How Mario's Cape DOESN'T WORK Properly - Random Smash Ultimate Facts

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  • เผยแพร่เมื่อ 5 มิ.ย. 2024
  • Going over the weird way that Mario's Cape doesn't work as intended, probably! And other very interesting things! In Random fashion!
    Wow I can't believe the last time I uploaded a video with "Random Smash Ultimate Facts" in the title was the beginning of December.
    I'll probably stick to this format for a while, throwing in more experimental stuff just for the fun of it, so I hope y'all keep sticking around!
    Bee's Thread on Robin: / 1641498417816821769
    Original Item Limit Video: • How to Reach the ITEM ...
    Music used:
    Delfino Plaza (Super Mario Sunshine): • Delfino Plaza - Super ...
    Windfall Island (TLoZ: The Wind Waker): • Windfall Island The ...
    Ordon Village (TLoZ: Twilight Princess): • Ordon Village (Extende...
    2AM (Animal Crossing: City Folk): • 2 am Animal Crossing: ...
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    Patreon: / pkbeats
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    Stay casual
    Chapters:
    00:00 Ultimate Chimera
    01:09 Mario Cape Glitch
    06:32 Robin Refresh Animation
    07:39 Kirby Thunder Tome
    09:17 Robin’s Weapon Items
    11:11 Random Item Limit Facts
    15:48 Outro
    Thanks to all of my Patreon members:
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ความคิดเห็น • 297

  • @akesan2374
    @akesan2374 ปีที่แล้ว +843

    Maybe the Ultimate Chimera thing is a remnant from Brawl? I remember it didn't have an instant KO property in that game and just dealt ridiculous knockback and damage, so they might have just slapped the instant KO property on the attack and forgot to remove the damage.

    • @Gestersmek
      @Gestersmek ปีที่แล้ว +62

      Maybe, but I thought it did 200% in Brawl.

    • @ikei6940
      @ikei6940 ปีที่แล้ว +40

      Yeah it's absolutely a Brawl remnant

    • @Liggliluff
      @Liggliluff ปีที่แล้ว +75

      @@Gestersmek In that case, maybe they decided to go with 120 % first, and then decided for the instant-KO

    • @Gestersmek
      @Gestersmek ปีที่แล้ว +13

      @@Liggliluff Yeah, that's most likely what happened.

    • @TheLobsterCopter5000
      @TheLobsterCopter5000 ปีที่แล้ว +145

      It is, it used to do 100% damage in Brawl (though sometimes it would hit twice for 200%). 120% is just 100% *1.2 for 1v1 mode. Test it with at least 3 fighters present and it only does 100%.

  • @ThePkmnYPerson
    @ThePkmnYPerson ปีที่แล้ว +395

    14:08 Why did Peach's percent go up when she ate the 2nd peach? Go frame by frame and you can see it go from 96 to 115.

    • @Casual_PKBeats
      @Casual_PKBeats  ปีที่แล้ว +254

      wtf I didn't even notice that, that's crazy

    • @LowProfile0247
      @LowProfile0247 ปีที่แล้ว +26

      @@Casual_PKBeats go recreate it!!

    • @dippin4dots
      @dippin4dots ปีที่แล้ว +79

      I've seen that before a lot, I think its fairly common. I don't know why, but it seems to happen when its not the first peach, not cause of the limit glitch

    • @TwilightFlower9
      @TwilightFlower9 ปีที่แล้ว +29

      @@dippin4dots I'd guess it happens when you eat a 2nd healing item before the animation of a healing item finishes

  • @stephenkillingback2956
    @stephenkillingback2956 ปีที่แล้ว +104

    3:00 Actually made me crack up liitle, the way mario runs over and punches luigi, runs back and thumbs up

    • @jellycore1316
      @jellycore1316 ปีที่แล้ว +1

      XD Yesss

    • @gboi5013
      @gboi5013 27 วันที่ผ่านมา +1

      Petty sibling rivalry moment

  • @oni5213
    @oni5213 ปีที่แล้ว +325

    About the thing with Mario's cape, grabs and pummels use a different internal command from other attacks to deal damage
    They use a command called ATTACK_ABS (absolute) and all other attacks just use ATTACK, which is probably relevant as to why it doesn't trigger for those types of moves. As far as I know, bumpers, Ashley, and pitfalls probably also use this. And windboxes probably just don't do anything because they don't deal damage

    • @WishMakers
      @WishMakers ปีที่แล้ว +9

      Am I right in also thinking this could be a case of the knockback value being initialized to a dummy number and that's what cape is pulling from? Ideally it shouldn't have any knockback to begin with, but unlike windboxes (the other thing to not send into hitstun* [thank you]) it deals damage and the hitbox is "used" when an enemy hits it instead of being persistent. Maybe ATTACK_ABS just has some weird behavior when the knockback isn't properly set, like with the bumper.

    • @oni5213
      @oni5213 ปีที่แล้ว +4

      @@WishMakers no it causes knockback, cape uses ATTACK, it's just. Very. Weird. Lol

    • @oni5213
      @oni5213 ปีที่แล้ว +7

      @@WishMakers also windboxes do have knockback, they just don't deal damage,and their ATTACK script is set to not cause opponents to flinch

    • @redstonewarrior0152
      @redstonewarrior0152 ปีที่แล้ว

      @@oni5213
      Is there anything that resets the cape glitch?

    • @oni5213
      @oni5213 ปีที่แล้ว +1

      @@redstonewarrior0152 idk, probably no

  • @Pslamist
    @Pslamist ปีที่แล้ว +178

    If you're down to revisit the egg lay thing, you could try it while having 7 Yoshis with you, so you can test it with more color options!
    Thanks for the consistently extremely awesome and super cool content.

    • @jellycore1316
      @jellycore1316 ปีที่แล้ว +3

      That's a great idea! ^^
      And yeah, thanks a ton from me as well!

  • @ametix9855
    @ametix9855 ปีที่แล้ว +28

    Here's a funny glitch :
    With stage builder, put a cannon, get the opponent a lot of percent so Bayonetta's Witch Time lasts longer, and have the opponent go in the cannon while attacking, and counter the said attack with Witch Time before they get in.
    What happens is that the opponent will get in the cannon while being slowed down, and the cannon will try and shoot them indefinitely, with the opponent never getting shot out until the slowdown effect runs out. Sad it doesn't last very long but it's a good ol' glitch :D

  • @wildmonkeycar
    @wildmonkeycar ปีที่แล้ว +144

    I think the "item limit" glitch is moreso an "entity limit" glitch. All games have (or should have) a cap on the number of entities that can be present at any given time, to prevent data loss or lag. 64 just happens to be a nice, easy number that is commonly used in programming for such things
    Basically, what this means is that once the limit is reached, the game will refuse to create any more entities, to prevent potential errors. Older games didn't have this limit properly coded in, and that's why "entity overflow" glitches exist

    • @theodoric4270
      @theodoric4270 ปีที่แล้ว +9

      The Yoshi egg thing also looks like overflow. Without getting too technical, computers keep track of the number of things, and they increase the number by simply adding to it. They do math the same way we do: add the digits in the 1's place. If it's more than 10, carry the one, etc. But they only have so many digits for the numbers, so if the sum gets too big, then the 1 doesn't carry. So you could get something like 99 + 1 = 00 for instance.
      Computers use binary to store numbers, so they really like powers of 2. 64 is 2^6 or, in binary, 100 0000. Notice that this is a '1' with six 0's after it. Most glitches and hard-caps for numbers in games and other programs will hover around powers of 2 like this. Another common one is 256, which is 2^8.

    • @wildmonkeycar
      @wildmonkeycar ปีที่แล้ว +6

      @@theodoric4270 It wouldn't surprise me if Yoshi's egg lay move spawns an entity that the game has no contingency for, like the other moves- Sorta like the devs forgot to make a fallback, in case that happened

    • @nocturn333
      @nocturn333 ปีที่แล้ว

      Wouldn't this mean that it would be fairly easy to hit that limit with 8 Steves?

    • @wildmonkeycar
      @wildmonkeycar ปีที่แล้ว +4

      @@nocturn333 No. Each Steve is capable of spawning 8 blocks, but they disappear very quickly. On top of that, the blocks don't have much extra function beyond being walls/floors/ceilings, so it's unlikely that they would do much, even if you did reach the limit

    • @justinjyeung
      @justinjyeung ปีที่แล้ว

      @@wildmonkeycar I think it could be the "egg break" visual effect that counts as an entity, which might require like a debris effect when spawning in

  • @D_YellowMadness
    @D_YellowMadness ปีที่แล้ว +73

    I somehow never noticed Ultimate Chimera actually does have a button on its back.

    • @cjlite0210
      @cjlite0210 ปีที่แล้ว +3

      What is it like a robot?

    • @SerenadeURA
      @SerenadeURA ปีที่แล้ว +22

      @@cjlite0210 It's not a robot, but it does have an on/off switch.
      The little bird on its head turns the switch back on if it gets turned off in Mother 3, but it doesn't do any of this in Smash.

  • @lasercraft32
    @lasercraft32 ปีที่แล้ว +19

    Robin's Levin Sword and Tomes are probably separate articles that the game loads in and attaches to the correct model bone, kinda like Kirby's hammer, Mario's cape, and R.O.B's Gyro, which doesn't become an item until thrown/launched.

    • @nspade9252
      @nspade9252 ปีที่แล้ว +1

      Nope, they're actually still parts of the model just like any other sword character. The anomaly for paint/metal effects is probably just because the port job of Robin from SSB4 to SSBU is a complete trainwreck.
      They gave f!Robin m!Robin's old body model, and m!Robin gets a body model that is the same but somehow worse quality than the one from SSB4, so somehow the idea that they just forgot to put the right metal textures in isn't too farfetched to me.

    • @lasercraft32
      @lasercraft32 ปีที่แล้ว +3

      @@nspade9252 I dunno if its still like this in Ultimate... but in _Brawl_ the game will crash if you try to load metal textures when not every material has them... its either all or nothing. I could be wrong though, ultimate doesn't use the same metal texture method that Brawl does.

  • @ChronicallyOn
    @ChronicallyOn ปีที่แล้ว +3

    I do not know if this will be seen. but I wanted to share a piece of trivia I have never seen before in an SSBU facts (I commented this on PJiiggles too since I love both you guys)
    -Whenever redeeming an Amiibo, after naming it and choosing its alternate costume, and everything, it will bring you to an Amiibo page and do one of their taunts.
    Except for one character, that being Snake. Since Snake's taunts are all the same, he will simply do his battle entrance animation

  • @jackhe487
    @jackhe487 ปีที่แล้ว +46

    A question I had for the next facts video:
    Can Ken’s final smash (the Shippu Jinraikyaku one) go through portals once he lands it?
    I thought of this final smash specifically because ken carries his opponent so far, but it might work with other ones as well (if it works at all). Love the series and all your other vids, keep up the good work!

    • @SSM24_
      @SSM24_ ปีที่แล้ว +11

      I just tried it myself because I was curious too. Apparently, you can actually send the opponent through the portal without Ken during the first part of the FS (with the first few kicks on the ground), which will actually cause it to not fully complete. Once the second part (where he starts to lift you off the ground) is locked in, however, it seems like portals stop having any effect on either character.

  • @CoolLookinPea
    @CoolLookinPea ปีที่แล้ว +18

    It’s amazing how the smash community are still finding little details like this despite it being out for years

    • @PutnamentalAnimation
      @PutnamentalAnimation ปีที่แล้ว +1

      Does Wario's Bike spawn at the item limit? And since Wario can eat the parts when the bike explodes, do they count as items too?

  • @NewTungsten
    @NewTungsten ปีที่แล้ว +10

    It'll be cool if you could disable the Ultimate Chimera for a bit by hitting the button on its back just like how it happens in Mother 3.

  • @cjlite0210
    @cjlite0210 ปีที่แล้ว +3

    I guess Steve's blocks and TNT make sense as being items, since the rolling crate item is an item that players can stand on like a platform, and they even move with it, and there are items that can stay still (black hole, super launch star, bumper, etc) as well as items that can't be picked up, either by some players or in general (aforementioned items, healing field, Pyukumuku, etc)
    Basically, Steve's blocks and TNT are the culmination of years of updating and developing items, using code that was already there to help advance the ability to place these blocks, and the blocks Steve places even disappear with a puff of smoke, just like regular items (the TNT of course explodes, but there's items that do that too)

  • @tardissins7512
    @tardissins7512 ปีที่แล้ว +3

    That’s really interesting about the cape, but something that caught my eye is how the rotation appears to be kind of broken in and of itself. If you look at Ness, he gets rotated to look away from the camera when flipped, and then, over the course of 1 frame, snaps to looking towards the camera again. I think that might be due to how the Rot bone works, so perhaps the “knockback” of the cape isn’t actually knockback, but rather a manual shift of the Trans (position shifting) bone, which makes the cape thing a completely different flavor of glitch (oversight?)

    • @sackboy1665
      @sackboy1665 ปีที่แล้ว +2

      ok but why would you do that ever

  • @icecreamsocial123
    @icecreamsocial123 ปีที่แล้ว +131

    It's kinda strange hearing enthusiasm in your voice

  • @amoura39
    @amoura39 ปีที่แล้ว +3

    11:07 I love just seeing Robin raise their hand lol

  • @AWarlockOfUnimaginablePower
    @AWarlockOfUnimaginablePower ปีที่แล้ว +3

    I thought all final smashes remove items? I play eight player matches often with items and smash meter on, the final smashes have a habit of deleting items, even when they're in your hand

  • @NobodyLovesGaming
    @NobodyLovesGaming ปีที่แล้ว +4

    As a Mario player, this is actually useful if you get a shield break because time is essential. If you had a shield break without the glitch active, you would have to move forward each time to deal damage with cape. However, with the glitch active, you can kill any opponent at almost any percent with cape X times into forward smash because you have more time to use cape.

  • @Ivancrespo2469
    @Ivancrespo2469 ปีที่แล้ว +3

    9:30
    Quite accurate that Pyra's blade is a "part of their character" as she is a blade in xenoblade 2.
    Just thought it was funny

  • @Heartmyasu
    @Heartmyasu ปีที่แล้ว +6

    I thought this was interesting, since Dr. Mario’s cape has a lot of push if you down throw an opponent and cape them immediately after. I wasn’t sure if this was normal, it’s the only time it happens.

  • @ethanroumpf8923
    @ethanroumpf8923 ปีที่แล้ว +5

    I think the cape glitch could be caused by hitboxes themselves. Which would explain why windboxes and grabs don’t cause it.

  • @DrAnimePhD
    @DrAnimePhD ปีที่แล้ว +2

    I love the fact the “casual items only Smash player” has a lot more technical knowledge than pros do

  • @ShurikanBlade
    @ShurikanBlade ปีที่แล้ว +7

    the item limit thing would be super interesting and if you want to cover all of the characters you can just do like a speedrun of all the non interesting one by showing em all at once or just showing a quick list at the beginning and then showing us the characters with interesting changes.

  • @theodoric4270
    @theodoric4270 ปีที่แล้ว +4

    A lot of Final Smashes cleanse the stage of items, and I think they all disappear any item that the user was holding. I haven't tested this thoroughly, but I've gotten into the habit of dropping any battering item I was holding before using a Final Smash if I wanted it to still be around when I was done. In Smash 4, most of the capturing ones cleansed the target of any transformations as well.

  • @zegmakker5869
    @zegmakker5869 ปีที่แล้ว +4

    maybe the yoshi egg is an effect that turns into an instantly broken item at a certain point,, and because of the item cap being reached, won't allow the effect to turn it into an item, thus getting that infinite animation?

  • @souptime23
    @souptime23 ปีที่แล้ว +4

    I don’t know if this has been featured in a video, but Mario’s cape also has a weird interaction with the slow-down clock. If your enemy is under the effect of the clock, and you throw your opponent followed up by cape, they fly upward. I remember specifically down air because it’s the easiest to land, but I think it applies to all throws.

  • @kirby_says_poyo
    @kirby_says_poyo ปีที่แล้ว +5

    Babe wake up, new PK Beats banger just dropped.

  • @xraenon1664
    @xraenon1664 ปีที่แล้ว +2

    I didn’t even know Sun Salutation had a windbox.
    Anyways, something about Mario’s F.L.U.D.D. (This is pretty old, so it might have been updated it patched out): it’s not really a single attack, but it functions as a stream of individual projectiles. You can see this if you use Palutena’s counter against it. Or if you use it midair while falling, and adjust the angle it downward while firing.

  • @rosschuamusic6616
    @rosschuamusic6616 ปีที่แล้ว +2

    14:07 I'm pretty sure this happens for a lot of final smashes, actually, just speaking from anecdotal experience

  • @LordPhilipJFry
    @LordPhilipJFry ปีที่แล้ว +2

    Robin is such a poorly programmed mess, I love him so much.

  • @cartridgegamer6592
    @cartridgegamer6592 ปีที่แล้ว

    You can survive sudden death forever on any stage by constantly taking turns using the sour spot of Luigi’s up-b to ascend. This is the holy Luigi Ladder. Great video by the way!

  • @Kirbman
    @Kirbman ปีที่แล้ว +1

    My guess about why Robin's weapons don't get covered is because they're separate models from the character. The bronze sword is probably part of their character model and just gets removed when the Levin sword is active.

  • @timoijas7496
    @timoijas7496 ปีที่แล้ว +1

    The mario cape glitch does have a use. It makes it easier to gimp some characters. Sometimes at the beginning of a match, you might get a grab at the ledge. You can forward throw -> run off cape the opponent and it's a lot better if this glitch happens. For example Pyra/Mythra can not recover back to the stage after that. Super niche but can be helpful.

  • @JooshReact
    @JooshReact ปีที่แล้ว +3

    I have a theory about the Pink 120% damage thing: Hazard Percent. The only stage besides New Pork that I can compare this to (I can't play the game here at college to see what other stages has this) is Great Cave Offensive's lava. The lava in that will KO the player at 120%, which leads me to believe that players have a "hazard percent" in which they will instantly KO if they have 120% or more and come into contact with a damage-dealing stage hazard (i.e. Pink/GCO's lava). Pink deals specifically 120% to ensure that the player is instantly KO'd by their "hazard percent", regardless of what percent they were at beforehand. And this may be common knowledge and I'm a clown, or there may be some interesting things we can test with this:
    1) You gain 120% from Pink's chomp for two frames before getting KO'd; what if you were healed by a healing item during that time? Will you survive? Will your "hazard percent" be lower than 120% before getting KO'd?
    2) What if you mod the game so Pink deals less than 120%? Will you survive the first chomp at 0%? That will confirm whether or not Pink's chomp is part of this "hazard percent" idea in the first place, and whether or not there even IS a "hazard percent".
    Also Stage Builder's lava does not follow this "hazard percent" theory, for some reason. I wonder if that was a design change Nintendo made on purpose to make SB less annoying (i.e. stages with just lava everywhere)

    • @Liggliluff
      @Liggliluff ปีที่แล้ว +1

      I thought it was 100 % in Great Cave Offensive, and the chimera does 100 % without the 1vs1 multiplier.

    • @SSM24_
      @SSM24_ ปีที่แล้ว +1

      This doesn't seem to be it. I tested it in Training Mode, and even if I set my own percentage back to 0 after the damage but before the instant KO would take effect, the instant KO still happens.
      I think it may actually be a leftover from Brawl. According to the wiki: "The attack has 2 hitboxes which can both damage the player simultaneously, potentially resulting in 200% damage." So they might've just changed the second hitbox to be an instant KO in Ultimate, and then either forgot or didn't care about the first hitbox.

  • @amoura39
    @amoura39 ปีที่แล้ว +1

    SNAKE TAUNTING WITH THE ITEM LIMIT REACHED IS SO FUCKING FUNNY LOL

  • @amoura39
    @amoura39 ปีที่แล้ว +1

    THE YOSHI EGG THING IS SO FUNNY LMFAO LOL

  • @MrNicosaure
    @MrNicosaure ปีที่แล้ว +2

    Most final smashes delete all items on screen (even held/equip/transformation items), I'm not sure where they draw the line because as far as I could tell, there's no rhyme or reason to it, I thought it was cutscene final smash that would trigger this but there's some exceptions (like Peach and Daisy not being exactly "cutscenes" but just a zoom in), then I thought it was all final smashes that could influence how the camera works but there's even more exceptions to that
    I'm sure it would be faster to list all final smashes that keep items on screen than not (and for non-cutscene smash that do delete everything, items can still spawn during the animation, truly a bizarre game)

  • @tatemurphy3943
    @tatemurphy3943 9 หลายเดือนก่อน

    Gravity: *exists*
    Robin: "I'm gonna pretend I didn't see that."

  • @squeekydelamorte
    @squeekydelamorte ปีที่แล้ว

    4:44 IS 100% the sole reason why I subbed, it was so subtle and I noticed it...

  • @rubylikessonic2
    @rubylikessonic2 ปีที่แล้ว +3

    For a video on the item limit bug thingie you could do a quickfire round where you go through ever character that has an non-interesting or basic interaction with it, and then leave the interesting ones til after

  • @itloaf
    @itloaf ปีที่แล้ว +2

    Wait, did Robin recharge their tomes and sword just fine at the item cap? like, if they used it up and you hit cap, did they get it back notmally?

  • @pretzelman945
    @pretzelman945 ปีที่แล้ว +1

    Its nice to see another one of these videos again :)

  • @bddj_10
    @bddj_10 ปีที่แล้ว

    about mario's cape glitch, i discovered it back in smash 4, but i noticed it because if you do the glitch while the timer's slowdown effect is happening, the knockback is ampliflied greatly (this carries over to ultimate)
    the glitch is deactivated by any attack that has hitlag (except pummels? idk)
    the glitch can be reactivated through throws and most command grabs that the end launches the opponent (bowser/diddy/incineroar side B launch, robin's down B doesnt), with the only exception being terry's buster wolf, which does stop the glitch
    it can also be activated by making the opponent fall asleep (jigglypuff up B, peach final smash, hero hocus pocus)
    attacks that neither activate nor stop the glitch include
    -command grabs that dont launch:
    yoshi's egg lay, kirby, dedede inhale, mewtwo's confusion robin's down B, steve's minecart
    -attacks that dont do hitlag
    fox's laser, bowser fire breath (at long range), olimar's side B (except purple pikmin) and inkling's neutral B (at long range)
    -grabs and pummels
    i tested all characters except kazuya because he's weird, he has little to no hitlag and way too many attacks :P

  • @meta_eclipse
    @meta_eclipse ปีที่แล้ว +1

    The passive damage not affecting the cape has me wondering if things like pichu’s self damage and charizard’s flare blitz affects it too

  • @HuntMeDown237
    @HuntMeDown237 ปีที่แล้ว

    I'd LOVE to see a full video dedicated to the item limit, I'm sure there's a whole lot. Specifically, I think the Icies' neutral B simply won't spawn any icicles, all of the Links not having any arrows/bombs/boomerangs, and so on. Maybe even Zelda not summoning the knight for her side B?

  • @beansfebreeze
    @beansfebreeze ปีที่แล้ว +12

    Does the chimera still only do 120 is stamina battles? I've never done one so I have no clue if you can even set HP that specially, but could you set your hp to 121 and survive the attack?

    • @cakeyeater7392
      @cakeyeater7392 ปีที่แล้ว +2

      Considering it doesn't launch players in % mode, it's pretty likely that taking the damage triggers and instant kill effect and you die regardless

    • @UniversalName
      @UniversalName ปีที่แล้ว

      @@cakeyeater7392 the difference of having below 120% would then be dying one frame earlier due to the damage and not the chimera instakill effect

    • @beansfebreeze
      @beansfebreeze ปีที่แล้ว

      Jfc my spelling in this was terrible I had just woken up okay

  • @actuallynotsteve
    @actuallynotsteve ปีที่แล้ว +1

    The Wile E Coyote thing cracked me up, that's hilarious

  • @SonicX-qi2se
    @SonicX-qi2se ปีที่แล้ว +4

    I’ve had this knowledge for a while. With Hero you can regain MP from hitting a sandbag in item form.

  • @eatingyoshi4403
    @eatingyoshi4403 ปีที่แล้ว +1

    That mario cape glitch, I imagine could actually be pretty impactful since that tiny bit upwards can make a character be able to recover

  • @flatulentsheep23
    @flatulentsheep23 ปีที่แล้ว +2

    I loved this video so much i cried 😢

  • @lamergamer8211
    @lamergamer8211 ปีที่แล้ว +2

    After the April fools video, I’m fully expecting this to not be real. I know it probably is but i’m not falling for that trick twice

    • @gaslit7442
      @gaslit7442 ปีที่แล้ว

      You're thinking of @PJiggles, the other PSmashTrivia guy.

  • @Bryce_the_Woomy_Boi
    @Bryce_the_Woomy_Boi 29 วันที่ผ่านมา +2

    0:13 well, about that...

  • @faken6252
    @faken6252 ปีที่แล้ว +1

    I’m also pretty sure something about Lucario’s side special command grab is coded wrong.
    The in-game tips says it should one-hit KO when you’re aura is high enough, but in reality this move is barely even affected by aura-scaling

    • @olbluelips
      @olbluelips 10 หลายเดือนก่อน

      The move is definitely a lot stronger with aura.
      Tested at the ledge with no DI:
      Without aura/rage, kills at around 140
      With max aura/rage, kills at around 50
      But yeah it never one hit KOs

  • @IceCreamKatGaming
    @IceCreamKatGaming ปีที่แล้ว

    about final smashes, interestingly peach and daisy's aren't the only ones with weird interactions with items; if anyone lands a cutscene final smash(Ridley, K.Rool, Sephiroth...) or a final smash with a cutscene in it that also has attacks after(like the Aegis or Kazuya), it despawn's everyone's held item regardless of if they got hit or not
    this is probably so the cutscene doesn't look weird with items in their hands, but it never actually respawns them and i'm not sure if that's intentional or not as there doesnt seem to be a tip about this in the game

  • @juanrodriguez9971
    @juanrodriguez9971 ปีที่แล้ว +2

    I expected the yoshi egg stacking glitch to be tried with the different skins because of the different colors to see if it goes crazy rainbow or if one substitutes the other.

  • @Wheat_Thinn
    @Wheat_Thinn ปีที่แล้ว +2

    Mario's cape popping people up could actually ruin early game gimps for him if he throws someone off stage at 0 and fludds them

  • @beeptheguy
    @beeptheguy ปีที่แล้ว

    Likely the robin weapons are simply separate from their actual model but not in the item category and still owned and belong to robin, just connected at a point on the hands to explain the item limit thing

  • @shrimpchris6580
    @shrimpchris6580 ปีที่แล้ว +1

    Yo I forgot you play TF2 for some reason lol, was nice to see it pop up in the end

  • @StarWalker-si4nm
    @StarWalker-si4nm ปีที่แล้ว +1

    Well there goes my secret doctor Mario cape combo.

  • @Tytaneum
    @Tytaneum ปีที่แล้ว

    blocks also count towards the 8 item limit in training mode. you can place blocks while items are on screen fine but if blocks are there first then that limits the amount of items that can spawn

  • @silveramyknux241
    @silveramyknux241 ปีที่แล้ว

    I think how the cape works is that, you need to directly hit the opponent for the glitch to come to effect.
    Just indirectly hurt the opponent with an item (unless you throw it at them), pushing them, or throwing them wouldn’t cause the affect as you aren’t hitting them. Sure, throwing them or having them get hit by a pitfall you left on the floor doesn’t involve you actually hitting them directly, only indirectly hurting them or causing damage to increase without it being registered as a hit.
    The only exception is the cape itself, probably because they noticed the glitch and tried fixing it, but never realized it also had other attacks that can cause the glitch.

  • @zeromontalvan1514
    @zeromontalvan1514 ปีที่แล้ว +1

    Maybe the ultimate chimera deals 100% and his "kill" move deals 20%, there are some attacks that instakill you if you are over 100% like the death scythe

  • @Breeze926
    @Breeze926 ปีที่แล้ว

    I feel like the tomes and the Levin Sword aren't considered "items" while being used. They only transform into "items" when being dropped which is why they instantly disappear when the item limit has been reached; however, there model probably is considered separate from Robin's unlike other weapons in the game which is why they aren't covered by the metal or ink effects.

  • @Yeetable_child
    @Yeetable_child ปีที่แล้ว +1

    There is a mechanic in ultimate where when a character uses a final smash all items just disappear. I'm pretty sure there are some exceptions but I don't know who they are so don't quote me on that part.

  • @neoncreeper1287
    @neoncreeper1287 ปีที่แล้ว

    About Mario's cape knockback:
    I found a bug where if you slow the opponent with a Timer item, throw them, and then immediately cape them, they get sent further, and this ignores the knockback resistant status that is present after getting hit. The longer you wait before caping them, the weaker the knockback. This lasts for as long as they are in the air after getting launched from the throw, though if you wait to long the reduction from time will clear it. If they get hit before they are caped after being thrown, they are no longer launched when caped.
    This might actually be the same bug as mentioned when it comes to getting hit and becoming cape knockback resistant but I think there's still a different bug present relating to being thrown and then getting caped. The timer might not be necessary but it makes it easier to do.

  • @amoura39
    @amoura39 ปีที่แล้ว +1

    4:47 Wait there's no grab-release wait? How can I torture my opponents in teams with this knowledge, hmmmmmmm~ >w

  • @SonicTheCutehog
    @SonicTheCutehog ปีที่แล้ว +1

    It looks like the using characters moving when getting caped is the glitch. It likely got overlooked because most players wouldn't use Cape as their first attack.

  • @amoura39
    @amoura39 ปีที่แล้ว +1

    8:39 WOAH LMFAO LOL

  • @3twibles4sweetrevenge
    @3twibles4sweetrevenge ปีที่แล้ว +1

    I love your videos so much

  • @dabiskitt
    @dabiskitt ปีที่แล้ว +1

    Please make a video where you go through the whole roster on the item overload setup! I could see it being a long-form video in the future

  • @crybabybf1990
    @crybabybf1990 ปีที่แล้ว +1

    I love that spongebob refrence at the beginning.

  • @amoura39
    @amoura39 ปีที่แล้ว +1

    YAYYYYYYYY
    I DON'T RECALL GETTING A NOTIFICATION FOR THIS LOL
    I JUST SAW YOU ON A PJIGGLES VIDEO AND DECIDED TO CHECK WHEN THE LAST VIDEO WAS AND ... YAAAYYY HERE WE GO LOLLLLLLLLLLLLLLLLLLL >D

  • @mrhalfsaid1389
    @mrhalfsaid1389 ปีที่แล้ว +1

    I knew it was busted somehow, I knew something weird happened with cape

  • @guywhohasyoutube7723
    @guywhohasyoutube7723 ปีที่แล้ว +3

    Are you gonna give us a mario movie review once you watch it?

  • @objectionable6693
    @objectionable6693 ปีที่แล้ว +1

    there's always some sorta silly bug with yoshi using egg lay

  • @Doubleaa500
    @Doubleaa500 9 หลายเดือนก่อน

    I feel like the cape not dealing knock back is because when that character is "finally" hit, they technically enter "fight" mode... if there is such a thing... where the cape doesnt make the character enter fight mode!

  • @jklleskov2699
    @jklleskov2699 ปีที่แล้ว +1

    And the snake taunt returnes

  • @tedgarnham7561
    @tedgarnham7561 ปีที่แล้ว +1

    13:45 bro's about to start taking to Mr Hat

  • @minejack7773
    @minejack7773 ปีที่แล้ว

    I would love to see a roster video on the item/entity overload setup! I'd love to see the untapped potential of some characters, but the complete lack of anything for others
    Like Wario. How does his bike interact with it? If it doesn't spawn at 64, will it at 63? What happens when you finally get it to spawn and you destroy it? I'd love to see the odd quirks some characters may or may not have

  • @hisshoes1107
    @hisshoes1107 ปีที่แล้ว +2

    For the final glitch, I’d like to ask what happens with Greninja’s down B, and if it does anything weird, or just doesn’t spawn the Substitute/log

  • @securatyyy
    @securatyyy ปีที่แล้ว

    You know, I totally forget spirits exist in this game.
    If you load lil Mac with punching spirits, you can easy mode the world of light btw.

  • @Keyourasa
    @Keyourasa ปีที่แล้ว +1

    11:45 we did it bois we figured out how to counter steve

  • @alphie1765
    @alphie1765 ปีที่แล้ว +1

    I would watch a video of you reading the obituaries.

  • @killercore007
    @killercore007 ปีที่แล้ว

    11:34 There actually functional difference between the taunts. The distance and rotation of the box is slightly different between them.

  • @sword6813
    @sword6813 ปีที่แล้ว

    I think the reason why the pink monster thing (forgot name) doesn’t do 999 dmg is so that at the end of rounds the statistics are not flawed and you didn’t take 999% dmg or something.

  • @AmalgamJiena
    @AmalgamJiena ปีที่แล้ว

    So I guess steve carries one tnt block, and only crafts another whenever he uses it.
    (How he does it without gunpowder, and likely without sand either, is beyond me.)

  • @micahgarnett1924
    @micahgarnett1924 ปีที่แล้ว

    Starting from 3:22 I just noticed everytime looks receive windbox or damage that wasn't triggered by mario. You see a tiny visual glitch when flipping Lucas.

  • @Crowned_Hearts
    @Crowned_Hearts ปีที่แล้ว

    I think they put the Kirby animation there so that in a possible situation that it needed to be played the game wouldnt crash. That or the skill needs the "empty" state included to work properly. You never know what is linked to what in games.

  • @Flm2Jouer
    @Flm2Jouer ปีที่แล้ว

    About Robin's Tome Every Tome is in the game so for there Neutral B they actually are a différents cover of the book for the 4 different Projectile
    One Zigzag Thunder for his Thunder Tome
    One Double Zigzig Thunder for his Elthunder Tome
    A Sparkle inside a circle for his Arcthunder Tome
    A Arrow for his Thoron Tome
    Which mean that for Kirby when he use Neutral B without any ressources left will switch between the Nosferatu Tome, Arcfire Tome, Elwind Tome and Thoron Tome but weirdly not the Thunder, Elthunder and Arcthunder Tome :/

  • @awesome-ed
    @awesome-ed ปีที่แล้ว

    i noticed while watching one of your videos that on glacier when someone gets hit or lands little ice shards will pop out from under their feet. small but i never noticed this. (probably because i never play on glacier lol)

  • @theleafguard116
    @theleafguard116 ปีที่แล้ว

    Random fact:Alph has the same problem with the star rod that ZSS does, in that he doesn’t shake while charging it. This also isn’t the case with Olimar for some reason.

  • @personlol3099
    @personlol3099 ปีที่แล้ว

    fact: olimars side-b only stales for each pikmin thrown, not individual hits (basically the first pikmin does 2.5% for each hit while latched on, but the next pikmin only does 2.1% each hit)

  • @stevenbadger6936
    @stevenbadger6936 ปีที่แล้ว

    It would be nice to see more footage of z64! Maybe some romhacks!

  • @KiraSlith
    @KiraSlith ปีที่แล้ว

    The cape bug is pretty odd, it might be an edge case check isn't firing every time it's supposed to, or it could point to an undocumented memory stack corruption issue.

  • @mywife69
    @mywife69 ปีที่แล้ว +1

    i’d watch a video of just each character failing to use their item moves

  • @OctolinkG
    @OctolinkG ปีที่แล้ว

    13:43
    *turns southern for no reason*

  • @taylorlapira9109
    @taylorlapira9109 ปีที่แล้ว

    The Ultimate Chimera could be utilising some of the insta-kill code from the scythe weapon to do it's insta-kill, hence setting the player above 100% before the kill occurs.
    Why 120% rather than 100% though? I'm not completely sure.
    Maybe to protect against the potential for healing from something like a regen spirit or the healing well the same frame as the damage is being applied. If they set you to 100%, there would be the potential for a healing effect to occur on the same frame thus lowering you below the insta-kill threshold, but there isn't anything in the game that can heal 20% in a single frame, so you wouldn't be able to regen out. Just a guess though

  • @MySharif1
    @MySharif1 ปีที่แล้ว

    From the technical knowledge I have of Smash, this glitch you are referring to is caused by anything that is considered direct, or targetted damage.
    The reason certain things don't is thus:
    Grabs don't act as direct interactions, despite what they are.
    Fire Boxes don't act as self-inflicted damage, unlike the Fake Smash Ball.
    And some other details my brain is too dead to remember.
    As for why the glitch is caused... No real idea. It may be tied to a specific Knockback Modifier in the game's code, since Knockback generally acts different when an Opponent hasn't been hit at all yet, so it might have to do with a generic Knockback Modifier that causes the cape to do more than it typically would do.

    • @MySharif1
      @MySharif1 ปีที่แล้ว

      Knockback in Smash in general is kinda weird, so I can only make some guesses.

  • @basicdamine
    @basicdamine ปีที่แล้ว +2

    I do wish they gave Snake more unique taunts but the box taunt having different animations also works
    Edit: How to make Steve fair and balanced