I may actually consider doing something like that... The problem is each character has way more options and there's so fucking many. Project M gave every character like 5 different ways to get back.
Two things. 1. Hitlag isn't what you think it is. Hitlag refers to the freeze frames when a move connects, the time when you can DI. You're referring to startup, endlag, or just the duration of the move. 2. For item tosses, we call them smash throws/tosses and soft throws/tosses. I'd also bring attention to the different types of ledge DI. Otherwise, great job. I'm glad someone is making these videos.
+Faltrazz Actually hitlag is exactly what I said it is. Hitstun is what you're talking about. And no one uses items in 64 so I don't think using terminology would be helpful. You're right about DI, I decided to elide it to keep the video as close to 1 minute per character as possible
Nate L Hitstun is the time when you receive knockback and are unable to act. Hitlag is the freeze frames. www.ssbwiki.com/Freeze_frame And the terminology for items is important enough because bombs exist. Coming from a more Smash 4 background as of late, we have a lot characters with throwable projectiles, so it's good to know.
+Nate “Tom Bombadil” L I'm pretty sure you know the difference, you're just confused right now. You really did mean endlag like faltrazz said. Hitstun is obviously the time where you are still in knockback and can't move. You have to have heard of "smash64: hitstun the game" before :p. Hitlag is the time where your move hits an object with a hurtbox and you are in freeze frames. These are the frames where you DI/SDI
+canyounotsee Yeah you guys are both right. And I realize now that you're referring to me talking about Falcon's punch having a lot of "hitlag" which was definitely the wrong thing to say for what I meant now that I rewatch that clip
Thank you so mush I was searching for video about this because in super smash bros Wii u and brawl and melee and ultimate the youtubers do recoverys in this games except ssb64 I knew Mario's and Luigi's recovery only but in this video I knew all the recoverys so thank you😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊
excellent video.. i think the only things that you could mention to make this more comprehensive as a recovery guide would be to mention mario's downspike hitbox on his downB (which COULD trump edge guard attempts and ensure survival), fox's downB (which can be used as a throttle/brake on a fastfall, and generally can just buy you more hangtime to get your upB timed the best), using DI when getting hit while standing on the edge of the stage to prevent yourself from being rocketed out to death at high percents, and utilizing ledge cancels (with horizontal-heavy upB's like link's and dk's and pika's) and ledge fall-throughs (with vertical-heavy upB's like mario's and ness's and fox's)
+Frank7489 Well it doesn't necessarily help with your recovery unless you're faced the wrong direction. I devote about a minute to talking about DK's neutral B turn around in the character specific advanced techniques video because I agree that it's very important
How do you get ahold of Smash 64 nowadays? I've looked online but it's insanely expensive. I don't want to rom it because I feel like a thief doing it.
Do you really need to hold the joystick upward after your falcon punch when you use it to recover? I've never done it and I don't really notice a difference when I try it
+DarkLeviathan8 Yes it makes quite a big difference. Try doing it in the air over the stage so you can see Falcon better. Do it holding up, holding no direction, and holding down. You'll see something noticeable
I am enjoying all your videos Nate. I was pretty good from age 17 to 23 in this game. But I wouldn't say I was competitive. Now at age 32 and not having touched the game I wonder why I stink so bad. I was probably doing most of the techniques unaware in your 4 part series and not doing them now which is why I feel I'm too slow. I enjoy all your tips on Yoshi and Mario. In smash 64 I'm a Yoshi main and a Mario secondary. I just felt like Yoshi had a good mix of everything and fitted my fighting style. I was dissappointed in the 64 tier list because I felt Yoshi should be higher. In Melee I was a Dr.Mario main and a Yoshi secondary. I was really cheap with Dr.Mario's cape and the reason why Yoshi dropped to 2nd is because I felt his moves were nerfed even though he has the same moves as 64. I never really played Brawl that much and Smash wii U I can't find a primary character, the moves are foreign to me, I keep running off the stage by accident.
+Yeshua Man Well I hope in a year or so you'll say, "I was pretty good from age 17 to 23 but not nearly as good as I am now at 33". Yoshi being in the middle on the tier list is great for you because then you have a good shot at winning any given game but don't have to hear people complain about you only playing the top tiers. I haven't really been able to get into brawl or Wii U either (and let's be honest, why would I want to?). Thanks for taking the time to comment, I'm always here to answer questions if you have any. Good luck!
Thanks Nate. Why is Yoshi in the middle and not at the top? I have a cousin who is a Fox main and he was destroying me when I first started out as Mario and then we were even when I got more skillful with him. Then when I started practicing with Yoshi I found him to have more speed, powerful smashes, and long reach. I once was backed into a corner in Hyrule with my cousin burning me with a fire flower and I just forward smashed through the flame and got him. Maybe Yoshi isn't the perfect character but perfect for me and my style.
Well maybe I can start off by saying that neither Hyrule nor items are allowed in competitive play so your situation doesn't quite mirror what goes on at a high level. Remember that the tier list is supposed to rank characters when played at the highest level of play. Most people don't play as optimally as the top players in the world so it's entirely possible that the official list isn't accurate for your level of play. Yoshi isn't top on the tier list for a number of reasons. He is easily combo'd by everyone above him on the list (and a few people below him as well), his dash and run speed are slow, and although he can use his DJC for great control in the air, this opens him up to being gimped since he is left without a jump (and can't use upB to recover). There's no matchup where Yoshi really gets destroyed but he doesn't have a favorable matchup against anyone ranked above him (perhaps Fox, depending on who you ask). Keep in mind that Yoshi is on the top half of all the characters, meaning he's quite good. He just doesn't have Pika's uair/upB, Kirby's utilt, or Falcon and Fox's speed. I always have fun when I play Yoshi and if you feel like he fits your style, you should keep playing him. At the big tournaments, there's always a few Yoshi's at least in the top 16
I’ve started watching your videos as I’m interested in completely destroying my friends. Is there a way to practice even though I don’t have the actual game (emulator on pc + adapter?) I noticed you haven’t uploaded in awhile, are you still active?
You can indeed play on emulator with an adapter. I highly recommend the raphnet v3 ("RAW"). This seems to be where the current guide is: supersmashbros.org/play-online/. As for me being active, I will happily make another video if I think I have more content to offer.
Do you know how many frames of invincibility you get from grabbing the ledge? And does quickly regrabbing the ledge like in melee refresh those frames? Thanks for the video dude hope to see more.
+ClickDecision Looks like you get about a second of invincibility, 63 frames: (th-cam.com/video/Kp7YP4D4mBA/w-d-xo.html). Every time you regrab the edge you will get all those frames again but you lose them immediately when you let go to ledgehop so there's no way to infinite stall (even with Pikachu).
+ClickDecision Turns out my previous answer was a bit hasty. So for the sake of being complete: Every character gets 60 frames of invincibility while hanging on the edge. However, different characters get a different number of additional invincibility frames when they initially grab the edge. There are two groups: - Mario/Luigi/Yoshi get 7 frames immediately and so have 67 invincibility frames total - Everyone else gets 3 frames immediately and so have 63 invincibility frames total
You lose invincibility as soon as you let go of the ledge so there's at least 1 frame where you're vulnerable. It's dangerous to try to attack a ledge stalling pikachu though because a quick ledge hop aerial > grab could mean a stock depending on what character you're playing so it's a high risk - low reward play.
WHAT IF, I unlocked Wolf O'Donnell in this game? Plus, it's a secret boss? And his stage is in Corneria in daytime the theme song is his theme song from Star Fox 64? And I started playing him?
I wish I had a FAQ. There's no reliable source. Ebay, game stores, flea markets, garage sales, ... I assume by "quality controller" you really mean "tight thumbstick". For that, you can also try going aftermarket. Really the only viable alternative to the original is the gamestick style stick which is similar to that of a Hori Pad. This is the one I use (www.lukiegames.com/n64-replacement-thumbstick.html) and the only aftermarket thumbstick I would ever recommend. It really depends on how used to the original you are. The other main path is to buy a tight stick and then grease it to mitigate wear.
i think ness's recovery is a bit better than you give it credit for, since if the opponent waits a bit too long or misses their move, PKT2 has an insane amount of knockback.
That's true but that reasoning is contingent on your opponent making a big mistake. At a casual level, ness's recovery is fine since it has good distance. But at a competitive level, people aren't going to make those mistakes and miss edgeguards
+Lorenzo Alessandrini I think if you go to my channel and then click "about" there will be a "send message" option. Let me know if you're having trouble finding it
+Nate “Tom Bombadil” L actually i already tried there but i have no send message options, that is strange. i just can PM you on your google+ account maybe
We've been running a 10 person weekly and had 23 at a monthly in January. Hoping to have 30 this weekend in the Salem area. I don't think we are on your level as players, or really even close, but if you ever want to come out let me know. A couple guys are trying to start something in the Portland area as well.
+amo819 Sounds great man. I heard about your tourney from some friends and I'm thinking about attending. I appreciate you working towards making a scene
Issue with this video even thoughy ou probably wont see this. If you space your upB recovery you can easily avoid being hit while hitting people with Luigi/Mario upB. Luigi can virtually have just as good upB recovery as Mario if you space it properly.
+OliverNOW There's been an argument to call 64 DI "PI" instead for "Positional Influence" since, as you mention, you can't actually influence the direction of knockback in 64 like you can in the other games, merely your position during hitstun. This is probably a more accurate name. "PI" could also probably replace the term "SDI" in melee. However, every 64 player uses the name "DI" and they are referring to what melee players call "SDI". I think it's perhaps a bit melee-centric to tell 64 players that "there's no such thing as DI in Smash 64" when we clearly have different definitions for the term. There's no such thing as "melee DI" in 64 but there is "64 DI". It's like how the term "buffering" means different things depending on what game you're talking about.
Nate L But since SDI does exist in all Smash games and works the exact same way, wouldn't it make more sense just to use that name? Avoids any possible confusion and such too. "Buffering" in various games does not work the same way in each.
+Adam Unknown Yes I think it would be ideal to have disambiguated names for everything in each of the games. Unfortunately this is not the case. As you say, "buffering" is a well-defined term in each game but means something slightly different for each occurrence, which often causes confusion. I think the term "PI" would be a good replacement for "SDI" in the later games and "DI" in 64. However, changing the name of such a central mechanic isn't really realistic and you would also have to worry about the compatibility with old technical information as a mismatch will cause just as much confusion as we have today. Maybe the best way to disambiguate our terms is to provide context. The phrase "64 DI" has an exact meaning, just as the phrase "melee DI" does. Even though these meanings are different, it is clear what is being talked about when it is put in context.
7:31 Distance: 4 Safety: 0.5 Options: 2 Overall: 1 Just by re-arranging the icons, you can get an average 2 icons per row. Again, the Overall is incorrect.
Actually I would argue that it is a perfectly acceptable term. All of this is subjective, I made a thread on smashboards and discussed with a bunch of people about how we felt about the strengths and weaknesses of certain character's recoveries. We concluded that they had an "overall" recovery strength and it was also useful to specifically talk about some specific attributes such as range, safety, etc. But that doesn't imply that the overall is a computation based on those attributes. I didn't call it "average", which would be misleading.
I wish there were in-depth recovery guides like this for the other Smash games.
part of it is because theres so many characters in other games
I guess so.
I may actually consider doing something like that... The problem is each character has way more options and there's so fucking many. Project M gave every character like 5 different ways to get back.
[ Mike4Life ] it's self explanatory besides very few characters
That pikachu on ness gimp was hilarious, good stuff.
+Armsauce Kerokeroppi in a tournament set: th-cam.com/video/sr3hCu97oFk/w-d-xo.htmlm42s
Two things.
1. Hitlag isn't what you think it is. Hitlag refers to the freeze frames when a move connects, the time when you can DI. You're referring to startup, endlag, or just the duration of the move.
2. For item tosses, we call them smash throws/tosses and soft throws/tosses.
I'd also bring attention to the different types of ledge DI.
Otherwise, great job. I'm glad someone is making these videos.
+Faltrazz Actually hitlag is exactly what I said it is. Hitstun is what you're talking about. And no one uses items in 64 so I don't think using terminology would be helpful. You're right about DI, I decided to elide it to keep the video as close to 1 minute per character as possible
Nate L
Hitstun is the time when you receive knockback and are unable to act. Hitlag is the freeze frames.
www.ssbwiki.com/Freeze_frame
And the terminology for items is important enough because bombs exist. Coming from a more Smash 4 background as of late, we have a lot characters with throwable projectiles, so it's good to know.
+Nate “Tom Bombadil” L I'm pretty sure you know the difference, you're just confused right now. You really did mean endlag like faltrazz said. Hitstun is obviously the time where you are still in knockback and can't move. You have to have heard of "smash64: hitstun the game" before :p. Hitlag is the time where your move hits an object with a hurtbox and you are in freeze frames. These are the frames where you DI/SDI
+canyounotsee Yeah you guys are both right. And I realize now that you're referring to me talking about Falcon's punch having a lot of "hitlag" which was definitely the wrong thing to say for what I meant now that I rewatch that clip
Great video! The visual examples match the lecture so well, that every point is immediately understood. Very well made 👍
Nice video, I finally found your channel!
Thank you so mush I was searching for video about this because in super smash bros Wii u and brawl and melee and ultimate the youtubers do recoverys in this games except ssb64 I knew Mario's and Luigi's recovery only but in this video I knew all the recoverys so thank you😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊😊
Thank you so much for doing this video, I choosed to main 3 of the hardest recovery characters (yoshi,luigi and ness) this is so helpfull, TY
Luigi is currently ranked has 2 on the recovery classement (SSB 64) ,just behind Pikachu
Moar pls. Aspiring Falcon player here, your vids are fantastic!
This was very useful hope you keep making content!
excellent video.. i think the only things that you could mention to make this more comprehensive as a recovery guide would be to mention mario's downspike hitbox on his downB (which COULD trump edge guard attempts and ensure survival), fox's downB (which can be used as a throttle/brake on a fastfall, and generally can just buy you more hangtime to get your upB timed the best), using DI when getting hit while standing on the edge of the stage to prevent yourself from being rocketed out to death at high percents, and utilizing ledge cancels (with horizontal-heavy upB's like link's and dk's and pika's) and ledge fall-throughs (with vertical-heavy upB's like mario's and ness's and fox's)
good stuff as always, mate!
cool video. I watched because I was curious about 64. it's not as popular as the other ones (melee and 4, undeniably) and I knew nothing about it.
Thank you so much for recovery guide on every character 😊
I've been wrong about who has the best recovery all these years!
very informative. thx
Really enjoyed this video, thank you for the tips.
As a Luigi main, it's fun to edgeguard Kirby players who use Up B. Just down smash constantly beats them lmao.
It's also fun to just Jab it
I'm suprised you didn't mention DK's neutral b turn around for recovery.
+Frank7489 Well it doesn't necessarily help with your recovery unless you're faced the wrong direction. I devote about a minute to talking about DK's neutral B turn around in the character specific advanced techniques video because I agree that it's very important
@@NateLTomBombadil I use it 5o slide all over the places
I use Mario's forward air to gain some horizontal recovery
Exactly me too i use his foward air his fire ball his down b and then i use the up b
Pikachu's has invincibility frames in this game it's only active for a short time
Awesome video, thanks!
Very good video man, keep it up
How do you get ahold of Smash 64 nowadays? I've looked online but it's insanely expensive. I don't want to rom it because I feel like a thief doing it.
+BloodL10N The best way to get a cheap copy of smash is to go back in time and own it when you were a kid : )
+Nate “Tom Bombadil” L I did own it as a kid but when my brother moved out he took the 64 and all of the games with him 12 years ago. lol
Rom It , no other choice If you want the game
For ness he can only slide up the left ledge of Dreamland and Hyrule.
Thanks, I didn't know that. Apparently it's true of some walls on other stages as well like Saffron and MK
Do you really need to hold the joystick upward after your falcon punch when you use it to recover? I've never done it and I don't really notice a difference when I try it
+DarkLeviathan8 Yes it makes quite a big difference. Try doing it in the air over the stage so you can see Falcon better. Do it holding up, holding no direction, and holding down. You'll see something noticeable
Nate L
I'll try it out, thanks :P
I am enjoying all your videos Nate. I was pretty good from age 17 to 23 in this game. But I wouldn't say I was competitive. Now at age 32 and not having touched the game I wonder why I stink so bad. I was probably doing most of the techniques unaware in your 4 part series and not doing them now which is why I feel I'm too slow. I enjoy all your tips on Yoshi and Mario. In smash 64 I'm a Yoshi main and a Mario secondary. I just felt like Yoshi had a good mix of everything and fitted my fighting style. I was dissappointed in the 64 tier list because I felt Yoshi should be higher. In Melee I was a Dr.Mario main and a Yoshi secondary. I was really cheap with Dr.Mario's cape and the reason why Yoshi dropped to 2nd is because I felt his moves were nerfed even though he has the same moves as 64. I never really played Brawl that much and Smash wii U I can't find a primary character, the moves are foreign to me, I keep running off the stage by accident.
+Yeshua Man Well I hope in a year or so you'll say, "I was pretty good from age 17 to 23 but not nearly as good as I am now at 33".
Yoshi being in the middle on the tier list is great for you because then you have a good shot at winning any given game but don't have to hear people complain about you only playing the top tiers. I haven't really been able to get into brawl or Wii U either (and let's be honest, why would I want to?).
Thanks for taking the time to comment, I'm always here to answer questions if you have any. Good luck!
Thanks Nate. Why is Yoshi in the middle and not at the top? I have a cousin who is a Fox main and he was destroying me when I first started out as Mario and then we were even when I got more skillful with him. Then when I started practicing with Yoshi I found him to have more speed, powerful smashes, and long reach. I once was backed into a corner in Hyrule with my cousin burning me with a fire flower and I just forward smashed through the flame and got him. Maybe Yoshi isn't the perfect character but perfect for me and my style.
Well maybe I can start off by saying that neither Hyrule nor items are allowed in competitive play so your situation doesn't quite mirror what goes on at a high level. Remember that the tier list is supposed to rank characters when played at the highest level of play. Most people don't play as optimally as the top players in the world so it's entirely possible that the official list isn't accurate for your level of play.
Yoshi isn't top on the tier list for a number of reasons. He is easily combo'd by everyone above him on the list (and a few people below him as well), his dash and run speed are slow, and although he can use his DJC for great control in the air, this opens him up to being gimped since he is left without a jump (and can't use upB to recover).
There's no matchup where Yoshi really gets destroyed but he doesn't have a favorable matchup against anyone ranked above him (perhaps Fox, depending on who you ask). Keep in mind that Yoshi is on the top half of all the characters, meaning he's quite good. He just doesn't have Pika's uair/upB, Kirby's utilt, or Falcon and Fox's speed.
I always have fun when I play Yoshi and if you feel like he fits your style, you should keep playing him. At the big tournaments, there's always a few Yoshi's at least in the top 16
cool beans. Thanks Nate.
@@NateLTomBombadil alright, I know this is old, but how do you feel about ultimate?
I’ve started watching your videos as I’m interested in completely destroying my friends. Is there a way to practice even though I don’t have the actual game (emulator on pc + adapter?) I noticed you haven’t uploaded in awhile, are you still active?
You can indeed play on emulator with an adapter. I highly recommend the raphnet v3 ("RAW"). This seems to be where the current guide is: supersmashbros.org/play-online/. As for me being active, I will happily make another video if I think I have more content to offer.
Nate L another video would be awesome! I would love to play with you
can you do one on yoshi and ness double jump tech thing (idk what its called)
I talk about that in my Character specific video here: (th-cam.com/video/8lOpfwS5NMs/w-d-xo.html). Check the description for timestamps
yes, another video !!!
Fantastic
Nice thank you for this.
Your Video are amazing :P ! I really cannot belive you only have 781 subs
if youtube existed in 99 he'd have like 10,000 subs
ye
amazing thank you so much
are you ever gonna do this for smash remix?
Do you know how many frames of invincibility you get from grabbing the ledge? And does quickly regrabbing the ledge like in melee refresh those frames?
Thanks for the video dude hope to see more.
+ClickDecision Looks like you get about a second of invincibility, 63 frames: (th-cam.com/video/Kp7YP4D4mBA/w-d-xo.html). Every time you regrab the edge you will get all those frames again but you lose them immediately when you let go to ledgehop so there's no way to infinite stall (even with Pikachu).
+ClickDecision Turns out my previous answer was a bit hasty. So for the sake of being complete:
Every character gets 60 frames of invincibility while hanging on the edge. However, different characters get a different number of additional invincibility frames when they initially grab the edge. There are two groups:
- Mario/Luigi/Yoshi get 7 frames immediately and so have 67 invincibility frames total
- Everyone else gets 3 frames immediately and so have 63 invincibility frames total
Nice dude thanks a lot appreciate it.
I thought at perfect play, pika could stall out infinitely
You lose invincibility as soon as you let go of the ledge so there's at least 1 frame where you're vulnerable. It's dangerous to try to attack a ledge stalling pikachu though because a quick ledge hop aerial > grab could mean a stock depending on what character you're playing so it's a high risk - low reward play.
WHAT IF, I unlocked Wolf O'Donnell in this game? Plus, it's a secret boss? And his stage is in Corneria in daytime the theme song is his theme song from Star Fox 64? And I started playing him?
uh..no..everything you just said isn't true..
I just started play n64 on a emulator that I can use a GameCube controller for but can't u also drop links bomb
Liquidscum
Some items are automatically force thrown when attempting to normally drop them. I don't know about his bombs though.
n64, the new meta game
Hey where can I get good quality n64 controllers?
I wish I had a FAQ.
There's no reliable source. Ebay, game stores, flea markets, garage sales, ... I assume by "quality controller" you really mean "tight thumbstick". For that, you can also try going aftermarket. Really the only viable alternative to the original is the gamestick style stick which is similar to that of a Hori Pad. This is the one I use (www.lukiegames.com/n64-replacement-thumbstick.html) and the only aftermarket thumbstick I would ever recommend. It really depends on how used to the original you are. The other main path is to buy a tight stick and then grease it to mitigate wear.
Really useful thank you!
i think ness's recovery is a bit better than you give it credit for, since if the opponent waits a bit too long or misses their move, PKT2 has an insane amount of knockback.
That's true but that reasoning is contingent on your opponent making a big mistake. At a casual level, ness's recovery is fine since it has good distance. But at a competitive level, people aren't going to make those mistakes and miss edgeguards
It's very difficult to
How do you do link bomb recovery
End of the video explains it
I'm not even in too 64 and this is interesting
Edgeguarding next?
Who Do You Think Is The Safest? Vote Down.
Knew all but link
Shouts outs to og Tom Bombadil
hi, great videos! how can i write you in PM? i would like to have some advice, thank you
+Lorenzo Alessandrini I think if you go to my channel and then click "about" there will be a "send message" option. Let me know if you're having trouble finding it
+Nate “Tom Bombadil” L actually i already tried there but i have no send message options, that is strange. i just can PM you on your google+ account maybe
+Nate “Tom Bombadil” L i checked, my mobile version does not allow private messages. i can just with google hangouts
+Lorenzo Alessandrini i wrote you on google hangouts, but it said me that you didnt accept my invitation ahaha pleeeeease, thank you ;)
Got your message, I'll send a reply now
Did you just call it Cast Time?
Hey, I heard you are from Oregon. Is that true?
Love the videos.
+amo819 Yep, I go to school in Portland. Thanks
We've been running a 10 person weekly and had 23 at a monthly in January. Hoping to have 30 this weekend in the Salem area. I don't think we are on your level as players, or really even close, but if you ever want to come out let me know. A couple guys are trying to start something in the Portland area as well.
+amo819 Sounds great man. I heard about your tourney from some friends and I'm thinking about attending. I appreciate you working towards making a scene
+amo819 Won't be able to make it today. Hope everything goes well at the tournament. Good luck if you're playing!
Nate L Sorry to hear that! Thank you though and hopefully we run something you can come out to soon! Have a great weekend!
aye yo i got a tournament in a few days can you give me some coaching over skype or something?
+liamjamse Yeah if you have netplay setup we can get something going. PM me your info
Can you do this for ssb4
I already did it for ssb64, why do you want the -60? Seems like that would make it way worse
No, Super Smash Brother's For Wii U
Just making a joke. I don't play smash 4, sorry
Oh okay its fine
+Aidan Diamond Smash 4 doesn't really have advanced recovery options. Maybe like links bomb, or Luigi's down B, but those aren't very advanced.
Issue with this video even thoughy ou probably wont see this.
If you space your upB recovery you can easily avoid being hit while hitting people with Luigi/Mario upB. Luigi can virtually have just as good upB recovery as Mario if you space it properly.
I firmly believe that is not true. Falcon dair is a good one to show the difference in hitboxes between the two upBs
Tip: don't play link
pikachu and kirby have better recoveries
i disagree because with Ruiji you can actually kill someone with his cyclone on his recovery
Nate come back please
The student becomes the master
@@NateLTomBombadil
wut
Creo que tu eres el rey del smash le ganarias hasta a Prince
Isn't it like really late to make this vid
Why, did you get gimped a long time ago?
You mention DI, but there is no DI in Smash 64
+Adam Unknown 64 has smash DI it just doesn't have the easy-mode DI in the other games: th-cam.com/video/YhXxBoWtb_k/w-d-xo.html
+Nate “Tom Bombadil” L SDI =/= DI
+OliverNOW There's been an argument to call 64 DI "PI" instead for "Positional Influence" since, as you mention, you can't actually influence the direction of knockback in 64 like you can in the other games, merely your position during hitstun. This is probably a more accurate name. "PI" could also probably replace the term "SDI" in melee.
However, every 64 player uses the name "DI" and they are referring to what melee players call "SDI". I think it's perhaps a bit melee-centric to tell 64 players that "there's no such thing as DI in Smash 64" when we clearly have different definitions for the term. There's no such thing as "melee DI" in 64 but there is "64 DI".
It's like how the term "buffering" means different things depending on what game you're talking about.
Nate L But since SDI does exist in all Smash games and works the exact same way, wouldn't it make more sense just to use that name? Avoids any possible confusion and such too. "Buffering" in various games does not work the same way in each.
+Adam Unknown Yes I think it would be ideal to have disambiguated names for everything in each of the games. Unfortunately this is not the case. As you say, "buffering" is a well-defined term in each game but means something slightly different for each occurrence, which often causes confusion.
I think the term "PI" would be a good replacement for "SDI" in the later games and "DI" in 64. However, changing the name of such a central mechanic isn't really realistic and you would also have to worry about the compatibility with old technical information as a mismatch will cause just as much confusion as we have today.
Maybe the best way to disambiguate our terms is to provide context. The phrase "64 DI" has an exact meaning, just as the phrase "melee DI" does. Even though these meanings are different, it is clear what is being talked about when it is put in context.
6:10
Distance: 5
Safety: 4
Options: 5
Overall: 6
5 + 4 + 5 = 14
14 ÷ 3 = 4.6
Overall should be 5, not 6. I'm smelling a bit of bias...
7:31
Distance: 4
Safety: 0.5
Options: 2
Overall: 1
Just by re-arranging the icons, you can get an average 2 icons per row. Again, the Overall is incorrect.
10:47
Distance: 1
Safety: 2
Options: 3
Overall: 1
Again, this information is incorrect. 1 + 2 + 3 is six. 6 ÷ 3 = 2. Most simple math.
lol can't tell if trolling. The overall is not intended to be an unbiased average
Nate L Then it's not a true "overall" and it shouldn't be labeled as such.
Actually I would argue that it is a perfectly acceptable term. All of this is subjective, I made a thread on smashboards and discussed with a bunch of people about how we felt about the strengths and weaknesses of certain character's recoveries. We concluded that they had an "overall" recovery strength and it was also useful to specifically talk about some specific attributes such as range, safety, etc. But that doesn't imply that the overall is a computation based on those attributes. I didn't call it "average", which would be misleading.
spanish