As a programmer, this smells of an use-after-free. The inconsistencies is due to this bug depending on where ALL of the memory allocations in the game end up in memory. This is not just frame perfect, it depends on *every* frame since the game was booted. And load times affect things too, so yes, it is hardware dependent too.
The fact that this is rarer to happen on official hardware despite the limitations proves that Nintendo is problably the one company that knows how to optimize for it's hardware better than anyone else.
TLDR; - Bugs depends on memory usage, more stuff happening means more memory used, means memory clean up required. - When the memory cleanup process has happened and it try to access this memory address, it crash - Kirby is blocked in a sub animation state machine, he can only do "moves" that can cancel other move Hey Game dev here, as other tried to do, I'll give my hypothesis base on your description of the kirby bug, Firstly ultimate is a really intensive game to run, (honnestly it's already a miracle that this game run on the potato switch) to do so, the game need to make a LOT of effort to clean up everything it can in memory, but at the same time it need to not clean up potentially useful memory that will be shortly reused, you can see characters with switchting capabilities in this category, basically charizard cost 3 times more in memory than a normal character (4 times when the pokemon trainer is in the picture, fun fact he is hided when there is too much player on screen). Characters are not the only thing really costly, vfx like fire are also very costly, on memory and gpu, vfx include fire, water, sparkles, explosion etc... you were also talking about the stage, but it can actually matter because the stage is a BIG source of those things, the more things hapening on the screen, the more memory is needed, therefore the more aggressive memory managment will be by the system. Secondly perfomance, garbaging memory can be costly on the cpu and make fps drop, therefore games tend to try to do it at the best possible time, the better the hardware, the less impact it will have, and therefore those clean up will be more frequent (hence the Switch pro having the issue more easily) but less performant hardware wil delayed this cleaning process more. Why this process crash the game? probably because the attack move of kirby is directly link to the owner of the capability to save memory, and this memory is clean up once the character is dead. this clean up process depend of hardware and the current memory load (aka vfx happening on screen, stage hazards, number of characters loaded in memory) What could make this bug happened more often ? Overload the memory, create hidrants with pacman, use the ice climber, pyra mithra, pokemon trainer, sephiroth (he has a shit ton of vfx), inkling, lucas, richter etc... take the stage with the most hasard and put them on, play with all of the above character in a one life 8 player match etc... Why the switch was doing the bug more often when cold ? For all hardware it has a optimal working temperature, the longer you play the hotter the cpu will be, and less efficiant it become, therefore the cpu will trigger less often the memory cleaning process. basically you need to seriously cooldown your hardware if you want it to happen more often. Why the character was T Posing or the game crashing when triggering certain animation ? Because they are using a animation state machine. when kirby eat somebody he enter in special sub state machine letting him use the copied character move. When the owner died, kirby was doing the owner move, most likely in a "uninterrable" state, meaning the character was unable to get out of the sub state machine, while in the meantime the animations linked in the sub state machine are removed with dead character, so kirby stay in the sub state machine with null anim, and kirby animation actually interrupt because the animation does not exist anymore. In most case It should have crashed here already, but they most likely catch this edge case during developpment, patch it superficially and put a fail safe to make sure the game do not crash in most cases. why did it crash then ? you noticed that it crashed when doing the start jumping animation or the start falling, most likely this animation do not use the failsafe mentionned before. Why kirby can do some moves when he is in the bug state, and t posing sometimes ? He must be in this sub state machine while unable to perform the actual moves because of invalid data set. in the animation state machine transition toward certain moves are blocked because for example he has an "uninterruptable" flag set and the animation transtion is set to not be available when this flag is on, maybe because all default attack move cannot cancel "uninterruptable" attack but jumping and moving can ! Also grabbing out of shield bypass a lot of checks and is probably the reason why it can still be done. Also it could be just a flag saying "Kirby is doing an attack" instead of uninterruptable flag, and it would have the same result as stated before, only the move that can be perform while attacking can be used while in this bug state machine. and kirby can't leave this bugged state of the animation state machine because the transition for going out probably check the move status, but the move status doesn't exist, and so he can't get out of the state. Anyway that's my hypothesis lol, see TLDR at the top
I'm glad this showed up in my recommendations. I really highly enjoyed this video and did not know about any of these glitches and I think they are really fun. That Ridley one is pretty messed up. So as long as you're charging and have the lead in a battle with a time limit and you just know exactly when to start charging Ridley's attack so that whenever the enemy attacks you it just stuns you unless it's an attack that works like Bowser's final smash does you'll win. Although I guess unless the enemy sees your charging and just waits for you to finish charging and goes to your back so don't get hit by the attack and then they hit you right then and there
The GC adapter issue is apparently specifically the mayflash adapter on the latest switch firmware. There is a firmware update that fixes it on their website.
There was one time when me and my brother were playing on the Gamer stage, I was playong as Ike and I accidentally countered 5-volts roar. Me and my bro were laughing our butts off after that. It was a very good recent memory.
I actually had someone pull out that Ridley tech in an online battle once. The Ridley was my ally, and they used it to survive the enemy Marth's Critical Hit. Which was super clutch, because it was just the two of them at that point. (I don't remember whether they went on to win the match for us after, but I'm 90% sure I still have the replay, so I could check if I wanted to.)
I'm guessing it happens because each character has their "kirby data" with them, that kirby access trough a pointer Since that data is "deleted", the pointer now points to garbage, and since the data isn't what the game expects, it just halts execution on kirby's movements if something goes wrong. The devs maybe foresaw this so it doesn't crash right away, but in the end something reads a null pointer and bye program. The glitch being a hardware thing makes a lot lore sence since different processors and OS handles memory and processes differently (also leading to randomness)
This is along the lines of what I thought as well. The state of the memory is likely a big factor, which is extremely chaotic but an emulator might have more consistent outcomes due to its different implementation. It seems like the wrong animations are being played when Kirby is glitched, so maybe their order in memory get shifted around and when the game tries to access memory where there is no animation anymore it can't handle it. It could obviously be any other type of data, but since we can clearly tell something is up with the animations, this is my theory.
@@emiljansson02 That's also a good theory! Earlier I thought that the game was looking for the ability animations but since it couldn't find any, the state doesn't change so something in kirby's movement/state machine was locked?
@@j0elyb3an If somehow, something happens to write that memory space, and the code so happens to execute it as a function, maybe, just maybe, we could find a way to warp to the end credits :P (TAS) SSBU(+DLC) DreamLand% (ACE TAS that successfully emulates Kirby's Dream Land for the Gameboy inside SSBU)
I might be a bit late, but I i just saw this video. I was wondering if there was another factor to the Kirby glitch. I wonder if it's different between physical and digital copies? I know there can be a bit of a load time difference between a game card and digital. Also, if it's digital, I wonder if it's different from the game being installed on the main drive, or on an SD card?
Playing Kirby your anchor in Squad Strike when your opponent chooses either PT or Aegis, as a way to “reset” your game if you’re losing. Unless they saw this video no one would know how it happened lol
Aw man, as the host/commentator of Fragapalooza Smash I would have LOVED to be a part of this Or have any link to my original video this glitch was from...
@@Casual_PKBeats Now I see that's been appended, greatly appreciate it! Also I'm definitely going to have to share this video with the players Deez_Hands and Squidletics who had it happen in the first place, I'm sure they'd get a kick out of it
I'd deff love to see a video of specifically, how Ness is able to ko most of the cast w/2x PK Fire(has to be within close enough range for PK thunder missile's max power) +PK thunder missile from 0% from Brawl, to smash 4, to ult if it were possible. I can confirm this works more often specifically in 4 and ult compared to brawl, but it can work in brawl. I've been curious about why such a simple 3 moves like that just kills so easily from 0% (around middle or a bit past middle of FD from my memory) including some heavies. cuz I think this's one of the most obscure things in the entire smash history. as its so simple, yet legit no one has ever talked, nor showed this on video in the past decade or so. which's surprising yet makes sense since its also easy to not get got by. its deff one of the more obscure ness facts I know of as I've gotten a good amounta people w/that before in all 3 games, but more-so ult/Smash 4. I also dunno how well known Smash 4 Shulk's pseudo Brawl Ike Jab(which was Punch, Kick on repeat) is cuz I know that's almost inescapable when timed right manually, unless someone knows to jump, is a lightweight char, or is Marth/Lucina
This was brought to my attention in my discord last month- as a modder, this is the explanation I gave: I have no idea what’s happening, but at least some part of it is related to the game accounting for this edge case, but having unfinished/broken code to solve it. Kirby is thrown into a status that doesn’t properly allow him to transition into other moves, which appears to cause a *lot* of other problems
Shulk's Monado Art Dial always has a 10 frame start-up, iirc. Even when the game is slowed down or speed up , i.e., in the training room, Witch Time, Shulk's Vision, etc. Shulk can use the invulnerability to avoid Final Smashes that initiate after landing. One thing weird with Ridley and Ganon is that when you revert to your normal size from a Super/Poison mushroom, they are stalled in the air when using Up b or Ganon's down b. Does that have to do with vertically based momentum or the dark particle effects?
I tried the kirby trick on my regular switch and got it on the second try. I used pyra/Mythra. I did notice that it didn't work when I started the move before mythra hit the blast zone. Perhaps the thing that makes it work is waiting until the character that you took the ability from is dead before using their ability.
I think the reason that it's so inconsistent and varies depending on so many factors is because it's some form of memory leak, IE kirby taking data for his copy ability from other spots in memory that don't fully work
The 2 players with a single controller "glitch?" is more a Switch Firmware issue than the games themselves (in the system menu if you go to the controller menu to sync another one, you can see it has the dual controller input), but the results may differ from adapter to adapter, for example, a Mayflash adapter has the issue, HOWEVER you can update it's firmware and the "glitch" will partially get solved, I think the official WiiU and Switch GCN adapters should work "fine", but other adapters probably are our of luck... and you also need to have all the controllers (and the adapter of course) plugged into the dock BEFORE you turn on the Switch or before restarting it to make the adapter with the controllers work... however, if the console enters in sleep mode or you remove it from the dock... you have to restart the console to make it work again (and sometimes you need to do the thing multiple times, like attempting to make a Ps1 read a faulty disc for example).
oh hey that's my tweet at the end there i'm famous also I can confirm the two controller glitch still works, I don't think nintendo cares about patching it since it only affects a third party adapter, although I heard mayflash themselves released an update to fix it if you want to
I got the weird kirby glitch twice. The first time I couldn't move kirby but could shield. I ended up KOing kirby to see what would happen. The next character after kirby didn't spawn. I ended up ending the match because the game didn't crash. The second time I did the glitch, I got the sliding kirby and the game crashed.
For the “delete kirby’s code” glitch you showed (in gonna call it that), i think that afther reading RAM related comments, it has to do with a part of SMASHS ram allocation for this specific part of coding. What i think is happening, is the RAM unloading the multi character, but has to unload Kirbies copy in some way. It seems that the RAM stored code gets messed up somewhere during the loading, which triggers a failsafe. However, due to the inconsitency of the bug, and my general lack of software knowledge, i know there is somethinh we are missing, either software or hardware related. It could be that the failsafe only checks during loading if the code is correct (and some other times), and if you manage to skip the failsafe you get the soft-softlock situation. Mabey the failsafe even gets unloaded? I dont know, i’m just a rando insomniac scrolling trough my YT list on about 3 hours of sleep in the past 24 hours, dont judge me!
On the last variant you showed, I wanna know what happens with an up throw... there's that niche situation where Kirby can star KO during the up throw, I want to know if you can cause that again with this new glitch. Either that, or if you could trigger the star KO kill in the same way
I wonder if this glitch could be exploited in some way beyond just smash bros. Obviously, not much is known about it, but I'm just thinking about the recent 0.215 second Mario 3 TAS using remote code execution, and can't help but wonder if the reason it crashes or not is entirely if the pointer lands on "safe" memory and "not safe" memory. IE it crashes because it has no idea how to interrupt the data vs not crashing because the data it read was "good enough"
Something neat too is that when you try the glitch it seems to create two stars on kirby rather than just one as it normally would when unloading the copy ability, so it might be because it's deloading the ability you currently have, but then tries to do something else which is what causes things to get messy (maybe it tries to unload an ability twice), in the times when crashes without the ability being fully unloaded, the stars are there too, so maybe it crashes beacuse it's trying to call or use an asset that isn't loaded and bails, or tries to unload assets that are currently in use and there's something that prevents that from happening and things go wrong. The theory of deleting a copy ability twice could also lead to the game unloading parts of memory that it isn't supposed to, but since we don't really have a way of knowing what part of memory is being unloaded we have no way of knowing what will happen and so the result is essentially random.
Stale References are a type of error where you have a reference to something that has been flagged for deletion. Like i don't know, a reference to a character's move of a character that is no longer loaded. One of the optimizations computers have is that instead of deleting stuff from memory it just marks that the memory can be overwritten if you need. So this glitch could be dependant on what ends up overwriting the move in memory, and how long it takes for that to happen. Two factors you cannot control for.
Does the game load ALL of Kirby's neutral special animations when the match starts or are only the relevant ones loaded. If the latter is the case, it would load 2 unique animations for Pythra and 3 for PT. We've seen that it replaces his animations fine when Kirby's active copy ability is from the ACTIVE enemy is KO'd and unloaded, he goes back to his standing animation, but does it account for inactive characters neutral specials the same way, does it remove them properly? Maybe the data is being unloaded improperly with out the game giving proper instructions to compensate, so the animation trigger or whatever tries to make do with the new data in wherever the previous animation was, since the new data wasn't meant for animations, results are unpredictable. Animation data includes stuff like total length, Interruptible frames, the speed to be played at and stuff like that, it'll try to find all that info in somewhere where the animation loader isn't even supposed to be after the "extra" animations are unloaded. I'm no expert but I am studying the field in college and this seems like a plausible cause. Just a theory, a game theory.
I don't know for sure but I believe it only gets loaded when Kirby inhales someone, but the data is at least kept with the character data or the fighter who would give Kirby that ability
Also quick tip. Shutting switch off fixes run speed cause it clears RAM, a main component in Running games. Hopefully this can help maintain consistency!
as an amateur game developer, I was thrown off by the fact that it happens more frequently on a fresh boot but I THINK it might have something to do with loading times? Like if a switch has been open longer it would cause load times to be longer giving the game more time to catch mistakes. that would also make the "super switch" being more consistent make sense because not only are you just opening the game every single time but you have faster loading times in general. I'm saying all this with no knowledge of how this game's character loading works so in the off chance a smash modder happens to see this comment feel free to chime in
Looks like a RAM access issue. Basically it tries to read data that it expects is there, isn't there anymore gets unusable data and then crashes. I suspect there is some code doing error handeling for when a new character is loaded into squad strike but with it loading earlier than expected then it goes kablewy, a crash.
As a programmer, this smells of an use-after-free. The inconsistencies is due to this bug depending on where ALL of the memory allocations in the game end up in memory. This is not just frame perfect, it depends on *every* frame since the game was booted. And load times affect things too, so yes, it is hardware dependent too.
Very sure everyone can get it, not just a programmer
Yeah the moment he mentioned it worked better when his switch was off for a while I went "IT'S *RAM* RELATED, IT HAS TO BE!"
You're telling me that maybe, possible, with a slight chance, ACE is possible in smash ultimate
The fact that this is rarer to happen on official hardware despite the limitations proves that Nintendo is problably the one company that knows how to optimize for it's hardware better than anyone else.
@@lucaantinori4834 And that emulation isn't perfect.
Squad Strike has so much glitch potential, there's probably way more stuff like this but no one plays it
this isn't related to your comment but i must say the tainted keeper pfp is very based
And ofc no one plays it because it's half-baked horseshit that Project M did better a decade ago
@@Superkidrai thought it was a half decent mode ._.
I do play it 😅
me and my brother play it 😢
9:15 wait, but what if Kirby gets killed by thwack in this state ? Or others effects like freezing?
Oh, and I can confirm (some modders made a diff of all of the files), the only substantial change to the game was that bugfix
Hi Lily :D
Hi Lily! :D
Hi Lily! :D
Hi Lily! :D
Holy shit it’s LilyLambda from hit FirethePyro joke “Flippy line go zoom” (perhaps a reference to hit SoundSmith joke “Funny wavy line go zoom”)
7:27 never ask kirby who he inhaled in 1945
Okay, I legit cackled at the braille joke.
TLDR;
- Bugs depends on memory usage, more stuff happening means more memory used, means memory clean up required.
- When the memory cleanup process has happened and it try to access this memory address, it crash
- Kirby is blocked in a sub animation state machine, he can only do "moves" that can cancel other move
Hey Game dev here, as other tried to do, I'll give my hypothesis base on your description of the kirby bug,
Firstly ultimate is a really intensive game to run, (honnestly it's already a miracle that this game run on the potato switch) to do so, the game need to make a LOT of effort to clean up everything it can in memory, but at the same time it need to not clean up potentially useful memory that will be shortly reused, you can see characters with switchting capabilities in this category, basically charizard cost 3 times more in memory than a normal character (4 times when the pokemon trainer is in the picture, fun fact he is hided when there is too much player on screen). Characters are not the only thing really costly, vfx like fire are also very costly, on memory and gpu, vfx include fire, water, sparkles, explosion etc... you were also talking about the stage, but it can actually matter because the stage is a BIG source of those things, the more things hapening on the screen, the more memory is needed, therefore the more aggressive memory managment will be by the system.
Secondly perfomance, garbaging memory can be costly on the cpu and make fps drop, therefore games tend to try to do it at the best possible time, the better the hardware, the less impact it will have, and therefore those clean up will be more frequent (hence the Switch pro having the issue more easily) but less performant hardware wil delayed this cleaning process more.
Why this process crash the game? probably because the attack move of kirby is directly link to the owner of the capability to save memory, and this memory is clean up once the character is dead. this clean up process depend of hardware and the current memory load (aka vfx happening on screen, stage hazards, number of characters loaded in memory)
What could make this bug happened more often ? Overload the memory, create hidrants with pacman, use the ice climber, pyra mithra, pokemon trainer, sephiroth (he has a shit ton of vfx), inkling, lucas, richter etc... take the stage with the most hasard and put them on, play with all of the above character in a one life 8 player match etc...
Why the switch was doing the bug more often when cold ? For all hardware it has a optimal working temperature, the longer you play the hotter the cpu will be, and less efficiant it become, therefore the cpu will trigger less often the memory cleaning process. basically you need to seriously cooldown your hardware if you want it to happen more often.
Why the character was T Posing or the game crashing when triggering certain animation ? Because they are using a animation state machine. when kirby eat somebody he enter in special sub state machine letting him use the copied character move. When the owner died, kirby was doing the owner move, most likely in a "uninterrable" state, meaning the character was unable to get out of the sub state machine, while in the meantime the animations linked in the sub state machine are removed with dead character, so kirby stay in the sub state machine with null anim, and kirby animation actually interrupt because the animation does not exist anymore. In most case It should have crashed here already, but they most likely catch this edge case during developpment, patch it superficially and put a fail safe to make sure the game do not crash in most cases. why did it crash then ? you noticed that it crashed when doing the start jumping animation or the start falling, most likely this animation do not use the failsafe mentionned before.
Why kirby can do some moves when he is in the bug state, and t posing sometimes ? He must be in this sub state machine while unable to perform the actual moves because of invalid data set. in the animation state machine transition toward certain moves are blocked because for example he has an "uninterruptable" flag set and the animation transtion is set to not be available when this flag is on, maybe because all default attack move cannot cancel "uninterruptable" attack but jumping and moving can ! Also grabbing out of shield bypass a lot of checks and is probably the reason why it can still be done. Also it could be just a flag saying "Kirby is doing an attack" instead of uninterruptable flag, and it would have the same result as stated before, only the move that can be perform while attacking can be used while in this bug state machine. and kirby can't leave this bugged state of the animation state machine because the transition for going out probably check the move status, but the move status doesn't exist, and so he can't get out of the state.
Anyway that's my hypothesis lol, see TLDR at the top
I'm glad this showed up in my recommendations. I really highly enjoyed this video and did not know about any of these glitches and I think they are really fun. That Ridley one is pretty messed up. So as long as you're charging and have the lead in a battle with a time limit and you just know exactly when to start charging Ridley's attack so that whenever the enemy attacks you it just stuns you unless it's an attack that works like Bowser's final smash does you'll win. Although I guess unless the enemy sees your charging and just waits for you to finish charging and goes to your back so don't get hit by the attack and then they hit you right then and there
7:32 Kirby and The Forgotten Land boxart pose
4:23 actually caught me off-guard. Good job lmao
Didn't see that one coming
Laughed *way* too hard.
As someone who isn’t blind, I find the braille very useful. 4:26
How would you even read that?
@@kobotics227 😐
@@kobotics227 with your eyes genius
wait what does it say like actually
@@elicenyne "?i ? gonna make a p?k?r civili?a ?n joke ?h? b by ?" only got past the first line before I quit
Imagine playing with someone who’s never played smash before, and while playing, pull off the glitch.
How would a blind person use the braille on the screen to read the definitions?
That's the joke
the Adrive clip was very funny
LET'S GO GAMBLING (kirby style)
As a blind viewer, I appreciated the Braille.
The GC adapter issue is apparently specifically the mayflash adapter on the latest switch firmware. There is a firmware update that fixes it on their website.
Oh my god thank you I've been struggling for like a week with this
I have a Day 1 Switch as well. Load times are indeed load times
5:38
The greatest quote in all of Fire Emblem
There was one time when me and my brother were playing on the Gamer stage, I was playong as Ike and I accidentally countered 5-volts roar.
Me and my bro were laughing our butts off after that. It was a very good recent memory.
I actually had someone pull out that Ridley tech in an online battle once. The Ridley was my ally, and they used it to survive the enemy Marth's Critical Hit. Which was super clutch, because it was just the two of them at that point. (I don't remember whether they went on to win the match for us after, but I'm 90% sure I still have the replay, so I could check if I wanted to.)
I love the mention of "super Switch" lol
This seems like the best chance for Arbitrary Code Execution Ult will ever get, at least on current patch.
2:36 When you check the pockets for your car keys, thinking they might still be inside the car, only to find them a split second later
I'm guessing it happens because each character has their "kirby data" with them, that kirby access trough a pointer
Since that data is "deleted", the pointer now points to garbage, and since the data isn't what the game expects, it just halts execution on kirby's movements if something goes wrong.
The devs maybe foresaw this so it doesn't crash right away, but in the end something reads a null pointer and bye program.
The glitch being a hardware thing makes a lot lore sence since different processors and OS handles memory and processes differently (also leading to randomness)
This is along the lines of what I thought as well. The state of the memory is likely a big factor, which is extremely chaotic but an emulator might have more consistent outcomes due to its different implementation. It seems like the wrong animations are being played when Kirby is glitched, so maybe their order in memory get shifted around and when the game tries to access memory where there is no animation anymore it can't handle it. It could obviously be any other type of data, but since we can clearly tell something is up with the animations, this is my theory.
@@emiljansson02 That's also a good theory!
Earlier I thought that the game was looking for the ability animations but since it couldn't find any, the state doesn't change so something in kirby's movement/state machine was locked?
imagine if this leads to ACE
@@j0elyb3an If somehow, something happens to write that memory space, and the code so happens to execute it as a function, maybe, just maybe, we could find a way to warp to the end credits :P
(TAS) SSBU(+DLC) DreamLand% (ACE TAS that successfully emulates Kirby's Dream Land for the Gameboy inside SSBU)
Thanks, the braille at 4:25 really helped.
Love how I was in the discord for all of this lol
4:05 your sacrifices 😭
likely stale reference hence the seemingly inconsistent effects/crashing, there may be ACE potential
That Ridley thing feels like a useful technique for amateur Ridley players 😮
Actually we've had another update in February with the release of the Sora amiibo so it really hasn't been 3 years
15:46 is bowser’s final smash supposed to active the star ko at that percentage? maybe that’s why it ikos with the ridley glitch
Thanks for that brail
I might be a bit late, but I i just saw this video. I was wondering if there was another factor to the Kirby glitch. I wonder if it's different between physical and digital copies? I know there can be a bit of a load time difference between a game card and digital. Also, if it's digital, I wonder if it's different from the game being installed on the main drive, or on an SD card?
Playing Kirby your anchor in Squad Strike when your opponent chooses either PT or Aegis, as a way to “reset” your game if you’re losing. Unless they saw this video no one would know how it happened lol
I had no idea complaisant was even a word...
Same. I didn't understand until I saw the definitions in braille.
This happened actually when me and my nephew was playing one day and i wrote it off as just another nintendo quirk and didnt think to look into it
Aw man, as the host/commentator of Fragapalooza Smash I would have LOVED to be a part of this
Or have any link to my original video this glitch was from...
You know I should have put the link to the vod in the description too, I'll do that when I get home
@@Casual_PKBeats Now I see that's been appended, greatly appreciate it!
Also I'm definitely going to have to share this video with the players Deez_Hands and Squidletics who had it happen in the first place, I'm sure they'd get a kick out of it
The Ridley "Tech" is actually viable to survive Little Mac KO Punch :)
Nice job finding all of the funny things that happens with the kirby glitch (I wasn't able to test alot but atleast I brought it to light)
Funny pfp
I feel like I haven't seen a smash glitch in years-
I'd deff love to see a video of specifically,
how Ness is able to ko most of the cast w/2x PK Fire(has to be within close enough range for PK thunder missile's max power)
+PK thunder missile from 0% from Brawl, to smash 4, to ult if it were possible.
I can confirm this works more often specifically in 4 and ult compared to brawl, but it can work in brawl.
I've been curious about why such a simple 3 moves like that just kills so easily from 0%
(around middle or a bit past middle of FD from my memory) including some heavies.
cuz I think this's one of the most obscure things in the entire smash history.
as its so simple, yet legit no one has ever talked, nor showed this on video in the past decade or so.
which's surprising yet makes sense since its also easy to not get got by.
its deff one of the more obscure ness facts I know of as I've gotten a good amounta people w/that before in all 3 games,
but more-so ult/Smash 4.
I also dunno how well known Smash 4 Shulk's pseudo Brawl Ike Jab(which was Punch, Kick on repeat) is
cuz I know that's almost inescapable when timed right manually, unless someone knows to jump, is a lightweight char, or is Marth/Lucina
This was brought to my attention in my discord last month- as a modder, this is the explanation I gave:
I have no idea what’s happening, but at least some part of it is related to the game accounting for this edge case, but having unfinished/broken code to solve it. Kirby is thrown into a status that doesn’t properly allow him to transition into other moves, which appears to cause a *lot* of other problems
Thank you, LilyLambda
Hey, you’re the one who makes mods often for TCNick, aren’t you!? I love what you make! ❤
Hi Lily :D
Shulk's Monado Art Dial always has a 10 frame start-up, iirc. Even when the game is slowed down or speed up , i.e., in the training room, Witch Time, Shulk's Vision, etc. Shulk can use the invulnerability to avoid Final Smashes that initiate after landing. One thing weird with Ridley and Ganon is that when you revert to your normal size from a Super/Poison mushroom, they are stalled in the air when using Up b or Ganon's down b. Does that have to do with vertically based momentum or the dark particle effects?
Pleasure to have helped ❤
3:36 what’s club penguin 🐧doing here?
I tried the kirby trick on my regular switch and got it on the second try. I used pyra/Mythra. I did notice that it didn't work when I started the move before mythra hit the blast zone. Perhaps the thing that makes it work is waiting until the character that you took the ability from is dead before using their ability.
I think the reason that it's so inconsistent and varies depending on so many factors is because it's some form of memory leak, IE kirby taking data for his copy ability from other spots in memory that don't fully work
It’s likely a “use after free” kind of memory leak, which is quite bad from a security perspective
unbelievable. they brought back the custom ice climber glitch from smash 4. can't wait to see all of the Kazuya Climber combo videos
The 2 players with a single controller "glitch?" is more a Switch Firmware issue than the games themselves (in the system menu if you go to the controller menu to sync another one, you can see it has the dual controller input), but the results may differ from adapter to adapter, for example, a Mayflash adapter has the issue, HOWEVER you can update it's firmware and the "glitch" will partially get solved, I think the official WiiU and Switch GCN adapters should work "fine", but other adapters probably are our of luck... and you also need to have all the controllers (and the adapter of course) plugged into the dock BEFORE you turn on the Switch or before restarting it to make the adapter with the controllers work... however, if the console enters in sleep mode or you remove it from the dock... you have to restart the console to make it work again (and sometimes you need to do the thing multiple times, like attempting to make a Ps1 read a faulty disc for example).
Call me crazy but Bowser's final smash should screen KO opponents every time
oh hey that's my tweet at the end there i'm famous
also I can confirm the two controller glitch still works, I don't think nintendo cares about patching it since it only affects a third party adapter, although I heard mayflash themselves released an update to fix it if you want to
7:16 Judas Priest mentioned!
Man, Kirby is broken
I got the weird kirby glitch twice. The first time I couldn't move kirby but could shield. I ended up KOing kirby to see what would happen. The next character after kirby didn't spawn. I ended up ending the match because the game didn't crash. The second time I did the glitch, I got the sliding kirby and the game crashed.
I was 100% expecting a jumpscare at the silent part in the end of the outro
I wish you had tried a cutscene final smash on the variant of the glitch where Kirby is interactable
now i know that pkbeats watches yeet smash
Ok see when I was counting the Starstorm stars I was looking at the small effect stars, not the big meteor stars!
Idk if im crazy but I counted more stars during ness's final smash
For the “delete kirby’s code” glitch you showed (in gonna call it that), i think that afther reading RAM related comments, it has to do with a part of SMASHS ram allocation for this specific part of coding.
What i think is happening, is the RAM unloading the multi character, but has to unload Kirbies copy in some way. It seems that the RAM stored code gets messed up somewhere during the loading, which triggers a failsafe. However, due to the inconsitency of the bug, and my general lack of software knowledge, i know there is somethinh we are missing, either software or hardware related.
It could be that the failsafe only checks during loading if the code is correct (and some other times), and if you manage to skip the failsafe you get the soft-softlock situation. Mabey the failsafe even gets unloaded? I dont know, i’m just a rando insomniac scrolling trough my YT list on about 3 hours of sleep in the past 24 hours, dont judge me!
ROBOCHAZ MENTION 🗣🗣🗣
10:02 what about whack, thwack, Ridley's fs, Joker's fs, or stamina mode
12:18 i was like "what there were way more how was it 7?"
Honestly, pretty funny, you get a pk fire/10 there
you should do a contest for who can find the wackiest outcome for this glitch
I actually saw this clip on the Yeet Smash compilation! Was wondering if it was something new!
On the last variant you showed, I wanna know what happens with an up throw... there's that niche situation where Kirby can star KO during the up throw, I want to know if you can cause that again with this new glitch. Either that, or if you could trigger the star KO kill in the same way
XD the braille joke
I bet cargo throw would save him.
I wonder if this glitch could be exploited in some way beyond just smash bros. Obviously, not much is known about it, but I'm just thinking about the recent 0.215 second Mario 3 TAS using remote code execution, and can't help but wonder if the reason it crashes or not is entirely if the pointer lands on "safe" memory and "not safe" memory. IE it crashes because it has no idea how to interrupt the data vs not crashing because the data it read was "good enough"
You have talked about the Iceies thing before, but whatever it’s not like anyone is keeping track.
Something neat too is that when you try the glitch it seems to create two stars on kirby rather than just one as it normally would when unloading the copy ability, so it might be because it's deloading the ability you currently have, but then tries to do something else which is what causes things to get messy (maybe it tries to unload an ability twice), in the times when crashes without the ability being fully unloaded, the stars are there too, so maybe it crashes beacuse it's trying to call or use an asset that isn't loaded and bails, or tries to unload assets that are currently in use and there's something that prevents that from happening and things go wrong.
The theory of deleting a copy ability twice could also lead to the game unloading parts of memory that it isn't supposed to, but since we don't really have a way of knowing what part of memory is being unloaded we have no way of knowing what will happen and so the result is essentially random.
14:26 I wonder who that is? 🤔
Thanks for including it, and finding that weird exception with Bowser. I didn't even know that had an instakill point.
A lot of the villains do. Ridley Wolf, and K. Rool I think insta KO.
Joker does as well
@@velvetbutterfly Yeah, but those are all cutscene Final Smashes.
maybe bc it’s the only final smash that can guarantee a star ko if ur percentage is high enough?
Wouldn't the glitch be getting the game into a janky state and the result of the glitch be the weird movement and crash?
I saw the patch and I was like wtf?
Nice Kirby
I wonder what happens if you KO Kirby off the top in the softlock variation. Does he fall back down? Can you control him if he does?
TF2 MENTIONED, LIKE GIVEN 🗣️🗣️🔥🔥
Stale References are a type of error where you have a reference to something that has been flagged for deletion. Like i don't know, a reference to a character's move of a character that is no longer loaded.
One of the optimizations computers have is that instead of deleting stuff from memory it just marks that the memory can be overwritten if you need.
So this glitch could be dependant on what ends up overwriting the move in memory, and how long it takes for that to happen. Two factors you cannot control for.
Atleast you can aim it with lucas...(final smash)
I thought both could be aimed to a degree. The difference is Ness starts center stage. Lucas starts above him
Does the game load ALL of Kirby's neutral special animations when the match starts or are only the relevant ones loaded. If the latter is the case, it would load 2 unique animations for Pythra and 3 for PT. We've seen that it replaces his animations fine when Kirby's active copy ability is from the ACTIVE enemy is KO'd and unloaded, he goes back to his standing animation, but does it account for inactive characters neutral specials the same way, does it remove them properly? Maybe the data is being unloaded improperly with out the game giving proper instructions to compensate, so the animation trigger or whatever tries to make do with the new data in wherever the previous animation was, since the new data wasn't meant for animations, results are unpredictable. Animation data includes stuff like total length, Interruptible frames, the speed to be played at and stuff like that, it'll try to find all that info in somewhere where the animation loader isn't even supposed to be after the "extra" animations are unloaded. I'm no expert but I am studying the field in college and this seems like a plausible cause. Just a theory, a game theory.
I don't know for sure but I believe it only gets loaded when Kirby inhales someone, but the data is at least kept with the character data or the fighter who would give Kirby that ability
Would doing the variant glitch where you cant move on the king of fighters stage be an actual soft lock?
4:29 You need to get this person on future episodes so they can do the self-promo without you having to do anything.
Ich liebe memory leaks!!!!
Also quick tip. Shutting switch off fixes run speed cause it clears RAM, a main component in Running games. Hopefully this can help maintain consistency!
I have the problem with the adapter, im so annoyed by it
as an amateur game developer, I was thrown off by the fact that it happens more frequently on a fresh boot but I THINK it might have something to do with loading times? Like if a switch has been open longer it would cause load times to be longer giving the game more time to catch mistakes. that would also make the "super switch" being more consistent make sense because not only are you just opening the game every single time but you have faster loading times in general. I'm saying all this with no knowledge of how this game's character loading works so in the off chance a smash modder happens to see this comment feel free to chime in
Since you got it basically on day 1, Does your switch have uno? I hear it comes free on the console
Does the percentage needed for the bowser instant KO change if bowser has his power reduced in the options menu
I wonder how instant kills work with the 3rd variant, either from final smashes or Hero.
Alys and chaz mentioned? PSIV fans wya😊
One Of The WEIRDEST Smashes In Glitch Ultimate
For sure
PLACK BEACH MUSIC
4:26 💀
Does this glitch also happen during the final level of World of Light?
Looks like a RAM access issue. Basically it tries to read data that it expects is there, isn't there anymore gets unusable data and then crashes. I suspect there is some code doing error handeling for when a new character is loaded into squad strike but with it loading earlier than expected then it goes kablewy, a crash.
kirby tried to wave dash and ultimate imploded because it was never meant to have melee jank
Whats the last game he showed at the end?
Did I miss something because what is a "Super Switch" ?
Yeah you missed it, it’s an emulator
Mustve blunk at some very convenient times cuz he put the yuzu logo on screen a few times
PICK A GOD AND PRAY.