Turns out that the angles on F-smash does actually change the power of the move. Up angle is strongest dealing 13% and 19.5% No angle is normal dealing 12% and 18% Down angle is the weakest dealing 11.5 and 17.25 I have no idea why they decided to do this, since that is not the case for a large majority of the angleable f-smashes. So basically never angle the move down I guess, unless you want to hit someone on ledge or something.
They said this in the direct Also little Mac down angled smash does the more damage and shield damage and least knockback, from what I know Little Mac's f-smash is 3 different smash attacks really Other fighters that can angle the f smash also have different launch angles from what I can tell
The only thing I can think of when someone says “Team Skull” is pokemon mystery dungeon, now. At least the pmd team skull is better than the pokemon sun/moon version.
@@residentfacehead3465 If you would combine d3 up airs ranbge with palus mobility and starup together with byleths horizontal range that would be a mad move
@Rekzius I think I know why some moves like FAir and FTilt have seeming superfluous hitboxes. I think what is happening is that the new hitboxes that come in after the huge amount of first ones are there to solve for z-axis problems by not being attached to the weapon itself, but instead the air in front of Byleth on the same plane as the stage.
You seem to have been doing all the DLC Characters but you have forgotten about Piranha Plant! As a Plant Main I can say that Plant's hitboxes are quite interesting.
Mr. Game and Watch's hitboxes would be interesting, i'm sure. What with up-B being frame 2 and all. But before him, you gotta get to The Plant if you wanna claim that you've gone through all the dlc characters.
@@sirstack59 I've heard both. I think it's 2nd frame after the input; 3rd frame if you include the frame the input is on. So input frame, animation frame, then the hitbox comes out the next frame. Depends on how you count it, I suppose.
Mr. @Nathamiel You can see what Character is next by looking in the discord. I haven't watched most of the video thus far, but G & W is actually the next character to be shown.
Falco: *uses anti-air move against crouching opponent and misses* Falco stans: >:( Falco would be the best character in the game if he had good movement speed lol please don't call for buffs on that thing.
@@Dato.Richard his shield poking and aerial drif with the better movements I can definitely see him getting higher, I'm fine with his bair not being that strong in comparison to wolf and fox
I think I know why fair has a punch sound effect. Your not hitting them with the sharp, blade part like back air, you’re hitting them with the back of the lance, which is just like whacking them with a bone. So the punch sound effect makes sense.
I think that back air was made first, and that they used its assets for forward air to save time. Also, weird wind boxes are probably used to keep the player model from shifting to far. Like when Little Mac uses a punch near the ledge.
I love these series it makes me really understand these characters more and I feel like it’ll honestly make me a much better player with certain character. I would love for you to do a Zelda, Samus/Dark Samus and Corrin. Great content I’m subscribing for sure!
A lot of moves for characters with weapons like these could be changed into long hitboxes. So instead of having 4 equal hitboxes along the sword, have one long hitbox along the sword. The benefit of a long hitbox is that it has a consistent width, while having 4 hitboxes means you have a bubbly shape around the sword. For the moments when they are strong and weak, make it two long hitboxes; and have lower ID for the strong, and make the weak overlap the strong so there's no gap.
Forward air has pucnh sfx because it's a broadside slap rather than a slice with the edge (although the visual effects make it hard to see that this is the case). the reason for the hitboxes that are seemingly added at radnom on some moves (like forward air) are probably there because of z-axis shenanigans during testing if I had to guess
Hey! I dont know if you'll see this. The Sweetspot/Sourspot visualization was great! It made the graphic so much clearer. Please consider doing this in future videos!
You didn't mention how they forgot to add a check for grab immunity flag to up-B, resulting in an up-throw to up-B. Also, I think you can grab opponents while they are grabbed due to this. That would explain how I ended up at the bottom of the stage at one point after my friends both used up-B and managed to hit me. Also, the tether automates wall-jumping, and prefers it to dealing damage. I really need to find something to do with my life.
I think that because grounded Up-B consists of two grabs. Grab hitbox for the initial swing that ties the enemy to the sword, and a second grab at the peak of the move. If there was grab immunity, the second hit would fail.
Actually the only thing about the FE characters that is not like in their origin games is their speed, but I think that's for balance, imagine a fast Robin.
I was really disappointed when Byleth was announced like ugh, another FE character, AND it just has to be on my birthday... then I actually played her and ended up having so much fun I played my first FE game in Three Houses and loved it
i really can't get a read on this guy, hes let down when somethings simple then flips when its complex. the lore needed for this guys wiki page must by huge.
Although Byleth wasn't a highly requested character, Sakurai made it so that he'd be a fun character regardless. Idk how people can argue with this man
1:18 I love that the sleeve just phases through Byleth. Even the game itself can't understand how a sword character has punch, sword, and whip physics.
Sleep is about 2-3 frames with one hit box slightly smaller than jigglypuffs hurt box and is invicible like 2 frames? Sing is 3 hit boxes that burst after one another, can be shielded and is completely trash unless it's a random read or tech chase tool
Great video although I would have preferred to see the attacks with the weapons so I know where the hitboxes are relative to them. As with the chop, they don’t always necessarily line up with what appears on screen
6:39 I also don't like that the sound is a weak punch, but apparently, Byleth decided to just, say "This Spear is good for slapping people" and rather than Swing it in a way that would make the blade cut, it's swung... "sideways" so it slaps instead of slashes. Backair, is a thrust, however.
Can someone please explain to me why smash hitboxes rarely follow what logically makes sense for the attack? (I.E. the jab hitboxes being under the arm, rather than actually being on the arm and King Dedede's dash attack not actually being connected to his body)
Byleth nair gets a landing hitbox but not Ganondorf's forward air even though the animation looks like it should? Apparently making bayleth's down b break shields wasn't enough. Why they gotta do dorf dirty?
Any of yall notice that every one of these videos has an alliterated title, like Byleth's Baffling, Dedede's Devious, Shulks Strange, Terry's Terrifying? The first 2 episodes font have this trend, but past that, every one has got something like this. I just blew ur mind btw
Down tilt combos into forward tilt from around 0-10% Into up tilt if you land the close hitbox until around 40% And fair uses the punch sound, because she's whacking you with the flat side of the spearhead lol
4:16 "Nintendo can never seem to make up their mind on how they want to do multi-hit neutral airs" *Bandai Namco, they're the people who have been making the Smash games ever since Smash 4. Smash 64 and Melee were made by HAL, and Brawl was a collaboration between multiple development groups. I know "Nintendo" is used because it's full of Nintendo characters, but would it be a chore to name the development studio making these things?
The thing about Byleth is although she's slow, she has two major strengths : she's heavy and can survive up to 150% with good DI and she hits like a truck. Make one mistake and you're looking at an easy 50% damage out of only one combo. I can't count how many times I've made a two stock comeback because the opponent got cocky and careless
I'd love to see a full review of Greninja's hboxes, but that's just because I main him. XD I just found out today that you can reverse his side b and I feel pretty dumb.
Yo you guys Zeckemyro is a saint to the smash community and you all need to show them some love. I offered to donate a few $ to them a while back for doing wii fits hitboxes but they wouldn't take my money. Which bugs me more than it should. So the least I can do is tell you all to support the hell out of them. Like their stuff on twitter or something.
Even if it really doesn't matter too much, I'd still like to see the Get-up attacks from ledge. Because some characters have quite a large hitbox on that and some have really underwhelming hitboxes.
When looking at fair and the way they seem to stack hitboxes makes me wonder if they attach the hitboxes to the weapon and animation and add extra ones for when the animation/weapon crosses the z axis.
I watch without sound (don't ask) so if this voice has some audio comments know that I ignore them. 1. 1:58 this monster has to go. Or to be more precise hitbox needs to be expanded so rest of the blade is covered. If they think it would be too good than remaining part of blade might be sour spot with less damage. 2. Once or twice I saw that spear could have 1 pixel of extra range.
Byleths neutral air is like bayo’s held up-air. They can be right next to you but it can still miss, just because the hit box moved to your other side.
if i got the visualizer right theres 2 types of hitboxes. 3d and 2d. some moves with 3d hitbox go way out in the z axis(foward air being the prime exemple) so they slap a 2d hitbox on its later frames to make sure the move hits consistently and match the effects. wonder if they will aply this to other characters on a later patch.
Turns out that the angles on F-smash does actually change the power of the move.
Up angle is strongest dealing 13% and 19.5%
No angle is normal dealing 12% and 18%
Down angle is the weakest dealing 11.5 and 17.25
I have no idea why they decided to do this, since that is not the case for a large majority of the angleable f-smashes. So basically never angle the move down I guess, unless you want to hit someone on ledge or something.
They said this in the direct
Also little Mac down angled smash does the more damage and shield damage and least knockback, from what I know
Little Mac's f-smash is 3 different smash attacks really
Other fighters that can angle the f smash also have different launch angles from what I can tell
Didn't sakurai already mention that in the direct
Unrelated, but I really appreciate the FE Fates Conquest music in the video.
robin neutral b goes further
Nice move Faclo 11:24 XD
When do we get "Explaining Pit's Pitiful Hitboxes"?
We need first bowser jr "jr size" hitboxs
Explanation: should've been DLC, chump
Watch him make a "Dark Pit's Daunting Hitboxes" first
DangerDurians dark pits doodoo hitboxes
PITiful
The jab combo without the particle effects and the whip looks like Team Skull gang signs.
The only thing I can think of when someone says “Team Skull” is pokemon mystery dungeon, now. At least the pmd team skull is better than the pokemon sun/moon version.
@@lemoniscence sm team skull was a pretty funny joke tbh
Weird Guy 149 MUDAMUDAMUDAMUDAMUDAMUDA
CosmicMist WRRRRRYYYYYYYYYYAAAAAAAHHHHH
It looks like there’s a bee
A video analyzing every multi hit nair and explaining how all of them fail to function sounds like a fun.
@Random Personactually they intensionally made he's not work in this patch😂
... a fun what? Don't leave us all in suspense!
Gnw works
Especially falco... rip birdy boi
You seem to be forgetting
Wario!
1:56 The intern is back.
The people who made byleths hitboxes were like:
"Hey the hitboxes look kinda small, What should we do?"
"Just add like 5 more hitboxes"
Then they all did cocaine while Fire Emblem fans creamed their pants. Speaking of which, I need to change clothes.
I think the extra hitboxes are for the z axis.
Relatable
@Lochlan Smith it does for some characters' taunts and stuff. I think he made a video about the Z Axis in smash
I will never understand why the Smash Team makes like multiple identical Hitboxes on curtain moves. Like just make it on big hitbox.
4:50 Respect to that CPU Bowser. What a mad lad
5:44
Back air: simple, gets the job done
Forward air: I had a seizure while making this attack
Side B: Super Mario 127.
Down b: finally I can rest after doing all this hitboxes! Wait, there's one more? Nah, I don't feel like doing it, let's add a single hitbox
Rekzius: I’ve covered every dlc character
Internet: 🌱
?
@@e.c.465 Plant 🤦🏻♂️
🐟☠️🐟 Piranha.
Ok, i get it nvm
"...in the first fighters pass."
Zelda's hitboxes would be interesting to see! Especially Phantom and Nayru's.
Especially her hurtboxes, if you catch my drift
Random Person haha I’ve seen this
@@thephantomist7199 🍑🍑🍑👀
@@thephantomist7199 I'm pretty sure Phantom doesn't have a hitbox that can be visualized, since it's a projectile.
Zelda, yes please!
7:11 the pressure I get from trying to dodge this after getting hit by up tilt is insane
a multihit up air with a large hitbox and kill power? did you forget about palutena?
Who actually has the horizontal mobility to back it up.
And palutena's has priority and absolutely no startup frames
So
Better dedede up air
@@residentfacehead3465 worse, because you can't play dedede if you use palu
@@residentfacehead3465 If you would combine d3 up airs ranbge with palus mobility and starup together with byleths horizontal range that would be a mad move
Bowser, I need my frame data on his BIG MEATY CLAWS
What did you say, PUNK?
@@ABAgamer_ BIG. MEATY. CLAWS.
Fading Instinct well, these claws aren’t just for attracting mates
What else would you expect from a "Distance Demon"?
A pointed tail and bat wings
@@hydropump8731 isn't how the smash community sees every fe rep?
@@gooz1613 Damn. Gooz with the hard call outs x)
Ashen Demon
@@gooz1613 Japan really loves RPGs.
@Rekzius I think I know why some moves like FAir and FTilt have seeming superfluous hitboxes. I think what is happening is that the new hitboxes that come in after the huge amount of first ones are there to solve for z-axis problems by not being attached to the weapon itself, but instead the air in front of Byleth on the same plane as the stage.
Makes sense since Fair has a more pronounced swiping motion than Bair. It'd be nice to see the hitboxes in 3d.
I think the reason dash attack and forward air are that crazy with the hitboxes is to make the move work as the weapons move into the Z-axis
Back air: normal
Forward air: AAAAAAAAAAAAAAAA
12:00 "interestingly it has more range on the back swing"
Further proof that if a smash character is looking away from you, you are dead.
You seem to have been doing all the DLC Characters but you have forgotten about Piranha Plant! As a Plant Main I can say that Plant's hitboxes are quite interesting.
And hurt boxes XD
Plant main 🤦♂️
"as a plant main"
Say sike right now
@@dizzyheads i always wondered when plant expandongs is there a hurtboxes for the expanded part or they just invencible
@@Fizz-Q plants down b extends his hurtbox so if you hit plants stem while its stretched out, you will deal damage. And you can spike
"Organic materials"
yup
Yeah, very "organic"
That places the "Misuse of words that sound like they should describe themselves, but actually mean something else" counter at 2. English is hard.
Kinda wanna give the Amyr to my dog, since is bone and all
@@Cathrinite I think Aymr is the only one out of the four that's actually synthetic.
@@HEX33C1FF aymr from "the beast" with the crest of seiros somehow
I love having DLC characters come out because that means not too long after it comes out we get another Rekzius hitbox video 🙂
Mr. Game and Watch's hitboxes would be interesting, i'm sure. What with up-B being frame 2 and all. But before him, you gotta get to The Plant if you wanna claim that you've gone through all the dlc characters.
Up b is frame 3 but this is a nice comment
@@sirstack59 I've heard both. I think it's 2nd frame after the input; 3rd frame if you include the frame the input is on. So input frame, animation frame, then the hitbox comes out the next frame. Depends on how you count it, I suppose.
Mr. @Nathamiel You can see what Character is next by looking in the discord. I haven't watched most of the video thus far, but G & W is actually the next character to be shown.
@@jevorok3905 Oh. Cool.
That Uair gives me nightmares, and now I know why.
11:23 oh my god buff this chicken
Blue chicken
Falco: *uses anti-air move against crouching opponent and misses*
Falco stans: >:(
Falco would be the best character in the game if he had good movement speed lol please don't call for buffs on that thing.
Dato I really dont care
@@Dato.Richard his shield poking and aerial drif with the better movements I can definitely see him getting higher, I'm fine with his bair not being that strong in comparison to wolf and fox
Buff the birb
I think I know why fair has a punch sound effect. Your not hitting them with the sharp, blade part like back air, you’re hitting them with the back of the lance, which is just like whacking them with a bone. So the punch sound effect makes sense.
Byleth U-Air: best juggling tool in the game.
Me: Cries in Ike Sm4sh U-Air
I think that back air was made first, and that they used its assets for forward air to save time.
Also, weird wind boxes are probably used to keep the player model from shifting to far.
Like when Little Mac uses a punch near the ledge.
“A multi-hit up air that kills at reasonable percent is something other characters could only dream of” - Someone who doesn’t play Palu
4:30 _ah shit, here we go again_
I love these series it makes me really understand these characters more and I feel like it’ll honestly make me a much better player with certain character.
I would love for you to do a Zelda, Samus/Dark Samus and Corrin.
Great content I’m subscribing for sure!
Explaining Ike's.... Interesting Hitboxes
Yes
N A I R
I N T E R E S T I N G M A N U V E R
@@SeriousStriker side air and especially why when you dodge his down b hits mid dodge
He only has one move, Nair
A lot of moves for characters with weapons like these could be changed into long hitboxes. So instead of having 4 equal hitboxes along the sword, have one long hitbox along the sword. The benefit of a long hitbox is that it has a consistent width, while having 4 hitboxes means you have a bubbly shape around the sword. For the moments when they are strong and weak, make it two long hitboxes; and have lower ID for the strong, and make the weak overlap the strong so there's no gap.
Forward air has pucnh sfx because it's a broadside slap rather than a slice with the edge (although the visual effects make it hard to see that this is the case). the reason for the hitboxes that are seemingly added at radnom on some moves (like forward air) are probably there because of z-axis shenanigans during testing if I had to guess
Hey! I dont know if you'll see this. The Sweetspot/Sourspot visualization was great! It made the graphic so much clearer. Please consider doing this in future videos!
This guy really has good taste, thank you for using the female version of Byleth
All you guys who are requesting videos didnt read the community tab! You had the chance to vote, and you missed it
when he finishes all the fighters pass 1 characters and says nothing about fighters pass 0
*sad piranha plant noises*
You didn't mention how they forgot to add a check for grab immunity flag to up-B, resulting in an up-throw to up-B. Also, I think you can grab opponents while they are grabbed due to this. That would explain how I ended up at the bottom of the stage at one point after my friends both used up-B and managed to hit me. Also, the tether automates wall-jumping, and prefers it to dealing damage.
I really need to find something to do with my life.
It checks tether frame 7 and then snags whatever it touches first, and doesnt seem to actually grab... but it does throw
Why would you want to prevent such a delicious combo?
@@wiiztec to be fair it's not a combo for most of the entire match
I think that because grounded Up-B consists of two grabs. Grab hitbox for the initial swing that ties the enemy to the sword, and a second grab at the peak of the move. If there was grab immunity, the second hit would fail.
@@alisethera9349 no
This is really useful, especially the tether range.
Never gonna stop requesting Puff's mediocre hitboxes!
9:06 looks like my grandpa’s pill case geez
this is a joke i have no remaining grandpas
I honestly dont know why they made Byleth so slow, in her game, she could move fast
True man. Their speed in Three Houses is pretty good
Actually the only thing about the FE characters that is not like in their origin games is their speed, but I think that's for balance, imagine a fast Robin.
Princess Peach, her side special and Ariels could be very fun to explain
Byleth just gets to paint the screen in hit boxes for doing literally anything.
I was really disappointed when Byleth was announced like ugh, another FE character, AND it just has to be on my birthday... then I actually played her and ended up having so much fun I played my first FE game in Three Houses and loved it
It's better to give it a shot
that's really funny, sora was released on my birthday as well!
"Nice move faclo"
i like how getting kicked in the shins by terry does the same amount of damage as getting shot by a laser from flaco
f l a c o
i really can't get a read on this guy, hes let down when somethings simple then flips when its complex.
the lore needed for this guys wiki page must by huge.
Perfect mixup
Although Byleth wasn't a highly requested character, Sakurai made it so that he'd be a fun character regardless. Idk how people can argue with this man
One of the strangest characters to me is Wii Fit, I would love to see a video about her hitboxes as she is just so unorthodox.
It’s cool how so many hit boxes look weird here, but feel right in game.
This is one of the things that makes me like Byleth so much.
Honestly I like how slow the down smash is it’s good for covering rolls and spotdoges
I'm guessing that sword moves have hitboxes off-center so they don't hit before animation connects
I was really hoping you would go with “Bewildering”
1:18 I love that the sleeve just phases through Byleth. Even the game itself can't understand how a sword character has punch, sword, and whip physics.
I think thats just a fault to Byleths design. Ill be honest, I think its a little weird...
7:36 Lmfao, damn byleth is thirsty af for that big D hurtbox
Side-B though, wtf is that
I would love to see Peach/Daisy hitboxes whenever you can
I’d love to see the differences between the 3 Link’s hitboxes. Call it “Hitboxes of the Heroes.”
Can we get jigglypuff hit boxes I wonder what her sleep and rest look like.
Sleep is about 2-3 frames with one hit box slightly smaller than jigglypuffs hurt box and is invicible like 2 frames? Sing is 3 hit boxes that burst after one another, can be shielded and is completely trash unless it's a random read or tech chase tool
@@personalstuff3019 Sing also takes way to long to put someone to sleep
@@rudolf2002 ty, this was really helpfull.
Great video although I would have preferred to see the attacks with the weapons so I know where the hitboxes are relative to them. As with the chop, they don’t always necessarily line up with what appears on screen
Love em or hate em, byleth is the most badass looking fire emblem character
6:39 I also don't like that the sound is a weak punch, but apparently, Byleth decided to just, say "This Spear is good for slapping people" and rather than Swing it in a way that would make the blade cut, it's swung... "sideways" so it slaps instead of slashes. Backair, is a thrust, however.
I can't wait to see what kind of nightmares Min Min's hitboxes bring you
I’ve been waiting for this video sense Byleth came out.
I really hope that you continue these for more characters. Maybe one day tackle a good portion of the cast :)
I think the reason they went with the Punch sound effect for their Forward Air is cause they're slapping you with the side of the blade
Can someone please explain to me why smash hitboxes rarely follow what logically makes sense for the attack? (I.E. the jab hitboxes being under the arm, rather than actually being on the arm and King Dedede's dash attack not actually being connected to his body)
Because those moves would be severely underpowered. Hotboxes are designed for gameplay and balancing.
Seeing how similar the Fair and Bair seem before you look at their hitboxes really makes you think huh
10:50
Robin mains: *no*
That's a projectile, not a disjoint
So is Failnaught 2, it basically bounces like a lazer beam off a mirror when it sees a reflector hitbox.
Byleth nair gets a landing hitbox but not Ganondorf's forward air even though the animation looks like it should? Apparently making bayleth's down b break shields wasn't enough. Why they gotta do dorf dirty?
Any of yall notice that every one of these videos has an alliterated title, like Byleth's Baffling, Dedede's Devious, Shulks Strange, Terry's Terrifying? The first 2 episodes font have this trend, but past that, every one has got something like this. I just blew ur mind btw
Fair uses a punch sound because she's not slashing or stabbing, she just smacks them with the flat side of the blade.
I want to see that Ridley hit boxes. Need to show the big guy some love
As to your comment about dair, the sour spots on their dair are super useful. I’ve seen leo do up b dair sour spot killing off the top SUPER early
Down tilt combos into forward tilt from around 0-10%
Into up tilt if you land the close hitbox until around 40%
And fair uses the punch sound, because she's whacking you with the flat side of the spearhead lol
4:16 "Nintendo can never seem to make up their mind on how they want to do multi-hit neutral airs"
*Bandai Namco, they're the people who have been making the Smash games ever since Smash 4. Smash 64 and Melee were made by HAL, and Brawl was a collaboration between multiple development groups. I know "Nintendo" is used because it's full of Nintendo characters, but would it be a chore to name the development studio making these things?
Explaining Mii Fighters mysterious hitboxes.
Counter Throw, Flame Pillar, Mii Gunner F-Smash, etc.
The thing about Byleth is although she's slow, she has two major strengths : she's heavy and can survive up to 150% with good DI and she hits like a truck. Make one mistake and you're looking at an easy 50% damage out of only one combo. I can't count how many times I've made a two stock comeback because the opponent got cocky and careless
I'd love to see a full review of Greninja's hboxes, but that's just because I main him. XD I just found out today that you can reverse his side b and I feel pretty dumb.
Yo you guys Zeckemyro is a saint to the smash community and you all need to show them some love. I offered to donate a few $ to them a while back for doing wii fits hitboxes but they wouldn't take my money. Which bugs me more than it should. So the least I can do is tell you all to support the hell out of them. Like their stuff on twitter or something.
Nintendo: So how many hitboxes should we give Byleth?
Sakurai, snorting power crystals: *Yes*
Even if it really doesn't matter too much, I'd still like to see the Get-up attacks from ledge. Because some characters have quite a large hitbox on that and some have really underwhelming hitboxes.
"Byleth's uair is probably the best uair in the game"
Mr. Game & Watch with his insane juggling, unchallengable and high damaging uair: **sad beeps**
When looking at fair and the way they seem to stack hitboxes makes me wonder if they attach the hitboxes to the weapon and animation and add extra ones for when the animation/weapon crosses the z axis.
11:24 "nice move falco"
A Pretty Good Edgegaurd, I think the word you were looking for was *Distance Demon*
For a dlc character, these are surprisingly reasonable
I watch without sound (don't ask) so if this voice has some audio comments know that I ignore them.
1. 1:58 this monster has to go. Or to be more precise hitbox needs to be expanded so rest of the blade is covered. If they think it would be too good than remaining part of blade might be sour spot with less damage.
2. Once or twice I saw that spear could have 1 pixel of extra range.
How about Corrin's capable hitboxes? I especially want to see their specials
I'd like to see "Explaining Corrin's extended hitboxes
Still waiting for Piranha Plant's Pretty Peachy Hitboxes
These videos have such an ASMR vibe
Employee: Sakurai, we bought too many hit boxes and we’re gonna lose profit!
sakurai: screw it, just slap them all on byleth
Byleths neutral air is like bayo’s held up-air. They can be right next to you but it can still miss, just because the hit box moved to your other side.
I know it’s unrelated, but:
Sakurai: You can play as male and female Byleth.
Smash community: Male Byleth? What’s that?
Male byleth is best byleth imo
@@ThatBoiDinky Bro, don't say stupid things, there is no such thing as "male byleth".
MkLeo don't like Female Byleth and uses the Male, the male will win more tournaments sadly
Claude lovers unite
Claude alt is best alt. You can’t change my mind.
if i got the visualizer right theres 2 types of hitboxes.
3d and 2d.
some moves with 3d hitbox go way out in the z axis(foward air being the prime exemple)
so they slap a 2d hitbox on its later frames to make sure the move hits consistently and match the effects.
wonder if they will aply this to other characters on a later patch.
Do you come up with the title before or after you finish the video?
And this doesn't even mention how easily Byleth can obliterate shields
Ah yes, a single down smash puts it in "anything will break it" mode.