We know that this is a rather complicated topic. We will be available at our Discord server for a while right after release, so you can ask us questions about it! :) Here's a link: discord.gg/0nlVZVznHkGyGwnN
I find this kind of unnecessary if you just wiggle the analog stick fast enough to get out and react with and act split seconds before your opponent follows up. this gives me time to understand my placing, and since im stuck, just focus on my opponent in the meantime since there isnt much to do pay close attention to their actions, while I just wiggle out.
this could be amazing for my and many others mewtwo's as now we know that we can get frame perfect aerials out of mewtwo's amazing SHAD (short hop, airdoge)
Props to you guys for spending so much time and effort on figuring these things out. probably saved me at least an SD or two from Yoshi's egg, and I'm sure someone will use this data for something useful at some point
Wow, well done finding this. This can explain a lot of those, "wait...what just happened?" moments when you're mashing and you accidentally input a long lasting aerial that causes you to get killed. It's happened to me a few times and just assumed I goofed. But this sounds like something that was a plausible reason for those moments. Interesting tidbit. Lesson learned, no mashing in the air.
What a find! This will certainly help me a bit. I think I MAY have run into this before, but I'm not sure. I think it could actually help with really tight spacing and move execution. Tomorrow, we lab! Really though, you guys deserve a medal.
I've been blaming it on lag for so long! And when it happens offline, I never know what to think other than I must've been holding the controller stupidly to accidently do the wrong move. This explains it, thanks a lot!
This......is actually amazing. This means you can essentially buffer an aerial early and store it if you are recovering from something so that you can always get the aerial you want, but start your DI in any given direction from frame 1 guaranteed. This isn't a problem, it's new tech.
I have died so many times because of this strange mechanic. As Duck Hunt Duo, if you up-air and try to mash up-B, for some reason, up-B doesn't have priority (or it seems to me anyway), and a second up-air comes out. I've died so many times due to this mechanic! Thank you so much for discovering why this occurs!
This explains a lot. Whenever I buffer something incorrectly I would get very irritated when a different move would come out. This has been a constant issue with me since the release of the game, since I learned how to buffer several years ago thanks to Brawl and other fighters. I now 100% can confirms thanks to this video that half the time it isn't me, or the controller, it's the game itself.
Great info! I hate SDing when I didn't think I was inputting the move that came out and I guess I know why now. Now just gotta learn to remember that in game
Beefy Smash Doods, loving your videos they really help explain a lot. Really appreciate the research and detail put into these. Any chance you can do a video on delayed hitboxes? This is quite noticeable on the Duck Hunt stage when hitting the ducks, but some random attacks and situations cause this as well. As a Lemmy main I've had a few times my down air just seems to never end, and I've already noticed that things like Pac-Mans hyrdrant, Hydro Pump, and Villagers Water Can can delay it and prevent you from landing. This happens with a few moves, but this one can have hilarious results.
This could be hurtful for things like multi-stage recoveries (e.g. Sheik's down B to up B or Greninja's side B to up B), as it may make the wrong one come out if B is spammed. Also, it's very annoying for certain aerial combos (e.g. Greninja's down air to down air to neutral air at mid-percentage) when you spam the A button to do them in rapid fire and then try to change the input but it does the same one. I actually think this helps the Yoshi's Egg situation, as it allows for buffering an aerial while still mashing out relatively well using the A button (holding the control stick for the aerial makes you mash out slower). It is slightly annoying when Yoshi moves to the other side, reading a buffered aerial, but you still have the opportunity to switch your buffered aerial as long as you stop mashing for just a bit first. (You can alternately wiggle the control stick to help mash out, but if it happens too early you won't buffer an aerial.) But I think there are ways to use this mechanic. First, it helps tap jumpers use something other than an up aerial while jumping, as long as the right input is buffered then mashed for the length of time so only the desired number of attacks come out. As someone who never learned without tap jump, I find practicing this a necessity (unless I decide to learn with no tap jump, but that's more difficult with a Wii Remote & Nunchuck, which I use in lieu of a Gamecube or Pro controller). Second, this allows for repeating non-momentum-shifting aerials while moving in the opposite direction, such as facing away from the opponent and moving forward while using a back air, doing a down air while moving backward, or being a multi-jump character and using forward air over and over while moving in circles. This whole situation, however, can be avoided by setting an analog stick or the d-pad to attack, and since there is no repeated pressing of A for aerials, this won't affect you. However, there is an advantage that only using A + movement stick for aerials instead of a secondary control stick or d-pad, making use of this mechanic. If you buffer an aerial and time it so, if used twice in a row out of short or full hop, it autocancels, then you keep mashing A, and then as you are about to hit the ground, press and hold the movement stick in the direction you want to use a tilt. If you keep mashing A, the aerial will still come out and autocancel, but it will treat the new input you were holding as a new attack direction and that A was pressed, so you can effectively "buffer" tilts (and possibly jabs if you leave the movement stick in a neutral position). If done right, the opponent won't have time to spotdodge or shield, framewise as well as their reaction time.
Now that I think about it, this was probably the solution to the original 3DS and XL's lack of a c-stick, in which case, it was extremely smart of Sora Ltd.
cant tell you how many times I've accidentally killed myself with yoshis dair off-stage because of this. thanks for helping me figure out that my controller isn't messed up.
I run into this as marth using the jumping side-b approach. this combos into nair but sometimes fair comes out even if I released the stick way before the move came out. now I know why and it pisses me off lol
I don't understand why there's a lot of comments hating on this. If I understood correctly, this only happens if you're mashing the A button, thing you shouldn't be doing to start with? If not, then please explain ;~;
buffering inputs in general is annoying because if u pressed it too early and the attack comes out anyway AFTER its able to come out, by that point u may want to choose another option becausethe time has passed and ur adapting to the fact that u cudnt do it i always wonder why i hated smash 4's input registering and this is it. also i hate how it registers side b/up B andd its dash dance augh what a mess
IGZ NoBlock I thought I had replied already, so if there's double of this comment, my apologies lol You can also use the stick and input different directinal inputs to reduce time in the egg if I'm not mistaken.
this can actually help alot. this means that it's possible to DI Aireals. so in theory like in DKs scenario. it might lead to spike confirms. for example bair - bair - locked backwards DI fair. resulting in a reverse DI Spike.
Happens to me all the time with up tilts and getting hit out if them. Usually I try buffering a Nair but the up air always comes out. I always figured it was some sort if aerial move priorit. Now I know the problem. Thanks guys.
I think this works with ground moves as wel. When you mash A on the ground and your character starts jabbing, it doesn't matter wich direction you put the stick in. as long as you keep maching you will keep jabbing no matter wich direction you put in. I didn't try it with tilts tho.
This is actually extremely helpful to Yoshi players. By seeing the egg's initial movement, you can punish whatever move comes out if they mash A. Also, can you mash a special out of Yoshi's Egg Lay? That might make things more tough.
Theoretically, this could be helpful in executing a neutral air while strafing. By forward-air-ing (or anything-else-ing), then releasing the control stick for just an instant to press A, you could "lock" the neutral air command. Before the technique ends, you could keep mashing A while holding to a side, effectively performing a neutral air (after the technique) while continuing to strafe in that direction. Sure, this is all made inferior by perfectly pressing the right stick to a diagonal while it's set to Attack, but perhaps in some existing situation, the lock would be easier.
The thing I like about the Smash bros series is that not everything is discovered so Casual and Competitive players can find new glitches, exploits, Techs, Combos and it doesn't seem like we're even close to finding everything in every single smash game thats why I like the game. Now why does everyone else like this game?
I feel like I subconsciously knew this already. Like, in my early days of Sm4sh... whenever I went for sh>buffered airdodge>buffered nair, I'd always leave the analog stick in a neutral position even though the airdodge wouldn't reach the 10 frame buffer window for another 20 frames (this was me spamming the A button to get the nair out as fast as possible). It's as if I used to try sh>buffered airdodge>buffered nair (while holding forward a bit to get better spacing), but a fair would always come out (even though I wasn't holding forward during the 10 frame buffer window). So my mind just fixed that little issue by not moving the analog stick at all... because of this mechanic's existence. Ah, that was before I understood buffering. When I learned what buffering was last year, I think I cared more about my spacing, and hated staying stationary during a sh>buffered airdodge>buffered nair (since people can just run in and shield, while my mind already told myself to stay still during that sequence). So, I adapted a new way to do sh>buffered airdodge>buffered nair while actually moving... which was... sh>buffered airdodge (move left or right to space during the airdodge)>put analog stick in neutral position>buffered nair (buffered as in not spaming the A button, but buffered as in timing my input with the last 10 frames of the airdodge. Only pressing A once). That way, I could move without unwanted aerials coming out. This is how I currently buffer aerials... where the direction I want to travel doesn't match the direction of the actual move. Mind you, this all happened to me subconciously, and here I am actually thinking about it... Thanks for the video, honestly... I can't be the only one, though >.>
Thnx to BSD, you explained everything to me! now I understand y my f-air wasn't originally my first input. button mashing Yoshi's egg has been a habit for most players
This could be useful if you, as shown in the video, want to airdodge into an up-air. You could airdodge, lock the upair, then hold toward your opponent and mash A so you won't lose momentum during the upair
When Toon Link gets hit and attempts to use his Z-air afterwards, it always seems to come out as a neutral air. I wonder if some sort of input lock is being applied.
Just because it's dumb doesn't mean it should be patched like look at melee theirs stupid shit that happen their yet still fun to watch. By stupid I mean that big house 5 match with abate vs s2j lol
Beefy smash doods is back at it again with the "Hey Nintendo! I just found out your game is broken, but you promised not to patch the game so it really doesn't matter."
It seems I've been taking advantage of this even though I didn't know about it. I jab people that poke their head over the ledge, and sometimes they do an aerial they didn't intend on using. I thought that it just had something to do with the buffer, but this seems to be the same phenomenon.
Does this mechanic also work for get up rolls? I sometimes find myself pressing one direction, then immediately rapidly pressing it in another, and the first direction will come out.
This is why people have so much trouble recovering as Greninja! They go side special to get close to the stage, then try to immediately up special, but another side special comes out instead. Mystery solved!
This could be used for covering mistakes Let's say you always threw out a n-air every time after hitstun and your opponent is about to read that option when you press n-air. But if you unlock you can throw out a b-air or d-air to fix your mistake.
This isn't important to me since I don't mash, but congrats on finding out what it was Beefy Smash Dudes! Hopefully it will keep people from yelling "I DIDN'T EVEN PRESS THAT" or "THIS IS BS"..... still kinda dissapointed its not a new tech :p
To be fair, BSD did make a video on mashing, and I think they said using the buttons is slightly faster than using the stick. Even with that said, I personally rotate the directional stick too, since it's a really short difference and I never wanted to risk making a bad input.
+Beefy Smash Doods So are we gonna cover control stick movement input loss from holding C-stick inputs for more than a single frame? And how it can ruin aerial combos?
Ich denke, dass es nur hilfreich ist, wenn man aus etwas herausmashen muss, siehe Yoshis Egg. Ansonste ist halt präzises Buffern angesagt, nicht mehr und nicht weniger.
Sometimes when you flick the joystick quickly and it's returning to it's neutral position, it will over compensate and slightly move to the opposite side. This is my just my theory on it though so don't take it as fact.
Attacks have priority over jumps in the buffer, just like special attacks have priority over normal attacks. This isn't offensive priority like "this move beats that move", but rather, if you press both A and B during the buffering period, B will come out, and A will be ignored. So you can only buffer jump if you don't hit A or B. I think air dodging might have priority over jumping, too, so you might have to avoid pressing that, too.
I think the video stated this but i wanted to confirm: is this the reason that sometimes when I use C-Stick aerials that a N-air would come out randomly despite inputting a direction?
It only happens if you're mashing the A button, which you shouldn't ever be doing while performing a normal aerial move. This has never happened to me ever in my Smash experience.
I've started noticing a few instances where a characters bounces off of a while while in hitstun only for the hitstun to wear off immediately and the victim using an aerial instantly. Can you explain what this phenomenon is?
I've just came across a certain moment recently when I was playing w/ my friend offline and her Robin managed to input a Fair and then immediately did a Bair at the exact moment when the frames of Robin's Fair ended. Not only did I ended up losing a stock as a result, but it completely took me by surprise since it came out so sudden with pretty much no FAF (First Actionable Frame) in between the Fair and Bair. Could that have been an example of this 'Aerial Input Lock' in which you speak of during this video?
I have a question for the online mode.. When it's laggy, and we press with the right stick in a direction, it press the "A" button. (Sorry for bad English.. I'm german) It looks like i pressed "A" but I wanted to do a Smash attack..
It is usefull since we now know what to do and what happens with the aerials. Nice job finding it out, btw. (Do Link and Pit make a good team? It seems like it, but I don't know how it really is since I don't wanna call myself an expert and say trash).
Now it's only a matter of time before they discover parallel universes.
lmfao
Scrumpy did...
That was a parody. Not real.
+roccodog I think that's the joke.
That Jigglypuff camera glitch
I can't help but to appreciate how much dedication you guys have for this channel and the Overwatch one. Keep up the fantastic work.
and the RoA one.
+Tui Tioka That one too.
RIP the pokkendex
This explains. So. Much.
IKR
Very very true
We know that this is a rather complicated topic.
We will be available at our Discord server for a while right after release, so you can ask us questions about it! :)
Here's a link: discord.gg/0nlVZVznHkGyGwnN
I'm already there
You guys are amazing. Seriously. You've really advanced the meta in this game. Please keep it up.
I find this kind of unnecessary if you just wiggle the analog stick fast enough to get out and react with and act split seconds before your opponent follows up. this gives me time to understand my placing, and since im stuck, just focus on my opponent in the meantime since there isnt much to do pay close attention to their actions, while I just wiggle out.
this could be amazing for my and many others mewtwo's as now we know that we can get frame perfect aerials out of mewtwo's amazing SHAD (short hop, airdoge)
idk y my previous message duplicated but whatever
all greninja mains unite. n-air off-stage to death has now been justified
Better Nerf gre-
no
Better Nerf gre-
Better nerf Greninja
Wow, this actually really helps me out! Thanks for the juicy information, SteakyBashGuys!
MeatyMashBros*
HotdogginCrashMen*
TenderSausageFriends
Lol this name would be their Alter Ego😂
Props to you guys for spending so much time and effort on figuring these things out. probably saved me at least an SD or two from Yoshi's egg, and I'm sure someone will use this data for something useful at some point
Props to them for getting this knowledge. This has got to be really difficult, and it's really nice to have people so dedicated! :3
the dedication you guys have is simply unbelievable. i am flabbergasted
Excellent find! Storing momentum in mid-air and guaranteeing the correct move is huge! Gonna take this to a SoCal tourney next week.
Wow, well done finding this. This can explain a lot of those, "wait...what just happened?" moments when you're mashing and you accidentally input a long lasting aerial that causes you to get killed. It's happened to me a few times and just assumed I goofed. But this sounds like something that was a plausible reason for those moments. Interesting tidbit. Lesson learned, no mashing in the air.
I always die with kirby the same way you guys demonstrated when he SD. Thank you for discovering this and more importantly,sharing it with us.
What a find! This will certainly help me a bit. I think I MAY have run into this before, but I'm not sure. I think it could actually help with really tight spacing and move execution. Tomorrow, we lab!
Really though, you guys deserve a medal.
This is truly amazing. I think that allows a better momentum control without the C-Stick.
Very good job 👏
I highly appreciate this discovery; now I can show this to some friends that have been experiencing these kind of input issues.
I've been blaming it on lag for so long! And when it happens offline, I never know what to think other than I must've been holding the controller stupidly to accidently do the wrong move. This explains it, thanks a lot!
This......is actually amazing. This means you can essentially buffer an aerial early and store it if you are recovering from something so that you can always get the aerial you want, but start your DI in any given direction from frame 1 guaranteed. This isn't a problem, it's new tech.
I have died so many times because of this strange mechanic. As Duck Hunt Duo, if you up-air and try to mash up-B, for some reason, up-B doesn't have priority (or it seems to me anyway), and a second up-air comes out. I've died so many times due to this mechanic! Thank you so much for discovering why this occurs!
This explains a lot. Whenever I buffer something incorrectly I would get very irritated when a different move would come out. This has been a constant issue with me since the release of the game, since I learned how to buffer several years ago thanks to Brawl and other fighters. I now 100% can confirms thanks to this video that half the time it isn't me, or the controller, it's the game itself.
Great info! I hate SDing when I didn't think I was inputting the move that came out and I guess I know why now. Now just gotta learn to remember that in game
Man this shows me a lot of insight. I can use this to help me get better now that I understand how it works
Beefy Smash Doods, loving your videos they really help explain a lot. Really appreciate the research and detail put into these.
Any chance you can do a video on delayed hitboxes? This is quite noticeable on the Duck Hunt stage when hitting the ducks, but some random attacks and situations cause this as well.
As a Lemmy main I've had a few times my down air just seems to never end, and I've already noticed that things like Pac-Mans hyrdrant, Hydro Pump, and Villagers Water Can can delay it and prevent you from landing. This happens with a few moves, but this one can have hilarious results.
that was awesome guys! this will definitely help us have more control over our actions!
Your unique content is really refreshing on a platform where quantity beats quality. Keep it up!
This could be hurtful for things like multi-stage recoveries (e.g. Sheik's down B to up B or Greninja's side B to up B), as it may make the wrong one come out if B is spammed. Also, it's very annoying for certain aerial combos (e.g. Greninja's down air to down air to neutral air at mid-percentage) when you spam the A button to do them in rapid fire and then try to change the input but it does the same one.
I actually think this helps the Yoshi's Egg situation, as it allows for buffering an aerial while still mashing out relatively well using the A button (holding the control stick for the aerial makes you mash out slower). It is slightly annoying when Yoshi moves to the other side, reading a buffered aerial, but you still have the opportunity to switch your buffered aerial as long as you stop mashing for just a bit first. (You can alternately wiggle the control stick to help mash out, but if it happens too early you won't buffer an aerial.)
But I think there are ways to use this mechanic. First, it helps tap jumpers use something other than an up aerial while jumping, as long as the right input is buffered then mashed for the length of time so only the desired number of attacks come out. As someone who never learned without tap jump, I find practicing this a necessity (unless I decide to learn with no tap jump, but that's more difficult with a Wii Remote & Nunchuck, which I use in lieu of a Gamecube or Pro controller).
Second, this allows for repeating non-momentum-shifting aerials while moving in the opposite direction, such as facing away from the opponent and moving forward while using a back air, doing a down air while moving backward, or being a multi-jump character and using forward air over and over while moving in circles.
This whole situation, however, can be avoided by setting an analog stick or the d-pad to attack, and since there is no repeated pressing of A for aerials, this won't affect you.
However, there is an advantage that only using A + movement stick for aerials instead of a secondary control stick or d-pad, making use of this mechanic. If you buffer an aerial and time it so, if used twice in a row out of short or full hop, it autocancels, then you keep mashing A, and then as you are about to hit the ground, press and hold the movement stick in the direction you want to use a tilt. If you keep mashing A, the aerial will still come out and autocancel, but it will treat the new input you were holding as a new attack direction and that A was pressed, so you can effectively "buffer" tilts (and possibly jabs if you leave the movement stick in a neutral position). If done right, the opponent won't have time to spotdodge or shield, framewise as well as their reaction time.
wtf
youtube just notifed me of this video when its been out for a week
wtf youtube seriously
btw great video
Its amazing, that smash relase a year and have ago, and still discovering, more mechanics
Now that I think about it, this was probably the solution to the original 3DS and XL's lack of a c-stick, in which case, it was extremely smart of Sora Ltd.
Thank you guys so much for all the amazing work you do. So helpful and so informative.
Wow, thi is a nice discovery, seriously.
And here I thought this was going to be only Yoshi centered, great job
cant tell you how many times I've accidentally killed myself with yoshis dair off-stage because of this. thanks for helping me figure out that my controller isn't messed up.
Wow, great job figuring that out guys/dude (not sure if it was just one of you who found it)
c5 proposed it but I think the research was a cumulative effort.
I run into this as marth using the jumping side-b approach. this combos into nair but sometimes fair comes out even if I released the stick way before the move came out. now I know why and it pisses me off lol
Now that you know why, thanks to BSD, you can solve the problem. Much better than never knowing about it, I say.
Now we know that all you have to do is just stop mashing A. Pretty great to know that information now, huh?
Thanks guys, keep up the great work on the videos! Stay Beefy!
I don't understand why there's a lot of comments hating on this. If I understood correctly, this only happens if you're mashing the A button, thing you shouldn't be doing to start with? If not, then please explain ;~;
That's what I was thinking, I never had a problem with this save the fact that sometimes I screw up an advancing Nair with a Fair.
buffering inputs in general is annoying because if u pressed it too early and the attack comes out anyway AFTER its able to come out, by that point u may want to choose another option becausethe time has passed and ur adapting to the fact that u cudnt do it
i always wonder why i hated smash 4's input registering and this is it.
also i hate how it registers side b/up B
andd its dash dance
augh what a mess
+Szion Blue I like and hate buffering. Makes some things easier but it has definitely screw me a couple of times before.
IGZ NoBlock I thought I had replied already, so if there's double of this comment, my apologies lol
You can also use the stick and input different directinal inputs to reduce time in the egg if I'm not mistaken.
Ikr. Why would you be mashing the A button in the first place 😑😑😑😑
Very interesting guys. Props on figuring all that out
wow, just wow. This game goes deeper than i thought.
Thanks Beefy Smash Dudes now I can tell my friends to stop johnning when they do random inputs
this can actually help alot. this means that it's possible to DI Aireals.
so in theory like in DKs scenario.
it might lead to spike confirms.
for example bair - bair - locked backwards DI fair.
resulting in a reverse DI Spike.
Happens to me all the time with up tilts and getting hit out if them. Usually I try buffering a Nair but the up air always comes out. I always figured it was some sort if aerial move priorit. Now I know the problem. Thanks guys.
this is a great video thanks I have come across situations like this and it's great to finally have an answer
What is the best way to buffer aerials using a Wii Remote & Nunchuck?
I think this works with ground moves as wel. When you mash A on the ground and your character starts jabbing, it doesn't matter wich direction you put the stick in. as long as you keep maching you will keep jabbing no matter wich direction you put in. I didn't try it with tilts tho.
This is actually extremely helpful to Yoshi players.
By seeing the egg's initial movement, you can punish whatever move comes out if they mash A.
Also, can you mash a special out of Yoshi's Egg Lay? That might make things more tough.
Seems like a great reason to use the C-stick for all your aerials.
It's definitely something with practical applications. You just need to be aware of the mechanic and be used to how it works
Theoretically, this could be helpful in executing a neutral air while strafing. By forward-air-ing (or anything-else-ing), then releasing the control stick for just an instant to press A, you could "lock" the neutral air command. Before the technique ends, you could keep mashing A while holding to a side, effectively performing a neutral air (after the technique) while continuing to strafe in that direction.
Sure, this is all made inferior by perfectly pressing the right stick to a diagonal while it's set to Attack, but perhaps in some existing situation, the lock would be easier.
The thing I like about the Smash bros series is that not everything is discovered so Casual and Competitive players can find new glitches, exploits, Techs, Combos and it doesn't seem like we're even close to finding everything in every single smash game thats why I like the game.
Now why does everyone else like this game?
Beefy Smash Dudes I heard on Amino that your next video is 2v1 combos. Please do Diddy Kong and Mario as one just for Ally and Zero
Well if it's already planned, I doubt they'll take requests at the moment. Maybe the next one
Oh they did requests on Amino so I thought I'd just put it here as well
Keep on finding cool stuff, guys!
I feel like I subconsciously knew this already.
Like, in my early days of Sm4sh... whenever I went for sh>buffered airdodge>buffered nair, I'd always leave the analog stick in a neutral position even though the airdodge wouldn't reach the 10 frame buffer window for another 20 frames (this was me spamming the A button to get the nair out as fast as possible).
It's as if I used to try sh>buffered airdodge>buffered nair (while holding forward a bit to get better spacing), but a fair would always come out (even though I wasn't holding forward during the 10 frame buffer window). So my mind just fixed that little issue by not moving the analog stick at all... because of this mechanic's existence.
Ah, that was before I understood buffering. When I learned what buffering was last year, I think I cared more about my spacing, and hated staying stationary during a sh>buffered airdodge>buffered nair (since people can just run in and shield, while my mind already told myself to stay still during that sequence). So, I adapted a new way to do sh>buffered airdodge>buffered nair while actually moving... which was...
sh>buffered airdodge (move left or right to space during the airdodge)>put analog stick in neutral position>buffered nair (buffered as in not spaming the A button, but buffered as in timing my input with the last 10 frames of the airdodge. Only pressing A once). That way, I could move without unwanted aerials coming out.
This is how I currently buffer aerials... where the direction I want to travel doesn't match the direction of the actual move.
Mind you, this all happened to me subconciously, and here I am actually thinking about it... Thanks for the video, honestly...
I can't be the only one, though >.>
Thnx to BSD, you explained everything to me! now I understand y my f-air wasn't originally my first input. button mashing Yoshi's egg has been a habit for most players
This could be useful if you, as shown in the video, want to airdodge into an up-air. You could airdodge, lock the upair, then hold toward your opponent and mash A so you won't lose momentum during the upair
When Toon Link gets hit and attempts to use his Z-air afterwards, it always seems to come out as a neutral air. I wonder if some sort of input lock is being applied.
This was one of the few videos by you guys that I could understand.
Too bad it only affects one matchup :(
Also, how many button presses a second do you need to do this?
I think you didn't watch till the end as I told you in the video. :P
It doesn't affect only Yoshi!
You have to mash at about ~200APM.
-Risuno
+Alex Nathanson so 3-4 inputs per second
holy crap so any imput can be buffered by mashing a? this might be the most important video you guys have now
This can be very helpful to set up frame traps more easily.
extremely helpful. so happy i understand this.
this explains my input problems.....well, now i know what buttons to press, much ty~
Nintendo plz fix.
Just because it's dumb doesn't mean it should be patched like look at melee theirs stupid shit that happen their yet still fun to watch. By stupid I mean that big house 5 match with abate vs s2j lol
it's a meme
+FlyingWithFeathers memes are super duper mega funny
+Silas Harmon They can't patch Melee though :)
funny maymay
Beefy smash doods is back at it again with the "Hey Nintendo! I just found out your game is broken, but you promised not to patch the game so it really doesn't matter."
I think the same property applies when 2 moves clang on the ground and both characters are stuck in that clang animation
Never thought my main Yoshi had a weird egg lay!
It seems I've been taking advantage of this even though I didn't know about it. I jab people that poke their head over the ledge, and sometimes they do an aerial they didn't intend on using. I thought that it just had something to do with the buffer, but this seems to be the same phenomenon.
Does this mechanic also work for get up rolls?
I sometimes find myself pressing one direction, then immediately rapidly pressing it in another, and the first direction will come out.
This is why people have so much trouble recovering as Greninja! They go side special to get close to the stage, then try to immediately up special, but another side special comes out instead. Mystery solved!
Actually some Greninja players try for up-b but it changes into side-b
awesome. now i'll remember to mash my jump buttons instead of A and B when i'm in the egg offstage
Sick tunes for this explanation B)
This explains why I miss input my aerials so much!
This could be used for covering mistakes Let's say you always threw out a n-air every time after hitstun and your opponent is about to read that option when you press n-air. But if you unlock you can throw out a b-air or d-air to fix your mistake.
This isn't important to me since I don't mash, but congrats on finding out what it was Beefy Smash Dudes! Hopefully it will keep people from yelling "I DIDN'T EVEN PRESS THAT" or "THIS IS BS"..... still kinda dissapointed its not a new tech :p
Mashing is pretty important... Especially while being grabbed.
+NostalgiaFactor i rotate the directional stick
To be fair, BSD did make a video on mashing, and I think they said using the buttons is slightly faster than using the stick. Even with that said, I personally rotate the directional stick too, since it's a really short difference and I never wanted to risk making a bad input.
plus it's not a good idea to do it on the edge
+1yoshi426 Plus sliding the finger from x to a to b and back hurts like a mathafacka
+Beefy Smash Doods So are we gonna cover control stick movement input loss from holding C-stick inputs for more than a single frame? And how it can ruin aerial combos?
Thank you so much. This explains why I always nair to death as Kirby off stage
this is amazing, steller research.
This can be useful for Rosalina when trying to short hop Dair into a lunar landing aerial.
can you guys look into a wierd thing, where when you get stage spiked at low% it seems to increase your knockback speed?
very helpfull
now i remember all the mistakes i made while buffering something
Wow, fantastic work
I'll probably panic too much to remember this
Ich denke, dass es nur hilfreich ist, wenn man aus etwas herausmashen muss, siehe Yoshis Egg.
Ansonste ist halt präzises Buffern angesagt, nicht mehr und nicht weniger.
This changes everything!
This explains so many untimely deaths on my part. Don't suppose you could explain why my character keeps turning around when I don't want them to?
Sometimes when you flick the joystick quickly and it's returning to it's neutral position, it will over compensate and slightly move to the opposite side. This is my just my theory on it though so don't take it as fact.
Then why does it happen on both the 3DS and Wii U, consistently, and always on landing rather than while grounded?
Seriously. As Ness, and this is rare, I'll ( ↑ B ← ) to throw the pk thunder to the left and instead it flies away to the right.
Can you buffer a jump out of the egg?
ok thanks
Attacks have priority over jumps in the buffer, just like special attacks have priority over normal attacks. This isn't offensive priority like "this move beats that move", but rather, if you press both A and B during the buffering period, B will come out, and A will be ignored. So you can only buffer jump if you don't hit A or B. I think air dodging might have priority over jumping, too, so you might have to avoid pressing that, too.
Idk why, but my dog really likes your voice
Nice technical video! I like it!
I think the video stated this but i wanted to confirm: is this the reason that sometimes when I use C-Stick aerials that a N-air would come out randomly despite inputting a direction?
Wow I can't wait to use this extremely situational tech that will probably happen to me 3 more times in my life
Did you watch the whole thing? This happens during literally every aerial move
+Frosty he must be a little Mac main :^)
+Royal lol
It only happens if you're mashing the A button, which you shouldn't ever be doing while performing a normal aerial move. This has never happened to me ever in my Smash experience.
+Micah Chiligiris Guess you've never played Meta Knight.
Good job! This was very helpful to me...
I've started noticing a few instances where a characters bounces off of a while while in hitstun only for the hitstun to wear off immediately and the victim using an aerial instantly. Can you explain what this phenomenon is?
wow this is incredible I'm not even being sarcastic. Good job smash doods
If picachu uses his down b in youshis egg, will the thunder hit while he's still in the egg or when he comes out?
You guys are amazing
I've just came across a certain moment recently when I was playing w/ my friend offline and her Robin managed to input a Fair and then immediately did a Bair at the exact moment when the frames of Robin's Fair ended. Not only did I ended up losing a stock as a result, but it completely took me by surprise since it came out so sudden with pretty much no FAF (First Actionable Frame) in between the Fair and Bair.
Could that have been an example of this 'Aerial Input Lock' in which you speak of during this video?
Is it possible to have a video explaining wind boxes and why so many weird things happen with them?
This answers so many questions
can you explain to us why when we are launched up, our down aerials dont go down?
I always knew Yoshi was hiding something.
I have a question for the online mode..
When it's laggy, and we press with the right stick in a direction, it press the "A" button. (Sorry for bad English.. I'm german)
It looks like i pressed "A" but I wanted to do a Smash attack..
It is usefull since we now know what to do and what happens with the aerials. Nice job finding it out, btw. (Do Link and Pit make a good team? It seems like it, but I don't know how it really is since I don't wanna call myself an expert and say trash).
Input lock is like the No.1 reason I'm not a faster player, if I could switch between moves very quickly it would be much easier to combo.