moving for up to maybe 5 frames, unlike Ness and Lucas with PK thunder where they fall until they hit themselves with the lightning, so this should only work with a few characters consisting of (I can't count DLC characters other than Steve and Piranha Plant because I only have them and I don't really know how to research frames for characters because I am only 14) Steve, Fox, Falco, Pit, Dark Pit, Ridley, Diddy Kong, Lucario, Wolf, Greninja, Ice Climbers, Inkling, Mii Swordfighter with Stone Scabbard, Mii Swordfighter with Skyward Slash Dash, Corrin, Pichu, Pikachu, Bayonetta, Chrom, Ike, and possibly Rosalina and Luma (disclaimer, I did not try if any of these worked, all I did was check if they would stay midair for up to 5 frames until they would start to move).
The Item most people don't know how it works, even if they use it all the time, is the boomerang. It becomes more powerful each time you throw it and successful catch it without it going back onto the ground. A lot of people only use it once or twice or throw it straight into the ground so they think it's a weak projectile. They don't realize if they actually make it a point to keep it as long as possible it can become a kill item by the 5th/6th throw.
The shorthop modifier is specifically tied to the short hop. The full hop is just considered default.
I think sense gliding hasn’t been in smash sense brawl, I think ultimate’s new code doesn’t play nice with gliding.
Since
one way to test the Psuedo-ground theory is to give steve a tanooki leaf. If he floats, he's in the air.
This does make me wonder what would happen if you gave steve a extra aerial jump spirit.
The multihits (NOT launching) of Falco's up special can also create an invisible ceiling at 999%!
Steve may not have smoke while in his up-B state, because it may be something funky with his gliding state he is in, or the production team could have thought it clashed with Steve's firework pixelated smoke.
Perhaps the upward part of Elytra IS a jump. So it gives you a jump and immediately uses it, making it seem like you have the same amount of jumps as you did before using Elytra. Interrupting the move between giving you a jump and using it, you end up with another jump. This doesn't explain why it resets to two jumps when you have none left, but it makes sense to me.
13:28 I would imagine that's the case, as the game actually does apply a .85 multiplier for short hops
The character inside the Bullet Bill is also inside the hitbox. When the hitbox is reflected, it hits 'em. Pretty simple actually.
Makes sense. Also I would assume Ness side smash hitbox also applies here, dealing an extra 30% (whereas other reflectors don't deal damage)
@@YounesLayachi depends on the charge but I suppose that's possible.
@@zeckemyro7031 what charge ?
@@YounesLayachi Ness FSmash deals 22.0% when sweetspotted (26.4% in 1v1). Which means you need to charge to deal that 30.0%.
@@zeckemyro7031 ah okay. I don't have the numbers I was just eyeballing
wait invisible cealing ? WE RE BACK TO MELEEEEEEEEEEEEEEEEEE !
In order to get into the "extra jump" state you have to get interrupted. He got interrupted by being launched by the TNT which put him into full hop state. You'd need to use a method that doesn't launch him to tell whether he defaults to full hop or not.
I also had no idea Backslash did more damage to a character's back, but after playing some Xenoblade, it makes total sense.
your videos feel so comfortable and i dont know why
@28Eli Marlowe no clue
Ness’s bat probably does so much damage against bullet bill because ness’s reflect is something like 2x damage and the bullet bill probably get hit by the bat itself too.
Yep
What? some attacks do different damage based on if it's a short hop or full hop?
Woah man, how did you not talk about how when you slam into the ground or wall as a reflected bullet bill, you take massive damage? If you are right next to ness and go up with the bullet as he swings his bat, you're just dead lol. even from the training stage at zero.
Spamming reflectors is the only way I could manage to get the bullet bill spirit lol
Great video as always, I’ve totally watched the entire video already
for sure
Same
Me too I watched it twice cause its so good
8:59 I think that ness just hits you with his bat simultaeously with the reflect
0:14 Oh look it's freaking MELEE. Nice to see ya.
Imagine not being early to a pk beats vid
Feels bad man
Does this jump clitch work with extra jump spirits
😟
I was about to test that
Greninja actually Double Jumps After hitting Down air
Maybe Steve's up b uses some code left over from the cut gliding mechanic, so maybe that's the "unique state" he's in
Whit the full hop/short hop damage difference:
You don't get a bonus by doing a fullhop, it's the other way aroun: your short hopped attacks get a little nerf. I belive Sakurai explained that in a direct when he showed the new "press jump and then immediatly A to do a shorthop" thing in one of the first directs.
I could be wrong thou, so you do your reaearch
Similar to the bullet bill, Isabelles fishingrod can be reflected but you can't pocket it.
Every day we get closer to making the entire competitive scene just steve dittos
There's a meme about the Bullet Bill taking 96% damage after being reflected, I'm sure of it. I just don't know what it is.
Maybe "what if you wanted to hit someone with Bullet Bill but Ness said 'take 96% damage'"?
you’re the only person I know of who knows how to pronounce Elytra correctly (when speaking English, or I guess American English)
My theory: Frame 8 of the elytra spreading likely disallows jump counter restoration due to the elytra spreading to the frame 8 position.
12:33 actually there’s a double jump ripple animation when greninja hits someone with his down air which resets it to the full hop because that’s what double jump usually does
I never realized how wholesome PKBeats was, omg-
I think the reason greninja dair gives you fullhop damage but belmont dair doesn't is because greninja dair is considered a jump, which is supported by jump height spirits affecting dair's bounce and dair activating screw attack.
Characters hold items differently (I used capsule) characters like daisy and mewtwo have cool holding animations
13:45 ok I think the game actually looks at your original y position and where you end up, and if your height peaks above a certain distance, let's say 10 units, from where you started, it labels it as a normal jump and gives the multiplier
Seems like they did some crazy stuff to implement steve's glide on up b
Good on PK for using the best Corrin
10:22 I think there's a similar glitch with duck hunt's smashes where each hit hits twice in 1/4 time. I'm not sure if it's character specific because I got it once and kinda just left it lmao