Lmao, I love how 16 hours after this video drops it is outdated because Kazuya just sprinkled some invincibility and intangibility into every other move
The tie hurtbox is because of his hunched stature. If not for it a number of attacks (and most grabs,) would probably miss him. It's a little bit too thick, but the intent is there.
@@icanscratchmyback4698 balloon knockback refers to how characters fly very quickly when launched at mid/high percent and then appear to stop very quickly (like how an actual balloon would move when struck). it's one of the first differences people noticed when moving from smash4. People thought it looked strange at first but now that we are used to it, going back and looking at smash4 footage looks like everyone is on the moon.
Makes sense that heavyweights all have some useful armor, intangibility and invincibility moves. Except ganon, he only gets it on a 70 frame start-up move.
Oh yeah, and flame choke, like that matters in 1v1s I don't know, give him some armor on down b o side b startup, that way he doesn't get shafted by these negative ranged specisls
Just for fun: Marth has tipper, Roy has sweetspot, Chrom and Lucina have equal damage, Ike has longer startlag and endlag but more active frames, Corrin turns into a dragon, Bayo simply slows you down, Little Mac moves out and back in, Shulk has two variations, Palutena and Joker have either a counter or reflector, K. Rool has both counter and reflector all-in-one, Lucario teleports in w a high kick, Greninja swaps in from a chosen direction, Mii brawler blocks and then grabs, Mii swordfighter sends upwards, Sephiroth still attacks after a second and the atck itself is a projectile and Peach and Daisy also have projectiles I think that's all of them Edit: i forgot incineroar
@@nsgarci8047 a few things I'd like to add about greninja's counter since Im a greninja main. downwards Direction of that counter will Spike. Greninja is one of if not the only character who is still vulnerable during their counter if you're fast enough and can predict the direction Greninja is coming from you can counter his counter. the eight different directions Greninja can come from we'll also have different damage assign to them. A lot of this is information from Smash 4 and some of these I have noticed carry-on in Ultimate. I'm just wondering about the complexity of other characters as well
6:31 yeah phew good thing sakurai is conservative on how he uses invincibility can you imagine if there was a character where half of his moves were invincible that would be crazy
I think the different kinds of damage in the game and their properties would be a neat topic as well (slash, blunt, fire, electricity, paralysis, freeze, darkness, damaging windboxes... a nice guide for them is the different icons that appear when villager/isabelle pocket something)
In GimR's phantom footstool video, he mentions how he was unable to footstool certain things like bowser's extended arm after he does FTilt. Would this possibly be another aspect of grab invincible hurtboxes?
I think that in order to footsool someone you "interact" with his hurtboxes, so for example you can footstool Mewtwo if his tail hurtbox is in the detection zone right below your character, or Plan during his down-b at any point of his extended hurtbox (all thought that would be a phantom footstool cause Plant would be performing an action). But this detection gets omitted if the hurtbox is invincible (I think when it's intangible too, but I'm not sure). You can test it yourself. Go to training mode and give the CPU a super star. Look how you can't footstool him when he's invincible. Now Bowser's arms during his tilts are invincible too and therefore one can't phantom footstool them during the attack, because your footstool detection box doesn't reach a non-invincible hurtbox before his hotboxes reaches you. Basically your footstool gets outranged. Now, this is my theory of what happens there, but don't take it as a fact, I may be rong.
@@martzlolxd normal footstools are an attack (they put the opponent in vulnerable state) , while phantom footstools are not. It makes sense for invulnerability to block normal footstools, but it might not block phantom footstools (haven't tested , just a theory)
@@YounesLayachithat makes sense, but I just tested it and no, even phantom footstools can not be performed if the hurtbox is invincible. What I think is that the process in which the game checks if a footstool should be performed or not, is the same regardless of whether it a phantom footstool or a normal footstool is. Then, if the player that is being footstool is not performing an attack, it executes a normal footstool and if not, a phantom one.
this video is a godsent, the amount of misinfo surrounding invulnerability and armor in this game is through the roof and having a resource like that one to explain this stuff is invaluable. That said there are sadly some minor inaccuracies (like calling grab invulnerability "grab armor", which is a different thing) and a few things that could be considered missing, like all characters having 10% cumulative damage based armor (like KKR's SideB) while being grabbed and thrown, or obscure stuff like knockback staking (when a character receives more knockback while already in hitstun but not enough to actually make them stop flying off), grab armor (the thing that makes grabs tank through certain moves like Banjo's SideB or some of Sonic's specials), armor piercing moves, etc. I get that not everything can make it into the video but it might be worth covering some of that stuff in an addendum maybe later down the road when every character is in the game and all the data is here. I regret not having finished completing the armor pages of the wiki before you started making this vid as maybe some of that stuff would have made it in. Like i said at the start, i'm still incredibly grateful this video exists, it makes my job way easier teaching folks this stuff!
That would be cool, but also extremely long and painful. See how you need like 30 minutes only to explain One-winged Angel. And seeing how he explained rage and aura in his multiplier video, I don't think he will do it.
Ridley has a unique mechanic on his neutral b that acts similar to armor where if you hit his head first while he's charging the move it triggers an animation and cancels all knockback.
This melted my brain. Great informative video, but I bet if Smash was a school subject this would be a study video about information I’d stress about needing to memorize
Mii Brawler's FMP invincibility DOES have some practical uses in certain 1v1 matchups. You can activate the move on certain object such as, most commonly in my experience, Steve crafting table. This can protect you from minecarts without forcing you to roll, spotdodge, or jump, and will hit steve if he remains in the cart. Also useful for baiting approaches. Also, many people don't even KNOW about the invincibility, and will attempt to punish it, and are punished themselves for it, as they slip into the move.
I think the reason they went with 11.99 with Incineroar is because for some reason, the game calculator cannot properly measure 12% armor. This happens constantly with King K. Rool’s Crownerang which does have 12%, where some multihit moves that don’t break the armor in 1v1s happen to break it but others that do the same amount don’t. It’s a big issue for a move as slow as that and one of the many things the dev team forgot for the character because on god they didn’t program him correctly lol. It’s weird
"It's a good thing there aren't many Invincible moves, as that would be ridiculous" >Kazuya trailer: "these 10 moves have invincibility on Kazuya's torso/legs" yaaaaaay......
There is also another type that is invulnerability , for example: the tip of ridley's wings during up-b ( there are other moves but this one is the only i remember) . For what i understood it's like invincibility or when two hitboxes ( or tw swords) collide toghether and it gives you that freeze animation . I think that you can also grab it
A rare example of when intangibility is better than invincibility in competitive singles: Megaman's Crash Bomb can stick to an invincible opponent, then detonate once the invincibility wears off. It just passes through intangible opponents. I'm not sure if this holds true for any other moves. Snakes C4, Sephiroth's Shadow Flare, and Inklings Ink come to mind as things to test, which I suspect is Yes, No, No, but am unsure of (I suspect the last 2 must do damage to apply their status, but am unsure.) Also worth taking a look at would be Sonic's homing attack. I'm actually not sure if it homes in on invincible opponents, but getting Sonic to slam into the ground is likely easier to hard punish than having him just bounce off an invincible opponent. Also, I would have liked to see more on grab immunity. It's well known, you can't grab a character that's grabbing another character, but there's also limited grab immunity after being thrown, presumably to prevent chain grabs, which I feel deserves a mention (try tossing an opponent directly up, then grabbing them as they fall straight down. It won't work at low damage.)
@@Tonjit41 yeah, I know. I figured it out a while ago, I think by fiddling around in training mode. I'm just saying that I'm pretty sure most people would be surprised at such a case.
That's not true. It would be more accurate to say that most of the time, two hits are enough to brake those super armors, but that doesn't mean they don't resist two hits. Most of the time what happens is that they resist too little damage or that they're active for a very short time, then it seems like they don't resist two hits. But it's incomparable with an attack like focus attack, where the super armor is active for like a whole second, it tanks a f**king Gannon's f-smahs and yet not two Pichu's jabs.
4:14 it actually doesn't, since Banjo gets put into hitlag. It's why I feel totally comfortable tossing out Lucas's PK Fire at Banjo, because even if he Wonder Wings it, the hitlag will usually give me time to shield. Also, Lucas can partition the last three i-frames of upsmash by charging the attack: the first three frames of the charge release are invincible.
Hitlag multipliers would be interesting. Especially with how Kazuya has basically none, Ryu/Ken have stupid high hitlag, the difference between Marth's sweet/sourspots, etc
Pretty sure that many of the gimicks of the new characters didn't require much in the way of addition to the engine and where achieved with the existing code, Steve's was the most arduous one in that regard and it was a struggle tho Hero's menu maybe, but that's just a simple menu
@@rompevuevitos222 with hero the game also calculates how much MP is gained by each different connecting normal attack, and it's not just a multiplier, but a specific base value for each move that's also affected by multipliers
@@YounesLayachi The game already has event triggers for taking damage and for checking how much damage is coming in, this is used for many mechanics So gaining MP is not exactly a big effort to code in
I like how what's supposed to be little mac's trump card of ko punch has by far the least armor frames of any of his moves lol. Like you have so much time where even a simple jab would block it.
Agree, the random partial intangibility is also stupid. There's nothing visual in the game that shows what moves have partial intangibility where, and the only way is to learn all frames of all moves of all characters, absolutely crazy. If I see that my sword is touching DK's extended arm, then DK should damn well get hit by it.
It exists for a reason and nine times out of ten doesn't have anything do to with grabs being inconsistent. Usually it's on parts of limbs so you're not getting grabbed out of an active hitbox, or in Ivysaur's case doesn't let you get sniped above your body by a midair command grab.
@@Robbie_Haruna That's not always the case though. Sometimes they are placed exactly where one might grab, like a tall character trying to grab Ivysaur or Pichu, and there are plenty of other times where a grab is prevented by coincidental positioning, especially for characters with small grabs. And I don't think Ivysaur's bulb being grabbed by a command grab is any more of an issue than it is being hit by a hitbox, or than certain characters' ledge hangs being grabbed by Buster Wolf. Ultimately it makes it where grabs not just visibly but functionally connect with the hurtbox and still don't grab, which is stupid, especially when an attack would still land.
@@cullenhutchison6528 obviously it's because you're not supposed to be able to grab stuff like the ears of Pichu or Pikachu's tail or Ivysaur's bulb. It's also worth noting that Ivysaur's Bulb pretty much never actually effects a normal grab because you're not going to reach that anyway. The vast majority of cases though, the grab invincible areas aren't remotely a cause for inconsistencies and their reason for existing makes sense, it's not always the case, but it is more often than not.
For lucas’ up smash, he gains invincibility for the first four frames of the move, then gains an additional 3 frames of invincibility after you stopped charging the move
Throw invincibility also matters if you're fighting Ice Climbers and grab Nana. If you grab Popo the Nana AI will stop attacking but if you grab Nana the player can still try to hit you with Popo.
They _need_ to add projectile armor to the game. Heavies need some way to get close to zoners and even just any character with a good projectile. Giving their burst movement options intagibility or just plain armor can be problematic, but projectile only armor would be great.
What about the SSB4 elemental dammage modifier. Electric deals more damage. Fire inflicts burn and is slightly more powerfull. Water is neutral but deals slightly more knockback. Dark deals more dammage but doesn't modify knock back. Light is purely neutral.
Also, something I don't quite understand is why wing blitz is considered intangible, given that projectiles do not phase through it. I usually use the move to force myself through ptooie, and unless I'm mistaken, the ptooie colides with me to no effect
The way you just completely ignored Kazooie while talking about Wonderwing made it sound like Banjo just... makes himself invincible somehow? I wish people would acknowledge Kazooie, at least every now and then. She's the driving force for basically their entire moveset, and literally everything that makes them "annoying."
@@scamuel1896 So? Most players don't care. It's annoying to specify Banjo *and Kazooie* every single time, so you just say Banjo, cause he's the main character and does most of the moves. Kazooie is like the duck of the Duck Hunt duo. No one gives a shit about it. That's why "Duck Hunt" gets referred to as a dog sometimes, cause the duck is irrelevant. Just like Kazooie.
Not sure if this was answered but I wanna ask, what's the case with Pyra/Mythra's swap? I always thought the character(s) essentially didn't exist for those few frames but it could just be intangibility soooooooo
In case of Luigi's tornado saying it lasts a frame longer is misleading : in fact it ends a frame later, but lasts 3 less frames and is much less reliable on the ground overall
Transcendent projectiles vs all the other kinds of projectiles in the game. And how they’re the best kind to have in a character’s kit if the character was to have a long range move.
Lmao, I love how 16 hours after this video drops it is outdated because Kazuya just sprinkled some invincibility and intangibility into every other move
*i n d e e d*
Yeah right “some”
Lmao
0:55 “or other places it would make sense to have a hurtbox”
and DK's *tie*
Xd
that's part of his body, that's not a tie
@@3kojimbles895 he has a hurtbox on his tie, it’s *literally* explained in the previous video-
@@Mute14_ the tie has his heart in it
The tie hurtbox is because of his hunched stature.
If not for it a number of attacks (and most grabs,) would probably miss him.
It's a little bit too thick, but the intent is there.
How much armor do you want?
Kazuya: *YES*
Don't forget that almost all of his tilts have at least half of his body intangible
"You are given about 4 frames of intangibility on a normal or phantom footstool"
*THE GIMR*
"The Gims always wins"
The Captain L
Hitstun and hitlag or knockback (especially how ultimate's "balloon knockback" works) could both be an interesting video topic.
Balloon knockback?
Characters that are in the Balloon weight class like phicu and jogglypifg
I think that's what he means
@@icanscratchmyback4698 balloon knockback refers to how characters fly very quickly when launched at mid/high percent and then appear to stop very quickly (like how an actual balloon would move when struck). it's one of the first differences people noticed when moving from smash4. People thought it looked strange at first but now that we are used to it, going back and looking at smash4 footage looks like everyone is on the moon.
@@300PIVOTMASTER thank you
Makes sense that heavyweights all have some useful armor, intangibility and invincibility moves. Except ganon, he only gets it on a 70 frame start-up move.
Petition to give ganon super armour on startup of all his special moves
I mean falcon has damage armour on side B which is useful, why not ganon
Poor men
You forgot on his flame choke too.
Oh yeah, and flame choke, like that matters in 1v1s
I don't know, give him some armor on down b o side b startup, that way he doesn't get shafted by these negative ranged specisls
@@Berb0S It actually matters in 1v1s against some characters. Snake, Pac-Man and Banjo cmes to mind.
Everyone: "And which of these mechanics does Kazuya have?"
Sakurai: "YES."
17:46 I was so confused what DK was holding for a second.
Green pillow
his invincibility frames
Korby
Good answers
@@prestononuselogu9973 I mean, it's obvious that's Kirby's green costume
I would love to see a smash mechanics on counters. Especially since smash seems to be full of them now that are all slightly unique in their own way.
Yes! This!
Just for fun:
Marth has tipper, Roy has sweetspot, Chrom and Lucina have equal damage, Ike has longer startlag and endlag but more active frames, Corrin turns into a dragon, Bayo simply slows you down, Little Mac moves out and back in, Shulk has two variations, Palutena and Joker have either a counter or reflector, K. Rool has both counter and reflector all-in-one, Lucario teleports in w a high kick, Greninja swaps in from a chosen direction, Mii brawler blocks and then grabs, Mii swordfighter sends upwards, Sephiroth still attacks after a second and the atck itself is a projectile and Peach and Daisy also have projectiles
I think that's all of them
Edit: i forgot incineroar
@@nsgarci8047 a few things I'd like to add about greninja's counter since Im a greninja main. downwards Direction of that counter will Spike. Greninja is one of if not the only character who is still vulnerable during their counter if you're fast enough and can predict the direction Greninja is coming from you can counter his counter. the eight different directions Greninja can come from we'll also have different damage assign to them. A lot of this is information from Smash 4 and some of these I have noticed carry-on in Ultimate. I'm just wondering about the complexity of other characters as well
@@nsgarci8047 Incineroar gets powered up.
@@Nosretep oh right! Thxs
6:31 yeah phew good thing sakurai is conservative on how he uses invincibility can you imagine if there was a character where half of his moves were invincible that would be crazy
La crocodilia
...no no watch this video. Kazuya is riddled with INTANGIBILITY not INVINCIBILITY
Ivysaur's bulb being throw intangible is probably so they dont get "sniped" by aerial command grabs
And I think some grabs are actually to high to grab anything but the flower if Ivysur is crouching.
6:07 I main Rosalina and still had no idea this was a mechanic, thanks for the awesome video!
2:00
"the relatively small amount of things that cause invincibility."
*laughs in Kazuya*
...
...what you are referring to with Kazuya is intangiblity, described in the video you are commenting on lmao
And now 1 day later kazuya brings even more moves with armor or invincibility
I can’t wait till you make the video about kazuya when he releases
he's getting the tekken hitboxes
Actual hell let me tell ya
I kept winning against him with Samus yesterday but he can actually put up a good fight against Zero Suit Samus, I found that interesting
Kazuya: I’ll be taking these
I think the different kinds of damage in the game and their properties would be a neat topic as well (slash, blunt, fire, electricity, paralysis, freeze, darkness, damaging windboxes... a nice guide for them is the different icons that appear when villager/isabelle pocket something)
Sakurai apparently felt like there weren't enough cases of these attack resistances in the game and decided to compensate now with Kazuya's moveset
In GimR's phantom footstool video, he mentions how he was unable to footstool certain things like bowser's extended arm after he does FTilt. Would this possibly be another aspect of grab invincible hurtboxes?
Interesting
I think that in order to footsool someone you "interact" with his hurtboxes, so for example you can footstool Mewtwo if his tail hurtbox is in the detection zone right below your character, or Plan during his down-b at any point of his extended hurtbox (all thought that would be a phantom footstool cause Plant would be performing an action). But this detection gets omitted if the hurtbox is invincible (I think when it's intangible too, but I'm not sure). You can test it yourself. Go to training mode and give the CPU a super star. Look how you can't footstool him when he's invincible. Now Bowser's arms during his tilts are invincible too and therefore one can't phantom footstool them during the attack, because your footstool detection box doesn't reach a non-invincible hurtbox before his hotboxes reaches you. Basically your footstool gets outranged. Now, this is my theory of what happens there, but don't take it as a fact, I may be rong.
@@martzlolxd normal footstools are an attack (they put the opponent in vulnerable state) , while phantom footstools are not.
It makes sense for invulnerability to block normal footstools, but it might not block phantom footstools (haven't tested , just a theory)
@@YounesLayachithat makes sense, but I just tested it and no, even phantom footstools can not be performed if the hurtbox is invincible. What I think is that the process in which the game checks if a footstool should be performed or not, is the same regardless of whether it a phantom footstool or a normal footstool is. Then, if the player that is being footstool is not performing an attack, it executes a normal footstool and if not, a phantom one.
@@martzlolxd okay, good to know !
Gosh I wish we could turn off footstools
this video is a godsent, the amount of misinfo surrounding invulnerability and armor in this game is through the roof and having a resource like that one to explain this stuff is invaluable. That said there are sadly some minor inaccuracies (like calling grab invulnerability "grab armor", which is a different thing) and a few things that could be considered missing, like all characters having 10% cumulative damage based armor (like KKR's SideB) while being grabbed and thrown, or obscure stuff like knockback staking (when a character receives more knockback while already in hitstun but not enough to actually make them stop flying off), grab armor (the thing that makes grabs tank through certain moves like Banjo's SideB or some of Sonic's specials), armor piercing moves, etc.
I get that not everything can make it into the video but it might be worth covering some of that stuff in an addendum maybe later down the road when every character is in the game and all the data is here. I regret not having finished completing the armor pages of the wiki before you started making this vid as maybe some of that stuff would have made it in.
Like i said at the start, i'm still incredibly grateful this video exists, it makes my job way easier teaching folks this stuff!
If you make another one of these I would love to see a video about comeback mechanics
That would be cool, but also extremely long and painful. See how you need like 30 minutes only to explain One-winged Angel. And seeing how he explained rage and aura in his multiplier video, I don't think he will do it.
Ah yes. That one mechanic the completely ruins the balance of competitive play.
Yes! Props to you for editing in each in-game clip.
We may have not yet got a video on King K. Rool's hitboxes, but covering this other topic is a nifty idea!
K Rool’s Klunky Hitboxes
@@peterduprey7286 YES
Let's talk about the wild ass gameplay at 1:58.
Jab > spotdodge > jab cancel , very effective
That’s the neutral of smash ultimate
@@londom3562 So… don’t use defensive options against a CPU? He would’ve gotten hit the first time if he didn’t spotdodge
Funny enough, this video will give some explanation to some of Kazuya's mechanics. yay
For the yoshi armor on double jump I had a replay of me spiking him with incineroar and his jump powering through.
Ah. Yoshi. A character indeed.
All this waiting for your videos are SO worth it! Keep it up man!
Ridley has a unique mechanic on his neutral b that acts similar to armor where if you hit his head first while he's charging the move it triggers an animation and cancels all knockback.
This melted my brain. Great informative video, but I bet if Smash was a school subject this would be a study video about information I’d stress about needing to memorize
Mii Brawler's FMP invincibility DOES have some practical uses in certain 1v1 matchups. You can activate the move on certain object such as, most commonly in my experience, Steve crafting table. This can protect you from minecarts without forcing you to roll, spotdodge, or jump, and will hit steve if he remains in the cart. Also useful for baiting approaches. Also, many people don't even KNOW about the invincibility, and will attempt to punish it, and are punished themselves for it, as they slip into the move.
If you want an example of limb grab resistance being useful, look at G&W. Low grabs can actually struggle to grab him.
I think the reason they went with 11.99 with Incineroar is because for some reason, the game calculator cannot properly measure 12% armor. This happens constantly with King K. Rool’s Crownerang which does have 12%, where some multihit moves that don’t break the armor in 1v1s happen to break it but others that do the same amount don’t. It’s a big issue for a move as slow as that and one of the many things the dev team forgot for the character because on god they didn’t program him correctly lol.
It’s weird
"It's a good thing there aren't many Invincible moves, as that would be ridiculous" >Kazuya trailer: "these 10 moves have invincibility on Kazuya's torso/legs" yaaaaaay......
There is also another type that is invulnerability , for example: the tip of ridley's wings during up-b ( there are other moves but this one is the only i remember) . For what i understood it's like invincibility or when two hitboxes ( or tw swords) collide toghether and it gives you that freeze animation . I think that you can also grab it
Incin doesn't get invincibility on his arms if he does neutral-b in the air
The power of the move doesn't get changed
YEEEEAAAAHHH I MISSED THIS SERIES SO MUCH
A rare example of when intangibility is better than invincibility in competitive singles:
Megaman's Crash Bomb can stick to an invincible opponent, then detonate once the invincibility wears off. It just passes through intangible opponents.
I'm not sure if this holds true for any other moves. Snakes C4, Sephiroth's Shadow Flare, and Inklings Ink come to mind as things to test, which I suspect is Yes, No, No, but am unsure of (I suspect the last 2 must do damage to apply their status, but am unsure.)
Also worth taking a look at would be Sonic's homing attack. I'm actually not sure if it homes in on invincible opponents, but getting Sonic to slam into the ground is likely easier to hard punish than having him just bounce off an invincible opponent.
Also, I would have liked to see more on grab immunity. It's well known, you can't grab a character that's grabbing another character, but there's also limited grab immunity after being thrown, presumably to prevent chain grabs, which I feel deserves a mention (try tossing an opponent directly up, then grabbing them as they fall straight down. It won't work at low damage.)
Kazuya: I’m about to end this man’s whole career
I wasn't expecting to learn much of anything from this video. The stuff at the end was very new to me though. Great video.
Mii brawler´s flashing mach punch has full body invincibility for the entire duration of the move the moment he hits
Topic suggestion: Reflectors
Every single smash player, at least once, has said "Lucas up smash is INVINCIBLE?"
It is. During the startup.
@@Tonjit41 yeah, I know. I figured it out a while ago, I think by fiddling around in training mode.
I'm just saying that I'm pretty sure most people would be surprised at such a case.
If you played against enough lucas you would know how cheese this move is
@@Creepo_J Lucas up smash is the smash embodiment of the word 'No'
@@Tonjit41 I believe that's G&W's up-smash and down-B
Hey man, it’s nice to hear from you again.
A lot of super armor breaks in 2 hits as well, most notably dks side b and up b
That's not true. It would be more accurate to say that most of the time, two hits are enough to brake those super armors, but that doesn't mean they don't resist two hits. Most of the time what happens is that they resist too little damage or that they're active for a very short time, then it seems like they don't resist two hits. But it's incomparable with an attack like focus attack, where the super armor is active for like a whole second, it tanks a f**king Gannon's f-smahs and yet not two Pichu's jabs.
This would be a different video if Kazuya was out
Finally! Been waiting so long :D
Big ups to you dude
4:14 it actually doesn't, since Banjo gets put into hitlag. It's why I feel totally comfortable tossing out Lucas's PK Fire at Banjo, because even if he Wonder Wings it, the hitlag will usually give me time to shield.
Also, Lucas can partition the last three i-frames of upsmash by charging the attack: the first three frames of the charge release are invincible.
Luma being an invincible projectile is so weird
Fun fact Bowser can just run through magic burst
And some final smashes before the last hit
He big boy
Hitlag multipliers would be interesting. Especially with how Kazuya has basically none, Ryu/Ken have stupid high hitlag, the difference between Marth's sweet/sourspots, etc
This came out before Kazyua...how cute
I wonder how many new characters, with their own corresponding mechanics, could be added to Smash before the code collapses under its own weight.
Pretty sure that many of the gimicks of the new characters didn't require much in the way of addition to the engine and where achieved with the existing code, Steve's was the most arduous one in that regard and it was a struggle tho
Hero's menu maybe, but that's just a simple menu
1
@@rompevuevitos222 with hero the game also calculates how much MP is gained by each different connecting normal attack, and it's not just a multiplier, but a specific base value for each move that's also affected by multipliers
In conclusion, ultimate is a deam masterpiece because it works
@@YounesLayachi The game already has event triggers for taking damage and for checking how much damage is coming in, this is used for many mechanics
So gaining MP is not exactly a big effort to code in
This video was sooooo informative. I learned so much. I wish I could give it more likes
I like how what's supposed to be little mac's trump card of ko punch has by far the least armor frames of any of his moves lol. Like you have so much time where even a simple jab would block it.
Great video as always
Very good timing considering what Kazuya has
Ko punch: two frames of armor at the end of the move.
Waft: 9 frames of armor that guarentee the move gets activated properly.
Balanced game.
The random grab armor areas are stupid. It makes grabbing with many characters even less consistent than it already is.
Agree, the random partial intangibility is also stupid. There's nothing visual in the game that shows what moves have partial intangibility where, and the only way is to learn all frames of all moves of all characters, absolutely crazy.
If I see that my sword is touching DK's extended arm, then DK should damn well get hit by it.
It exists for a reason and nine times out of ten doesn't have anything do to with grabs being inconsistent.
Usually it's on parts of limbs so you're not getting grabbed out of an active hitbox, or in Ivysaur's case doesn't let you get sniped above your body by a midair command grab.
@@Robbie_Haruna That's not always the case though. Sometimes they are placed exactly where one might grab, like a tall character trying to grab Ivysaur or Pichu, and there are plenty of other times where a grab is prevented by coincidental positioning, especially for characters with small grabs. And I don't think Ivysaur's bulb being grabbed by a command grab is any more of an issue than it is being hit by a hitbox, or than certain characters' ledge hangs being grabbed by Buster Wolf.
Ultimately it makes it where grabs not just visibly but functionally connect with the hurtbox and still don't grab, which is stupid, especially when an attack would still land.
@@cullenhutchison6528 obviously it's because you're not supposed to be able to grab stuff like the ears of Pichu or Pikachu's tail or Ivysaur's bulb.
It's also worth noting that Ivysaur's Bulb pretty much never actually effects a normal grab because you're not going to reach that anyway.
The vast majority of cases though, the grab invincible areas aren't remotely a cause for inconsistencies and their reason for existing makes sense, it's not always the case, but it is more often than not.
As bowser is one of my mains I feel that this will be helpful to me
Conservative on invincibility....
Kazuya: Feed me more
For lucas’ up smash, he gains invincibility for the first four frames of the move, then gains an additional 3 frames of invincibility after you stopped charging the move
I believe game and watch only had his head invincible, which is why he had more invincibility frames
Are you telling me that bowser don't have a hurtbox on his tail but DK have one in his tie!!!?
5:29 as a brawler main you can use the invincibility on unknowing opponents like hitting PAC Mans hydrant or Steve’s TNT
Too bad I use shot put instead…
@@peterduprey7286 I used to run FMP but it became more and more useless. Now I use shot put.
One of your best videos
Throw invincibility also matters if you're fighting Ice Climbers and grab Nana. If you grab Popo the Nana AI will stop attacking but if you grab Nana the player can still try to hit you with Popo.
They need to buff King K Rool's armor more, since he is a heavy weight and a final boss, he still feel more like that when you are playing as him.
Oh. I thought Attack Resistances meant the Type Effectiveness mechanic Pokémon Trainer had in Brawl.
16:48 20%! WHAT!
16:50 Oh, that makes more sense.
15:45 Sakurai was feeling spicy that day, let him make every move worth $11.99
alot of stuff i didnt know so thank u
Very nice video, thanks a lot!
They _need_ to add projectile armor to the game. Heavies need some way to get close to zoners and even just any character with a good projectile. Giving their burst movement options intagibility or just plain armor can be problematic, but projectile only armor would be great.
What about the SSB4 elemental dammage modifier.
Electric deals more damage.
Fire inflicts burn and is slightly more powerfull.
Water is neutral but deals slightly more knockback.
Dark deals more dammage but doesn't modify knock back.
Light is purely neutral.
excellent video!
bro saved himself from talking about every Kazuya move while talking of intangibility
I never knew this was a series, glad to see it.
Did you do Lucas's Hitboxes yet? I'd like to see how his smash attacks change with repeated use
I always laugh when a Hero uses bounce against my Falcon. You trying to reflect these hands?
As a Little Mac main it always manages to get a little giggle out of me as well.
Finally a video
Mii Gunner also has invincibility on Cannon Jump Kick, from frame 6 to 8
opened up UA-cam ad the right time today lol
good video much appreciated
Hey! I've actually used Ike's eruption armor a few times while ledge guarding, they always try to challenge it.
thank you for this video
Also, something I don't quite understand is why wing blitz is considered intangible, given that projectiles do not phase through it. I usually use the move to force myself through ptooie, and unless I'm mistaken, the ptooie colides with me to no effect
The way you just completely ignored Kazooie while talking about Wonderwing made it sound like Banjo just... makes himself invincible somehow? I wish people would acknowledge Kazooie, at least every now and then. She's the driving force for basically their entire moveset, and literally everything that makes them "annoying."
I'll huff glue with you, fellow banjo player.
@@Tonjit41 what???
Because who cares about the *lore* reasons for invincibility in a gameplay mechanic video?
@@skeletonwar4445 well, it's not really *lore* per-se... I mean, she's right there, covering them with her wings... you can see her...
@@scamuel1896 So? Most players don't care. It's annoying to specify Banjo *and Kazooie* every single time, so you just say Banjo, cause he's the main character and does most of the moves.
Kazooie is like the duck of the Duck Hunt duo. No one gives a shit about it. That's why "Duck Hunt" gets referred to as a dog sometimes, cause the duck is irrelevant. Just like Kazooie.
Not sure if this was answered but I wanna ask, what's the case with Pyra/Mythra's swap? I always thought the character(s) essentially didn't exist for those few frames but it could just be intangibility soooooooo
Looking at them in Training shows no blue hitboxes, so they just straight up disappear.
In case of Luigi's tornado saying it lasts a frame longer is misleading : in fact it ends a frame later, but lasts 3 less frames and is much less reliable on the ground overall
10:54 "which is mostly just for multiplayer" so it's always in effect?
I was baited into thinking this was a k rool video
Transcendent projectiles vs all the other kinds of projectiles in the game. And how they’re the best kind to have in a character’s kit if the character was to have a long range move.
I think you could've mentioned knockback resistance when being frozen or buried, because albeit extremely rare there are some moves that can do this.
You don't actually have to footstool squirtle to make him fall over, you can just jump on him. It's actually pretty easy and gives you a huge punish
Wait, did you do King Dedede's down special? It's what I was looking out for all video but either I tuned out when it came up, or it wasn't included.
Does anyone ever like, have an empty echoey room in their home and scream SMASH, SPEED, BUSTER, SHIELD, JUMP and just listen back to it?
I heard k rool counter is technically belly armor
It is using Belly Armor but all the damage is negated so it won't break.
You forgot about Ridley’s “armor” when hit in the mouth while charging neutral b.
Interesting
They really need to buff robin rip