In Pac-land, you can push a fire hydrant to the left and give a super mushroom effect. Every time I go to that stage. I abuse this technique and keep winning.
Similar case with Duck Hunt, there was a mission in Sm4sh Wii U where you had to get a perfect score on Round 1 while fighting a CPU Falco. I don't think it did anything notable though
With your fact of the beetle killing at different times with different weights, try and see how long it takes for a bowser to die with Palkia, and without Palkia. That could be solid proof of the multiplier.
I'm sure hurtbox size has at least a small bearing on it. If Bower and jogglypuff are knocked the exact same distance, jigglypuff just going shy of the the blast zone, bowser may still hit it cause he is just bigger than puff. It would be small, but it's very possible that there could he some difference.
For the Spear Pillar tip, it probably would've been better to test horizontal knockback, as gravity and falling speed are also reduced and those affect vertical knockback but not horizontal knockback
The distant planet pellet mechanic works like in the pikmin series! The onion-pellet color matches give more pikmin in the games, the number of pikmin that come out is indicated in said pellets, and the animation that they do when they take off is just like the one they do in the games at the end of the day
On Boxing Ring, as everyone probably knows, there’s a counter that counts up how much damage was dealt in the game. Did you know that Joker’s Eiha and Eigaon curse/Poison like effect do not add to that counter? The initial hit adds to the counter, but that’s it.
If you use Mario or doc Mario and verse a Pikachu, if you cape the Pikachu’s side B, Pikachu will turn but his electric effect will stay on the side that he was moving.
Vertical killpower is also affected by a character's gravity stat. Bowser's gravity is way higher than Jigglypuff's so it makes sense that he would die later than it even if both had the same weight. There's some other weird stuff with gravity (like how it changes depending on the launch angle of a move) but that's a simplified explanation. Testing with a move that has a more horizontal launch angle would probably have more consistent results.
Gotta love how gravity is apparently specific to every character in the Smash universe and not specific to location. What a weird application of gravity.
If I had to guess why the pellet glitch happens is because it's on timer that makes it a higher number, changing the game speed messes with that so the game gets confused, put a red 1 as the default pellet or something, but the properties still stay (I'm like definitely wrong but I can't think of anything else)
The weight might be halved by Palkia, character fall speed also effects knockback like how Fox dies faster of the side than pichu despite fox being heavier
I discovered what I believe to be a unintentional joke. When you were talking about duck hunts stage you said that nesses pk thunder was super effective against the birds. In pokemon electric is super effective against flying type. Just a neat thing I realized.
6:57 I think the weight probably is halved, but they do keep their fall speed. Since Bowser naturally falls fast, he still is able to survive a bit longer.
Weight actually is being halved on Spear Pillar, its just that weight only accounts for half of the equation when calculating upwards knockback, the other half is calculated using fall speed. So your 0.8 estimation is close as weight only would be reduced by half on weights half of the equation, meaning a reduction of about 0.75. If you want to ACTUALLY see its reduced by half, use a move that hits horizontally, it won't always add up exactly half because knockback angle and the curvature of knockback means it can't ever be exactly 90 degrees, plus fallspeed is still a factor that influences the angles, but it'll be MUCH closer to 50% as opposed to a direct upward knockback.
Regarding Palkia cutting weight in half, the kill percents probably did not match up because of the different fall speeds of the character; that also influences how high up a character gets sent
I’m too lazy to look it up, so feel 100% free to correct me here, but I’m 99% sure that weight AND fall speed affects a character’s survivability against vertical knock back, specifically knock back of certain predetermined angles. IIRC the less fall speed, the less “insurance.” Palkia might be leaving the weight values alone while halving the fall speed or something. I’ll check replies and verify info once I inevitably return here, and hopefully I’ll be sure it’s within around a week. Though, my memory is equal to that of a dead rat covered in mustard, so don’t hold me responsible if I forget. Edit: I've checked, I was right. To quote the wiki: "While falling speed's main effect is determining how quickly a character can drop downwards, it also affects the physics of knockback. After a character is launched, their gravity still applies, slowing their vertical ascent until the reduction equals their falling speed; as a result, characters with higher falling speed have their vertical knockback reduced for longer, improving their vertical endurance while also hampering their ability to recover from horizontal blows. However, weight is still the main factor in how much knockback is sustained in the first place, and the two factors are independent - a fast-falling character is not necessarily heavy, and vice versa. Samus and Fox are notable examples of this. In Ultimate, moves that launch at angles between 70° and 110° now instead cause characters' falling speeds to be homogenized to a set value of 1.8 until hitstun ends, making falling speed no longer play a major factor on vertical survivability; however, it still plays a factor on moves outside of this range, as well as moves which deal weight-independent knockback, as they ignore this effect." So yeah. Straight upward knockback is angle 90, so attacks that hit within 70 and 110 degrees have different effectiveness based on the receiver's fall speed.
While most of the later tips were common knowledge by now, nearly everything in the first half and beyond was a surprise! Thanks for putting so much effort into these, it pays off on nearly every stage!
there's 6 games with links name on the title, you forgot aboute link the faces of evil and fun fact the faces of evil and crossbow training are the only zelda games without zelda name on the box/case
Slightly useless fact: The tip of the first strike of Clouds side b has a slightly meteoric hit box. It really isn’t that powerful though. Also, Cloud has an infinite using the tip of his side b when whoever he’s hitting it with is on a platform above him and he just inputs the first strike over and over. The fact that this requires timing, and the opponent has to be at a very high damage, along with the fact that it’s tech-able, basically makes it useless. Still fun to do in training mode tho. Edit: I was wrong, it’s not a meteor smash, it’s a spike. Yes, there is a difference. Sorry, my bad. Edit 2: Ignore my previous edit, I was unaware of the change. Brought to my attention by Fernando Banda. Sorry!
@@dubstepdoughnut What's the difference between a spike and a meteor? As far as I know, the distinction is made in Melee because you can cancel the hitstun of one but not the other. Every game after only has one type so they're the same thing.
@@fernandobanda5734 Oh my bad I thought you were talking about Cloud XD. I wasn't aware that after melee they considered them the same. Sorry about that!
@@fernandobanda5734 in brawl, meteor cancelling still exists, but its much less effective and there are no spikes. In smash 4, you could tech meteors on the ground but not spikes
Another spear pillar fact: when Dialga slows time, you will also have a very weird after-image effect. If you go into camera mode the effect stays, and you can take pictures which can look cool if you zoom
Most people I know like to duel with Smash Ultimate but they don't seem to play smash in other context or even owning a copy of it, so they ignore most of what the game has to offer and are confused to what any of the elements are based on, besides Mario and Pokémon. In that regard, smash is very niche, I feel.
I got all five Link games right, and now I feel smart. It was probably really obvious to big Zelda fans, but as a relative newcomer to the franchise, and having only played a few Zelda games, I felt proud that I knew all the names - especially Link’s Crossbow Training!
Whenever I end up on the Duck Hunt stage I stop fighting my opponents and just try to kill all the ducks instead. Same goes for Gamer, Smash Bros. is now a stealth game
For the spear pillar tip, bowser's weight is probably actually halved like it says (or closer to halved than you found), but his halved fall speed is faster than puff's normal fall speed. Fall speed contributes to vertical knockback, being floaty makes dying off the top happen earlier, so that's why the weight didn't line up as being halved. horizontal kill would have been a better test.
5:26 I think I remember them spawning in training mode in smash for 3ds. I have faint memories of waiting for the pellets to grow so I could throw them at the ships to see if they spawned items. But maybe I'm just remembering a UA-cam video on it
They do, and for some reason they can break and be literally invencible even taking immense-uninmaginable hits they will just stay fixed on one place, cancelling the others to spawn
7:20 what i think is happening here is not exactily the weight being changed but the fall speed making it easier to K.O since fall speed changes how early/late some chars die for example puff dies earlier than pichu from mew2s up throw
Bowser’s weight could still be halved and die later than puff, knockback depends on a couple other variables that probably remained unchanged like fall speed and gravity. Puff is incredibly floaty and so would die earlier off the top than another fighter of the same weight
Did you know that you can turn around Joker's final smash? And I'm not talking about B reverse. Get this: if you wanna hit your enemy with the final smash, but he spot dodges, you can turn around and still hit him.
Did you know you can stack a super mushroom with a backfired lightning that makes you 3 times larger? You just have to do mega smash and get a backfired lightning.
I'm the 3d land tip, it *is* accurate that super leaves (along with other Mario items) do spawn more frequently. Each stage has its own internal item rarity numbers for every single item, and most stages have the rarity for series matching items increased by around 10-20% Which, in practice, means that items will go from something like a 1.5% chance of spawning to a 1.7% chance, with all other items dropping by 0.2% total.
PLAY PIKMIN 2 amazing game. Also, there is a Brawl event match where your objective is to make the flower on Hanenbow bloom by making the six leaves red. It was pretty fun, yeah!
One interesting stage tip is that in Hollow Bastion you can’t have Soras dive to the heart background show up if you are playing as Sora, but the weird part is that I played online with a friend and had it in the background when I was playing as Sora. I have played that stage so much as Sora and it isn’t supposed to happen. It has only happened once and never happened again. My theory is that it might have been a glitch involved with who picked the stage, idk.
hey a fun fact about the hanabow fact you should know that acculy even if you dont played the game hanabow ever as long as you played brawl becase it was one of the event matches (i think that was what there called) thoe battles where you hade to do spesific stuff one was to make the flower bloom
Damn, I ALWAYS thought the "tricky to remember" game with Link's name was the CDI Link & The Faces of Evil. Totally forgot about Link's Crossbow Training even though I played it a ton when I was younger!
You are forgetting that vertical knockback is a factor of both weight and fall speed. Horizontal knockback is purely weight. Great testing on Spear Pillar nonetheless.
Weight is only a partial factor in knockback. There's % of course, but there's also initial knockback and knockback growth of the attack (and staleness, rage, etc). You're going to need to plug all of those numbers into the equation (on the wiki) to accurately calculate if weight is really halved.
him " links crossbow training" me : * has 34 metric fuckloads of flashbacks of how the cover for it was some paper, it was just to pratice with one item from twilight prinece, theirs a desert area, a woods area, mummys, and how i have it for some reason*
Commenting this on a 4 month old video, but after months of research, I think I fully solved palkia’s weight lowering effect. In technical-ish terms: When (Palkia Weight Event) triggered, ((Divide) (Fighter Weight) by (2)), If (Fighter Weight) < 50, ((Multiply) (Fighter Weight) by (2)), and ((Decrease) (Fighter Weight) by (20)) Else, ((Increase) (Fighter Weight) by (5x)) (x = a value determined by subcategorizing a fighter’s weight class) In simple terms, it cuts a fighter’s weight in half, but if they are too light, it just makes them a little lighter, and if they aren’t that light, it makes them slightly more than half their weight.
I did figure out that throwing pellets at the onions did something, but i didn't figure out exactly what it did because most of the time I just feed them to the Baulborb.
As many have already stated, there is more to knock back than just weight. An important factor is fall speed (I have no idea why fall speed is factored)
Obvious?! I've been playing this game and multiple iterations for years, and I've NEVER known about the Distant Plant thing. I always threw the pellets into the mouth of the slug things for giggles, and thought the onions were stage design. Blown mind.
Are you talking about the tip about the number of games Link’s name is in? Because it means the _title_ of the game, not every game in which Link’s name is mentioned. I’m pretty sure in almost every game you can name your character, the default is Link.
@@emmaw52 Gotcha. yeah he just said games that the name Link appears, in which that's wrong, but I think you're right in that it was just poor phrasing
There are actually 6 games with Link's name in them; the tip conveniently omits Link: The Faces of Evil.
Oh lord lmfao
@@Casual_PKBeats MA BOY
cool
@@TeeV479 EXCUUUUUUUUUUUU
Unironically the first one I thought of.
In Pac-land, you can push a fire hydrant to the left and give a super mushroom effect. Every time I go to that stage. I abuse this technique and keep winning.
More people need to know the hydrant strat. Caused more ragequits on quickplay than I can count lmao
Something tells me that you know that from Alpharad?
I know this fact from a PKBeats video.
Pkbeats explained that in a previous video
I know this because of pkbeats
He said this
I refuse to believe that the Smashing after bedtime fact wasn't done on purpose. The translator KNEW what he was doing.
There it is
9:03
There is a mission in Brawl, where you have to make the flower bloom.
Completing the mission actually unlocks the Stage.
Similar case with Duck Hunt, there was a mission in Sm4sh Wii U where you had to get a perfect score on Round 1 while fighting a CPU Falco. I don't think it did anything notable though
I remember that challenge. And I remember killing myself trying to figure out how to unlock the Great Temple song from Zelda
@@thx4chrckingin that's a bit excessive but you do you
@@ayo.2022 I miss those missions so much
@@antoniopriego5660 same. If we ever get a Smash 6, I hope they return
With your fact of the beetle killing at different times with different weights, try and see how long it takes for a bowser to die with Palkia, and without Palkia. That could be solid proof of the multiplier.
Actually he did prove it already. He tested bowser with and without metal
@@sethstersbench “That could be solid proof *of the multiplier* ”
I'm sure hurtbox size has at least a small bearing on it. If Bower and jogglypuff are knocked the exact same distance, jigglypuff just going shy of the the blast zone, bowser may still hit it cause he is just bigger than puff. It would be small, but it's very possible that there could he some difference.
8:41 that fact is used as an event match in Brawl
For the Spear Pillar tip, it probably would've been better to test horizontal knockback, as gravity and falling speed are also reduced and those affect vertical knockback but not horizontal knockback
Exactly. And also knockback doesn't scale normally but rather exponentialy, which could also mess with the numbers
Time to test when Jigglypuffs Down Smash kills Puff, and if that number is true for Bowser at that same percentage.
The distant planet pellet mechanic works like in the pikmin series! The onion-pellet color matches give more pikmin in the games, the number of pikmin that come out is indicated in said pellets, and the animation that they do when they take off is just like the one they do in the games at the end of the day
Well...for those that haven't touched a pikmin game XD
On Boxing Ring, as everyone probably knows, there’s a counter that counts up how much damage was dealt in the game. Did you know that Joker’s Eiha and Eigaon curse/Poison like effect do not add to that counter? The initial hit adds to the counter, but that’s it.
If you use Mario or doc Mario and verse a Pikachu, if you cape the Pikachu’s side B, Pikachu will turn but his electric effect will stay on the side that he was moving.
That's just because you hit Pikachu after spawning the Thunder Jolt but not the Jolt itself. Try it with different timing.
Vertical killpower is also affected by a character's gravity stat. Bowser's gravity is way higher than Jigglypuff's so it makes sense that he would die later than it even if both had the same weight. There's some other weird stuff with gravity (like how it changes depending on the launch angle of a move) but that's a simplified explanation. Testing with a move that has a more horizontal launch angle would probably have more consistent results.
Gotta love how gravity is apparently specific to every character in the Smash universe and not specific to location. What a weird application of gravity.
8:43 who else already knew that from the Event Mode in Brawl?
i was thinking about that, a shame pk didn't bring it up
If I had to guess why the pellet glitch happens is because it's on timer that makes it a higher number, changing the game speed messes with that so the game gets confused, put a red 1 as the default pellet or something, but the properties still stay
(I'm like definitely wrong but I can't think of anything else)
The weight might be halved by Palkia, character fall speed also effects knockback like how Fox dies faster of the side than pichu despite fox being heavier
Wtf? They're actually including Link's Crossbow Training?
I thought I thought of the five games before and that definitely wasn't one I remembered
nintendo never remembers link:the faces of evil
WTF!??? I HAD NO IDEA YOU COULD THROW THE PELLETS AT ONIONS TO SPAWN ITEMS
THAT'S SOOO COOL! I ACTUALLY DID THINK THEY WERE JUST FUN ITEMS TO THROW
I discovered what I believe to be
a unintentional joke. When you were talking about duck hunts stage you said that nesses pk thunder was super effective against the birds. In pokemon electric is super effective against flying type. Just a neat thing I realized.
Fun smash fact : the timer item doesn’t affect the combo count in training mode
6:57 I think the weight probably is halved, but they do keep their fall speed. Since Bowser naturally falls fast, he still is able to survive a bit longer.
Weight actually is being halved on Spear Pillar, its just that weight only accounts for half of the equation when calculating upwards knockback, the other half is calculated using fall speed. So your 0.8 estimation is close as weight only would be reduced by half on weights half of the equation, meaning a reduction of about 0.75. If you want to ACTUALLY see its reduced by half, use a move that hits horizontally, it won't always add up exactly half because knockback angle and the curvature of knockback means it can't ever be exactly 90 degrees, plus fallspeed is still a factor that influences the angles, but it'll be MUCH closer to 50% as opposed to a direct upward knockback.
I didn't know fallspeed effected knockback.
Regarding Palkia cutting weight in half, the kill percents probably did not match up because of the different fall speeds of the character; that also influences how high up a character gets sent
I was gonna say this. The lower fall speed makes killing off the top easier, presumably
Plus Jigglypuff has an item strength reduction modifier for some reason. So he needed a third party in the match to test
Bowsers Tough Guy passive makes him take less knockback, which is effecting the weight test
I’m too lazy to look it up, so feel 100% free to correct me here, but I’m 99% sure that weight AND fall speed affects a character’s survivability against vertical knock back, specifically knock back of certain predetermined angles.
IIRC the less fall speed, the less “insurance.”
Palkia might be leaving the weight values alone while halving the fall speed or something.
I’ll check replies and verify info once I inevitably return here, and hopefully I’ll be sure it’s within around a week. Though, my memory is equal to that of a dead rat covered in mustard, so don’t hold me responsible if I forget.
Edit: I've checked, I was right. To quote the wiki:
"While falling speed's main effect is determining how quickly a character can drop downwards, it also affects the physics of knockback. After a character is launched, their gravity still applies, slowing their vertical ascent until the reduction equals their falling speed; as a result, characters with higher falling speed have their vertical knockback reduced for longer, improving their vertical endurance while also hampering their ability to recover from horizontal blows. However, weight is still the main factor in how much knockback is sustained in the first place, and the two factors are independent - a fast-falling character is not necessarily heavy, and vice versa. Samus and Fox are notable examples of this.
In Ultimate, moves that launch at angles between 70° and 110° now instead cause characters' falling speeds to be homogenized to a set value of 1.8 until hitstun ends, making falling speed no longer play a major factor on vertical survivability; however, it still plays a factor on moves outside of this range, as well as moves which deal weight-independent knockback, as they ignore this effect."
So yeah. Straight upward knockback is angle 90, so attacks that hit within 70 and 110 degrees have different effectiveness based on the receiver's fall speed.
Why would a dead rat be covered in mustard?
Your understanding and application of experiments is so cool and amazing~
While most of the later tips were common knowledge by now, nearly everything in the first half and beyond was a surprise! Thanks for putting so much effort into these, it pays off on nearly every stage!
I miss the underground level in Mushroomy Kingdom
Me too. Loved it. It also had the same secret blocks as the original Super Mario Bros. level 1-2.
there's 6 games with links name on the title, you forgot aboute link the faces of evil and fun fact the faces of evil and crossbow training are the only zelda games without zelda name on the box/case
Tbh the hidden block in Mushroomy Kingdom should have had a Special Flag hardcoded to come out of it.
Genius
4:25 I always thought you were supposed to throw the Pellets into the Bulborb's mouth
Slightly useless fact: The tip of the first strike of Clouds side b has a slightly meteoric hit box. It really isn’t that powerful though. Also, Cloud has an infinite using the tip of his side b when whoever he’s hitting it with is on a platform above him and he just inputs the first strike over and over. The fact that this requires timing, and the opponent has to be at a very high damage, along with the fact that it’s tech-able, basically makes it useless. Still fun to do in training mode tho.
Edit: I was wrong, it’s not a meteor smash, it’s a spike. Yes, there is a difference. Sorry, my bad.
Edit 2: Ignore my previous edit, I was unaware of the change. Brought to my attention by Fernando Banda. Sorry!
What's the difference? There hasn't been a difference since Melee if I'm not missing something.
@@fernandobanda5734 Cloud was added in smash 4, so he wasn't there for melee or brawl, wdym?
@@dubstepdoughnut What's the difference between a spike and a meteor? As far as I know, the distinction is made in Melee because you can cancel the hitstun of one but not the other. Every game after only has one type so they're the same thing.
@@fernandobanda5734 Oh my bad I thought you were talking about Cloud XD.
I wasn't aware that after melee they considered them the same. Sorry about that!
@@fernandobanda5734 in brawl, meteor cancelling still exists, but its much less effective and there are no spikes. In smash 4, you could tech meteors on the ground but not spikes
Another spear pillar fact: when Dialga slows time, you will also have a very weird after-image effect. If you go into camera mode the effect stays, and you can take pictures which can look cool if you zoom
Most people I know like to duel with Smash Ultimate but they don't seem to play smash in other context or even owning a copy of it, so they ignore most of what the game has to offer and are confused to what any of the elements are based on, besides Mario and Pokémon. In that regard, smash is very niche, I feel.
I got all five Link games right, and now I feel smart. It was probably really obvious to big Zelda fans, but as a relative newcomer to the franchise, and having only played a few Zelda games, I felt proud that I knew all the names - especially Link’s Crossbow Training!
Too bad that both you and the tip writer missed a sixth game; Link: The Faces of Evil. ;P
i love that whenever i come to this channel im always assured to get quality content :)
Link’s tip leaves out Link: the faces of evil
Nintendo refuses to acknowledge the CDi
Whenever I end up on the Duck Hunt stage I stop fighting my opponents and just try to kill all the ducks instead. Same goes for Gamer, Smash Bros. is now a stealth game
Ok but seriously how do you not have more subscribers?? You always put out banger vids and they ALWAYS get a good amount of views??
Nice video. I didn't even know Captain Toad could appear on New Donk City lmao
For the spear pillar tip, bowser's weight is probably actually halved like it says (or closer to halved than you found), but his halved fall speed is faster than puff's normal fall speed. Fall speed contributes to vertical knockback, being floaty makes dying off the top happen earlier, so that's why the weight didn't line up as being halved. horizontal kill would have been a better test.
5:26 I think I remember them spawning in training mode in smash for 3ds. I have faint memories of waiting for the pellets to grow so I could throw them at the ships to see if they spawned items. But maybe I'm just remembering a UA-cam video on it
They do, and for some reason they can break and be literally invencible even taking immense-uninmaginable hits they will just stay fixed on one place, cancelling the others to spawn
7:20 what i think is happening here is not exactily the weight being changed but the fall speed making it easier to K.O since fall speed changes how early/late some chars die for example puff dies earlier than pichu from mew2s up throw
I can't believe that I never knew about the Pellet and Onion interaction on Distant Planet.
I love you! Keep it up!!
Bowser’s weight could still be halved and die later than puff, knockback depends on a couple other variables that probably remained unchanged like fall speed and gravity. Puff is incredibly floaty and so would die earlier off the top than another fighter of the same weight
1:17 At first I thought the fifth and "trickier" game was Link: The Faces of Evil.
I didn't know most of these tips actually, and I play on a lot of the stages mentioned.
Was very entertaining to watch. Thank you =)
Happy holidays!
You should make a video about stage background secrets.
Considering Link tip: In russian it says 4 games if I remember correctly
In latam-spanish it says 5 (because they dont translate the game titles)
Did you know that you can turn around Joker's final smash? And I'm not talking about B reverse. Get this: if you wanna hit your enemy with the final smash, but he spot dodges, you can turn around and still hit him.
Sakurai demonstrated this on Joker's presentation, so it's fairly well-known. It is pretty cool though.
@@lued123 Really? Didn't noticed it ._.
it just occurred to me how cursed that Hiding from Mother tip is
Did you know you can stack a super mushroom with a backfired lightning that makes you 3 times larger? You just have to do mega smash and get a backfired lightning.
awesome video as always! merry christmas :)
The hanenbow flower-thing was actually an event in brawl, same with the Pikmin Flower Thing.
If you throw a pikmin with olimar, it grabs a green sheel and you jump, you will bounce forever
I'm the 3d land tip, it *is* accurate that super leaves (along with other Mario items) do spawn more frequently. Each stage has its own internal item rarity numbers for every single item, and most stages have the rarity for series matching items increased by around 10-20%
Which, in practice, means that items will go from something like a 1.5% chance of spawning to a 1.7% chance, with all other items dropping by 0.2% total.
PLAY PIKMIN 2
amazing game.
Also, there is a Brawl event match where your objective is to make the flower on Hanenbow bloom by making the six leaves red. It was pretty fun, yeah!
Thx for the vids they make my day also merry Christmas
I actually still have links crossbow training
Yeah after years of Mario Experience, and rounds of Mario 35, that's a block I never miss.
🎄MERRY CHRISTMAS🎄🎁 thanks for all the tips and glitches
One interesting stage tip is that in Hollow Bastion you can’t have Soras dive to the heart background show up if you are playing as Sora, but the weird part is that I played online with a friend and had it in the background when I was playing as Sora. I have played that stage so much as Sora and it isn’t supposed to happen. It has only happened once and never happened again. My theory is that it might have been a glitch involved with who picked the stage, idk.
hey a fun fact about the hanabow fact you should know that acculy even if you dont played the game hanabow ever as long as you played brawl becase it was one of the event matches (i think that was what there called) thoe battles where you hade to do spesific stuff one was to make the flower bloom
Damn, I ALWAYS thought the "tricky to remember" game with Link's name was the CDI Link & The Faces of Evil. Totally forgot about Link's Crossbow Training even though I played it a ton when I was younger!
You are forgetting that vertical knockback is a factor of both weight and fall speed. Horizontal knockback is purely weight. Great testing on Spear Pillar nonetheless.
MAN, your Japanese translation was such a flex
On Classic Mode, when you win a battle and get points, the screen is paused, but you can still see inkling’s ink wash away.
Weight is only a partial factor in knockback. There's % of course, but there's also initial knockback and knockback growth of the attack (and staleness, rage, etc). You're going to need to plug all of those numbers into the equation (on the wiki) to accurately calculate if weight is really halved.
This is epic
you're first
I click this immediately when it showed up
1:07
I really thought you were gonna include Link: The Faces of Evil for the Philips CDI.
The pellets worked just like that in Brawl, too
I’m entranced by your tf2 clips, you should make a tf2 facts or gameplay video it you be really cool to see one in your editing style
Damn. The Japanese version of Link's Awakening is an even more obvious spoiler for the game than the English
Love these vids!! Keep it up!!
This is very interesting
Link and the faces of evil: *Am I a joke to you?*
Merry Christmas Eve my guy
him " links crossbow training"
me : * has 34 metric fuckloads of flashbacks of how the cover for it was some paper, it was just to pratice with one item from twilight prinece, theirs a desert area, a woods area, mummys, and how i have it for some reason*
In Brawl there was an event for making the flower on Hanenbow bloom. That's how I knew about the red leaves
I was aware of the hidden block by accident
It could be that 3D land just spawns more Mario items like Mario maker, since you were testing with fire flower
Yummy taunt kill on the sandvich eating heavy
Commenting this on a 4 month old video, but after months of research, I think I fully solved palkia’s weight lowering effect.
In technical-ish terms:
When (Palkia Weight Event) triggered, ((Divide) (Fighter Weight) by (2)),
If (Fighter Weight) < 50, ((Multiply) (Fighter Weight) by (2)), and ((Decrease) (Fighter Weight) by (20))
Else, ((Increase) (Fighter Weight) by (5x)) (x = a value determined by subcategorizing a fighter’s weight class)
In simple terms, it cuts a fighter’s weight in half, but if they are too light, it just makes them a little lighter, and if they aren’t that light, it makes them slightly more than half their weight.
Something you should have considered is that different fall speeds will effect vertical knock back
The Pikmin fact makes perfect sense to anyone who has played Pikmin, to anyone else, it doesn't
Fun Fact: Put some respect on links crossbow training right now, I am in your walls
I just noticed that PKBeats' profile picture is a sail boat, and I can't unsee it.
No it isn't bro lol
@@Casual_PKBeats LOL I thought it was due to the Wind Waker Aesthetic HAHA
My bad broski
I did figure out that throwing pellets at the onions did something, but i didn't figure out exactly what it did because most of the time I just feed them to the Baulborb.
Before even hearing it I know the names are Link to the past, Links awakening, Link between worlds, and two others idk
You should make a video on stage secrets.
I could've sworn you got a bonus for feeding pellets to the Bulborb in brawl.
Incineroar has a special animation when doing his side b with the enemy slowed down
Imagine if smash was released after AOC maybe link would of had the ability to wall jump
Why is all of your videos good?
As many have already stated, there is more to knock back than just weight. An important factor is fall speed (I have no idea why fall speed is factored)
Wow I never realized how much better the English titles are than the Japanese ones for legend of zelda
Obvious?! I've been playing this game and multiple iterations for years, and I've NEVER known about the Distant Plant thing.
I always threw the pellets into the mouth of the slug things for giggles, and thought the onions were stage design.
Blown mind.
I love picman...and it make since....but I did not know that interaction was in the game,lol.
I'm pretty sure in LoZ: Minish Cap, you name your hero, and the default is Link? I might be wrong cuz that was my childhood but it rings a vivid bell
Are you talking about the tip about the number of games Link’s name is in? Because it means the _title_ of the game, not every game in which Link’s name is mentioned. I’m pretty sure in almost every game you can name your character, the default is Link.
@@emmaw52 Gotcha. yeah he just said games that the name Link appears, in which that's wrong, but I think you're right in that it was just poor phrasing
For the pellets I had no idea that was a function in that stage.
For spear pillar, Seamus has a taller hit box than sanic This would explain the percentage difference there