4:45 So what happened here with the Banjo grenade was that it made contact with the stage before it actually hit Incineroar. Since the grenade is considered an item rather than just a regular projectile, that means it has certain properties, one of which being the distinction between when it's active and when it's "at rest" waiting to be picked up. For an obvious example think of Peach's Turnips. When she throws them they can hit (obviously), but if she just drops them on the stage they'll kinda sit there on the ground for a second or two before their timer expires. If an opponent runs over the Turnip while it's sitting on the ground, it won't do any damage because it's considered "grounded" or "resting" rather than "active." The same thing is happening with the grenade. It made contact with the lip of the stage and due to the precise angle/speed actually bounced up onto the stage rather than exploding. But since it had already made contact with the ground it was now considered a "grounded item" without an active hitbox rather than being in an "active" state from having been thrown, thus allowing it to slide past Incineroar.
Doesn't banjo grenades go bouncing? It shouldn't have stay on the floor. Oh my bad, he did down-B, grab the grenade and throw it. Then yeah the grenade was just bugged
2:51 Complain all you want but he dove into that f-tilt if you go frame by frame. Obviously, Steve's hitstun reverted his pose back making it look funky.
@@KubickQ nah people actually call out hitbox "jank" constantly when even without slowmo its obvious what happened. For instance, the Dark Pit that down-smashed DK's BAir from the wrong side hit the landing animation, which has the leg mostly extended.
1:05 This one has a good explanation: Mario's up smash lasts one frame shorter than Luigi's and Dr. Mario's own up smash. So it has less coverage when it probably should've hit Terry.
3:33 “Okay. Good mix-up from Dankie-oh, the jab, oh, that’s gonna hurt. Okay, okay, okay? Pardon? Pardon? Pardon? Where’s the SDI? Excuse me? Excuse me? Yeet Smash, where are you? Is he gonna do the whole stage? _That,_ I think it’s what we call-316%! And the n-air kill!” _In the background_ _”What the fuck?”_ “I believe that’s a beautiful clip-”
Yo yeet I'm speaking for the whole smash community. We appreciate you and your content! You for real need some type of award or something because you've brought many people too the compettitve scene with your consistent uploads. Keep it up man!
4:03 there is… so much to unpack in this one clip. The guys name is King K Krocksucker The only audio is just static Krool’s attack did no knockback The krool is winning 3-0 and usually these are best of 5 Probably more but I’m just blind
6:26 - Can't even count how many times that wind box has screwed me out of a spike. It does borderline nothing when they're on stage, but it somehow is strong enough to completely negate a spike at the ledge
I'm pretty sure it was the landing hitbox. A lot of moves have a hitbox that comes out when you land on the ground during the move, it seems like that's what hit after the spike
Yeah that's why he goes from 68 to 95, down air alone doesn't deal 27 damage but the spike damage plus the damage from the landing hitbox must add up to 27ish
@@bumibomber Some windboxes do those things, Greninja's Hydropump and Mega Man's Air Shooter as examples. In cases where a hitbox has windbox properties, I don't think it's wrong to use the two interchangeably since they're effectively referring to the same thing, and Toon Link's landing dair has a windbox, unlike Bowser/G&W dair, Falco fair, etc.
A lot of these weird moments are just people throwing out moves that extend their hurtboxes. If the characters didn't snap into a new pose the instant they got hit, it wouldn't look strange at all.
steve’s rotation joint is at his feet which is why that look funky too the next smash game should have specific poses for the killscreens to make hits ever slightly clearer
@@BarderBetterFasterStronger So what? Outside of maybe K rool, he straight up wins with almost anything that has a strictly vertical recovery option? Say Chrom?
@@lennydickson8845 um, chrom wins the matchup pretty hard. Sure dk can grab him and take stocks at 30 but chroms far superior speed, frames, and disjoints make dks life a living hell. Not to mention edgeguard counter lets characters cheese dk in a similar way to how cargo carry would have cheesed them.
It wasn't online, it's just something that can happen with multi-hit jabs. They're coded so that the one who jabs will progressively back off to prevent locking the opponent in a infinite jab combo. But if they're placed on a certain spot, the hitbox of the jabs will hit the opponent to the other side, "ejecting" it towards the attacker while it backs off. (I don't know if I explained well, I still struggle a bit with english sometimes)
2:06 I remember seeing this in a Dunkey video. Almost the exact same thing happened to him except he thought he could reflect the cannon ball being frozen in mid air, but he just died instead. I think this is intentional from the game
That wasn't Z-Axis shenanigans, that was the bomb touching the ground and then losing it's active hitbox as a result. The same thing happens with Young/Toon Link's bombs. They're treated as items rather than just projectiles and so have certain properties that other projectiles don't as a result. The key one in this case being that under the right conditions they can sit on the ground to be picked up, and items waiting to be picked up usually aren't considered "active." Think of Peach's Turnips. When she throws them they can hit (obviously), but if she just drops them on the ground they sit there for a bit, and while they're just sitting there the opponent is free to run across them without getting hit. If the Turnip isn't actively being thrown then it doesn't have a hitbox. The grenade does the same thing. It made contact with the ground at just the right angle/speed so as to land without exploding, and since it landed it became considered as "grounded" rather than as "being thrown." Since it was "grounded" it no longer had the active hitbox that triggers on contact with the opponent thus allowing the grenade to simply slide past Incineroar.
7:38 i kinda get it, there was a frame where wolf outstretched his hurtbox and rhe opponent just doing wiifit things, caught that with dair and the rest is history.
I mean, No? Ledge invulnerability only lasts a certain amount of time, and any move that has a low landing hitbox ( usually downtilt ) will send the opponent upward
@@charley2714its a hungrybox quote, and its a joke lol. Its just saying how bad that move is balanced, like frame 1 combo escaper that has literally no risk? ill take it
Gotta love it when the game just decides to do something stupid and everyone is either laughing there heads of about it or frustrated they lost because of it which I totally understand. I’m no professional player and don’t usually care for competitive Smash but I can acknowledge how good and dedicated some people are (which is why I like watching these videos) but I’m sure it must suck to lose when it happens especially on the last stock😅
I would hate to win with jank too though. You want a victory to be a monument to your individual skill, so if you get an accidental win off some nasty smash jank it seems like it'd be a little deflating.
I think that’s the reason people clip through the stage on PS2 is a big body hits a specific part of the underside of the stage and does a tech wall jump, they clip through the stage
Most of these are just the person getting hit extending their hurt box into the opponent move but in the damage animation removes the extended animation, making people confused.
2:00 | What happened here, you can see if you set the playback speed to 0.25x, Greninja used dash attack right as Kazuya was using Dragon Uppercut, and because D.U.'s hitbox goes a little behind Kazuya's front leg, Greninja's leg was that at just the right time.
A lot of these can be explained for because of that Z-angle, like that Banjo Grenade. Incineroar's legs are not exactly at the 0 mark which is the direction that the grenade went. Same thing with that Mario UpSmash missing Terry.
No, the Banjo grenade was because it landed on the ground in front of Incineroar before making actual contact. Since the grenade is considered an item rather than just a projectile, this means when it made contact with the ground it transitioned from being "thrown" to being "grounded" and lost its active hitbox as a result. Think of it like Peach's Turnips - when she throws them they can hit but if she just drops them on the stage they'll just sit there on the ground, and while they're just sitting there the opponent is free to run into it without it hurting them. The grenade just had the momentum to keep sliding even after making contact with the ground, so it slid past him while in its "grounded"/inert state.
I believe what happened in 0:55 (I'm not sure anout this, it's just what I first thought of) is that Link's Up-B has the same properties as Roy's in Melee; to ensure the opponent wouldn't fall out of a multi-hit move when it hit them, the developers gave the first few hits an insane fixed knockback that would prevent the aforementioned problem, but as a consequence, if one were to be hit only by those hits and not the full move, they'd go flying, regardless of what % they're at, and due to their positioning, instead of being dragged into the rest of the up-b, R.O.B just hit the stage and flew off
3:33 Besides mewtwo, Robin and banjo can do the same, is a bit difficult, because you need to hit your opponent behind you, then your opponent can move you, instead of managing to escape. I usually apply that to Marth, it is not something exclusive to big characters, but it is easier with them. The last time I did it was to Joker, and it was very funny because in the middle of the jab, Arsene appeared and disappeared.
for anyone confused about 0:42, Ness uses PK Thunder, Dedede eats it. Dedede then spits it out, hitting Ness. Ness, getting hit by PK Thunder, then deals big damage to Dedede, as apparently the hitbox hit Dedede.
0:41 what happened with Ness is that when he used pk thunder, he somehow managed to get it dated by dd causing him to spit it right out, leading to ness completing the up b and miraculously killing dd
The 1:00 link clip is I think he bomb launched and his attack bounced he rob off the stage in such a way that the link proceeded to footstool off of the rob.
6:07 “He back-air’d his fart, dude” LMAO
4:45 So what happened here with the Banjo grenade was that it made contact with the stage before it actually hit Incineroar. Since the grenade is considered an item rather than just a regular projectile, that means it has certain properties, one of which being the distinction between when it's active and when it's "at rest" waiting to be picked up.
For an obvious example think of Peach's Turnips. When she throws them they can hit (obviously), but if she just drops them on the stage they'll kinda sit there on the ground for a second or two before their timer expires. If an opponent runs over the Turnip while it's sitting on the ground, it won't do any damage because it's considered "grounded" or "resting" rather than "active." The same thing is happening with the grenade. It made contact with the lip of the stage and due to the precise angle/speed actually bounced up onto the stage rather than exploding. But since it had already made contact with the ground it was now considered a "grounded item" without an active hitbox rather than being in an "active" state from having been thrown, thus allowing it to slide past Incineroar.
Doesn't banjo grenades go bouncing? It shouldn't have stay on the floor.
Oh my bad, he did down-B, grab the grenade and throw it. Then yeah the grenade was just bugged
I was curious ab that, that's a great explanation u the 🐐
This has happened to me, a Banjo main, far too many times
I think the game just forgot to register the hit because it touch the ground, it’s so simple that it sounds stupid to explain
i think it actually just went through incineroars legs because his legs are very short and stubby compared to his upper body
2:51
Complain all you want but he dove into that f-tilt if you go frame by frame. Obviously, Steve's hitstun reverted his pose back making it look funky.
Mans is complaining about jank when he's playing Steve lol
You don't even have to go frame by grame to see that hit, lol
I think that was just there to look funny because it's so obvious
@@KubickQ nah people actually call out hitbox "jank" constantly when even without slowmo its obvious what happened. For instance, the Dark Pit that down-smashed DK's BAir from the wrong side hit the landing animation, which has the leg mostly extended.
@@researchinbreeder come to think of it, a bunch of these are just funny because they look jank but aren’t
1:05 This one has a good explanation: Mario's up smash lasts one frame shorter than Luigi's and Dr. Mario's own up smash. So it has less coverage when it probably should've hit Terry.
Why???
@@gabrielmoravargas4728 sakurai was a little angry at miyamoto that day for eating his sandwich out of the fridge
@@thesantadestroyer 😂
So that means Luigi could actually hit Terry in that position?
I shit you not this exact same situation happened between me and a buddy of mine last week when I was playing wolf. He lost the game because of it lol
3:33
“Okay. Good mix-up from Dankie-oh, the jab, oh, that’s gonna hurt. Okay, okay, okay? Pardon? Pardon? Pardon? Where’s the SDI? Excuse me? Excuse me? Yeet Smash, where are you? Is he gonna do the whole stage? _That,_ I think it’s what we call-316%! And the n-air kill!”
_In the background_ _”What the fuck?”_
“I believe that’s a beautiful clip-”
Lmaooo oui
Was actually SDI-ing in the whole time
@@dankietv Yoo it's him
Yea commentator didn't realize that di doesn't work if you get behind jabbed
@@YamiDarkness64 I'm a girl 😅
0:40 D3's Inhale brought Ness too close to the PK Thunder and activated PKT2 EVEN when he was about to reflect it, WTH man 😂
Dude it was fucking 🌌 GEINUS 🌌
Yo yeet I'm speaking for the whole smash community. We appreciate you and your content! You for real need some type of award or something because you've brought many people too the compettitve scene with your consistent uploads. Keep it up man!
Amen to that! ✊
He speaking facts
And consistent effort showing his face and explaining the clips, it’s not just any repost channel he really cares about it.
This guy speaks for me!
SPEAK FOR YOURSELF PEASANT
4:03 there is… so much to unpack in this one clip.
The guys name is King K Krocksucker
The only audio is just static
Krool’s attack did no knockback
The krool is winning 3-0 and usually these are best of 5
Probably more but I’m just blind
Fr
The move didn't appear to do knockback because pac was punched into the water, changing his momentum instantly
4:02 Great Audio there
3:03 "THAT MOVE IS BADLY PROGRAMMED!"
-Hungrybox
Luigi Down-B still haunts Hungrybox to this day
Why does he act so cringe all the time? So middle schoolers will watch him? Genuinely asking
@@roachdogg-ex I'm a middle schooler, I don't
4:43 ssbu players humbled by real life logic
7:10 uno reverse
1:31
SISYPHUS was so happy that he _became_ the rock.
6:26 - Can't even count how many times that wind box has screwed me out of a spike. It does borderline nothing when they're on stage, but it somehow is strong enough to completely negate a spike at the ledge
I'm pretty sure it was the landing hitbox. A lot of moves have a hitbox that comes out when you land on the ground during the move, it seems like that's what hit after the spike
Yeah that's why he goes from 68 to 95, down air alone doesn't deal 27 damage but the spike damage plus the damage from the landing hitbox must add up to 27ish
@@Caw50 Yup, that'd be the wind box I was referring to. He's had it since Brawl.
@@greentoonlinkThats not a windbox, it does damage and deals knockback.
@@bumibomber Some windboxes do those things, Greninja's Hydropump and Mega Man's Air Shooter as examples.
In cases where a hitbox has windbox properties, I don't think it's wrong to use the two interchangeably since they're effectively referring to the same thing, and Toon Link's landing dair has a windbox, unlike Bowser/G&W dair, Falco fair, etc.
A lot of these weird moments are just people throwing out moves that extend their hurtboxes. If the characters didn't snap into a new pose the instant they got hit, it wouldn't look strange at all.
steve’s rotation joint is at his feet which is why that look funky too
the next smash game should have specific poses for the killscreens to make hits ever slightly clearer
1:40 What did DK do to deserve this gargantuan hitbox, thing spans across multiple area codes
Garner a whopping 7 spikes if we’re counting the three ways he could stage spike by cargo throw.
Edit: gosh darn I almost forgot: *Monke noises*
4 offstage spikes, 7 if you count stage spikes, unique throw mechanic, burying move, all 4 specials can kill, ridiculous smash attacks, jablock potential..
And terrible frame data to go with it. It's no wonder he has a losing matchup with almost the entire roster.
@@BarderBetterFasterStronger So what? Outside of maybe K rool, he straight up wins with almost anything that has a strictly vertical recovery option? Say Chrom?
@@lennydickson8845 um, chrom wins the matchup pretty hard. Sure dk can grab him and take stocks at 30 but chroms far superior speed, frames, and disjoints make dks life a living hell. Not to mention edgeguard counter lets characters cheese dk in a similar way to how cargo carry would have cheesed them.
3:33
The jab did 221 percent in 18 seconds, that is just insane since he did around 12 percentage per second.
That is just how online is sometimes
It was an offline match haha
It’s not op
It’s lore accurate
It wasn't online, it's just something that can happen with multi-hit jabs. They're coded so that the one who jabs will progressively back off to prevent locking the opponent in a infinite jab combo. But if they're placed on a certain spot, the hitbox of the jabs will hit the opponent to the other side, "ejecting" it towards the attacker while it backs off. (I don't know if I explained well, I still struggle a bit with english sometimes)
@@phantom9831 no you explained it really well.
I love it how all people know yeet smash and every time something crazy happens, they already know it’s yet smash worthy.
2:33 Worst part is that this is the kind of hitbox Pit desperately needs on some of his moves
2:06 I remember seeing this in a Dunkey video. Almost the exact same thing happened to him except he thought he could reflect the cannon ball being frozen in mid air, but he just died instead. I think this is intentional from the game
Dunkey is the man
4:52
Daily reminder that yes, this is technically a 3D game.
2.5D is not 3D
@@Sjono hello can you explain the concept of half of a directional axis??
@@Sjono It is 3D, it exists in 3D space. We're just given limited movement options in the Z-axis
@@Sjono Yeah no, it doesn't work that way. 2.5D is the opposite.
That wasn't Z-Axis shenanigans, that was the bomb touching the ground and then losing it's active hitbox as a result. The same thing happens with Young/Toon Link's bombs. They're treated as items rather than just projectiles and so have certain properties that other projectiles don't as a result. The key one in this case being that under the right conditions they can sit on the ground to be picked up, and items waiting to be picked up usually aren't considered "active."
Think of Peach's Turnips. When she throws them they can hit (obviously), but if she just drops them on the ground they sit there for a bit, and while they're just sitting there the opponent is free to run across them without getting hit. If the Turnip isn't actively being thrown then it doesn't have a hitbox. The grenade does the same thing. It made contact with the ground at just the right angle/speed so as to land without exploding, and since it landed it became considered as "grounded" rather than as "being thrown." Since it was "grounded" it no longer had the active hitbox that triggers on contact with the opponent thus allowing the grenade to simply slide past Incineroar.
7:38 i kinda get it, there was a frame where wolf outstretched his hurtbox and rhe opponent just doing wiifit things, caught that with dair and the rest is history.
5:43 Now that's a jumpscare
2:55 This man represents everyone with his reaction.
"Who did Nana spike?"
She got blocked by Hero's privilege.
5:45 Sakurai is a damn genius, faithfully recreating a glitch from the original Super Mario Bros in modern day.
1:28 I am beyond any degree of shock
3:03 THAT MOVE IS BADLY PROGRAMMED!
I mean, No?
Ledge invulnerability only lasts a certain amount of time, and any move that has a low landing hitbox ( usually downtilt ) will send the opponent upward
@@charley2714its a hungrybox quote, and its a joke lol. Its just saying how bad that move is balanced, like frame 1 combo escaper that has literally no risk? ill take it
I like how at this point “Yeet Smash” is universal at this point lol
Hurtbox shifting truly is a wtf moment
2:06
King k rools cannonball never travels more than a set distance, even when being reflected. It’s very consistent
Gotta love it when the game just decides to do something stupid and everyone is either laughing there heads of about it or frustrated they lost because of it which I totally understand.
I’m no professional player and don’t usually care for competitive Smash but I can acknowledge how good and dedicated some people are (which is why I like watching these videos) but I’m sure it must suck to lose when it happens especially on the last stock😅
I would hate to win with jank too though. You want a victory to be a monument to your individual skill, so if you get an accidental win off some nasty smash jank it seems like it'd be a little deflating.
3:34 EXCUSU MOI, EXCUSU MOI, YEET SMASH??!!
I think that’s the reason people clip through the stage on PS2 is a big body hits a specific part of the underside of the stage and does a tech wall jump, they clip through the stage
3:34 Standing here... I realized, you where just like me, trying to make history...
4:05 made me laugh out loud 😂
WTF moments but they get more and more WTFer
Ah yes, I love it when you sdi into mewtwo’s jab and take 300%
You can also SID up grounded attacks(like jabs) and you will be put airborne after the 11 hits
3:33
the jab did like 216%
2:28 that dlc advantage goes crazy
It’s more just because Wario back aired, which makes his head much larger, so his hurt box gets bigger as well.
4:02 ah yes. My favorite announcer. *TV STATIC*
Fun fact: grounded rapid attacks can be forced to put you airbrone if you sdi up after the 11th hit
I'm pretty sure one of the Spanish dudes actually said, "YEET Smash?!"
Thats French, if you were talking about 3:50
Most of these are just the person getting hit extending their hurt box into the opponent move but in the damage animation removes the extended animation, making people confused.
2:00 | What happened here, you can see if you set the playback speed to 0.25x, Greninja used dash attack right as Kazuya was using Dragon Uppercut, and because D.U.'s hitbox goes a little behind Kazuya's front leg, Greninja's leg was that at just the right time.
2:52 He dived into it, it's fair.
In both definitions.
There was a lot of wack moments in this video but it still astounds me how many people still don’t understand hurtbox shifting
WTF and fails are the best. XD
4:00 Speaking of, wtf is this lawnmower sound haha?
All of them are wtf at first but I understand many of them.
A lot of these can be explained for because of that Z-angle, like that Banjo Grenade. Incineroar's legs are not exactly at the 0 mark which is the direction that the grenade went. Same thing with that Mario UpSmash missing Terry.
No, the Banjo grenade was because it landed on the ground in front of Incineroar before making actual contact. Since the grenade is considered an item rather than just a projectile, this means when it made contact with the ground it transitioned from being "thrown" to being "grounded" and lost its active hitbox as a result. Think of it like Peach's Turnips - when she throws them they can hit but if she just drops them on the stage they'll just sit there on the ground, and while they're just sitting there the opponent is free to run into it without it hurting them. The grenade just had the momentum to keep sliding even after making contact with the ground, so it slid past him while in its "grounded"/inert state.
0:55 R.O.B: I'm gonna die WEEE!
I believe what happened in 0:55 (I'm not sure anout this, it's just what I first thought of) is that Link's Up-B has the same properties as Roy's in Melee; to ensure the opponent wouldn't fall out of a multi-hit move when it hit them, the developers gave the first few hits an insane fixed knockback that would prevent the aforementioned problem, but as a consequence, if one were to be hit only by those hits and not the full move, they'd go flying, regardless of what % they're at, and due to their positioning, instead of being dragged into the rest of the up-b, R.O.B just hit the stage and flew off
3:33 Besides mewtwo, Robin and banjo can do the same, is a bit difficult, because you need to hit your opponent behind you, then your opponent can move you, instead of managing to escape. I usually apply that to Marth, it is not something exclusive to big characters, but it is easier with them. The last time I did it was to Joker, and it was very funny because in the middle of the jab, Arsene appeared and disappeared.
I recall being able to do the same with Kirby, I think it's possible for most multi-hit jabs
0:39 the dedede pulled ness's pk thunder into himself and it killed, my mind is blown
for anyone confused about 0:42, Ness uses PK Thunder, Dedede eats it. Dedede then spits it out, hitting Ness. Ness, getting hit by PK Thunder, then deals big damage to Dedede, as apparently the hitbox hit Dedede.
0:41 what happened with Ness is that when he used pk thunder, he somehow managed to get it dated by dd causing him to spit it right out, leading to ness completing the up b and miraculously killing dd
i think he was pulled in by the Inhale, triggering it early
5:19 first player to actually hit Casper in the game
I was here when it said "WHACKIEST MOMENTS" in the title screen
These are my favorite kinds of clips because they're just so funny to watch
7:11 SIKE
3:00 that’s a “Nah, I’d win” moment
1:16 first time ever that it’s not me being cooked on here 😭
Bro, the music that started playing at 4:02 man, actually fire
The forward momentum from ROBs back air, translated into more knockback from the stage spike. Your welcome😅
4:02 Me when my neighbor plays this absolute banger: 🕺
Lmao on the second clip DDD pulled ness into his own Pk thunder killing himself
0:16 pokemon stadium is a broken mess no matter the game
I like how most of these clips are just hitboxes acting as they're supposed to
The audio its better than another one of the video!! 1:03
1:45 The wtf moment here is whatever the hell that was on the mic
4:58 lol it's funny because skyjay didn't react to it either
That sonic was 300 1Q lol
0:55 bro noped out
2:06 is a something that always happens after many reflection of the cannonball
2:12 why is this a wtf moment this almost always happens
The Nutmeg in the Skyjay massacre is Peek
The Hungrybox clip had me ☠️
1:30 DDD had a severe seizure
4:02 That's the sound inside the brain of a pacman player.
I'm convinced PS2 never gets banned just so we can have clips like the first one
Welcome to another episode of ,,What the hell is that hitbox"
3:05 someone give me the video link for that
That DK be tweaking 😭
Every single person in this video: we take those
I have never until now seen a video which can make me question reality so many times.
4:05 wtf is the audio
This is a great reminder never never take video games serious! Should always have fun doing so
Around that one minute mark terry was literally inside Mario
Incredible 5 years since the Game came out and it's still on beta.
5:45 bedrock ?
4:02 I love white noise clips.
3:03 nice hitbox
1:11 Dun dun DUNNNNNN
how do you do that mewtwo jab where I can do 250 damage
1:30
King dedede get hit by Gordo and should be sent flying.
Also dedede: lol no.
If Dedede inputs Side B as the gordo collides with him, he can catch it and throw it again
The 1:00 link clip is I think he bomb launched and his attack bounced he rob off the stage in such a way that the link proceeded to footstool off of the rob.
Ima be real you're just not right at all
Footstools happen when you jump at the top of the other players head I believe. Since link was doing up b it was impossible to footstool.
4:06 you can put your mouth on your phone’s speaker and jam
0:52 looks like links up special hit Rob into the stage which pushed Rob down and to the left
The what the fuck thing is the amount of knock back it did at 0%
Yeah that makes sense
1:45 That's not how the tree goes! Attack beats grab!
Hitboxes am I right.
When you remember this a party game
3:02 as if frame 1 invincibility wasn't good enough